( drag )

:dev/r fff8 ( std read port )
:dev/w fff9 ( std write port )

;drawx 2 ;drawy 2 ;x 2 ;y 2 ;w 2 ;h 2 ;color 1
;touchx 2 ;touchy 2 ;down 1

|0100 @RESET 
	
	#05 =dev/r ( set dev/read mouse )
	#01 =dev/w ( set dev/write to screen ) 

	#02 =color ( starting color )
	#0050 =w #0080 =h ( starting size )
	,update JSR

BRK

|c000 @FRAME
	
	( get touch )
	#05 IOR #01 EQU ,on-touch ROT JMP? POP2
	#05 IOR #10 EQU ,on-release ROT JMP? POP2
	#01 ~down EQU ,on-drag ROT JMP? POP2
	BRK

	@on-touch
		#01 =down
		#03 =color
		#00 IOR2 =touchx #02 IOR2 =touchy
		,update JSR
	BRK

	@on-release
		#00 =down
		#01 =color
		,update JSR
	BRK

	@on-drag
		#00 IOR2 ~touchx SUBS2 ~x ADDS2 =x
		#02 IOR2 ~touchy SUBS2 ~y ADDS2 =y
		#00 IOR2 =touchx #02 IOR2 =touchy
		,update JSR
	BRK

	@update
		( draw ) ~x ~y ~w ~h ,linerect JSR
		( draw ) #0000 ,rounds_chr ~x #0010 ADD2 ~y #0010 ADD2 ,drawsprite JSR
		( draw ) #0100 ,eyeeye_chr ~x #0040 ADD2 ~y #0020 ADD2 ,drawsprite JSR
		,redraw JSR
	BRK

BRK

@putpixel 
	IOW2 ( y short )
	IOW2 ( x short )
	,color LDR IOW  ( color byte )
	#00 IOW  ( redraw byte )
	RTS

@fillrect
	=h =w =y =x ( store values in variables )
	~x =drawx ~y =drawy ( store draw pos in variables )
	@fillrectrow
		~x =drawx
		@fillrectcol
			( draw ) ~drawx ~drawy IOW2 IOW2 ~color IOW  #00 IOW
			~drawx #0001 ADD2 =drawx 
			~drawx ~w ~x ADD2 LTH2 ,fillrectcol ROT JMP? POP2
		~drawy #0001 ADD2 =drawy 
		~drawy ~h ~y ADD2 LTH2 ,fillrectrow ROT JMP? POP2
	RTS

@linerect
	=h =w =y =x
	~x =drawx ~y =drawy
	@linerectcol
		( draw ) ~x ~drawy ,putpixel JSR
		( draw ) ~x ~w ADD2 ~drawy ,putpixel JSR
		~drawy #0001 ADD2 =drawy 
		~drawy ~h ~y ADD2 LTH2 ,linerectcol ROT JMP? POP2
	@linerectrow
		( draw ) ~drawx ~y ,putpixel JSR
		( draw ) ~drawx ~y ~h ADD2 ,putpixel JSR
		~drawx #0001 ADD2 =drawx 
		~drawx ~w ~x ADD2 #0001 ADD2 LTH2 ,linerectrow ROT JMP? POP2
	RTS

@getmouse
	#00 IOR2 ( get mouse x )
	#02 IOR2 ( get mouse y )
	RTS

@drawsprite
	#02 =dev/w                           ( set dev/write to sprite ) 
	IOW2 ( y short )
	IOW2 ( x short )
	IOW2 ( sprite address )
	IOW2 ( redraw byte )
	RTS

@redraw
	#01 =dev/w                           ( set dev/write to sprite ) 
	#0000 IOW2
	#0000 IOW2
	#00 IOW
	#01 IOW
	RTS

@rounds_chr [ 3844 92aa 9244 3800 0038 7c7c 7c38 0000 ]
@eyeeye_chr [ aa55 aa55 aa55 aa55 aa55 aa55 aa55 aa55 ]

|d000 @ERROR BRK 
|FFFA .RESET .FRAME .ERROR