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Started debugging the mouse routines

git-svn-id: svn://svn.cc65.org/cc65/trunk@341 b7a2c559-68d2-44c3-8de9-860c34a00d81
This commit is contained in:
cuz 2000-09-26 18:46:29 +00:00
parent ee084ac224
commit 9633ff1882

View File

@ -8,6 +8,7 @@
.export _mouse_init, _mouse_done
.export _mouse_hide, _mouse_show
.export _mouse_box, _mouse_info
.export _mouse_x, _mouse_y
.export _mouse_move
.import popa, popsreg, addysp1
@ -95,8 +96,7 @@ _mouse_hide:
ldx MouseSprite ; Sprite defined?
beq @L1 ; Jump if no
lda BitMask-1,x ; Get bit mask
eor #$FF ; We must clear the bit
lda NotMask-1,x ; Get clean mask
sei ; Disable interrupts
and VIC_SPR_ENA
@ -112,15 +112,21 @@ _mouse_hide:
;
_mouse_show:
lda Visible ; Mouse already visible?
beq @L1 ; Jump if yes
dec Visible ; Get the flag
bne @L1 ; Jump if still invisible
ldx MouseSprite ; Sprite defined?
beq @L1 ; Jump if no
lda BitMask-1,x ; Get bit mask
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
cli ; Enable interrupts
@L1: rts
@ -131,12 +137,14 @@ _mouse_show:
;
_mouse_box:
ldy #0 ; Stack offset
php
sei ; Disable interrupts
sta YMax
stx YMax+1 ; maxy
ldy #0
lda (sp),y
sta XMax
iny
@ -157,10 +165,36 @@ _mouse_box:
lda (sp),y
sta XMin+1 ; minx
cli ; Enable interrupts
plp ; Enable interrupts
jmp addysp1 ; Drop params, return
; --------------------------------------------------------------------------
;
; int __fastcall__ mouse_x (void);
;
_mouse_x:
php
sei
lda XPos
ldx XPos+1
plp
rts
; --------------------------------------------------------------------------
;
; int __fastcall__ mouse_y (void);
;
_mouse_y:
php
sei
lda YPos
ldx YPos+1
plp
rts
; --------------------------------------------------------------------------
;
; void mouse_info (...);
@ -186,11 +220,6 @@ _mouse_move:
sta XPos
stx XPos+1 ; Set new position
lda Visible ; Mouse visible?
bne @L9 ; Jump if no
lda MouseSprite ; Sprite defined?
beq @L9
jsr MoveSprite ; Move the sprite to the mouse pos
@L9: cli ; Enable interrupts
@ -215,26 +244,25 @@ MouseIRQ:
tay ; Remember low byte
txa
adc XPos+1
tax
; Limit the X coordinate to the bounding box
cpy XMin+1
bne @L1
cmp XMin
@L1: bpl @L2
cpy XMin
sbc XMin+1
bpl @L1
ldy XMin
lda XMin+1
jmp @L4
ldx XMin+1
jmp @L2
@L1: txa
@L2: cpy XMax+1
bne @L3
cmp XMax
beq @L4
@L3: bmi @L4
cpy XMax
sbc XMax+1
bmi @L2
ldy XMax
lda XMax+1
@L4: sty XPos
sta XPos+1
ldx XMax+1
@L2: sty XPos
stx XPos+1
; Calculate the Y movement vector
@ -251,25 +279,25 @@ MouseIRQ:
txa
adc YPos+1
; Limit the Y coordinate to the bounding box
cpy YMin+1
bne @L5
cmp YMin
@L5: bpl @L6
cpy YMin
sbc YMin+1
bpl @L3
ldy YMin
lda YMin+1
jmp @L8
ldx YMin+1
jmp @L4
@L3: txa
@L6: cpy YMax+1
bne @L7
cmp YMax
beq @L8
@L7: bmi @L8
cpy YMax
sbc YMax+1
bmi @L4
ldy YMax
lda YMax+1
@L8: sty YPos
sta YPos+1
ldx YMax+1
@L4: sty YPos
stx YPos+1
; Move the mouse sprite if it is enabled
jsr MoveSprite ; Move the sprite
; Jump to the next IRQ handler
@ -316,40 +344,46 @@ MoveCheck:
; --------------------------------------------------------------------------
;
; Move the mouse sprite to the current mouse position. Must be called
; with interrupts off.
; with interrupts off. MoveSprite1 is an entry without checking and
; loading X
;
MoveSprite:
lda Visible ; Mouse pointer visible?
bne @L9 ; Jump if no
lda Visible ; Mouse visible?
bne MoveSpriteDone ; Jump if no
ldx MouseSprite ; Sprite defined?
beq @L9 ; Jump if no
ldy BitMask-1,x ; Get high bit mask
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
ldy XPos+1 ; Test Y position
beq @L1
ora BitMask-1,x ; 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
; Set the X position
lda XPos+1 ; Negative?
bmi @L2 ; Jump if yes
beq @L1
tya ; Load high position bit
@L1: ora VIC_SPR_HI_X ; Set high bit
sta VIC_SPR_HI_X
lda XPos
sta VIC_SPR0_X,x ; Set low byte
sta VIC_SPR0_X-2,x ; Set low byte
; Set the Y position
@L2: ldy YPos+1 ; Negative or too large?
bne @L9 ; Jump if yes
ldy YPos+1 ; Negative or too large?
bne MoveSpriteDone ; Jump if yes
lda YPos
sta VIC_SPR0_Y,x ; Set Y position
sta VIC_SPR0_Y-2,x ; Set Y position
; Done
@L9: rts
MoveSpriteDone:
rts
; --------------------------------------------------------------------------
; Data
@ -377,6 +411,7 @@ 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