izapple2/apple2/softSwitches2.go

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package apple2
const (
ioDataKeyboard uint8 = 0x10
ioFlagGraphics uint8 = 0x50
ioFlagMixed uint8 = 0x52
ioFlagSecondPage uint8 = 0x54
ioFlagHiRes uint8 = 0x56
ioFlagAnnunciator0 uint8 = 0x58
ioFlagAnnunciator1 uint8 = 0x5a
ioFlagAnnunciator2 uint8 = 0x5c
ioFlagAnnunciator3 uint8 = 0x5e
ioDataCassette uint8 = 0x60
ioFlagButton0 uint8 = 0x61
ioFlagButton1 uint8 = 0x62
ioFlagButton2 uint8 = 0x63
ioDataPaddle0 uint8 = 0x64
ioDataPaddle1 uint8 = 0x65
ioDataPaddle2 uint8 = 0x66
ioDataPaddle3 uint8 = 0x67
)
func addApple2SoftSwitches(io *ioC0Page) {
io.addSoftSwitchRW(0x00, getKeySoftSwitch) // Keyboard
io.addSoftSwitchRW(0x10, strobeKeyboardSoftSwitch) // Keyboard Strobe
io.addSoftSwitchR(0x20, notImplementedSoftSwitchR) // Cassette Output
io.addSoftSwitchR(0x30, notImplementedSoftSwitchR) // Speaker
io.addSoftSwitchR(0x40, notImplementedSoftSwitchR) // Game connector Strobe
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// Note: Some sources indicate that all these cover 16 positions
// for read and write. But the Apple2e take over some of them, with
// the prevention on acting only on writes.
io.addSoftSwitchRW(0x50, getSoftSwitch(ioFlagGraphics, false))
io.addSoftSwitchRW(0x51, getSoftSwitch(ioFlagGraphics, true))
io.addSoftSwitchRW(0x52, getSoftSwitch(ioFlagMixed, false))
io.addSoftSwitchRW(0x53, getSoftSwitch(ioFlagMixed, true))
io.addSoftSwitchRW(0x54, getSoftSwitch(ioFlagSecondPage, false))
io.addSoftSwitchRW(0x55, getSoftSwitch(ioFlagSecondPage, true))
io.addSoftSwitchRW(0x56, getSoftSwitch(ioFlagHiRes, false))
io.addSoftSwitchRW(0x57, getSoftSwitch(ioFlagHiRes, true))
io.addSoftSwitchRW(0x58, getSoftSwitch(ioFlagAnnunciator0, false))
io.addSoftSwitchRW(0x59, getSoftSwitch(ioFlagAnnunciator0, true))
io.addSoftSwitchRW(0x5a, getSoftSwitch(ioFlagAnnunciator1, false))
io.addSoftSwitchRW(0x5b, getSoftSwitch(ioFlagAnnunciator1, true))
io.addSoftSwitchRW(0x5c, getSoftSwitch(ioFlagAnnunciator2, false))
io.addSoftSwitchRW(0x5d, getSoftSwitch(ioFlagAnnunciator2, true))
io.addSoftSwitchRW(0x5e, getSoftSwitch(ioFlagAnnunciator3, false))
io.addSoftSwitchRW(0x5f, getSoftSwitch(ioFlagAnnunciator3, true))
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io.addSoftSwitchR(0x60, notImplementedSoftSwitchR) // Cassette Input
io.addSoftSwitchR(0x61, getStatusSoftSwitch(ioFlagButton0))
io.addSoftSwitchR(0x62, getStatusSoftSwitch(ioFlagButton1))
io.addSoftSwitchR(0x63, getStatusSoftSwitch(ioFlagButton2))
io.addSoftSwitchR(0x64, getStatusSoftSwitch(ioDataPaddle0))
io.addSoftSwitchR(0x65, getStatusSoftSwitch(ioDataPaddle1))
io.addSoftSwitchR(0x66, getStatusSoftSwitch(ioDataPaddle2))
io.addSoftSwitchR(0x67, getStatusSoftSwitch(ioDataPaddle3))
// The previous 8 softswitches are repeated
io.addSoftSwitchR(0x68, notImplementedSoftSwitchR) // Cassette Input
io.addSoftSwitchR(0x69, getStatusSoftSwitch(ioFlagButton0))
io.addSoftSwitchR(0x6A, getStatusSoftSwitch(ioFlagButton1))
io.addSoftSwitchR(0x6B, getStatusSoftSwitch(ioFlagButton2))
io.addSoftSwitchR(0x6C, getStatusSoftSwitch(ioDataPaddle0))
io.addSoftSwitchR(0x6D, getStatusSoftSwitch(ioDataPaddle1))
io.addSoftSwitchR(0x6E, getStatusSoftSwitch(ioDataPaddle2))
io.addSoftSwitchR(0x6F, getStatusSoftSwitch(ioDataPaddle3))
io.addSoftSwitchR(0x70, notImplementedSoftSwitchR) // Game controllers reset
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}
func notImplementedSoftSwitchR(*ioC0Page) uint8 {
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return 0
}
func getStatusSoftSwitch(ioFlag uint8) softSwitchR {
return func(io *ioC0Page) uint8 {
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return io.softSwitchesData[ioFlag]
}
}
func getSoftSwitch(ioFlag uint8, isSet bool) softSwitchR {
return func(io *ioC0Page) uint8 {
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if isSet {
io.softSwitchesData[ioFlag] = ssOn
} else {
io.softSwitchesData[ioFlag] = ssOff
}
return 0
}
}
func getKeySoftSwitch(io *ioC0Page) uint8 {
strobed := (io.softSwitchesData[ioDataKeyboard] & (1 << 7)) == 0
if strobed && io.keyboard != nil {
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if key, ok := io.keyboard.GetKey(); ok {
io.softSwitchesData[ioDataKeyboard] = key + (1 << 7)
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}
}
return io.softSwitchesData[ioDataKeyboard]
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}
func strobeKeyboardSoftSwitch(io *ioC0Page) uint8 {
result := io.softSwitchesData[ioDataKeyboard]
io.softSwitchesData[ioDataKeyboard] &^= 1 << 7
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return result
}