kolibrios-fun/programs/games/codemaster/include/drawk.inc
codemaster 13694b9ade Added 3 games for the New Year competition: Binary Master, Hang Programmer, Kolibri Puzzle
(Author: codemaster; initially sources are uploaded to SVN "as is" without modification)
### Redo r.5303 with correct letter case for auto-build machine ###

git-svn-id: svn://kolibrios.org@5305 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-30 23:59:59 +00:00

344 lines
6.7 KiB
PHP

; $$$$$$$$$$$$$$$$$$$ ABAKIS $$$$$$$$$$$$$$$$$$$$$
; *************** STAR^2 SOFTWARE ****************
; ?????????????????? DRAW.INC ????????????????????
; fast portable graphics
include 'color.inc'
include 'box.inc'
;;;;;;;;;;;;;;;;;;;;; SCREEN ;;;;;;;;;;;;;;;;;;;;;
align
vga equ (gs:r0)
; void vga.p
integer \
screen.w, screen.h, screen.n,\
screen.size, screen.pitch,\
screen.bpp, screen.pw
void palette.p
function set.screen, w, h, bpp
alias n=r0, pw=r1
. screen.w=w, screen.h=h ; size
. n=w, n*h, screen.n=n ; # pixels
. n=bpp, n>>>3, pw=n ; pixel width
. screen.pw=pw, n*pw ; size
. screen.size=n ; in bytes
. n=w, n*4 ; width
. screen.pitch=n ; in bytes
. screen.bpp=bpp ; bits per pixel
endf
; calculate x/y offset: (y*screen.w+x)*4
macro xy x, y {
. r0=y, r0*1024, r0+x, r0*4
. r1=WINDOW.Y, r1*4096, r0+r1
. r1=WINDOW.X, r1*4, r0+r1
}
; erase screen with color
function clear.screen, c
callf draw.box, 0, 0, WINDOW.W-1, WINDOW.H-1, c
endf
; draw straight line: loop n, *p++=c
function draw.line.h, x, y, w, c
xy x, y
. r1=c
loop w, (u32) *vga=r1, r0+4, endl
endf
; draw vertical line
function draw.line.v, x, y, n, c
locals swb
alias p=r0, z=r1, h=r2
xy x, y
. z=c, swb=4096
loop n, (u32) *vga=z, p+swb, endl
endf 1
; draw solid rectangle
function draw.box, x, y, w, h, c
try visible x, y, w, h
loop h
draw.line.h x, y, w, c
. y++
endl
endf
; draw rectangle outline
function draw.outline, x, y, w, h, c
try visible x, y, w, h
draw.line.h x, y, w, c
. r0=y, r0+h, r0--
draw.line.h x, r0, w, c
. r0=y, r0++, r1=h, r1-2
draw.line.v x, r0, r1, c
. r0=x, r0+w, r0--
. r1=y, r1++, r2=h, r2-2
draw.line.v r0, r1, r2, c
endf
macro draw.box.s b, c
{ draw.box b#.x, b#.y, b#.w, b#.h, c }
macro draw.box.o b, c
{ draw.outline b#.x, b#.y, b#.w, b#.h, c }
macro draw.box a, b, c, d, e {
IF ~e eq
draw.box a, b, c, d, e
ELSE IF ~d eq
'Unsupported'
ELSE IF ~c eq
draw.box.s a, b
draw.box.o a, c
ELSE IF ~b eq
draw.box.s a, b
END IF
}
; draw scanline: multi-color line,
; array of pixels:
; loop w, *p++=*s++, endl
function draw.scanline, s, x, y, w
alias p=r0, q=r1, c=r2
xy x, y
. q=s
loop w, (u32) c=*q, (u32) *vga=c
. p+4, q+4
endl
endf
; draw transparent scanline with color
; "key" to exclude
function draw.scanline.t, s, x, y, w, k
alias p=r0, q=r1, c=r2
xy x, y
. q=s
loop w, (u32) c=*q
if c<>k, (u32) *vga=c, end
. p+4, q+4
endl
endf
; draw scanline with inverted x
function draw.scanline.ix, pixels, x, y, w
alias p=r0, s=r1, c=r2
. r0=x, r0+w
xy r0, y
. p-4, s=pixels
loop w, (u32) c=*s++, (u32) *vga=c, p-4, endl
endf 1
; draw variant scanline. pixels are
; grayscale, alpha intensity of co=color.
; for brushes and special effects
function draw.scanline.v, pixels, x, y, w, co
locals a
alias p=r0, s=r1, c=r2, c2=r3
xy x, y
. s=pixels
loop w, (u32) c=*s++
. a=c, a&0FFh
if a=0, go .next, end
if a=0FFh, c=co, go .draw, end
. (u32) c2=*p
push p s
get c=mix co, c2, a
pop s p
.draw: . (u32) *vga=c
.next: . p+4
endl
endf 1
; draw transparent scanline with key and
; alpha (0-255) applied to entire line
function draw.scanline.a, s, x, y, w, k, a
alias p=r0, q=r1, c=r2, c2=r3
xy x, y
. q=s
loop w, (u32) c=*q
if c<>k, (u32) c2=*vga
push p q
get c=mix c, c2, a
pop q p
end, (u32) *vga=c
.next:
. p+4, q+4
endl
endf
; draw bitmap; 2D array of pixels
function draw.bitmap, p, x, y, w, h
locals i
try visible x, y, w, h
. i=y
loop h, i++
draw.scanline p, x, i, w
. r0=w, r0*4, p+r0
endl
endf
; draw transparent bitmap with color
; "key" by upper left pixel (X0,Y0)
function draw.bitmap.t, p, x, y, w, h
locals i, k
try visible x, y, w, h
. r0=p, (u32) r0=*r0, k=r0
. i=y
loop h, i++
draw.scanline.t p, x, i, w, k
. r0=w, r0*4, p+r0
endl
endf
; draw transparent bitmap with key and
; alpha (0-255) applied to entire image
function draw.bitmap.a, p, x, y, w, h, a
locals i, k
try visible x, y, w, h
. i=y, r0=p, (u32) r0=*r0, k=r0
loop h, i++
draw.scanline.a p, x, i, w, k, a
. r0=w, r0*4, p+r0
endl
endf
; draw bitmap with inverted x
function draw.bitmap.ix, pixels, x, y, w, h
locals p
try visible x, y, w, h
. p=pixels
loop h
draw.scanline.ix p, x, y, w
. r0=w, r0*4, p+r0, y++
endl
endf 1
; draw bitmap with inverted y
function draw.bitmap.iy, pixels, x, y, w, h
locals p
try visible x, y, w, h
. r0=h, r0--, y+r0, p=pixels
loop h
draw.scanline p, x, y, w
. r0=w, r0*4, p+r0, y--
endl
endf 1
; draw bitmap with both inverted
function draw.bitmap.ixy, pixels, x, y, w, h
locals p, n
try visible x, y, w, h
. p=pixels
loop h
draw.scanline.ix p, x, y, w
. r0=w, r0*4, p+r0, y--
endl
endf 1
; draw variant bitmap
function draw.bitmap.v, pixels, x, y, w, h, c
locals i, p
try visible x, y, w, h
. i=y, r0=pixels, p=r0
loop h
draw.scanline.v p, x, i, w, c
. r0=w, r0*4, p+r0, i++
endl
endf 1
;;;;;;;;;;;;;;;;; PALETTE PIXELS ;;;;;;;;;;;;;;;;;
; 8BPP versions with pa/lette. no clipping
function draw.scanline.8, pixels, x, y, w
alias p=r0, s=r1, c=r2, q=r3
xy x, y
. s=pixels
loop w, q=*s++, q*4, q+palette.p
. (u32) c=*q, (u32) *vga=c, r0+4
endl
endf 1
function draw.bitmap.8, pixels, x, y, w, h
locals i, p
try visible x, y, w, h
. i=y, p=pixels
loop h
draw.scanline.8 p, x, i, w
. i++, r0=w, p+r0
endl
endf 1
;;;;;;;;;;;;;;;;;;;;; SPECIAL ;;;;;;;;;;;;;;;;;;;;
; special variant 8BPP with alpha bias for
; fonts and sketching effects (example:
; chalkboard)
A.LIGHTEST=128
A.LIGHTER=96
A.LIGHT=64
A.DARK=-32
A.DARKER=-64
A.DARKEST=-96
align
integer alpha.bias=0 ; A.DARKEST
function draw.scanline.v.8, pixels, x, y, w, co
locals a
alias p=r0, s=r1, c=r2, c2=r3, q=r3
xy x, y
. s=pixels
loop w, q=*s++, q*4, q+palette.p
. (u32) c=*q, a=c, a&0FFh
if a=0, go .next, end
. (u32) c2=*vga
push p s
. r0=a
if alpha.bias, r0+alpha.bias
if r0<0, r0=0
else.if r0>255, r0=255, end
end
get c=mix co, c2, r0
pop s p
.draw: . (u32) *vga=c
.next: . p+4
endl
endf 1
function draw.bitmap.v.8, pixels, x, y, w, h, c
locals i, p
try visible x, y, w, h
. i=y, p=pixels
loop h
draw.scanline.v.8 p, x, i, w, c
. i++, r0=w, p+r0
endl
endf 1