DAY 27. String and Numerical Input


novice intermediate advanced expert

There are times when you would like to get input from the user, but you need something more subtantial than a single keypress. In a game program, for example, the player has gotten a high score and they want to enter their name. By the end of today we will have a moderately complex routine to more or less do what we want.

Specifications

The first question we should ask ourselves is, "how should this routine work?" As it turns out, there are a few techniques that the routine can be based upon. For the first version of our input routine (we will be adding features to it later), our goals are: From this simple checklist we can make a rough outline of how the code should be structured.
  1. Initialize the buffer pointer.
  2. Set the buffer counter to zero.
  3. Setup cursor coordinates
  4. Invoke GetCSC.
We now have a rough idea of how the code should be ordered. We should now think about how to implement each point of the outline in assembly. Since we are using some of the TIOS system routines, it would be wise to know what are the side effects of using them. Most of the routines will alter one or more registers, and this will have an impact on register use in our code.
GetCSC
Destroys AF and HL
PutC
Destroys no registers.

Building It Up

Initialize the buffer pointer
For now, let's locate our buffer at TextShadow. We will maintain a pointer into this buffer to direct where inputted characters are to be stored. The best place to put this pointer is in HL.

buffer  .EQU TextShadow

     LD    HL, buffer
Set the buffer counter to zero.
We'll store the number of characters input in B.

#define BUFSIZE  48

    XOR   A
    LD    B, A
Setup cursor coordinates
We want the cursor position to start in the first column to maximize usage of horizontal space. We will leave CurRow alone. We could set it to some value, but the routine doesn't really care, and the programmer might not like characters appearing at a random location on screen, overwriting important information.

    LD    (CurCol), A

Invoke GetCSC
Because GetCSC destroys HL, we have to preserve its value.
    EX    DE, HL
    b_call(_GetCSC)
    EX    DE, HL

If there wasn't a key pressed, Goto "D".
Taking advantage of the fact that GetCSC returns zero if no key was pressed, we can use OR A to check this, and jump to the GetCSC if the Z flag is set. Make a note to put a label before GetCSC.
    OR    A
    JR    Z, KeyLoop

If the key pressed was [ENTER], Write a zero and END.
Of course we want the user to be able to tell the routine that he's finished. He can do this by pressing the [ENTER] key. It doesn't have to be [ENTER], but this choice will be more intuitive to the user.
    CP    skEnter
    JR    NZ, NotEnter
    LD    (HL), 0
    RET

NotEnter:

If the buffer is full, Goto "D".
We have to make sure that no more than the maximum number of characters will be input since we haven't made the buffer big enough to hold them.

    LD    C, A
    LD    A, B
    CP    BUFSIZE
    JR    Z, KeyLoop
    LD    A, C
Convert the key to the letter it represents.
Comparing a table of GetCSC's scan codes and a table of character ASCII codes each key represents (looking at the green letter above each key). It can be seen that the two have no simple relationship. In this case, a lookup table will be used to do the conversion.

From the scan code table, we see that all the letter keys are between $0A and $2F. We will want to reject all keys that are outside this range.

    SUB   skAdd
    JR    C, KeyLoop
    CP    skMath - skAdd + 1
    JR    NC, KeyLoop
We used a SUB here because of the nature of arrays. The first element in all arrays is referenced with an index of zero. Since our input domain starts with $0A, we subtract that number to "massage" the input to something more compatible. If this wasn't done, we would have to fill the first eleven entries of the look-up table with a garbage value.

Now the code to convert the character and the contents of the look-up table. We have to be careful here because the scan codes are not always sequential, and there are some keys that have no letter assigned to them. We'll make these keys result in boxes.

    PUSH  HL
    LD    H, 0
    LD    L, A
    LD    DE, CharTable
    ADD   HL, DE
    LD    A, (HL)
    POP   HL

CharTable:
.DB   $27, "WRMH", $FF, $FF      ; + - × ÷ ^ undefined
.DB   "?", $5B, "VQLG", $FF, $FF  ; (-) 3 6 9 ) TAN VARS undefined
.DB   ":ZUPKFC", $FF, $FF       ; . 2 5 8 ( COS PRGM STAT
.DB   " YTOJEB", $FF, $FF       ; 0 1 4 7 , SIN APPS XTθn undefined
.DB   "XSNIDA"               ; STO LN LOG x2 x-1 MATH
Write the letter to the buffer, update pointers and counters.
The character is in A and the place to put it to is in HL.

    LD    (HL), A
    INC   HL
    INC   B
Write the letter to the screen
   b_call(_PutC)
Goto "D"
And do it all over again.

    JR    KeyLoop

Version 1 — The Basics

With all the little tasks complete, all that must be done is to combine them into one routine.
#define BUFSIZE  48
buffer    .EQU TextShadow

GetStr:
    RES   AppTextSave, (IY + AppFlags)
    LD    HL, buffer     ; Init pointer
    XOR   A
    LD    B, A           ; Init character counter
    LD    (CurCol), A

KeyLoop:
    EX    DE, HL         ; Get a character
    b_call(_GetCSC)
    EX    DE, HL
    OR    A             ; If no character recieved, restart
    JR    Z, KeyLoop

    CP    skEnter      ; If [ENTER] pressed, exit
    JR    NZ, NotEnter

    LD    (HL), 0       ; Null-terminate buffer
    RET

NotEnter:
    LD    C, A          ; Save input char temporarily
    LD    A, B          ; See if max number of characters input
    CP    BUFSIZE
    JR    Z, KeyLoop
    LD    A, C          ; Restore char

    SUB   skAdd        ; Throw out all keys below [+]
    JR    C, KeyLoop
    CP    skMath - skAdd + 1    ; Throw out all keys above [MATH]
    JR    NC, KeyLoop

    PUSH  HL           ; Convert scan code into character
    LD    H, 0
    LD    L, A
    LD    DE, CharTable
    ADD   HL, DE
    LD    A, (HL)
    POP   HL

    b_call(_PutC)      ; Echo it

    LD    (HL), A       ; Write char to buffer
    INC   HL          ; Increment pointer
    INC   B           ; Increment char counter

    JR    KeyLoop

CharTable:
.DB  "'WRMH", 0, 0            ; + - × ÷ ^ undefined
.DB  "?", LTheta, "VQLG", 0, 0  ; (-) 3 6 9 ) TAN VARS undefined
.DB  ":ZUPKFC", 0            ; . 2 5 8 ( COS PRGM STAT
.DB  " YTOJEB", 0, 0          ; 0 1 4 7 , SIN APPS XTθn undefined
.DB  "XSNIDA"               ; STO LN LOG x2 x-1 MATH

Reading from the Buffer

Now that we have read a string, we want to process the characters input. The desired routine to do this will return the next character in the buffer. For this we will require another variable that tracks at which address the next character is in. This variable will need to be initialized in GetStr (which will be done in version 2).
It is also vital that this routine be robust enough to handle an empty buffer. It will do this through the carry flag: reset means a character was returned, set means the buffer was empty.

GetChar:
    PUSH  HL
    LD    HL, (buf_ptr)  ; buf_ptr is our pointer variable
    LD    A, (HL)
    OR    A
    SCF                 ; Set carry to indicate error status
    JR    Z, GetChar_Done

    INC   HL            ; Update buffer pointer
    LD    (buf_ptr), HL
    OR    A             ; Reset carry to indicate success status

GetChar_Done:
    POP   HL
    RET
    

It would also be useful to have an inverse routine, one that "ungets" characters from the buffer. We might use such a routine in a case like inputting numbers digit-by-digit, and stopping input when the first non-digit character is read. That character might be part of subsequent data, and should be returned.
The unget routine has a very simple concept: since the characters are always in the buffer, the buffer pointer only needs to be decremented. There should also be a check to make sure we don't go past the start of the buffer.

Ungetc:
    PUSH  HL
    PUSH  DE
    LD    HL, (buf_ptr)
    LD    DE, buffer     ; See that the buffer pointer is not
    b_call(_CpHLDE)     ; at the start of the buffer
    SCF                 ; Set carry to indicate error status
    JR    Z, Ungetc_Done
    DEC   HL
    LD    (buf_ptr), HL
    OR    A             ; Reset carry to indicate success status

Ungetc_Done:
    POP   DE
    POP   HL
    RET

Version 2 — Editing

We now have the bare bones of a string input engine. It's time to go back over GetStr and see what optimizations can be done and what additions we might like to have. We know we have to initialize the variable buf_ptr, but while we're at it, let's add some kind of editing capabilities.

We'll allow two ways to edit the inputted string:

Backspace
Pressing the [DEL] key will backspace over the last character input.
Wipe
Pressing the [CLEAR] key will wipe out every input character.
Optimizing
Looking at the routine as a whole, notice that nowhere is DE really used. We will take advantage of this by tracking the buffer pointer with DE. We can now use HL for general addressing.

Initialize buf_ptr.
This variable has to be allocated and should be initialized at the start of the program.

Backspacing
We will implement a backspace as follows:

Wiping
A wipeout will be done like this:
There can be instances where the user's input spans several lines. In this case, if more than fifteen characters are input, the cursor position will be on a row other than the origin. We need to be able to take care of this. The updated code looks like this:

#define BUFSIZE  48
buffer   .EQU TextShadow
buf_ptr  .EQU buffer + BUFSIZE + 1
GetStr:
    RES   AppTextSave, (IY + AppFlags)
LD DE, buffer ; Init pointer
LD (buf_ptr), DE XOR A LD B, A ; Init character counter LD (CurCol), A KeyLoop: b_call(_GetCSC) ; Get a character. OR A ; If no character received, restart JR Z, KeyLoop CP skEnter ; If [ENTER] pressed, exit JR NZ, NotEnter XOR A ; Null-terminate buffer
LD (DE), A
RET NotEnter:
CP skDel ; If [DEL] key pressed, backspace JR NZ, NotDel LD A, B ; See that there is a character to delete OR A JR Z, KeyLoop ; If not, restart LD HL, CurCol ; Save value of CurCol LD A, (HL) DEC (HL) ; Decrement cursor column OR A ; If original column was zero, should back up one row JR NZ, DidNotCrossLine LD (HL), 15 ; Set cursor to last column DEC HL ; Go back one row DEC (HL) DidNotCrossLine: DEC DE ; Backup one char in buffer DEC B ; Decrease char counter LD A, ' ' ; Erase char on screen b_call(_PutMap) ; without affecting position JR KeyLoop NotDel: CP skClear ; If [CLEAR] pressed, everything must die!!! JR NZ, NotClear LD C, B ; Divide characters input by 16 SRA C ; to determine how many rows the input spans SRA C SRA C SRA C LD HL, CurRow LD A, B ; See if there are any characters to clear OR A JR Z, KeyLoop LD A, (HL) ; Backup to the start of input SUB C LD C, A LD (HL), A INC HL ; Go to first column LD (HL), 0 LD A, ' ' ClearLoop: b_call(_PutC) ; Draw spaces to clear everything DJNZ ClearLoop ; Will reset char counter LD (HL), B ; Reset column to zero DEC HL ; Reset row to original value LD (HL), C LD DE, buffer ; Reset buffer pointer JR KeyLoop NotClear:
LD C, A ; Save input char temporarily LD A, B ; See if at max characters input CP BUFSIZE JR Z, KeyLoop LD A, C ; Restore char SUB skAdd ; Throw out all keys below [+] JR C, KeyLoop CP skMath - skAdd + 1 ; Throw out all keys above [MATH] JR NC, KeyLoop
PUSH DE ; Convert scan code into character
LD H, 0 LD L, A LD DE, CharTable ADD HL, DE LD A, (HL)
POP DE
b_call(_PutC) ; Echo it LD (DE), A ; Write char to buffer
INC DE ; Increment pointer
INC B ; Increment counter JR KeyLoop CharTable: .DB $27, "WRMH", $FF, $FF ; + - × ÷ ^ undefined .DB "?", $5B, "VQLG", $FF, $FF ; (-) 3 6 9 ) TAN VARS undefined .DB ":ZUPKFC", $FF ; . 2 5 8 ( COS PRGM STAT .DB " YTOJEB", $FF, $FF ; 0 1 4 7 , SIN APPS XTθn undefined .DB "XSNIDA" ; STO LN LOG x2 x-1 MATH

Version 3 — Shift Keys

Our current input routine is somewhat limited in ability, it can only deal with alphabetic characters. What we will now do is modify it so that the user can toggle between alpha keys and normal keys.

How to do this? The simplest way is to have two lookup tables, one for alpha, the other for normal. We will toggle between the two modes using the [ALPHA] key, and store the current mode in the system flag ShiftAlpha.

#define BUFSIZE  48
buffer   .EQU TextShadow
buf_ptr  .EQU buffer + BUFSIZE + 1
GetStr:
    RES   AppTextSave, (IY + AppFlags)
    
RES ShiftAlpha, (IY + ShiftFlags)
LD DE, buffer ; Init pointer LD (buf_ptr), DE XOR A LD B, A ; Init character counter LD (CurCol), A KeyLoop: b_call(_GetCSC) ; Get a character. OR A ; If no character received, restart JR Z, KeyLoop CP skEnter ; If [ENTER] pressed, exit JR NZ, NotEnter XOR A ; Null-terminate buffer LD (DE), A RES ShiftAlpha, (IY + ShiftFlags) RET NotEnter:
CP skAlpha JR NZ, NotAlpha LD HL, Flags + ShiftFlags LD A, (HL) XOR 1 << ShiftAlpha ; Toggle state of ShiftAlpha flag LD (HL), A JR KeyLoop NotAlpha:
CP skDel ; If [DEL] key pressed, backspace JR NZ, NotDel LD A, B ; See that there is a character to delete OR A JR Z, KeyLoop ; If not, restart LD HL, CurCol ; Save value of CurCol LD A, (HL) DEC (HL) ; Decrement cursor column OR A ; If original column was zero, should back up one row JR NZ, DidNotCrossLine LD (HL), 15 ; Set cursor to last column DEC HL ; Go back one row DEC (HL) DidNotCrossLine: DEC DE ; Backup one char in buffer DEC B ; Decrease char counter LD A, ' ' ; Erase char on screen b_call(_PutMap) ; without affecting position JR KeyLoop NotDel: CP skClear ; If [CLEAR] pressed, everything must die!!! JR NZ, NotClear LD C, B ; Divide characters input by 16 SRA C ; to determine how many rows the input spans SRA C SRA C SRA C LD HL, CurRow LD A, B ; See if there are any characters to clear OR A JR Z, KeyLoop LD A, (HL) ; Backup to the start of input SUB C LD C, A LD (HL), A INC HL ; Go to first column LD (HL), 0 LD A, ' ' ClearLoop: b_call(_PutC) ; Draw spaces to clear everything DJNZ ClearLoop ; Will reset char counter LD (HL), B ; Reset column to zero DEC HL ; Reset row to original value LD (HL), C LD DE, buffer ; Reset buffer pointer JR KeyLoop NotClear: LD C, A ; Save input char temporarily LD A, B ; See if at max characters input CP BUFSIZE JR Z, KeyLoop LD A, C ; Restore char SUB skAdd ; Throw out all keys below [+] JR C, KeyLoop CP skMath - skAdd + 1 ; Throw out all keys above [MATH] JR NC, KeyLoop PUSH DE ; Convert scan code into character LD DE, CharTable
BIT ShiftAlpha, (IY + ShiftFlags) JR NZ, AlphaMode LD DE, NormalTable AlphaMode:
LD H, 0 LD L, A LD DE, CharTable ADD HL, DE LD A, (HL) POP DE b_call(_PutC) ; Echo it LD (DE), A ; Write char to buffer
INC DE ; Increment pointer
INC B ; Increment counter JR KeyLoop CharTable: .DB $27, "WRMH", $FF, $FF ; + - × ÷ ^ undefined .DB "?", $5B, "VQLG", $FF, $FF ; (-) 3 6 9 ) TAN VARS undefined .DB ":ZUPKFC", $FF ; . 2 5 8 ( COS PRGM STAT .DB " YTOJEB", $FF, $FF ; 0 1 4 7 , SIN APPS XTθn undefined .DB "XSNIDA" ; STO LN LOG x2 x-1 MATH
NormTable: .DB "+-*/^", $FF, $FF ; + - � � ^ CLEAR undefined .DB "_369)", $C1, "]", $FF ; (-) 3 6 9 ) TAN VARS undefined .DB ".258({};" ; . 2 5 8 ( COS PRGM STAT .DB "0147, <>|", $FF ; 0 1 4 7 , SIN APPS XTθn undefined .DB $05, "!@#%&" ; STO LN LOG x2 x-1 MATH

A Cursor

A blinking cursor'll make our input engine look just extra tricked out. All you need to know about the workings are: The included program demo27.8xp will show you more or less what you should aim for.

Numerical Input

We can use GetStr to input numbers in addition to strings. To do this we input the number as a string and process it depending on what kind of number we are looking for. What follows are four routines that you can use to convert an ASCII representation of a number to its binary counterpart for decimal and hexadecimal. Each routine has an 8-bit version and a 16-bit version.

As for the details on each routine,

ASCII-Encoded Decimal to Register C

.module    ConvDec8
ConvDec8:
    LD    C, 0

_Loop:
    CALL  GetChar
    CCF             ; End if no more characters
    RET   NC

    SUB   '0'       ; Throw out all characters below '0'
    JR    C, _Check

    CP    10        ; Throw out all characters above '9'
    CCF
    RET   C

    LD    D, A       ; Save value in D
    LD    A, C       ; Load running total
    CP    26        ; Halt if there would be an overflow (260+)
    JP    NC, Ungetc ; Return gotten character

    LD    E, C       ; Save current number in case of overflow
    ADD   A, A       ; Multiply by 10
    ADD   A, A
    ADD   A, C
    ADD   A, A
    ADD   A, D       ; Add gotten character

    LD    C, A       ; Halt if overflow (256 to 259)
    JR    NC, _Loop

    LD    C, E
    JP    Ungetc

_Check:
    CP    ' ' - '0' ; If a space is encountered exit without error
    RET   Z
    SCF
    RET

ASCII-Encoded Hexadecimal to Register C

.module    ConvHex8
ConvHex8:
    LD   BC, 0

_Loop:
    CALL  GetChar
    JR    C, _Check

    CP   ' '
    JR    Z, _Check

    SUB   '0'
    RET   C

    CP    10
    JR    C, _Okay         ; Not a hexit in the range A-F

    CP    'F' - '0' + 1   ; Throw out all characters above 'F'
    CCF
    RET   C

    CP    'A' - '0'       ; Throw out all characters between '9' and 'A'
    RET   C
    SUB   7               ; Make A-F into 10-15

_Okay:
    PUSH  AF
    LD    A, C             ; Multiply running total by 16
    ADD   A, A
    ADD   A, A
    ADD   A, A
    ADD   A, A
    OR    C               ; Add in character
    LD    C, A
    INC   B
    JR    _Loop

_Check:
    LD    A, B
    OR    A
    RET   NZ
    SCF
    RET

ASCII-Encoded Decimal to Register HL

.module    ConvDec16
ConvDec16:
    LD    HL, 0
    LD    B, H

_Loop:
    CALL  GetChar
    CCF
    RET   NC

    SUB   '0'
    JR    C, _Check

    CP    10
    CCF
    RET   C

    LD    D, H
    LD    E, L
    ADD   HL, HL
    ADD   HL, HL
    ADD   HL, DE
    ADD   HL, HL
    JR    C, _Overflow

    LD    C, A
    ADD   HL, BC
    JR    NC, _Loop

_Overflow:
    EX    DE, HL
    JR    Ungetc
    
_Check:
    CP    ' ' - '0'
    RET   Z
    SCF
    RET

ASCII-Encoded Hexadecimal to Register HL

.module    ConvHex16
ConvHex16:
    LD    HL, 0
    LD    C, H

_Loop:
    CALL  GetChar
    JR    C, _Check

    CP    ' '
    JR    Z, _Check

    SUB   '0'
    RET   C

    CP    10
    JR    C, _Okay

    CP    'F' - '0' + 1
    CCF
    RET   C

    CP    'A' - '0'
    RET   C
    SUB   7

_Okay:
    ADD   HL, HL
    ADD   HL, HL
    ADD   HL, HL
    ADD   HL, HL
    OR    L
    LD    L, A
    INC   C
    JR    _Loop

_Check:
    LD    A, C
    SCF
    RET



This is part of Learn TI-83 Plus Assembly In 28 Days
Copyright (c) 2002, 2003, 2004 Sean McLaughlin
See the file gfdl.html for copying conditions