; ; Ullrich von Bassewitz, 24.04.1999 ; ; Routines for the 1351 proportional mouse. Parts of the code are from ; the Commodore 1351 mouse users guide. ; .export _mouse_init, _mouse_done .export _mouse_hide, _mouse_show .export _mouse_box, _mouse_info .export _mouse_move, _mouse_pos .export _mouse_buttons, _mouse_info .import _readjoy .import popa, popsreg, addysp1 .importzp ptr1, sp, sreg .include "c128.inc" .macpack generic .code ; -------------------------------------------------------------------------- ; ; 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 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 stx XPos stx XPos+1 stx YPos stx YPos+1 stx OldPotX stx OldPotY stx XMin stx XMin+1 ; XMin = 0 lda #29 sta YMin stx YMin+1 ; YMin = 29 lda #250 sta YMax stx YMax+1 ; YMax = 250 inx ; X = 1 stx Visible ; Mouse *not* visible lda #<344 sta XMax stx XMax+1 ; XMax = 344 ; Remember the old IRQ vector lda IRQVec sta OldIRQ lda IRQVec+1 sta OldIRQ+1 ; Set our own IRQ vector. We cheat here to save a few bytes of code: ; The function is expected to return a value not equal to zero on success, ; and since we know that the high byte of the IRQ handler address is never ; zweo, we will return just this byte. ldx #MouseIRQ bne SetIRQ ; Branch always AlreadyInitialized: lda #0 ; Error rts ; -------------------------------------------------------------------------- ; ; void mouse_done (void); ; _mouse_done: ldx OldIRQ ; Initialized? lda OldIRQ+1 beq Done ; Jump if no ldy #0 sty OldIRQ+1 ; Reset the initialized flag SetIRQ: sei ; Disable interrupts stx IRQVec ; Set the new/old vector sta IRQVec+1 cli ; Enable interrupts Done: rts ; -------------------------------------------------------------------------- ; ; void mouse_hide (void); ; _mouse_hide: lda Visible ; 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 sei ; Disable interrupts and VIC_SPR_ENA sta VIC_SPR_ENA ; Disable sprite cli ; Enable interrupts @L1: inc Visible ; Set the flag to invisible rts ; -------------------------------------------------------------------------- ; ; void mouse_show (void); ; _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 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 ; -------------------------------------------------------------------------- ; ; void __fastcall__ mouse_box (int minx, int miny, int maxx, int maxy); ; _mouse_box: ldy #0 ; Stack offset sei ; Disable interrupts sta YMax stx YMax+1 ; maxy lda (sp),y sta XMax iny lda (sp),y sta XMax+1 ; maxx iny lda (sp),y sta YMin iny lda (sp),y sta YMin+1 ; miny iny lda (sp),y sta XMin iny lda (sp),y sta XMin+1 ; minx cli ; Enable interrupts jmp addysp1 ; Drop params, return ; -------------------------------------------------------------------------- ; ; void __fastcall__ mouse_pos (struct mouse_pos* pos); ; /* Return the current mouse position */ ; _mouse_pos: sta ptr1 stx ptr1+1 ; Remember the argument pointer ldy #0 ; Structure offset sei ; Disable interrupts lda XPos ; Transfer the position sta (ptr1),y lda XPos+1 iny sta (ptr1),y lda YPos iny sta (ptr1),y lda YPos iny sta (ptr1),y cli ; Restore initial interrupt state rts ; Done ; -------------------------------------------------------------------------- ; ; void __fastcall__ mouse_info (struct mouse_info* info); ; /* Return the state of the mouse buttons and the position of the mouse */ ; _mouse_info: ; We're cheating here to keep the code smaller: The first fields of the ; mouse_info struct are identical to the mouse_pos struct, so we will just ; call _mouse_pos to initialize the struct pointer and fill the position ; fields. jsr _mouse_pos ; Fill in the button state jsr _mouse_buttons ; Will not touch ptr1 ldy #4 sta (ptr1),y rts ; -------------------------------------------------------------------------- ; ; void __fastcall__ mouse_move (int x, int y); ; _mouse_move: jsr popsreg ; Get X sei ; Disable interrupts sta YPos stx YPos+1 lda sreg ldx sreg+1 sta XPos stx XPos+1 ; Set new position jsr MoveSprite ; Move the sprite to the mouse pos @L9: cli ; Enable interrupts rts ; -------------------------------------------------------------------------- ; ; unsigned char mouse_buttons (void); ; _mouse_buttons: lda MousePort ; Get the port jmp _readjoy ; Same as joystick ; -------------------------------------------------------------------------- ; ; Mouse interrupt handler ; MouseIRQ: cld lda SID_ADConv1 ; Get mouse X movement ldy OldPotX jsr MoveCheck ; Calculate movement vector sty OldPotX ; Calculate the new X coordinate (--> a/y) add XPos tay ; Remember low byte txa adc XPos+1 tax ; Limit the X coordinate to the bounding box cpy XMin sbc XMin+1 bpl @L1 ldy XMin ldx XMin+1 jmp @L2 @L1: txa cpy XMax sbc XMax+1 bmi @L2 ldy XMax ldx XMax+1 @L2: sty XPos stx XPos+1 ; Calculate the Y movement vector lda SID_ADConv2 ; Get mouse Y movement ldy OldPotY jsr MoveCheck ; Calculate movement sty OldPotY ; Calculate the new Y coordinate (--> a/y) sta OldValue lda YPos sub OldValue tay stx OldValue lda YPos+1 sbc OldValue tax cpy YMin sbc YMin+1 bpl @L3 ldy YMin ldx YMin+1 jmp @L4 @L3: txa cpy YMax sbc YMax+1 bmi @L4 ldy YMax 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 jmp (OldIRQ) ; -------------------------------------------------------------------------- ; ; Move check routine, called for both coordinates. ; ; Entry: y = old value of pot register ; a = current value of pot register ; Exit: y = value to use for old value ; x/a = delta value for position ; MoveCheck: sty OldValue sta NewValue ldx #$00 sub OldValue ; a = mod64 (new - old) and #%01111111 cmp #%01000000 ; if (a > 0) bcs @L1 ; lsr a ; a /= 2; beq @L2 ; if (a != 0) ldy NewValue ; y = NewValue rts ; return @L1: ora #%11000000 ; else or in high order bits cmp #$FF ; if (a != -1) beq @L2 sec ror a ; a /= 2 dex ; high byte = -1 (X = $FF) ldy NewValue rts @L2: txa ; A = $00 rts ; -------------------------------------------------------------------------- ; ; Move the mouse sprite to the current mouse position. Must be called ; with interrupts off. MoveSprite1 is an entry without checking and ; loading X ; MoveSprite: lda Visible ; 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 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 lda XPos sta VIC_SPR0_X-2,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 ; Done MoveSpriteDone: rts ; -------------------------------------------------------------------------- ; Data .bss OldIRQ: .res 2 ; Old IRQ vector MousePort: .res 1 ; Port used for the mouse MouseSprite: .res 1 ; Number of sprite to control OldValue: .res 1 ; Temp for MoveCheck routine NewValue: .res 1 ; Temp for MoveCheck routine Visible: .res 1 ; Is the mouse visible? OldPotX: .res 1 ; Old hw counter values OldPotY: .res 1 XPos: .res 2 ; Current mouse position, X YPos: .res 2 ; Current mouse position, Y XMin: .res 2 ; X1 value of bounding box 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