void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap, uint8 * alpha = NULL);
void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 opacity, const char * text, ...);
void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...);
+void DrawString(int16 * screen, uint32 x, uint32 y, bool invert, const char * text, ...);
Window * LoadROM(void);
Window * ResetJaguar(void);
Window * ResetJaguarCD(void);
bool exitGUI = false; // GUI (emulator) done variable
int mouseX, mouseY;
-uint16 background[1280 * 240]; // GUI background buffer
+uint16 background[1280 * 256]; // GUI background buffer
uint16 mousePic[] = {
6, 8,
public:
Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
fgColor(0x4FF0), bgColor(0xFE10) {}
- Text(uint32 x, uint32 y, string s): Element(x, y, 0, 0),
- fgColor(0x4FF0), bgColor(0xFE10), text(s) {}
+ Text(uint32 x, uint32 y, string s, uint16 fg = 0x4FF0, uint16 bg = 0xFE10): Element(x, y, 0, 0),
+ fgColor(fg), bgColor(bg), text(s) {}
virtual void HandleKey(SDLKey key) {}
virtual void HandleMouseMove(uint32 x, uint32 y) {}
virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
void Text::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
if (text.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
+// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
+ DrawStringOpaque(screenBuffer, extents.x + offsetX, extents.y + offsetY, fgColor, bgColor, "%s", text.c_str());
}
//Do we even *need* this?
//Doesn't seem like it...
-class RootWindow: public Window
+/*class RootWindow: public Window
{
public:
RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {}
Menu * menu;
Window * window;
int16 * rootImage[1280 * 240 * 2];
-};
-
+};//*/
-//
-// GUI stuff--it's not crunchy, it's GUI! ;-)
-//
-
-void InitGUI(void)
-{
- SDL_ShowCursor(SDL_DISABLE);
- SDL_GetMouseState(&mouseX, &mouseY);
-}
-
-void GUIDone(void)
-{
-}
-
//
// Draw text at the given x/y coordinates. Can invert text as well.
//
}
//
-// GUI Main loop
+// Draw "picture"
+// Uses zero as transparent color
+// Can also use an optional alpha channel
//
-bool GUIMain(void)
+void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap, uint8 * alpha/*=NULL*/)
{
+ uint16 width = bitmap[0], height = bitmap[1];
+ bitmap += 2;
+
+ uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
+ uint32 address = x + (y * pitch);
+
+ for(int yy=0; yy<height; yy++)
+ {
+ for(int xx=0; xx<width; xx++)
+ {
+ if (alpha == NULL)
+ {
+ if (*bitmap && x + xx < pitch) // NOTE: Still doesn't clip the Y val...
+ *(screen + address + xx + (yy * pitch)) = *bitmap;
+ }
+ else
+ {
+ uint8 trans = *alpha;
+ uint16 color = *bitmap;
+ uint16 existingColor = *(screen + address + xx + (yy * pitch));
+
+ uint8 eRed = (existingColor >> 10) & 0x1F,
+ eGreen = (existingColor >> 5) & 0x1F,
+ eBlue = existingColor & 0x1F,
+
+ nRed = (color >> 10) & 0x1F,
+ nGreen = (color >> 5) & 0x1F,
+ nBlue = color & 0x1F;
+
+ uint8 invTrans = 255 - trans;
+ uint16 bRed = (eRed * trans + nRed * invTrans) / 255;
+ uint16 bGreen = (eGreen * trans + nGreen * invTrans) / 255;
+ uint16 bBlue = (eBlue * trans + nBlue * invTrans) / 255;
+
+ uint16 blendedColor = (bRed << 10) | (bGreen << 5) | bBlue;
+
+ *(screen + address + xx + (yy * pitch)) = blendedColor;
+
+ alpha++;
+ }
+
+ bitmap++;
+ }
+ }
+}
+
+
+//
+// GUI stuff--it's not crunchy, it's GUI! ;-)
+//
+
+void InitGUI(void)
+{
+ SDL_ShowCursor(SDL_DISABLE);
+ SDL_GetMouseState(&mouseX, &mouseY);
+}
+
+void GUIDone(void)
+{
+}
+
+//
+// GUI main loop
+//
+//bool GUIMain(void)
+bool GUIMain(char * filename)
+{
+WriteLog("GUI: Inside GUIMain...\n");
// Need to set things up so that it loads and runs a file if given on the command line. !!! FIX !!!
extern int16 * backbuffer;
// bool done = false;
//This is crappy!!! !!! FIX !!!
//Is this even needed any more? Hmm. Maybe. Dunno.
+WriteLog("GUI: Resetting Jaguar...\n");
jaguar_reset();
+WriteLog("GUI: Clearing BG save...\n");
// Set up our background save...
memset(background, 0x11, tom_getVideoModeWidth() * 240 * 2);
-// while (!done)
+ // Handle loading file passed in on the command line...!
+
+ if (filename)
+ {
+ if (JaguarLoadFile(filename))
+ {
+ event.type = SDL_USEREVENT, event.user.code = MENU_ITEM_CHOSEN;
+ event.user.data1 = (void *)ResetJaguar;
+ SDL_PushEvent(&event);
+ }
+ else
+ {
+ // Create error dialog...
+ char errText[1024];
+ sprintf(errText, "The file %40s could no be loaded.", filename);
+
+ mainWindow = new Window(8, 16, 304, 160);
+ mainWindow->AddElement(new Text(8, 8, "Error!"));
+ mainWindow->AddElement(new Text(8, 24, errText));
+ }
+ }
+
+WriteLog("GUI: Entering main loop...\n");
while (!exitGUI)
{
- while (SDL_PollEvent(&event))
+ if (SDL_PollEvent(&event))
{
if (event.type == SDL_USEREVENT)
{
mouseX = event.motion.x, mouseY = event.motion.y;
if (vjs.useOpenGL)
-// This is evil, Evil, EVIL! But we'll keep it until we can figure out WTF is going on here.
-#ifdef _OSX_
- mouseX /= 2, mouseY = (480 - mouseY) / 2;
-#else
mouseX /= 2, mouseY /= 2;
-#endif
if (mainWindow)
mainWindow->HandleMouseMove(mouseX, mouseY);
// it's simple. Perhaps there may be a reason down the road to be more selective with
// our clearing, but for now, this will suffice.
// memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
- memcpy(backbuffer, background, tom_getVideoModeWidth() * 240 * 2);
+ memcpy(backbuffer, background, tom_getVideoModeWidth() * 256 * 2);
mainMenu.Draw();
//Could do multiple windows here by using a vector + priority info...
//
// GUI "action" functions
//
+
Window * LoadROM(void)
{
FileList * fileList = new FileList(8, 16, 304, 216);
Window * ResetJaguar(void)
{
jaguar_reset();
+
return RunEmu();
}
jaguarRunAddress = 0x802000;
jaguar_mainRom_crc32 = crc32_calcCheckSum(jaguar_mainRom, 0x40000);
jaguar_reset();
+//This is a quick kludge to get the CDBIOS to boot properly...
+//Wild speculation: It could be that this memory location is wired into the CD unit
+//somehow, which lets it know whether or not a cart is present in the unit...
+ jaguar_mainRom[0x0040B] = 0x03;
return RunEmu();
}
// Pass a message to the "joystick" code to debounce the ESC key...
debounceRunKey = true;
- uint32 cartType = 2;
+ uint32 cartType = 4;
if (jaguarRomSize == 0x200000)
cartType = 0;
else if (jaguarRomSize == 0x400000)
cartType = 1;
+ else if (jaguar_mainRom_crc32 == 0x687068D5)
+ cartType = 2;
+ else if (jaguar_mainRom_crc32 == 0x55A0669C)
+ cartType = 3;
- char * cartTypeName[3] = { "2M Cartridge", "4M Cartridge", "Homebrew" };
+ char * cartTypeName[5] = { "2M Cartridge", "4M Cartridge", "CD BIOS", "CD Dev BIOS", "Homebrew" };
- while (!finished)
+// while (!finished)
+ while (true)
{
// Set up new backbuffer with new pixels and data
JaguarExecute(backbuffer, true);
// Save the background for the GUI...
// memcpy(background, backbuffer, tom_getVideoModeWidth() * 240 * 2);
// In this case, we squash the color to monochrome, then force it to blue + green...
- for(uint32 i=0; i<tom_getVideoModeWidth() * 240; i++)
+ for(uint32 i=0; i<tom_getVideoModeWidth() * 256; i++)
{
uint16 word = backbuffer[i];
uint8 r = (word >> 10) & 0x1F, g = (word >> 5) & 0x1F, b = word & 0x1F;
Window * Quit(void)
{
-//This is crap. We need some REAL exit code, instead of this psuedo crap... !!! FIX !!! [DONE]
WriteLog("GUI: Quitting due to user request.\n");
-
exitGUI = true;
-/* jaguar_done();
- version_done();
- memory_done();
- VideoDone(); // Free SDL components last...!
- log_done();
-
- exit(0);//*/
return NULL;
}
{
Window * window = new Window(8, 16, 304, 160);
window->AddElement(new Text(8, 8, "Virtual Jaguar 1.0.7"));
-// window->AddElement(new Text(8, 8, "Virtual Jaguar CVS 20040317"));
+// window->AddElement(new Text(8, 8, "Virtual Jaguar CVS 20040417"));
window->AddElement(new Text(8, 24, "Coders:"));
window->AddElement(new Text(16, 32, "Niels Wagenaar (nwagenaar)"));
window->AddElement(new Text(16, 40, "Carwin Jones (Caz)"));
window->AddElement(new Text(16, 56, "Adam Green"));
window->AddElement(new Text(8, 72, "Testers:"));
window->AddElement(new Text(16, 80, "Guruma"));
+ window->AddElement(new Text(8, 96, "Thanks go out to:"));
+ window->AddElement(new Text(16, 104, "Aaron Giles (original CoJag)"));
+ window->AddElement(new Text(16, 112, "David Raingeard (original VJ)"));
+ window->AddElement(new Text(16, 120, "Karl Stenerud (Musashi 68K emu)"));
+ window->AddElement(new Text(16, 128, "Sam Lantinga (amazing SDL libs)"));
+ window->AddElement(new Text(16, 136, "Ryan C. Gordon (VJ's web presence)"));
+ window->AddElement(new Text(16, 144, "The guys over at Atari Age ;-)"));
return window;
}
}
-//
-// Draw "picture"
-// Uses zero as transparent color
-// Can also use an optional alpha channel
-//
-void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap, uint8 * alpha/*=NULL*/)
-{
- uint16 width = bitmap[0], height = bitmap[1];
- bitmap += 2;
-
- uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
- uint32 address = x + (y * pitch);
-
- for(int yy=0; yy<height; yy++)
- {
- for(int xx=0; xx<width; xx++)
- {
- if (alpha == NULL)
- {
- if (*bitmap && x + xx < pitch) // NOTE: Still doesn't clip the Y val...
- *(screen + address + xx + (yy * pitch)) = *bitmap;
- }
- else
- {
- uint8 trans = *alpha;
- uint16 color = *bitmap;
- uint16 existingColor = *(screen + address + xx + (yy * pitch));
-
- uint8 eRed = (existingColor >> 10) & 0x1F,
- eGreen = (existingColor >> 5) & 0x1F,
- eBlue = existingColor & 0x1F,
-
- nRed = (color >> 10) & 0x1F,
- nGreen = (color >> 5) & 0x1F,
- nBlue = color & 0x1F;
-
- uint8 invTrans = 255 - trans;
- uint16 bRed = (eRed * trans + nRed * invTrans) / 255;
- uint16 bGreen = (eGreen * trans + nGreen * invTrans) / 255;
- uint16 bBlue = (eBlue * trans + nBlue * invTrans) / 255;
-
- uint16 blendedColor = (bRed << 10) | (bGreen << 5) | bBlue;
-
- *(screen + address + xx + (yy * pitch)) = blendedColor;
-
- alpha++;
- }
-
- bitmap++;
- }
- }
-}
-
-//
-// Very very crude GUI file selector
-//
-/*bool UserSelectFile(char * path, char * filename)
-{
-//Testing...
-GUIMain();
-
- extern int16 * backbuffer;
- vector<string> fileList;
-
- // Read in the candidate files from the directory pointed to by "path"
-
- DIR * dp = opendir(path);
- dirent * de;
-
- while ((de = readdir(dp)) != NULL)
- {
- char * ext = strrchr(de->d_name, '.');
-
- if (ext != NULL)
- if (strcasecmp(ext, ".zip") == 0 || strcasecmp(ext, ".jag") == 0)
- fileList.push_back(string(de->d_name));
- }
-
- closedir(dp);
-
- if (fileList.size() == 0) // Any files found?
- return false; // Nope. Bail!
-
- // Main GUI selection loop
-
- uint32 cursor = 0, startFile = 0;
-
- if (fileList.size() > 1) // Only go GUI if more than one possibility!
- {
- sort(fileList.begin(), fileList.end());
-
- bool done = false;
- uint32 limit = (fileList.size() > 30 ? 30 : fileList.size());
- SDL_Event event;
-
- // Ensure that the GUI is drawn before any user input...
- event.type = SDL_USEREVENT;
- SDL_PushEvent(&event);
-
- while (!done)
- {
- while (SDL_PollEvent(&event))
- {
- if (event.type == SDL_KEYDOWN)
- {
- SDLKey key = event.key.keysym.sym;
-
- if (key == SDLK_DOWN)
- {
- if (cursor != limit - 1) // Cursor is within its window
- cursor++;
- else // Otherwise, scroll the window...
- {
- if (cursor + startFile != fileList.size() - 1)
- startFile++;
- }
- }
- if (key == SDLK_UP)
- {
- if (cursor != 0)
- cursor--;
- else
- {
- if (startFile != 0)
- startFile--;
- }
- }
- if (key == SDLK_PAGEDOWN)
- {
- if (cursor != limit - 1)
- cursor = limit - 1;
- else
- {
- startFile += limit;
- if (startFile > fileList.size() - limit)
- startFile = fileList.size() - limit;
- }
- }
- if (key == SDLK_PAGEUP)
- {
- if (cursor != 0)
- cursor = 0;
- else
- {
- if (startFile < limit)
- startFile = 0;
- else
- startFile -= limit;
- }
- }
- if (key == SDLK_RETURN)
- done = true;
- if (key == SDLK_ESCAPE)
- {
- WriteLog("GUI: Aborting VJ by user request.\n");
- return false; // Bail out!
- }
- if (key >= SDLK_a && key <= SDLK_z)
- {
- // Advance cursor to filename with first letter pressed...
- uint8 which = (key - SDLK_a) + 65; // Convert key to A-Z char
-
- for(uint32 i=0; i<fileList.size(); i++)
- {
- if ((fileList[i][0] & 0xDF) == which)
- {
- cursor = i - startFile;
- if (i > startFile + limit - 1)
- startFile = i - limit + 1,
- cursor = limit - 1;
- if (i < startFile)
- startFile = i,
- cursor = 0;
- break;
- }
- }
- }
- }
- else if (event.type == SDL_MOUSEMOTION)
- {
- mouseX = event.motion.x, mouseY = event.motion.y;
- if (vjs.useOpenGL)
- mouseX /= 2, mouseY /= 2;
- }
- else if (event.type == SDL_MOUSEBUTTONDOWN)
- {
- uint32 mx = event.button.x, my = event.button.y;
- if (vjs.useOpenGL)
- mx /= 2, my /= 2;
- cursor = my / 8;
- }
-
- // Draw the GUI...
-// memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
- memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
-
- for(uint32 i=0; i<limit; i++)
- {
- // Clip our strings to guarantee that they fit on the screen...
- // (and strip off the extension too)
- string s(fileList[startFile + i], 0, fileList[startFile + i].length() - 4);
- if (s.length() > 38)
- s[38] = 0;
- DrawString(backbuffer, 0, i*8, (cursor == i ? true : false), " %s ", s.c_str());
- }
-
- DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
-
- RenderBackbuffer();
- }
- }
- }
-
- strcpy(filename, path);
-
- if (strlen(path) > 0)
- if (path[strlen(path) - 1] != '/')
- strcat(filename, "/");
-
- strcat(filename, fileList[startFile + cursor].c_str());
-
- return true;
-}*/
-
//
// Generic ROM loading
//