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Initial revision, adding a catalog dialog pane
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@ -37,6 +37,7 @@
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!source "src/ui.main.a"
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!source "src/ui.main.keys.a"
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!source "src/ui.options.a"
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!source "src/ui.catalog.a"
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!source "src/ui.resume.a"
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!source "src/ui.versions.a"
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!source "src/ui.artwork.a"
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225
src/ui.catalog.a
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225
src/ui.catalog.a
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@ -0,0 +1,225 @@
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;license:MIT
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;(c) 2018 by 4am
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;
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; User interface - views and paint routines for catalog screen
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;
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; Public functions
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; - CatalogDialog
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;
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; View IDs (application-specific, acceptable range 0..15, no duplicates)
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ID_CATALOG_FRAME = 1
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ID_CATALOG_OK = 2
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ID_CATALOG_CANCEL = 3
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ID_CATALOG_PREVIOUS = 4
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ID_CATALOG_NEXT = 5
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; action keys for catalog screen
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kCatalogKeys
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!byte $8D,ID_CATALOG_OK ; Return
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!byte $9B,ID_CATALOG_CANCEL ; Esc
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!byte $88,ID_CATALOG_PREVIOUS ; left arrow
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!byte $8B,ID_CATALOG_PREVIOUS ; up arrow
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!byte $95,ID_CATALOG_NEXT ; right arrow
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!byte $8A,ID_CATALOG_NEXT ; down arrow
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_endCatalogKeys
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MAXGAMES = 20 ; max number of displayed games
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;------------------------------------------------------------------------------
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; CatalogDialog
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; call WeeGUI to create and paint option screen, and run to completion
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;
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; in: WeeGUI initialized
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; out: exits via MainScreen
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; all registers and flags clobbered
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;------------------------------------------------------------------------------
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CatalogDialog
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ldx #$FF
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txs
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jsr HardResetWeeGUI
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jsr CreateDialog ; create decorated frame
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!word kViewCatalogFrame
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!word kStringCatalogFrame
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ldx #WGDesktop ; paint background
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jsr WeeGUI
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jsr PaintTitleBar ; paint top title bar
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ldx #WGViewPaintAll ; paint UI controls (window frame, buttons, checkboxes, radio buttons)
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jsr WeeGUI
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ldx #WGSelectView ; select frame (required for print routines that follow)
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lda #ID_CATALOG_FRAME
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jsr WeeGUI
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lda @gameCount
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bne @alreadyCounted
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jsr okvs_iter ; count the total number of games
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!word gGamesListStore
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!word @countGames
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@alreadyCounted
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lda #$FD ; reset previous start index just in case
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sta @prevStartIndex
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jsr @RefreshCatalog
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; WeeGUI cursor/key loop
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jsr ClearPendingInput
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- ldx #WGPendingViewAction
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jsr WeeGUI ; handle mouse movement and clicks
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lda $C000
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bpl -
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jsr ClearPendingInput
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jsr @HandleCatalogKey ; handle keypresses
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bra -
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;------------------------------------------------------------------------------
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; internal functions
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; !byte $01,$02,$03,$04,$05
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;------------------------------------------------------------------------------
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@RefreshCatalog
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jsr GetCurrentGameIndex
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stx @currGameIndex
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; Determine where to start in the game list
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lda #0
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sta @startIndex
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sta @lineNum
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lda @currGameIndex
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cmp #MAXGAMES/2 ; within MAXGAMES/2 of start?
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bcc @cont ; yes, start at top
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clc
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adc #MAXGAMES/2
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cmp @gameCount ; within MAXGAMES/2 of the end?
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bcc @1 ; no
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lda @gameCount ; yes, start at end
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@1 sec ; subtract off MAXGAMES
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sbc #MAXGAMES
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sta @startIndex
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@cont ; Print out the list of games
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lda @startIndex
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cmp @prevStartIndex ; avoid redrawing the list if possible
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beq @noRefreshNeeded
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sta @prevStartIndex
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jsr okvs_iter
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!word gGamesListStore
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!word @printCatalog
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@noRefreshNeeded
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jsr @eraseOldCursor
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jmp @printCursor
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;------------------------------------------------------------------------------
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; !byte $01,$02,$03,$04,$05
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@currGameIndex
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!byte $FD ; SMC
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@gameCount
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!byte $00 ; SMC
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@startIndex
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!byte $FD ; SMC
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@prevStartIndex
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!byte $FD ; SMC
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; Count up the total number of games
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@countGames
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inc @gameCount
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rts
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;------------------------------------------------------------------------------
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; Add an arrow cursor next to current game
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@printCursor
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lda @currGameIndex
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sec
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sbc @startIndex
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sta @line1
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jsr PrintAt
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!byte 1
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@line1 !byte $00 ; SMC
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!word @kStringCursor
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rts
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@kStringCursor
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!text "---->",0
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;------------------------------------------------------------------------------
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; Erase previous arrow cursor
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@eraseOldCursor
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lda @line1
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sta @line2
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jsr PrintAt
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!byte 1
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@line2 !byte $FD ; SMC
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!word @kStringErase
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@done
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rts
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@kStringErase
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!text " ",0
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;------------------------------------------------------------------------------
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; Print out a single game name, A/Y contains key, X contains index
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@printCatalog
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cpx @startIndex
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bcc @skip
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+STAY @key
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jsr okvs_get
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!word gGamesListStore
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@key !word $FDFD ; SMC
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ldx #55
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jsr CreateNullTerminatedString ; copies string to kNullTerminatedBuffer
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jsr PrintAt
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!byte 6
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@lineNum !byte $FD ; SMC
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!word kNullTerminatedBuffer
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inc @lineNum
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@skip rts
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;------------------------------------------------------------------------------
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; HandleCatalog
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;
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; in: A = key pressed
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; out: all registers and flags clobbered
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;------------------------------------------------------------------------------
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@HandleCatalogKey
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ldx #(_endCatalogKeys-kCatalogKeys)-2
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- cmp kCatalogKeys,x
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beq @found
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dex
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dex
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bpl -
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jmp SoftBell
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@found lda kCatalogKeys+1,x
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cmp #ID_CATALOG_OK
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beq @callback_catalog_ok
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cmp #ID_CATALOG_CANCEL
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beq @callback_catalog_cancel
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cmp #ID_CATALOG_PREVIOUS
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bne @next
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jsr callback_previous
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jmp @RefreshCatalog
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@next jsr callback_next
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jmp @RefreshCatalog
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@callback_catalog_ok
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jsr SoftBell
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jmp MainScreen
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@callback_catalog_cancel
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jmp MainScreen
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;------------------------------------------------------------------------------
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; WeeGUI view configuration records
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kViewCatalogFrame
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!byte ID_CATALOG_FRAME ; view ID
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!byte 0 ; style (decorated frame)
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!byte 4 ; left
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!byte 2 ; top
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!byte 72 ; visible width
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!byte 20 ; visible height
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!byte 72 ; width
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!byte 20 ; height
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kStringCatalogFrame
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!text "Catalog",0
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@ -21,6 +21,7 @@ ID_VERSIONS = 7
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ID_INFO = 8
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ID_DESCRIPTION = 9
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ID_ABOUT = 10
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ID_CATALOG = 11
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gMainScreenPaintDirty
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!byte 0
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@ -75,6 +76,9 @@ RepaintMainIfDirty
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jsr CreateButton ; create 'previous' button
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!word kViewPrevious
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jsr CreateButton ; create 'catalog' button
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!word kViewCatalog
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jsr CreateButton ; create 'settings' button
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!word kViewOptions
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@ -312,9 +316,17 @@ kViewNext
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!word callback_next ; callback
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!word kStringNext ; caption
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kViewCatalog
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!byte ID_CATALOG ; view ID
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!byte 27 ; left
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!byte 2 ; top
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!byte 11 ; width
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!word CatalogDialog ; callback
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!word kStringCatalog
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kViewOptions
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!byte ID_OPTIONS ; view ID
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!byte 34 ; left
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!byte 41 ; left
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!byte 2 ; top
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!byte 12 ; width
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!word OptionsDialog ; callback
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@ -395,7 +407,9 @@ kStringPrevious
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kStringNext
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!byte $0E ; 'N' inverse
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!text "ext game >",0
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kStringCatalog
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!byte $03 ; 'C' inverse
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!text "atalog",0
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kStringOptions
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!byte $13 ; 'S' inverse
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!text "ettings",0
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!byte $E1,ID_BOXART ; a
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!byte $D6,ID_VERSIONS ; V
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!byte $F6,ID_VERSIONS ; v
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!byte $C3,ID_CATALOG ; C
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!byte $E3,ID_CATALOG ; c
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!byte $D3,ID_OPTIONS ; S
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!byte $F3,ID_OPTIONS ; s
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!byte $D0,ID_PREVIOUS ; P
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