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collapseos/kernel/sms/pad.asm

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; pad - read input from MD controller
;
; Conveniently expose an API to read the status of a MD pad A. Moreover,
; implement a mechanism to input arbitrary characters from it. It goes as
; follow:
;
; * Direction pad select characters. Up/Down move by one, Left/Right move by 5\
; * Start acts like Return
; * A acts like Backspace
; * B changes "character class": lowercase, uppercase, numbers, special chars.
; The space character is the first among special chars.
; * C confirms letter selection
;
; This module is currently hard-wired to sms/vdp, that is, it calls vdp's
; routines during padGetC to update character selection.
;
; *** Consts ***
;
.equ PAD_CTLPORT 0x3f
.equ PAD_D1PORT 0xdc
.equ PAD_UP 0
.equ PAD_DOWN 1
.equ PAD_LEFT 2
.equ PAD_RIGHT 3
.equ PAD_BUTB 4
.equ PAD_BUTC 5
.equ PAD_BUTA 6
.equ PAD_START 7
; *** Variables ***
;
; Button status of last padUpdateSel call. Used for debouncing.
.equ PAD_SELSTAT PAD_RAMSTART
; Current selected character
.equ PAD_SELCHR @+1
; When non-zero, will be the next char returned in GetC. So far, only used for
; LF that is feeded when Start is pressed.
.equ PAD_NEXTCHR @+1
.equ PAD_RAMEND @+1
; *** Code ***
padInit:
ld a, 0xff
ld (PAD_SELSTAT), a
xor a
ld (PAD_NEXTCHR), a
ld a, 'a'
ld (PAD_SELCHR), a
ret
; Put status for port A in register A. Bits, from MSB to LSB:
; Start - A - C - B - Right - Left - Down - Up
; Each bit is high when button is unpressed and low if button is pressed. For
; example, when no button is pressed, 0xff is returned.
padStatus:
; This logic below is for the Genesis controller, which is modal. TH is
; an output pin that swiches the meaning of TL and TR. When TH is high
; (unselected), TL = Button B and TR = Button C. When TH is low
; (selected), TL = Button A and TR = Start.
push bc
ld a, 0b11111101 ; TH output, unselected
out (PAD_CTLPORT), a
in a, (PAD_D1PORT)
and 0x3f ; low 6 bits are good
ld b, a ; let's store them
; Start and A are returned when TH is selected, in bits 5 and 4. Well
; get them, left-shift them and integrate them to B.
ld a, 0b11011101 ; TH output, selected
out (PAD_CTLPORT), a
in a, (PAD_D1PORT)
and 0b00110000
sla a
sla a
or b
pop bc
ret
; From a pad status in A, update current char selection and return it.
; Sets Z if current selection was unchanged, unset if changed.
padUpdateSel:
call padStatus
push hl ; --> lvl 1
ld hl, PAD_SELSTAT
cp (hl)
ld (hl), a
pop hl ; <-- lvl 1
jr z, .nothing ; nothing changed
bit PAD_UP, a
jr z, .up
bit PAD_DOWN, a
jr z, .down
bit PAD_LEFT, a
jr z, .left
bit PAD_RIGHT, a
jr z, .right
bit PAD_BUTB, a
jr z, .nextclass
jr .nothing
.up:
ld a, (PAD_SELCHR)
inc a
jr .setchr
.down:
ld a, (PAD_SELCHR)
dec a
jr .setchr
.left:
ld a, (PAD_SELCHR)
dec a \ dec a \ dec a \ dec a \ dec a
jr .setchr
.right:
ld a, (PAD_SELCHR)
inc a \ inc a \ inc a \ inc a \ inc a
jr .setchr
.nextclass:
; Go to the beginning of the next "class" of characters
push bc
ld a, (PAD_SELCHR)
ld b, '0'
cp b
jr c, .setclass ; A < '0'
ld b, ':'
cp b
jr c, .setclass
ld b, 'A'
cp b
jr c, .setclass
ld b, '['
cp b
jr c, .setclass
ld b, 'a'
cp b
jr c, .setclass
ld b, ' '
; continue to .setclass
.setclass:
ld a, b
pop bc
; continue to .setchr
.setchr:
; check range first
cp 0x7f
jr nc, .tooHigh
cp 0x20
jr nc, .setchrEnd ; not too low
; too low, probably because we overdecreased. Let's roll over
ld a, '~'
jr .setchrEnd
.tooHigh:
; too high, probably because we overincreased. Let's roll over
ld a, ' '
; continue to .setchrEnd
.setchrEnd:
ld (PAD_SELCHR), a
jp unsetZ
.nothing:
; Z already set
ld a, (PAD_SELCHR)
ret
; Repeatedly poll the pad for input and returns the resulting "input char".
; This routine takes a long time to return because it waits until C, B or Start
; was pressed. Until this is done, this routine takes care of updating the
; "current selection" directly in the VDP.
padGetC:
ld a, (PAD_NEXTCHR)
or a
jr nz, .nextchr
call padUpdateSel
jp z, padGetC ; nothing changed, loop
; pad status was changed, let's see if an action button was pressed
ld a, (PAD_SELSTAT)
bit PAD_BUTC, a
jr z, .advance
bit PAD_BUTA, a
jr z, .backspace
bit PAD_START, a
jr z, .return
; no action button pressed, but because our pad status changed, update
; VDP before looping.
ld a, (PAD_SELCHR)
call gridSetCurH
jp padGetC
.return:
ld a, LF
ld (PAD_NEXTCHR), a
; continue to .advance
.advance:
ld a, (PAD_SELCHR)
; Z was already set from previous BIT instruction
jp gridSetCurL
.backspace:
ld a, BS
; Z was already set from previous BIT instruction
ret
.nextchr:
; We have a "next char", return it and clear it.
cp a ; ensure Z
ex af, af'
xor a
ld (PAD_NEXTCHR), a
ex af, af'
ret