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2 - Getting Input
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[This Page] 4 - Showing Selection
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Showing Selection - Blink routines

We can make our update progam a bit smarter and more obvious to the user by blinking the digit when it is available to be changed.  Like the START_UPDATEP routine, there is an equivalent START_BLINKP routine which handles blinking the display for you.  I call this routine FLASH since it is not possible to put a K on the top two lines of the display :-).

;Name: Flash
;Version: FLASH
;Description: by John A. Toebes, VIII
;This is a simple number update/flash program
;
;TIP:  Download your watch faster:  Download a WristApp once, then do not send it again.  It stays in the watch!
;HelpFile: watchapp.hlp
;HelpTopic: 106
            INCLUDE "WRISTAPP.I"
;
; (1) Program specific constants
;
FLAGBYTE        EQU  	$61
;   Bit 1 indicates that we need to clear the display first
;
CURVAL  EQU   $62  	; The current value we are displaying
;
; (2) System entry point vectors
;
START   EQU     *
L0110:  jmp     MAIN	; The main entry point - WRIST_MAIN
L0113:  rts             ; Called when we are suspended for any reason - WRIST_SUSPEND
        nop
        nop
L0116:  rts             ; Called to handle any timers or time events - WRIST_DOTIC
        nop
        nop
L0119:  rts             ; Called when the COMM app starts and we have timers pending - WRIST_INCOMM
        nop
        nop
L011c:  rts             ; Called when the COMM app loads new data - WRIST_NEWDATA
        nop
        nop

L011f:  lda     STATETAB,X ; The state table get routine - WRIST_GETSTATE
        rts

L0123:  jmp     HANDLE_STATE0
        db      STATETAB-STATETAB
;
; (3) Program strings
S6_FLASH:       timex6  "FLASH "
S6_SAMPLE:      timex6  "SAMPLE"
;
; (4) State Table
;
STATETAB:
        db      0
        db      EVT_ENTER,TIM_2_8TIC,0          ; Initial state
        db      EVT_TIMER2,TIM_ONCE,0           ; The timer from the enter event
        db      EVT_RESUME,TIM_ONCE,0           ; Resume from a nested app
        db      EVT_MODE,TIM_ONCE,$FF           ; Mode button
        db      EVT_DNANY4,TIM_ONCE,0           ; NEXT, PREV, SET, MODE button pressed
        db      EVT_UPANY4,TIM_ONCE,0           ; NEXT, PREV, SET, MODE button released
        db      EVT_END
;
; (5) State Table 0 Handler
; This is called to process the state events.
; We see ENTER, TIMER2, RESUME, DNANY4 and UPANY4 events
;
HANDLE_STATE0:
        bset    1,APP_FLAGS	                  ; Indicate that we can be suspended
        lda     BTNSTATE                        ; Get the event
        cmp     #EVT_DNANY4                     ; Did they press a button?
        bne     CHKENTER                        ; No, pass on to see what else there might be
        lda     BTN_PRESSED                     ; Let's see what the button they pressed was
        cmp     #EVT_PREV                       ; How about the PREV button
        beq     DO_PREV                         ; handle it
        cmp     #EVT_NEXT                       ; Maybe the NEXT button?
        beq     DO_NEXT                         ; Deal with it!
        cmp     #EVT_SET                        ; Perhaps the SET button
        beq     DO_SET                          ; If so, handle it
        ; In reality, we can't reach here since we handled all three buttons
        ; in the above code (the MODE button is handled before we get here and the
        ; GLOW button doesn't send in an event for this).  We can just fall through
        ; and take whatever we get from it.
CHKENTER
        cmp     #EVT_ENTER                      ; Is this our initial entry?
        bne     REFRESH
;
; This is the initial event for starting us
;
DO_ENTER    
        bclr    1,FLAGBYTE                      ; Indicate that we need to clear the display
        jsr     CLEARSYM                        ; Clear the display
        lda     #S6_FLASH-START
        jsr     PUT6TOP
        lda     #S6_SAMPLE-START
        jsr     PUT6MID
        lda     #SYS8_MODE
        jmp     PUTMSGBOT
;
; (6) Our real working code...

DO_NEXT
        bset    0,SYSFLAGS      ; Mark our update direction as up
        bra     DO_UPD
DO_PREV
        bclr    0,SYSFLAGS      ; Mark our update direction as down
DO_UPD
        clra
        sta     UPDATE_MIN      ; Our low end is 0
        lda     #99
        sta     UPDATE_MAX      ; and the high end is 99 (the max since this is a 2 digit value)
        ldx     #CURVAL         ; Point to our value to be updated
        lda     #UPD_MID34      ; Request updating in the middle of the display
        jsr     START_UPDATEP   ; And prepare the update routine
        bset    4,BTNFLAGS      ; Mark that the update is now pending
        bclr    1,FLAGBYTE
        lda     #SYS8_SET_MODE
        jmp     PUTMSGBOT

DO_SET
        clr     CURVAL          ; When they hit the set button, we just clear to zero
SHOWVAL
        brset   1,FLAGBYTE,NOCLEAR ; Do we need to clear the display first?
REFRESH
        jsr     CLEARALL        ; Yes, clear everything before we start
        bset    1,FLAGBYTE      ; And remember that we have already done that
NOCLEAR
        bclr    7,BTNFLAGS      ; Turn off any update routine that might be pending
        ldx     #CURVAL
        lda     #BLINK_MID34
        jsr     START_BLINKP
        bset    2,BTNFLAGS      ; Mark a blink routine as pending
        rts
;
; (7) This is the main initialization routine which is called when we first get the app into memory
;
MAIN:
        lda     #$c0	                        ; We want button beeps and to indicate that we have been loaded
        sta     WRISTAPP_FLAGS
        clr     FLAGBYTE                        ; start with a clean slate
        clr     CURVAL
        rts

This is code is basically identical to the Update sample with only a couple of minor changes.

  1. Program specific constants - No Change. 
  2. System entry point vectors - We have nothing special this time..
  3. Program strings - Gee, we changed the strings.
  4. State Table(s) - We get to use exactly the same state table.  See The State Table for a more complete explaination of this.
  5. State Table Handler(s) - Since the state table is the same, the state handling is the same.
  6. Program Specific Code - All we had to do different here was to call START_BLINKP and then set 2,BTNFLAGS to notify the system that we want the blink routine to run.  The blink routine will automatically handle putting up the number for us.
  7. Main Initialization routine - No changes here either. This is called once when the wristapp is first loaded.  We need to make sure that we set the appropriate bits in WRISTAPP_FLAGS.
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