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/programs/develop/libraries/ufmod/Nasm/make.bat
0,0 → 1,18
@echo off
rem Compiler: NASM
rem Target OS: KolibriOS
 
rem NASM Path:
SET UF_NASM=\nasm
 
if not exist "%UF_NASM%\nasmw.exe" goto Err1
"%UF_NASM%\nasmw" -fbin -t -O5 -i..\ufmodlib\src\ mini.asm
goto TheEnd
 
:Err1
echo Couldn't find nasmw.exe in %UF_NASM%\
 
:TheEnd
pause
@echo on
cls
/programs/develop/libraries/ufmod/Nasm/mini.asm
0,0 → 1,225
; MINI.ASM
; --------
; Minimalistic uFMOD usage example.
 
; Shows how to play an XM track in memory,
; including proper error handling.
 
BITS 32
org 0
db "MENUET01"
dd 1
dd START ; Entry point
dd uFMOD_IMG_END ; End of code and initialized data
dd MEMORY_END ; End of uninitialized (BSS) data
dd STACK_B ; Bottom of the stack
dd 0 ; Args
dd 0 ; Reserved
 
; uFMOD setup:
%define f48000 ; Set sampling rate to 48KHz (22050, 44100, 48000)
%define STRONG ; Select STRONG interpolation (NONE, WEAK, STRONG)
%define UNSAFE ; Select UNSAFE mode (NORMAL, UNSAFE)
%define NODEBUG ; Skip debug-board messages
%define NOLINKER ; Select "no linker" mode
 
; uFMOD constants:
%define uFMOD_MIN_VOL 0
%define uFMOD_MAX_VOL 25
%define uFMOD_DEFAULT_VOL 25
 
; The XM track.
xm incbin "..\ufmodlib\media\mini.xm"
xm_length equ $ - xm
 
; Optimization:
; This header file is suitable for mini.xm track only!
; If you change the track, update the optimization header.
; (Use the standart eff.inc file for a general purpose player app.)
%include "..\ufmodlib\media\mini.eff.inc"
 
; UI text messages.
msg_txt db "uFMOD ruleZ!"
msg_txt_l equ $ - msg_txt
msg_cap db "NASM",0
err_txt db "Error"
err_txt_l equ $ - err_txt
err_cap db ":-(",0
 
START:
; Start playback.
push XM_MEMORY
push xm_length
push xm
call _uFMOD_LoadSong
 
; Stack fixing is required here, but in this simple
; example leaving ESP as it is won't harm. In a real
; application you should uncomment the following line:
; add esp,12
 
test eax,eax
jz error
 
; Wait for user input.
push _uFMOD_WaveOut ; cbProc <- continue fetching data!
push msg_txt_l ; cbString
push msg_txt ; lpString
push msg_cap ; szCap
call _MessageBoxCB
; add esp,16
 
; Stop playback.
call _uFMOD_StopSong
 
r: ; Exit.
xor eax,eax
dec eax
int 40h
 
error:
push 0 ; cbProc <- no callback
push err_txt_l ; cbString
push err_txt ; lpString
push err_cap ; szCap
call _MessageBoxCB
; add esp,16
jmp r
 
; ---------------------------------------------------------------
; void _cdecl _MessageBoxCB(szCap, lpString, cbString, cbProc);
; ---------------------------------------------------------------
 
; This is similar to a Win32 MessageBox. The box is centered
; on screen. It contains a single-line text message and an
; "OK" button. This function returns when user closes the
; box (via the X button or via the OK button). An optional
; callback subroutine may be specified to be called when no
; events are pending in the event queue.
 
; NOTE: Doesn't work if you already have defined a window
; in the current process! Doesn't modify the event mask. So,
; make sure keyboard events are enabled before calling this
; function. This function doesn't check the validity of the
; supplied parameters!
 
; Parameters:
; szCap - A pointer to the ASCIIz string containing the
; caption. A trailing zero char IS required.
; lpString - A pointer to an ASCII string containing a single
; line message to pop up in the box. No trailing
; zero char is required.
; cbString - number of characters in string.
; cbProc - Address of the callback subroutine. Can be NULL.
 
sOK db "OK"
_MessageBoxCB:
push ebp
push esi
push edi
push ebx
xor ebp,ebp ; global 0
mov esi,[esp+28] ; cbString
mov edi,[esp+20] ; szCap
 
; Get screen metrics.
lea eax,[ebp+14]
int 40h
mov ecx,eax
movzx eax,ax
shr ecx,16 ; screen w
xchg eax,edx ; screen h
lea ebx,[esi*2+esi]
lea ebx,[ebx*2+28] ; w = string len * 6 + 28
sub ecx,ebx
shr ecx,1
shl ecx,16
or ebx,ecx
lea ecx,[ebp+52h] ; h = 52h
sub edx,ecx
shr edx,1
shl edx,16
or ecx,edx ; y = (screen h - window h) / 2
mov edx,ebx ; x = (screen w - window w) / 2
 
_MessageBoxCB_redraw:
; Start redraw.
push edx
lea eax,[ebp+12]
lea ebx,[ebp+1]
int 40h
 
; Define and draw window.
xor eax,eax
mov ebx,edx ; x, w (ECX: y, h)
mov edx,34C0C0C0h ; style and BG color
int 40h
 
; Define the OK button.
push esi
lea eax,[ebp+8]
sub ebx,28+0Ah
shr bx,1
shl ebx,16 ; x = (window w - button w) / 2
mov bx,18+0Ah ; w = 18 + 0Ah
mov ecx,001C0012h ; y = 1Ch, h = 12h
lea edx,[ebp+1] ; ID = close
mov esi,0C0C0C0h ; color
int 40h
 
; Draw the OK label.
lea eax,[ebp+4]
add ebx,90000h ; x = button x + 9
mov bx,22h ; y = 22h
xor ecx,ecx ; style, font and color
mov edx,sOK ; string
lea esi,[ebp+2] ; length
int 40h
pop esi
 
; Draw text string.
lea eax,[ebp+4]
mov ebx,000A000Ah ; x = 0Ah, y = 0Ah
xor ecx,ecx ; style, font and color
mov edx,[esp+28] ; lpString
int 40h
 
; End redraw.
lea eax,[ebp+12]
lea ebx,[ebp+2]
int 40h
 
_MessageBoxCB_eventloop:
mov edx,[esp+36] ; cbProc
test edx,edx
lea eax,[ebp+10]
jz _MessageBoxCB_peekevent
 
; Invoke the callback.
call edx
 
lea eax,[ebp+23]
lea ebx,[ebp+10] ; wait for at most 0.1 sec
_MessageBoxCB_peekevent:
int 40h
dec eax
js _MessageBoxCB_eventloop
 
pop edx
jz _MessageBoxCB_redraw
 
pop ebx
pop edi
pop esi
pop ebp
ret
 
; Include the whole uFMOD sources here. (Right after
; your main code to avoid naming conflicts, but still
; inside your code section.)
%include "nasm.asm"
 
alignb 4
resb 1020
STACK_B resd 1 ; Stack bottom
MEMORY_END: ; End of uninitialized (BSS) data
/programs/develop/libraries/ufmod/Nasm/.
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