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7274dccbe7
And made them shorter in name. The new ascii.h file allow reuse in userspace code.
207 lines
4.6 KiB
NASM
207 lines
4.6 KiB
NASM
; pad - read input from MD controller
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;
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; Conveniently expose an API to read the status of a MD pad A. Moreover,
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; implement a mechanism to input arbitrary characters from it. It goes as
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; follow:
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;
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; * Direction pad select characters. Up/Down move by one, Left/Right move by 5\
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; * Start acts like Return
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; * A acts like Backspace
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; * B changes "character class": lowercase, uppercase, numbers, special chars.
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; The space character is the first among special chars.
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; * C confirms letter selection
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;
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; This module is currently hard-wired to sms/vdp, that is, it calls vdp's
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; routines during padGetC to update character selection.
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;
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; *** Consts ***
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;
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.equ PAD_CTLPORT 0x3f
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.equ PAD_D1PORT 0xdc
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.equ PAD_UP 0
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.equ PAD_DOWN 1
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.equ PAD_LEFT 2
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.equ PAD_RIGHT 3
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.equ PAD_BUTB 4
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.equ PAD_BUTC 5
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.equ PAD_BUTA 6
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.equ PAD_START 7
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; *** Variables ***
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;
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; Button status of last padUpdateSel call. Used for debouncing.
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.equ PAD_SELSTAT PAD_RAMSTART
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; Current selected character
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.equ PAD_SELCHR @+1
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; When non-zero, will be the next char returned in GetC. So far, only used for
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; LF that is feeded when Start is pressed.
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.equ PAD_NEXTCHR @+1
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.equ PAD_RAMEND @+1
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; *** Code ***
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padInit:
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ld a, 0xff
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ld (PAD_SELSTAT), a
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xor a
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ld (PAD_NEXTCHR), a
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ld a, 'a'
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ld (PAD_SELCHR), a
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ret
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; Put status for port A in register A. Bits, from MSB to LSB:
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; Start - A - C - B - Right - Left - Down - Up
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; Each bit is high when button is unpressed and low if button is pressed. For
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; example, when no button is pressed, 0xff is returned.
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padStatus:
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; This logic below is for the Genesis controller, which is modal. TH is
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; an output pin that swiches the meaning of TL and TR. When TH is high
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; (unselected), TL = Button B and TR = Button C. When TH is low
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; (selected), TL = Button A and TR = Start.
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push bc
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ld a, 0b11111101 ; TH output, unselected
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out (PAD_CTLPORT), a
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in a, (PAD_D1PORT)
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and 0x3f ; low 6 bits are good
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ld b, a ; let's store them
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; Start and A are returned when TH is selected, in bits 5 and 4. Well
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; get them, left-shift them and integrate them to B.
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ld a, 0b11011101 ; TH output, selected
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out (PAD_CTLPORT), a
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in a, (PAD_D1PORT)
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and 0b00110000
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sla a
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sla a
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or b
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pop bc
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ret
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; From a pad status in A, update current char selection and return it.
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; Sets Z if current selection was unchanged, unset if changed.
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padUpdateSel:
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call padStatus
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push hl ; --> lvl 1
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ld hl, PAD_SELSTAT
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cp (hl)
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ld (hl), a
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pop hl ; <-- lvl 1
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jr z, .nothing ; nothing changed
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bit PAD_UP, a
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jr z, .up
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bit PAD_DOWN, a
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jr z, .down
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bit PAD_LEFT, a
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jr z, .left
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bit PAD_RIGHT, a
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jr z, .right
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bit PAD_BUTB, a
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jr z, .nextclass
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jr .nothing
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.up:
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ld a, (PAD_SELCHR)
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inc a
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jr .setchr
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.down:
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ld a, (PAD_SELCHR)
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dec a
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jr .setchr
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.left:
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ld a, (PAD_SELCHR)
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dec a \ dec a \ dec a \ dec a \ dec a
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jr .setchr
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.right:
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ld a, (PAD_SELCHR)
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inc a \ inc a \ inc a \ inc a \ inc a
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jr .setchr
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.nextclass:
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; Go to the beginning of the next "class" of characters
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push bc
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ld a, (PAD_SELCHR)
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ld b, '0'
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cp b
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jr c, .setclass ; A < '0'
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ld b, ':'
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cp b
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jr c, .setclass
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ld b, 'A'
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cp b
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jr c, .setclass
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ld b, '['
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cp b
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jr c, .setclass
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ld b, 'a'
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cp b
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jr c, .setclass
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ld b, ' '
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; continue to .setclass
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.setclass:
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ld a, b
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pop bc
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; continue to .setchr
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.setchr:
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; check range first
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cp 0x7f
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jr nc, .tooHigh
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cp 0x20
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jr nc, .setchrEnd ; not too low
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; too low, probably because we overdecreased. Let's roll over
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ld a, '~'
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jr .setchrEnd
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.tooHigh:
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; too high, probably because we overincreased. Let's roll over
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ld a, ' '
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; continue to .setchrEnd
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.setchrEnd:
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ld (PAD_SELCHR), a
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jp unsetZ
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.nothing:
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; Z already set
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ld a, (PAD_SELCHR)
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ret
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; Repeatedly poll the pad for input and returns the resulting "input char".
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; This routine takes a long time to return because it waits until C, B or Start
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; was pressed. Until this is done, this routine takes care of updating the
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; "current selection" directly in the VDP.
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padGetC:
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ld a, (PAD_NEXTCHR)
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or a
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jr nz, .nextchr
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call padUpdateSel
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jp z, padGetC ; nothing changed, loop
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; pad status was changed, let's see if an action button was pressed
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ld a, (PAD_SELSTAT)
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bit PAD_BUTC, a
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jr z, .advance
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bit PAD_BUTA, a
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jr z, .backspace
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bit PAD_START, a
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jr z, .return
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; no action button pressed, but because our pad status changed, update
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; VDP before looping.
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ld a, (PAD_SELCHR)
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call vdpConv
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call vdpSpitC
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jp padGetC
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.return:
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ld a, LF
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ld (PAD_NEXTCHR), a
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; continue to .advance
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.advance:
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ld a, (PAD_SELCHR)
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; Z was already set from previous BIT instruction
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ret
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.backspace:
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ld a, BS
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; Z was already set from previous BIT instruction
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ret
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.nextchr:
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; We have a "next char", return it and clear it.
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cp a ; ensure Z
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ex af, af'
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xor a
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ld (PAD_NEXTCHR), a
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ex af, af'
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ret
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