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https://github.com/irmen/prog8.git
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ddb8346711
cx16: added new character encodings, and routines in textio to enable the character sets for them. cx16: added txt.chrout_lit() and txt.print_lit() to always print the literal characters and never as control codes
442 lines
8.5 KiB
Lua
442 lines
8.5 KiB
Lua
; Prog8 definitions for the Text I/O and Screen routines for the Commodore-128
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; All routines work with Screencode character encoding, except `print`, `chrout` and `input_chars`,
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; these work with PETSCII encoding instead.
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%import syslib
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%import conv
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%import shared_cbm_textio_functions
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txt {
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%option no_symbol_prefixing, ignore_unused
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const ubyte DEFAULT_WIDTH = 40
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const ubyte DEFAULT_HEIGHT = 25
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romsub $FFD2 = chrout(ubyte character @ A) ; for consistency. You can also use cbm.CHROUT directly ofcourse. Note: takes a PETSCII encoded character.
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sub clear_screen() {
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chrout(147)
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}
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sub cls() {
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chrout(147)
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}
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sub home() {
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chrout(19)
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}
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sub nl() {
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chrout('\n')
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}
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sub spc() {
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chrout(' ')
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}
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sub bell() {
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chrout(7)
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}
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asmsub column(ubyte col @A) clobbers(A, X, Y) {
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; ---- set the cursor on the given column (starting with 0) on the current line
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%asm {{
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pha
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sec
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jsr cbm.PLOT
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pla
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tay
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clc
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jmp cbm.PLOT
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}}
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}
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asmsub get_column() -> ubyte @Y {
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%asm {{
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sec
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jmp cbm.PLOT
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}}
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}
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asmsub row(ubyte rownum @A) clobbers(A, X, Y) {
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; ---- set the cursor on the given row (starting with 0) on the current line
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%asm {{
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pha
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sec
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jsr cbm.PLOT
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pla
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tax
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clc
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jmp cbm.PLOT
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}}
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}
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asmsub get_row() -> ubyte @X {
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%asm {{
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sec
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jmp cbm.PLOT
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}}
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}
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sub get_cursor(uword colptr, uword rowptr) {
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%asm {{
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sec
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jsr cbm.PLOT
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tya
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ldy #$00
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sta (colptr),y
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txa
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sta (rowptr),y
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}}
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}
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asmsub fill_screen (ubyte char @ A, ubyte color @ Y) clobbers(A) {
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; ---- fill the character screen with the given fill character and character color.
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; (assumes screen and color matrix are at their default addresses)
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%asm {{
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pha
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tya
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jsr clear_screencolors
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pla
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jsr clear_screenchars
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rts
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}}
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}
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asmsub clear_screenchars (ubyte char @ A) clobbers(Y) {
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; ---- clear the character screen with the given fill character (leaves colors)
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; (assumes screen matrix is at the default address)
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%asm {{
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ldy #250
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- sta cbm.Screen+250*0-1,y
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sta cbm.Screen+250*1-1,y
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sta cbm.Screen+250*2-1,y
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sta cbm.Screen+250*3-1,y
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dey
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bne -
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rts
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}}
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}
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asmsub clear_screencolors (ubyte color @ A) clobbers(Y) {
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; ---- clear the character screen colors with the given color (leaves characters).
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; (assumes color matrix is at the default address)
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%asm {{
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ldy #250
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- sta cbm.Colors+250*0-1,y
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sta cbm.Colors+250*1-1,y
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sta cbm.Colors+250*2-1,y
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sta cbm.Colors+250*3-1,y
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dey
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bne -
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rts
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}}
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}
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sub color (ubyte txtcol) {
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cbm.COLOR = txtcol
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}
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sub lowercase() {
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c64.VMCSB |= 2
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c128.VM1 |= 2
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}
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sub uppercase() {
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c64.VMCSB &= ~2
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c128.VM1 &= ~2
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}
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asmsub scroll_left (bool alsocolors @ Pc) clobbers(A, X, Y) {
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; ---- scroll the whole screen 1 character to the left
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; contents of the rightmost column are unchanged, you should clear/refill this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #0
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ldy #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 1,x
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sta cbm.Screen + 40*row + 0,x
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lda cbm.Colors + 40*row + 1,x
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sta cbm.Colors + 40*row + 0,x
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.next
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inx
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dey
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #0
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ldy #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 1,x
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sta cbm.Screen + 40*row + 0,x
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.next
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inx
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dey
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bpl -
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rts
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}}
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}
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asmsub scroll_right (bool alsocolors @ Pc) clobbers(A,X) {
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; ---- scroll the whole screen 1 character to the right
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; contents of the leftmost column are unchanged, you should clear/refill this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 0,x
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sta cbm.Screen + 40*row + 1,x
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lda cbm.Colors + 40*row + 0,x
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sta cbm.Colors + 40*row + 1,x
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.next
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dex
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #38
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-
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.for row=0, row<=24, row+=1
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lda cbm.Screen + 40*row + 0,x
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sta cbm.Screen + 40*row + 1,x
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.next
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dex
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bpl -
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rts
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}}
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}
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asmsub scroll_up (bool alsocolors @ Pc) clobbers(A,X) {
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; ---- scroll the whole screen 1 character up
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; contents of the bottom row are unchanged, you should refill/clear this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #39
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-
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.for row=1, row<=24, row+=1
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row-1),x
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lda cbm.Colors + 40*row,x
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sta cbm.Colors + 40*(row-1),x
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.next
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dex
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #39
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-
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.for row=1, row<=24, row+=1
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row-1),x
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.next
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dex
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bpl -
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rts
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}}
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}
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asmsub scroll_down (bool alsocolors @ Pc) clobbers(A,X) {
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; ---- scroll the whole screen 1 character down
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; contents of the top row are unchanged, you should refill/clear this yourself
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; Carry flag determines if screen color data must be scrolled too
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%asm {{
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bcc _scroll_screen
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+ ; scroll the screen and the color memory
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ldx #39
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-
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.for row=23, row>=0, row-=1
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lda cbm.Colors + 40*row,x
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sta cbm.Colors + 40*(row+1),x
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row+1),x
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.next
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dex
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bpl -
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rts
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_scroll_screen ; scroll only the screen memory
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ldx #39
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-
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.for row=23, row>=0, row-=1
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lda cbm.Screen + 40*row,x
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sta cbm.Screen + 40*(row+1),x
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.next
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dex
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bpl -
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rts
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}}
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}
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asmsub setchr (ubyte col @X, ubyte row @Y, ubyte character @A) clobbers(A, Y) {
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; ---- sets the character in the screen matrix at the given position
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%asm {{
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pha
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tya
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asl a
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tay
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lda _screenrows+1,y
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sta _mod+2
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txa
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clc
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adc _screenrows,y
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sta _mod+1
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bcc +
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inc _mod+2
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+ pla
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_mod sta $ffff ; modified
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rts
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_screenrows .word cbm.Screen + range(0, 1000, 40)
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}}
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}
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asmsub getchr (ubyte col @A, ubyte row @Y) clobbers(Y) -> ubyte @ A {
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; ---- get the character in the screen matrix at the given location
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%asm {{
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pha
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tya
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asl a
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tay
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lda setchr._screenrows+1,y
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sta _mod+2
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pla
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clc
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adc setchr._screenrows,y
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sta _mod+1
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bcc _mod
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inc _mod+2
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_mod lda $ffff ; modified
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rts
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}}
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}
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asmsub setclr (ubyte col @X, ubyte row @Y, ubyte color @A) clobbers(A, Y) {
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; ---- set the color in A on the screen matrix at the given position
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%asm {{
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pha
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tya
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asl a
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tay
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lda _colorrows+1,y
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sta _mod+2
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txa
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clc
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adc _colorrows,y
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sta _mod+1
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bcc +
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inc _mod+2
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+ pla
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_mod sta $ffff ; modified
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rts
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_colorrows .word $d800 + range(0, 1000, 40)
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}}
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}
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asmsub getclr (ubyte col @A, ubyte row @Y) clobbers(Y) -> ubyte @ A {
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; ---- get the color in the screen color matrix at the given location
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%asm {{
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pha
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tya
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asl a
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tay
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lda setclr._colorrows+1,y
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sta _mod+2
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pla
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clc
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adc setclr._colorrows,y
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sta _mod+1
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bcc _mod
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inc _mod+2
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_mod lda $ffff ; modified
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rts
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}}
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}
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sub setcc (ubyte col, ubyte row, ubyte character, ubyte charcolor) {
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; ---- set char+color at the given position on the screen
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%asm {{
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lda row
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asl a
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tay
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lda setchr._screenrows+1,y
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sta _charmod+2
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adc #$d4
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sta _colormod+2
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lda setchr._screenrows,y
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clc
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adc col
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sta _charmod+1
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sta _colormod+1
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bcc +
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inc _charmod+2
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inc _colormod+2
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+ lda character
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_charmod sta $ffff ; modified
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lda charcolor
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_colormod sta $ffff ; modified
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rts
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}}
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}
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asmsub plot (ubyte col @ Y, ubyte row @ X) {
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%asm {{
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clc
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jmp cbm.PLOT
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}}
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}
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asmsub width() clobbers(X,Y) -> ubyte @A {
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; -- returns the text screen width (number of columns)
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%asm {{
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jsr cbm.SCREEN
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txa
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rts
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}}
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}
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asmsub height() clobbers(X, Y) -> ubyte @A {
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; -- returns the text screen height (number of rows)
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%asm {{
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jsr cbm.SCREEN
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tya
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rts
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}}
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}
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asmsub waitkey() -> ubyte @A {
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%asm {{
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- jsr cbm.GETIN
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beq -
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rts
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}}
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}
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}
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