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[/] [thor/] [trunk/] [software/] [boot_tb/] [video.asm] - Rev 28

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; ============================================================================
;        __
;   \\__/ o\    (C) 2015  Robert Finch, Stratford
;    \  __ /    All rights reserved.
;     \/_//     robfinch<remove>@finitron.ca
;       ||
;  
;
; This source file is free software: you can redistribute it and/or modify 
; it under the terms of the GNU Lesser General Public License as published 
; by the Free Software Foundation, either version 3 of the License, or     
; (at your option) any later version.                                      
;                                                                          
; This source file is distributed in the hope that it will be useful,      
; but WITHOUT ANY WARRANTY; without even the implied warranty of           
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the            
; GNU General Public License for more details.                             
;                                                                          
; You should have received a copy of the GNU General Public License        
; along with this program.  If not, see <http://www.gnu.org/licenses/>.    
;
;
; Video BIOS routines don't touch the data segment. It is assumed that a
; different data segment will be is use for each text controller.                                                                          
; ============================================================================

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

public VBClearScreen:
                ldi             r1,#' '
                lh              r2,NormAttr
                andi    r2,r2,#-1024
                or              r2,r2,r1
                ldis    lc,#SCRSZ-1
                lh              r1,Vidptr
;               ldi             r1,#TEXTSCR
                stset.hi        r2,hs:[r1]
                rts
endpublic

public VBClearScreen2:
                ldis    lc,#SCRSZ-1
                ldi             r2,#' '|%000011000_111111111_00_00000000;
                ldi             r1,#TEXTSCR2
                stset.hi        r2,hs:[r1]
                rts
endpublic

;------------------------------------------------------------------------------
; Scroll the screen upwards.
;------------------------------------------------------------------------------

ScrollUp:
                addui   r31,r31,#-8
                sws             c1,[r31]
                mov             r1,r0
                mov             r2,r0
                lcu             r3,Textcols
                lcu             r4,Textrows
                ldi             r5,#1
                bsr             VBScrollWindowUp
                addui   r1,r4,#-1
                bsr             BlankLine
                lws             c1,[r31]
                addui   r31,r31,#8
                rts

;------------------------------------------------------------------------------
; Blank out a line on the screen.
;
; Parameters:
;       r1 = line number to blank
; Trashes:
;       r2,r3,r4
;------------------------------------------------------------------------------

BlankLine:
                lcu             r2,Textcols
                mulu    r1,r1,r2
                _4addu  r3,r1,r0
                lh              r1,NormAttr
                ori             r1,r1,#$20
                lh              r4,Vidptr
.0001:
                sh              r1,[r4+r3]
                addui   r3,r3,#4
                addui   r2,r2,#-1
                tst             p0,r2
p0.ne   br              .0001
                rts

;------------------------------------------------------------------------------
; Turn cursor on or off.
;------------------------------------------------------------------------------

VBCursorOn:
CursorOn:
                addui   r31,r31,#-16
                sw              r1,zs:8[r31]
                sw              r2,zs:[r31]
                lh              r2,Vidregs
                ldi             r1,#$40
                sh              r1,hs:32[r2]
                ldi             r1,#$1F
                sh              r1,hs:36[r2]
                lw              r2,zs:[r31]
                lw              r1,zs:8[r31]
                addui   r31,r31,#16
                mov             r6,r0
                rts

VBCursorOff:
CursorOff:
                addui   r31,r31,#-16
                sw              r1,zs:8[r31]
                sw              r2,zs:[r31]
                lh              r2,Vidregs
                ldi             r1,#$20
                sh              r1,hs:32[r2]
                mov             r1,r0
                sh              r1,hs:36[r2]
                lw              r2,zs:[r31]
                lw              r1,zs:8[r31]
                addui   r31,r31,#16
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Get the number of text rows and columns from the video controller.
;------------------------------------------------------------------------------

GetTextRowscols:
                lh              r2,Vidregs
                lvc             r1,hs:0[r2]
                sc              r1,Textcols
                lvc             r1,hs:4[r2]
                sc              r1,Textrows
                rts

;------------------------------------------------------------------------------
; Set cursor to home position.
;------------------------------------------------------------------------------

public HomeCursor:
                sc              r0,CursorX
                sc              r0,CursorY
endpublic

;------------------------------------------------------------------------------
; SyncVideoPos:
;
; Synchronize the absolute video position with the cursor co-ordinates.
; Does not modify any predicates. Leaf routine.
;------------------------------------------------------------------------------

SyncVideoPos:
                addui   r31,r31,#-32
                sw              r1,16[r31]                      ; save off some working regs
                sw              r2,8[r31]
                sw              r3,[r31]
                sws             hs,24[r31]
                ldis    hs,#$FFD00000
                ldi             r1,#5
                sc              r1,hs:LEDS
                lc              r2,CursorY
                lc              r3,Textcols
                mulu    r1,r2,r3
                lc              r2,CursorX
                addu    r1,r1,r2
                sc              r1,VideoPos
                lh              r3,Vidregs                      ; r3 = address of video registers
                sh              r1,hs:44[r3]            ; Update the position in the text controller
                lws             hs,24[r31]
                lw              r3,[r31]                        ; restore the regs
                lw              r2,8[r31]
                lw              r1,16[r31]
                addui   r31,r31,#32
                rts

;------------------------------------------------------------------------------
; Video BIOS
; Video Exception #10
;
; Parameters:
;       r1 to r5 as needed
;       r6 = Function
; Returns:
;       r6 = 0 if everything ok, otherwise BIOS error code
;
; 0x02 = Set Cursor Position    r1 = row, r2 = col 
; 0x03 = Get Cursor position    returns r1 = row, r2 = col
; 0x06 = Scroll Window up               r1=left, r2=top, r3=right, r4=bottom, r5=#lines
; 0x0A = Display character at cursor position, r1 = char, r2 = # times
; 0x14 = Display String r1 = pointer to string
; 0x15 = Display number r1 = number, r2 = # digits
; 0x17 = Display Word r1 as hex = word
; 0x18 = Display Half word as hex r1 = half word
; 0x19 = Display Charr char in hex r1 = char
; 0x1A = Display Byte in hex r1 = byte
; 0x20 = Convert ascii to screen r1 = char to convert
; 0x21 = Convert screen to ascii r1 = char to convert
; 0x22 = clear screen
; 0x23 = set attribute  r1 = attribute
; 0x24 = turn cursor on
; 0x25 = turn cursor off
;------------------------------------------------------------------------------

MAX_VIDEO_BIOS_CALL = 0x25

                code
            align   2
VideoBIOS_FuncTable:
                dc      VBUnsupported  ; 0x00
                dc      VBUnsupported
                dc      VBSetCursorPos ; 0x02
                dc      VBGetCursorPos ; 0x03
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBScrollWindowUp        ; 0x06
                dc      VBUnsupported
                dc      VBUnsupported   ; 0x08
                dc      VBUnsupported
                dc      VBDisplayCharRep
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported   ; 0x10
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBDisplayString
                dc      PRTNUM
                dc      VBUnsupported
                dc      VBDispWord
                dc      VBDispHalf
                dc      VBDispCharr
                dc      VBDispByte
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBUnsupported
                dc      VBAsciiToScreen ; 0x20
                dc      VBScreenToAscii
                dc      VBClearScreen
                dc      VBSetNormAttribute
                dc              VBCursorOn
                dc              VBCursorOff             ; 0x25

VideoBIOSCall:
                addui   r31,r31,#-16
                sws             c1,[r31]
                sws             hs,8[r31]
                ldis    hs,#$FFD00000
                cmpi    p0,r6,#MAX_VIDEO_BIOS_CALL
p0.ge   br              .badCallno
                jci             c1,cs:VideoBIOS_FuncTable[r6]
.0004:
;               bsr     UnlockVideoBIOS
                lws             c1,[r31]
                lws             hs,8[r31]
                addui   r31,r31,#16
                rte
.badCallno:
                ldi     r2,#E_BadFuncno
                br      .0004

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

VBUnsupported:
                ldi     r2,#E_Unsupported
                rts

VBSetCursorPos:
                addui   r31,r31,#-8
                sws             c1,[r31]
                sc              r1,CursorY
                sc              r2,CursorX
                bsr             SyncVideoPos
                mov             r6,r0
                lws             c1,[r31]
                addui   r31,r31,#8
                rts

VBGetCursorPos:
                lcu             r1,CursorY
                lcu             r2,CursorX
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Set the attribute to use for subsequent video output.
;------------------------------------------------------------------------------

VBSetNormAttribute:
                sh              r1,NormAttr
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

VBDisplayCharRep:
                addui   r31,r31,#-8
                sws             c1,[r31]
                tst             p0,r2                   ; check if zero chars requested
p0.eq   br              .0002
                addui   r31,r31,#-16
                sws             c1,zs:[r31]
                sws             lc,zs:8[r31]
                addui   r2,r2,#-1
                mtspr   lc,r2                   ; loop count is one less
                addui   r2,r2,#1                ; leaves r2 unchanged
.0001:
                bsr             VBDisplayChar
                loop    .0001
                lws             lc,zs:8[r31]
                lws             c1,zs:[r31]
                addui   r31,r31,#16
.0002:
                lws             c1,[r31]
                addui   r31,r31,#8
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Convert Ascii character to screen character.
;------------------------------------------------------------------------------

VBAsciiToScreen:
                zxb             r1,r1
                cmp             p0,r1,#' '
p0.le   ori             r1,r1,#$100
p0.le   br              .0003
                cmp             p0,r1,#$5B                      ; special test for  [ ] characters
p0.eq   br              .0002
                cmp             p0,r1,#$5D
p0.eq   br              .0002
                ori             r1,r1,#$100
                biti    p0,r1,#$20                      ; if bit 5 isn't set
p0.eq   br              .0003
                biti    p0,r1,#$40                      ; or bit 6 isn't set
p0.ne   andi    r1,r1,#$19F
.0003:
                mov             r6,r0
                rts
.0002:
                andi    r1,r1,#~$40
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Convert screen character to ascii character
;------------------------------------------------------------------------------
;
VBScreenToAscii:
                zxb             r1,r1
                cmpi    p0,r1,#$1B
p0.eq   br              .0004
                cmpi    p0,r1,#$1D
p0.eq   br              .0004
                cmpi    p0,r1,#27
p0.le   addui   r1,r1,#$60
                mov             r6,r0
                rts
.0004:
                ori             r1,r1,#$40
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Display a string on the screen.
; Parameters:
;       r1 = linear address pointer to string
;------------------------------------------------------------------------------

public VBDisplayString:
                addui   r31,r31,#-32
                sws             c1,[r31]                        ; save return address
                sws             lc,8[r31]               ; save loop counter
                sw              r2,16[r31]
                sws             p0,24[r31]
                ldis    lc,#$FFF                ; set max 4k
                mov             r2,r1
.0001:
                lbu             r1,zs:[r2]
                tst             p0,r1
p0.eq   br              .0002
                bsr             VBDisplayChar
                addui   r2,r2,#1
                loop    .0001
.0002:
                lws             c1,[r31]                        ; restore return address
                lws             lc,8[r31]               ; restore loop counter
                lw              r2,16[r31]
                lws             p0,24[r31]
                addui   r31,r31,#32
                mov             r6,r0
                rts
endpublic

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

VBDispWord:
                addui   r31,r31,#-8
                sws             c1,[r31]
                roli    r1,r1,#32
                bsr             VBDispHalf
                roli    r1,r1,#32
                bsr             VBDispHalf
                lws             c1,[r31]
                addui   r31,r31,#8
                rts

VBDispHalf:
                addui   r31,r31,#-8
                sws             c1,[r31]
                rori    r1,r1,#16
                bsr             VBDispCharr
                roli    r1,r1,#16
                bsr             VBDispCharr
                lws             c1,[r31]
                addui   r31,r31,#8
                rts
        
VBDispCharr:
                addui   r31,r31,#-8
                sws             c1,[r31]
                rori    r1,r1,#8
                bsr             VBDispByte
                roli    r1,r1,#8
                bsr             VBDispByte
                lws             c1,[r31]
                addui   r31,r31,#8
                rts

VBDispByte:
                addui   r31,r31,#-8
                sws             c1,[r31]
                rori    r1,r1,#4
                bsr             VBDispNybble
                roli    r1,r1,#4
                bsr             VBDispNybble
                lws             c1,[r31]
                addui   r31,r31,#8
                rts

VBDispNybble:
                addui   r31,r31,#-16
                sws             c1,[r31]
                sw              r1,8[r31]
                andi    r1,r1,#15
                cmpi    p0,r1,#10
p0.ge   addui   r1,r1,#7
                ori             r1,r1,#'0'
                bsr             VBDisplayChar
                lws             c1,[r31]
                lw              r1,8[r31]
                addui   r31,r31,#16
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; 'PRTNUM' prints the 64 bit number in r1, leading blanks are added if
; needed to pad the number of spaces to the number in r2.
; However, if the number of digits is larger than the no. in
; r2, all digits are printed anyway. Negative sign is also
; printed and counted in, positive sign is not.
;
; r1 = number to print
; r2 = number of digits
; Register Usage
;       r5 = number of padding spaces
;------------------------------------------------------------------------------
PRTNUM:
                addui   r31,r31,#-48
                sws             c1,zs:[r31]
                sw              r3,zs:8[r31]
                sw              r5,zs:16[r31]
                sw              r6,zs:24[r31]
                sw              r7,zs:32[r31]
                lw              r4,zs:40[r31]
                ldi             r7,#NUMWKA      ; r7 = pointer to numeric work area
                mov             r6,r1           ; save number for later
                mov             r5,r2           ; r5 = min number of chars
                tst             p0,r1           ; is it negative? if not
p0.lt   subu    r1,r0,r1        ; else make it positive
p0.lt   addui   r5,r5,#-1       ; one less for width count
PN2:
        ldi             r3,#10
PN1:
                divui   r3,r1,#10       ; r3 = r1/10 divide by 10
                mului   r4,r3,#10
                subu    r2,r1,r4        ; r2 = r1 mod 10
                mov             r1,r3           ; r1 = r1 / 10
                addui   r2,r2,#'0'      ; convert remainder to ascii
                sb              r2,[r7]         ; and store in buffer
                addui   r7,r7,#1
                addui   r5,r5,#-1       ; decrement width
                tst             p0,r1
p0.ne   br              PN1
PN6:
                tst             p0,r5   ; test pad count, skip padding if not needed
p0.le   br              PN4
                ldi             r1,#' '
                mov             r2,r5
                bsr             VBDisplayCharRep        ; display the required leading spaces
PN4:
                tst             p0,r6   ; is number negative?
p0.ge   br              PN5
                ldi             r1,#'-' ; if so, display the sign
                bsr             VBDisplayChar
PN5:
                subui   r7,r7,#1
                lb              r1,[r7]         ; now unstack the digits and display
                bsr             VBDisplayChar
                cmpi    p0,r7,#NUMWKA
p0.gt   br              PN5
PNRET:
                lws             c1,zs:[r31]
                lw              r3,zs:8[r31]
                lw              r5,zs:16[r31]
                lw              r6,zs:24[r31]
                lw              r7,zs:32[r31]
                lw              r4,zs:40[r31]
                addui   r31,r31,#48
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Parameters:
;       r1 = row
;       r2 = col
; Returns:
;       r1 = char+attrib
;------------------------------------------------------------------------------

VBGetCharAt:
                shli    r1,r1,#1
                lcu             r1,cs:LineTbl[r1]
                _4addu  r1,r2,r1
                lhu             r3,Vidptr
                lhu             r1,[r3+r1]
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Parameters:
;       r1 = left
;       r2 = top
;       r3 = right
;       r4 = bottom
;------------------------------------------------------------------------------

VBScrollWindowUp:
                addui   r31,r31,#-96
                sw              r1,[r31]
                sw              r2,8[r31]
                sw              r3,16[r31]
                sw              r4,24[r31]
                sw              r5,32[r31]
                sw              r7,48[r31]
                sw              r9,56[r31]
                sw              r10,64[r31]
                sw              r11,72[r31]
                sw              r12,80[r31]
                sw              r13,88[r31]
                mov             r7,r1                           ; r7 = left
                mov             r6,r2
                lhu             r11,Vidptr
                lcu             r13,Textcols            ; r13 = # cols
.next:
                mulu    r9,r2,r13                       ; r9 = row offset
                _4addu  r9,r9,r0                        ; r9 *= 4 for half-words
                _4addu  r9,r1,r9                        ; r9 += col * 4
                mulu    r10,r13,r5                      ; r10 = #lines to scroll * #cols
                _4addu  r10,r10,r9                      ; r10 = 4* r10 + r9
                lhu             r12,[r11+r10]           ; r12 = char+atrrib
                sh              r12,[r11+r9]            ; mem = char + attrib
                ; Now increment the video position
                addui   r1,r1,#1
                cmp             p0,r1,r3        ; hit right edge ?
p0.eq   mov             r1,r7           ; if yes, reset back to left
p0.eq   addui   r2,r2,#1        ; and increment row
                cmp             p0,r2,r4        ; hit bottom ?
p0.ne   br              .next
                lw              r1,[r31]
                lw              r2,8[r31]
                lw              r3,16[r31]
                lw              r4,24[r31]
                lw              r5,32[r31]
                lw              r7,48[r31]
                lw              r9,56[r31]
                lw              r10,64[r31]
                lw              r11,72[r31]
                lw              r12,80[r31]
                lw              r13,88[r31]
                addui   r31,r31,#96
                mov             r6,r0
                rts

;------------------------------------------------------------------------------
; Display a character on the screen device
;------------------------------------------------------------------------------
;
public VBDisplayChar:
                addui   r31,r31,#-56
                sws             c1,[r31]
                sws             pregs,8[r31]
                sw              r1,16[r31]
                sw              r2,24[r31]
                sw              r3,32[r31]
                sw              r4,40[r31]
                sws             hs,48[r31]
                ldis    hs,#$FFD00000
                zxb             r1,r1
                lb              r2,EscState
                tst             p0,r2
p0.lt   br              processEsc
                cmpi    p0,r1,#_BS
p0.eq   br              doBackSpace
                cmpi    p0,r1,#$91      ; cursor right
p0.eq   br              doCursorRight
                cmpi    p0,r1,#$93      ; cursor left
p0.eq   br              doCursorLeft
                cmpi    p0,r1,#$90      ; cursor up
p0.eq   br              doCursorUp
                cmpi    p0,r1,#$92      ; cursor down
p0.eq   br              doCursorDown
                cmpi    p0,r1,#$99      ; delete
p0.eq   br              doDelete
                cmpi    p0,r1,#CR
p0.eq   br              doCR
                cmpi    p0,r1,#LF
p0.eq   br              doLF
                cmpi    p0,r1,#$94      ; cursor home
p0.eq   br              doCursorHome
                cmpi    p0,r1,#ESC
p0.ne   br              _0003
                ldi             r1,#1
                sb              r1,EscState
exitDC:
                lws             c1,[r31]
                lws             pregs,8[r31]
                lw              r1,16[r31]
                lw              r2,24[r31]
                lw              r3,32[r31]
                lw              r4,40[r31]
                lws             hs,48[r31]
                addui   r31,r31,#56
                mov             r6,r0
                rts
_0003:
                andi    r1,r1,#$7F
                bsr             VBAsciiToScreen
                lhu             r2,NormAttr
                andi    r2,r2,#-1024
                or              r1,r1,r2
                lcu             r3,VideoPos
                lhu             r2,Vidptr
                sh              r1,hs:[r2+r3*4]
                lcu             r1,CursorX
                addui   r1,r1,#1
                lcu             r2,Textcols
                cmp             p0,r1,r2
p0.ltu  br              .0001
                sc              r0,CursorX
                lcu             r1,CursorY
                addui   r1,r1,#1
                lcu             r2,Textrows
                cmp             p0,r1,r2
p0.ltu  sc              r1,CursorY
p0.ltu  bsr             SyncVideoPos    ; wont affect p0
p0.ltu  br              exitDC
                bsr             SyncVideoPos
                bsr             ScrollUp
                br              exitDC
.0001:
                sc              r1,CursorX
                bsr             SyncVideoPos
                br              exitDC

doCR:
                sc              r0,CursorX
                bsr             SyncVideoPos
                br              exitDC
doLF:
                lcu             r1,CursorY
                addui   r1,r1,#1
                lcu             r2,Textrows
                cmp             p1,r1,r2
p1.ge   bsr             ScrollUp
p1.ge   br              exitDC
                sc              r1,CursorY
                bsr             SyncVideoPos
                br              exitDC

processEsc:
                ldi             r4,#22
                sc              r4,hs:LEDS
                lb              r2,EscState
                cmpi    p0,r2,#-1
p0.ne   br              .0006
                cmpi    p0,r1,#'T'      ; clear to EOL
p0.ne   br              .0003
                lcu             r3,VideoPos
                lcu             r2,CursorX
                addui   r2,r2,#1
.0001:
                lcu             r1,Textcols
                cmp             p0,r2,r1
p0.ge   br              .0002
                ldi             r1,#' '
                lhu             r4,NormAttr
                or              r1,r1,r4
                lhu             r4,Vidptr
                sh              r1,hs:[r4+r3*4]
                addui   r2,r2,#1
                addui   r3,r3,#1
                br              .0001
.0002:
                sb              r0,EscState
                br              exitDC

.0003:
                cmpi    p0,r1,#'W'
p0.eq   sb              r0,EscState
p0.eq   br              doDelete
                cmpi    p0,r1,#'`'
p0.eq   ldi             r1,#-2
p0.eq   sb              r1,EscState
p0.eq   br              exitDC
                cmp             p0,r1,#'('
p0.eq   ldi             r1,#-3
p0.eq   sb              r1,EscState
p0.eq   br              exitDC
.0008:
                sb              r0,EscState
                br              exitDC
.0006:
                cmpi    p0,r2,#-2
p0.ne   br              .0007
                sb              r0,EscState
                cmpi    p0,r1,#'1'
p0.eq   bsr             CursorOn
p0.eq   br              exitDC
                cmpi    p0,r1,#'0'
p0.eq   bsr             CursorOff
                br              exitDC
.0007:
                cmpi    p0,r2,#-3
p0.ne   br              .0009
                cmpi    p0,r1,#ESC
p0.ne   br              .0008
                ldi             r1,#-4
                sb              r1,EscState
                br              exitDC
.0009:
                cmpi    p0,r2,#-4
p0.ne   br              .0010
                cmpi    p0,r1,#'G'
p0.ne   br              .0008
                ldi             r1,#-5
                sb              r1,EscState
                br              exitDC
.0010:
                cmpi    p0,r2,#-5
p0.ne   br              .0008
                sb              r0,EscState
                cmpi    p0,r1,#'4'
p0.ne   br              .0011
                lhu             r1,NormAttr
                mov             r2,r1
                shli    r1,r1,#9
                andi    r1,r1,#%111111111_000000000_00_00000000
                shrui   r2,r2,#9
                andi    r2,r2,#%000000000_111111111_00_00000000
                or              r1,r1,r2
                sh              r1,NormAttr
                br              exitDC          
.0011:
                cmpi    p0,r1,#'0'
p0.ne   br              .0012
                ; Light grey on dark grey
                ldi             r1,#%001001001_011011011_00_00000000
                sh              r1,NormAttr
                br              exitDC
.0012:
                ; Light grey on dark grey
                ldi             r1,#%001001001_011011011_00_00000000
                sh              r1,NormAttr
                br              exitDC

doBackSpace:
                ldi             r4,#23
                sc              r4,hs:LEDS
                lc              r2,CursorX
                tst             p0,r2
p0.eq   br              exitDC          ; Can't backspace anymore
                lcu             r3,VideoPos
.0002:
                lh              r4,Vidptr
                lh              r1,hs:[r4+r3*4]
                addui   r3,r3,#-1
                sh              r1,hs:[r4+r3*4]
                addui   r3,r3,#2
                lc              r4,Textcols
                addui   r2,r2,#1
                cmp             p0,r2,r4
p0.ne   br              .0002
.0003:
                ldi             r1,#' '
                lh              r4,NormAttr
                or              r1,r1,r4
                lh              r4,Vidptr
                sh              r1,hs:[r4+r3*4]
                inc             CursorX,#-1
                bsr             SyncVideoPos
                br              exitDC

; Deleting a character does not change the video position so there's no need
; to resynchronize it.

doDelete:
                lc              r2,CursorX
                lh              r3,VideoPos
.0002:
                addui   r2,r2,#1
                lc              r4,Textcols
                cmp             p0,r2,r4
p0.ge   br              .0001
                addui   r2,r2,#-1
                addui   r3,r3,#1
                lh              r4,Vidptr
                lh              r1,hs:[r4+r3*4]
                addui   r3,r3,#-1
                sh              r1,hs:[r4+r3*4]
                addui   r3,r3,#1
                addui   r2,r2,#1
                br              .0002
.0001:
                ldi             r1,#' '
                lhu             r2,NormAttr
                or              r1,r1,r2
                lhu             r4,Vidptr
                sh              r1,hs:[r4+r3*4]
                br              exitDC

doCursorHome:
                lcu             r1,CursorX
                tst             p0,r1
p0.eq   br              doCursor1
                sc              r0,CursorX
                bsr             SyncVideoPos
                br              exitDC
doCursorRight:
                lcu             r1,CursorX
                addui   r1,r1,#1
                lcu             r2,Textcols
                cmp             p0,r1,r2
p0.ge   br              exitDC
doCursor2:
                sc              r1,CursorX
                bsr             SyncVideoPos
                br              exitDC
doCursorLeft:
                lcu             r1,CursorX
                tst             p0,r1
p0.eq   br              exitDC
                addui   r1,r1,#-1
                br              doCursor2
doCursorUp:
                lcu             r1,CursorY
                tst             p0,r1
p0.eq   br              exitDC
                addui   r1,r1,#-1
                br              doCursor1
doCursorDown:
                lcu             r1,CursorY
                addui   r1,r1,#1
                lcu             r2,Textrows
                cmp             p0,r1,r2
p0.ge   br              exitDC
doCursor1:
                sc              r1,CursorY
                bsr             SyncVideoPos
                br              exitDC

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------

public VideoInit:
                ldi             r1,#84
                sc              r1,Textcols
                ldi             r1,#31
                sc              r1,Textrows
                ldi             r1,#%011000000_111111111_00_00000000
                sh              r1,NormAttr
                ldi             r1,#TEXTREG
                sh              r1,Vidregs
                ldi             r1,#TEXTSCR
                sh              r1,Vidptr

                ldi             r2,#TC1InitData
                ldis    lc,#11                          ; initialize loop counter ( one less)
                lhu             r3,Vidregs
.0001:
                lvh             r1,cs:[r2]
                sh              r1,hs:[r3]
                addui   r2,r2,#4
                addui   r3,r3,#4
                loop    .0001
                mov             r6,r0
                rts
endpublic

;------------------------------------------------------------------------------
; Initialize the second video controller.
; Meant to be called with a different data segment.
;------------------------------------------------------------------------------

public VideoInit2:
                ldi             r1,#84
                sc              r1,Textcols
                ldi             r1,#31
                sc              r1,Textrows
                ldi             r1,#%000011000_111111111_00_00000000
                sh              r1,NormAttr
                ldi             r1,#TEXTREG2
                sh              r1,Vidregs
                ldi             r1,#TEXTSCR2
                sh              r1,Vidptr

                ldi             r2,#TC2InitData
                ldis    lc,#11                          ; initialize loop counter ( one less)
                lhu             r3,Vidregs
.0001:
                lvh             r1,cs:[r2]
                sh              r1,hs:[r3]
                addui   r2,r2,#4
                addui   r3,r3,#4
                loop    .0001
                mov             r6,r0
                rts
endpublic

;------------------------------------------------------------------------------
; Text controller initialization data.
;------------------------------------------------------------------------------
                align   4

TC1InitData:
                dc              84              ; #columns
                dc               3          ; #char out delay
                dc              31              ; #rows
                dc               0
                dc              84              ; window left
                dc               0
                dc              17              ; window top
                dc       0
                dc               7              ; max scan line
                dc       0
                dc         $21          ; pixel size (hhhhvvvv)
                dc       0
                dc       0              ; not used
                dc       0
                dc        $1FF          ; transparent color
                dc       0
                dc         $40          ; cursor blink, start line
                dc       0
                dc          31          ; cursor end
                dc       0
                dc               0              ; start address
                dc       0
                dc               0              ; cursor position
                dc       0

                align    4
TC2InitData:
                dc              84
                dc       3
                dc              31
                dc       0
                dc         676 
                dc       0
                dc      64              ; window top
                dc       0
                dc               7
                dc       0
                dc         $10
                dc       0
                dc       0
                dc       0
                dc        $1FF
                dc       0
                dc         $40
                dc       0
                dc      31
                dc       0
                dc       0
                dc       0
                dc       0
                dc       0

;------------------------------------------------------------------------------
; Screen line offset table.
;------------------------------------------------------------------------------

                align   2
LineTbl:
                dc              0
                dc              TEXTCOLS*4
                dc              TEXTCOLS*8
                dc              TEXTCOLS*12
                dc              TEXTCOLS*16
                dc              TEXTCOLS*20
                dc              TEXTCOLS*24
                dc              TEXTCOLS*28
                dc              TEXTCOLS*32
                dc              TEXTCOLS*36
                dc              TEXTCOLS*40
                dc              TEXTCOLS*44
                dc              TEXTCOLS*48
                dc              TEXTCOLS*52
                dc              TEXTCOLS*56
                dc              TEXTCOLS*60
                dc              TEXTCOLS*64
                dc              TEXTCOLS*68
                dc              TEXTCOLS*72
                dc              TEXTCOLS*76
                dc              TEXTCOLS*80
                dc              TEXTCOLS*84
                dc              TEXTCOLS*88
                dc              TEXTCOLS*92
                dc              TEXTCOLS*96
                dc              TEXTCOLS*100
                dc              TEXTCOLS*104
                dc              TEXTCOLS*108
                dc              TEXTCOLS*112
                dc              TEXTCOLS*116
                dc              TEXTCOLS*120
                dc              TEXTCOLS*124

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