uxn/examples/drag.usm

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( drag )
:dev/r fff8 ( std read port )
:dev/w fff9 ( std write port )
;drawx 2 ;drawy 2 ;x 2 ;y 2 ;w 2 ;h 2 ;color 1
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;touchx 2 ;touchy 2 ;down 1
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|0100 @RESET
#05 =dev/r ( set dev/read mouse )
#01 =dev/w ( set dev/write to screen )
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#02 =color
#0050 =w #0080 =h ,update JSR
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BRK
|c000 @FRAME
( get touch )
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#05 IOR #01 EQU ,on-touch ROT JMP? POP2
#05 IOR #10 EQU ,on-release ROT JMP? POP2
#01 ~down EQU ,on-drag ROT JMP? POP2
BRK
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@on-touch
#01 =down
#01 =color
#00 IOR2 =touchx #02 IOR2 =touchy
,update JSR
BRK
@on-release
#00 =down
#02 =color
,update JSR
BRK
@on-drag
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( clear last rect )
#00 =color
~x ~y ~w ~h ,fillrect JSR
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#00 IOR2 ~touchx SUBS2 ~x ADDS2 =x
#02 IOR2 ~touchy SUBS2 ~y ADDS2 =y
#00 IOR2 =touchx #02 IOR2 =touchy
,update JSR
BRK
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@update
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( draw new rect )
#03 =color
~x ~y ~w ~h ,linerect JSR
#0000 ,rounds_chr ~x #0010 ADD2 ~y #0010 ADD2 ,drawsprite JSR
#0100 ,eyeeye_chr ~x #0040 ADD2 ~y #0020 ADD2 ,drawsprite JSR
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,redraw JSR
BRK
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BRK
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@putpixel
IOW2 ( y short )
IOW2 ( x short )
,color LDR IOW ( color byte )
#00 IOW ( redraw byte )
RTS
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@fillrect
=h =w =y =x ( store values in variables )
~x =drawx ~y =drawy ( store draw pos in variables )
@fillrectrow
~x =drawx
@fillrectcol
( draw ) ~drawx ~drawy IOW2 IOW2 ~color IOW #00 IOW
~drawx #0001 ADD2 =drawx
~drawx ~w ~x ADD2 LTH2 ,fillrectcol ROT JMP? POP2
~drawy #0001 ADD2 =drawy
~drawy ~h ~y ADD2 LTH2 ,fillrectrow ROT JMP? POP2
RTS
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@linerect
,h STR2 ,w STR2 ,y STR2 ,x STR2
,x LDR2 ,drawx STR2 ,y LDR2 ,drawy STR2
@linerectcol
( draw ) ,x LDR2 ,drawy LDR2 ,putpixel JSR
( draw ) ,x LDR2 ,w LDR2 ADD2 ,drawy LDR2 ,putpixel JSR
,drawy LDR2 #0001 ADD2 ,drawy STR2
,drawy LDR2 ,h LDR2 ,y LDR2 ADD2 LTH2 ,linerectcol ROT JMP? POP2
@linerectrow
( draw ) ,drawx LDR2 ,y LDR2 ,putpixel JSR
( draw ) ,drawx LDR2 ,y LDR2 ,h LDR2 ADD2 ,putpixel JSR
,drawx LDR2 #0001 ADD2 ,drawx STR2
,drawx LDR2 ,w LDR2 ,x LDR2 ADD2 #0001 ADD2 LTH2 ,linerectrow ROT JMP? POP2
RTS
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@getmouse
#00 IOR2 ( get mouse x )
#02 IOR2 ( get mouse y )
RTS
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@drawsprite
#02 =dev/w ( set dev/write to sprite )
IOW2 ( y short )
IOW2 ( x short )
IOW2 ( sprite address )
IOW2 ( redraw byte )
RTS
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@redraw
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#01 =dev/w ( set dev/write to sprite )
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#0000 IOW2
#0000 IOW2
#00 IOW
#01 IOW
RTS
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@rounds_chr [ 3844 92aa 9244 3800 0038 7c7c 7c38 0000 ]
@eyeeye_chr [ aa55 aa55 aa55 aa55 aa55 aa55 aa55 aa55 ]
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|d000 @ERROR BRK
|FFFA .RESET .FRAME .ERROR