]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/gui.cpp
Bugfix to prevent crashing on an empty directory
[virtualjaguar] / src / gui.cpp
index b1ffb370a3bc7eaee05c4ae27598c0d6e708c704..9a96930fa1e5b5ba6927ee0a7da516a65fe92207 100644 (file)
 // by James L. Hammons
 //
 
-#include <string.h>
 #include <dirent.h>
 #include <SDL.h>
+#include <string>
+#include <vector>
+#include <algorithm>
 #include "types.h"
+#include "settings.h"
 #include "tom.h"
+#include "video.h"
 #include "font1.h"
 #include "gui.h"
 
+using namespace std;                                                           // For STL stuff
+
 // Private function prototypes
 
-uint32 CountROMFiles(char * path);
+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);
+
+// Local global variables
+
+int mouseX, mouseY;
+
+uint16 mousePic[] = {
+       6, 8,
+
+       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                //  .....
+};
+
+char separator[] = "--------------------------------------------------------";
+
+//
+// Local GUI classes
+//
+
+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 HandleMouseMove(uint32 x, uint32 y) = 0;
+               virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) = 0;
+               virtual void Draw(uint32, uint32) = 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; }
+
+       protected:
+               SDL_Rect extents;
+               uint32 state;
+               // Class variables...
+               static int16 * screenBuffer;
+               static uint32 pitch;
+};
+
+int16 * Element::screenBuffer = NULL;
+uint32 Element::pitch = 0;
+
+bool Element::Inside(uint32 x, uint32 y)
+{
+       return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w)
+               && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false);
+}
+
+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) {}
+               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) {}
+               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);
+               bool ButtonClicked(void) { return activated; }
+
+       protected:
+               bool activated, clicked, inside;
+               uint16 fgColor, bgColor;
+               uint16 * pic;
+               string text;
+};
+
+void Button::HandleMouseMove(uint32 x, uint32 y)
+{
+       inside = Inside(x, y);
+}
+
+void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+       if (inside)
+       {
+               if (mouseDown)
+                       clicked = true;
+
+               if (clicked && !mouseDown)
+                       clicked = false, activated = true;
+       }
+       else
+               clicked = activated = false;
+}
+
+void Button::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+       uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
+
+       for(uint32 y=0; y<extents.h; y++)
+       {
+               for(uint32 x=0; x<extents.w; x++)
+               {
+                       // Doesn't clip in y axis! !!! FIX !!!
+                       if (extents.x + x < pitch)
+                               screenBuffer[addr + x + (y * pitch)] 
+                                       = (clicked && inside ? fgColor : (inside ? 0x43F0 : bgColor));
+               }
+       }
+
+//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 (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());
+//}
+}
+
+class Window: public Element
+{
+       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); }
+               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 AddElement(Element * e);
+               bool WindowActive(void) { return !close.ButtonClicked(); }
+
+       protected:
+//             bool clicked, inside;
+               uint16 fgColor, bgColor;
+               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;
+};
+
+void Window::HandleMouseMove(uint32 x, uint32 y)
+{
+       // Handle the items this window contains...
+       for(uint32 i=0; i<list.size(); i++)
+               // Make coords relative to upper right corner of this window...
+               list[i]->HandleMouseMove(x - extents.x, y - extents.y);
+}
+
+void Window::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+       // Handle the items this window contains...
+       for(uint32 i=0; i<list.size(); i++)
+               // Make coords relative to upper right corner of this window...
+               list[i]->HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
+}
+
+void Window::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+       uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
 
+       for(uint32 y=0; y<extents.h; y++)
+       {
+               for(uint32 x=0; x<extents.w; x++)
+               {
+                       // Doesn't clip in y axis! !!! FIX !!!
+                       if (extents.x + x < pitch)
+                               screenBuffer[addr + x + (y * pitch)] = bgColor;
+               }
+       }
+
+       // Handle the items this window contains...
+       for(uint32 i=0; i<list.size(); i++)
+               list[i]->Draw(extents.x, extents.y);
+}
+
+void Window::AddElement(Element * e)
+{
+       list.push_back(e);
+}
+
+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): Element(x, y, 0, 0),
+                       fgColor(0x4FF0), bgColor(0xFE10), 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);
+
+       protected:
+               uint16 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());
+}
+
+struct NameAction
+{
+       string name;
+       void (* action)(void);
+       bool isWindow;
+
+       NameAction(string n, void (* a)(void) = NULL, bool w = false): name(n), action(a),
+               isWindow(w) {}
+};
+
+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:
+               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; }
+               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]; }
+
+       protected:
+               bool clicked;
+               uint32 inside, insidePopup;
+               uint16 fgColor, bgColor, fgColorHL, bgColorHL;
+               int menuChosen, menuItemChosen;
+
+       private:
+               vector<MenuItems> itemList;
+};
+
+void Menu::HandleKey(SDLKey Key)
+{
+}
+
+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) * 8;
+
+                       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) / 8) + 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
+               {
+                       if (itemList[menuChosen].item[menuItemChosen].action != NULL)
+                       {
+                               itemList[menuChosen].item[menuItemChosen].action();
+
+                               clicked = false, menuChosen = menuItemChosen = -1;
+
+                               SDL_Event event;
+                               while (SDL_PollEvent(&event));          // Flush the event queue...
+                               event.type = SDL_MOUSEMOTION;
+                               int mx, my;
+                               SDL_GetMouseState(&mx, &my);
+                               event.motion.x = mx, event.motion.y = my;
+                           SDL_PushEvent(&event);                              // & update mouse position...!
+                       }
+               }
+
+               if (!inside && !insidePopup && mouseDown)
+                       clicked = false, menuChosen = menuItemChosen = -1;
+       }
+}
+
+void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+       uint32 xpos = extents.x + offsetX;
+
+       for(uint32 i=0; i<itemList.size(); i++)
+       {
+               uint16 color1 = fgColor, color2 = bgColor;
+               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;
+       }
+
+       // Draw sub menu (but only if active)
+       if (clicked)
+       {
+               uint32 ypos = extents.y + 9;
+
+               for(uint32 i=0; i<itemList[menuChosen].item.size(); i++)
+               {
+                       uint16 color1 = fgColor, color2 = bgColor;
+
+                       if (insidePopup == i + 1)
+                               color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
+
+                       if (itemList[menuChosen].item[i].name.length() > 0)
+                               DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
+                                       color1, color2, " %-*.*s ", itemList[menuChosen].charLength,
+                                       itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str());
+                       else
+                               DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
+                                       fgColor, bgColor, "%.*s", itemList[menuChosen].charLength + 2, separator);
+
+                       ypos += 8;
+               }
+       }
+}
+
+void Menu::Add(MenuItems mi)
+{
+       for(uint32 i=0; i<mi.item.size(); i++)
+               if (mi.item[i].name.length() > mi.charLength)
+                       mi.charLength = mi.item[i].name.length();
+
+       // Set extents here as well...
+       mi.extents.x = extents.x + extents.w, mi.extents.y = extents.y + 9;
+       mi.extents.w = (mi.charLength + 2) * 8, mi.extents.h = mi.item.size() * 8;
+
+       itemList.push_back(mi);
+       extents.w += (mi.title.length() + 2) * 8;
+}
+
+//Do we even *need* this?
+class RootWindow: public Window
+{
+       public:
+               RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {}
+//Do we even need to care about this crap?
+//                     { extents.x = extents.y = 0, extents.w = 320, extents.h = 240; }
+               virtual void HandleKey(SDLKey key) {}
+               virtual void HandleMouseMove(uint32 x, uint32 y) {}
+               virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
+               virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) {}
+
+       private:
+               Menu * menu;
+               Window * window;
+               int16 * rootImage[1280 * 240 * 2];
+};
+
+
+
+//
+// GUI stuff--it's not crunchy, it's GUI! ;-)
+//
 
 void InitGUI(void)
 {
+       SDL_ShowCursor(SDL_DISABLE);
+       SDL_GetMouseState(&mouseX, &mouseY);
 }
 
 void GUIDone(void)
@@ -27,33 +490,74 @@ void GUIDone(void)
 }
 
 //
-// Render the backbuffer to the primary screen surface
+// Draw text at the given x/y coordinates. Can invert text as well.
 //
-void BlitBackbuffer(void)
+void DrawString(int16 * screen, uint32 x, uint32 y, bool invert, const char * text, ...)
 {
-       extern SDL_Surface * surface, * mainSurface;
-       extern int16 * backbuffer;
+       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);
+
+       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] && !invert) || (!font1[fontAddr] && invert))
+                                       *(screen + address + xx + (yy * pitch)) = 0xFE00;
+                               fontAddr++;
+                       }
+               }
+
+               address += 8;
+       }
+}
+
+//
+// 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, ...)
+{
+       char string[4096];
+       va_list arg;
+
+       va_start(arg, text);
+       vsprintf(string, text, arg);
+       va_end(arg);
 
-       if (SDL_MUSTLOCK(surface))
-               while (SDL_LockSurface(surface) < 0)
-                       SDL_Delay(10);
+       uint32 pitch = GetSDLScreenPitch() / 2;                 // Returns pitch in bytes but we need words...
+       uint32 length = strlen(string), address = x + (y * pitch);
 
-       memcpy(surface->pixels, backbuffer, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+       for(uint32 i=0; i<length; i++)
+       {
+               uint32 fontAddr = (uint32)string[i] * 64;
 
-       if (SDL_MUSTLOCK(surface))
-               SDL_UnlockSurface(surface);
+               for(uint32 yy=0; yy<8; yy++)
+               {
+                       for(uint32 xx=0; xx<8; xx++)
+                       {
+                               *(screen + address + xx + (yy * pitch)) = (font1[fontAddr] ? color1 : color2);
+                               fontAddr++;
+                       }
+               }
 
-       SDL_Rect srcrect, dstrect;
-       srcrect.x = srcrect.y = 0, srcrect.w = surface->w, srcrect.h = surface->h;
-       dstrect.x = dstrect.y = 0, dstrect.w = surface->w, dstrect.h = surface->h;
-       SDL_BlitSurface(surface, &srcrect, mainSurface, &dstrect);
-    SDL_Flip(mainSurface);      
+               address += 8;
+       }
 }
 
 //
 // Draw text at the given x/y coordinates. Can invert text as well.
 //
-void DrawText(int16 * screen, uint32 x, uint32 y, bool invert, const char * text, ...)
+void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 trans, const char * text, ...)
 {
        char string[4096];
        va_list arg;
@@ -62,7 +566,7 @@ void DrawText(int16 * screen, uint32 x, uint32 y, bool invert, const char * text
        vsprintf(string, text, arg);
        va_end(arg);
 
-       uint32 pitch = TOMGetSDLScreenPitch() / 2;              // Returns pitch in bytes but we need words...
+       uint32 pitch = GetSDLScreenPitch() / 2;                 // Returns pitch in bytes but we need words...
        uint32 length = strlen(string), address = x + (y * pitch);
 
        for(uint32 i=0; i<length; i++)
@@ -73,8 +577,31 @@ void DrawText(int16 * screen, uint32 x, uint32 y, bool invert, const char * text
                {
                        for(uint32 xx=0; xx<8; xx++)
                        {
-                               if ((font1[fontAddr] && !invert) || (!font1[fontAddr] && invert))
-                                       *(screen + address + xx + (yy * pitch)) = 0xFE00;
+                               if (font1[fontAddr])
+                               {
+                                       uint16 existingColor = *(screen + address + xx + (yy * pitch));
+
+                                       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;
+
+//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;
+
+                                       uint16 blendedColor = (bRed << 10) | (bGreen << 5) | bBlue;
+
+                                       *(screen + address + xx + (yy * pitch)) = blendedColor;
+                               }
+
                                fontAddr++;
                        }
                }
@@ -84,95 +611,317 @@ void DrawText(int16 * screen, uint32 x, uint32 y, bool invert, const char * text
 }
 
 //
-// Very very crude GUI file selector
+// GUI Main loop
 //
-#ifndef FILENAME_MAX
-#define FILENAME_MAX   2048
-#endif
-bool UserSelectFile(char * path, char * filename)
+bool GUIMain(void)
 {
        extern int16 * backbuffer;
-       uint32 numFiles = CountROMFiles(path);
+       bool done = false;
+       SDL_Event event;
+
+       // 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);
 
-       if (numFiles == 0)
-               return false;
+       Menu mainMenu;//(0, 160);
+       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.item.push_back(NameAction(""));
+       mi.item.push_back(NameAction("Quit", Quit));
+       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..."));
+       mainMenu.Add(mi);
+       mi.title = "Options";
+       mi.item.clear();
+       mi.item.push_back(NameAction("About..."));
+       mainMenu.Add(mi);
 
-       char * names = (char *)malloc(numFiles * FILENAME_MAX);
+       bool showMouse = true;
 
-       if (names == NULL)
+//This is crappy!!! !!! FIX !!!
+       jaguar_reset();
+
+       while (!done)
        {
-               WriteLog("Could not allocate memory for %u files!\nAborting!\n", numFiles);
-               return false;
+               while (SDL_PollEvent(&event))
+               {
+                       if (event.type == SDL_ACTIVEEVENT)
+                       {
+                               if (event.active.state == SDL_APPMOUSEFOCUS)
+                                       showMouse = (event.active.gain ? true : false);
+                       }
+                       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);
+                       }
+                       else if (event.type == SDL_MOUSEMOTION)
+                       {
+                               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);
+                       }
+                       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);
+                       }
+                       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);
+                       }
+
+                       // 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);
+
+                       closeButton.Draw();
+                       if (someWindow.WindowActive())
+                               someWindow.Draw();
+                       mainMenu.Draw();
+
+                       if (showMouse)
+                               DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+
+                       RenderBackbuffer();
+               }
        }
 
-       int i = 0;
-       DIR * dp = opendir(path);
-       dirent * de;
+       return true;
+}
 
-       while ((de = readdir(dp)) != NULL)
+//
+// GUI "action" functions
+//
+void LoadROM(void)
+{
+}
+
+void RunEmu(void)
+{
+//This is crappy... !!! FIX !!!
+       extern int16 * backbuffer;
+       extern bool finished;
+       extern bool showGUI;
+       uint32 nFrame = 0, nFrameskip = 0;
+       uint32 totalFrames = 0;
+       finished = false;
+       bool showMessage = true;
+       uint32 showMsgFrames = 60;
+       uint8 transparency = 0;
+
+       while (!finished)
        {
-               char * ext = strrchr(de->d_name, '.');
-               if (ext != NULL)
+               // Set up new backbuffer with new pixels and data
+               JaguarExecute(backbuffer, true);
+               totalFrames++;
+//WriteLog("Frame #%u...\n", totalFrames);
+//extern bool doDSPDis;
+//if (totalFrames == 373)
+//     doDSPDis = true;
+
+               // Some QnD GUI stuff here...
+               if (showGUI)
                {
-                       if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0)
-                       {
-                               // Do a QnD insertion sort...
-                               // (Yeah, it's n^2/2 time, but there aren't that many items...)
-                               uint32 pos = 0;
+                       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);
+               }
 
-                               for(int k=0; k<i; k++)
-                               {
-                                       if (stricmp(&names[k * FILENAME_MAX], de->d_name) < 0)
-                                               pos++;
-                                       else
-                                               break;
-                               }
+               if (showMessage)
+               {
+                       DrawStringTrans(backbuffer, 8, 24*8, 0xFF0F, transparency, "Running...");
+
+                       if (showMsgFrames == 0)
+                       {                       
+                               transparency++;
+
+                               if (transparency == 33)
+                                       showMessage = false;
+                       }
+                       else
+                               showMsgFrames--;
+               }
+
+               // Simple frameskip
+               if (nFrame == nFrameskip)
+               {
+                       RenderBackbuffer();
+                       nFrame = 0;
+               }
+               else
+                       nFrame++;
 
-                               uint32 blockSize = (i - pos) * FILENAME_MAX;
+               joystick_exec();
+       }
+}
 
-                               if (blockSize)
-//This only works on Win32 for some reason...
-//                                     memcpy(&names[(pos + 1) * FILENAME_MAX], &names[pos * FILENAME_MAX], blockSize);
-                                       for(int k=blockSize-1; k>=0; k--)
-                                               names[((pos + 1) * FILENAME_MAX) + k] = names[(pos * FILENAME_MAX) + k];
+void Quit(void)
+{
+       WriteLog("GUI: Quitting due to user request.\n");
+       log_done();
+       exit(0);
+}
 
-                               strcpy(&names[pos * FILENAME_MAX], de->d_name);
-                               i++;
+void About(void)
+{
+       extern int16 * backbuffer;
+       SDL_Event event;
+       uint16 * bgSave = (uint16 *)malloc(tom_getVideoModeWidth() * 240 * 2);
+       memcpy(bgSave, backbuffer, tom_getVideoModeWidth() * 240 * 2);
+
+       bool done = false;
+       while (!done)
+       {
+               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();
                }
        }
 
+       free(bgSave);
+}
+
+//
+// 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++;
+               }
+       }
+}
+
+//
+// Very very crude GUI file selector
+//
+bool UserSelectFile(char * path, char * filename)
+{
+//Testing...
+//GUIMain();
+       
+       extern int16 * backbuffer;
+       vector<string> fileList;
+
+       // Read in the candidate files from the directory pointed to by "path"
+
+       DIR * dp = opendir(path);
+       dirent * de;
+
+       while ((de = readdir(dp)) != NULL)
+       {
+               char * ext = strrchr(de->d_name, '.');
+
+               if (ext != NULL)
+                       if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0)
+                               fileList.push_back(string(de->d_name));
+       }
+
        closedir(dp);
 
+       if (fileList.size() == 0)                                               // Any files found?
+               return false;                                                           // Nope. Bail!
+
        // Main GUI selection loop
 
        uint32 cursor = 0, startFile = 0;
 
-       if (numFiles > 1)       // Only go GUI if more than one possibility!
+       if (fileList.size() > 1)        // Only go GUI if more than one possibility!
        {
+               sort(fileList.begin(), fileList.end());
+
                bool done = false;
-               uint32 limit = (numFiles > 24 ? 24 : numFiles);
+               uint32 limit = (fileList.size() > 30 ? 30 : fileList.size());
                SDL_Event event;
 
+               // Ensure that the GUI is drawn before any user input...
+               event.type = SDL_USEREVENT;
+               SDL_PushEvent(&event);
+
                while (!done)
                {
                        while (SDL_PollEvent(&event))
                        {
-                               // Draw the GUI...
-                               memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
-
-                               for(uint32 i=0; i<limit; i++)
-                               {
-                                       bool invert = (cursor == i ? true : false);
-                                       char buf[41];
-                                       // Guarantee that we clip our strings to fit in the screen...
-                                       memcpy(buf, &names[(startFile + i) * FILENAME_MAX], 38);
-                                       buf[38] = 0;
-                                       DrawText(backbuffer, 0, i*8, invert, " %s ", buf);
-                               }
-
-                               BlitBackbuffer();
-
                                if (event.type == SDL_KEYDOWN)
                                {
                                        SDLKey key = event.key.keysym.sym;
@@ -183,7 +932,7 @@ bool UserSelectFile(char * path, char * filename)
                                                        cursor++;
                                                else                                            // Otherwise, scroll the window...
                                                {
-                                                       if (cursor + startFile != numFiles - 1)
+                                                       if (cursor + startFile != fileList.size() - 1)
                                                                startFile++;
                                                }
                                        }
@@ -199,9 +948,26 @@ bool UserSelectFile(char * path, char * filename)
                                        }
                                        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;
@@ -214,9 +980,10 @@ bool UserSelectFile(char * path, char * filename)
                                        {
                                                // 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<numFiles; i++)
+
+                                               for(uint32 i=0; i<fileList.size(); i++)
                                                {
-                                                       if ((names[i * FILENAME_MAX] & 0xDF) == which)
+                                                       if ((fileList[i][0] & 0xDF) == which)
                                                        {
                                                                cursor = i - startFile;
                                                                if (i > startFile + limit - 1)
@@ -230,47 +997,48 @@ bool UserSelectFile(char * path, char * filename)
                                                }
                                        }
                                }
-                       }
-               }
-       }
+                               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;
+                               }
 
-       strcpy(filename, path);
-       // Potential GPF here: If length of dir is zero, then this will cause a page fault!
-       if (path[strlen(path) - 1] != '/')
-               strcat(filename, "/");
-       strcat(filename, &names[(cursor + startFile) * FILENAME_MAX]);
-       free(names);
+                               // Draw the GUI...
+//                             memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
+                               memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
 
-       return true;
-}
+                               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());
+                               }
 
-//
-// Count # of possible ROM files in the current directory
-//
-uint32 CountROMFiles(char * path)
-{
-       uint32 numFiles = 0;
-       DIR * dp = opendir(path);
+                               DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
 
-       if (dp == NULL)
-       {
-               WriteLog("VJ: Could not open directory \"%s\"!\nAborting!\n", path);
-               return 0;
+                               RenderBackbuffer();
+                       }
+               }
        }
-       else
-       {
-               dirent * de;
 
-               while ((de = readdir(dp)) != NULL)
-               {
-                       char * ext = strrchr(de->d_name, '.');
-                       if (ext != NULL)
-                               if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0)
-                                       numFiles++;
-               }
+       strcpy(filename, path);
 
-               closedir(dp);
-       }
+       if (strlen(path) > 0)
+               if (path[strlen(path) - 1] != '/')
+                       strcat(filename, "/");
 
-       return numFiles;
+       strcat(filename, fileList[startFile + cursor].c_str());
+
+       return true;
 }