4cade/src/ui.search.mode.a

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;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 SelectedIndex ; $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 $FDFD ; SMC
bcc .SearchModeInputLoop ; if carry is clear, we're done
bcs SearchMode ; if carry is set, force full redraw
.OnError
jmp SoftBell ; Beep on invalid input and start over.
.OnClear
ldx InputLength
bne +
jsr CoverFade ; Esc with no input switches to
jmp MegaAttractMode ; mega-attract mode
+ ldx #0 ; Esc with input clears the input
stx InputLength
beq .OnInputChanged ; always branches
.OnBack
ldx InputLength
beq .OnError
dec InputLength
jmp .OnInputChanged
.OnTab
ldx SelectedIndex
cpx #$FF
beq .OnError
jsr MiniAttractMode
cmp #$8D ; if we exited mini attract mode
beq .OnLaunch ; by pressing Enter, launch the game
sec ; tell caller to redraw UI
rts
.OnLaunch
ldx SelectedIndex
cpx #$FF
beq .OnError
jsr PlayGameFromSearch
sec ; tell caller to redraw UI
rts
.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
lda #$FF
sta SelectedIndex ; no game selected
ldx #39 ; copy instructions to line 2
- lda Instructions,x
sta UILine2,x
dex
bpl -
jsr LoadTitleOffscreen
ldx #$FF ; no game selected
jsr BuildUILine1WithNoDots; build UI line 1 with bars and other shapes
ldx #$FF ; no game selected
jsr DrawSearchBarOffscreen; draw everything at once (offscreen)
jsr ShowOtherPage ; show it all at once
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
+
lda BestMatchIndex ; check if the new best match is the same
cmp SelectedIndex ; as the current best match
php ; (we'll use this later to skip reloading)
sta SelectedIndex
sta @index
jsr okvs_nth ; get the name of the new best match
!word gGamesListStore
@index !byte $FD
+STAY @key
+STAY @key2
plp
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 @skipload ; always branches
+
jsr GetOffscreenAddress ; we have a new best match, so load the
sta + ; new title screenshot (offscreen)
jsr LoadFile
!word kHGRTitleDirectory
@key !word $FDFD ; SMC
!byte $00
+ !byte $FD ; SMC
@skipload
jsr okvs_get
!word gGamesListStore
@key2 !word $FDFD
+STAY SRC ; A/Y points to game title (in OKVS)
ldy #0 ; copy game title into search bar buffer
lda (SRC),y
sta SAVE ; game title length
inc SAVE
- iny
cpy SAVE
bcc @printTitleChar
beq @printCursor
lda #" "
+HIDE_NEXT_2_BYTES
@printCursor
lda #$7F
+HIDE_NEXT_2_BYTES
@printTitleChar
lda (SRC),y ; copy game title to search UI
sta UILine2,y
cpy #MaxInputLength+1
bcc -
ldx #8
- lda ReturnToPlay,x ; replace games count with 'to play' label
sta UI_ToPlay,x
dex
bpl -
ldx SelectedIndex
jsr BuildUILine1WithNoDots; build UI line 1 with bars and other shapes
; now add dots to UI line 1 to highlight matched characters
ldx #0
ldy #0
@dotloop
iny
lda (SRC),y
+LOW_ASCII_TO_LOWER
cmp InputBuffer,x
bne +
lda #$11 ; dot character
sta UILine1,y
inx
cpx InputLength ; if input buffer is exhausted, we're done
beq @doneHighlight
+ inc HTAB
cpy SAVE ; if game name is exhausted, we're done
bne @dotloop
@doneHighlight
ldx SelectedIndex
jsr DrawSearchBarOffscreen; actually draw the search UI (offscreen)
jmp ShowOtherPage ; now show everything at once
;------------------------------------------------------------------------------
; indices into InputDispatchTable
kInputSearch = 0
kInputClear = 1
kInputBack = 2
kInputBrowse = 3
kInputTab = 4
kInputLaunch = 5
kInputCredits = 6
kInputError = 7
.InputDispatchTableLo
!byte <.OnSearch
!byte <.OnClear
!byte <.OnBack
!byte <BrowseMode
!byte <.OnTab
!byte <.OnLaunch
!byte <Credits
!byte <.OnError
.InputDispatchTableHi
!byte >.OnSearch
!byte >.OnClear
!byte >.OnBack
!byte >BrowseMode
!byte >.OnTab
!byte >.OnLaunch
!byte >Credits
!byte >.OnError
kNumInputKeys = 8 ; number of entries in next 2 tables (each)
.InputKeys
!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 kInputCredits
!byte kInputCredits
!byte kInputTab
!byte kInputTab
!byte kInputBack
!byte kInputBack
!byte kInputLaunch
!byte kInputClear
}