// by James L. Hammons
//
+#include "gui.h"
+
#include <stdarg.h>
#include <sys/types.h> // For MacOS <dirent.h> dependency
#include <dirent.h>
#include "zlib.h"
#include "unzip.h"
#include "sdlemu_opengl.h"
-#include "gui.h"
+#include "log.h"
+#include "jaguar.h"
+#include "eeprom.h"
using namespace std; // For STL stuff
class Window; // Forward declaration...
//void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap, uint8 * alpha = NULL);
-void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap);
+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);
// Local global variables
bool exitGUI = false; // GUI (emulator) done variable
-int mouseX, mouseY;
+int mouseX = 0, mouseY = 0;
uint32 background[1280 * 256]; // GUI background buffer
-char separator[] = "--------------------------------------------------------";
+const char separator[] = "--------------------------------------------------------";
//
// Case insensitive string compare function
// Select the first element of each string:
string::const_iterator p1 = s1.begin(), p2 = s2.begin();
- while (p1 != s1.end() && p2 != s2.end()) // Don\92t run past the end
+ 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
}
+//
+// Button class
+//
+
class Button: public Element
{
public:
if (picDown != NULL && inside && clicked)
picToShow = picDown;
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, picToShow);
+ DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, picToShow);
}
}
+//
+// PushButton class
+//
+
class PushButton: public Element
{
// How to handle?
// 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),
+// 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),
}
}*/
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? pushButtonDown : pushButtonUp));
-// DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? pushButtonDown : pushButtonUp), (*state ? pbdAlpha : pbuAlpha));
+ 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 + 12, extents.y + offsetY, false, "%s", text.c_str());
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text.c_str());
}
+//
+// SlideSwitch class
+//
+
class SlideSwitch: public Element
{
// How to handle?
//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, 8, 16), state(st),
+ 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);
void SlideSwitch::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp));
+ DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp));
+
if (text1.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 12, extents.y + offsetY, false, "%s", text1.c_str());
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text1.c_str());
+
if (text2.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 12, extents.y + offsetY + 8, false, "%s", text2.c_str());
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY + 16, false, "%s", text2.c_str());
}
+//
+// Window class
+//
+
class Window: public Element
{
public:
}
+//
+// Static text class
+//
+
class Text: public Element
{
public:
}
+//
+// 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
{
}
+//
+// FileList class
+//
+
class FileList: public Window
{
public:
}
+//
+// Menu class & supporting structs/classes
+//
+
struct NameAction
{
string name;
action(a), hotKey(k) {}
};
-
class MenuItems
{
public:
uint8 trans = font2[fontAddr++];
uint8 invTrans = trans ^ 0xFF;
- uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
+ uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
- uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
+ uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
*(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
}
}
}
+//
+// 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
}
}
}*/
-void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
+void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
{
uint32 width = bitmap[0], height = bitmap[1];
bitmap += 2;
}
}
+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! ;-)
bool GUIMain(char * filename)
{
WriteLog("GUI: Inside GUIMain...\n");
-// Need to set things up so that it loads and runs a file if given on the command line. !!! FIX !!!
+
+ 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;
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");
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"...
-// if (vjs.useOpenGL)
-// mouseX /= 2, mouseY /= 2;
}
}
else if (event.type == SDL_ACTIVEEVENT)
}
else if (event.type == SDL_MOUSEMOTION)
{
+ oldMouseX = mouseX, oldMouseY = mouseY;
mouseX = event.motion.x, mouseY = event.motion.y;
-// if (vjs.useOpenGL)
-// mouseX /= 2, mouseY /= 2;
-
if (mainWindow)
mainWindow->HandleMouseMove(mouseX, mouseY);
else
{
uint32 mx = event.button.x, my = event.button.y;
-// if (vjs.useOpenGL)
-// mx /= 2, my /= 2;
-
if (mainWindow)
mainWindow->HandleMouseButton(mx, my, true);
else
{
uint32 mx = event.button.x, my = event.button.y;
-// if (vjs.useOpenGL)
-// mx /= 2, my /= 2;
-
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
// 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();
//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)
-// DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
- DrawTransparentBitmap((uint32 *)sdlemuGetOverlayPixels(), mouseX, mouseY, mousePic);
+// DrawTransparentBitmapDeprecated(backbuffer, mouseX, mouseY, mousePic);
+ DrawTransparentBitmapDeprecated(overlayPixels, mouseX, mouseY, mousePic);
RenderBackbuffer();
}
return RunEmu();
}
+
+#if 0
+
bool debounceRunKey = true;
Window * RunEmu(void)
{
JaguarExecuteNew();
sdlemuEnableOverlay();
// 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 word = backbuffer[i];
-// uint8 r = (word >> 10) & 0x1F, g = (word >> 5) & 0x1F, b = word & 0x1F;
-// word = ((r + g + b) / 3) & 0x001F;
-// word = (word << 5) | word;
-// background[i] = word;
-
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);
backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
}
return NULL;//*/
}
// Reset the pitch, since it may have been changed in-game...
-// Element::SetScreenAndPitch(backbuffer, GetSDLScreenPitch() / 2);
Element::SetScreenAndPitch((uint32 *)backbuffer, GetSDLScreenWidthInPixels());
// 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 word = backbuffer[i];
-// uint8 r = (word >> 10) & 0x1F, g = (word >> 5) & 0x1F, b = word & 0x1F;
-// word = ((r + g + b) / 3) & 0x001F;
-// word = (word << 5) | word;
-// background[i] = word;
-
uint32 pixel = backbuffer[i];
uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
pixel = ((r + g + b) / 3) & 0x00FF;
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 (jaguar_mainRom_crc32 == 0x687068D5)
+ cartType = 2;
+ else if (jaguar_mainRom_crc32 == 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)
+
+ // 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", jaguar_mainRom_crc32);
+
+ 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<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);
+ }
+
+ sdlemuEnableOverlay();
+
+ return NULL;
+}
+
+#endif
+
+
Window * Quit(void)
{
WriteLog("GUI: Quitting due to user request.\n");
Window * About(void)
{
char buf[512];
- sprintf(buf, "Virtual Jaguar CVS %s", __DATE__);
+// sprintf(buf, "Virtual Jaguar CVS %s", __DATE__);
+ sprintf(buf, "CVS %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)
- Window * window = new Window(8, 16, 40 * FONT_WIDTH, 19 * FONT_HEIGHT);
+//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(8, 8, buf, 0xFF3030FF, 0xFF000000));
- window->AddElement(new Text(8, 8+2*FONT_HEIGHT, "Coders:"));
- window->AddElement(new Text(16, 8+3*FONT_HEIGHT, "James L. Hammons (shamus)"));
- window->AddElement(new Text(16, 8+4*FONT_HEIGHT, "Niels Wagenaar (nwagenaar)"));
- window->AddElement(new Text(16, 8+5*FONT_HEIGHT, "Carwin Jones (Caz)"));
- window->AddElement(new Text(16, 8+6*FONT_HEIGHT, "Adam Green"));
- window->AddElement(new Text(8, 8+8*FONT_HEIGHT, "Testers:"));
- window->AddElement(new Text(16, 8+9*FONT_HEIGHT, "Guruma"));
- window->AddElement(new Text(8, 8+11*FONT_HEIGHT, "Thanks go out to:"));
- window->AddElement(new Text(16, 8+12*FONT_HEIGHT, "Aaron Giles for the original CoJag"));
- window->AddElement(new Text(16, 8+13*FONT_HEIGHT, "David Raingeard for the original VJ"));
- window->AddElement(new Text(16, 8+14*FONT_HEIGHT, "Karl Stenerud for his Musashi 68K emu"));
- window->AddElement(new Text(16, 8+15*FONT_HEIGHT, "Sam Lantinga for his amazing SDL libs"));
- window->AddElement(new Text(16, 8+16*FONT_HEIGHT, "Ryan C. Gordon for VJ's web presence"));
- window->AddElement(new Text(16, 8+17*FONT_HEIGHT, "The guys over at Atari Age ;-)"));
+// 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, 160);
+ Window * window = new Window(8, 16, 304, 192);
window->AddElement(new PushButton(8, 8, &vjs.useJaguarBIOS, "BIOS"));
- window->AddElement(new SlideSwitch(8, 20, &vjs.hardwareTypeNTSC, "PAL", "NTSC"));
- window->AddElement(new PushButton(8, 40, &vjs.DSPEnabled, "DSP"));
- window->AddElement(new SlideSwitch(16, 52, &vjs.usePipelinedDSP, "Original", "Pipelined"));
- window->AddElement(new SlideSwitch(8, 72, (bool *)&vjs.glFilter, "Sharp", "Blurry"));
+ 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
// * OpenGL?
// * GL Filter type
// * Window/fullscreen
+// * Key definitions
return window;
}