]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/gui.cpp
Fixed fullscreen<-->windowed mode swith in OpenGL mode, phase one of
[virtualjaguar] / src / gui.cpp
index 9a96930fa1e5b5ba6927ee0a7da516a65fe92207..0ff948f70e182f2c1f33761eece233f1e0383463 100644 (file)
 // by James L. Hammons
 //
 
+#include "gui.h"
+
+#include <sys/types.h>                                                         // For MacOS <dirent.h> dependency
 #include <dirent.h>
 #include <SDL.h>
 #include <string>
 #include <vector>
 #include <algorithm>
-#include "types.h"
+#include <ctype.h>                                                                     // For toupper()
 #include "settings.h"
 #include "tom.h"
 #include "video.h"
+#include "clock.h"
 #include "font1.h"
-#include "gui.h"
+#include "font14pt.h"                                                          // Also 15, 16, 17, 18
+#include "guielements.h"
+#include "crc32.h"
+#include "sdlemu_opengl.h"
+#include "log.h"
+#include "jaguar.h"
+#include "file.h"
 
 using namespace std;                                                           // For STL stuff
 
 // Private function prototypes
 
-void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap);
-void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 opacity, const char * text, ...);
-void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...);
-void LoadROM(void);
-void RunEmu(void);
-void Quit(void);
-void About(void);
+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
 
-int mouseX, mouseY;
+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;
 
-uint16 mousePic[] = {
-       6, 8,
+const char separator[] = "--------------------------------------------------------";
 
-       0x03E0,0x0000,0x0000,0x0000,0x0000,0x0000,              // +
-       0x0300,0x03E0,0x0000,0x0000,0x0000,0x0000,              // @+
-       0x0300,0x03E0,0x03E0,0x0000,0x0000,0x0000,              // @++
-       0x0300,0x0300,0x03E0,0x03E0,0x0000,0x0000,              // @@++
-       0x0300,0x0300,0x03E0,0x03E0,0x03E0,0x0000,              // @@+++
-       0x0300,0x0300,0x0300,0x03E0,0x03E0,0x03E0,              // @@@+++
-       0x0300,0x0300,0x0300,0x0000,0x0000,0x0000,              // @@@
-       0x0300,0x0000,0x0000,0x0000,0x0000,0x0000               // @
-/*
-       0xFFFF,0x0000,0x0000,0x0000,0x0000,0x0000,              // +
-       0xE318,0xFFFF,0x0000,0x0000,0x0000,0x0000,              // @+
-       0xE318,0xFFFF,0xFFFF,0x0000,0x0000,0x0000,              // @++
-       0xE318,0xE318,0xFFFF,0xFFFF,0x0000,0x0000,              // @@++
-       0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF,0x0000,              // @@+++
-       0xE318,0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF,              // @@@+++
-       0xE318,0xE318,0xE318,0x0000,0x0000,0x0000,              // @@@
-       0xE318,0x0000,0x0000,0x0000,0x0000,0x0000               // @
-*/
-};
-// 1 111 00 11 100 1 1100 -> F39C
-// 1 100 00 10 000 1 0000 -> C210
-// 1 110 00 11 000 1 1000 -> E318
-// 0 000 00 11 111 0 0000 -> 03E0
-// 0 000 00 11 000 0 0000 -> 0300
-
-uint16 closeBox[] = {
-       7, 7,
-
-       0x0000,0x4B5E,0x4B5E,0x4B5E,0x4B5E,0x4B5E,0x0000,               //  +++++
-       0x4B5E,0xFFFF,0x0000,0x0000,0x0000,0xFFFF,0x0217,               // +@   @.
-       0x4B5E,0x0000,0xFFFF,0x0000,0xFFFF,0x0000,0x0217,               // + @ @ .
-       0x4B5E,0x0000,0x0000,0xFFFF,0x0000,0x0000,0x0217,               // +  @  .
-       0x4B5E,0x0000,0xFFFF,0x0000,0xFFFF,0x0000,0x0217,               // + @ @ .
-       0x4B5E,0xFFFF,0x0000,0x0000,0x0000,0xFFFF,0x0217,               // +@   @.
-       0x0000,0x0217,0x0217,0x0217,0x0217,0x0217,0x0000                //  .....
-};
+//
+// Case insensitive string compare function
+// Taken straight out of Thinking In C++ by Bruce Eckel. Thanks Bruce!
+//
 
-char separator[] = "--------------------------------------------------------";
+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;
+               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(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 int16 * screenBuffer;
+               static uint32 * screenBuffer;
                static uint32 pitch;
 };
 
-int16 * Element::screenBuffer = NULL;
+// Initialize class variables (Element)
+//int16 * Element::screenBuffer = NULL;
+uint32 * Element::screenBuffer = NULL;
 uint32 Element::pitch = 0;
 
 bool Element::Inside(uint32 x, uint32 y)
@@ -111,29 +131,46 @@ bool Element::Inside(uint32 x, uint32 y)
                && 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(0xFFFF),
-                       bgColor(0x03E0), pic(NULL) {}
-               Button(uint32 x, uint32 y, uint32 w, uint32 h, uint16 * p): Element(x, y, w, h),
-                       activated(false), clicked(false), inside(false), fgColor(0xFFFF),
-                       bgColor(0x03E0), pic(p) {}
+                       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(0xFFFF),
-                       bgColor(0x03E0), pic(NULL), text(s) {}
+                       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;
-               uint16 fgColor, bgColor;
-               uint16 * pic;
+               uint32 fgColor, bgColor;
+               uint32 * pic, * picHover, * picDown;
                string text;
+               Element * elementToTell;
 };
 
 void Button::HandleMouseMove(uint32 x, uint32 y)
@@ -149,7 +186,13 @@ void Button::HandleMouseButton(uint32 x, uint32 y, bool 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;
@@ -159,53 +202,273 @@ 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)] 
+                               screenBuffer[addr + x + (y * pitch)]
                                        = (clicked && inside ? fgColor : (inside ? 0x43F0 : bgColor));
                }
-       }
+       }*/
 
-//WriteLog("Button::Draw [%08X]\n", this);
-       if (pic != NULL)
-//{
-//WriteLog("--> Button: About to draw pic [%08X].\n", pic);
-               DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, pic);
-//}
+       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)
-//{
-//WriteLog("--> Button: About to draw string [%s].\n", text.c_str());
-               DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
-//}
+               DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text.c_str());
 }
 
-class Window: public Element
+
+//
+// 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:
-               Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
-                       /*clicked(false), inside(false),*/ fgColor(0x4FF0), bgColor(0xFE10),
-                       close(w - 8, 1, 7, 7, closeBox) { list.push_back(&close); }
+               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 !close.ButtonClicked(); }
+//             bool WindowActive(void) { return true; }//return !close->ButtonClicked(); }
 
        protected:
 //             bool clicked, inside;
-               uint16 fgColor, bgColor;
-               Button close;
+               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...
@@ -246,154 +509,659 @@ 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(0x4FF0), bgColor(0xFE10) {}
-               Text(uint32 x, uint32 y, string s): Element(x, y, 0, 0),
-                       fgColor(0x4FF0), bgColor(0xFE10), text(s) {}
+                       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:
-               uint16 fgColor, bgColor;
+               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());
+//             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());
 }
 
-struct NameAction
+
+//
+// Static image class
+//
+
+class Image: public Element
 {
-       string name;
-       void (* action)(void);
-       bool isWindow;
+       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 *) {}
 
-       NameAction(string n, void (* a)(void) = NULL, bool w = false): name(n), action(a),
-               isWindow(w) {}
+       protected:
+               uint32 fgColor, bgColor;
+               const void * image;
 };
 
-class MenuItems
+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:
-               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); }
+               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 *) {}
 
-               string title;
-               vector<NameAction> item;
-               uint32 charLength;
-               SDL_Rect extents;
+       protected:
+               uint32 fgColor, bgColor;
+               string text;
+               uint32 caretPos;
+               uint32 maxScreenSize;
 };
 
-class Menu: public Element
+//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:
-               Menu(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 8,
-                       uint16 fgc = 0x1CFF, uint16 bgc = 0x000F, uint16 fgch = 0x421F,
-                       uint16 bgch = 0x1CFF): Element(x, y, w, h), clicked(false), inside(0),
-                       insidePopup(0), fgColor(fgc), bgColor(bgc), fgColorHL(fgch), bgColorHL(bgch),
-                       menuChosen(-1), menuItemChosen(-1) {}
-//                     { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
+//             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);
-               void Add(MenuItems mi);
-               //This is wrong. !!! FIX !!!
-               bool ItemChosen(void) { return (clicked && insidePopup); }
-               //This is bad... !!! FIX !!!
-               NameAction & GetItem(void)
-//              { if (ItemChosen()) return itemList[menuChosen].item[menuItemChosen]; return NULL; }
-                       { return itemList[menuChosen].item[menuItemChosen]; }
+               virtual void Notify(Element * e);
+               void SetNotificationElement(Element * e) { elementToTell = e; }
+               void AddItem(string s);
+               string GetSelectedItem(void);
 
        protected:
-               bool clicked;
-               uint32 inside, insidePopup;
-               uint16 fgColor, bgColor, fgColorHL, bgColorHL;
-               int menuChosen, menuItemChosen;
+               bool thumbClicked;
+               uint32 windowPtr, cursor, limit;
+               uint32 charWidth, charHeight;                           // Box width/height in characters
+               Element * elementToTell;
+               Button upArrow, downArrow, upArrow2;
+               vector<string> item;
 
        private:
-               vector<MenuItems> itemList;
+               uint32 yRelativePoint;
 };
 
-void Menu::HandleKey(SDLKey Key)
+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 Menu::HandleMouseMove(uint32 x, uint32 y)
+void ListBox::HandleKey(SDLKey key)
 {
-       inside = insidePopup = 0;
-
-       if (Inside(x, y))
+       if (key == SDLK_DOWN)
        {
-               // Find out *where* we are inside the menu bar
-               uint32 xpos = extents.x;
-
-               for(uint32 i=0; i<itemList.size(); i++)
+               if (cursor != limit - 1)        // Cursor is within its window
+                       cursor++;
+               else                                            // Otherwise, scroll the window...
                {
-                       uint32 width = (itemList[i].title.length() + 2) * 8;
-
-                       if (x >= xpos && x < xpos + width)
-                       {
-                               inside = i + 1;
-                               menuChosen = i;
-                               break;
-                       }
-
-                       xpos += width;
+                       if (cursor + windowPtr != item.size() - 1)
+                               windowPtr++;
                }
        }
-
-       if (!Inside(x, y) && !clicked)
+       else if (key == SDLK_UP)
        {
-               menuChosen = -1;
+               if (cursor != 0)
+                       cursor--;
+               else
+               {
+                       if (windowPtr != 0)
+                               windowPtr--;
+               }
        }
-
-       if (itemList[menuChosen].Inside(x, y) && clicked)
+       else if (key == SDLK_PAGEDOWN)
        {
-               insidePopup = ((y - itemList[menuChosen].extents.y) / 8) + 1;
-               menuItemChosen = insidePopup - 1;
+               if (cursor != limit - 1)
+                       cursor = limit - 1;
+               else
+               {
+                       windowPtr += limit;
+                       if (windowPtr > item.size() - limit)
+                               windowPtr = item.size() - limit;
+               }
        }
-}
-
-void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
-{
-       if (!clicked)
+       else if (key == SDLK_PAGEUP)
        {
-               if (mouseDown)
+               if (cursor != 0)
+                       cursor = 0;
+               else
                {
-                       if (inside)
-                               clicked = true;
+                       if (windowPtr < limit)
+                               windowPtr = 0;
                        else
-                               menuChosen = -1;                                        // clicked is already false...!
+                               windowPtr -= limit;
                }
        }
-       else                                                                                    // clicked == true
+       else if (key >= SDLK_a && key <= SDLK_z)
        {
-               if (insidePopup && !mouseDown)                          // I.e., mouse-button-up
+               // 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 (itemList[menuChosen].item[menuItemChosen].action != NULL)
+                       if ((item[i][0] & 0xDF) == which)
                        {
-                               itemList[menuChosen].item[menuItemChosen].action();
-
-                               clicked = false, menuChosen = menuItemChosen = -1;
-
+                               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)
@@ -407,23 +1175,25 @@ void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
 
        for(uint32 i=0; i<itemList.size(); i++)
        {
-               uint16 color1 = fgColor, color2 = bgColor;
+//             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) * 8;
+               xpos += (itemList[i].title.length() + 2) * FONT_WIDTH;
        }
 
        // Draw sub menu (but only if active)
        if (clicked)
        {
-               uint32 ypos = extents.y + 9;
+               uint32 ypos = extents.y + FONT_HEIGHT + 1;
 
                for(uint32 i=0; i<itemList[menuChosen].item.size(); i++)
                {
-                       uint16 color1 = fgColor, color2 = bgColor;
+//                     uint16 color1 = fgColor, color2 = bgColor;
+                       uint32 color1 = fgColor, color2 = bgColor;
 
                        if (insidePopup == i + 1)
                                color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
@@ -436,7 +1206,7 @@ void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
                                DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
                                        fgColor, bgColor, "%.*s", itemList[menuChosen].charLength + 2, separator);
 
-                       ypos += 8;
+                       ypos += FONT_HEIGHT;
                }
        }
 }
@@ -448,15 +1218,17 @@ void Menu::Add(MenuItems mi)
                        mi.charLength = mi.item[i].name.length();
 
        // Set extents here as well...
-       mi.extents.x = extents.x + extents.w, mi.extents.y = extents.y + 9;
-       mi.extents.w = (mi.charLength + 2) * 8, mi.extents.h = mi.item.size() * 8;
+       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) * 8;
+       extents.w += (mi.title.length() + 2) * FONT_WIDTH;
 }
 
+
 //Do we even *need* this?
-class RootWindow: public Window
+//Doesn't seem like it...
+/*class RootWindow: public Window
 {
        public:
                RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {}
@@ -466,260 +1238,635 @@ class RootWindow: public Window
                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];
-};
-
+};//*/
 
 
 //
-// GUI stuff--it's not crunchy, it's GUI! ;-)
+// 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;
 
-void InitGUI(void)
+       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, ...)
 {
-       SDL_ShowCursor(SDL_DISABLE);
-       SDL_GetMouseState(&mouseX, &mouseY);
+       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;
+       }
 }
 
-void GUIDone(void)
+//
+// 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. Can invert text as well.
+// Draw text at the given x/y coordinates, using FG color and overlay alpha blending.
 //
-void DrawString(int16 * 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, ...)
 {
        char string[4096];
        va_list arg;
 
-       va_start(arg, text);
-       vsprintf(string, text, arg);
-       va_end(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++;
+                       }
 
-       uint32 pitch = GetSDLScreenPitch() / 2;                 // Returns pitch in bytes but we need words...
-       uint32 length = strlen(string), address = x + (y * pitch);
+                       bitmap++;
+               }
+       }
+}*/
+void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
+{
+       uint32 width = bitmap[0], height = bitmap[1];
+       bitmap += 2;
 
-       for(uint32 i=0; i<length; i++)
-       {
-               uint32 fontAddr = (uint32)string[i] * 64;
+       uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
+       uint32 address = x + (y * pitch);
 
-               for(uint32 yy=0; yy<8; yy++)
+       for(uint32 yy=0; yy<height; yy++)
+       {
+               for(uint32 xx=0; xx<width; xx++)
                {
-                       for(uint32 xx=0; xx<8; xx++)
+                       uint32 color = *bitmap;
+                       uint32 blendedColor = color;
+                       uint32 existingColor = *(screen + address + xx + (yy * pitch));
+
+                       if (existingColor >> 24 != 0x00)                // Pixel needs blending
                        {
-                               if ((font1[fontAddr] && !invert) || (!font1[fontAddr] && invert))
-                                       *(screen + address + xx + (yy * pitch)) = 0xFE00;
-                               fontAddr++;
+                               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);
                        }
-               }
 
-               address += 8;
+                       *(screen + address + xx + (yy * pitch)) = blendedColor;
+                       bitmap++;
+               }
        }
 }
 
-//
-// Draw text at the given x/y coordinates, using FG/BG colors.
-//
-void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...)
+void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap)
 {
-       char string[4096];
-       va_list arg;
-
-       va_start(arg, text);
-       vsprintf(string, text, arg);
-       va_end(arg);
-
-       uint32 pitch = GetSDLScreenPitch() / 2;                 // Returns pitch in bytes but we need words...
-       uint32 length = strlen(string), address = x + (y * pitch);
+       uint32 pitch = sdlemuGetOverlayWidthInPixels();
+       uint32 address = x + (y * pitch);
+       uint32 count = 0;
 
-       for(uint32 i=0; i<length; i++)
+       for(uint32 yy=0; yy<((Bitmap *)bitmap)->height; yy++)
        {
-               uint32 fontAddr = (uint32)string[i] * 64;
-
-               for(uint32 yy=0; yy<8; yy++)
+               for(uint32 xx=0; xx<((Bitmap *)bitmap)->width; xx++)
                {
-                       for(uint32 xx=0; xx<8; 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
                        {
-                               *(screen + address + xx + (yy * pitch)) = (font1[fontAddr] ? color1 : color2);
-                               fontAddr++;
+                               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);
                        }
-               }
 
-               address += 8;
+                       *(screen + address + xx + (yy * pitch)) = blendedColor;
+                       count++;
+               }
        }
 }
 
 //
-// Draw text at the given x/y coordinates. Can invert text as well.
+// Draw a bitmap without using blending
 //
-void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 trans, const char * text, ...)
+void DrawBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap)
 {
-       char string[4096];
-       va_list arg;
-
-       va_start(arg, text);
-       vsprintf(string, text, arg);
-       va_end(arg);
-
-       uint32 pitch = GetSDLScreenPitch() / 2;                 // Returns pitch in bytes but we need words...
-       uint32 length = strlen(string), address = x + (y * pitch);
+       uint32 pitch = sdlemuGetOverlayWidthInPixels();
+       uint32 address = x + (y * pitch);
+       uint32 count = 0;
 
-       for(uint32 i=0; i<length; i++)
+       for(uint32 yy=0; yy<((Bitmap *)bitmap)->height; yy++)
        {
-               uint32 fontAddr = (uint32)string[i] * 64;
-
-               for(uint32 yy=0; yy<8; yy++)
+               for(uint32 xx=0; xx<((Bitmap *)bitmap)->width; xx++)
                {
-                       for(uint32 xx=0; xx<8; xx++)
-                       {
-                               if (font1[fontAddr])
-                               {
-                                       uint16 existingColor = *(screen + address + xx + (yy * pitch));
+                       *(screen + address + xx + (yy * pitch)) = ((uint32 *)((Bitmap *)bitmap)->pixelData)[count];
+                       count++;
+               }
+       }
+}
 
-                                       uint8 eRed = (existingColor >> 10) & 0x1F,
-                                               eGreen = (existingColor >> 5) & 0x1F,
-                                               eBlue = existingColor & 0x1F,
-//This could be done ahead of time, instead of on each pixel...
-                                               nRed = (color >> 10) & 0x1F,
-                                               nGreen = (color >> 5) & 0x1F,
-                                               nBlue = color & 0x1F;
+//
+// 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);
 
-//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;
-                                       uint16 bRed = (eRed * trans + nRed * invTrans) / 32;
-                                       uint16 bGreen = (eGreen * trans + nGreen * invTrans) / 32;
-                                       uint16 bBlue = (eBlue * trans + nBlue * invTrans) / 32;
+       for(uint32 yy=0; yy<h; yy++)
+               for(uint32 xx=0; xx<w; xx++)
+                       *(screen + address + xx + (yy * pitch)) = color;
+}
 
-                                       uint16 blendedColor = (bRed << 10) | (bGreen << 5) | bBlue;
 
-                                       *(screen + address + xx + (yy * pitch)) = blendedColor;
-                               }
+//
+// GUI stuff--it's not crunchy, it's GUI! ;-)
+//
 
-                               fontAddr++;
-                       }
-               }
+void InitGUI(void)
+{
+       SDL_ShowCursor(SDL_DISABLE);
+       SDL_GetMouseState(&mouseX, &mouseY);
+}
 
-               address += 8;
-       }
+void GUIDone(void)
+{
 }
 
 //
-// GUI Main loop
+// GUI main loop
 //
-bool GUIMain(void)
+//bool GUIMain(void)
+bool GUIMain(char * filename)
 {
-       extern int16 * backbuffer;
-       bool done = false;
+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, GetSDLScreenPitch() / 2);
-
-       Button closeButton(45, 90, 16, 16);
-       Window someWindow(15, 16, 60, 60);
-       Button button1(50, 15, 9, 9), button2(10, 10, 8, 8), button3(25, 48, 32, 8, " Ok ");
-       someWindow.AddElement(&button1);
-       someWindow.AddElement(&button2);
-       someWindow.AddElement(&button3);
+//     Element::SetScreenAndPitch(backbuffer, GetSDLScreenWidthInPixels());
+       Element::SetScreenAndPitch((uint32 *)sdlemuGetOverlayPixels(), sdlemuGetOverlayWidthInPixels());
+       sdlemuEnableOverlay();
 
-       Menu mainMenu;//(0, 160);
+       Menu mainMenu;
        MenuItems mi;
-       mi.title = "File";
-       mi.item.push_back(NameAction("Load...", LoadROM));
-       mi.item.push_back(NameAction("Reset"));
-       mi.item.push_back(NameAction("Run", RunEmu));
+       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));
+       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..."));
+       mi.item.push_back(NameAction("Misc...", MiscOptions, SDLK_m));
        mainMenu.Add(mi);
-       mi.title = "Options";
+       mi.title = "Info";
        mi.item.clear();
-       mi.item.push_back(NameAction("About..."));
+       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");
        jaguar_reset();
 
-       while (!done)
+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<tom_getVideoModeWidth()*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)
        {
-               while (SDL_PollEvent(&event))
+               if (SDL_PollEvent(&event))
                {
-                       if (event.type == SDL_ACTIVEEVENT)
+                       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);
                        }
-                       if (event.type == SDL_KEYDOWN)
+                       else if (event.type == SDL_KEYDOWN)
                        {
-                               closeButton.HandleKey(event.key.keysym.sym);
-                               if (someWindow.WindowActive())
-                                       someWindow.HandleKey(event.key.keysym.sym);
-                               mainMenu.HandleKey(event.key.keysym.sym);
+                               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 (vjs.useOpenGL)
-                                       mouseX /= 2, mouseY /= 2;
-
-                               closeButton.HandleMouseMove(mouseX, mouseY);
-                               if (someWindow.WindowActive())
-                                       someWindow.HandleMouseMove(mouseX, mouseY);
-                               mainMenu.HandleMouseMove(mouseX, mouseY);
+                               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 (vjs.useOpenGL)
-                                       mx /= 2, my /= 2;
-
-                               closeButton.HandleMouseButton(mx, my, true);
-                               if (someWindow.WindowActive())
-                                       someWindow.HandleMouseButton(mx, my, true);
-                               mainMenu.HandleMouseButton(mx, my, true);
+                               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 (vjs.useOpenGL)
-                                       mx /= 2, my /= 2;
-
-                               closeButton.HandleMouseButton(mx, my, false);
-                               if (someWindow.WindowActive())
-                                       someWindow.HandleMouseButton(mx, my, false);
-                               mainMenu.HandleMouseButton(mx, my, false);
+                               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);
+//                     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);
 
-                       closeButton.Draw();
-                       if (someWindow.WindowActive())
-                               someWindow.Draw();
                        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)
-                               DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+//                             DrawTransparentBitmapDeprecated(backbuffer, mouseX, mouseY, mousePic);
+                               DrawTransparentBitmapDeprecated(overlayPixels, mouseX, mouseY, mousePic);
 
                        RenderBackbuffer();
                }
@@ -731,314 +1878,341 @@ bool GUIMain(void)
 //
 // GUI "action" functions
 //
-void LoadROM(void)
+
+Window * LoadROM(void)
+{
+       FileList * fileList = new FileList(20, 20, 600, 440);
+
+       return (Window *)fileList;
+}
+
+Window * ResetJaguar(void)
+{
+       jaguar_reset();
+
+       return RunEmu();
+}
+
+Window * ResetJaguarCD(void)
 {
+       memcpy(jaguar_mainRom, jaguar_CDBootROM, 0x40000);
+       jaguarRunAddress = 0x802000;
+       jaguar_mainRom_crc32 = crc32_calcCheckSum(jaguar_mainRom, 0x40000);
+       jaguar_reset();
+//This is a quick kludge to get the CDBIOS to boot properly...
+//Wild speculation: It could be that this memory location is wired into the CD unit
+//somehow, which lets it know whether or not a cart is present in the unit...
+       jaguar_mainRom[0x0040B] = 0x03;
+
+       return RunEmu();
 }
 
-void RunEmu(void)
+
+#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 int16 * backbuffer;
-       extern bool finished;
-       extern bool showGUI;
-       uint32 nFrame = 0, nFrameskip = 0;
+       extern bool finished, showGUI;
+
+//     uint32 nFrame = 0, nFrameskip = 0;
        uint32 totalFrames = 0;
        finished = false;
        bool showMessage = true;
-       uint32 showMsgFrames = 60;
+       uint32 showMsgFrames = 120;
        uint8 transparency = 0;
-
-       while (!finished)
+       // 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)
                {
-                       DrawStringTrans(backbuffer, 8, 24*8, 0xFF0F, transparency, "Running...");
+// 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--;
                }
 
-               // Simple frameskip
-               if (nFrame == nFrameskip)
-               {
-                       RenderBackbuffer();
-                       nFrame = 0;
-               }
-               else
-                       nFrame++;
+               RenderBackbuffer();
+               frameCount++;
 
-               joystick_exec();
+               if (SDL_GetTicks() - elapsedTicks > 250)
+                       elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0;
        }
-}
-
-void Quit(void)
-{
-       WriteLog("GUI: Quitting due to user request.\n");
-       log_done();
-       exit(0);
-}
 
-void About(void)
-{
-       extern int16 * backbuffer;
-       SDL_Event event;
-       uint16 * bgSave = (uint16 *)malloc(tom_getVideoModeWidth() * 240 * 2);
-       memcpy(bgSave, backbuffer, tom_getVideoModeWidth() * 240 * 2);
+       // Reset the pitch, since it may have been changed in-game...
+       Element::SetScreenAndPitch((uint32 *)backbuffer, GetSDLScreenWidthInPixels());
 
-       bool done = false;
-       while (!done)
+       // 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++)
        {
-               while (SDL_PollEvent(&event))
-               {
-                       if (event.type == SDL_KEYDOWN)
-                       {
-                               if (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_RETURN)
-                                       done = true;
-                       }
-                       else if (event.type == SDL_MOUSEMOTION)
-                       {
-                               mouseX = event.motion.x, mouseY = event.motion.y;
-                               if (vjs.useOpenGL)
-                                       mouseX /= 2, mouseY /= 2;
-                       }
-                       else if (event.type == SDL_MOUSEBUTTONDOWN)
-                       {
-                               uint32 mx = event.button.x, my = event.button.y;
-                               if (vjs.useOpenGL)
-                                       mx /= 2, my /= 2;
-
-                               done = true;
-                       }
-
-                       // Draw "About" box
-                       memcpy(backbuffer, bgSave, tom_getVideoModeWidth() * 240 * 2);
-
-                       DrawStringOpaque(backbuffer, 64, 64, 0x1CFF, 0x000F, "                              ");
-                       DrawStringOpaque(backbuffer, 64, 72, 0x1CFF, 0x000F, " Virtual Jaguar by JLH & crew ");
-                       DrawStringOpaque(backbuffer, 64, 80, 0x1CFF, 0x000F, "                              ");
-
-                       DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
-
-                       RenderBackbuffer();
-               }
+               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);
        }
 
-       free(bgSave);
+       return NULL;
 }
 
-//
-// Draw "picture"
-// Uses zero as transparent color
-//
-void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap)
-{
-       uint16 width = bitmap[0], height = bitmap[1];
-       bitmap += 2;
-
-       uint32 pitch = GetSDLScreenPitch() / 2;                 // Returns pitch in bytes but we need words...
-       uint32 address = x + (y * pitch);
-
-       for(int yy=0; yy<height; yy++)
-       {
-               for(int xx=0; xx<width; xx++)
-               {
-                               if (*bitmap && x + xx < pitch)          // NOTE: Still doesn't clip the Y val...
-                                       *(screen + address + xx + (yy * pitch)) = *bitmap;
-                               bitmap++;
-               }
-       }
-}
+#else
 
-//
-// Very very crude GUI file selector
-//
-bool UserSelectFile(char * path, char * filename)
+bool debounceRunKey = true;
+Window * RunEmu(void)
 {
-//Testing...
-//GUIMain();
-       
-       extern int16 * backbuffer;
-       vector<string> fileList;
+//     extern uint32 * backbuffer;
+       uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
+       memset(overlayPixels, 0x00, 640 * 480 * 4);                     // Clear out overlay...
 
-       // Read in the candidate files from the directory pointed to by "path"
+//This is crappy... !!! FIX !!!
+//     extern bool finished, showGUI;
 
-       DIR * dp = opendir(path);
-       dirent * de;
+       sdlemuDisableOverlay();
 
-       while ((de = readdir(dp)) != NULL)
+//     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)
        {
-               char * ext = strrchr(de->d_name, '.');
+               // Set up new backbuffer with new pixels and data
+               JaguarExecuteNew();
+               totalFrames++;
+//WriteLog("Frame #%u...\n", totalFrames);
+//extern bool doDSPDis;
+//if (totalFrames == 373)
+//     doDSPDis = true;
 
-               if (ext != NULL)
-                       if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0)
-                               fileList.push_back(string(de->d_name));
-       }
+//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();
 
-       closedir(dp);
+//Add in a new function for clearing patches of screen (ClearOverlayRect)
 
-       if (fileList.size() == 0)                                               // Any files found?
-               return false;                                                           // Nope. Bail!
+               // 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);
+               }
 
-       // Main GUI selection loop
+               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);
 
-       uint32 cursor = 0, startFile = 0;
+                       if (showMsgFrames == 0)
+                       {
+                               transparency--;
 
-       if (fileList.size() > 1)        // Only go GUI if more than one possibility!
-       {
-               sort(fileList.begin(), fileList.end());
+                               if (transparency == 0)
+{
+                                       showMessage = false;
+/*extern bool doGPUDis;
+doGPUDis = true;//*/
+}
 
-               bool done = false;
-               uint32 limit = (fileList.size() > 30 ? 30 : fileList.size());
-               SDL_Event event;
+                       }
+                       else
+                               showMsgFrames--;
+               }
 
-               // Ensure that the GUI is drawn before any user input...
-               event.type = SDL_USEREVENT;
-               SDL_PushEvent(&event);
+               frameCount++;
 
-               while (!done)
-               {
-                       while (SDL_PollEvent(&event))
-                       {
-                               if (event.type == SDL_KEYDOWN)
-                               {
-                                       SDLKey key = event.key.keysym.sym;
-
-                                       if (key == SDLK_DOWN)
-                                       {
-                                               if (cursor != limit - 1)        // Cursor is within its window
-                                                       cursor++;
-                                               else                                            // Otherwise, scroll the window...
-                                               {
-                                                       if (cursor + startFile != fileList.size() - 1)
-                                                               startFile++;
-                                               }
-                                       }
-                                       if (key == SDLK_UP)
-                                       {
-                                               if (cursor != 0)
-                                                       cursor--;
-                                               else
-                                               {
-                                                       if (startFile != 0)
-                                                               startFile--;
-                                               }
-                                       }
-                                       if (key == SDLK_PAGEDOWN)
-                                       {
-                                               if (cursor != limit - 1)
-                                                       cursor = limit - 1;
-                                               else
-                                               {
-                                                       startFile += limit;
-                                                       if (startFile > fileList.size() - limit)
-                                                               startFile = fileList.size() - limit;
-                                               }
-                                       }
-                                       if (key == SDLK_PAGEUP)
-                                       {
-                                               if (cursor != 0)
-                                                       cursor = 0;
-                                               else
-                                               {
-                                                       if (startFile < limit)
-                                                               startFile = 0;
-                                                       else
-                                                               startFile -= limit;
-                                               }
-                                       }
-                                       if (key == SDLK_RETURN)
-                                               done = true;
-                                       if (key == SDLK_ESCAPE)
-                                       {
-                                               WriteLog("GUI: Aborting VJ by user request.\n");
-                                               return false;                                           // Bail out!
-                                       }
-                                       if (key >= SDLK_a && key <= SDLK_z)
-                                       {
-                                               // Advance cursor to filename with first letter pressed...
-                                               uint8 which = (key - SDLK_a) + 65;      // Convert key to A-Z char
-
-                                               for(uint32 i=0; i<fileList.size(); i++)
-                                               {
-                                                       if ((fileList[i][0] & 0xDF) == which)
-                                                       {
-                                                               cursor = i - startFile;
-                                                               if (i > startFile + limit - 1)
-                                                                       startFile = i - limit + 1,
-                                                                       cursor = limit - 1;
-                                                               if (i < startFile)
-                                                                       startFile = i,
-                                                                       cursor = 0;
-                                                               break;
-                                                       }
-                                               }
-                                       }
-                               }
-                               else if (event.type == SDL_MOUSEMOTION)
-                               {
-                                       mouseX = event.motion.x, mouseY = event.motion.y;
-                                       if (vjs.useOpenGL)
-                                               mouseX /= 2, mouseY /= 2;
-                               }
-                               else if (event.type == SDL_MOUSEBUTTONDOWN)
-                               {
-                                       uint32 mx = event.button.x, my = event.button.y;
-                                       if (vjs.useOpenGL)
-                                               mx /= 2, my /= 2;
-                                       cursor = my / 8;
-                               }
+               if (SDL_GetTicks() - elapsedTicks > 250)
+                       elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0;
+       }
 
-                               // Draw the GUI...
-//                             memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
-                               memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
+       // 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);
+       }
 
-                               for(uint32 i=0; i<limit; i++)
-                               {
-                                       // Clip our strings to guarantee that they fit on the screen...
-                                       // (and strip off the extension too)
-                                       string s(fileList[startFile + i], 0, fileList[startFile + i].length() - 4);
-                                       if (s.length() > 38)
-                                               s[38] = 0;
-                                       DrawString(backbuffer, 0, i*8, (cursor == i ? true : false), " %s ", s.c_str());
-                               }
+       sdlemuEnableOverlay();
 
-                               DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+       return NULL;
+}
 
-                               RenderBackbuffer();
-                       }
-               }
-       }
+#endif
 
-       strcpy(filename, path);
 
-       if (strlen(path) > 0)
-               if (path[strlen(path) - 1] != '/')
-                       strcat(filename, "/");
+Window * Quit(void)
+{
+       WriteLog("GUI: Quitting due to user request.\n");
+       exitGUI = true;
 
-       strcat(filename, fileList[startFile + cursor].c_str());
+       return NULL;
+}
 
-       return true;
+Window * About(void)
+{
+       char buf[512];
+//     sprintf(buf, "Virtual Jaguar CVS %s", __DATE__);
+       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;
 }