A description of the LittleFoot language is contained in the SDK source code at roli_blocks_basics/littlefoot/LittleFoot Language README.txt
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This is a brief description of the LittleFoot language syntax Littlefoot basically looks like C, but has no pointers, and the only types are: - int (32-bit signed integer) - float (32-bit float) - bool The top-level syntax of a program is a list of global variables and global functions. Order of declaration isn't important, you can use functions and variables that are declared later in the file without needing to pre-declare anything. Comments are the same format as C/C++/java/etc So for example: // global variables. These are initialised to 0 or false when the program is loaded, and // you can't currently provide any other initial values int foo, bar; int getTheNextNumber() { return addTwoNumbers (++foo, 2.0) * 3; } float addTwoNumbers (int x, float y) { return float (x) + y; } The usual control-flow operators are provided, all with C++ style syntax: if/else for while do...while continue break return (There isn't currently a switch statement though) Arithmetic ops are the usual suspects, (with the standard operator precedence): +, -, *, /, % ||, &&, |, &, ~, ^ ++, --, +=, -=, *=, /=, %=, |=, &=, ^= ==, !=, <, >, <=, >=, ! <<, >>, <<=, >>=, >>> Ternary operator (x ? y : z) Local variables are declared in C++-style syntax: void foo() { int x = 123; float y = 12.0, z = 1.0e5; bool b = y > 20.0; } Casts of primitive types are done with function-style syntax, e.g. int x = int (123.0); float f = float (getIntegerValue()); Arrays of any type can be created in the global scope using C-style syntax. Elements of arrays can be set and read from functions. Arrays cannot be created within functions or returned from functions. For example: int foo[12]; void initialise() { for (int i = 0; i < 12; ++i) foo[i] = i; } The program communicates with the host computer by using a shared area of memory called the heap which the host can change. There are some built-in functions available for the program to use to read from the heap: int getHeapByte (int byteIndex); // reads a single byte from the heap int getHeapInt (int byteIndex); // reads 4 bytes from the heap as an integer int getHeapBits (int startBitIndex, int numBits); // reads a sequence of bits from the heap and returns it as an integer void setHeapByte (int byteIndex, int newValue); // writes a single byte to the heap void setHeapInt (int byteIndex, int newValue); // writes 4 bytes to the heap Depending on the context, there will also be some built-in functions that the program can use to do what it needs to do. Currently in the standard Pad BLOCK program, you have the following functions available: int makeARGB (int alpha, int red, int green, int blue); // combines a set of 8-bit ARGB values into a 32-bit colour int blendARGB (int baseColour, int overlaidColour); // blends the overlaid ARGB colour onto the base one and returns the new colour void fillPixel (int rgb, int x, int y); // sets a LED colour on the display void fillRect (int rgb, int x, int y, int width, int height); // fills a rectangle on the display A BLOCKs program needs to provide a repaint() function which the block will call at approximately 25Hz to draw the display. For example, here's a simple program that draws a moving rectangle: int rectangleX; void repaint() { fillRect (0xff000044, 0, 0, 15, 15); // fill the display with dark blue fillRect (0xffffffff, rectangleX, 5, 4, 4); // draw a white rectangle rectangleX = (rectangleX + 1) % 15; // animate our position and make it wrap } The host can also send simple event messages to the program, and to receive these you must provide a function called "handleMessage", e.g. void handleMessage (int param1, int param2) { // do something with the two integer parameters that the app has sent... }
You can find example scripts written using the LittleFoot language in the Example LittleFoot Scripts section and a more comprehensive list of LittleFoot Functions in the JUCE library documentation.