undar-lang/test/paint.ul

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Executable File

/**
* Constants
*/
const byte BLACK = 0;
const byte WHITE = 255;
const byte DARK_GRAY = 73;
const byte GRAY = 146;
byte selected_color = 255;
plex System {
ref function vector;
byte wst;
byte rst;
u32 pad;
nat r;
nat g;
nat b;
byte debug;
byte halt;
}
plex Screen {
ref function vector;
nat width;
nat height;
nat auto;
nat x;
nat y;
nat addr;
byte pixel;
byte sprite;
}
plex Mouse {
ref function vector;
nat x;
nat y;
nat state;
nat z;
nat scrollx;
nat scrolly;
nat unused_;
}
System system = mmap(0x00, System);
Screen screen = mmap(0x20, Screen);
screen.vector = ref render_screen;
Mouse mouse = mmap(0x90, Mouse);
mouse.vector = ref render_screen;
halt;
function on_mouse_down() {
int box_size = 20;
int x = 1;
int y = 1;
byte color = BLACK;
outlined_swatch(screen, color, x, y);
set_color(box_size, x, y, mouse.x, mouse.y, color);
color = WHITE;
x = 21;
outlined_swatch(screen, color, x, y);
set_color(box_size, x, y, mouse.x, mouse.y, color);
rectangle(screen, selected_color, x, y, 5, 5);
}
function render_screen() {
outline_swatch(screen, BLACK, 1, 1);
outline_swatch(screen, WHITE, 21, 1);
}
/**
* Checks if the click is within the bound and update the selected color if so.
*/
function set_color(int box_size, int bx, int by, int mx, int my, byte color) {
int right = bx + box_size;
int bottom = by + box_size;
if (mx < bx) return;
if (mx > right) return;
if (my < by) return;
if (my > bottom) return;
selected_color = color;
}
/**
* Draw a color box with a grey outline, if selected use a darker color
*/
function outline_swatch(byte color, int x, int y) {
byte bg_color = GRAY;
if (selected_color == color) {
bg_color = DARK_GRAY;
}
rectangle(bg_color, x, y, 20, 20);
rectangle(color, x + 2, y + 2, 17, 17);
}
/**
* Draw a rectangle
*/
function rectangle(byte color, int x, int y, int width, int height) {
int base = y * screen.width + x;
for (int i = height; i > 0; i--) {
int row = base + width;
for (int j = width; j < row; j++) {
screen.x = i;
screen.y = j;
screen.pixel = color;
}
base += screen.width;
}
}