#include "gui.h"
-#include <algorithm>
-#include <ctype.h> // For toupper()
#include <SDL.h>
-#include <string>
-#include <sys/types.h> // For MacOS <dirent.h> dependency
-#include <dirent.h>
-#include <vector>
#include "crc32.h"
-#include "event.h"
#include "file.h"
-#include "font1.h"
-#include "font14pt.h" // Also 15, 16, 17, 18
-#include "guielements.h"
#include "jaguar.h"
#include "log.h"
#include "sdlemu_opengl.h"
#include "tom.h"
#include "video.h"
-using namespace std; // For STL stuff
+// Once these are split off, these may not be needed anymore...
+#include "button.h"
+#include "element.h"
+#include "filelist.h"
+#include "guimisc.h"
+#include "image.h"
+#include "listbox.h"
+#include "menu.h"
+#include "pushbutton.h"
+#include "slideswitch.h"
+#include "text.h"
+#include "textedit.h"
+#include "window.h"
// Private function prototypes
-class Window; // Forward declaration...
-
-//void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap, uint8 * alpha = NULL);
-void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap);
-void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap);
-void DrawBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap);
-//Should call this FillScreenRectangle with a number representing the RGBA value to fill. !!! FIX !!!
-//void ClearScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h);
-void FillScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h, uint32 color);
-void DrawStringTrans(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 opacity, const char * text, ...);
-void DrawStringOpaque(uint32 * screen, uint32 x, uint32 y, uint32 color1, uint32 color2, const char * text, ...);
-void DrawString(uint32 * screen, uint32 x, uint32 y, bool invert, const char * text, ...);
-void DrawString2(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 transparency, const char * text, ...);
Window * LoadROM(void);
Window * ResetJaguar(void);
Window * ResetJaguarCD(void);
//char messageBuffer[200];
bool finished = false;
-const char separator[] = "--------------------------------------------------------";
-
-//
-// Case insensitive string compare function
-// Taken straight out of Thinking In C++ by Bruce Eckel. Thanks Bruce!
-//
-
-int stringCmpi(const string &s1, const string &s2)
-{
- // Select the first element of each string:
- string::const_iterator p1 = s1.begin(), p2 = s2.begin();
-
- while (p1 != s1.end() && p2 != s2.end()) // Don�t run past the end
- {
- if (toupper(*p1) != toupper(*p2)) // Compare upper-cased chars
- return (toupper(*p1) < toupper(*p2) ? -1 : 1);// Report which was lexically greater
-
- p1++;
- p2++;
- }
-
- // If they match up to the detected eos, say which was longer. Return 0 if the same.
- return s2.size() - s1.size();
-}
-
-//
-// Local GUI classes
-//
-
-enum { WINDOW_CLOSE, MENU_ITEM_CHOSEN };
-
-class Element
-{
- public:
- Element(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0)
- { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
- virtual void HandleKey(SDLKey key) = 0; // These are "pure" virtual functions...
- virtual void HandleMouseMove(uint32 x, uint32 y) = 0;
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) = 0;
- virtual void Draw(uint32, uint32) = 0;
- virtual void Notify(Element *) = 0;
-//Needed? virtual ~Element() = 0;
-//We're not allocating anything in the base class, so the answer would be NO.
- bool Inside(uint32 x, uint32 y);
- // Class method
-// static void SetScreenAndPitch(int16 * s, uint32 p) { screenBuffer = s, pitch = p; }
- static void SetScreenAndPitch(uint32 * s, uint32 p) { screenBuffer = s, pitch = p; }
-
- protected:
- SDL_Rect extents;
- uint32 state;
- // Class variables...
-// static int16 * screenBuffer;
- static uint32 * screenBuffer;
- static uint32 pitch;
-};
-
-// Initialize class variables (Element)
-//int16 * Element::screenBuffer = NULL;
-uint32 * Element::screenBuffer = NULL;
-uint32 Element::pitch = 0;
-
-bool Element::Inside(uint32 x, uint32 y)
-{
- return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w)
- && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false);
-}
-
-
-//
-// Button class
-//
-
-class Button: public Element
-{
- public:
- Button(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
- activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
- bgColor(0xFF00FF00), pic(NULL), elementToTell(NULL) {}
- Button(uint32 x, uint32 y, uint32 w, uint32 h, uint32 * p): Element(x, y, w, h),
- activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
- bgColor(0xFF00FF00), pic(p), elementToTell(NULL) {}
-// Button(uint32 x, uint32 y, uint32 * p): Element(x, y, 0, 0),
- Button(uint32 x, uint32 y, uint32 * p, uint32 * pH = NULL, uint32 * pD = NULL): Element(x, y, 0, 0),
- activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
- bgColor(0xFF00FF00), pic(p), picHover(pH), picDown(pD), elementToTell(NULL)
- { if (pic) extents.w = pic[0], extents.h = pic[1]; }
- Button(uint32 x, uint32 y, uint32 w, uint32 h, string s): Element(x, y, w, h),
- activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
- bgColor(0xFF00FF00), pic(NULL), text(s), elementToTell(NULL) {}
- Button(uint32 x, uint32 y, string s): Element(x, y, 0, FONT_HEIGHT),
- activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
- bgColor(0xFF00FF00), pic(NULL), text(s), elementToTell(NULL)
- { extents.w = s.length() * FONT_WIDTH; }
- virtual void HandleKey(SDLKey key) {}
- virtual void HandleMouseMove(uint32 x, uint32 y);
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
- bool ButtonClicked(void) { return activated; }
- void SetNotificationElement(Element * e) { elementToTell = e; }
-
- protected:
- bool activated, clicked, inside;
- uint32 fgColor, bgColor;
- uint32 * pic, * picHover, * picDown;
- string text;
- Element * elementToTell;
-};
-
-void Button::HandleMouseMove(uint32 x, uint32 y)
-{
- inside = Inside(x, y);
-}
-
-void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
- if (inside)
- {
- if (mouseDown)
- clicked = true;
-
- if (clicked && !mouseDown)
- {
- clicked = false, activated = true;
-
- // Send a message that we're activated (if there's someone to tell, that is)
- if (elementToTell)
- elementToTell->Notify(this);
- }
- }
- else
- clicked = activated = false;
-}
-
-void Button::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
-
- if (text.length() > 0) // Simple text button
-// if (pic == NULL)
- {
- for(uint32 y=0; y<extents.h; y++)
- {
- for(uint32 x=0; x<extents.w; x++)
- {
- // Doesn't clip in y axis! !!! FIX !!!
- if (extents.x + x < pitch)
- screenBuffer[addr + x + (y * pitch)]
-// = (clicked && inside ? fgColor : (inside ? 0x43F0 : bgColor));
-//43F0 -> 010000 11111 10000 -> 0100 0001 1111 1111 1000 0100 -> 41 FF 84
- = (clicked && inside ? fgColor : (inside ? 0xFF84FF41 : bgColor));
- }
- }
-
- DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
- }
- else // Graphical button
- {
- uint32 * picToShow = pic;
-
- if (picHover != NULL && inside && !clicked)
- picToShow = picHover;
-
- if (picDown != NULL && inside && clicked)
- picToShow = picDown;
-
- DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, picToShow);
- }
-}
-
-
-//
-// PushButton class
-//
-
-class PushButton: public Element
-{
-// How to handle?
-// Save state externally?
-//We pass in a state variable if we want to track it externally, otherwise we use our own
-//internal state var. Still need to do some kind of callback for pushbuttons that do things
-//like change from fullscreen to windowed... !!! FIX !!!
-
- public:
-// PushButton(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
-// activated(false), clicked(false), inside(false), fgColor(0xFFFF),
-// bgColor(0x03E0), pic(NULL), elementToTell(NULL) {}
-// PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 8, 8), state(st),
-// inside(false), text(s) { if (st == NULL) state = &internalState; }
- PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 16, 16), state(st),
- inside(false), text(s) { if (st == NULL) state = &internalState; }
-/* Button(uint32 x, uint32 y, uint32 w, uint32 h, uint32 * p): Element(x, y, w, h),
- activated(false), clicked(false), inside(false), fgColor(0xFFFF),
- bgColor(0x03E0), pic(p), elementToTell(NULL) {}
- Button(uint32 x, uint32 y, uint32 * p): Element(x, y, 0, 0),
- activated(false), clicked(false), inside(false), fgColor(0xFFFF),
- bgColor(0x03E0), pic(p), elementToTell(NULL)
- { if (pic) extents.w = pic[0], extents.h = pic[1]; }
- Button(uint32 x, uint32 y, uint32 w, uint32 h, string s): Element(x, y, w, h),
- activated(false), clicked(false), inside(false), fgColor(0xFFFF),
- bgColor(0x03E0), pic(NULL), text(s), elementToTell(NULL) {}
- PushButton(uint32 x, uint32 y, string s): Element(x, y, 0, 8),
- activated(false), clicked(false), inside(false), fgColor(0xFFFF),
- bgColor(0x03E0), pic(NULL), text(s), elementToTell(NULL)
- { extents.w = s.length() * 8; }*/
- virtual void HandleKey(SDLKey key) {}
- virtual void HandleMouseMove(uint32 x, uint32 y);
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
-// bool ButtonClicked(void) { return activated; }
-// void SetNotificationElement(Element * e) { elementToTell = e; }
-
- protected:
- bool * state;
- bool inside;
-// bool activated, clicked, inside;
-// uint16 fgColor, bgColor;
-// uint32 * pic;
- string text;
-// Element * elementToTell;
- bool internalState;
-};
-
-void PushButton::HandleMouseMove(uint32 x, uint32 y)
-{
- inside = Inside(x, y);
-}
-
-void PushButton::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
- if (inside && mouseDown)
- {
-/* if (mouseDown)
- clicked = true;
-
- if (clicked && !mouseDown)
- {
- clicked = false, activated = true;
-
- // Send a message that we're activated (if there's someone to tell, that is)
- if (elementToTell)
- elementToTell->Notify(this);
- }*/
- *state = !(*state);
- }
-// else
-// clicked = activated = false;
-}
-
-void PushButton::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
-/* uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
-
- for(uint32 y=0; y<extents.h; y++)
- {
- for(uint32 x=0; x<extents.w; x++)
- {
- // Doesn't clip in y axis! !!! FIX !!!
- if (extents.x + x < pitch)
- screenBuffer[addr + x + (y * pitch)]
- = (clicked && inside ? fgColor : (inside ? 0x43F0 : bgColor));
- }
- }*/
-
- if (*state)
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbDown);
- else
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbUp);
-
- if (text.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text.c_str());
-}
-
-
-//
-// SlideSwitch class
-//
-
-class SlideSwitch: public Element
-{
-// How to handle?
-// Save state externally?
-//Seems to be handled the same as PushButton, but without sanity checks. !!! FIX !!!
-
- public:
- SlideSwitch(uint32 x, uint32 y, bool * st, string s1, string s2): Element(x, y, 16, 32), state(st),
- inside(false), text1(s1), text2(s2) {}
- virtual void HandleKey(SDLKey key) {}
- virtual void HandleMouseMove(uint32 x, uint32 y);
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
-// bool ButtonClicked(void) { return activated; }
-// void SetNotificationElement(Element * e) { elementToTell = e; }
-
- protected:
- bool * state;
- bool inside;
-// bool activated, clicked, inside;
-// uint16 fgColor, bgColor;
-// uint32 * pic;
- string text1, text2;
-// Element * elementToTell;
-};
-
-void SlideSwitch::HandleMouseMove(uint32 x, uint32 y)
-{
- inside = Inside(x, y);
-}
-
-void SlideSwitch::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
- if (inside && mouseDown)
- {
-/* if (mouseDown)
- clicked = true;
-
- if (clicked && !mouseDown)
- {
- clicked = false, activated = true;
-
- // Send a message that we're activated (if there's someone to tell, that is)
- if (elementToTell)
- elementToTell->Notify(this);
- }*/
- *state = !(*state);
- }
-// else
-// clicked = activated = false;
-}
-
-void SlideSwitch::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp));
-
- if (text1.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text1.c_str());
-
- if (text2.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY + 16, false, "%s", text2.c_str());
-}
-
-
-//
-// Window class
-//
-
-class Window: public Element
-{
- public:
-/* Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
- fgColor(0x4FF0), bgColor(0xFE10)
- { close = new Button(w - 8, 1, closeBox); list.push_back(close); }*/
- Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0,
- void (* f)(Element *) = NULL): Element(x, y, w, h),
-// /*clicked(false), inside(false),*/ fgColor(0x4FF0), bgColor(0x1E10),
-//4FF0 -> 010011 11111 10000 -> 0100 1101 1111 1111 1000 0100 -> 4D FF 84
-//1E10 -> 000111 10000 10000 -> 0001 1111 1000 0100 1000 0100 -> 1F 84 84
- /*clicked(false), inside(false),*/ fgColor(0xFF84FF4D), bgColor(0xFF84841F),
- handler(f)
- { close = new Button(w - (CLOSEBOX_WIDTH + 1), 1, closeBox, closeBoxHover, closeBoxDown);
- list.push_back(close);
- close->SetNotificationElement(this); }
- virtual ~Window();
- virtual void HandleKey(SDLKey key);
- virtual void HandleMouseMove(uint32 x, uint32 y);
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element * e);
- void AddElement(Element * e);
-// bool WindowActive(void) { return true; }//return !close->ButtonClicked(); }
-
- protected:
-// bool clicked, inside;
- uint32 fgColor, bgColor;
- void (* handler)(Element *);
- Button * close;
-//We have to use a list of Element *pointers* because we can't make a list that will hold
-//all the different object types in the same list...
- vector<Element *> list;
-};
-
-Window::~Window()
-{
- for(uint32 i=0; i<list.size(); i++)
- if (list[i])
- delete list[i];
-}
-
-void Window::HandleKey(SDLKey key)
-{
- if (key == SDLK_ESCAPE)
- {
- SDL_Event event;
- event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
- SDL_PushEvent(&event);
- }
-
- // Handle the items this window contains...
- for(uint32 i=0; i<list.size(); i++)
- // Make coords relative to upper right corner of this window...
- list[i]->HandleKey(key);
-}
-
-void Window::HandleMouseMove(uint32 x, uint32 y)
-{
- // Handle the items this window contains...
- for(uint32 i=0; i<list.size(); i++)
- // Make coords relative to upper right corner of this window...
- list[i]->HandleMouseMove(x - extents.x, y - extents.y);
-}
-
-void Window::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
- // Handle the items this window contains...
- for(uint32 i=0; i<list.size(); i++)
- // Make coords relative to upper right corner of this window...
- list[i]->HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
-}
-
-void Window::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
-
- for(uint32 y=0; y<extents.h; y++)
- {
- for(uint32 x=0; x<extents.w; x++)
- {
- // Doesn't clip in y axis! !!! FIX !!!
- if (extents.x + x < pitch)
- screenBuffer[addr + x + (y * pitch)] = bgColor;
- }
- }
-
- // Handle the items this window contains...
- for(uint32 i=0; i<list.size(); i++)
- list[i]->Draw(extents.x, extents.y);
-}
-
-void Window::AddElement(Element * e)
-{
- list.push_back(e);
-}
-
-void Window::Notify(Element * e)
-{
- if (e == close)
- {
- SDL_Event event;
- event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
- SDL_PushEvent(&event);
- }
-}
-
-
-//
-// Static text class
-//
-
-class Text: public Element
-{
- 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, uint16 fg = 0x4FF0, uint16 bg = 0xFE10): Element(x, y, 0, 0),
-// fgColor(fg), bgColor(bg), text(s) {}
-//4FF0 -> 010011 11111 10000 -> 0100 1101 1111 1111 1000 0100 -> 4D FF 84
-//FE10 -> 111111 10000 10000 -> 1111 1111 1000 0100 1000 0100 -> FF 84 84
- Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
- fgColor(0xFF8484FF), bgColor(0xFF84FF4D) {}
- Text(uint32 x, uint32 y, string s, uint32 fg = 0xFF8484FF, uint32 bg = 0xFF84FF4D):
- 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) {}
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
-
- protected:
- uint32 fgColor, bgColor;
- string text;
-};
-
-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());
- DrawStringOpaque(screenBuffer, extents.x + offsetX, extents.y + offsetY, fgColor, bgColor, "%s", text.c_str());
-}
-
-
-//
-// Static image class
-//
-
-class Image: public Element
-{
- public:
- Image(uint32 x, uint32 y, const void * img): Element(x, y, 0, 0), image(img) {}
- virtual void HandleKey(SDLKey key) {}
- virtual void HandleMouseMove(uint32 x, uint32 y) {}
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
-
- protected:
- uint32 fgColor, bgColor;
- const void * image;
-};
-
-void Image::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- if (image != NULL)
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, image);
-}
-
-
-//
-// TextEdit class
-//
-
-class TextEdit: public Element
-{
- public:
- TextEdit(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
- fgColor(0xFF8484FF), bgColor(0xFF84FF4D), text(""), caretPos(0),
- maxScreenSize(10) {}
- TextEdit(uint32 x, uint32 y, string s, uint32 mss = 10, uint32 fg = 0xFF8484FF,
- uint32 bg = 0xFF84FF4D): Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s),
- caretPos(0), maxScreenSize(mss) {}
- virtual void HandleKey(SDLKey key);
- virtual void HandleMouseMove(uint32 x, uint32 y) {}
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
-
- protected:
- uint32 fgColor, bgColor;
- string text;
- uint32 caretPos;
- uint32 maxScreenSize;
-};
-
-//Set different filters depending on type passed in on construction, e.g., filename, amount, etc...?
-void TextEdit::HandleKey(SDLKey key)
-{
- if ((key >= SDLK_a && key <= SDLK_z) || (key >= SDLK_0 && key <= SDLK_9) || key == SDLK_PERIOD
- || key == SDLK_SLASH)
- {
- //Need to handle shift key as well...
- text[caretPos++] = key;
- Draw();
- }
- else if (key == SDLK_BACKSPACE)
- {
-
- }
- else if (key == SDLK_DELETE)
- {
- }
-//left, right arrow
-}
-
-void TextEdit::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- if (text.length() > 0)
- {
- FillScreenRectangle(screenBuffer, extents.x + offsetX, extents.y + offsetY, FONT_WIDTH * maxScreenSize, FONT_HEIGHT, bgColor);
-// 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());
- }
-
- // Draw the caret (underscore? or vertical line?)
-}
-
-
-//
-// ListBox class
-//
-
-class ListBox: public Element
-//class ListBox: public Window
-{
- public:
-// ListBox(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
- ListBox(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0);//: Window(x, y, w, h),
-// windowPtr(0), cursor(0), limit(0), charWidth((w / 8) - 1), charHeight(h / 8),
-// elementToTell(NULL), upArrow(w - 8, 0, upArrowBox),
-// downArrow(w - 8, h - 8, downArrowBox), upArrow2(w - 8, h - 16, upArrowBox) {}
- virtual void HandleKey(SDLKey key);
- virtual void HandleMouseMove(uint32 x, uint32 y);
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element * e);
- void SetNotificationElement(Element * e) { elementToTell = e; }
- void AddItem(string s);
- string GetSelectedItem(void);
-
- protected:
- bool thumbClicked;
- uint32 windowPtr, cursor, limit;
- uint32 charWidth, charHeight; // Box width/height in characters
- Element * elementToTell;
- Button upArrow, downArrow, upArrow2;
- vector<string> item;
-
- private:
- uint32 yRelativePoint;
-};
-
-ListBox::ListBox(uint32 x, uint32 y, uint32 w, uint32 h): Element(x, y, w, h),
- thumbClicked(false), windowPtr(0), cursor(0), limit(0), charWidth((w / FONT_WIDTH) - 1),
- charHeight(h / FONT_HEIGHT), elementToTell(NULL), upArrow(w - 8, 0, upArrowBox),
- downArrow(w - 8, h - 8, downArrowBox), upArrow2(w - 8, h - 16, upArrowBox)
-{
- upArrow.SetNotificationElement(this);
- downArrow.SetNotificationElement(this);
- upArrow2.SetNotificationElement(this);
- extents.w -= 8; // Make room for scrollbar...
-}
-
-void ListBox::HandleKey(SDLKey key)
-{
- if (key == SDLK_DOWN)
- {
- if (cursor != limit - 1) // Cursor is within its window
- cursor++;
- else // Otherwise, scroll the window...
- {
- if (cursor + windowPtr != item.size() - 1)
- windowPtr++;
- }
- }
- else if (key == SDLK_UP)
- {
- if (cursor != 0)
- cursor--;
- else
- {
- if (windowPtr != 0)
- windowPtr--;
- }
- }
- else if (key == SDLK_PAGEDOWN)
- {
- if (cursor != limit - 1)
- cursor = limit - 1;
- else
- {
- windowPtr += limit;
- if (windowPtr > item.size() - limit)
- windowPtr = item.size() - limit;
- }
- }
- else if (key == SDLK_PAGEUP)
- {
- if (cursor != 0)
- cursor = 0;
- else
- {
- if (windowPtr < limit)
- windowPtr = 0;
- else
- windowPtr -= limit;
- }
- }
- else 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<item.size(); i++)
- {
- if ((item[i][0] & 0xDF) == which)
- {
- cursor = i - windowPtr;
- if (i > windowPtr + limit - 1)
- windowPtr = i - limit + 1, cursor = limit - 1;
- if (i < windowPtr)
- windowPtr = i, cursor = 0;
- break;
- }
- }
- }
-}
-
-void ListBox::HandleMouseMove(uint32 x, uint32 y)
-{
- upArrow.HandleMouseMove(x - extents.x, y - extents.y);
- downArrow.HandleMouseMove(x - extents.x, y - extents.y);
- upArrow2.HandleMouseMove(x - extents.x, y - extents.y);
-
- if (thumbClicked)
- {
- uint32 sbHeight = extents.h - 24,
- thumb = (uint32)(((float)limit / (float)item.size()) * (float)sbHeight);
-
-//yRelativePoint is the spot on the thumb where we clicked...
- int32 newThumbStart = y - yRelativePoint;
-
- if (newThumbStart < 0)
- newThumbStart = 0;
-
- if ((uint32)newThumbStart > sbHeight - thumb)
- newThumbStart = sbHeight - thumb;
-
- windowPtr = (uint32)(((float)newThumbStart / (float)sbHeight) * (float)item.size());
-//Check for cursor bounds as well... Or do we need to???
-//Actually, we don't...!
- }
-}
-
-void ListBox::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
- if (Inside(x, y) && mouseDown)
- {
- // Why do we have to do this??? (- extents.y?)
- // I guess it's because only the Window class has offsetting implemented... !!! FIX !!!
-// cursor = (y - extents.y) / 8;
- cursor = (y - extents.y) / FONT_HEIGHT;
- }
-
- // Check for a hit on the scrollbar...
- if (x > (uint32)(extents.x + extents.w) && x <= (uint32)(extents.x + extents.w + 8)
- && y > (uint32)(extents.y + 8) && y <= (uint32)(extents.y + extents.h - 16))
- {
- if (mouseDown)
- {
-// This shiaut should be calculated in AddItem(), not here... (or in Draw() for that matter)
- uint32 sbHeight = extents.h - 24,
- thumb = (uint32)(((float)limit / (float)item.size()) * (float)sbHeight),
- thumbStart = (uint32)(((float)windowPtr / (float)item.size()) * (float)sbHeight);
-
- // Did we hit the thumb?
- if (y >= (extents.y + 8 + thumbStart) && y < (extents.y + 8 + thumbStart + thumb))
- thumbClicked = true, yRelativePoint = y - thumbStart;
- }
-//Seems that this is useless--never reached except in rare cases and that the code outside is
-//more effective...
-// else
-// thumbClicked = false;
- }
-
- if (!mouseDown)
- thumbClicked = false;
-
- upArrow.HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
- downArrow.HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
- upArrow2.HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
-}
-
-void ListBox::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- for(uint32 i=0; i<limit; i++)
- {
- // Strip off the extension
- // (extension stripping should be an option, not default!)
- string s(item[windowPtr + i], 0, item[windowPtr + i].length() - 4);
-// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY + i*8,
- DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY + i*FONT_HEIGHT,
- (cursor == i ? true : false), "%-*.*s", charWidth, charWidth, s.c_str());
- }
-
- upArrow.Draw(extents.x + offsetX, extents.y + offsetY);
- downArrow.Draw(extents.x + offsetX, extents.y + offsetY);
- upArrow2.Draw(extents.x + offsetX, extents.y + offsetY);
-
- uint32 sbHeight = extents.h - 24,
- thumb = (uint32)(((float)limit / (float)item.size()) * (float)sbHeight),
- thumbStart = (uint32)(((float)windowPtr / (float)item.size()) * (float)sbHeight);
-
- for(uint32 y=extents.y+offsetY+8; y<extents.y+offsetY+extents.h-16; y++)
- {
-// for(uint32 x=extents.x+offsetX+extents.w-8; x<extents.x+offsetX+extents.w; x++)
- for(uint32 x=extents.x+offsetX+extents.w; x<extents.x+offsetX+extents.w+8; x++)
- {
- if (y >= thumbStart + (extents.y+offsetY+8) && y < thumbStart + thumb + (extents.y+offsetY+8))
-// screenBuffer[x + (y * pitch)] = (thumbClicked ? 0x458E : 0xFFFF);
-//458E -> 01 0001 0 1100 0 1110 -> 0100 0101 0110 0011 0111 0011 -> 45 63 73
- screenBuffer[x + (y * pitch)] = (thumbClicked ? 0xFF736345 : 0xFFFFFFFF);
- else
-// screenBuffer[x + (y * pitch)] = 0x0200;
-//0200 -> 000000 10000 00000 -> 00 1000 0100 00
- screenBuffer[x + (y * pitch)] = 0xFF008400;
- }
- }
-}
-
-void ListBox::Notify(Element * e)
-{
- if (e == &upArrow || e == &upArrow2)
- {
- if (windowPtr != 0)
- {
- windowPtr--;
-
- if (cursor < limit - 1)
- cursor++;
- }
- }
- else if (e == &downArrow)
- {
- if (windowPtr < item.size() - limit)
- {
- windowPtr++;
-
- if (cursor != 0)
- cursor--;
- }
- }
-}
-
-void ListBox::AddItem(string s)
-{
- // Do a simple insertion sort
- bool inserted = false;
-
- for(vector<string>::iterator i=item.begin(); i<item.end(); i++)
- {
- if (stringCmpi(s, *i) == -1)
- {
- item.insert(i, s);
- inserted = true;
- break;
- }
- }
-
- if (!inserted)
- item.push_back(s);
-
- limit = (item.size() > charHeight ? charHeight : item.size());
-}
-
-string ListBox::GetSelectedItem(void)
-{
- return item[windowPtr + cursor];
-}
-
-
-//
-// FileList class
-//
-
-class FileList: public Window
-{
- public:
- FileList(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0);
- virtual ~FileList() {}
- virtual void HandleKey(SDLKey key);
- virtual void HandleMouseMove(uint32 x, uint32 y) { Window::HandleMouseMove(x, y); }
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) { Window::HandleMouseButton(x, y, mouseDown); }
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) { Window::Draw(offsetX, offsetY); }
- virtual void Notify(Element * e);
-
- protected:
- ListBox * files;
- Button * load;
-};
-
-//Need 4 buttons, one scrollbar...
-FileList::FileList(uint32 x, uint32 y, uint32 w, uint32 h): Window(x, y, w, h)
-{
- files = new ListBox(8, 8, w - 16, h - 32);
- AddElement(files);
- load = new Button(8, h - 16, " Load ");
- AddElement(load);
- load->SetNotificationElement(this);
-
-#warning !!! FIX !!! Directory might not exist--this shouldn't cause VJ to crash!
- DIR * dp = opendir(vjs.ROMPath);
- dirent * de;
-
- if (dp != NULL)
- {
- while ((de = readdir(dp)) != NULL)
- {
- char * ext = strrchr(de->d_name, '.');
-
- if (ext != NULL)
- if (strcasecmp(ext, ".zip") == 0 || strcasecmp(ext, ".j64") == 0
- || strcasecmp(ext, ".abs") == 0 || strcasecmp(ext, ".jag") == 0
- || strcasecmp(ext, ".rom") == 0)
- files->AddItem(string(de->d_name));
- }
-
- closedir(dp);
- }
- else
- {
-//Give a diagnostic message here so that the (l)user can figure out what went wrong. !!! FIX !!!
- }
-}
-
-void FileList::HandleKey(SDLKey key)
-{
- if (key == SDLK_RETURN)
- Notify(load);
- else
- Window::HandleKey(key);
-}
-
-void FileList::Notify(Element * e)
-{
- if (e == load)
- {
- char filename[MAX_PATH];
- strcpy(filename, vjs.ROMPath);
-
- if (strlen(filename) > 0)
- if (filename[strlen(filename) - 1] != '/')
- strcat(filename, "/");
-
- strcat(filename, files->GetSelectedItem().c_str());
-
-// uint32 romSize = JaguarLoadROM(jaguar_mainRom, filename);
-// JaguarLoadCart(jaguar_mainRom, filename);
- if (JaguarLoadFile(filename))
- {
- SDL_Event event;
- event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
- SDL_PushEvent(&event);
-
- event.type = SDL_USEREVENT, event.user.code = MENU_ITEM_CHOSEN;
- event.user.data1 = (void *)ResetJaguar;
- SDL_PushEvent(&event);
- }
- else
- {
- SDL_Event event;
- event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
- SDL_PushEvent(&event);
-
- // Handle the error, but don't run...
- // Tell the user that we couldn't run their file for some reason... !!! FIX !!!
-//how to kludge: Make a function like ResetJaguar which creates the dialog window
- }
- }
- else
- Window::Notify(e);
-}
-
-
-//
-// Menu class & supporting structs/classes
-//
-
-struct NameAction
-{
- string name;
- Window * (* action)(void);
- SDLKey hotKey;
-
- NameAction(string n, Window * (* a)(void) = NULL, SDLKey k = SDLK_UNKNOWN): name(n),
- action(a), hotKey(k) {}
-};
-
-class MenuItems
-{
- public:
- MenuItems(): charLength(0) {}
- bool Inside(uint32 x, uint32 y)
- { return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w)
- && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); }
-
- string title;
- vector<NameAction> item;
- uint32 charLength;
- SDL_Rect extents;
-};
-
-class Menu: public Element
-{
- public:
-// 1CFF -> 0 001 11 00 111 1 1111
-// 421F -> 0 100 00 10 000 1 1111
- Menu(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = FONT_HEIGHT,
-/* uint16 fgc = 0x1CFF, uint16 bgc = 0x000F, uint16 fgch = 0x421F,
- uint16 bgch = 0x1CFF): Element(x, y, w, h), activated(false), clicked(false),*/
-/* uint32 fgc = 0xFF3F3F00, uint32 bgc = 0x7F000000, uint32 fgch = 0xFF878700,
- uint32 bgch = 0xFF3F3F00): Element(x, y, w, h), activated(false), clicked(false),*/
-/* uint32 fgc = 0xFFFF3F3F, uint32 bgc = 0xFF7F0000, uint32 fgch = 0xFFFF8787,
- uint32 bgch = 0xFFFF3F3F): Element(x, y, w, h), activated(false), clicked(false),*/
- uint32 fgc = 0xFF7F0000, uint32 bgc = 0xFFFF3F3F, uint32 fgch = 0xFFFF3F3F,
- uint32 bgch = 0xFFFF8787): Element(x, y, w, h), activated(false), clicked(false),
- inside(0), insidePopup(0), fgColor(fgc), bgColor(bgc), fgColorHL(fgch),
- bgColorHL(bgch), menuChosen(-1), menuItemChosen(-1) {}
- virtual void HandleKey(SDLKey key);
- virtual void HandleMouseMove(uint32 x, uint32 y);
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- virtual void Notify(Element *) {}
- void Add(MenuItems mi);
-
- protected:
- bool activated, clicked;
- uint32 inside, insidePopup;
-// uint16 fgColor, bgColor, fgColorHL, bgColorHL;
- uint32 fgColor, bgColor, fgColorHL, bgColorHL;
- int menuChosen, menuItemChosen;
-
- private:
- vector<MenuItems> itemList;
-};
-
-void Menu::HandleKey(SDLKey key)
-{
- for(uint32 i=0; i<itemList.size(); i++)
- {
- for(uint32 j=0; j<itemList[i].item.size(); j++)
- {
- if (itemList[i].item[j].hotKey == key)
- {
- SDL_Event event;
- event.type = SDL_USEREVENT;
- event.user.code = MENU_ITEM_CHOSEN;
- event.user.data1 = (void *)itemList[i].item[j].action;
- SDL_PushEvent(&event);
-
- clicked = false, menuChosen = menuItemChosen = -1;
- break;
- }
- }
- }
-}
-
-void Menu::HandleMouseMove(uint32 x, uint32 y)
-{
- inside = insidePopup = 0;
-
- if (Inside(x, y))
- {
- // Find out *where* we are inside the menu bar
- uint32 xpos = extents.x;
-
- for(uint32 i=0; i<itemList.size(); i++)
- {
- uint32 width = (itemList[i].title.length() + 2) * FONT_WIDTH;
-
- if (x >= xpos && x < xpos + width)
- {
- inside = i + 1;
- menuChosen = i;
- break;
- }
-
- xpos += width;
- }
- }
-
- if (!Inside(x, y) && !clicked)
- {
- menuChosen = -1;
- }
-
- if (itemList[menuChosen].Inside(x, y) && clicked)
- {
- insidePopup = ((y - itemList[menuChosen].extents.y) / FONT_HEIGHT) + 1;
- menuItemChosen = insidePopup - 1;
- }
-}
-
-void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
- if (!clicked)
- {
- if (mouseDown)
- {
- if (inside)
- clicked = true;
- else
- menuChosen = -1; // clicked is already false...!
- }
- }
- else // clicked == true
- {
- if (insidePopup && !mouseDown) // I.e., mouse-button-up
- {
- activated = true;
- if (itemList[menuChosen].item[menuItemChosen].action != NULL)
- {
-// itemList[menuChosen].item[menuItemChosen].action();
- SDL_Event event;
- event.type = SDL_USEREVENT;
- event.user.code = MENU_ITEM_CHOSEN;
- event.user.data1 = (void *)itemList[menuChosen].item[menuItemChosen].action;
- SDL_PushEvent(&event);
-
- clicked = false, menuChosen = menuItemChosen = -1;
-
-/* SDL_Event event;
- 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...!
-*/ }
- }
-
- if (!inside && !insidePopup && mouseDown)
- clicked = false, menuChosen = menuItemChosen = -1;
- }
-}
-
-void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
-{
- uint32 xpos = extents.x + offsetX;
-
- for(uint32 i=0; i<itemList.size(); i++)
- {
-// uint16 color1 = fgColor, color2 = bgColor;
- uint32 color1 = fgColor, color2 = bgColor;
- if (inside == (i + 1) || (menuChosen != -1 && (uint32)menuChosen == i))
- color1 = fgColorHL, color2 = bgColorHL;
-
- DrawStringOpaque(screenBuffer, xpos, extents.y + offsetY, color1, color2,
- " %s ", itemList[i].title.c_str());
- xpos += (itemList[i].title.length() + 2) * FONT_WIDTH;
- }
-
- // Draw sub menu (but only if active)
- if (clicked)
- {
- uint32 ypos = extents.y + FONT_HEIGHT + 1;
-
- for(uint32 i=0; i<itemList[menuChosen].item.size(); i++)
- {
-// uint16 color1 = fgColor, color2 = bgColor;
- uint32 color1 = fgColor, color2 = bgColor;
-
- if (insidePopup == i + 1)
- color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
-
- if (itemList[menuChosen].item[i].name.length() > 0)
- DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
- color1, color2, " %-*.*s ", itemList[menuChosen].charLength,
- itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str());
- else
- DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
- fgColor, bgColor, "%.*s", itemList[menuChosen].charLength + 2, separator);
-
- ypos += FONT_HEIGHT;
- }
- }
-}
-
-void Menu::Add(MenuItems mi)
-{
- for(uint32 i=0; i<mi.item.size(); i++)
- if (mi.item[i].name.length() > mi.charLength)
- mi.charLength = mi.item[i].name.length();
-
- // Set extents here as well...
- mi.extents.x = extents.x + extents.w, mi.extents.y = extents.y + FONT_HEIGHT + 1;
- mi.extents.w = (mi.charLength + 2) * FONT_WIDTH, mi.extents.h = mi.item.size() * FONT_HEIGHT;
-
- itemList.push_back(mi);
- extents.w += (mi.title.length() + 2) * FONT_WIDTH;
-}
-
-
-//Do we even *need* this?
-//Doesn't seem like it...
-/*class RootWindow: public Window
-{
- public:
- RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {}
-//Do we even need to care about this crap?
-// { extents.x = extents.y = 0, extents.w = 320, extents.h = 240; }
- virtual void HandleKey(SDLKey key) {}
- virtual void HandleMouseMove(uint32 x, uint32 y) {}
- virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
- virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) {}
- virtual void Notify(Element *) {}
-
- private:
- Menu * menu;
- Window * window;
- int16 * rootImage[1280 * 240 * 2];
-};//*/
-
-
-//
-// Draw text at the given x/y coordinates. Can invert text as well.
-//
-void DrawString(uint32 * screen, uint32 x, uint32 y, bool invert, const char * text, ...)
-{
- char string[4096];
- va_list arg;
-
- va_start(arg, text);
- vsprintf(string, text, arg);
- va_end(arg);
-
- uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
- uint32 length = strlen(string), address = x + (y * pitch);
-
- uint32 color1 = 0x0080FF;
- uint8 nBlue = (color1 >> 16) & 0xFF, nGreen = (color1 >> 8) & 0xFF, nRed = color1 & 0xFF;
- uint8 xorMask = (invert ? 0xFF : 0x00);
-
- for(uint32 i=0; i<length; i++)
- {
- uint8 c = string[i];
- uint32 fontAddr = (uint32)(c < 32 ? 0 : c - 32) * FONT_WIDTH * FONT_HEIGHT;
-
- for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
- {
- for(uint32 xx=0; xx<FONT_WIDTH; xx++)
- {
- uint32 existingColor = *(screen + address + xx + (yy * pitch));
-
- uint8 eBlue = (existingColor >> 16) & 0xFF,
- eGreen = (existingColor >> 8) & 0xFF,
- eRed = existingColor & 0xFF;
-
- uint8 trans = font2[fontAddr] ^ xorMask;
- uint8 invTrans = trans ^ 0xFF;
-
- uint32 bRed = (eRed * invTrans + nRed * trans) / 255,
- bGreen = (eGreen * invTrans + nGreen * trans) / 255,
- bBlue = (eBlue * invTrans + nBlue * trans) / 255;
-
- *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
- fontAddr++;
- }
- }
-
- address += FONT_WIDTH;
- }
-}
-
-//
-// Draw text at the given x/y coordinates, using FG/BG colors.
-//
-void DrawStringOpaque(uint32 * screen, uint32 x, uint32 y, uint32 color1, uint32 color2, const char * text, ...)
-{
- char string[4096];
- va_list arg;
-
- va_start(arg, text);
- vsprintf(string, text, arg);
- va_end(arg);
-
- uint32 pitch = sdlemuGetOverlayWidthInPixels();
- uint32 length = strlen(string), address = x + (y * pitch);
-
- uint8 eBlue = (color2 >> 16) & 0xFF, eGreen = (color2 >> 8) & 0xFF, eRed = color2 & 0xFF,
- nBlue = (color1 >> 16) & 0xFF, nGreen = (color1 >> 8) & 0xFF, nRed = color1 & 0xFF;
-
- for(uint32 i=0; i<length; i++)
- {
- uint8 c = string[i];
- c = (c < 32 ? 0 : c - 32);
- uint32 fontAddr = (uint32)c * FONT_WIDTH * FONT_HEIGHT;
-
- for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
- {
- for(uint32 xx=0; xx<FONT_WIDTH; xx++)
- {
- uint8 trans = font2[fontAddr++];
- uint8 invTrans = trans ^ 0xFF;
-
- uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
- uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
- uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
-
- *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
- }
- }
-
- address += FONT_WIDTH;
- }
-}
-
-//
-// Draw text at the given x/y coordinates with transparency (0 is fully opaque, 32 is fully transparent).
-//
-void DrawStringTrans(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 trans, const char * text, ...)
-{
- char string[4096];
- va_list arg;
-
- va_start(arg, text);
- vsprintf(string, text, arg);
- va_end(arg);
-
- uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
- uint32 length = strlen(string), address = x + (y * pitch);
-
- for(uint32 i=0; i<length; i++)
- {
- uint32 fontAddr = (uint32)string[i] * 64;
-
- for(uint32 yy=0; yy<8; yy++)
- {
- for(uint32 xx=0; xx<8; xx++)
- {
- if (font1[fontAddr])
- {
- uint32 existingColor = *(screen + address + xx + (yy * pitch));
-
- uint8 eBlue = (existingColor >> 16) & 0xFF,
- eGreen = (existingColor >> 8) & 0xFF,
- eRed = existingColor & 0xFF,
-//This could be done ahead of time, instead of on each pixel...
- nBlue = (color >> 16) & 0xFF,
- nGreen = (color >> 8) & 0xFF,
- nRed = color & 0xFF;
-
-//This could be sped up by using a table of 5 + 5 + 5 bits (32 levels transparency -> 32768 entries)
-//Here we've modified it to have 33 levels of transparency (could have any # we want!)
-//because dividing by 32 is faster than dividing by 31...!
- uint8 invTrans = 32 - trans;
-
- uint32 bRed = (eRed * trans + nRed * invTrans) / 32;
- uint32 bGreen = (eGreen * trans + nGreen * invTrans) / 32;
- uint32 bBlue = (eBlue * trans + nBlue * invTrans) / 32;
-
- *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
- }
-
- fontAddr++;
- }
- }
-
- address += 8;
- }
-}
-
-//
-// Draw text at the given x/y coordinates, using FG color and overlay alpha blending.
-//
-void DrawString2(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 transparency, const char * text, ...)
-{
- char string[4096];
- va_list arg;
-
- va_start(arg, text);
- vsprintf(string, text, arg);
- va_end(arg);
-
- uint32 pitch = sdlemuGetOverlayWidthInPixels();
- uint32 length = strlen(string), address = x + (y * pitch);
-
- color &= 0x00FFFFFF; // Just in case alpha was passed in...
-
- for(uint32 i=0; i<length; i++)
- {
- uint8 c = string[i];
- c = (c < 32 ? 0 : c - 32);
- uint32 fontAddr = (uint32)c * FONT_WIDTH * FONT_HEIGHT;
-
- for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
- {
- for(uint32 xx=0; xx<FONT_WIDTH; xx++)
- {
- uint8 fontTrans = font2[fontAddr++];
- uint32 newTrans = (fontTrans * transparency / 255) << 24;
- uint32 pixel = newTrans | color;
-
- *(screen + address + xx + (yy * pitch)) = pixel;
- }
- }
-
- address += FONT_WIDTH;
- }
-}
-
-//
-// Draw "picture"
-// Uses zero as transparent color
-// Can also use an optional alpha channel
-// Alpha channel is now mandatory! ;-)
-//
-//void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap, uint8 * alpha/*=NULL*/)
-/*void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap, uint8 * alpha)
-{
- uint32 width = bitmap[0], height = bitmap[1];
- bitmap += 2;
-
-// uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
- uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
- uint32 address = x + (y * pitch);
-
- for(uint32 yy=0; yy<height; yy++)
- {
- for(uint32 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;
- uint32 color = *bitmap;
- uint32 existingColor = *(screen + address + xx + (yy * pitch));
-
- uint8 eRed = existingColor & 0xFF,
- eGreen = (existingColor >> 8) & 0xFF,
- eBlue = (existingColor >> 16) & 0xFF,
-
- nRed = color & 0xFF,
- nGreen = (color >> 8) & 0xFF,
- nBlue = (color >> 16) & 0xFF;
-
- uint8 invTrans = 255 - trans;
- uint32 bRed = (eRed * trans + nRed * invTrans) / 255;
- uint32 bGreen = (eGreen * trans + nGreen * invTrans) / 255;
- uint32 bBlue = (eBlue * trans + nBlue * invTrans) / 255;
-
- uint32 blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16);
-
- *(screen + address + xx + (yy * pitch)) = blendedColor;
-
- alpha++;
- }
-
- bitmap++;
- }
- }
-}*/
-void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
-{
- uint32 width = bitmap[0], height = bitmap[1];
- bitmap += 2;
-
- uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
- uint32 address = x + (y * pitch);
-
- for(uint32 yy=0; yy<height; yy++)
- {
- for(uint32 xx=0; xx<width; xx++)
- {
- uint32 color = *bitmap;
- uint32 blendedColor = color;
- uint32 existingColor = *(screen + address + xx + (yy * pitch));
-
- if (existingColor >> 24 != 0x00) // Pixel needs blending
- {
- uint8 trans = color >> 24;
- uint8 invTrans = trans ^ 0xFF;//255 - trans;
-
- uint8 eRed = existingColor & 0xFF,
- eGreen = (existingColor >> 8) & 0xFF,
- eBlue = (existingColor >> 16) & 0xFF,
-
- nRed = color & 0xFF,
- nGreen = (color >> 8) & 0xFF,
- nBlue = (color >> 16) & 0xFF;
-
- uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
- uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
- uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
-
- blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16);
- }
-
- *(screen + address + xx + (yy * pitch)) = blendedColor;
- bitmap++;
- }
- }
-}
-
-void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap)
-{
- uint32 pitch = sdlemuGetOverlayWidthInPixels();
- uint32 address = x + (y * pitch);
- uint32 count = 0;
-
- for(uint32 yy=0; yy<((Bitmap *)bitmap)->height; yy++)
- {
- for(uint32 xx=0; xx<((Bitmap *)bitmap)->width; xx++)
- {
- uint32 color = ((uint32 *)((Bitmap *)bitmap)->pixelData)[count];
- uint32 blendedColor = color;
- uint32 existingColor = *(screen + address + xx + (yy * pitch));
-
- if (existingColor >> 24 != 0x00) // Pixel needs blending
- {
- uint8 trans = color >> 24;
- uint8 invTrans = trans ^ 0xFF;
-
- uint8 eRed = existingColor & 0xFF,
- eGreen = (existingColor >> 8) & 0xFF,
- eBlue = (existingColor >> 16) & 0xFF,
-
- nRed = color & 0xFF,
- nGreen = (color >> 8) & 0xFF,
- nBlue = (color >> 16) & 0xFF;
-
- uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
- uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
- uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
-
-// Instead of $FF, should use the alpha from the destination pixel as the final alpha value...
- blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16);
- }
-
- *(screen + address + xx + (yy * pitch)) = blendedColor;
- count++;
- }
- }
-}
-
-//
-// Draw a bitmap without using blending
-//
-void DrawBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap)
-{
- uint32 pitch = sdlemuGetOverlayWidthInPixels();
- uint32 address = x + (y * pitch);
- uint32 count = 0;
-
- for(uint32 yy=0; yy<((Bitmap *)bitmap)->height; yy++)
- {
- for(uint32 xx=0; xx<((Bitmap *)bitmap)->width; xx++)
- {
- *(screen + address + xx + (yy * pitch)) = ((uint32 *)((Bitmap *)bitmap)->pixelData)[count];
- count++;
- }
- }
-}
-
-//
-// Fill a portion of the screen with the passed in color
-//
-void FillScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h, uint32 color)
-//void ClearScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h)
-{
- uint32 pitch = sdlemuGetOverlayWidthInPixels();
- uint32 address = x + (y * pitch);
-
- for(uint32 yy=0; yy<h; yy++)
- for(uint32 xx=0; xx<w; xx++)
- *(screen + address + xx + (yy * pitch)) = color;
-}
-
-
//
// GUI stuff--it's not crunchy, it's GUI! ;-)
//
window->AddElement(new Text(16, 8+15*FONT_HEIGHT, "Curt Vendel for various Jaguar goodies"));
window->AddElement(new Text(16, 8+16*FONT_HEIGHT, "The guys over at Atari Age ;-)"));
// window->AddElement(new Image(8, 8, &vj_title_small));
- window->AddElement(new Image(width - (vj_title_small.width + 8), 8, &vj_title_small));
+// window->AddElement(new Image(width - (vj_title_small.width + 8), 8, &vj_title_small));
+ window->AddElement(new Image(width - (((Bitmap *)vj_title_small)->width + 8), 8, &vj_title_small));
return window;
}