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< / style >
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< pre style = "font-family:monospace;font-size:12pt" >
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< a name = "l1" > < / a > < span class = cF2 > /*< / span > < span class = cF0 >
< a name = "l2" > < / a > < / span > < span class = cF2 > Sprite graphics can be placed in src code.< / span > < span class = cF0 >
< a name = "l3" > < / a > < / span > < span class = cF2 > The binary graphic data is stored in the< / span > < span class = cF0 >
< a name = "l4" > < / a > < / span > < span class = cF2 > file after the text area. < CTRL-r> is used< / span > < span class = cF0 >
< a name = "l5" > < / a > < / span > < span class = cF2 > to generate a sprite. Press < CTRL-t> to< / span > < span class = cF0 >
< a name = "l6" > < / a > < / span > < span class = cF2 > toggle to plain text mode and see its< / span > < span class = cF0 >
< a name = "l7" > < / a > < / span > < span class = cF2 > text place holder $SP...$. You can place any text< / span > < span class = cF0 >
< a name = "l8" > < / a > < / span > < span class = cF2 > in the tag quotes or none. The text doesn't matter,< / span > < span class = cF0 >
< a name = "l9" > < / a > < / span > < span class = cF2 > but the BI=num does. The num identifies< / span > < span class = cF0 >
< a name = "l10" > < / a > < / span > < span class = cF2 > the sprite and can't be changed by you.< / span > < span class = cF0 >
< a name = "l11" > < / a >
Rename abs_addres to abs_address.
Update documentation/comments to rename addr, fun, var, stmt, blk, desc, reg, seg, ptr, dup, clus, val, and bttn, to address, function, variable, statement, block, description, register, segment, pointer, duplicate, cluster, value, and button, respectively.
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< a name = "l12" > < / a > < / span > < span class = cF2 > Insert a pointer to a sprite by pressing < CTRL-r> < / span > < span class = cF0 >
< a name = "l13" > < / a > < / span > < span class = cF2 > and " Pointer to Sprite" . This creates an " Insert Bin" ,< / span > < span class = cF0 >
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< a name = "l14" > < / a > < / span > < span class = cF2 > $IB...$ DolDoc cmd you can see by toggling< / span > < span class = cF0 >
< a name = "l15" > < / a > < / span > < span class = cF2 > to text with < CTRL-t> .< / span > < span class = cF0 >
< a name = "l16" > < / a >
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< a name = "l17" > < / a > < / span > < span class = cF2 > IB's behave like string consts in < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Doc/ZealC.DD.html#l1" > < span class = cF4 > ZealC< / span > < / a > < span class = cF2 > when< / span > < span class = cF0 >
Rename abs_addres to abs_address.
Update documentation/comments to rename addr, fun, var, stmt, blk, desc, reg, seg, ptr, dup, clus, val, and bttn, to address, function, variable, statement, block, description, register, segment, pointer, duplicate, cluster, value, and button, respectively.
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< a name = "l18" > < / a > < / span > < span class = cF2 > compiled. That is, they are pointers to data.< / span > < span class = cF0 >
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< a name = "l19" > < / a >
< a name = "l20" > < / a > < / span > < span class = cF2 > This file uses the persistent graphic< / span > < span class = cF0 >
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< a name = "l21" > < / a > < / span > < span class = cF2 > device context < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4299" > < span class = cF4 > CDC< / span > < / a > < span class = cF2 > , < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/System/Gr/GrGlobals.ZC.html#l3" > < span class = cF4 > gr.dc< / span > < / a > < span class = cF2 > , while the other< / span > < span class = cF0 >
< a name = "l22" > < / a > < / span > < span class = cF2 > demo's use < / span > < a href = "https://zeal-operating-system.github.io/ZealOS/System/Gr/GrGlobals.ZC.html#l3" > < span class = cF4 > gr.dc2< / span > < / a > < span class = cF2 > which must be redrawn at< / span > < span class = cF0 >
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< a name = "l23" > < / a > < / span > < span class = cF2 > 60 fps by the window mgr task.< / span > < span class = cF0 > < / span > < span class = cF2 > This demo< / span > < span class = cF0 >
< a name = "l24" > < / a > < / span > < span class = cF2 > is simpler because you do not need< / span > < span class = cF0 >
< a name = "l25" > < / a > < / span > < span class = cF2 > a window update callback routine.< / span > < span class = cF0 >
< a name = "l26" > < / a > < / span > < span class = cF2 > */< / span > < span class = cF0 >
< a name = "l27" > < / a >
< a name = "l28" > < / a >
< a name = "l29" > < / a >
< a name = "l30" > < / a >
< a name = "l31" > < / a >
< a name = "l32" > < / a >
< a name = "l33" > < / a >
< a name = "l34" > < / a >
< a name = "l35" > < / a >
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< a name = "l36" > < / a > < / span > < span class = cFA > < 1> /* Graphics Not Rendered in HTML */< / span > < span class = cF0 >
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< a name = "l37" > < / a >
< a name = "l38" > < / a >
< a name = "l39" > < / a >
< a name = "l40" > < / a >
< a name = "l41" > < / a >
< a name = "l42" > < / a >
< a name = "l43" > < / a >
< a name = "l44" > < / a >
< a name = "l45" > < / a >
< a name = "l46" > < / a > < / span > < span class = cF1 > U0< / span > < span class = cF0 > SpritePlot()
< a name = "l47" > < / a > {
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< a name = "l48" > < / a > < / span > < span class = cF9 > CDC< / span > < span class = cF0 > *dc = < / span > < span class = cF5 > DCAlias< / span > < span class = cF0 > ;
< a name = "l49" > < / a > < / span > < span class = cF9 > I64< / span > < span class = cF0 > i;
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< a name = "l50" > < / a >
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< a name = "l51" > < / a > < / span > < span class = cF5 > DocClear< / span > < span class = cF0 > ;
< a name = "l52" > < / a > < / span > < span class = cF1 > for< / span > < span class = cF0 > (i = < / span > < span class = cFE > 0< / span > < span class = cF0 > ; i < < / span > < span class = cF3 > GR_WIDTH< / span > < span class = cF0 > > > < / span > < span class = cFE > 2< / span > < span class = cF0 > ; i++)
< a name = "l53" > < / a > < / span > < span class = cF7 > {< / span > < span class = cF0 >
< a name = "l54" > < / a > < / span > < span class = cF5 > DCFill< / span > < span class = cF0 > ;
< a name = "l55" > < / a > < / span > < span class = cF5 > Sprite3< / span > < span class = cF0 > (dc, i, < / span > < span class = cF3 > GR_HEIGHT< / span > < span class = cF0 > > > < / span > < span class = cFE > 1< / span > < span class = cF0 > , < / span > < span class = cFE > 0< / span > < span class = cF0 > , < / span > < span class = cFA > < 1> < / span > < span class = cF0 > );
< a name = "l56" > < / a > < / span > < span class = cF5 > Sleep< / span > < span class = cF0 > (< / span > < span class = cFE > 3< / span > < span class = cF0 > );
< a name = "l57" > < / a > < / span > < span class = cF7 > }< / span > < span class = cF0 >
< a name = "l58" > < / a > < / span > < span class = cF6 > " Image size:%d\n" < / span > < span class = cF0 > , < / span > < span class = cFA > < 1> < / span > < span class = cF0 > ;
< a name = "l59" > < / a > < / span > < span class = cF5 > DCDel< / span > < span class = cF0 > (dc);
< a name = "l60" > < / a > < / span > < span class = cF5 > PressAKey< / span > < span class = cF0 > ;
< a name = "l61" > < / a > < / span > < span class = cF5 > DCFill< / span > < span class = cF0 > ;
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< a name = "l62" > < / a > }
< a name = "l63" > < / a >
< a name = "l64" > < / a > SpritePlot;
< / span > < / pre > < / body >
< / html >