--- /dev/null
+;
+; 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
+ lda #>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
+
+
+
+
+