;license:MIT ;(c) 2018-9 by 4am ; ; Search Mode - main UI ; ; Public functions ; - SearchMode ; !zone { ;------------------------------------------------------------------------------ ; SearchMode ; main entry point for Search Mode, which allows the user to search the game ; catalog and launch games ; ; in: none ; out: never returns to caller (may JMP to other major modes) ;------------------------------------------------------------------------------ SearchMode ldx #$FF txs stx gGameToLaunch ; $FF = no game selected inx stx OffscreenPage ; $00 = currently showing HGR page 2 jsr Home ; clear screen (switches to text mode) jsr .OnInputChanged ; draw UI on HGR page 1 jsr HGRMode ; show HGR screen bit CLEARKBD .SearchModeInputLoop jsr WaitForKeyFor30Seconds ; Don't clear keyboard strobe yet. If the user pressed an arrow key, ; we want to switch to Browse Mode with the keyboard still hot so ; that mode finds and dispatches the arrow key. cmp #$8B ; up arrow switches to browse mode beq @arrow cmp #$95 ; also right arrow beq @arrow cmp #$8A ; also down arrow bne @notArrow @arrow ldx #kInputBrowse bne @InputDispatch ; always branches @notArrow bit CLEARKBD ldy #kNumBrowseKeys - dey bmi @noKeyMatch cmp .InputKeys,y bne - ldx .InputKeyDispatch,y bne @InputDispatch ; always branches @noKeyMatch jsr IsSearchKey beq @foundSearchKey ldx #kInputError +HIDE_NEXT_2_BYTES @foundSearchKey ldx #kInputSearch ; execution falls through here @InputDispatch ldy .InputDispatchTableLo,x sty @j+1 ldy .InputDispatchTableHi,x sty @j+2 @j jsr $FDFD ; SMC bcc .SearchModeInputLoop ; if carry is clear, we're done bcs SearchMode ; if carry is set, force full redraw .OnError jmp SoftBell ; Beep on invalid input and start over. .OnClear ldx InputLength bne + jsr CoverFade ; Esc with no input switches to jmp MegaAttractMode ; mega-attract mode + ldx #0 ; Esc with input clears the input stx InputLength beq .OnInputChanged ; always branches .OnBack ldx InputLength beq .OnError dec InputLength jmp .OnInputChanged .OnTab ldx gGameToLaunch cpx #$FF beq .OnError jsr MiniAttractMode cmp #$8D ; if we exited mini attract mode beq .OnLaunch ; by pressing Enter, launch the game sec ; tell caller to redraw UI rts .OnLaunch ldx gGameToLaunch cpx #$FF beq .OnError jsr PlayGame sec ; tell caller to redraw UI rts .OnCheat dec gGameToLaunch ; force reload (will be reset to correct value in .OnInputChanged) jsr ToggleCheat beq .OnInputChanged ; always branches because Z=1 on exit from ToggleCheat .OnSearch ldx InputLength cpx #MaxInputLength beq .OnError sta InputBuffer,x inc InputLength ; execution falls through here .OnInputChanged lda InputLength bne @findMatchingTitle ; no input, reset params and UI ldx #$FF stx gGameToLaunch ; no game selected jsr LoadTitleOffscreen jsr DrawUIWithoutDots clc rts @findMatchingTitle jsr ResetTextRank jsr okvs_iter_values ; iterate through all game titles !word gGamesListStore ; and rank them for the best match !word TextRankCallback ; to the current input buffer lda MatchCount ; any matches at all? bne + ; no matches for this input buffer dec InputLength ; ignore the last key typed jmp .OnError ; beep and return + ldx BestMatchIndex ; check if the new best match is the same cpx gGameToLaunch ; as the current best match stx gGameToLaunch bne + jsr ToggleOffscreenPage ; Since we're not loading a new screenshot ; we fake switching the 'offscreen' page ; in order to draw on the visible page. bpl @noload ; (always branches) + jsr LoadGameTitleOffscreen @noload jmp DrawUI ;------------------------------------------------------------------------------ ; indices into InputDispatchTable kInputSearch = 0 kInputClear = 1 kInputBack = 2 kInputBrowse = 3 kInputTab = 4 kInputLaunch = 5 kInputCredits = 6 kInputCheat = 7 kInputError = 8 .InputDispatchTableLo !byte <.OnSearch !byte <.OnClear !byte <.OnBack !byte .OnSearch !byte >.OnClear !byte >.OnBack !byte >BrowseMode !byte >.OnTab !byte >.OnLaunch !byte >Credits !byte >.OnCheat !byte >.OnError kNumInputKeys = 9 ; number of entries in next 2 tables (each) .InputKeys !byte $83 ; Ctrl-C = toggle cheat mode !byte $AF ; '/' = credits !byte $BF ; '?' = credits !byte $A0 ; Space = mini attract mode !byte $89 ; TAB = mini attract mode !byte $88 ; left arrow = delete (may as well, since ; popular emulators remap this anyway) !byte $FF ; backspace = delete !byte $8D ; ENTER = launch current game (if any) !byte $9B ; Esc = clear input buffer (if any) ; or switch to mega attract mode .InputKeyDispatch !byte kInputCheat !byte kInputCredits !byte kInputCredits !byte kInputTab !byte kInputTab !byte kInputBack !byte kInputBack !byte kInputLaunch !byte kInputClear }