pitch-dark/src/ui.main.keys.a
2018-04-11 15:12:36 -04:00

217 lines
6.1 KiB
Plaintext

;license:MIT
;(c) 2018 by 4am
;
; User interface - click/activation callbacks and key handlers for main screen
;
; Public functions
; - HandleKey
;
; (all callbacks are defined in view configuration blocks
; and triggered through UI actions or called from HandleKey)
;
!zone {
; IDs of actions that do not correspond to WeeGUI view IDs have high bit set
ID_SCROLLUP = $81
ID_SCROLLDOWN = $82
ID_X = $83
ID_Y = $84
ID_Z = $85
; action keys for main screen (should correspond to button titles)
.keys
!byte $C7,ID_PLAY ; G
!byte $E7,ID_PLAY ; g
!byte $8D,ID_PLAY ; Return
!byte $C8,ID_HINTS ; H
!byte $E8,ID_HINTS ; h
!byte $C1,ID_BOXART ; A
!byte $E1,ID_BOXART ; a
!byte $D6,ID_VERSIONS ; V
!byte $F6,ID_VERSIONS ; v
!byte $D3,ID_OPTIONS ; S
!byte $F3,ID_OPTIONS ; s
!byte $D0,ID_PREVIOUS ; P
!byte $F0,ID_PREVIOUS ; p
!byte $88,ID_PREVIOUS ; left arrow
!byte $CE,ID_NEXT ; N
!byte $EE,ID_NEXT ; n
!byte $95,ID_NEXT ; right arrow
!byte $8B,ID_SCROLLUP ; up arrow
!byte $8A,ID_SCROLLDOWN ; down arrow
!byte $D8,ID_X ; X
!byte $F8,ID_X ; x
!byte $D9,ID_Y ; Y
!byte $F9,ID_Y ; y
!byte $DA,ID_Z ; Z
!byte $FA,ID_Z ; z
.endkeys
;------------------------------------------------------------------------------
; HandleKey
; handle keypress to activate various UI elements
;
; in: A contains key pressed
; out: all registers and flags clobbered
;------------------------------------------------------------------------------
HandleKey
ldx #.endkeys-.keys
- cmp .keys,x
beq .foundKey
dex
dex
bpl -
.notFound
jmp SoftBell ; unknown key, beep softly
.foundKey
lda .keys+1,x ; get ID associated with this key
bpl .activateView ; ID < #$80 is a WeeGUI view, so activate it
cmp #ID_X ; X, Y, and Z keys are part of
beq .x ; an undocumented feature
cmp #ID_Y
beq .y
cmp #ID_Z
beq .z
cmp #ID_SCROLLDOWN ; arrow keys scroll the description box
beq .handleScrollDown
.handleScrollUp
lda #$01
!byte $2C ; hide next LDA
.handleScrollDown
lda #$FF
pha
ldx #WGSelectView
lda #ID_DESCRIPTION
jsr WeeGUI
ldx #WGScrollYBy
pla
jsr WeeGUI
bra .focusAndDoAction
.activateView
tax
ldy gViewInUse,x
beq .notFound
ldx #WGSelectView
jsr WeeGUI
.focusAndDoAction
jmp SimulateClick
;------------------------------------------------------------------------------
; XYZZY handler
;------------------------------------------------------------------------------
.y
lda .xyzzy
cmp #1
beq .y1
cmp #4
bne .xyzzyReset
beq .xyzzyGo
.z
lda .xyzzy
cmp #2
beq .z1
cmp #3
beq .z2
bra .xyzzyReset
.x
lda #1
!byte $2C
.y1
lda #2
!byte $2C
.z1
lda #3
!byte $2C
.z2
lda #4
!byte $2C
.xyzzyReset
lda #0
.xyzzyStoreAndExit
sta .xyzzy
jmp SoftBell
.xyzzy
!byte $00
.xyzzyGo
jsr SaveGlobalPreferences
jsr ResetPath
+LDADDR kArtworkRootDirectory
jsr AddToPath
jsr SetPrefix
!word gPathname
bcs .xyzzyError
jsr ResetPath
+LDADDR .dhrslideFilename
jsr AddToPath
jsr LoadFile
!word gPathname
!word kSystemAddress
!word kProDOSFileBuffer
bcs .xyzzyError
jsr ExitWeeGUI
jmp kSystemAddress
.xyzzyError
jmp MainScreen
.dhrslideFilename
!byte 15
!raw "DHRSLIDE.SYSTEM"
}
;------------------------------------------------------------------------------
; button callbacks
;------------------------------------------------------------------------------
!zone {
GetCurrentGameIndex
jsr okvs_get ; get shortname of current game
!word gGlobalPrefsStore
!word kLastPlayed
+STAY +
jsr okvs_get ; get numeric index
!word gGamesListStore
+ !word $FDFD ; SMC
rts ; X = index of current game
callback_previous
jsr GetCurrentGameIndex
dex
bpl +
jsr okvs_len
!word gGamesListStore
tax
dex
+ bra .loadNewGameInfoAndRepaint
callback_next
jsr GetCurrentGameIndex
inx
stx .n
jsr okvs_len
!word gGamesListStore
ldx .n
.n=*+1
cmp #$FD ; SMC
bne .loadNewGameInfoAndRepaint
ldx #0
.loadNewGameInfoAndRepaint
stx +
jsr okvs_nth
!word gGamesListStore
+ !byte $FD ; SMC
+STAY +
jsr okvs_update
!word gGlobalPrefsStore
!word kLastPlayed
+ !word $FDFD ; SMC
lda #1
sta gGlobalPrefsDirty ; will trigger a file write later
sta gMainScreenPaintDirty ; will trigger a repaint later, in main run loop
jmp LoadGameInfo ; load new game info first
}
callback_options = OptionsDialog
callback_play = LaunchInterpreterWithGame
callback_resume = LaunchInterpreterWithGame
callback_boxart = DisplayArtwork
callback_hints = LaunchInterpreterWithHints
callback_versions = VersionsDialog