]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/gui.cpp
Moving GUI stuff to proper subdirectory for easier maintenance. :-)
[virtualjaguar] / src / gui.cpp
diff --git a/src/gui.cpp b/src/gui.cpp
deleted file mode 100644 (file)
index a8805c9..0000000
+++ /dev/null
@@ -1,2252 +0,0 @@
-//
-// GUI.CPP
-//
-// Graphical User Interface support
-// by James L. Hammons
-//
-
-#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 "settings.h"
-#include "tom.h"
-#include "video.h"
-
-using namespace std;                                                           // For STL stuff
-
-// 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);
-Window * RunEmu(void);
-Window * Quit(void);
-Window * About(void);
-Window * MiscOptions(void);
-
-// Local global variables
-
-bool showGUI = false;
-bool exitGUI = false;                                                          // GUI (emulator) done variable
-int mouseX = 0, mouseY = 0;
-uint32 background[1280 * 256];                                         // GUI background buffer
-bool showMessage = false;
-//uint32 showMessageTimeout;
-//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! ;-)
-//
-
-void GUIInit(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");
-
-       uint32 pointerBGSave[6 * 8 + 2];
-       pointerBGSave[0] = 6;
-       pointerBGSave[1] = 8;
-
-// Need to set things up so that it loads and runs a file if given on the command line. !!! FIX !!! [DONE]
-//     extern uint32 * backbuffer;
-//     bool done = false;
-       SDL_Event event;
-       Window * mainWindow = NULL;
-
-       // Set up the GUI classes...
-//     Element::SetScreenAndPitch(backbuffer, GetSDLScreenWidthInPixels());
-       Element::SetScreenAndPitch((uint32 *)sdlemuGetOverlayPixels(), sdlemuGetOverlayWidthInPixels());
-       sdlemuEnableOverlay();
-
-       Menu mainMenu;
-       MenuItems mi;
-       mi.title = "Jaguar";
-       mi.item.push_back(NameAction("Load...", LoadROM, SDLK_l));
-       mi.item.push_back(NameAction("Reset", ResetJaguar, SDLK_r));
-       if (CDBIOSLoaded)
-               mi.item.push_back(NameAction("Reset CD", ResetJaguarCD, SDLK_c));
-       mi.item.push_back(NameAction("Run", RunEmu, SDLK_ESCAPE));
-       mi.item.push_back(NameAction(""));
-       mi.item.push_back(NameAction("Quit", Quit, SDLK_q));
-       mainMenu.Add(mi);
-       mi.title = "Settings";
-       mi.item.clear();
-       mi.item.push_back(NameAction("Video..."));
-       mi.item.push_back(NameAction("Audio..."));
-       mi.item.push_back(NameAction("Misc...", MiscOptions, SDLK_m));
-       mainMenu.Add(mi);
-       mi.title = "Info";
-       mi.item.clear();
-       mi.item.push_back(NameAction("About...", About));
-       mainMenu.Add(mi);
-
-       bool showMouse = true;
-
-       // Grab the BG where the mouse will be painted (prime the backstore)
-
-/*
-DISNOWOK
-Bitmap ptr = { 6, 8, 4,
-""//"000011112222333344445555"
-//"000011112222333344445555"
-//"000011112222333344445555"
-//"000011112222333344445555"
-//"000011112222333344445555"
-//"000011112222333344445555"
-//"000011112222333344445555"
-//"000011112222333344445555"
-};//*/
-       uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
-       uint32 count = 2;
-
-       for(uint32 y=0; y<pointerBGSave[1]; y++)
-               for(uint32 x=0; x<pointerBGSave[0]; x++)
-                       pointerBGSave[count++] = overlayPixels[((mouseY + y) * sdlemuGetOverlayWidthInPixels()) + (mouseX + x)];
-
-       uint32 oldMouseX = mouseX, oldMouseY = mouseY;
-
-//This is crappy!!! !!! FIX !!!
-//Is this even needed any more? Hmm. Maybe. Dunno.
-WriteLog("GUI: Resetting Jaguar...\n");
-       JaguarReset();
-
-WriteLog("GUI: Clearing BG save...\n");
-       // Set up our background save...
-//     memset(background, 0x11, tom_getVideoModeWidth() * 240 * 2);
-//1111 -> 000100 01000 10001 -> 0001 0000 0100 0010 1000 1100 -> 10 42 8C
-       for(uint32 i=0; i<TOMGetVideoModeWidth()*240; i++)
-//             background[i] = 0xFF8C4210;
-               backbuffer[i] = 0xFF8C4210;
-
-/*     uint32 * overlayPix = (uint32 *)sdlemuGetOverlayPixels();
-       for(uint32 i=0; i<sdlemuGetOverlayWidthInPixels()*480; i++)
-               overlayPix[i] = 0x00000000;*/
-
-       // Handle loading file passed in on the command line...! [DONE]
-
-       if (filename)
-       {
-               if (JaguarLoadFile(filename))
-               {
-//                     event.type = SDL_USEREVENT, event.user.code = MENU_ITEM_CHOSEN;
-//                     event.user.data1 = (void *)ResetJaguar;
-//             SDL_PushEvent(&event);
-                       // Make it so that if passed in on the command line, we quit right
-                       // away when pressing ESC
-WriteLog("GUI: Bypassing GUI since ROM passed in on command line...\n");
-                       ResetJaguar();
-                       return true;
-               }
-               else
-               {
-                       // Create error dialog...
-                       char errText[1024];
-                       sprintf(errText, "The file %40s could not 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)
-       {
-               if (SDL_PollEvent(&event))
-               {
-                       if (event.type == SDL_USEREVENT)
-                       {
-                               if (event.user.code == WINDOW_CLOSE)
-                               {
-                                       delete mainWindow;
-                                       mainWindow = NULL;
-                               }
-                               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 Window pointer and
-                                       // which takes no parameters (the "(Window *(*)(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?
-                                       mainWindow = (*(Window *(*)(void))event.user.data1)();
-
-                                       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...!
-
-                                       oldMouseX = mouseX, oldMouseY = mouseY;
-                                       mouseX = mx, mouseY = my;               // This prevents "mouse flash"...
-                               }
-                       }
-                       else if (event.type == SDL_ACTIVEEVENT)
-                       {
-                               if (event.active.state == SDL_APPMOUSEFOCUS)
-                                       showMouse = (event.active.gain ? true : false);
-                       }
-                       else if (event.type == SDL_KEYDOWN)
-                       {
-// Ugly kludge for windowed<-->fullscreen switching...
-uint8 * keystate = SDL_GetKeyState(NULL);
-
-if ((keystate[SDLK_LALT] || keystate[SDLK_RALT]) & keystate[SDLK_RETURN])
-       ToggleFullscreen();
-
-                               if (mainWindow)
-                                       mainWindow->HandleKey(event.key.keysym.sym);
-                               else
-                                       mainMenu.HandleKey(event.key.keysym.sym);
-                       }
-                       else if (event.type == SDL_MOUSEMOTION)
-                       {
-                               oldMouseX = mouseX, oldMouseY = mouseY;
-                               mouseX = event.motion.x, mouseY = event.motion.y;
-
-                               if (mainWindow)
-                                       mainWindow->HandleMouseMove(mouseX, mouseY);
-                               else
-                                       mainMenu.HandleMouseMove(mouseX, mouseY);
-                       }
-                       else if (event.type == SDL_MOUSEBUTTONDOWN)
-                       {
-                               uint32 mx = event.button.x, my = event.button.y;
-
-                               if (mainWindow)
-                                       mainWindow->HandleMouseButton(mx, my, true);
-                               else
-                                       mainMenu.HandleMouseButton(mx, my, true);
-                       }
-                       else if (event.type == SDL_MOUSEBUTTONUP)
-                       {
-                               uint32 mx = event.button.x, my = event.button.y;
-
-                               if (mainWindow)
-                                       mainWindow->HandleMouseButton(mx, my, false);
-                               else
-                                       mainMenu.HandleMouseButton(mx, my, false);
-                       }
-
-//PROBLEM: In order to use the dirty rectangle approach here, we need some way of
-//         handling it in mainMenu.Draw() and mainWindow->Draw(). !!! FIX !!!
-//POSSIBLE SOLUTION:
-// When mouse is moving and not on menu or window, can do straight dirty rect.
-// When mouse is on menu, need to update screen. Same for buttons on windows...
-// What the menu & windows should do is only redraw on a state change. IOW, they
-// should call their own/child window's Draw() function instead of doing it top
-// level.
-//#define NEW_BACKSTORE_METHOD
-
-                       // Draw the GUI...
-// The way we do things here is kinda stupid (redrawing the screen every frame), but
-// 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() * 256 * 2);
-//                     memcpy(backbuffer, background, tom_getVideoModeWidth() * 256 * 4);
-#ifndef NEW_BACKSTORE_METHOD
-                       memset(sdlemuGetOverlayPixels(), 0, sdlemuGetOverlayWidthInPixels() * 480 * 4);
-
-                       mainMenu.Draw();
-//Could do multiple windows here by using a vector + priority info...
-//Though the way ZSNES does it seems to be by a bool (i.e., they're always active, just not shown)
-                       if (mainWindow)
-                               mainWindow->Draw();
-#endif
-
-/*uint32 pBGS[6 * 8 + 3] = { 6, 8, 4,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0,
-       0, 0, 0, 0, 0, 0
-};*/
-//This isn't working... Why????
-//It's because DrawTransparentBitmap does alpha blending if it detects zero in the alpha channel.
-//So why do it that way? Hm.
-                       overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
-
-#ifdef NEW_BACKSTORE_METHOD
-//                     DrawTransparentBitmapDeprecated(overlayPixels, oldMouseX, oldMouseY, pointerBGSave);
-//                     DrawTransparentBitmap(overlayPixels, oldMouseX, oldMouseY, pBGS);
-                       for(uint32 y=0; y<pointerBGSave[1]; y++)
-                               for(uint32 x=0; x<pointerBGSave[0]; x++)
-                                       overlayPixels[((oldMouseY + y) * sdlemuGetOverlayWidthInPixels()) + (oldMouseX + x)] = 0x00000000;
-
-                       count = 2;
-
-                       for(uint32 y=0; y<pointerBGSave[1]; y++)
-                               for(uint32 x=0; x<pointerBGSave[0]; x++)
-                                       pointerBGSave[count++] = overlayPixels[((mouseY + y) * sdlemuGetOverlayWidthInPixels()) + (mouseX + x)];
-#endif
-
-                       if (showMouse)
-//                             DrawTransparentBitmapDeprecated(backbuffer, mouseX, mouseY, mousePic);
-                               DrawTransparentBitmapDeprecated(overlayPixels, mouseX, mouseY, mousePic);
-
-                       RenderBackbuffer();
-               }
-       }
-
-       return true;
-}
-
-//
-// GUI "action" functions
-//
-
-Window * LoadROM(void)
-{
-       FileList * fileList = new FileList(20, 20, 600, 440);
-
-       return (Window *)fileList;
-}
-
-Window * ResetJaguar(void)
-{
-       JaguarReset();
-
-       return RunEmu();
-}
-
-Window * ResetJaguarCD(void)
-{
-       memcpy(jaguarMainRom, jaguarCDBootROM, 0x40000);
-       jaguarRunAddress = 0x802000;
-       jaguarMainRomCRC32 = crc32_calcCheckSum(jaguarMainRom, 0x40000);
-       JaguarReset();
-//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...
-       jaguarMainRom[0x0040B] = 0x03;
-
-       return RunEmu();
-}
-
-
-#if 0
-
-bool debounceRunKey = true;
-Window * RunEmu(void)
-{
-       extern uint32 * backbuffer;
-//Temporary, to test the new timer based code...
-sdlemuDisableOverlay();
-JaguarExecuteNew();
-sdlemuEnableOverlay();
-       // Save the background for the GUI...
-       // In this case, we squash the color to monochrome, then force it to blue + green...
-       for(uint32 i=0; i<tom_getVideoModeWidth() * 256; i++)
-       {
-               uint32 pixel = backbuffer[i];
-               uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
-               pixel = ((r + g + b) / 3) & 0x00FF;
-               backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
-       }
-return NULL;//*/
-
-//This is crappy... !!! FIX !!!
-       extern bool finished, showGUI;
-
-//     uint32 nFrame = 0, nFrameskip = 0;
-       uint32 totalFrames = 0;
-       finished = false;
-       bool showMessage = true;
-       uint32 showMsgFrames = 120;
-       uint8 transparency = 0;
-       // Pass a message to the "joystick" code to debounce the ESC key...
-       debounceRunKey = true;
-
-       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[5] = { "2M Cartridge", "4M Cartridge", "CD BIOS", "CD Dev BIOS", "Homebrew" };
-       uint32 elapsedTicks = SDL_GetTicks(), frameCount = 0, framesPerSecond = 0;
-
-       while (true)
-       {
-               // Set up new backbuffer with new pixels and data
-               JaguarExecute(backbuffer, true);
-//             JaguarExecuteNew();
-               totalFrames++;
-//WriteLog("Frame #%u...\n", totalFrames);
-//extern bool doDSPDis;
-//if (totalFrames == 373)
-//     doDSPDis = true;
-
-//This sucks... !!! FIX !!!
-               joystick_exec();
-//This is done here so that the crud below doesn't get on our GUI background...
-               if (finished)
-                       break;
-
-               // Some QnD GUI stuff here...
-               if (showGUI)
-               {
-                       extern uint32 gpu_pc, dsp_pc;
-                       DrawString(backbuffer, 8, 8, false, "GPU PC: %08X", gpu_pc);
-                       DrawString(backbuffer, 8, 16, false, "DSP PC: %08X", dsp_pc);
-                       DrawString(backbuffer, 8, 32, false, "%u FPS", framesPerSecond);
-               }
-
-               if (showMessage)
-               {
-// FF0F -> 1111 11 11  000 0 1111 -> 3F 18 0F
-// 3FE3 -> 0011 11 11  111 0 0011 -> 0F 3F 03
-/*                     DrawStringTrans((uint32 *)backbuffer, 8, 24*8, 0xFF0F, transparency, "Running...");
-                       DrawStringTrans((uint32 *)backbuffer, 8, 26*8, 0x3FE3, transparency, "%s, run address: %06X", cartTypeName[cartType], jaguarRunAddress);
-                       DrawStringTrans((uint32 *)backbuffer, 8, 27*8, 0x3FE3, transparency, "CRC: %08X", jaguar_mainRom_crc32);//*/
-//first has wrong color. !!! FIX !!!
-                       DrawStringTrans(backbuffer, 8, 24*8, 0xFF7F63FF, transparency, "Running...");
-                       DrawStringTrans(backbuffer, 8, 26*8, 0xFF1FFF3F, transparency, "%s, run address: %06X", cartTypeName[cartType], jaguarRunAddress);
-                       DrawStringTrans(backbuffer, 8, 27*8, 0xFF1FFF3F, transparency, "CRC: %08X", jaguar_mainRom_crc32);
-
-                       if (showMsgFrames == 0)
-                       {
-                               transparency++;
-
-                               if (transparency == 33)
-{
-                                       showMessage = false;
-/*extern bool doGPUDis;
-doGPUDis = true;//*/
-}
-
-                       }
-                       else
-                               showMsgFrames--;
-               }
-
-               RenderBackbuffer();
-               frameCount++;
-
-               if (SDL_GetTicks() - elapsedTicks > 250)
-                       elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0;
-       }
-
-       // Reset the pitch, since it may have been changed in-game...
-       Element::SetScreenAndPitch((uint32 *)backbuffer, GetSDLScreenWidthInPixels());
-
-       // 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() * 256; i++)
-       {
-               uint32 pixel = backbuffer[i];
-               uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
-               pixel = ((r + g + b) / 3) & 0x00FF;
-               background[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
-       }
-
-       return NULL;
-}
-
-#else
-
-bool debounceRunKey = true;
-Window * RunEmu(void)
-{
-//     extern uint32 * backbuffer;
-       uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
-       memset(overlayPixels, 0x00, 640 * 480 * 4);                     // Clear out overlay...
-
-//This is crappy... !!! FIX !!!
-//     extern bool finished, showGUI;
-
-       sdlemuDisableOverlay();
-
-//     uint32 nFrame = 0, nFrameskip = 0;
-       uint32 totalFrames = 0;
-       finished = false;
-       bool showMessage = true;
-       uint32 showMsgFrames = 120;
-       uint8 transparency = 0xFF;
-       // Pass a message to the "joystick" code to debounce the ESC key...
-       debounceRunKey = true;
-
-       uint32 cartType = 4;
-       if (jaguarRomSize == 0x200000)
-               cartType = 0;
-       else if (jaguarRomSize == 0x400000)
-               cartType = 1;
-       else if (jaguarMainRomCRC32 == 0x687068D5)
-               cartType = 2;
-       else if (jaguarMainRomCRC32 == 0x55A0669C)
-               cartType = 3;
-
-       const char * cartTypeName[5] = { "2M Cartridge", "4M Cartridge", "CD BIOS", "CD Dev BIOS", "Homebrew" };
-       uint32 elapsedTicks = SDL_GetTicks(), frameCount = 0, framesPerSecond = 0;
-
-       while (!finished)
-       {
-               // Set up new backbuffer with new pixels and data
-               JaguarExecuteNew();
-               totalFrames++;
-//WriteLog("Frame #%u...\n", totalFrames);
-//extern bool doDSPDis;
-//if (totalFrames == 373)
-//     doDSPDis = true;
-
-//Problem: Need to do this *only* when the state changes from visible to not...
-//Also, need to clear out the GUI when not on (when showMessage is active...)
-if (showGUI || showMessage)
-       sdlemuEnableOverlay();
-else
-       sdlemuDisableOverlay();
-
-//Add in a new function for clearing patches of screen (ClearOverlayRect)
-
-// Also: Take frame rate into account when calculating fade time...
-
-               // Some QnD GUI stuff here...
-               if (showGUI)
-               {
-                       FillScreenRectangle(overlayPixels, 8, 1*FONT_HEIGHT, 128, 4*FONT_HEIGHT, 0x00000000);
-                       extern uint32 gpu_pc, dsp_pc;
-                       DrawString(overlayPixels, 8, 1*FONT_HEIGHT, false, "GPU PC: %08X", gpu_pc);
-                       DrawString(overlayPixels, 8, 2*FONT_HEIGHT, false, "DSP PC: %08X", dsp_pc);
-                       DrawString(overlayPixels, 8, 4*FONT_HEIGHT, false, "%u FPS", framesPerSecond);
-               }
-
-               if (showMessage)
-               {
-                       DrawString2(overlayPixels, 8, 24*FONT_HEIGHT, 0x007F63FF, transparency, "Running...");
-                       DrawString2(overlayPixels, 8, 26*FONT_HEIGHT, 0x001FFF3F, transparency, "%s, run address: %06X", cartTypeName[cartType], jaguarRunAddress);
-                       DrawString2(overlayPixels, 8, 27*FONT_HEIGHT, 0x001FFF3F, transparency, "CRC: %08X", jaguarMainRomCRC32);
-
-                       if (showMsgFrames == 0)
-                       {
-                               transparency--;
-
-                               if (transparency == 0)
-{
-                                       showMessage = false;
-/*extern bool doGPUDis;
-doGPUDis = true;//*/
-}
-
-                       }
-                       else
-                               showMsgFrames--;
-               }
-
-               frameCount++;
-
-               if (SDL_GetTicks() - elapsedTicks > 250)
-                       elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0;
-       }
-
-       // Save the background for the GUI...
-       // In this case, we squash the color to monochrome, then force it to blue + green...
-       for(uint32 i=0; i<TOMGetVideoModeWidth() * 256; i++)
-       {
-               uint32 pixel = backbuffer[i];
-               uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
-               pixel = ((r + g + b) / 3) & 0x00FF;
-               backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
-       }
-
-       sdlemuEnableOverlay();
-
-       return NULL;
-}
-
-#endif
-
-
-Window * Quit(void)
-{
-       WriteLog("GUI: Quitting due to user request.\n");
-       exitGUI = true;
-
-       return NULL;
-}
-
-Window * About(void)
-{
-       char buf[512];
-       sprintf(buf, "SVN %s", __DATE__);
-//fprintf(fp, "VirtualJaguar v1.0.8 (Last full build was on %s %s)\n", __DATE__, __TIME__);
-//VirtualJaguar v1.0.8 (Last full build was on Dec 30 2004 20:01:31)
-//Hardwired, bleh... !!! FIX !!!
-uint32 width = 55 * FONT_WIDTH, height = 18 * FONT_HEIGHT;
-uint32 xpos = (640 - width) / 2, ypos = (480 - height) / 2;
-//     Window * window = new Window(8, 16, 50 * FONT_WIDTH, 21 * FONT_HEIGHT);
-       Window * window = new Window(xpos, ypos, width, height);
-//     window->AddElement(new Text(8, 8, "Virtual Jaguar 1.0.8"));
-//     window->AddElement(new Text(8, 8, "Virtual Jaguar CVS 20050110", 0xFF3030FF, 0xFF000000));
-//     window->AddElement(new Text(208, 8+0*FONT_HEIGHT, buf, 0xFF3030FF, 0xFF000000));
-       window->AddElement(new Text(248, 8+4*FONT_HEIGHT+5, buf, 0xFF3030FF, 0xFF000000));
-       window->AddElement(new Text(8, 8+0*FONT_HEIGHT, "Coders:"));
-       window->AddElement(new Text(16, 8+1*FONT_HEIGHT, "James L. Hammons (shamus)"));
-       window->AddElement(new Text(16, 8+2*FONT_HEIGHT, "Niels Wagenaar (nwagenaar)"));
-       window->AddElement(new Text(16, 8+3*FONT_HEIGHT, "Carwin Jones (Caz)"));
-       window->AddElement(new Text(16, 8+4*FONT_HEIGHT, "Adam Green"));
-       window->AddElement(new Text(8, 8+6*FONT_HEIGHT, "Testers:"));
-       window->AddElement(new Text(16, 8+7*FONT_HEIGHT, "Guruma"));
-       window->AddElement(new Text(8, 8+9*FONT_HEIGHT, "Thanks go out to:"));
-       window->AddElement(new Text(16, 8+10*FONT_HEIGHT, "Aaron Giles for the original CoJag"));
-       window->AddElement(new Text(16, 8+11*FONT_HEIGHT, "David Raingeard for the original VJ"));
-       window->AddElement(new Text(16, 8+12*FONT_HEIGHT, "Karl Stenerud for his Musashi 68K emu"));
-       window->AddElement(new Text(16, 8+13*FONT_HEIGHT, "Sam Lantinga for his amazing SDL libs"));
-       window->AddElement(new Text(16, 8+14*FONT_HEIGHT, "Ryan C. Gordon for VJ's web presence"));
-       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));
-
-       return window;
-}
-
-Window * MiscOptions(void)
-{
-       Window * window = new Window(8, 16, 304, 192);
-       window->AddElement(new PushButton(8, 8, &vjs.useJaguarBIOS, "BIOS"));
-       window->AddElement(new SlideSwitch(8, 32, &vjs.hardwareTypeNTSC, "PAL", "NTSC"));
-       window->AddElement(new PushButton(8, 64, &vjs.DSPEnabled, "DSP"));
-       window->AddElement(new SlideSwitch(24, 88, &vjs.usePipelinedDSP, "Original", "Pipelined"));
-       window->AddElement(new SlideSwitch(8, 120, (bool *)&vjs.glFilter, "Sharp", "Blurry"));
-       window->AddElement(new SlideSwitch(8, 152, (bool *)&vjs.renderType, "Normal render", "TV style"));
-
-       window->AddElement(new TextEdit(88, 8, vjs.ROMPath, 20, 0xFF8484FF, 0xFF000000));
-
-/*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) {}*/
-// Missing:
-// * BIOS path
-// * ROM path
-// * EEPROM path
-// * joystick
-// * joystick port
-// * OpenGL?
-// * GL Filter type
-// * Window/fullscreen
-// * Key definitions
-
-       return window;
-}
-
-// Function prototype
-Window * CrashGracefullyCallback(void);
-
-//NOTE: Probably should set a flag as well telling it to do a full reset
-//      of the Jaguar hardware if this happens...
-void GUICrashGracefully(const char * reason)
-{
-       finished = true;                                                        // We're finished for now!
-
-       // Since this is used in the menu code as well, we could create another
-       // internal function called "PushWindowOnQueue" or somesuch
-       SDL_Event event;
-       event.type = SDL_USEREVENT;
-       event.user.code = MENU_ITEM_CHOSEN;
-       event.user.data1 = (void *)CrashGracefullyCallback;
-       SDL_PushEvent(&event);
-}
-
-Window * CrashGracefullyCallback(void)
-{
-       Window * window = new Window(8, 16, 304, 192);
-
-       window->AddElement(new Text(8, 8+0*FONT_HEIGHT, "We CRASHED!!!"));
-
-       return window;
-}