Basic mouse hover support and sprite auto work more properly
This commit is contained in:
+38
-14
@@ -12,28 +12,22 @@ def WIDTH = 640;
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def HEIGHT = 480;
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export fn main() void = {
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sdl3::Init(sdl3::InitFlags::VIDEO)!;
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sdl3::Init(sdl3::InitFlags::VIDEO | sdl3::InitFlags::EVENTS)!;
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defer sdl3::Quit();
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const win = sdl3::CreateWindow(
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c::nulstr("Meadow\0"),
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WIDTH, HEIGHT, sdl3::WindowFlags::RESIZABLE)!;
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WIDTH, HEIGHT, sdl3::WindowFlags::RESIZABLE |
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sdl3::WindowFlags::MOUSE_CAPTURE |
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sdl3::WindowFlags::INPUT_FOCUS |
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sdl3::WindowFlags::MOUSE_FOCUS
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)!;
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defer sdl3::DestroyWindow(win);
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const render = sdl3::CreateRenderer(win, null)!;
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defer sdl3::DestroyRenderer(render);
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sdl3::SetRenderDrawColor(render, 0, 0, 128, 255)!;
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sdl3::SetRenderVSync(render,1)!;
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// const img = image::LoadTexture(render, c::nulstr("./assets/mascot.jpg\0"))!;
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// defer sdl3::DestroyTexture(img);
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// let w = 0.0f32, h = 0.0f32;
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// sdl3::GetTextureSize(img, &w, &h)!;
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// sdl3::get_error()!;
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// const w = w: int, h = h: int;
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// let x = 0, y = 0;
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// let xd = 1, yd = 1;
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const screen_w = WIDTH;
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@@ -124,6 +118,7 @@ export fn main() void = {
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next_refresh = now + frame_interval;
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if(state.screen_vector != 0){
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fmt::println("Executing screen vector")!;
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uxn::uxn_eval(state.screen_vector, state)!;
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};
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};
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@@ -178,9 +173,11 @@ export fn main() void = {
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//Render stuff
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for (sdl3::PollEvent(&ev)) {
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if (ev.event_type == sdl3::EventType::QUIT) {
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// fmt::println("Handling event")!;
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switch (ev.event_type) {
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case sdl3::EventType::QUIT =>
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run = false;
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}else if(ev.event_type == sdl3::EventType::WINDOW_RESIZED){
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case sdl3::EventType::WINDOW_RESIZED =>
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let dims = uxn::get_window_size(state);
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let w = ev.window.data1;
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let h = ev.window.data2;
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@@ -206,6 +203,32 @@ export fn main() void = {
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state.screen_update = true;
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};
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case sdl3::EventType::MOUSE_MOTION =>
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// fmt::printfln("Mouse Event x: {} y: {}", ev.motion.x, ev.motion.y)!;
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uxn::set_mouse_motion(ev.motion.x: u16,ev.motion.y: u16,state);
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uxn::uxn_eval(state.mouse_vector,state)!;
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case sdl3::EventType::WINDOW_EXPOSED =>
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sdl3::RenderClear(render)!;
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sdl3::RenderTexture(render, meadow_texture, null, null)!;
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sdl3::RenderPresent(render)!;
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case sdl3::EventType::WINDOW_SHOWN =>
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sdl3::RenderClear(render)!;
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sdl3::RenderTexture(render, meadow_texture, null, null)!;
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sdl3::RenderPresent(render)!;
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case sdl3::EventType::WINDOW_PIXEL_SIZE_CHANGED =>
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sdl3::RenderClear(render)!;
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sdl3::RenderTexture(render, meadow_texture, null, null)!;
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sdl3::RenderPresent(render)!;
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case sdl3::EventType::WINDOW_MOUSE_ENTER =>
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sdl3::RenderClear(render)!;
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sdl3::RenderTexture(render, meadow_texture, null, null)!;
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sdl3::HideCursor()!;
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case sdl3::EventType::WINDOW_MOUSE_LEAVE =>
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sdl3::RenderClear(render)!;
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sdl3::RenderTexture(render, meadow_texture, null, null)!;
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sdl3::ShowCursor()!;
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case =>
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fmt::printfln("Unhandled SDL event: 0x{:x} , {}", ev.event_type, ev.event_type )!;
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};
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};
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@@ -220,3 +243,4 @@ export fn main() void = {
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sdl3::get_error()!;
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};
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};
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+30
-6
@@ -1,17 +1,32 @@
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|00 @System/vector $2 &expansion $2 &wst $1 &rst $1 &metadata $2 &r $2 &g $2 &b $2 &debug $1 &state $1
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|20 @Screen/vector $2 &width $2 &height $2 &auto $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
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|100
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|0000
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@counter $2
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|0100
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@on-reset ( -> )
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set-theme
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#0020 .Screen/x DEO2
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;on-screen .Screen/vector DEO2
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#0000 .counter STZ2
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( draw-sprite )
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BRK
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@on-screen ( -> )
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clear-screen
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draw-sprite
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BRK
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@draw-sprite ( -> )
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#0020 .counter LDZ2 ADD2 .Screen/x DEO2
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#0040 .Screen/y DEO2
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( ;sprite-icn .Screen/addr DEO2 )
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( #01 .Screen/sprite DEO )
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#00 .Screen/auto DEO
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#21 .Screen/auto DEO
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;sprite2-icn .Screen/addr DEO2
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#c1 .Screen/sprite DEO
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BRK
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.counter LDZ2 INC2 .counter STZ2
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JMP2r
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@set-theme ( -- )
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#f07f .System/r DEO2
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@@ -19,6 +34,15 @@
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#f0b2 .System/b DEO2
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JMP2r
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@clear-screen ( -- )
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#0000 .Screen/x DEO2
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#0000 .Screen/y DEO2
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#00 .Screen/auto DEO
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#80 .Screen/pixel DEO
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#c0 .Screen/pixel DEO
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JMP2r
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@sprite-icn
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00 66 ff ff ff 7e 3c 18
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@sprite2-icn
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+34
-35
@@ -10,11 +10,11 @@ use strings;
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// let ptr: [2] u8 = [0...];
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// let stk: [2][0x100] u8 = [[0...],[0...]];
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export type uxn = struct {
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pc: u16,
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console_vector: u16,
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screen_vector: u16,
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mouse_vector: u16,
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ram: [0x10000] u8,
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dev: [0x100] u8,
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ptr: [2] u8,
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@@ -39,6 +39,7 @@ fn initialize_uxn_mem() *uxn = {
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pc = reset_vector,
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console_vector = 0,
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screen_vector = 0,
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mouse_vector = 0,
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ram = [0...],
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dev = [0...],
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ptr = [0...],
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@@ -99,6 +100,10 @@ fn emu_deo(port: u8, value: u8, state: *uxn) void = {
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draw_pixel(value,state);
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case 0x2f =>
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draw_sprite(value,state);
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case 0x91 =>
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let high = state.dev[0x90];
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let low = value;
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state.mouse_vector = short_from_bytes(high,low);
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case =>
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if( port == 0x22 ||
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port == 0x23 ||
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@@ -115,6 +120,13 @@ fn emu_deo(port: u8, value: u8, state: *uxn) void = {
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};
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};
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export fn set_mouse_motion(x: u16, y: u16, state: *uxn) void = {
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state.dev[0x92] = (x >> 8): u8;
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state.dev[0x93] = (x): u8;
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state.dev[0x94] = (y >> 8): u8;
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state.dev[0x95] = (y): u8;
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};
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fn regenerate_palettes(state: *uxn) void = {
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const r = short_from_bytes(state.dev[0x08],state.dev[0x09]);
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const g = short_from_bytes(state.dev[0x0a],state.dev[0x0b]);
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@@ -192,7 +204,7 @@ fn draw_sprite(value: u8, state: *uxn) void = {
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//TODO handle fill
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const colors = value & 0b00001111;
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const auto = state.dev[0x26];
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let count = ((auto & 0xf0) >> 4): i8;
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let count = ((auto & 0xf0) >> 4): u8;
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const auto_x = (auto & 0b00000001) != 0;
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const auto_y = (auto & 0b00000010) != 0;
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const auto_a = (auto & 0b00000100) != 0;
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@@ -201,12 +213,20 @@ fn draw_sprite(value: u8, state: *uxn) void = {
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const flipy: bool = (value & 0b00100000) != 0;
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const flipx: bool = (value & 0b00010000) != 0;
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for(let i = 0; i <= count; i+=1){
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const addr = short_from_bytes(state.dev[0x2c],state.dev[0x2d]);
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const x = short_from_bytes(state.dev[0x28],state.dev[0x29]);
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const y = short_from_bytes(state.dev[0x2a],state.dev[0x2b]);
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for(let i: u16 = 0; i <= count; i+=1){
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const addr = short_from_bytes(state.dev[0x2c],state.dev[0x2d]);
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const x = x + i * 8;
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copy_sprite_to_screen(bpp2,colors,x,y,addr,flipx,flipy,layer1,state);
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if(auto_a){
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const new_addr = if(bpp2) { yield addr + 16; } else { yield addr + 8; };
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state.dev[0x2c] = (new_addr >> 8): u8;
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state.dev[0x2d] = (new_addr): u8;
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};
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};
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if(auto_x) {
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const new_x = x + 8;
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state.dev[0x28] = (new_x >> 8): u8;
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@@ -219,19 +239,14 @@ fn draw_sprite(value: u8, state: *uxn) void = {
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state.dev[0x2b] = (new_y): u8;
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};
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if(auto_a){
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const new_addr = if(bpp2) { yield addr + 16; } else { yield addr + 8; };
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state.dev[0x2c] = (new_addr >> 8): u8;
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state.dev[0x2d] = (new_addr): u8;
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};
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};
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state.screen_update = true;
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};
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fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flipx: bool, flipy: bool, layer1: bool, state: *uxn) void = {
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const bytes_per_sprite = if(bpp2) {yield 16;} else {yield 8;};
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let dims = get_window_size(state);
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let xoff: u16 = 0;
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let yoff: u16 = 0;
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@@ -240,8 +255,10 @@ fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flip
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const pixels = get_pixels_from_1bpp_sprite(addr,state);
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for(let p .. pixels){
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const color = if(p == 0) { yield 0:u8;} else {yield colors: u8; };
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if((x < MAXWIDTH) && (y < MAXHEIGHT)){
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if(layer1) { state.screen.1[x+xoff][y+yoff] = color; }
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else {state.screen.0[x+xoff][y+yoff] = color; };
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};
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xoff += 1;
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if(xoff >= 8){
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xoff = 0;
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@@ -252,40 +269,22 @@ fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flip
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const pixels = get_pixels_from_2bpp_sprite(addr,state);
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for(let p .. pixels){
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const color = p; //TODO use colors bits
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// fmt::printfln("x: 0x{:x}, xoff: 0x{:x}, y: 0x{:x}, yoff: 0x{:x}", x,xoff,y,yoff )!;
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if((x < MAXWIDTH) && (y < MAXHEIGHT)){
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if(layer1) { state.screen.1[x+xoff][y+yoff] = color; }
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else {state.screen.0[x+xoff][y+yoff] = color; };
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};
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xoff += 1;
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if(xoff >= 8){
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xoff = 0;
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yoff += 1;
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};
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// if(yoff >= 8){
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// break;
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// };
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};
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};
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// fmt::printfln("Drawing Sprite to x: {} y: {}", x, y)!;
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// for(let i = 0; i < bytes_per_sprite; i+=1){
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// const pixels = get_pixels_from_sprite(bpp2,addr,state);
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// for(let p .. pixels){
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// const color: u8 = (if (bpp2){
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// yield p: u8; // implement real value based on colors value
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// }else {
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// if( p == 0 ) yield 0: u8;
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// yield colors: u8;
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// } )& 0b00000011;
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// // fmt::printfln("Drawing 2bpp: {} Sprite Pixel to x: {} y: {} color: {}", bpp2, x+xoff, y+yoff, p)!;
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// if(layer1) { state.screen.1[x+xoff][y+yoff] = color; }
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// else {state.screen.0[x+xoff][y+yoff] = color; };
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// xoff += 1;
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// if(xoff >= 8){
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// xoff = 0;
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// yoff += 1;
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// };
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// };
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// };
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};
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fn get_pixels_from_1bpp_sprite(addr: u16, state: *uxn) []u8 = {
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