Keep low level VIC sprite stuff out of user code.

This commit is contained in:
Oliver Schmidt
2015-10-09 18:33:35 +02:00
parent f21e3ae895
commit 575f859a03
7 changed files with 157 additions and 59 deletions

View File

@@ -7,7 +7,10 @@
; be called from an interrupt handler
;
.constructor initmcb
.export _mouse_def_callbacks
.import _mouse_def_pointershape
.import _mouse_def_pointercolor
.include "mouse-kernel.inc"
.include "c64.inc"
@@ -17,14 +20,43 @@
; Sprite definitions. The first value can be changed to adjust the number
; of the sprite used for the mouse. All others depend on this value.
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MEM = $0340 ; Memory location
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.not MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
; --------------------------------------------------------------------------
; Initialize the mouse sprite.
.segment "INIT"
initmcb:
; Copy the mouse sprite data
ldx #64 - 1
@L0: lda _mouse_def_pointershape,x
sta MOUSE_SPR_MEM,x
dex
bpl @L0
; Set the mouse sprite pointer
lda #<(MOUSE_SPR_MEM / 64)
sta $07F8 + MOUSE_SPR
; Set the mouse sprite color
lda _mouse_def_pointercolor
sta VIC_SPR0_COLOR + MOUSE_SPR
rts
; --------------------------------------------------------------------------
; Hide the mouse pointer. Always called with interrupts disabled.
.code
hide:
lda #MOUSE_SPR_NMASK
and VIC_SPR_ENA