PR#3 PREFIX /A2OSX.BUILD NEW INC 1 AUTO 6 .LIST OFF .OP 65C02 *-------------------------------------- LIBGUI.InitGUI .EQ 4 LIBGUI.CloseGUI .EQ 6 LIBGUI.Draw .EQ 8 LIBGUI.SetCursor.A .EQ 10 LIBGUI.SetCursorPos .EQ 12 LIBGUI.HideCursor .EQ 14 LIBGUI.ShowCursor .EQ 16 LIBGUI.UpdateCursor .EQ 18 LIBGUI.ReadMouse .EQ 20 LIBGUI.GetScreenGC .EQ 22 *-------------------------------------- S.GC.hDev .EQ 0 S.GC.hMem .EQ 1 S.GC.Parent .EQ 2 * S.GC.X1 .EQ 4 S.GC.Y1 .EQ 6 S.GC.X2 .EQ 8 S.GC.Y2 .EQ 10 * S.GC .EQ 12 *-------------------------------------- S.CB.CMD .EQ 0 S.CB.CMD.SETPIXEL .EQ 0 S.CB.CMD.GETPIXEL .EQ 2 S.CB.CMD.HLINE .EQ 4 S.CB.CMD.VLINE .EQ 6 S.CB.CMD.FILLRECT .EQ 8 S.CB.CMD.BITBLT .EQ 10 S.CB.CMD.GETRECTBUFSIZE .EQ 12 S.CB.CMD.DRAWLINE .EQ 14 S.CB.CMD.DRAWTEXT .EQ 16 S.CB.OP .EQ 1 S.CB.OP.XOR .EQ 0 screen EOR bitmap -> Screen S.CB.OP.SET .EQ 2 replace screen with bitmap S.CB.OP.ORA .EQ 4 combine screen & bitmap -> Screen S.CB.OP.MASK .EQ %00001000 Apply BitMap mask before painting S.CB.OP.SAVE .EQ %00010000 Save Screen to DstPtr before painting S.CB.OP.RESTORE .EQ %00100000 Restore Screen From DstPtr S.CB.OP.COLOR .EQ %01000000 Assume BitMap is COLOR S.CB.OP.F.BOLD .EQ %00010000 S.CB.OP.F.ITALIC .EQ %00100000 S.CB.OP.F.UNDERLINE .EQ %01000000 S.CB.OP.F.GRAYED .EQ %10000000 S.CB.MODE .EQ 2 S.CB.MODE.MONO .EQ %00000001 b/w (1 bit/pixel) *S.CB.MODE.C4 .EQ %00000010 *S.CB.MODE.C8 .EQ %00000100 S.CB.MODE.C16 .EQ %00001000 16 colors (4 bits/pixel) *S.CB.MODE.C256 .EQ %00010000 256 colors (8 bits/pixel) S.CB.COLOR .EQ 3 xPIXEL,xLINE,FILLRECT,BITBLT S.CB.hFONT .EQ 3 DRAWTEXT S.CB.X1 .EQ 4 xPIXEL,xLINE,FILLRECT,BITBLT,GETRECTBUFSIZE,DRAWLINE S.CB.Y1 .EQ 6 xPIXEL,xLINE,FILLRECT,BITBLT,GETRECTBUFSIZE,DRAWLINE S.CB.X2 .EQ 8 VLINE,FILLRECT,DRAWLINE S.CB.Y2 .EQ 10 HLINE,FILLRECT,DRAWLINE S.CB.SrcW .EQ 8 BITBLT,GETRECTBUFSIZE S.CB.SrcH .EQ 10 BITBLT,GETRECTBUFSIZE S.CB.DstX .EQ 12 BITBLT,DRAWTEXT S.CB.DstY .EQ 14 BITBLT,DRAWTEXT S.CB.SrcPtr .EQ 16 BITBLT,DRAWTEXT S.CB.DstPtr .EQ 18 BITBLT * S.CB .EQ 20 *-------------------------------------- CUR.T.ARROW .EQ 0 CUR.T.RESIZEX .EQ 2 CUR.T.RESIZEY .EQ 4 CUR.T.RESIZEXY1 .EQ 6 CUR.T.RESIZEXY2 .EQ 8 CUR.T.CROSS .EQ 10 CUT.T.TEXT .EQ 12 CUR.T.WAIT .EQ 14 *-------------------------------------- S.BM.F .EQ 0 S.BM.F.BBP1 .EQ %00000001 S.BM.F.BBP2 .EQ %00000010 S.BM.F.BBP4 .EQ %00000100 S.BM.F.BBP8 .EQ %00001000 S.BM.RowBytes .EQ 1 S.BM.W .EQ 2 S.BM.H .EQ 4 S.BM.MASK.OFS .EQ 6 * S.BM .EQ 8 *-------------------------------------- S.FON.F .EQ 0 S.FON.Ascent .EQ 1 S.FON.PixW .EQ 2 if 0, variable W S.FON.PixH .EQ 3 S.FON.First .EQ 4 S.FON.Last .EQ 5 S.FON.Default .EQ 6 S.FON.Break .EQ 7 * S.FON .EQ 8 *-------------------------------------- S.MOUSE.X1 .EQ 0 S.MOUSE.Y1 .EQ 2 S.MOUSE.X2 .EQ 4 S.MOUSE.Y2 .EQ 6 S.MOUSE.S .EQ 8 S.MOUSE.S.UP .EQ %00000001 S.MOUSE.S.DOWN .EQ %00000010 S.MOUSE.S.MOVE .EQ %00000100 S.MOUSE.S.DRAG .EQ %00001000 S.MOUSE.S.CLK .EQ %00010000 S.MOUSE.S.DCLK .EQ %00100000 * S.MOUSE .EQ 9 *-------------------------------------- S.POINT.X .EQ 0 S.POINT.Y .EQ 2 * S.POINT .EQ 4 *-------------------------------------- S.RECT.X1 .EQ 0 S.RECT.Y1 .EQ 2 S.RECT.X2 .EQ 4 S.RECT.Y2 .EQ 6 * S.RECT .EQ 8 *-------------------------------------- MAN SAVE /A2OSX.BUILD/INC/LIBGUI.I LOAD /A2OSX.SRC/LIB/LIBGUI.S ASM