.export _mouse_init, _mouse_done
.export _mouse_hide, _mouse_show
.export _mouse_box, _mouse_info
- .export _mouse_x, _mouse_y
- .export _mouse_move
+ .export _mouse_move, _mouse_pos
+ .export _mouse_buttons, _mouse_info
- .import popa, popsreg, addysp1
- .importzp sp, sreg
+ .import _readjoy
+ .import popax, addysp1
+ .importzp ptr1, sp
.include "c64.inc"
.macpack generic
+
.code
; --------------------------------------------------------------------------
;
-; void __fastcall__ mouse_init (unsigned char port, unsigned char sprite, unsigned char type);
+; Constants
;
-_mouse_init:
- jsr popa ; Ignore the type, get sprite param
- tax ; Save sprite number
- jsr popa ; Get the port number
+SPRITE_HEIGHT = 21
+SPRITE_WIDTH = 24
+SCREEN_HEIGHT = 200
+SCREEN_WIDTH = 320
+XCORR = SPRITE_WIDTH
- ldy OldIRQ+1 ; Already initialized?
- bne Done ; Jump if yes
+; --------------------------------------------------------------------------
+;
+; unsigned char __fastcall__ mouse_init (unsigned char type);
+;
- stx MouseSprite ; Remember the sprite number
- sta MousePort ; Remember the port number
+_mouse_init:
+ lda OldIRQ+1 ; Already initialized?
+ bne AlreadyInitialized ; Jump if yes
; Initialize variables
ldx #0
- stx XPos
+ lda #XCORR
+ sta XPos
stx XPos+1
stx YPos
stx YPos+1
stx OldPotX
stx OldPotY
stx XMin
- stx XMin+1 ; XMin = 0
- lda #29
+ 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 #250
+ stx YMin+1 ; YMin = 29
+ lda #SCREEN_HEIGHT ; Vertical screen res
+ add YCorr ; Add correction factor
sta YMax
- stx YMax+1 ; YMax = 250
- inx ; X = 1
- stx Visible ; Mouse *not* visible
- lda #<344
+ stx YMax+1
+ inx ; X = 1
+ stx Invisible ; Mouse *not* visible
+ lda #<(SCREEN_WIDTH + SPRITE_WIDTH)
sta XMax
- stx XMax+1 ; XMax = 344
+ stx XMax+1 ; XMax = 320 + sprite width
; Remember the old IRQ vector
lda IRQVec+1
sta OldIRQ+1
-; Set our own IRQ vector
+; Set our own IRQ vector.
+
+ ldx #<MouseIRQ
+ ldy #>MouseIRQ
+ jsr SetIRQ ; Set our IRQ vector, disable sprite 0
+ lda #1 ; Mouse successfully initialized
+ rts
- lda #<MouseIRQ
- ldx #>MouseIRQ
- bne SetIRQ
+AlreadyInitialized:
+ lda #0 ; Error
+ rts
; --------------------------------------------------------------------------
;
;
_mouse_done:
- lda OldIRQ ; Initialized?
- ldx OldIRQ+1
- beq Done ; Jump if no
- ldy #0
- sty OldIRQ+1 ; Reset the initialized flag
-SetIRQ: sei ; Disable interrupts
- sta IRQVec ; Set the new/old vector
- stx IRQVec+1
- cli ; Enable interrupts
+ 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 #$FE ; Disable sprite #0
+ sta VIC_SPR_ENA ; Write back
+ cli ; Enable interrupts
Done: rts
+
; --------------------------------------------------------------------------
;
; void mouse_hide (void);
;
_mouse_hide:
- lda Visible ; Get the flag
+ lda Invisible ; Get the flag
bne @L1 ; Jump if already invisible
- ldx MouseSprite ; Sprite defined?
- beq @L1 ; Jump if no
-
- lda NotMask-1,x ; Get clean mask
+ lda #$FE ; Clear bit for sprite #0
sei ; Disable interrupts
and VIC_SPR_ENA
sta VIC_SPR_ENA ; Disable sprite
- cli ; Enable interrupts
+ cli ; Enable interrupts
-@L1: inc Visible ; Set the flag to invisible
+@L1: inc Invisible ; Set the flag to invisible
rts
; --------------------------------------------------------------------------
;
_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?
+ 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
-
- ldx MouseSprite ; Get sprite number (again)
- lda BitMask-1,x ; Get bit mask
- ora VIC_SPR_ENA
- sta VIC_SPR_ENA ; Enable sprite
-
+ lda VIC_SPR_ENA ; Get sprite enable register
+ ora #$01 ; Enable sprite #0
+ sta VIC_SPR_ENA ; Write back
cli ; Enable interrupts
@L1: rts
_mouse_box:
ldy #0 ; Stack offset
- php
- sei ; Disable interrupts
+ add YCorr ; Adjust the Y value
+ bcc @L1
+ inx
+ clc
+@L1: sei ; Disable interrupts
sta YMax
- stx YMax+1 ; maxy
+ stx YMax+1 ; maxy
- lda (sp),y
+ lda (sp),y
+ adc #XCORR
sta XMax
iny
lda (sp),y
- sta XMax+1 ; maxx
+ adc #$00
+ sta XMax+1 ; maxx
iny
lda (sp),y
- sta YMin
+ add YCorr
+ sta YMin
iny
lda (sp),y
- sta YMin+1 ; miny
+ adc #$00
+ sta YMin+1 ; miny
iny
lda (sp),y
- sta XMin
+ add #XCORR
+ sta XMin
iny
lda (sp),y
- sta XMin+1 ; minx
+ adc #$00
+ sta XMin+1 ; minx
- plp ; Enable interrupts
+ cli ; Enable interrupts
jmp addysp1 ; Drop params, return
; --------------------------------------------------------------------------
;
-; int __fastcall__ mouse_x (void);
+; void __fastcall__ mouse_pos (struct mouse_pos* pos);
+; /* Return the current mouse position */
;
-_mouse_x:
- php
- sei
- lda XPos
- ldx XPos+1
- plp
- rts
+_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
-; --------------------------------------------------------------------------
-;
-; int __fastcall__ mouse_y (void);
-;
+ sub YCorr ; Apply the Y correction value
+ bcs @L1
+ dex
+@L1: iny
+ sta (ptr1),y ; Store YPos
+ txa
+ iny
+ sta (ptr1),y
-_mouse_y:
- php
- sei
- lda YPos
- ldx YPos+1
- plp
- rts
+ rts ; Done
; --------------------------------------------------------------------------
;
-; void mouse_info (...);
+; void __fastcall__ mouse_info (struct mouse_info* info);
+; /* Return the state of the mouse buttons and the position of the mouse */
;
_mouse_info:
- rts
+; 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
; --------------------------------------------------------------------------
;
;
_mouse_move:
- jsr popsreg ; Get X
- sei ; Disable interrupts
+ 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
- sta YPos
- stx YPos+1
- lda sreg
- ldx sreg+1
- sta XPos
- stx XPos+1 ; Set new position
+ rts
- jsr MoveSprite ; Move the sprite to the mouse pos
+; --------------------------------------------------------------------------
+;
+; unsigned char mouse_buttons (void);
+;
-@L9: cli ; Enable interrupts
- rts
+_mouse_buttons:
+ lda #$00 ; Use port #0
+ jmp _readjoy ; Same as joystick
; --------------------------------------------------------------------------
;
; --------------------------------------------------------------------------
;
; Move the mouse sprite to the current mouse position. Must be called
-; with interrupts off. MoveSprite1 is an entry without checking and
-; loading X
+; with interrupts off. MoveSprite1 is an entry without checking.
;
MoveSprite:
- lda Visible ; Mouse visible?
+ lda Invisible ; Mouse visible?
bne MoveSpriteDone ; Jump if no
- ldx MouseSprite ; Sprite defined?
- beq MoveSpriteDone ; Jump if no
; Set the high X bit
MoveSprite1:
lda VIC_SPR_HI_X ; Get high X bits of all sprites
- and NotMask-1,x ; Mask out sprite bit
- ldy XPos+1 ; Test Y position
+ and #$FE ; Clear bit for sprite #0
+ ldy XPos+1 ; Test Y position
beq @L1
- ora BitMask-1,x ; Set high X bit
+ ora #$01 ; 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
+ sta VIC_SPR0_X ; Set low byte
; Set the Y position
- ldy YPos+1 ; Negative or too large?
+ ldy YPos+1 ; Negative or too large?
bne MoveSpriteDone ; Jump if yes
lda YPos
- sta VIC_SPR0_Y-2,x ; Set Y position
+ sta VIC_SPR0_Y ; Set Y position
; Done
.bss
-OldIRQ: .res 2 ; Old IRQ vector
-MousePort: .res 1 ; Port used for the mouse
-MouseSprite: .res 1 ; Number of sprite to control
+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
-Visible: .res 1 ; Is the mouse visible?
+Invisible: .res 1 ; Is the mouse invisible?
OldPotX: .res 1 ; Old hw counter values
OldPotY: .res 1
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
-
-
-
-