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Use correction values for the coordinates so that the x/y coordinates are

0/0 if the upper left corner of the mouse sprite is in the upper left corner
of the screen.
Use always sprite  for the mouse pointer.


git-svn-id: svn://svn.cc65.org/cc65/trunk@892 b7a2c559-68d2-44c3-8de9-860c34a00d81
This commit is contained in:
cuz 2001-09-12 13:43:00 +00:00
parent 35f403b702
commit 20f23128cd

@ -12,33 +12,39 @@
.export _mouse_buttons, _mouse_info
.import _readjoy
.import popa, popsreg, addysp1
.import popa, popax, addysp1
.importzp ptr1, sp, sreg
.include "c64.inc"
.macpack generic
.code
; --------------------------------------------------------------------------
;
; Constants
;
SPRITE_HEIGHT = 21
SPRITE_WIDTH = 24
SCREEN_HEIGHT = 200
SCREEN_WIDTH = 320
XCORR = SPRITE_WIDTH
; --------------------------------------------------------------------------
;
; unsigned char __fastcall__ mouse_init (unsigned char port,
; unsigned char sprite,
; unsigned char type);
;
_mouse_init:
jsr popa ; Ignore the type, get sprite param
tax ; Save sprite number
jsr popa ; Get the port number
jsr popa ; Ignore type and port
ldy OldIRQ+1 ; Already initialized?
bne AlreadyInitialized ; Jump if yes
stx MouseSprite ; Remember the sprite number
sta MousePort ; Remember the port number
; Initialize variables
ldx #0
@ -49,18 +55,22 @@ _mouse_init:
stx OldPotX
stx OldPotY
stx XMin
stx XMin+1 ; XMin = 0
lda #29
stx XMin+1 ; XMin = 0
lda #50 ; ## FIXME: This is the PAL value
sta YCorr
sec
sbc #SPRITE_HEIGHT ; Sprite height in pixels
sta YMin
stx YMin+1 ; YMin = 29
lda #250
stx YMin+1 ; YMin = 29
lda #SCREEN_HEIGHT ; Vertical screen res
add YCorr ; Add correction factor
sta YMax
stx YMax+1 ; YMax = 250
inx ; X = 1
stx Invisible ; Mouse *not* visible
lda #<344
stx YMax+1
inx ; X = 1
stx Invisible ; Mouse *not* visible
lda #<(SCREEN_WIDTH + SPRITE_WIDTH)
sta XMax
stx XMax+1 ; XMax = 344
stx XMax+1 ; XMax = 320 + sprite width
; Remember the old IRQ vector
@ -107,11 +117,8 @@ Done: rts
_mouse_hide:
lda Invisible ; Get the flag
bne @L1 ; Jump if already invisible
ldx MouseSprite ; Sprite defined?
beq @L1 ; Jump if no
lda NotMask-1,x ; Get clean mask
lda #$FE ; Clear bit for sprite #0
sei ; Disable interrupts
and VIC_SPR_ENA
sta VIC_SPR_ENA ; Disable sprite
@ -130,17 +137,12 @@ _mouse_show:
beq @L1 ; Jump if no
dec Invisible ; Set the flag
bne @L1 ; Jump if still invisible
ldx MouseSprite ; Sprite defined?
beq @L1 ; Jump if no
sei ; Disable interrupts
jsr MoveSprite1 ; Move the sprite to it's position
ldx MouseSprite ; Get sprite number (again)
lda BitMask-1,x ; Get bit mask
ora VIC_SPR_ENA
sta VIC_SPR_ENA ; Enable sprite
lda VIC_SPR_ENA ; Get sprite enable register
ora #$01 ; Enable sprite #0
sta VIC_SPR_ENA ; Write back
cli ; Enable interrupts
@L1: rts
@ -153,32 +155,42 @@ _mouse_show:
_mouse_box:
ldy #0 ; Stack offset
sei ; Disable interrupts
add YCorr ; Adjust the Y value
bcc @L1
inx
clc
@L1: sei ; Disable interrupts
sta YMax
stx YMax+1 ; maxy
stx YMax+1 ; maxy
lda (sp),y
adc #XCORR
sta XMax
iny
lda (sp),y
sta XMax+1 ; maxx
adc #$00
sta XMax+1 ; maxx
iny
lda (sp),y
sta YMin
add YCorr
sta YMin
iny
lda (sp),y
sta YMin+1 ; miny
adc #$00
sta YMin+1 ; miny
iny
lda (sp),y
sta XMin
add #XCORR
sta XMin
iny
lda (sp),y
sta XMin+1 ; minx
adc #$00
sta XMin+1 ; minx
cli ; Enable interrupts
cli ; Enable interrupts
jmp addysp1 ; Drop params, return
@ -192,25 +204,31 @@ _mouse_pos:
sta ptr1
stx ptr1+1 ; Remember the argument pointer
ldy #0 ; Structure offset
sei ; Disable interrupts
ldy #0 ; Structure offset
sec ; Needed for the SBC later
sei ; Disable interrupts
lda XPos ; Transfer the position
sbc #XCORR
sta (ptr1),y
lda XPos+1
sbc #$00
iny
sta (ptr1),y
lda YPos
iny
sta (ptr1),y
lda YPos+1
iny
sta (ptr1),y
ldx YPos+1
cli ; Restore initial interrupt state
cli ; Restore initial interrupt state
sub YCorr ; Apply the Y correction value
bcs @L1
dex
@L1: iny
sta (ptr1),y ; Store YPos
txa
iny
sta (ptr1),y
rts ; Done
rts ; Done
; --------------------------------------------------------------------------
;
@ -229,9 +247,9 @@ _mouse_info:
; Fill in the button state
jsr _mouse_buttons ; Will not touch ptr1
ldy #4
sta (ptr1),y
jsr _mouse_buttons ; Will not touch ptr1
ldy #4
sta (ptr1),y
rts
@ -241,29 +259,34 @@ _mouse_info:
;
_mouse_move:
jsr popsreg ; Get X
sei ; Disable interrupts
add YCorr ; Add Y coordinate correction
bcc @L1
inx
clc
@L1: sei
sta YPos
stx YPos+1
lda sreg
ldx sreg+1
sta XPos
stx XPos+1 ; Set new position
stx YPos+1
cli
jsr MoveSprite ; Move the sprite to the mouse pos
jsr popax ; Get X
adc #XCORR ; Adjust X coordinate
bcc @L2
inx
@L2: sei
sta XPos
stx XPos+1 ; Set new position
jsr MoveSprite ; Move the sprite to the mouse pos
cli ; Enable interrupts
@L9: cli ; Enable interrupts
rts
; --------------------------------------------------------------------------
;
; unsigned char mouse_buttons (void);
;
_mouse_buttons:
lda MousePort ; Get the port
lda #$00 ; Use port #0
jmp _readjoy ; Same as joystick
; --------------------------------------------------------------------------
@ -386,41 +409,35 @@ MoveCheck:
; --------------------------------------------------------------------------
;
; Move the mouse sprite to the current mouse position. Must be called
; with interrupts off. MoveSprite1 is an entry without checking and
; loading X
; with interrupts off. MoveSprite1 is an entry without checking.
;
MoveSprite:
lda Invisible ; Mouse visible?
bne MoveSpriteDone ; Jump if no
ldx MouseSprite ; Sprite defined?
beq MoveSpriteDone ; Jump if no
; Set the high X bit
MoveSprite1:
lda VIC_SPR_HI_X ; Get high X bits of all sprites
and NotMask-1,x ; Mask out sprite bit
and #$FE ; Clear bit for sprite #0
ldy XPos+1 ; Test Y position
beq @L1
ora BitMask-1,x ; Set high X bit
ora #$01 ; Set high X bit
@L1: sta VIC_SPR_HI_X ; Set hi X sprite values
; Set the low X byte
txa
asl a ; Index*2
tax
lda XPos
sta VIC_SPR0_X-2,x ; Set low byte
sta VIC_SPR0_X ; Set low byte
; Set the Y position
ldy YPos+1 ; Negative or too large?
bne MoveSpriteDone ; Jump if yes
lda YPos
sta VIC_SPR0_Y-2,x ; Set Y position
sta VIC_SPR0_Y ; Set Y position
; Done
@ -432,11 +449,10 @@ MoveSpriteDone:
.bss
OldIRQ: .res 2 ; Old IRQ vector
MousePort: .res 1 ; Port used for the mouse
MouseSprite: .res 1 ; Number of sprite to control
OldIRQ: .res 2 ; Old IRQ vector
OldValue: .res 1 ; Temp for MoveCheck routine
NewValue: .res 1 ; Temp for MoveCheck routine
YCorr: .res 1 ; Correction for Y coordinate
Invisible: .res 1 ; Is the mouse invisible?
OldPotX: .res 1 ; Old hw counter values
@ -450,12 +466,4 @@ YMin: .res 2 ; Y1 value of bounding box
XMax: .res 2 ; X2 value of bounding box
YMax: .res 2 ; Y2 value of bounding box
.data
BitMask: .byte $01, $02, $04, $08, $10, $20, $40, $80
NotMask: .byte $FE, $FD, $FB, $F7, $EF, $DF, $BF, $7F