Drawing shapes on the screen

This program draws a house beneath the sun and prints a label above it. Open it in the editor, choose Build, then Run, and watch the Screen panel. The picture has six parts—the sky, ground, sun, house, roof and door—but takes eleven drawing commands to make.

Like the console in Print a string, the Screen responds to bytes written to ports. Each drawing operation has two steps: set its colours and coordinates, then write one command to P_CMD. C_RESIZE sets the Screen's size from X and Y; C_MOVE_TO moves the drawing position; C_LINE_TO draws from there to a new point; and C_FLOOD spreads colour from a starting point. The other commands here clear the Screen or draw a rectangle or ellipse.

P_CHAR  equ 0x10        ; the console character port draws at the text cursor
P_PEN   equ 0x20        ; lines, outlines and text
P_FILL  equ 0x21        ; the inside of a shape, and the clear
P_WIDTH equ 0x22
P_X     equ 0x23
P_Y     equ 0x24
P_X2    equ 0x25
P_Y2    equ 0x26
P_CMD   equ 0x27        ; one write here runs one drawing operation
P_COL   equ 0x29        ; the text cursor, in 8 by 8 cells
P_ROW   equ 0x2A

C_LINE_TO equ 2
C_MOVE_TO equ 3
C_RECT    equ 4
C_ELLIPSE equ 6
C_FLOOD   equ 8
C_CLEAR   equ 9
C_RESIZE  equ 10

SKY     equ 0x9B        ; a colour is one byte: 3 bits of red, 3 of green, 2 of blue
GRASS   equ 0x35
SUN     equ 0xFC
WALL    equ 0xAD
ROOF    equ 0x64
DOOR    equ 0x44
WHITE   equ 0xFF

CMD     equ 0           ; offsets within each seven-byte command row
FILL    equ 1
PEN     equ 2
SX      equ 3
SY      equ 4
SX2     equ 5
SY2     equ 6
SHAPE_SIZE equ 7        ; bytes in one table row
COUNT   equ (shapes_end - shapes) / SHAPE_SIZE

    .org 0x8000
    ld a, 3
    out (P_WIDTH), a    ; a three pixel pen, for every outline in the picture

    ld ix, shapes
    ld b, COUNT
draw:
    ld a, (ix+FILL)
    out (P_FILL), a
    ld a, (ix+PEN)
    out (P_PEN), a
    ld a, (ix+SX)
    out (P_X), a
    ld a, (ix+SY)
    out (P_Y), a
    ld a, (ix+SX2)
    out (P_X2), a
    ld a, (ix+SY2)
    out (P_Y2), a
    ld a, (ix+CMD)
    out (P_CMD), a      ; and the command port draws it
    ld de, SHAPE_SIZE
    add ix, de          ; on to the next table row
    djnz draw

    ld a, WHITE
    out (P_PEN), a
    ld a, 1
    out (P_COL), a      ; the text cursor is in cells, not in pixels
    xor a
    out (P_ROW), a
    ld hl, label
print:
    ld a, (hl)
    or a
    jr z, done
    out (P_CHAR), a
    inc hl
    jr print
done:
    halt

    .org 0x9000
shapes:
;        command     fill   pen     x    y    x2   y2
    .db C_RESIZE,    0,     0,      240, 192, 0,   0      ; the Screen itself
    .db C_CLEAR,     SKY,   SKY,    0,   0,   0,   0      ; the sky
    .db C_RECT,      GRASS, GRASS,  0,   130, 240, 192    ; the ground
    .db C_ELLIPSE,   SUN,   SUN,    180, 20,  225, 65     ; the sun
    .db C_RECT,      WALL,  WHITE,  70,  80,  160, 160    ; the house
    .db C_MOVE_TO,   WALL,  ROOF,   58,  80,  0,   0      ; over to the left eave
    .db C_LINE_TO,   WALL,  ROOF,   115, 40,  0,   0      ; up to the apex
    .db C_LINE_TO,   WALL,  ROOF,   172, 80,  0,   0      ; down to the right eave
    .db C_LINE_TO,   WALL,  ROOF,   58,  80,  0,   0      ; and back where it started
    .db C_FLOOD,     ROOF,  ROOF,   115, 65,  0,   0      ; and the inside of the roof
    .db C_RECT,      DOOR,  DOOR,   100, 125, 125, 160    ; the door
shapes_end:

label:  .asciz "A HOUSE IN ELEVEN COMMANDS"

Every coordinate is one byte, so the Screen is at most 256 by 256 pixels, and no coordinate can hold the number 256 itself. The first command resizes it to 240 by 192, which is a size whose right and bottom edges a byte can name, and after that a rectangle can reach every pixel there is. A rectangle excludes its right and bottom edges, so a rectangle from row 0 to row 192 paints rows 0 to 191 and the ground really does reach the last row of the Screen.

A colour is one byte in a 3-3-2 layout: three bits of red in bits 7 to 5, three of green in bits 4 to 2 and two of blue in bits 1 and 0. SKY equ 0x9B is 100 110 11, which is four of the seven reds, six of the seven greens and all three of the blues, and comes out a pale blue. Two bits of blue is what was left over, which is why the greys on this machine are not exactly neutral.

Each table row holds one command and six values. CMD through SY2 name the offsets of those seven bytes, and SHAPE_SIZE is the number of bytes in a whole row. (ix+FILL) reads the fill colour from the row ix points at. After the command runs, add ix, de moves ix forward by SHAPE_SIZE bytes to the next row. The assembler works out COUNT from the labels around the table, so another row also adds another turn through the loop.

If you use Step, watch the Screen after the first three writes to P_CMD: it changes size, turns sky blue, then gains the ground. Each operation takes effect when the command is written, after its colours and coordinates have been set.

The ground, sun and door have the same colour in their fill and pen fields, so they have no contrasting rim. The house uses WALL inside and WHITE outside, and the three pixel pen set before the loop is what makes that outline thick.

The roof is made from three lines. C_MOVE_TO moves the drawing position to the left eave without drawing. Each C_LINE_TO then draws from that position to its new point and leaves the position there. The three commands trace the two slopes and the base of the roof.

C_FLOOD colours the inside. It starts at the pixel in X and Y and spreads the fill colour over connected pixels of the colour it started on, stopping at the three lines. The point 115, 65 lies inside that outline. The flood row's fill field matters, which is why it says ROOF where the line rows say WALL.

The label goes through the console character port, the same port Print a string used, because the Screen has no text command of its own. Text lands at the text cursor, which is counted in 8 by 8 character cells, so a 240 pixel Screen is 30 columns wide and the label can only start on a cell boundary: there is no way to put text at an arbitrary pixel. The characters are painted in the pen colour on the background colour, and the background is whatever the last clear filled the Screen with, which is why white on the sky looks right.

Try adding a window. Copy the door's C_RECT row to the end of the table, before shapes_end. Choose two corners inside the house wall and set its fill and pen colours. Build and Run again; COUNT will include the new row without changing the loop.

You can also test the roof fill. The 115 in the first C_LINE_TO row is the apex's X coordinate. Move it left and run the program again. If the fill point at 115, 65 ends up outside the roof, C_FLOOD has no enclosing lines to stop it and the roof colour spreads across the sky. A flood fill needs a point inside a closed outline.