mirror of
https://github.com/a2-4am/4cade.git
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253 lines
7.7 KiB
Plaintext
253 lines
7.7 KiB
Plaintext
;license:MIT
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;(c) 2018-2020 by 4am
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;
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; Search Mode - main UI
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;
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; Public functions
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; - SearchMode
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; - SoftBell
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;
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; indices into InputDispatchTable
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kInputSearch = 0
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kInputClear = 1
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kInputBack = 2
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kInputBrowse = 3
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kInputTab = 4
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kInputLaunch = 5
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kInputHelp = 6
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kInputCredits = 7
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kInputCheat = 8
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kInputError = 9
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InputDispatchTableLo
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!byte <OnSearch
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!byte <OnClear
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!byte <OnBack
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!byte <BrowseMode
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!byte <OnTab
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!byte <OnLaunch
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!byte <Help
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!byte <Credits
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!byte <OnCheat
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!byte <OnError
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InputDispatchTableHi
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!byte >OnSearch
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!byte >OnClear
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!byte >OnBack
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!byte >BrowseMode
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!byte >OnTab
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!byte >OnLaunch
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!byte >Help
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!byte >Credits
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!byte >OnCheat
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!byte >OnError
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kNumInputKeys = 10 ; number of entries in next 2 tables (each)
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InputKeys
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!byte $83 ; Ctrl-C = toggle cheat mode
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!byte $81 ; Ctrl-A = about
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!byte $AF ; '/' = help
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!byte $BF ; '?' = help
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!byte $A0 ; Space = mini attract mode
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!byte $89 ; TAB = mini attract mode
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!byte $88 ; left arrow = delete (may as well, since
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; popular emulators remap this anyway)
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!byte $FF ; backspace = delete
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!byte $8D ; ENTER = launch current game (if any)
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!byte $9B ; Esc = clear input buffer (if any)
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; or switch to mega attract mode
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InputKeyDispatch
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!byte kInputCheat
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!byte kInputCredits
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!byte kInputHelp
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!byte kInputHelp
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!byte kInputTab
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!byte kInputTab
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!byte kInputBack
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!byte kInputBack
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!byte kInputLaunch
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!byte kInputClear
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.noKeyMatch
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jsr IsSearchKey
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!if kInputSearch > 0 {
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+HIDE_NEXT_2_BYTES
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.foundSearchKey
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ldx #kInputSearch
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} else {
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.foundSearchKey
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}
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; execution falls through here to .InputDispatch
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.InputDispatch
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ldy InputDispatchTableLo,x
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sty .j+1
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ldy InputDispatchTableHi,x
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sty .j+2
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.j jsr $FDFD ; SMC
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bcc .SearchModeInputLoop ; if carry is clear, we're done
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; fall through to force full redraw
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;------------------------------------------------------------------------------
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; SearchMode
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; main entry point for Search Mode, which allows the user to search the game
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; catalog and launch games
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;
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; in: none
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; out: never returns to caller (may JMP to other major modes)
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;------------------------------------------------------------------------------
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SearchMode
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ldx #$FF
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txs
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stx gGameToLaunch ; $FFFF = no game selected
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stx gGameToLaunch+1
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jsr BuildSearchStore
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jsr Home ; clear screen (switches to text mode)
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stx OffscreenPage ; don't show text page 2 by accident
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jsr OnInputChanged ; draw UI offscreen
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jsr HGRMode ; show HGR screen
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jsr ResyncPage
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lda KBD
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jsr IsSearchKey
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lda CLEARKBD - kInputError,X
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; clear strobe if key was bad
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.SearchModeInputLoop
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jsr WaitForKeyFor30Seconds
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; Don't clear keyboard strobe yet. If the user pressed an arrow key,
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; we want to switch to Browse Mode with the keyboard still hot so
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; that mode finds and dispatches the arrow key.
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ldx #kInputBrowse
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jsr IsUpDownOrRightArrow
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beq .InputDispatch
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bit CLEARKBD
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ldy #kNumBrowseKeys
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- dey
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bmi .noKeyMatch
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cmp InputKeys,y
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bne -
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ldx InputKeyDispatch,y
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bne .InputDispatch ; always branches
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OnClear
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ldx #1 ; Esc with input clears the input
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ldy InputLength
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bne +
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jmp CoverFade ; Esc with no input transitions to
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; mega attract mode
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OnBack
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ldx InputLength
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beq OnError
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+ dex
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stx InputLength
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bpl OnInputChanged ; always branches
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OnTab
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jsr AnyGameSelected
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bcs OnError
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jsr MiniAttractMode
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cmp #$8D ; if we exited mini attract mode
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bne .req_redraw ; by pressing Enter, launch the game
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OnLaunch
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ldx gGameToLaunch+1
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inx
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beq OnError
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jsr PlayGame
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.req_redraw
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sec ; tell caller to redraw UI
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rts
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OnCheat
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dec gGameToLaunch ; force reload (will be reset to correct value in OnInputChanged)
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jsr ToggleCheat
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beq OnInputChanged ; always branches because Z=1 on exit from ToggleCheat
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OnSearch
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ldx InputLength
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cpx #MaxInputLength
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beq OnError
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sta InputBuffer,x
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inc InputLength
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; execution falls through here to OnInputChanged
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OnInputChanged
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ldx InputLength
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bne FindMatchingTitle
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; no input, reset params and UI
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dex
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stx gGameToLaunch ; $FFFF = no game selected
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stx gGameToLaunch+1
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jsr LoadTitleOffscreen
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jmp DrawUIWithoutDots
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FindMatchingTitle
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jsr SwitchToBank2
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jsr EnableAcceleratorAndSwitchToBank1
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jsr ResetTextRank
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jsr okvs_iter_values ; iterate through all game display names
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!word gSearchStore ; and rank them for the best match
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!word TextRankCallback ; to the current input buffer
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lda MatchCount ; any matches at all?
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bne +
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; no matches for this input buffer
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dec InputLength ; ignore the last key typed
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OnError
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jsr SwitchToBank2
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jsr DisableAcceleratorAndSwitchToBank1
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; /!\ execution falls through to SoftBell
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;------------------------------------------------------------------------------
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; SoftBell
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; yell at the user, but, like, gently
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;
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; in: none
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; out: C clear
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; Y preserved
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; A=0
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; X=0
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; all flags preserved
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;------------------------------------------------------------------------------
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SoftBell
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ldx #32
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- lda #2
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jsr WaitForKeyWithTimeout
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bit SPEAKER
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lda #33
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jsr WaitForKeyWithTimeout
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bit SPEAKER
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dex
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bne -
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clc
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rts
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+
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lda BestMatchIndex ; check if the new best match is the same
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cmp gGameToLaunch ; as the current best match
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bne @load
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lda BestMatchIndex+1
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cmp gGameToLaunch+1
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bne @load
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jsr ToggleOffscreenPage ; Since we're not loading a new screenshot
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; we fake switching the 'offscreen' page
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; in order to draw on the visible page.
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lda #1
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bne @noload ; always branches
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@load
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+LD16 BestMatchIndex
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+ST16 gGameToLaunch
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jsr LoadGameTitleOffscreen
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lda #0
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@noload
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sta gDrawingOnscreen ; will minimize flicker in case we're
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jsr DrawUI ; drawing directly onscreen
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; /!\ execution falls through to ui.animation/MaybeAnimateTitle
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