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155 lines
4.2 KiB
ReStructuredText
155 lines
4.2 KiB
ReStructuredText
====
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TODO
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====
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IF_XX::
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if[_XX] [<expression>] {
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...
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}
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[ else {
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... ; evaluated when the condition is not met
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} ]
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==> DESUGARING ==>
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(no else:)::
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if[_!XX] [<expression>] goto il65_if_999_end ; !XX being the conditional inverse of XX
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.... (true part)
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il65_if_999_end ; code continues after this
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(with else)::
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if[_XX] [<expression>] goto il65_if_999
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... (else part)
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goto il65_if_999_end
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il65_if_999 ... (true part)
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il65_if_999_end ; code continues after this
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IF X <COMPARISON> Y
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==> DESUGARING ==>::
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compare X, Y
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if_XX goto ....
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XX based on <COMPARISON>.
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While::
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while[_XX] <expression> {
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...
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continue
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break
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}
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==> DESUGARING ==>::
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goto il65_while_999_check ; jump to the check
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il65_while_999
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... (code)
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goto il65_while_999 ;continue
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goto il65_while_999_end ;break
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il65_while_999_check
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if[_XX] <expression> goto il65_while_999 ; loop condition
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il65_while_999_end ; code continues after this
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Repeat::
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repeat {
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...
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continue
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break
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} until[_XX] <expressoin>
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==> DESUGARING ==>::
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il65_repeat_999
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... (code)
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goto il65_repeat_999 ;continue
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goto il65_repeat_999_end ;break
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if[_!XX] <expression> goto il65_repeat_999 ; loop condition via conditional inverse of XX
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il65_repeat_999_end ; code continues after this
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For::
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for <loopvar> = <from_expression> to <to_expression> [step <step_expression>] {
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...
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break
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continue
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}
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@todo how to do signed integer loopvars?
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==> DESUGARING ==>::
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loopvar = <from_expression>
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compare loopvar, <to_expression>
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if_ge goto il65_for_999_end ; loop condition
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step = <step_expression> ; (store only if step < -1 or step > 1)
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il65_for_999
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goto il65_for_999_end ;break
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goto il65_for_999_loop ;continue
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.... (code)
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il65_for_999_loop
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loopvar += step ; (if step > 1 or step < -1)
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loopvar++ ; (if step == 1)
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loopvar-- ; (if step == -1)
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goto il65_for_999 ; continue the loop
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il65_for_999_end ; code continues after this
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### Macros
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@todo macros are meta-code that is executed by the compiler, in a preprecessing step
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during the compilation, and can produce output that is then replaced on that point in the input source.
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Allows us to create pre calculated sine tables and such.
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Memory Block Operations
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^^^^^^^^^^^^^^^^^^^^^^^
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@todo matrix,list,string memory block operations:
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- matrix type operations (whole matrix, per row, per column, individual row/column)
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operations: set, get, copy (from another matrix with the same dimensions, or list with same length),
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shift-N (up, down, left, right, and diagonals, meant for scrolling)
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rotate-N (up, down, left, right, and diagonals, meant for scrolling)
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clear (set whole matrix to the given value, default 0)
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- list operations (whole list, individual element)
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operations: set, get, copy (from another list with the same length), shift-N(left,right), rotate-N(left,right)
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clear (set whole list to the given value, default 0)
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- list and matrix operations ofcourse work identical on vars and on memory mapped vars of these types.
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- strings: identical operations as on lists.
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- matrix with row-interleave can only be a memory mapped variable and can be used to directly
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access a rectangular area within another piece of memory - such as a rectangle on the (character) screen
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these should call (or emit inline) optimized pieces of assembly code, so they run as fast as possible
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Bitmap Definition (for Sprites and Characters)
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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to define CHARACTERS (8x8 monochrome or 4x8 multicolor = 8 bytes)
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--> PLACE in memory on correct address (???k aligned)
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and SPRITES (24x21 monochrome or 12x21 multicolor = 63 bytes)
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--> PLACE in memory on correct address (base+sprite pointer, 64-byte aligned)
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