]> Shamusworld >> Repos - apple2/blobdiff - src/gui/gui.cpp
Removed GUI cruft, added 10 & 12pt fonts.
[apple2] / src / gui / gui.cpp
index 59a768154bee1586dc591ecc0b6e06199c205fd1..6865d5feb193efae54bbab9b0da579417e63ccb9 100644 (file)
@@ -3,6 +3,7 @@
 //
 // Graphical User Interface support
 // by James Hammons
+// © 2014 Underground Software
 //
 // JLH = James Hammons <jlhamm@acm.org>
 //
@@ -11,6 +12,7 @@
 // JLH  02/03/2006  Created this file
 // JLH  03/13/2006  Added functions to allow shutting down GUI externally
 // JLH  03/22/2006  Finalized basic multiple window support
+// JLH  03/03/2014  Refactored GUI to use SDL 2, more modern approach as well
 //
 // STILL TO DO:
 //
 // - Multiple window handling [DONE]
 //
 
-#if 0
-#include "gui.h"
-#include "menu.h"                                                              // Element class methods are pulled in here...
-#include "window.h"
-#include "button.h"
-#include "text.h"
-#include "diskselector.h"
-#include "diskwindow.h"
-#include "video.h"
-#include "apple2.h"
-#include "applevideo.h"
-
-// Debug support
-//#define DEBUG_MAIN_LOOP
-
-// New main screen buffering
-// This works, but the colors are rendered incorrectly. Also, it seems that there's
-// fullscreen blitting still going on--dragging the disk is fast at first but then
-// gets painfully slow. Not sure what's going on there.
-//#define USE_NEW_MAINBUFFERING
-
-//#ifdef DEBUG_MAIN_LOOP
-#include "log.h"
-//#endif
-
-/*
-Work flow: Draw floppy drive.
-If disk in drive, MO shows eject graphic, otherwise show load graphic.
-If hit 'new blank image':
-       If disk in drive, ask if want to save if modified
-       else, load it
-If hit 'swap disks', swap disks.
-*/
-
-
-GUI::GUI(SDL_Surface * surface): menuItem(new MenuItems())
-{
-       Element::SetScreen(surface);
-//     windowList.push_back(new Menu());
-
-// Create drive windows, and config windows here...
-       windowList.push_back(new Window(30, 30, 200, 100));
-       windowList.push_back(new Window(30, 140, 200, 100));
-       windowList.push_back(new Button(30, 250, "Click!"));
-       windowList.push_back(new Text(30, 20, floppyDrive.ImageName(0)));
-       windowList.push_back(new Text(30, 130, floppyDrive.ImageName(1)));
-       windowList.push_back(new DiskWindow(&floppyDrive, 240, 20));
-}
-
-
-GUI::~GUI()
-{
-       // Clean up menuItem, if any
-
-       if (menuItem)
-               delete menuItem;
-
-       // Clean up the rest
-
-       for(std::list<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
-               if (*i)
-                       delete *i;
-}
-
-
-void GUI::AddMenuTitle(const char * title)
-{
-       menuItem->title = title;
-       menuItem->item.clear();
-}
-
-
-void GUI::AddMenuItem(const char * item, Element * (* a)(void)/*= NULL*/, SDL_Scancode k/*= SDLK_UNKNOWN*/)
-{
-       menuItem->item.push_back(NameAction(item, a, k));
-}
-
-
-void GUI::CommitItemsToMenu(void)
-{
-//We could just do a simple check here to see if more than one item is in the list,
-//and if so fail. Make it so you build the menu first before allowing any other action. [DONE]
-
-//Right now, we just silently fail...
-       if (windowList.size() > 1)
-       {
-               WriteLog("GUI: Can't find menu--more than one item in windowList!\n");
-               return;
-       }
-
-       ((Menu *)(*windowList.begin()))->Add(*menuItem);
-}
-
-
-void GUI::Run(void)
-{
-       exitGUI = false;
-       showMouse = true;
-       SDL_Event event;
-       std::list<Element *>::iterator i;
-
-// Not sure what replaces this in SDL2...
-//     SDL_EnableKeyRepeat(150, 75);
-
-       // Also: Need to pick up backbuffer (for those windows that have them)
-       //       BEFORE drawing...
-
-       // Initial update... [Now handled correctly in the constructor]
-       // Uh, still needed here, though... Only makes sense that it should
-       for(i=windowList.begin(); i!=windowList.end(); i++)
-               (*i)->Draw();
-
-#ifndef USE_NEW_MAINBUFFERING
-       RenderScreenBuffer();
-#else
-       FlipMainScreen();
-#endif
-
-       // Main loop
-       while (!exitGUI)
-       {
-//             if (SDL_PollEvent(&event))
-               if (SDL_WaitEvent(&event))
-               {
-#ifdef DEBUG_MAIN_LOOP
-WriteLog("An event was found!");
-#endif
-                       if (event.type == SDL_USEREVENT)
-                       {
-#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_USEREVENT\n");
-#endif
-//Mebbe add another user event for screen refresh? Why not!
-                               if (event.user.code == WINDOW_CLOSE)
-                               {
-                                       for(i=windowList.begin(); i!=windowList.end(); i++)
-                                       {
-                                               if (*i == (Element *)event.user.data1)
-                                               {
-                                                       delete *i;
-                                                       windowList.erase(i);
-                                                       break;
-                                               }
-                                       }
-                               }
-                               else if (event.user.code == MENU_ITEM_CHOSEN)
-                               {
-                                       // Confused? Let me enlighten... What we're doing here is casting
-                                       // data1 as a pointer to a function which returns a Element pointer and
-                                       // which takes no parameters (the "(Element *(*)(void))" part), then
-                                       // derefencing it (the "*" in front of that) in order to call the
-                                       // function that it points to. Clear as mud? Yeah, I hate function
-                                       // pointers too, but what else are you gonna do?
-                                       Element * window = (*(Element *(*)(void))event.user.data1)();
-
-                                       if (window)
-                                               windowList.push_back(window);
-
-                                       while (SDL_PollEvent(&event));  // Flush the event queue...
-
-                                       event.type = SDL_MOUSEMOTION;
-                                       int mx, my;
-                                       SDL_GetMouseState(&mx, &my);
-                                       event.motion.x = mx, event.motion.y = my;
-                                   SDL_PushEvent(&event);                      // & update mouse position...!
-
-                                       oldMouse.x = mouse.x, oldMouse.y = mouse.y;
-                                       mouse.x = mx, mouse.y = my;             // This prevents "mouse flash"...
-                               }
-//There's a *small* problem with the following approach--if a window and a bunch of
-//child widgets send this message, we'll get a bunch of unnecessary refresh events...
-//This could be controlled by having the main window refresh itself intelligently...
-
-//What we could do instead is set a variable in Element and check it after the fact
-//to see whether or not a refresh is needed.
-//[This is what we do now.]
-
-//Dirty rectangle is also possible...
-                               else if (event.user.code == SCREEN_REFRESH_NEEDED)
-#ifndef USE_NEW_MAINBUFFERING
-                                       RenderScreenBuffer();
-#else
-                                       FlipMainScreen();
-#endif
-                       }
-//Not sure what to do here for SDL2...
-#if 0
-                       else if (event.type == SDL_ACTIVEEVENT)
-                       {
-//Need to do a screen refresh here...
-                               if (event.active.state == SDL_APPMOUSEFOCUS)
-                                       showMouse = (event.active.gain ? true : false);
-
-#ifndef USE_NEW_MAINBUFFERING
-                               RenderScreenBuffer();
-#else
-                               FlipMainScreen();
-#endif
-                       }
-#endif
-                       else if (event.type == SDL_KEYDOWN)
-                       {
-#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_KEYDOWN\n");
-#endif
-                               if (event.key.keysym.sym == SDLK_F1)
-                                       exitGUI = true;
-
-//Not sure that this is the right way to handle this...
-//Probably should only give this to the top level window...
-//                             for(i=windowList.begin(); i!=windowList.end(); i++)
-//                                     (*i)->HandleKey(event.key.keysym.sym);
-                               windowList.back()->HandleKey(event.key.keysym.scancode);
-                       }
-                       else if (event.type == SDL_MOUSEMOTION)
-                       {
-#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_MOUSEMOTION\n");
-#endif
-//This is for tracking a custom mouse cursor, which we're not doing--YET.
-                               oldMouse.x = mouse.x, oldMouse.y = mouse.y;
-                               mouse.x = event.motion.x, mouse.y = event.motion.y;
-
-//Not sure that this is the right way to handle this...
-//Right now, we should probably only do mouseover for the last item in the list...
-//And now we do!
-//Though, it seems to screw other things up. Maybe it IS better to pass it to all windows?
-//Or maybe to just the ones that aren't completely obscured?
-//Probably. Right now, a disk's close button that should be obscured by one sitting on
-//top of it gets redrawn. Not good. !!! FIX !!!
-                               for(i=windowList.begin(); i!=windowList.end(); i++)
-                                       (*i)->HandleMouseMove(mouse.x, mouse.y);
-//                             windowList.back()->HandleMouseMove(mouse.x, mouse.y);
-                       }
-                       else if (event.type == SDL_MOUSEBUTTONDOWN)
-                       {
-#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_MOUSEBUTTONDOWN\n");
-#endif
-//Not sure that this is the right way to handle this...
-// What we should do here is ensure that whatever has been clicked on gets moved to the
-// highest priority--in our current data schema that would be the end of the list... !!! FIX !!!
-//[DONE]
-
-/*
-
-We could do the following:
-
-- Go through list and find which window has been clicked on (if any). If more
-  than one is clicked on, take the one highest in the Z order (closer to the end
-  of the list).
-
-- If item is highest in Z order, pass click through to window and exit.
-
-- Otherwise, restore backing store on each window in reverse order.
-
-- Remove item clicked on from the list. Put removed item at the end of the list.
-
-- Go through list and pass click through to each window in the list. Also do a
-  blit to backing store and a Draw() for each window.
-
-Could also do a check (if not clicked on highest Z window) to see which windows
-it overlaps and just do restore/redraw for those that overlap. To wit:
-
-- Create new list containing only those windows that overlap the clicking on window.
-
-- Go through list and do a blit to backing store and a Draw() for each window.
-
-- Go through list and pass click through to each window in the list.
-
-*/
-
-#if 0
-#if 0
-                               for(i=windowList.begin(); i!=windowList.end(); i++)
-                                       (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-#else
-// We use the 1st algorithm here, since it's simpler. If we need to, we can optimize
-// to the 2nd...
-
-                               // Walk backward through the list and see if a window was hit.
-                               // This will automagically return us the window with the highest Z.
-
-                               std::list<Element *>::reverse_iterator ri;
-                               std::list<Element *>::iterator hit;// = windowList.end();
-
-                               for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
-                               {
-                                       if ((*ri)->Inside(event.button.x, event.button.y))
-                                       {
-                                               // Here's a bit of STL weirdness: Converting from a reverse
-                                               // iterator to a regular iterator requires backing the iterator
-                                               // up a position after grabbing it's base() OR going forward
-                                               // one position with the reverse iterator before grabbing base().
-                                               // Ugly, but it gets the job done...
-                                               hit = (++ri).base();
-                                               // Put it back where we found it, so the tests following this
-                                               // don't fail...
-                                               ri--;
-                                               break;
-                                       }
-                               }
-
-                               // If we hit the highest in the list, then pass the event through
-                               // to the window for handling. if we hit no windows, then pass the
-                               // event to all windows. Otherwise, we need to shuffle windows.
-
-//NOTE: We need to pass the click to all windows regardless of whether they're topmost or not...
-                               if (ri == windowList.rbegin())
-                               {
-                                       for(i=windowList.begin(); i!=windowList.end(); i++)
-                                               (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-                               }
-                               else if (ri == windowList.rend())
-                               {
-                                       for(i=windowList.begin(); i!=windowList.end(); i++)
-                                               (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-                               }
-                               else
-                               {
-// - Otherwise, restore backing store on each window in reverse order.
-                                       for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
-                                               (*ri)->RestoreScreenFromBackstore();
-                                       // At this point, the screen has been restored...
-
-// - Remove item clicked on from the list. Put removed item at the end of the list.
-                                       windowList.push_back(*hit);
-                                       windowList.erase(hit);
-// - Go through list and pass click through to each window in the list. Also do a
-//  blit to backing store and a Draw() for each window.
-                                       for(i=windowList.begin(); i!= windowList.end(); i++)
-                                       {
-                                               // Grab bg into backstore
-                                               (*i)->SaveScreenToBackstore();
-                                               // Pass click
-                                               (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-                                               // Draw?
-                                               (*i)->Draw();
-                                       }
-                               }
-#endif
-#endif
-/*
-A slightly different way to handle this would be to loop through all windows, compare
-all those above it to see if they obscure it; if so then subdivide it's update rectangle
-to eliminate drawing the parts that aren't shown. The beauty of this approach is that
-you don't have to care what order the windows are drawn in and you don't need to worry
-about the order of restoring the backing store.
-
-You *do* still need to determine the Z-order of the windows, in order to get the subdivisions
-correct, but that's not too terrible.
-
-Also, when doing a window drag, the coverage lists for all windows have to be regenerated.
-*/
-                               std::list<Element *>::reverse_iterator ri;
-                               bool movedWindow = false;
-
-                               for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
-                               {
-                                       if ((*ri)->Inside(event.button.x, event.button.y))
-                                       {
-                                               // Remove item clicked on from the list & put removed item at the
-                                               // end of the list, thus putting the window at the top of the Z
-                                               // order. But IFF window is not already topmost!
-                                               if (ri != windowList.rbegin())
-                                               {
-                                                       windowList.push_back(*ri);
-                                                       // Here's a bit of STL weirdness: Converting from a reverse
-                                                       // iterator to a regular iterator requires backing the iterator
-                                                       // up a position after grabbing it's base() OR going forward
-                                                       // one position with the reverse iterator before grabbing base().
-                                                       // Ugly, but it get the job done...
-                                                       windowList.erase((++ri).base());
-                                                       movedWindow = true;
-                                               }
-
-                                               break;
-                                       }
-                               }
-
-//Small problem here: we should only pass the *hit* to the topmost window and pass
-//*misses* to everyone else... Otherwise, you can have overlapping draggable windows
-//and be able to drag both by clicking on a point that intersects both...
-//(though that may be an interesting way to handle things!)
-//The thing is that you want to do it on purpose (like with a special grouping widget)
-//instead of by accident. So, !!! FIX !!!
-                               // Pass the click on to all windows
-//                             for(i=windowList.begin(); i!=windowList.end(); i++)
-//                                     (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-                               windowList.back()->HandleMouseButton(event.button.x, event.button.y, true);
-
-//                             // & bail if nothing changed...
-                               if (movedWindow)
-//                                     return;
-{
-                               // Check for overlap/build coverage lists [O((n^2)/2) algorithm!]
-//One way to optimize this would be to only reset coverage lists from the point in
-//the Z order where the previous window was.
-                               for(i=windowList.begin(); i!=windowList.end(); i++)
-                               {
-//One other little quirk: Probably need to clear the backing store as well!
-//Not sure...
-                                       (*i)->ResetCoverageList();
-
-                                       // This looks odd, but it's just a consequence of iterator weirdness.
-                                       // Otherwise we could just stick a j+1 in the for loop below. :-P
-                                       std::list<Element *>::iterator j = i;
-                                       j++;
-
-                                       for(; j!=windowList.end(); j++)
-                                               (*i)->AdjustCoverageList((*j)->GetExtents());
-
-//                                     (*i)->HandleMouseButton(event.button.x, event.button.y, true);
-                                       (*i)->Draw();
-                               }
-}
-                       }
-                       else if (event.type == SDL_MOUSEBUTTONUP)
-                       {
-#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_MOUSEBUTTONUP\n");
-#endif
-//Not sure that this is the right way to handle this...
-                               for(i=windowList.begin(); i!=windowList.end(); i++)
-                                       (*i)->HandleMouseButton(event.button.x, event.button.y, false);
-//I think we should only do topmost here...
-//Or should we???
-//                             windowList.back()->HandleMouseButton(event.button.x, event.button.y, false);
-                       }
-#ifdef DEBUG_MAIN_LOOP
-else
-       WriteLog(" -- Unknown event\n");
-#endif
-
-                       if (Element::ScreenNeedsRefreshing())
-                       {
-#ifndef USE_NEW_MAINBUFFERING
-#ifdef DEBUG_MAIN_LOOP
-WriteLog("Screen refresh called!\n");
-#endif
-                               RenderScreenBuffer();
-                               Element::ScreenWasRefreshed();
-#else
-                               FlipMainScreen();
-                               Element::ScreenWasRefreshed();
-#endif
-                       }
-               }
-//hm. Works, but slows things way down.
-//Now we use WaitEvents() instead. Yay!
-//SDL_Delay(10);
-       }
-
-// Not sure what to do for this in SDL 2...
-//     SDL_EnableKeyRepeat(0, 0);
-//     return false;
-}
-
-
-void GUI::Stop(void)
-{
-       exitGUI = true;
-}
-#endif
-
-
-//
-// NEW GUI STARTS HERE
-//
-
-
-// Okay, this is ugly but works and I can't think of any better way to handle
-// this. So what we do when we pass the GIMP bitmaps into a function is pass
-// them as a (void *) and then cast them as type (Bitmap *) in order to use
-// them. Yes, it's ugly. Come up with something better!
-
-struct Bitmap {
-       unsigned int width;
-       unsigned int height;
-       unsigned int bytesPerPixel;                                     // 3:RGB, 4:RGBA
-       unsigned char pixelData[];
-};
-
-
 #include "gui.h"
 #include "apple2.h"
 #include "applevideo.h"
@@ -522,6 +40,19 @@ struct Bitmap {
 #include "gfx/config-icon.c"
 
 
+// Okay, this is ugly but works and I can't think of any better way to handle
+// this. So what we do when we pass the GIMP bitmaps into a function is pass
+// them as a (void *) and then cast them as type (Bitmap *) in order to use
+// them. Yes, it's ugly. Come up with something better!
+
+struct Bitmap {
+       unsigned int width;
+       unsigned int height;
+       unsigned int bytesPerPixel;                                     // 3:RGB, 4:RGBA
+       unsigned char pixelData[];
+};
+
+
 const char numeralOne[(7 * 7) + 1] =
        "  @@   "
        " @@@   "
@@ -560,12 +91,12 @@ const char driveLight[(5 * 5) + 1] =
 enum { SBS_SHOWING, SBS_HIDING, SBS_SHOWN, SBS_HIDDEN };
 
 
-SDL_Texture * GUI2::overlay = NULL;
-SDL_Rect GUI2::olDst;
-int GUI2::sidebarState = SBS_HIDDEN;
-int32_t GUI2::dx = 0;
-int32_t GUI2::iconSelected = -1;
-bool GUI2::hasKeyboardFocus = false;
+SDL_Texture * GUI::overlay = NULL;
+SDL_Rect GUI::olDst;
+int GUI::sidebarState = SBS_HIDDEN;
+int32_t GUI::dx = 0;
+int32_t GUI::iconSelected = -1;
+bool GUI::hasKeyboardFocus = false;
 int32_t lastIconSelected = -1;
 SDL_Texture * iconSelection = NULL;
 SDL_Texture * diskIcon = NULL;
@@ -588,17 +119,17 @@ const char iconHelp[7][80] = { "Turn emulated Apple off/on",
 #define SIDEBAR_X_POS  (VIRTUAL_SCREEN_WIDTH - 80)
 
 
-GUI2::GUI2(void)
+GUI::GUI(void)
 {
 }
 
 
-GUI2::~GUI2(void)
+GUI::~GUI(void)
 {
 }
 
 
-void GUI2::Init(SDL_Renderer * renderer)
+void GUI::Init(SDL_Renderer * renderer)
 {
        overlay = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
                SDL_TEXTUREACCESS_TARGET, 128, 380);
@@ -657,7 +188,7 @@ void GUI2::Init(SDL_Renderer * renderer)
 }
 
 
-SDL_Texture * GUI2::CreateTexture(SDL_Renderer * renderer, const void * source)
+SDL_Texture * GUI::CreateTexture(SDL_Renderer * renderer, const void * source)
 {
        Bitmap * bitmap = (Bitmap *)source;
        SDL_Texture * texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
@@ -671,17 +202,17 @@ SDL_Texture * GUI2::CreateTexture(SDL_Renderer * renderer, const void * source)
 }
 
 
-void GUI2::MouseDown(int32_t x, int32_t y, uint32_t buttons)
+void GUI::MouseDown(int32_t x, int32_t y, uint32_t buttons)
 {
 }
 
 
-void GUI2::MouseUp(int32_t x, int32_t y, uint32_t buttons)
+void GUI::MouseUp(int32_t x, int32_t y, uint32_t buttons)
 {
 }
 
 
-void GUI2::MouseMove(int32_t x, int32_t y, uint32_t buttons)
+void GUI::MouseMove(int32_t x, int32_t y, uint32_t buttons)
 {
        if (sidebarState != SBS_SHOWN)
        {
@@ -739,7 +270,7 @@ void GUI2::MouseMove(int32_t x, int32_t y, uint32_t buttons)
 }
 
 
-void GUI2::HandleIconSelection(SDL_Renderer * renderer)
+void GUI::HandleIconSelection(SDL_Renderer * renderer)
 {
        // Set up drive icons in their current states
        AssembleDriveIcon(renderer, 0);
@@ -769,7 +300,7 @@ void GUI2::HandleIconSelection(SDL_Renderer * renderer)
 }
 
 
-void GUI2::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
+void GUI::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
 {
        SDL_Texture * drive[2] = { disk1Icon, disk2Icon };
        const char * number[2] = { numeralOne, numeralTwo };
@@ -799,7 +330,7 @@ void GUI2::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
 }
 
 
-void GUI2::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
+void GUI::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
 {
        if (floppyDrive.IsEmpty(driveNumber))
                return;
@@ -808,7 +339,7 @@ void GUI2::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
 }
 
 
-void GUI2::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
+void GUI::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
 {
        int lightState = floppyDrive.DriveLightStatus(driveNumber);
        int r = 0x77, g = 0x00, b = 0x00;
@@ -823,7 +354,7 @@ void GUI2::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
 }
 
 
-void GUI2::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
+void GUI::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
        int y, int w, int h, int r, int g, int b)
 {
        SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
@@ -841,7 +372,7 @@ void GUI2::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
 }
 
 
-void GUI2::HandleGUIState(void)
+void GUI::HandleGUIState(void)
 {
        olDst.x += dx;
 
@@ -860,7 +391,7 @@ void GUI2::HandleGUIState(void)
 }
 
 
-void GUI2::DrawSidebarIcons(SDL_Renderer * renderer)
+void GUI::DrawSidebarIcons(SDL_Renderer * renderer)
 {
        SDL_Texture * icons[7] = { powerOnIcon, disk1Icon, disk2Icon, diskSwapIcon,
                stateSaveIcon, stateLoadIcon, configIcon };
@@ -876,7 +407,7 @@ void GUI2::DrawSidebarIcons(SDL_Renderer * renderer)
 }
 
 
-void GUI2::Render(SDL_Renderer * renderer)
+void GUI::Render(SDL_Renderer * renderer)
 {
        if (!overlay)
                return;