Basic mouse hover support and sprite auto work more properly

This commit is contained in:
JJ Bliss
2026-04-26 11:15:19 -04:00
parent b18dd94a06
commit fc5f41910e
3 changed files with 134 additions and 87 deletions
+38 -14
View File
@@ -12,28 +12,22 @@ def WIDTH = 640;
def HEIGHT = 480;
export fn main() void = {
sdl3::Init(sdl3::InitFlags::VIDEO)!;
sdl3::Init(sdl3::InitFlags::VIDEO | sdl3::InitFlags::EVENTS)!;
defer sdl3::Quit();
const win = sdl3::CreateWindow(
c::nulstr("Meadow\0"),
WIDTH, HEIGHT, sdl3::WindowFlags::RESIZABLE)!;
WIDTH, HEIGHT, sdl3::WindowFlags::RESIZABLE |
sdl3::WindowFlags::MOUSE_CAPTURE |
sdl3::WindowFlags::INPUT_FOCUS |
sdl3::WindowFlags::MOUSE_FOCUS
)!;
defer sdl3::DestroyWindow(win);
const render = sdl3::CreateRenderer(win, null)!;
defer sdl3::DestroyRenderer(render);
sdl3::SetRenderDrawColor(render, 0, 0, 128, 255)!;
sdl3::SetRenderVSync(render,1)!;
// const img = image::LoadTexture(render, c::nulstr("./assets/mascot.jpg\0"))!;
// defer sdl3::DestroyTexture(img);
// let w = 0.0f32, h = 0.0f32;
// sdl3::GetTextureSize(img, &w, &h)!;
// sdl3::get_error()!;
// const w = w: int, h = h: int;
// let x = 0, y = 0;
// let xd = 1, yd = 1;
const screen_w = WIDTH;
@@ -124,6 +118,7 @@ export fn main() void = {
next_refresh = now + frame_interval;
if(state.screen_vector != 0){
fmt::println("Executing screen vector")!;
uxn::uxn_eval(state.screen_vector, state)!;
};
};
@@ -178,9 +173,11 @@ export fn main() void = {
//Render stuff
for (sdl3::PollEvent(&ev)) {
if (ev.event_type == sdl3::EventType::QUIT) {
// fmt::println("Handling event")!;
switch (ev.event_type) {
case sdl3::EventType::QUIT =>
run = false;
}else if(ev.event_type == sdl3::EventType::WINDOW_RESIZED){
case sdl3::EventType::WINDOW_RESIZED =>
let dims = uxn::get_window_size(state);
let w = ev.window.data1;
let h = ev.window.data2;
@@ -206,6 +203,32 @@ export fn main() void = {
state.screen_update = true;
};
case sdl3::EventType::MOUSE_MOTION =>
// fmt::printfln("Mouse Event x: {} y: {}", ev.motion.x, ev.motion.y)!;
uxn::set_mouse_motion(ev.motion.x: u16,ev.motion.y: u16,state);
uxn::uxn_eval(state.mouse_vector,state)!;
case sdl3::EventType::WINDOW_EXPOSED =>
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderPresent(render)!;
case sdl3::EventType::WINDOW_SHOWN =>
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderPresent(render)!;
case sdl3::EventType::WINDOW_PIXEL_SIZE_CHANGED =>
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::RenderPresent(render)!;
case sdl3::EventType::WINDOW_MOUSE_ENTER =>
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::HideCursor()!;
case sdl3::EventType::WINDOW_MOUSE_LEAVE =>
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
sdl3::ShowCursor()!;
case =>
fmt::printfln("Unhandled SDL event: 0x{:x} , {}", ev.event_type, ev.event_type )!;
};
};
@@ -220,3 +243,4 @@ export fn main() void = {
sdl3::get_error()!;
};
};
+30 -6
View File
@@ -1,17 +1,32 @@
|00 @System/vector $2 &expansion $2 &wst $1 &rst $1 &metadata $2 &r $2 &g $2 &b $2 &debug $1 &state $1
|20 @Screen/vector $2 &width $2 &height $2 &auto $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1
|100
|0000
@counter $2
|0100
@on-reset ( -> )
set-theme
#0020 .Screen/x DEO2
;on-screen .Screen/vector DEO2
#0000 .counter STZ2
( draw-sprite )
BRK
@on-screen ( -> )
clear-screen
draw-sprite
BRK
@draw-sprite ( -> )
#0020 .counter LDZ2 ADD2 .Screen/x DEO2
#0040 .Screen/y DEO2
( ;sprite-icn .Screen/addr DEO2 )
( #01 .Screen/sprite DEO )
#00 .Screen/auto DEO
#21 .Screen/auto DEO
;sprite2-icn .Screen/addr DEO2
#c1 .Screen/sprite DEO
BRK
.counter LDZ2 INC2 .counter STZ2
JMP2r
@set-theme ( -- )
#f07f .System/r DEO2
@@ -19,6 +34,15 @@
#f0b2 .System/b DEO2
JMP2r
@clear-screen ( -- )
#0000 .Screen/x DEO2
#0000 .Screen/y DEO2
#00 .Screen/auto DEO
#80 .Screen/pixel DEO
#c0 .Screen/pixel DEO
JMP2r
@sprite-icn
00 66 ff ff ff 7e 3c 18
@sprite2-icn
+34 -35
View File
@@ -10,11 +10,11 @@ use strings;
// let ptr: [2] u8 = [0...];
// let stk: [2][0x100] u8 = [[0...],[0...]];
export type uxn = struct {
pc: u16,
console_vector: u16,
screen_vector: u16,
mouse_vector: u16,
ram: [0x10000] u8,
dev: [0x100] u8,
ptr: [2] u8,
@@ -39,6 +39,7 @@ fn initialize_uxn_mem() *uxn = {
pc = reset_vector,
console_vector = 0,
screen_vector = 0,
mouse_vector = 0,
ram = [0...],
dev = [0...],
ptr = [0...],
@@ -99,6 +100,10 @@ fn emu_deo(port: u8, value: u8, state: *uxn) void = {
draw_pixel(value,state);
case 0x2f =>
draw_sprite(value,state);
case 0x91 =>
let high = state.dev[0x90];
let low = value;
state.mouse_vector = short_from_bytes(high,low);
case =>
if( port == 0x22 ||
port == 0x23 ||
@@ -115,6 +120,13 @@ fn emu_deo(port: u8, value: u8, state: *uxn) void = {
};
};
export fn set_mouse_motion(x: u16, y: u16, state: *uxn) void = {
state.dev[0x92] = (x >> 8): u8;
state.dev[0x93] = (x): u8;
state.dev[0x94] = (y >> 8): u8;
state.dev[0x95] = (y): u8;
};
fn regenerate_palettes(state: *uxn) void = {
const r = short_from_bytes(state.dev[0x08],state.dev[0x09]);
const g = short_from_bytes(state.dev[0x0a],state.dev[0x0b]);
@@ -192,7 +204,7 @@ fn draw_sprite(value: u8, state: *uxn) void = {
//TODO handle fill
const colors = value & 0b00001111;
const auto = state.dev[0x26];
let count = ((auto & 0xf0) >> 4): i8;
let count = ((auto & 0xf0) >> 4): u8;
const auto_x = (auto & 0b00000001) != 0;
const auto_y = (auto & 0b00000010) != 0;
const auto_a = (auto & 0b00000100) != 0;
@@ -201,12 +213,20 @@ fn draw_sprite(value: u8, state: *uxn) void = {
const flipy: bool = (value & 0b00100000) != 0;
const flipx: bool = (value & 0b00010000) != 0;
for(let i = 0; i <= count; i+=1){
const addr = short_from_bytes(state.dev[0x2c],state.dev[0x2d]);
const x = short_from_bytes(state.dev[0x28],state.dev[0x29]);
const y = short_from_bytes(state.dev[0x2a],state.dev[0x2b]);
for(let i: u16 = 0; i <= count; i+=1){
const addr = short_from_bytes(state.dev[0x2c],state.dev[0x2d]);
const x = x + i * 8;
copy_sprite_to_screen(bpp2,colors,x,y,addr,flipx,flipy,layer1,state);
if(auto_a){
const new_addr = if(bpp2) { yield addr + 16; } else { yield addr + 8; };
state.dev[0x2c] = (new_addr >> 8): u8;
state.dev[0x2d] = (new_addr): u8;
};
};
if(auto_x) {
const new_x = x + 8;
state.dev[0x28] = (new_x >> 8): u8;
@@ -219,19 +239,14 @@ fn draw_sprite(value: u8, state: *uxn) void = {
state.dev[0x2b] = (new_y): u8;
};
if(auto_a){
const new_addr = if(bpp2) { yield addr + 16; } else { yield addr + 8; };
state.dev[0x2c] = (new_addr >> 8): u8;
state.dev[0x2d] = (new_addr): u8;
};
};
state.screen_update = true;
};
fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flipx: bool, flipy: bool, layer1: bool, state: *uxn) void = {
const bytes_per_sprite = if(bpp2) {yield 16;} else {yield 8;};
let dims = get_window_size(state);
let xoff: u16 = 0;
let yoff: u16 = 0;
@@ -240,8 +255,10 @@ fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flip
const pixels = get_pixels_from_1bpp_sprite(addr,state);
for(let p .. pixels){
const color = if(p == 0) { yield 0:u8;} else {yield colors: u8; };
if((x < MAXWIDTH) && (y < MAXHEIGHT)){
if(layer1) { state.screen.1[x+xoff][y+yoff] = color; }
else {state.screen.0[x+xoff][y+yoff] = color; };
};
xoff += 1;
if(xoff >= 8){
xoff = 0;
@@ -252,40 +269,22 @@ fn copy_sprite_to_screen(bpp2: bool, colors: u8, x: u16, y: u16, addr: u16, flip
const pixels = get_pixels_from_2bpp_sprite(addr,state);
for(let p .. pixels){
const color = p; //TODO use colors bits
// fmt::printfln("x: 0x{:x}, xoff: 0x{:x}, y: 0x{:x}, yoff: 0x{:x}", x,xoff,y,yoff )!;
if((x < MAXWIDTH) && (y < MAXHEIGHT)){
if(layer1) { state.screen.1[x+xoff][y+yoff] = color; }
else {state.screen.0[x+xoff][y+yoff] = color; };
};
xoff += 1;
if(xoff >= 8){
xoff = 0;
yoff += 1;
};
// if(yoff >= 8){
// break;
// };
};
};
// fmt::printfln("Drawing Sprite to x: {} y: {}", x, y)!;
// for(let i = 0; i < bytes_per_sprite; i+=1){
// const pixels = get_pixels_from_sprite(bpp2,addr,state);
// for(let p .. pixels){
// const color: u8 = (if (bpp2){
// yield p: u8; // implement real value based on colors value
// }else {
// if( p == 0 ) yield 0: u8;
// yield colors: u8;
// } )& 0b00000011;
// // fmt::printfln("Drawing 2bpp: {} Sprite Pixel to x: {} y: {} color: {}", bpp2, x+xoff, y+yoff, p)!;
// if(layer1) { state.screen.1[x+xoff][y+yoff] = color; }
// else {state.screen.0[x+xoff][y+yoff] = color; };
// xoff += 1;
// if(xoff >= 8){
// xoff = 0;
// yoff += 1;
// };
// };
// };
};
fn get_pixels_from_1bpp_sprite(addr: u16, state: *uxn) []u8 = {