4cade/src/ui.overlay.a

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;License:MIT
;(c) 2018-2020 by 4am
;
; routines for drawing the UI overlay (search bar, browse bar, instructions, cheat mode)
; on top of whatever else is on the screen
;
; Public functions
; - DrawUIWithoutDots
; - DrawUI
;
; Public variables
; - VisibleGameCount (set during init)
;
Instructions
!text "[Type to search, ? for help ] "
VisibleGameCount
!text "000 games"
ReturnToPlay
!byte $0D
!text " to play"
kCheatsEnabled = 8 ; index of 'cheats enabled' string in following table
kCheatDescriptionLo
!byte <sNoCheats
!byte <sInfiniteLives
!byte <sInfiniteWeapons
!byte <sInfiniteLivesAndWeapons
!byte <sInfiniteLivesAndTime
!byte <sInfiniteTime
!byte <sInvincibility
!byte <sInGame
!byte <sCheatsEnabled
kCheatDescriptionHi
!byte >sNoCheats
!byte >sInfiniteLives
!byte >sInfiniteWeapons
!byte >sInfiniteLivesAndWeapons
!byte >sInfiniteLivesAndTime
!byte >sInfiniteTime
!byte >sInvincibility
!byte >sInGame
!byte >sCheatsEnabled
sNoCheats
!byte 8 ; length
!text "no cheat"
sInfiniteLives
!byte 18 ; length
!byte $16 ; padlock character
!text " "
!text "infinite lives"
!text " "
!byte $16 ; padlock character
sInfiniteWeapons
!byte 20 ; length
!byte $16 ; padlock character
!text " "
!text "infinite weapons"
!text " "
!byte $16 ; padlock character
sInfiniteLivesAndWeapons
!byte 28 ; length
!byte $16 ; padlock character
!text " "
!text "infinite lives & weapons"
!text " "
!byte $16 ; padlock character
sInfiniteLivesAndTime
!byte 25 ; length
!byte $16 ; padlock character
!text " "
!text "infinite lives & time"
!text " "
!byte $16 ; padlock character
sInfiniteTime
!byte 17 ; length
!byte $16 ; padlock character
!text " "
!text "infinite time"
!text " "
!byte $16 ; padlock character
sInvincibility
!byte 14 ; length
!byte $16 ; padlock character
!text " "
!text "invincible"
!text " "
!byte $16 ; padlock character
sInGame
!byte 18 ; length
!byte $16 ; padlock character
!text " "
!text "in-game cheats"
!text " "
!byte $16 ; padlock character
sCheatsEnabled
!byte 18 ; length
!byte $16 ; padlock character
!text " "
!text "cheats enabled"
!text " "
!byte $16 ; padlock character
sCheatDescriptionPrefix
!byte 2 ; length
!byte $03 ; vertical line character
!text " "
sCheatDescriptionSuffix
!byte 2 ; length
!text " "
!byte $03 ; vertical line character
;------------------------------------------------------------------------------
; DrawUIWithoutDots/DrawUI
; draw 2- or 4-line UI on the HGR page that is not currently showing, then
; show that HGR page
;
; in: gGameToLaunch = game index (word), or #$FFFF if no game is selected
; out: all flags and registers clobbered
;------------------------------------------------------------------------------
DrawUIWithoutDots
lda #$40 ; " " * 2
+HIDE_NEXT_2_BYTES
DrawUI
lda #$FF ; #$7F * 2
lsr
sta @printCursor+1 ; set up cursor printing based on entry point
php
ldy #39
-
lda Instructions,y
sta UILine2,y ; copy instructions to UI line 2
lda #$00 ; horizontal bar character
sta UILine1,y ; reset UI line 1 to solid bar
sta gPathname,y ; reset cheat UI line 1 to solid bar
dey
bpl -
sta gGameToLaunchInfo ; reset gGameToLaunchInfo
lda #40
sta gPathname ; hack, used by first RedrawForDHGR which follows
; Draw40Chars which doesn't set gPathname
jsr GetGameToLaunch ; get current game, if any
bcs @doneWithLine2 ; if no game, nothing more to do on UI line 2
; A/Y -> key of current game (in gSearchStore)
jsr okvs_next_field ; (PTR) -> display name of current game
; Y = 0
lda (PTR), y
tay
iny
sty SAVE
iny
lda (PTR), y ; A = game info bitfield
sta gGameToLaunchInfo
ldy #0
- iny
@printCursor
lda #$FD ; SMC
cpy SAVE
bcc @printTitleChar
beq @printChar
lda #" "
+HIDE_NEXT_2_BYTES
@printTitleChar
lda (PTR),y
@printChar
sta UILine2,y
cpy #MaxInputLength+1
bcc -
ldx #8 ; replace games count with 'to play' label
- lda ReturnToPlay,x
sta UI_ToPlay,x
dex
bpl -
@doneWithLine2
lda MachineStatus
and #CHEATS_ENABLED
beq @maybeDrawDots ; if cheat mode is disabled, we don't need
; any curves or spaces on UI line 1
jsr CheckCheats
; (SAVE) -> length-prefixed string
; (game-specific description or 'cheats enabled' message)
ldy #0
lda (SAVE),y ; A = string length
clc
adc #4 ; extra padding (2 on each side)
sta @len
lda #40
sec
sbc @len
lsr
tax
lda #$09 ; rounded bottom-right character
sta UILine1,x
iny ; fill the proper width with spaces
lda #$20 ; space character
- inx
sta UILine1,x
iny
@len=*+1
cpy #$FD ; SMC
bne -
lda #$0C ; rounded bottom-left character
sta UILine1,x
@maybeDrawDots
plp
bcc @doneHighlight ; if caller asked for no dots, then we're done building UI line 1
ldx #0
ldy #0
@dotloop
iny
lda (PTR),y ; (PTR) still points to game display name
ora #$20 ; force lower-case always
cmp InputBuffer,x
bne +
lda #$11 ; dot character
sta UILine1,y
inx
cpx InputLength ; if input buffer is exhausted, we're done drawing dots
beq @doneHighlight
+ inc HTAB
cpy SAVE ; if game name is exhausted, we're done drawing dots
bne @dotloop
@doneHighlight
lda #22
sta VTAB
lda OffscreenPage
ror
php
+LDADDR UILine1
jsr Draw40Chars ; draw UI line 1 on offscreen page
jsr MaybeRedrawUIForDHGR ; transform for DHGR if this is a DHGR title screen
plp
gDrawingOnscreen=*+1
lda #$00 ; SMC, might be 1
bne @uidone
+LDADDR UILine2
jsr Draw40Chars ; draw UI line 2 on offscreen page
jsr MaybeRedrawUIForDHGR ; transform for DHGR if this is a DHGR title screen
lda MachineStatus
and #CHEATS_ENABLED
beq @uidone ; if cheats are disabled, then we're done drawing UI
; (SAVE) still points to length-prefixed cheat description
ldy #0
lda (SAVE),y ; A = length of cheat description
clc
adc #4 ; extra padding (2 on each side)
sta gPathname ; gPathname = length
tax
lda #$07 ; gPathname+length = top-right rounded corner character
sta gPathname,x
lda #$06 ; gPathname+1 = top-left rounded corner character
sta gPathname+1
lda #20
sta VTAB
lda OffscreenPage
ror
php
+LDADDR gPathname
jsr DrawCenteredString ; draw cheat UI line 1
jsr MaybeRedrawUIForDHGR ; transform for DHGR if this is a DHGR title screen
jsr CheckCheats
; (SAVE) -> length-prefixed cheat description
+LDADDR sCheatDescriptionPrefix
jsr SetPath
+LD16 SAVE
jsr AddToPath
+LDADDR sCheatDescriptionSuffix
jsr AddToPath
plp
+LDADDR gPathname
jsr DrawCenteredString ; draw cheat UI line 2
jsr MaybeRedrawUIForDHGR ; transform for DHGR if this is a DHGR title screen
@uidone lda #0
sta gDrawingOnscreen
bit MachineStatus
bvc +
bit gGameToLaunchInfo
bpl +
jmp ShowOtherDHGRPage
+ jmp ShowOtherPage
;------------------------------------------------------------------------------
; internal functions
CheckCheats
; out: (SAVE) -> length-prefixed string, either a game-specific description
; or the global 'cheats enabled' message
ldx #kCheatsEnabled
jsr AnyGameSelected
bcs +
gGameToLaunchInfo=*+1
lda #$FD ; SMC
and #CHEAT_CATEGORY
tax
+
lda kCheatDescriptionLo,x
sta SAVE
lda kCheatDescriptionHi,x
sta SAVE+1
OVERLAYRTS
rts
MaybeRedrawUIForDHGR
; If this is a DHGR title screen, then redraw the already-drawn overlay
; for double hi-res. This allows us to use a single font and drawing
; routines for both HGR and DHGR. There is a small amount of flicker
; if we're redrawing directly on the visible screen without swapping
; pages (e.g. adding a dot without changing the selected game), but
; gDrawingOnscreen tracks this and we reduce the redrawing to an
; absolute minimum to reduce flicker.
bit MachineStatus
bvc OVERLAYRTS
bit gGameToLaunchInfo
bpl OVERLAYRTS
jmp RedrawForDHGR