pitch-dark/src/ui.catalog.a

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;license:MIT
;(c) 2018 by 4am
;
; User interface - views and paint routines for catalog screen
;
; Public functions
; - CatalogDialog
;
; View IDs (application-specific, acceptable range 0..15, no duplicates)
ID_CATALOG_FRAME = 1
ID_CATALOG_MAIN = 2
ID_CATALOG_PREVIOUS = 3
ID_CATALOG_NEXT = 4
; action keys for catalog screen
kCatalogKeys
!byte $8D,ID_CATALOG_MAIN ; <Return>
!byte $9B,ID_CATALOG_MAIN ; <Esc>
!byte $88,ID_CATALOG_PREVIOUS ; left arrow
!byte $8B,ID_CATALOG_PREVIOUS ; up arrow
!byte $95,ID_CATALOG_NEXT ; right arrow
!byte $8A,ID_CATALOG_NEXT ; down arrow
!byte $A0,ID_CATALOG_NEXT ; <Space>
_endCatalogKeys
MAXGAMES = 18 ; max number of displayed games
;------------------------------------------------------------------------------
; CatalogDialog
; call WeeGUI to create and paint option screen, and run to completion
;
; in: WeeGUI initialized
; out: exits via MainScreen
; all registers and flags clobbered
;------------------------------------------------------------------------------
CatalogDialog
ldx #$FF
txs
jsr HardResetWeeGUI
ldx #WGClearScreen ; paint background
jsr WeeGUI
jsr CreateDialog ; create decorated frame
!word kViewCatalogFrame
!word kStringCatalogFrame
jsr PaintTitleBar ; paint top title bar
jsr CreateButton ; create 'previous' button
!word kViewCatalogPrevious
jsr CreateButton ; create 'next' button
!word kViewCatalogNext
jsr CreateButton ; create 'main' button
!word kViewCatalogMain
ldx #WGViewPaintAll ; paint UI controls (window frame, buttons)
jsr WeeGUI
lda gameCount
bne @alreadyCounted
jsr okvs_iter ; count the total number of games
!word gGamesListStore
!word countGames
@alreadyCounted
lda #0
sta startIndex
jsr RefreshCatalog
; WeeGUI cursor/key loop
jsr ClearPendingInput
- ldx #WGPendingClick ; since our game list isn't WeeGUI buttons
jsr WeeGUI ; we need to manually check for mouse click
cpx #$FF
beq @1 ; no click
jsr HandleCatalogClick ; yes, mouse click
@1 ldx #WGPendingViewAction
jsr WeeGUI ; handle mouse movement and clicks
lda $C000
bpl -
jsr ClearPendingInput
jsr HandleCatalogKey ; handle keypresses
bra -
;------------------------------------------------------------------------------
; internal functions
;------------------------------------------------------------------------------
RefreshCatalog
lda #ID_CATALOG_FRAME
ldx #WGSelectView ; select frame (required for print routines)
jsr WeeGUI
ldx #WGEraseViewContents
jsr WeeGUI
lda #1 ; start at second line within text frame
sta catLineNum
lda #$C1 ; letter 'A', first game in game list
sta kCatLetter + 1
jsr okvs_iter
!word gGamesListStore
!word printCatalog
rts
;------------------------------------------------------------------------------
; !byte $01,$02,$03,$04,$05
gameCount
!byte $00 ; SMC
startIndex
!byte $FD ; SMC
; Count up the total number of games
countGames
inc gameCount
rts
;------------------------------------------------------------------------------
; Print out a single game name/letter, A/Y contains key, X contains index
printCatalog
cpx startIndex ; skip until we reach our current start index
bcc @skip
ldx catLineNum
dex
cpx #MAXGAMES ; are we on the last line?
bcc +
@skip rts
+ +STAY @key
jsr okvs_get ; retrieve the game name
!word gGamesListStore
@key !word $FDFD ; SMC
ldx #55 ; maximum string length
jsr CreateNullTerminatedString ; copies string to kNullTerminatedBuffer
jsr PrintAt
!byte 8
catLineNum
!byte $FD ; SMC
!word kNullTerminatedBuffer
lda catLineNum
sta @ln2
jsr PrintAt ; print a letter key next to each game
!byte 4
@ln2 !byte $FD ; SMC
!word kCatLetter
inc catLineNum
inc kCatLetter + 1
rts
kCatLetter
!text "(A)",0
;------------------------------------------------------------------------------
; User clicked on the screen, X, Y contain absolute mouse position
HandleCatalogClick
cpx #8
bcc @outOfBounds
cpx #68
bcs @outOfBounds
cpy #2
bcc @outOfBounds
tya
clc
adc #$BF ; convert Y pos into 'A'-'Z' key
bra isUppercaseKey ; use our keyboard handler to verify
@outOfBounds
jmp SoftBell
;------------------------------------------------------------------------------
; HandleCatalogKey
;
; in: A = key pressed
; out: all registers and flags clobbered
;------------------------------------------------------------------------------
HandleCatalogKey
cmp #$E0
bcc isUppercaseKey
and #%11011111 ; convert lower to uppercase
isUppercaseKey
cmp #$C1 ; 'A'
bcc @notLetter
cmp kCatLetter + 1 ; highest key (+1) on the game list
bcs @notLetter
; convert uppercase letter to game index (+1)
and #%00011111
clc
adc startIndex
tax
dex
jsr loadNewGameInfoAndRepaint
@main jmp MainScreen
@notLetter ; handle other (non-game) keys
ldx #(_endCatalogKeys-kCatalogKeys)-2
- cmp kCatalogKeys,x
beq @activateView
dex
dex
bpl -
@error jmp SoftBell
@activateView
lda kCatalogKeys+1,x
tax
ldy gViewInUse,x
beq @error
ldx #WGSelectView
jsr WeeGUI
@click jmp SimulateClick
catalog_next
lda startIndex
clc
adc #MAXGAMES
cmp gameCount
bcc +
lda #0
+ sta startIndex
jmp RefreshCatalog
catalog_previous
lda startIndex
sec
sbc #MAXGAMES
bcs +
lda #0
- clc
adc #MAXGAMES
cmp gameCount
bcc -
sec
sbc #MAXGAMES
+ sta startIndex
jmp RefreshCatalog
catalog_main
jmp MainScreen
;------------------------------------------------------------------------------
; WeeGUI view configuration records
kViewCatalogPrevious
!byte ID_CATALOG_PREVIOUS ; view ID
!byte 1 ; left
!byte 22 ; top
!byte 13 ; width
!word catalog_previous ; callback
!word kStringCatPrevious ; caption
kViewCatalogNext
!byte ID_CATALOG_NEXT ; view ID
!byte 66 ; left
!byte 22 ; top
!byte 13 ; width
!word catalog_next ; callback
!word kStringCatNext ; caption
kViewCatalogMain
!byte ID_CATALOG_MAIN ; view ID
!byte 34 ; left
!byte 22 ; top
!byte 14 ; width
!word catalog_main ; callback
!word kStringCatMain ; caption
kViewCatalogFrame
!byte ID_CATALOG_FRAME ; view ID
!byte 0 ; style (decorated frame)
!byte 4 ; left
!byte 1 ; top
!byte 72 ; visible width
!byte 20 ; visible height
!byte 72 ; width
!byte 20 ; height
kStringCatalogFrame
!text "Catalog",0
kStringCatPrevious
!text "< "
!byte 144
!text "revious",0
kStringCatNext
!byte 142
!text "ext page >",0
kStringCatMain
!byte $83
!text "ancel",0