; ; 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 popax, addysp1 .importzp ptr1, sp .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 type); ; _mouse_init: lda OldIRQ+1 ; Already initialized? bne AlreadyInitialized ; Jump if yes ; Initialize variables ldx #0 lda #XCORR sta XPos stx XPos+1 stx YPos stx YPos+1 stx OldPotX stx OldPotY stx XMin stx XMin+1 ; XMin = 0 lda #50 ; ## FIXME: This is the PAL value sta YCorr sta YPos stx YPos+1 sec sbc #SPRITE_HEIGHT ; Sprite height in pixels sta YMin stx YMin+1 ; YMin = 29 lda #SCREEN_HEIGHT ; Vertical screen res add YCorr ; Add correction factor sta YMax stx YMax+1 inx ; X = 1 stx Invisible ; Mouse *not* visible lda #<(SCREEN_WIDTH + SPRITE_WIDTH) sta XMax stx XMax+1 ; XMax = 320 + sprite width ; Remember the old IRQ vector lda IRQVec sta OldIRQ lda IRQVec+1 sta OldIRQ+1 ; Set our own IRQ vector. ldx #MouseIRQ jsr SetIRQ ; Set our IRQ vector, disable sprite 0 lda #1 ; Mouse successfully initialized rts AlreadyInitialized: lda #0 ; Error rts ; -------------------------------------------------------------------------- ; ; void mouse_done (void); ; _mouse_done: ldx OldIRQ ldy OldIRQ+1 ; Initialized? beq Done ; Jump if no lda #0 sta OldIRQ+1 ; Reset the initialized flag SetIRQ: sei ; Disable interrupts stx IRQVec ; Set the new/old vector sty IRQVec+1 lda VIC_SPR_ENA ; Get sprite enable register and #$FE ; Disable sprite #0 sta VIC_SPR_ENA ; Write back cli ; Enable interrupts Done: rts ; -------------------------------------------------------------------------- ; ; void mouse_hide (void); ; _mouse_hide: lda Invisible ; Get the flag bne @L1 ; Jump if already invisible lda #$FE ; Clear bit for sprite #0 sei ; Disable interrupts and VIC_SPR_ENA sta VIC_SPR_ENA ; Disable sprite cli ; Enable interrupts @L1: inc Invisible ; Set the flag to invisible rts ; -------------------------------------------------------------------------- ; ; void mouse_show (void); ; _mouse_show: lda Invisible ; Mouse invisible? beq @L1 ; Jump if no dec Invisible ; Set the flag bne @L1 ; Jump if still invisible sei ; Disable interrupts jsr MoveSprite1 ; Move the sprite to it's position lda VIC_SPR_ENA ; Get sprite enable register ora #$01 ; Enable sprite #0 sta VIC_SPR_ENA ; Write back cli ; Enable interrupts @L1: rts ; -------------------------------------------------------------------------- ; ; void __fastcall__ mouse_box (int minx, int miny, int maxx, int maxy); ; _mouse_box: ldy #0 ; Stack offset add YCorr ; Adjust the Y value bcc @L1 inx clc @L1: sei ; Disable interrupts sta YMax stx YMax+1 ; maxy lda (sp),y adc #XCORR sta XMax iny lda (sp),y adc #$00 sta XMax+1 ; maxx iny lda (sp),y add YCorr sta YMin iny lda (sp),y adc #$00 sta YMin+1 ; miny iny lda (sp),y add #XCORR sta XMin iny lda (sp),y adc #$00 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 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 ldx YPos+1 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 ; -------------------------------------------------------------------------- ; ; 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: add YCorr ; Add Y coordinate correction bcc @L1 inx clc @L1: sei sta YPos stx YPos+1 cli 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 rts ; -------------------------------------------------------------------------- ; ; unsigned char mouse_buttons (void); ; .proc _mouse_buttons lda #$7F sei sta CIA1_PRA lda CIA1_PRB ; Read joystick #0 cli ldx #0 and #$1F eor #$1F rts .endproc ; -------------------------------------------------------------------------- ; ; 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 = $00 rts ; -------------------------------------------------------------------------- ; ; Move the mouse sprite to the current mouse position. Must be called ; with interrupts off. MoveSprite1 is an entry without checking. ; MoveSprite: lda Invisible ; Mouse visible? bne MoveSpriteDone ; Jump if no ; Set the high X bit MoveSprite1: lda VIC_SPR_HI_X ; Get high X bits of all sprites and #$FE ; Clear bit for sprite #0 ldy XPos+1 ; Test Y position beq @L1 ora #$01 ; Set high X bit @L1: sta VIC_SPR_HI_X ; Set hi X sprite values ; Set the low X byte lda XPos 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 ; Set Y position ; Done MoveSpriteDone: rts ; -------------------------------------------------------------------------- ; Data .bss 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 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