// by James L. Hammons
//
-#include <dirent.h>
+#include "gui.h"
+
+#include <algorithm>
+#include <ctype.h> // For toupper()
#include <SDL.h>
#include <string>
+#include <sys/types.h> // For MacOS <dirent.h> dependency
+#include <dirent.h>
#include <vector>
-#include <algorithm>
-#include "types.h"
+#include "crc32.h"
+#include "event.h"
+#include "file.h"
+#include "font1.h"
+#include "font14pt.h" // Also 15, 16, 17, 18
+#include "guielements.h"
+#include "jaguar.h"
+#include "log.h"
+#include "sdlemu_opengl.h"
#include "settings.h"
#include "tom.h"
#include "video.h"
-#include "font1.h"
-#include "gui.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
+//
+// Case insensitive string compare function
+// Taken straight out of Thinking In C++ by Bruce Eckel. Thanks Bruce!
+//
-#define NUM_MENU_ITEMS 3
-char * menu[NUM_MENU_ITEMS] = { "File", "Settings", "Options" };
+int stringCmpi(const string &s1, const string &s2)
+{
+ // Select the first element of each string:
+ string::const_iterator p1 = s1.begin(), p2 = s2.begin();
-char * menu1[4] = { "Load...", "Reset", "Run", "Quit" };
-char * menu2[3] = { "Video...", "Audio...", "Misc..." };
-char * menu3[1] = { "About..." };
+ 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
-char ** subMenu[NUM_MENU_ITEMS] = { menu1, menu2, menu3 };
-uint8 subMenuNumItems[NUM_MENU_ITEMS] = { 4, 3, 1 };
+ p1++;
+ p2++;
+ }
-void (* menu1Action[4])(void) = { LoadROM, NULL, RunEmu, Quit };
-void (* menu2Action[3])(void) = { NULL, NULL, NULL };
-void (* menu3Action[1])(void) = { About };
-void (** subMenuAction[NUM_MENU_ITEMS])(void) = { menu1Action, menu2Action, menu3Action };
+ // 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:
- virtual void HandleKey(SDLKey key) = 0;
+ Element(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0)
+ { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
+ virtual void HandleKey(SDLKey key) = 0; // These are "pure" virtual functions...
virtual void HandleMouseMove(uint32 x, uint32 y) = 0;
virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) = 0;
virtual void Draw(uint32, uint32) = 0;
+ virtual void Notify(Element *) = 0;
//Needed? virtual ~Element() = 0;
//We're not allocating anything in the base class, so the answer would be NO.
bool Inside(uint32 x, uint32 y);
// Class method
- static void SetScreenAndPitch(int16 * s, uint32 p) { screenBuffer = s, pitch = p; }
+// static void SetScreenAndPitch(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)
&& 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): clicked(false),
- inside(false), fgColor(0xFFFF), bgColor(0x03E0)
- { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
+ Button(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
+ bgColor(0xFF00FF00), pic(NULL), elementToTell(NULL) {}
+ Button(uint32 x, uint32 y, uint32 w, uint32 h, uint32 * p): Element(x, y, w, h),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
+ bgColor(0xFF00FF00), pic(p), elementToTell(NULL) {}
+// Button(uint32 x, uint32 y, uint32 * p): Element(x, y, 0, 0),
+ Button(uint32 x, uint32 y, uint32 * p, uint32 * pH = NULL, uint32 * pD = NULL): Element(x, y, 0, 0),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
+ bgColor(0xFF00FF00), pic(p), picHover(pH), picDown(pD), elementToTell(NULL)
+ { if (pic) extents.w = pic[0], extents.h = pic[1]; }
+ Button(uint32 x, uint32 y, uint32 w, uint32 h, string s): Element(x, y, w, h),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
+ bgColor(0xFF00FF00), pic(NULL), text(s), elementToTell(NULL) {}
+ Button(uint32 x, uint32 y, string s): Element(x, y, 0, FONT_HEIGHT),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF),
+ bgColor(0xFF00FF00), pic(NULL), text(s), elementToTell(NULL)
+ { extents.w = s.length() * FONT_WIDTH; }
virtual void HandleKey(SDLKey key) {}
virtual void HandleMouseMove(uint32 x, uint32 y);
virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
+ bool ButtonClicked(void) { return activated; }
+ void SetNotificationElement(Element * e) { elementToTell = e; }
protected:
- bool clicked, inside;
- uint16 fgColor, bgColor;
+ bool activated, clicked, inside;
+ uint32 fgColor, bgColor;
+ uint32 * pic, * picHover, * picDown;
+ string text;
+ Element * elementToTell;
};
void Button::HandleMouseMove(uint32 x, uint32 y)
void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
{
- if (inside && mouseDown)
- clicked = true;
+ if (inside)
+ {
+ if (mouseDown)
+ clicked = true;
+
+ if (clicked && !mouseDown)
+ {
+ clicked = false, activated = true;
+
+ // Send a message that we're activated (if there's someone to tell, that is)
+ if (elementToTell)
+ elementToTell->Notify(this);
+ }
+ }
else
- clicked = false;
+ clicked = activated = false;
}
void Button::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
+ if (text.length() > 0) // Simple text button
+// if (pic == NULL)
+ {
+ for(uint32 y=0; y<extents.h; y++)
+ {
+ for(uint32 x=0; x<extents.w; x++)
+ {
+ // Doesn't clip in y axis! !!! FIX !!!
+ if (extents.x + x < pitch)
+ screenBuffer[addr + x + (y * pitch)]
+// = (clicked && inside ? fgColor : (inside ? 0x43F0 : bgColor));
+//43F0 -> 010000 11111 10000 -> 0100 0001 1111 1111 1000 0100 -> 41 FF 84
+ = (clicked && inside ? fgColor : (inside ? 0xFF84FF41 : bgColor));
+ }
+ }
+
+ DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
+ }
+ else // Graphical button
+ {
+ uint32 * picToShow = pic;
+
+ if (picHover != NULL && inside && !clicked)
+ picToShow = picHover;
+
+ if (picDown != NULL && inside && clicked)
+ picToShow = picDown;
+
+ DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, picToShow);
+ }
+}
+
+
+//
+// PushButton class
+//
+
+class PushButton: public Element
+{
+// How to handle?
+// Save state externally?
+//We pass in a state variable if we want to track it externally, otherwise we use our own
+//internal state var. Still need to do some kind of callback for pushbuttons that do things
+//like change from fullscreen to windowed... !!! FIX !!!
+
+ public:
+// PushButton(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+// activated(false), clicked(false), inside(false), fgColor(0xFFFF),
+// bgColor(0x03E0), pic(NULL), elementToTell(NULL) {}
+// PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 8, 8), state(st),
+// inside(false), text(s) { if (st == NULL) state = &internalState; }
+ PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 16, 16), state(st),
+ inside(false), text(s) { if (st == NULL) state = &internalState; }
+/* Button(uint32 x, uint32 y, uint32 w, uint32 h, uint32 * p): Element(x, y, w, h),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFF),
+ bgColor(0x03E0), pic(p), elementToTell(NULL) {}
+ Button(uint32 x, uint32 y, uint32 * p): Element(x, y, 0, 0),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFF),
+ bgColor(0x03E0), pic(p), elementToTell(NULL)
+ { if (pic) extents.w = pic[0], extents.h = pic[1]; }
+ Button(uint32 x, uint32 y, uint32 w, uint32 h, string s): Element(x, y, w, h),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFF),
+ bgColor(0x03E0), pic(NULL), text(s), elementToTell(NULL) {}
+ PushButton(uint32 x, uint32 y, string s): Element(x, y, 0, 8),
+ activated(false), clicked(false), inside(false), fgColor(0xFFFF),
+ bgColor(0x03E0), pic(NULL), text(s), elementToTell(NULL)
+ { extents.w = s.length() * 8; }*/
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
+// bool ButtonClicked(void) { return activated; }
+// void SetNotificationElement(Element * e) { elementToTell = e; }
+
+ protected:
+ bool * state;
+ bool inside;
+// bool activated, clicked, inside;
+// uint16 fgColor, bgColor;
+// uint32 * pic;
+ string text;
+// Element * elementToTell;
+ bool internalState;
+};
+
+void PushButton::HandleMouseMove(uint32 x, uint32 y)
+{
+ inside = Inside(x, y);
+}
+
+void PushButton::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ if (inside && mouseDown)
+ {
+/* if (mouseDown)
+ clicked = true;
+
+ if (clicked && !mouseDown)
+ {
+ clicked = false, activated = true;
+
+ // Send a message that we're activated (if there's someone to tell, that is)
+ if (elementToTell)
+ elementToTell->Notify(this);
+ }*/
+ *state = !(*state);
+ }
+// else
+// clicked = activated = false;
+}
+
+void PushButton::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+/* uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
+
for(uint32 y=0; y<extents.h; y++)
{
for(uint32 x=0; x<extents.w; x++)
{
// Doesn't clip in y axis! !!! FIX !!!
if (extents.x + x < pitch)
- screenBuffer[addr + x + (y * pitch)]
- = (clicked ? fgColor : (inside ? 0x43F0 : bgColor));
+ screenBuffer[addr + x + (y * pitch)]
+ = (clicked && inside ? fgColor : (inside ? 0x43F0 : bgColor));
}
+ }*/
+
+ if (*state)
+ DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbDown);
+ else
+ DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbUp);
+
+ if (text.length() > 0)
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text.c_str());
+}
+
+
+//
+// SlideSwitch class
+//
+
+class SlideSwitch: public Element
+{
+// How to handle?
+// Save state externally?
+//Seems to be handled the same as PushButton, but without sanity checks. !!! FIX !!!
+
+ public:
+ SlideSwitch(uint32 x, uint32 y, bool * st, string s1, string s2): Element(x, y, 16, 32), state(st),
+ inside(false), text1(s1), text2(s2) {}
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
+// bool ButtonClicked(void) { return activated; }
+// void SetNotificationElement(Element * e) { elementToTell = e; }
+
+ protected:
+ bool * state;
+ bool inside;
+// bool activated, clicked, inside;
+// uint16 fgColor, bgColor;
+// uint32 * pic;
+ string text1, text2;
+// Element * elementToTell;
+};
+
+void SlideSwitch::HandleMouseMove(uint32 x, uint32 y)
+{
+ inside = Inside(x, y);
+}
+
+void SlideSwitch::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ if (inside && mouseDown)
+ {
+/* if (mouseDown)
+ clicked = true;
+
+ if (clicked && !mouseDown)
+ {
+ clicked = false, activated = true;
+
+ // Send a message that we're activated (if there's someone to tell, that is)
+ if (elementToTell)
+ elementToTell->Notify(this);
+ }*/
+ *state = !(*state);
}
+// else
+// clicked = activated = false;
+}
+
+void SlideSwitch::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+ DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp));
+
+ if (text1.length() > 0)
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text1.c_str());
+
+ if (text2.length() > 0)
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY + 16, false, "%s", text2.c_str());
}
+
+//
+// Window class
+//
+
class Window: public Element
{
public:
- Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): /*clicked(false),
- inside(false),*/ fgColor(0x4FF0), bgColor(0xFE10)
- { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
- virtual void HandleKey(SDLKey key) {}
+/* Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+ fgColor(0x4FF0), bgColor(0xFE10)
+ { close = new Button(w - 8, 1, closeBox); list.push_back(close); }*/
+ Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0,
+ void (* f)(Element *) = NULL): Element(x, y, w, h),
+// /*clicked(false), inside(false),*/ fgColor(0x4FF0), bgColor(0x1E10),
+//4FF0 -> 010011 11111 10000 -> 0100 1101 1111 1111 1000 0100 -> 4D FF 84
+//1E10 -> 000111 10000 10000 -> 0001 1111 1000 0100 1000 0100 -> 1F 84 84
+ /*clicked(false), inside(false),*/ fgColor(0xFF84FF4D), bgColor(0xFF84841F),
+ handler(f)
+ { close = new Button(w - (CLOSEBOX_WIDTH + 1), 1, closeBox, closeBoxHover, closeBoxDown);
+ list.push_back(close);
+ close->SetNotificationElement(this); }
+ virtual ~Window();
+ virtual void HandleKey(SDLKey key);
virtual void HandleMouseMove(uint32 x, uint32 y);
virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element * e);
void AddElement(Element * e);
+// bool WindowActive(void) { return true; }//return !close->ButtonClicked(); }
protected:
// bool clicked, inside;
- uint16 fgColor, bgColor;
+ 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...
list.push_back(e);
}
-struct NameAction
+void Window::Notify(Element * e)
{
- string name;
- void (* action)(void);
- bool isWindow;
-
- NameAction(string n, void (* a)(void) = NULL, bool w = false): name(n), action(a),
- isWindow(w) {}
-};
+ if (e == close)
+ {
+ SDL_Event event;
+ event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
+ SDL_PushEvent(&event);
+ }
+}
-class MenuItems
-{
- public:
- MenuItems(): charLength(0) {}
- string title;
- vector<NameAction> item;
- uint32 charLength;
- SDL_Rect extents;
-};
+//
+// Static text class
+//
-class Menu: public Element
+class Text: 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): clicked(false), inside(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);
+// Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+// fgColor(0x4FF0), bgColor(0xFE10) {}
+// Text(uint32 x, uint32 y, string s, uint16 fg = 0x4FF0, uint16 bg = 0xFE10): Element(x, y, 0, 0),
+// fgColor(fg), bgColor(bg), text(s) {}
+//4FF0 -> 010011 11111 10000 -> 0100 1101 1111 1111 1000 0100 -> 4D FF 84
+//FE10 -> 111111 10000 10000 -> 1111 1111 1000 0100 1000 0100 -> FF 84 84
+ Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+ fgColor(0xFF8484FF), bgColor(0xFF84FF4D) {}
+ Text(uint32 x, uint32 y, string s, uint32 fg = 0xFF8484FF, uint32 bg = 0xFF84FF4D):
+ Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s) {}
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y) {}
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
- void Add(MenuItems mi);
+ virtual void Notify(Element *) {}
protected:
- bool clicked;
- uint32 inside;
- uint16 fgColor, bgColor, fgColorHL, bgColorHL;
- int menuChosen, menuItemChosen;
-
- private:
- vector<MenuItems> itemList;
+ uint32 fgColor, bgColor;
+ string text;
};
-void Menu::HandleKey(SDLKey Key)
+void Text::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
+ if (text.length() > 0)
+// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
+ DrawStringOpaque(screenBuffer, extents.x + offsetX, extents.y + offsetY, fgColor, bgColor, "%s", text.c_str());
}
-void Menu::HandleMouseMove(uint32 x, uint32 y)
-{
- if (!Inside(x, y))
- inside = 0;
- else
- {
- // 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;
+//
+// Static image class
+//
- if (x >= xpos && x < xpos + width)
- {
- inside = i + 1;
- break;
- }
+class Image: public Element
+{
+ public:
+ Image(uint32 x, uint32 y, const void * img): Element(x, y, 0, 0), image(img) {}
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y) {}
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
- xpos += width;
- }
- }
-}
+ protected:
+ uint32 fgColor, bgColor;
+ const void * image;
+};
-void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+void Image::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
- if (inside && mouseDown)
- clicked = true, menuChosen = inside - 1;
-// else
- if (!inside && mouseDown)
- clicked = false, menuChosen = -1;
+ if (image != NULL)
+ DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, image);
}
-void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+
+//
+// TextEdit class
+//
+
+class TextEdit: public Element
{
- uint32 xpos = extents.x + offsetX;
+ public:
+ TextEdit(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+ fgColor(0xFF8484FF), bgColor(0xFF84FF4D), text(""), caretPos(0),
+ maxScreenSize(10) {}
+ TextEdit(uint32 x, uint32 y, string s, uint32 mss = 10, uint32 fg = 0xFF8484FF,
+ uint32 bg = 0xFF84FF4D): Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s),
+ caretPos(0), maxScreenSize(mss) {}
+ virtual void HandleKey(SDLKey key);
+ virtual void HandleMouseMove(uint32 x, uint32 y) {}
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
- 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;
+ protected:
+ uint32 fgColor, bgColor;
+ string text;
+ uint32 caretPos;
+ uint32 maxScreenSize;
+};
- DrawStringOpaque(screenBuffer, xpos, extents.y + offsetY, color1, color2,
- " %s ", itemList[i].title.c_str());
- xpos += (itemList[i].title.length() + 2) * 8;
+//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();
}
-
- // Draw sub menu
- if (clicked)
+ else if (key == SDLK_BACKSPACE)
{
-// menuItemChosen = -1;
- uint32 ypos = extents.y + 9;
-
- for(uint32 i=0; i<itemList[menuChosen].item.size(); i++)
- {
- uint16 color1 = fgColor, color2 = bgColor;
-
-//This won't work...
-// if (((uint32)mouseX >= menuXPos && (uint32)mouseX < menuXPos + (length + 2) * 8)
-// && mouseY >= (extents.y + 9 + i * 8) && mouseY < (extents.y + 9 + (i + 1) * 8))
-// color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
- DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
- color1, color2, " %-*.*s ", itemList[menuChosen].charLength,
- itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str());
- ypos += 8;
- }
}
+ else if (key == SDLK_DELETE)
+ {
+ }
+//left, right arrow
}
-void Menu::Add(MenuItems mi)
+void TextEdit::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
- 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;
+ 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());
+ }
- itemList.push_back(mi);
- extents.w += (mi.title.length() + 2) * 8;
+ // Draw the caret (underscore? or vertical line?)
}
-class RootWindow: public Window
+
+//
+// ListBox class
+//
+
+class ListBox: public Element
+//class ListBox: 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) {}
+// ListBox(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
+ ListBox(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0);//: Window(x, y, w, h),
+// windowPtr(0), cursor(0), limit(0), charWidth((w / 8) - 1), charHeight(h / 8),
+// elementToTell(NULL), upArrow(w - 8, 0, upArrowBox),
+// downArrow(w - 8, h - 8, downArrowBox), upArrow2(w - 8, h - 16, upArrowBox) {}
+ virtual void HandleKey(SDLKey key);
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element * e);
+ void SetNotificationElement(Element * e) { elementToTell = e; }
+ void AddItem(string s);
+ string GetSelectedItem(void);
+
+ protected:
+ bool thumbClicked;
+ uint32 windowPtr, cursor, limit;
+ uint32 charWidth, charHeight; // Box width/height in characters
+ Element * elementToTell;
+ Button upArrow, downArrow, upArrow2;
+ vector<string> item;
private:
- Menu * menu;
- Window * window;
- int16 * rootImage[1280 * 240 * 2];
+ uint32 yRelativePoint;
};
+ListBox::ListBox(uint32 x, uint32 y, uint32 w, uint32 h): Element(x, y, w, h),
+ thumbClicked(false), windowPtr(0), cursor(0), limit(0), charWidth((w / FONT_WIDTH) - 1),
+ charHeight(h / FONT_HEIGHT), elementToTell(NULL), upArrow(w - 8, 0, upArrowBox),
+ downArrow(w - 8, h - 8, downArrowBox), upArrow2(w - 8, h - 16, upArrowBox)
+{
+ upArrow.SetNotificationElement(this);
+ downArrow.SetNotificationElement(this);
+ upArrow2.SetNotificationElement(this);
+ extents.w -= 8; // Make room for scrollbar...
+}
+
+void ListBox::HandleKey(SDLKey key)
+{
+ if (key == SDLK_DOWN)
+ {
+ if (cursor != limit - 1) // Cursor is within its window
+ cursor++;
+ else // Otherwise, scroll the window...
+ {
+ if (cursor + windowPtr != item.size() - 1)
+ windowPtr++;
+ }
+ }
+ else if (key == SDLK_UP)
+ {
+ if (cursor != 0)
+ cursor--;
+ else
+ {
+ if (windowPtr != 0)
+ windowPtr--;
+ }
+ }
+ else if (key == SDLK_PAGEDOWN)
+ {
+ if (cursor != limit - 1)
+ cursor = limit - 1;
+ else
+ {
+ windowPtr += limit;
+ if (windowPtr > item.size() - limit)
+ windowPtr = item.size() - limit;
+ }
+ }
+ else if (key == SDLK_PAGEUP)
+ {
+ if (cursor != 0)
+ cursor = 0;
+ else
+ {
+ if (windowPtr < limit)
+ windowPtr = 0;
+ else
+ windowPtr -= limit;
+ }
+ }
+ else if (key >= SDLK_a && key <= SDLK_z)
+ {
+ // Advance cursor to filename with first letter pressed...
+ uint8 which = (key - SDLK_a) + 65; // Convert key to A-Z char
+
+ for(uint32 i=0; i<item.size(); i++)
+ {
+ if ((item[i][0] & 0xDF) == which)
+ {
+ cursor = i - windowPtr;
+ if (i > windowPtr + limit - 1)
+ windowPtr = i - limit + 1, cursor = limit - 1;
+ if (i < windowPtr)
+ windowPtr = i, cursor = 0;
+ break;
+ }
+ }
+ }
+}
+
+void ListBox::HandleMouseMove(uint32 x, uint32 y)
+{
+ upArrow.HandleMouseMove(x - extents.x, y - extents.y);
+ downArrow.HandleMouseMove(x - extents.x, y - extents.y);
+ upArrow2.HandleMouseMove(x - extents.x, y - extents.y);
+
+ if (thumbClicked)
+ {
+ uint32 sbHeight = extents.h - 24,
+ thumb = (uint32)(((float)limit / (float)item.size()) * (float)sbHeight);
+
+//yRelativePoint is the spot on the thumb where we clicked...
+ int32 newThumbStart = y - yRelativePoint;
+
+ if (newThumbStart < 0)
+ newThumbStart = 0;
+
+ if ((uint32)newThumbStart > sbHeight - thumb)
+ newThumbStart = sbHeight - thumb;
+
+ windowPtr = (uint32)(((float)newThumbStart / (float)sbHeight) * (float)item.size());
+//Check for cursor bounds as well... Or do we need to???
+//Actually, we don't...!
+ }
+}
+
+void ListBox::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ if (Inside(x, y) && mouseDown)
+ {
+ // Why do we have to do this??? (- extents.y?)
+ // I guess it's because only the Window class has offsetting implemented... !!! FIX !!!
+// cursor = (y - extents.y) / 8;
+ cursor = (y - extents.y) / FONT_HEIGHT;
+ }
+
+ // Check for a hit on the scrollbar...
+ if (x > (uint32)(extents.x + extents.w) && x <= (uint32)(extents.x + extents.w + 8)
+ && y > (uint32)(extents.y + 8) && y <= (uint32)(extents.y + extents.h - 16))
+ {
+ if (mouseDown)
+ {
+// This shiaut should be calculated in AddItem(), not here... (or in Draw() for that matter)
+ uint32 sbHeight = extents.h - 24,
+ thumb = (uint32)(((float)limit / (float)item.size()) * (float)sbHeight),
+ thumbStart = (uint32)(((float)windowPtr / (float)item.size()) * (float)sbHeight);
+
+ // Did we hit the thumb?
+ if (y >= (extents.y + 8 + thumbStart) && y < (extents.y + 8 + thumbStart + thumb))
+ thumbClicked = true, yRelativePoint = y - thumbStart;
+ }
+//Seems that this is useless--never reached except in rare cases and that the code outside is
+//more effective...
+// else
+// thumbClicked = false;
+ }
+
+ if (!mouseDown)
+ thumbClicked = false;
+
+ upArrow.HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
+ downArrow.HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
+ upArrow2.HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
+}
+
+void ListBox::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+ for(uint32 i=0; i<limit; i++)
+ {
+ // Strip off the extension
+ // (extension stripping should be an option, not default!)
+ string s(item[windowPtr + i], 0, item[windowPtr + i].length() - 4);
+// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY + i*8,
+ DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY + i*FONT_HEIGHT,
+ (cursor == i ? true : false), "%-*.*s", charWidth, charWidth, s.c_str());
+ }
+
+ upArrow.Draw(extents.x + offsetX, extents.y + offsetY);
+ downArrow.Draw(extents.x + offsetX, extents.y + offsetY);
+ upArrow2.Draw(extents.x + offsetX, extents.y + offsetY);
+
+ uint32 sbHeight = extents.h - 24,
+ thumb = (uint32)(((float)limit / (float)item.size()) * (float)sbHeight),
+ thumbStart = (uint32)(((float)windowPtr / (float)item.size()) * (float)sbHeight);
+
+ for(uint32 y=extents.y+offsetY+8; y<extents.y+offsetY+extents.h-16; y++)
+ {
+// for(uint32 x=extents.x+offsetX+extents.w-8; x<extents.x+offsetX+extents.w; x++)
+ for(uint32 x=extents.x+offsetX+extents.w; x<extents.x+offsetX+extents.w+8; x++)
+ {
+ if (y >= thumbStart + (extents.y+offsetY+8) && y < thumbStart + thumb + (extents.y+offsetY+8))
+// screenBuffer[x + (y * pitch)] = (thumbClicked ? 0x458E : 0xFFFF);
+//458E -> 01 0001 0 1100 0 1110 -> 0100 0101 0110 0011 0111 0011 -> 45 63 73
+ screenBuffer[x + (y * pitch)] = (thumbClicked ? 0xFF736345 : 0xFFFFFFFF);
+ else
+// screenBuffer[x + (y * pitch)] = 0x0200;
+//0200 -> 000000 10000 00000 -> 00 1000 0100 00
+ screenBuffer[x + (y * pitch)] = 0xFF008400;
+ }
+ }
+}
+
+void ListBox::Notify(Element * e)
+{
+ if (e == &upArrow || e == &upArrow2)
+ {
+ if (windowPtr != 0)
+ {
+ windowPtr--;
+
+ if (cursor < limit - 1)
+ cursor++;
+ }
+ }
+ else if (e == &downArrow)
+ {
+ if (windowPtr < item.size() - limit)
+ {
+ windowPtr++;
+
+ if (cursor != 0)
+ cursor--;
+ }
+ }
+}
+
+void ListBox::AddItem(string s)
+{
+ // Do a simple insertion sort
+ bool inserted = false;
+
+ for(vector<string>::iterator i=item.begin(); i<item.end(); i++)
+ {
+ if (stringCmpi(s, *i) == -1)
+ {
+ item.insert(i, s);
+ inserted = true;
+ break;
+ }
+ }
+
+ if (!inserted)
+ item.push_back(s);
+
+ limit = (item.size() > charHeight ? charHeight : item.size());
+}
+
+string ListBox::GetSelectedItem(void)
+{
+ return item[windowPtr + cursor];
+}
//
-// GUI stuff--it's not crunchy, it's GUI! ;-)
+// FileList class
//
-void InitGUI(void)
+class FileList: public Window
{
- SDL_ShowCursor(SDL_DISABLE);
- SDL_GetMouseState(&mouseX, &mouseY);
+ 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 GUIDone(void)
+void FileList::HandleKey(SDLKey key)
+{
+ if (key == SDLK_RETURN)
+ Notify(load);
+ else
+ Window::HandleKey(key);
+}
+
+void FileList::Notify(Element * e)
{
+ if (e == load)
+ {
+ char filename[MAX_PATH];
+ strcpy(filename, vjs.ROMPath);
+
+ if (strlen(filename) > 0)
+ if (filename[strlen(filename) - 1] != '/')
+ strcat(filename, "/");
+
+ strcat(filename, files->GetSelectedItem().c_str());
+
+// uint32 romSize = JaguarLoadROM(jaguar_mainRom, filename);
+// JaguarLoadCart(jaguar_mainRom, filename);
+ if (JaguarLoadFile(filename))
+ {
+ SDL_Event event;
+ event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
+ SDL_PushEvent(&event);
+
+ event.type = SDL_USEREVENT, event.user.code = MENU_ITEM_CHOSEN;
+ event.user.data1 = (void *)ResetJaguar;
+ SDL_PushEvent(&event);
+ }
+ else
+ {
+ SDL_Event event;
+ event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
+ SDL_PushEvent(&event);
+
+ // Handle the error, but don't run...
+ // Tell the user that we couldn't run their file for some reason... !!! FIX !!!
+//how to kludge: Make a function like ResetJaguar which creates the dialog window
+ }
+ }
+ else
+ Window::Notify(e);
}
+
+//
+// Menu class & supporting structs/classes
+//
+
+struct NameAction
+{
+ string name;
+ Window * (* action)(void);
+ SDLKey hotKey;
+
+ NameAction(string n, Window * (* a)(void) = NULL, SDLKey k = SDLK_UNKNOWN): name(n),
+ action(a), hotKey(k) {}
+};
+
+class MenuItems
+{
+ public:
+ MenuItems(): charLength(0) {}
+ bool Inside(uint32 x, uint32 y)
+ { return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w)
+ && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); }
+
+ string title;
+ vector<NameAction> item;
+ uint32 charLength;
+ SDL_Rect extents;
+};
+
+class Menu: public Element
+{
+ public:
+// 1CFF -> 0 001 11 00 111 1 1111
+// 421F -> 0 100 00 10 000 1 1111
+ Menu(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = FONT_HEIGHT,
+/* uint16 fgc = 0x1CFF, uint16 bgc = 0x000F, uint16 fgch = 0x421F,
+ uint16 bgch = 0x1CFF): Element(x, y, w, h), activated(false), clicked(false),*/
+/* uint32 fgc = 0xFF3F3F00, uint32 bgc = 0x7F000000, uint32 fgch = 0xFF878700,
+ uint32 bgch = 0xFF3F3F00): Element(x, y, w, h), activated(false), clicked(false),*/
+/* uint32 fgc = 0xFFFF3F3F, uint32 bgc = 0xFF7F0000, uint32 fgch = 0xFFFF8787,
+ uint32 bgch = 0xFFFF3F3F): Element(x, y, w, h), activated(false), clicked(false),*/
+ uint32 fgc = 0xFF7F0000, uint32 bgc = 0xFFFF3F3F, uint32 fgch = 0xFFFF3F3F,
+ uint32 bgch = 0xFFFF8787): Element(x, y, w, h), activated(false), clicked(false),
+ inside(0), insidePopup(0), fgColor(fgc), bgColor(bgc), fgColorHL(fgch),
+ bgColorHL(bgch), menuChosen(-1), menuItemChosen(-1) {}
+ virtual void HandleKey(SDLKey key);
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
+ void Add(MenuItems mi);
+
+ protected:
+ bool activated, clicked;
+ uint32 inside, insidePopup;
+// uint16 fgColor, bgColor, fgColorHL, bgColorHL;
+ uint32 fgColor, bgColor, fgColorHL, bgColorHL;
+ int menuChosen, menuItemChosen;
+
+ private:
+ vector<MenuItems> itemList;
+};
+
+void Menu::HandleKey(SDLKey key)
+{
+ for(uint32 i=0; i<itemList.size(); i++)
+ {
+ for(uint32 j=0; j<itemList[i].item.size(); j++)
+ {
+ if (itemList[i].item[j].hotKey == key)
+ {
+ SDL_Event event;
+ event.type = SDL_USEREVENT;
+ event.user.code = MENU_ITEM_CHOSEN;
+ event.user.data1 = (void *)itemList[i].item[j].action;
+ SDL_PushEvent(&event);
+
+ clicked = false, menuChosen = menuItemChosen = -1;
+ break;
+ }
+ }
+ }
+}
+
+void Menu::HandleMouseMove(uint32 x, uint32 y)
+{
+ inside = insidePopup = 0;
+
+ if (Inside(x, y))
+ {
+ // Find out *where* we are inside the menu bar
+ uint32 xpos = extents.x;
+
+ for(uint32 i=0; i<itemList.size(); i++)
+ {
+ uint32 width = (itemList[i].title.length() + 2) * FONT_WIDTH;
+
+ if (x >= xpos && x < xpos + width)
+ {
+ inside = i + 1;
+ menuChosen = i;
+ break;
+ }
+
+ xpos += width;
+ }
+ }
+
+ if (!Inside(x, y) && !clicked)
+ {
+ menuChosen = -1;
+ }
+
+ if (itemList[menuChosen].Inside(x, y) && clicked)
+ {
+ insidePopup = ((y - itemList[menuChosen].extents.y) / FONT_HEIGHT) + 1;
+ menuItemChosen = insidePopup - 1;
+ }
+}
+
+void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ if (!clicked)
+ {
+ if (mouseDown)
+ {
+ if (inside)
+ clicked = true;
+ else
+ menuChosen = -1; // clicked is already false...!
+ }
+ }
+ else // clicked == true
+ {
+ if (insidePopup && !mouseDown) // I.e., mouse-button-up
+ {
+ activated = true;
+ if (itemList[menuChosen].item[menuItemChosen].action != NULL)
+ {
+// itemList[menuChosen].item[menuItemChosen].action();
+ SDL_Event event;
+ event.type = SDL_USEREVENT;
+ event.user.code = MENU_ITEM_CHOSEN;
+ event.user.data1 = (void *)itemList[menuChosen].item[menuItemChosen].action;
+ SDL_PushEvent(&event);
+
+ clicked = false, menuChosen = menuItemChosen = -1;
+
+/* SDL_Event event;
+ while (SDL_PollEvent(&event)); // Flush the event queue...
+ event.type = SDL_MOUSEMOTION;
+ int mx, my;
+ SDL_GetMouseState(&mx, &my);
+ event.motion.x = mx, event.motion.y = my;
+ SDL_PushEvent(&event); // & update mouse position...!
+*/ }
+ }
+
+ if (!inside && !insidePopup && mouseDown)
+ clicked = false, menuChosen = menuItemChosen = -1;
+ }
+}
+
+void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+ uint32 xpos = extents.x + offsetX;
+
+ for(uint32 i=0; i<itemList.size(); i++)
+ {
+// uint16 color1 = fgColor, color2 = bgColor;
+ uint32 color1 = fgColor, color2 = bgColor;
+ if (inside == (i + 1) || (menuChosen != -1 && (uint32)menuChosen == i))
+ color1 = fgColorHL, color2 = bgColorHL;
+
+ DrawStringOpaque(screenBuffer, xpos, extents.y + offsetY, color1, color2,
+ " %s ", itemList[i].title.c_str());
+ xpos += (itemList[i].title.length() + 2) * FONT_WIDTH;
+ }
+
+ // Draw sub menu (but only if active)
+ if (clicked)
+ {
+ uint32 ypos = extents.y + FONT_HEIGHT + 1;
+
+ for(uint32 i=0; i<itemList[menuChosen].item.size(); i++)
+ {
+// uint16 color1 = fgColor, color2 = bgColor;
+ uint32 color1 = fgColor, color2 = bgColor;
+
+ if (insidePopup == i + 1)
+ color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
+
+ if (itemList[menuChosen].item[i].name.length() > 0)
+ DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
+ color1, color2, " %-*.*s ", itemList[menuChosen].charLength,
+ itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str());
+ else
+ DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
+ fgColor, bgColor, "%.*s", itemList[menuChosen].charLength + 2, separator);
+
+ ypos += FONT_HEIGHT;
+ }
+ }
+}
+
+void Menu::Add(MenuItems mi)
+{
+ for(uint32 i=0; i<mi.item.size(); i++)
+ if (mi.item[i].name.length() > mi.charLength)
+ mi.charLength = mi.item[i].name.length();
+
+ // Set extents here as well...
+ mi.extents.x = extents.x + extents.w, mi.extents.y = extents.y + FONT_HEIGHT + 1;
+ mi.extents.w = (mi.charLength + 2) * FONT_WIDTH, mi.extents.h = mi.item.size() * FONT_HEIGHT;
+
+ itemList.push_back(mi);
+ extents.w += (mi.title.length() + 2) * FONT_WIDTH;
+}
+
+
+//Do we even *need* this?
+//Doesn't seem like it...
+/*class RootWindow: public Window
+{
+ public:
+ RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {}
+//Do we even need to care about this crap?
+// { extents.x = extents.y = 0, extents.w = 320, extents.h = 240; }
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y) {}
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) {}
+ virtual void Notify(Element *) {}
+
+ private:
+ Menu * menu;
+ Window * window;
+ int16 * rootImage[1280 * 240 * 2];
+};//*/
+
+
//
// Draw text at the given x/y coordinates. Can invert text as well.
//
-void DrawString(int16 * screen, uint32 x, uint32 y, bool invert, const char * text, ...)
+void DrawString(uint32 * screen, uint32 x, uint32 y, bool invert, const char * text, ...)
+{
+ char string[4096];
+ va_list arg;
+
+ va_start(arg, text);
+ vsprintf(string, text, arg);
+ va_end(arg);
+
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
+ uint32 length = strlen(string), address = x + (y * pitch);
+
+ uint32 color1 = 0x0080FF;
+ uint8 nBlue = (color1 >> 16) & 0xFF, nGreen = (color1 >> 8) & 0xFF, nRed = color1 & 0xFF;
+ uint8 xorMask = (invert ? 0xFF : 0x00);
+
+ for(uint32 i=0; i<length; i++)
+ {
+ uint8 c = string[i];
+ uint32 fontAddr = (uint32)(c < 32 ? 0 : c - 32) * FONT_WIDTH * FONT_HEIGHT;
+
+ for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
+ {
+ for(uint32 xx=0; xx<FONT_WIDTH; xx++)
+ {
+ uint32 existingColor = *(screen + address + xx + (yy * pitch));
+
+ uint8 eBlue = (existingColor >> 16) & 0xFF,
+ eGreen = (existingColor >> 8) & 0xFF,
+ eRed = existingColor & 0xFF;
+
+ uint8 trans = font2[fontAddr] ^ xorMask;
+ uint8 invTrans = trans ^ 0xFF;
+
+ uint32 bRed = (eRed * invTrans + nRed * trans) / 255,
+ bGreen = (eGreen * invTrans + nGreen * trans) / 255,
+ bBlue = (eBlue * invTrans + nBlue * trans) / 255;
+
+ *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
+ fontAddr++;
+ }
+ }
+
+ address += FONT_WIDTH;
+ }
+}
+
+//
+// Draw text at the given x/y coordinates, using FG/BG colors.
+//
+void DrawStringOpaque(uint32 * screen, uint32 x, uint32 y, uint32 color1, uint32 color2, const char * text, ...)
+{
+ char string[4096];
+ va_list arg;
+
+ va_start(arg, text);
+ vsprintf(string, text, arg);
+ va_end(arg);
+
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();
+ uint32 length = strlen(string), address = x + (y * pitch);
+
+ uint8 eBlue = (color2 >> 16) & 0xFF, eGreen = (color2 >> 8) & 0xFF, eRed = color2 & 0xFF,
+ nBlue = (color1 >> 16) & 0xFF, nGreen = (color1 >> 8) & 0xFF, nRed = color1 & 0xFF;
+
+ for(uint32 i=0; i<length; i++)
+ {
+ uint8 c = string[i];
+ c = (c < 32 ? 0 : c - 32);
+ uint32 fontAddr = (uint32)c * FONT_WIDTH * FONT_HEIGHT;
+
+ for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
+ {
+ for(uint32 xx=0; xx<FONT_WIDTH; xx++)
+ {
+ uint8 trans = font2[fontAddr++];
+ uint8 invTrans = trans ^ 0xFF;
+
+ uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
+ uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
+ uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
+
+ *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
+ }
+ }
+
+ address += FONT_WIDTH;
+ }
+}
+
+//
+// Draw text at the given x/y coordinates with transparency (0 is fully opaque, 32 is fully transparent).
+//
+void DrawStringTrans(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 trans, const char * text, ...)
{
char string[4096];
va_list arg;
vsprintf(string, text, arg);
va_end(arg);
- uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
uint32 length = strlen(string), address = x + (y * pitch);
for(uint32 i=0; i<length; i++)
{
for(uint32 xx=0; xx<8; xx++)
{
- if ((font1[fontAddr] && !invert) || (!font1[fontAddr] && invert))
- *(screen + address + xx + (yy * pitch)) = 0xFE00;
+ if (font1[fontAddr])
+ {
+ uint32 existingColor = *(screen + address + xx + (yy * pitch));
+
+ uint8 eBlue = (existingColor >> 16) & 0xFF,
+ eGreen = (existingColor >> 8) & 0xFF,
+ eRed = existingColor & 0xFF,
+//This could be done ahead of time, instead of on each pixel...
+ nBlue = (color >> 16) & 0xFF,
+ nGreen = (color >> 8) & 0xFF,
+ nRed = color & 0xFF;
+
+//This could be sped up by using a table of 5 + 5 + 5 bits (32 levels transparency -> 32768 entries)
+//Here we've modified it to have 33 levels of transparency (could have any # we want!)
+//because dividing by 32 is faster than dividing by 31...!
+ uint8 invTrans = 32 - trans;
+
+ uint32 bRed = (eRed * trans + nRed * invTrans) / 32;
+ uint32 bGreen = (eGreen * trans + nGreen * invTrans) / 32;
+ uint32 bBlue = (eBlue * trans + nBlue * invTrans) / 32;
+
+ *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
+ }
+
fontAddr++;
}
- }
+ }
+
+ address += 8;
+ }
+}
+
+//
+// Draw text at the given x/y coordinates, using FG color and overlay alpha blending.
+//
+void DrawString2(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 transparency, const char * text, ...)
+{
+ char string[4096];
+ va_list arg;
+
+ va_start(arg, text);
+ vsprintf(string, text, arg);
+ va_end(arg);
+
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();
+ uint32 length = strlen(string), address = x + (y * pitch);
+
+ color &= 0x00FFFFFF; // Just in case alpha was passed in...
+
+ for(uint32 i=0; i<length; i++)
+ {
+ uint8 c = string[i];
+ c = (c < 32 ? 0 : c - 32);
+ uint32 fontAddr = (uint32)c * FONT_WIDTH * FONT_HEIGHT;
+
+ for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
+ {
+ for(uint32 xx=0; xx<FONT_WIDTH; xx++)
+ {
+ uint8 fontTrans = font2[fontAddr++];
+ uint32 newTrans = (fontTrans * transparency / 255) << 24;
+ uint32 pixel = newTrans | color;
+
+ *(screen + address + xx + (yy * pitch)) = pixel;
+ }
+ }
+
+ address += FONT_WIDTH;
+ }
+}
+
+//
+// Draw "picture"
+// Uses zero as transparent color
+// Can also use an optional alpha channel
+// Alpha channel is now mandatory! ;-)
+//
+//void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap, uint8 * alpha/*=NULL*/)
+/*void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap, uint8 * alpha)
+{
+ uint32 width = bitmap[0], height = bitmap[1];
+ bitmap += 2;
+
+// uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
+ uint32 address = x + (y * pitch);
+
+ for(uint32 yy=0; yy<height; yy++)
+ {
+ for(uint32 xx=0; xx<width; xx++)
+ {
+ if (alpha == NULL)
+ {
+ if (*bitmap && x + xx < pitch) // NOTE: Still doesn't clip the Y val...
+ *(screen + address + xx + (yy * pitch)) = *bitmap;
+ }
+ else
+ {
+ uint8 trans = *alpha;
+ uint32 color = *bitmap;
+ uint32 existingColor = *(screen + address + xx + (yy * pitch));
+
+ uint8 eRed = existingColor & 0xFF,
+ eGreen = (existingColor >> 8) & 0xFF,
+ eBlue = (existingColor >> 16) & 0xFF,
+
+ nRed = color & 0xFF,
+ nGreen = (color >> 8) & 0xFF,
+ nBlue = (color >> 16) & 0xFF;
+
+ uint8 invTrans = 255 - trans;
+ uint32 bRed = (eRed * trans + nRed * invTrans) / 255;
+ uint32 bGreen = (eGreen * trans + nGreen * invTrans) / 255;
+ uint32 bBlue = (eBlue * trans + nBlue * invTrans) / 255;
+
+ uint32 blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16);
+
+ *(screen + address + xx + (yy * pitch)) = blendedColor;
+
+ alpha++;
+ }
+
+ bitmap++;
+ }
+ }
+}*/
+void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
+{
+ uint32 width = bitmap[0], height = bitmap[1];
+ bitmap += 2;
+
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();//GetSDLScreenWidthInPixels();
+ uint32 address = x + (y * pitch);
+
+ for(uint32 yy=0; yy<height; yy++)
+ {
+ for(uint32 xx=0; xx<width; xx++)
+ {
+ uint32 color = *bitmap;
+ uint32 blendedColor = color;
+ uint32 existingColor = *(screen + address + xx + (yy * pitch));
+
+ if (existingColor >> 24 != 0x00) // Pixel needs blending
+ {
+ uint8 trans = color >> 24;
+ uint8 invTrans = trans ^ 0xFF;//255 - trans;
+
+ uint8 eRed = existingColor & 0xFF,
+ eGreen = (existingColor >> 8) & 0xFF,
+ eBlue = (existingColor >> 16) & 0xFF,
+
+ nRed = color & 0xFF,
+ nGreen = (color >> 8) & 0xFF,
+ nBlue = (color >> 16) & 0xFF;
+
+ uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
+ uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
+ uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
+
+ blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16);
+ }
- 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 GUIInit(void)
+{
+ SDL_ShowCursor(SDL_DISABLE);
+ SDL_GetMouseState(&mouseX, &mouseY);
+}
- address += 8;
- }
+void GUIDone(void)
+{
}
//
-// GUI Main loop
+// GUI main loop
//
-enum { GUI_TOP_MENU, GUI_MENU_CLICKED, GUI_WINDOW };
-bool GUIMain(void)
+//bool GUIMain(void)
+bool GUIMain(char * filename)
{
- extern int16 * backbuffer;
- bool done = false;
- SDL_Event event;
- int32 menuChosen = -1;
- uint32 menuXPos = 0;
- int32 menuItemChosen = -1;
- uint32 GUIState = GUI_TOP_MENU;
+WriteLog("GUI: Inside GUIMain...\n");
+
+ uint32 pointerBGSave[6 * 8 + 2];
+ pointerBGSave[0] = 6;
+ pointerBGSave[1] = 8;
- Element::SetScreenAndPitch(backbuffer, GetSDLScreenPitch() / 2);
+// 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;
- Button closeButton(45, 90, 16, 16);
- Window someWindow(15, 16, 60, 60);
- Button button1(50, 1, 9, 9), button2(10, 10, 8, 8), button3(25, 48, 15, 8);
- someWindow.AddElement(&button1);
- someWindow.AddElement(&button2);
- someWindow.AddElement(&button3);
+ // Set up the GUI classes...
+// Element::SetScreenAndPitch(backbuffer, GetSDLScreenWidthInPixels());
+ Element::SetScreenAndPitch((uint32 *)sdlemuGetOverlayPixels(), sdlemuGetOverlayWidthInPixels());
+ sdlemuEnableOverlay();
+ Menu mainMenu;
MenuItems mi;
- Menu mainMenu(0, 160);
- 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...", MiscOptions, SDLK_m));
mainMenu.Add(mi);
- mi.title = "Options";
+ mi.title = "Info";
+ mi.item.clear();
+ mi.item.push_back(NameAction("About...", About));
mainMenu.Add(mi);
bool showMouse = true;
+ // Grab the BG where the mouse will be painted (prime the backstore)
+
+/*
+DISNOWOK
+Bitmap ptr = { 6, 8, 4,
+""//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+};//*/
+ uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
+ uint32 count = 2;
+
+ for(uint32 y=0; y<pointerBGSave[1]; y++)
+ for(uint32 x=0; x<pointerBGSave[0]; x++)
+ pointerBGSave[count++] = overlayPixels[((mouseY + y) * sdlemuGetOverlayWidthInPixels()) + (mouseX + x)];
+
+ uint32 oldMouseX = mouseX, oldMouseY = mouseY;
+
//This is crappy!!! !!! FIX !!!
- jaguar_reset();
+//Is this even needed any more? Hmm. Maybe. Dunno.
+WriteLog("GUI: Resetting Jaguar...\n");
+ JaguarReset();
+
+WriteLog("GUI: Clearing BG save...\n");
+ // Set up our background save...
+// memset(background, 0x11, tom_getVideoModeWidth() * 240 * 2);
+//1111 -> 000100 01000 10001 -> 0001 0000 0100 0010 1000 1100 -> 10 42 8C
+ for(uint32 i=0; i<TOMGetVideoModeWidth()*240; i++)
+// background[i] = 0xFF8C4210;
+ backbuffer[i] = 0xFF8C4210;
+
+/* uint32 * overlayPix = (uint32 *)sdlemuGetOverlayPixels();
+ for(uint32 i=0; i<sdlemuGetOverlayWidthInPixels()*480; i++)
+ overlayPix[i] = 0x00000000;*/
+
+ // Handle loading file passed in on the command line...! [DONE]
+
+ if (filename)
+ {
+ if (JaguarLoadFile(filename))
+ {
+// event.type = SDL_USEREVENT, event.user.code = MENU_ITEM_CHOSEN;
+// event.user.data1 = (void *)ResetJaguar;
+// SDL_PushEvent(&event);
+ // Make it so that if passed in on the command line, we quit right
+ // away when pressing ESC
+WriteLog("GUI: Bypassing GUI since ROM passed in on command line...\n");
+ ResetJaguar();
+ return true;
+ }
+ else
+ {
+ // Create error dialog...
+ char errText[1024];
+ sprintf(errText, "The file %40s could not be loaded.", filename);
+
+ mainWindow = new Window(8, 16, 304, 160);
+ mainWindow->AddElement(new Text(8, 8, "Error!"));
+ mainWindow->AddElement(new Text(8, 24, errText));
+ }
+ }
- while (!done)
+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)
{
-// if (event.key.keysym.sym == SDLK_ESCAPE)
-// done = true;
-// return false;
+// Ugly kludge for windowed<-->fullscreen switching...
+uint8 * keystate = SDL_GetKeyState(NULL);
+
+if ((keystate[SDLK_LALT] || keystate[SDLK_RALT]) & keystate[SDLK_RETURN])
+ ToggleFullscreen();
+
+ if (mainWindow)
+ mainWindow->HandleKey(event.key.keysym.sym);
+ else
+ mainMenu.HandleKey(event.key.keysym.sym);
}
else if (event.type == SDL_MOUSEMOTION)
{
+ oldMouseX = mouseX, oldMouseY = mouseY;
mouseX = event.motion.x, mouseY = event.motion.y;
- if (vjs.useOpenGL)
- mouseX /= 2, mouseY /= 2;
-
- closeButton.HandleMouseMove(mouseX, mouseY);
- 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;
-
- // Handle that click!
- if (GUIState == GUI_TOP_MENU)
- {
- if (menuChosen != -1)
- GUIState = GUI_MENU_CLICKED;
- }
- else if (GUIState == GUI_MENU_CLICKED)
- {
- if (menuItemChosen != -1)
- {
-// GUIState = GUI_WINDOW;
- if (subMenuAction[menuChosen][menuItemChosen] != NULL)
- subMenuAction[menuChosen][menuItemChosen]();
- }
-// else
- GUIState = GUI_TOP_MENU;
- }
- closeButton.HandleMouseButton(mx, my, true);
- 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);
- someWindow.HandleMouseButton(mx, my, false);
- mainMenu.HandleMouseButton(mx, my, false);
+ if (mainWindow)
+ mainWindow->HandleMouseButton(mx, my, false);
+ else
+ mainMenu.HandleMouseButton(mx, my, false);
}
- // Draw the GUI...
+//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();
- someWindow.Draw();
mainMenu.Draw();
-
- // We always draw the top level menu...
- if (GUIState == GUI_TOP_MENU)
- menuChosen = -1;
-
- uint32 xpos = 0;
- for(uint32 i=0; i<NUM_MENU_ITEMS; i++)
- {
- uint16 colorFG = 0x1CFF, colorBG = 0x000F;
- uint32 length = strlen(menu[i]) + 2;
-
- if (((uint32)mouseX >= xpos && (uint32)mouseX < xpos + length * 8)
- && mouseY < 8)
- colorFG = 0x421F, colorBG = 0x1CFF, menuChosen = i, menuXPos = xpos;
-
- if (GUIState != GUI_TOP_MENU && i == (uint32)menuChosen)
- colorFG = 0x421F, colorBG = 0x1CFF;
-// BG: 0 00011 00011 11111 -> 0000 1100 0111 1111
-// FG: 0 10000 10000 11111 -> 0100 0010 0001 1111
- DrawStringOpaque(backbuffer, xpos, 0, colorFG, colorBG, " %s ", menu[i]);
- xpos += length * 8;
- }
-
- // We don't always draw the submenus...
- if (GUIState == GUI_MENU_CLICKED)
- {
- menuItemChosen = -1;
- uint32 length = 0;
- for(int i=0; i<subMenuNumItems[menuChosen]; i++)
- if (strlen(subMenu[menuChosen][i]) > length)
- length = strlen(subMenu[menuChosen][i]);
-
- uint32 ypos = 9;
- for(int i=0; i<subMenuNumItems[menuChosen]; i++)
- {
- uint16 colorFG = 0x1CFF, colorBG = 0x000F;
-
- if (((uint32)mouseX >= menuXPos && (uint32)mouseX < menuXPos + (length + 2) * 8)
- && mouseY >= (9 + i * 8) && mouseY < (9 + (i + 1) * 8))
- colorFG = 0x421F, colorBG = 0x1CFF, menuItemChosen = i;
-
- DrawStringOpaque(backbuffer, menuXPos, ypos, colorFG, colorBG, " %-*.*s ", length, length, subMenu[menuChosen][i]);
- ypos += 8;
- }
- }
- // Windows? Isn't that an illegal monopoly or something? ;-)
- else if (GUIState == GUI_WINDOW)
- {
- }
+//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();
}
//
// GUI "action" functions
//
-void LoadROM(void)
+
+Window * LoadROM(void)
{
+ FileList * fileList = new FileList(20, 20, 600, 440);
+
+ return (Window *)fileList;
+}
+
+Window * ResetJaguar(void)
+{
+ JaguarReset();
+
+ return RunEmu();
+}
+
+Window * ResetJaguarCD(void)
+{
+ memcpy(jaguarMainRom, jaguarCDBootROM, 0x40000);
+ jaguarRunAddress = 0x802000;
+ jaguarMainRomCRC32 = crc32_calcCheckSum(jaguarMainRom, 0x40000);
+ JaguarReset();
+//This is a quick kludge to get the CDBIOS to boot properly...
+//Wild speculation: It could be that this memory location is wired into the CD unit
+//somehow, which lets it know whether or not a cart is present in the unit...
+ jaguarMainRom[0x0040B] = 0x03;
+
+ return RunEmu();
}
-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;
+ 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);
+ }
- done = true;
- }
+ return NULL;
+}
- // Draw "About" box
- memcpy(backbuffer, bgSave, tom_getVideoModeWidth() * 240 * 2);
+#else
- DrawStringOpaque(backbuffer, 64, 64, 0x1CFF, 0x000F, " ");
- DrawStringOpaque(backbuffer, 64, 72, 0x1CFF, 0x000F, " Virtual Jaguar by JLH & crew ");
- DrawStringOpaque(backbuffer, 64, 80, 0x1CFF, 0x000F, " ");
+bool debounceRunKey = true;
+Window * RunEmu(void)
+{
+// extern uint32 * backbuffer;
+ uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
+ memset(overlayPixels, 0x00, 640 * 480 * 4); // Clear out overlay...
- DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+//This is crappy... !!! FIX !!!
+// extern bool finished, showGUI;
- RenderBackbuffer();
- }
- }
+ sdlemuDisableOverlay();
- free(bgSave);
-}
+// uint32 nFrame = 0, nFrameskip = 0;
+ uint32 totalFrames = 0;
+ finished = false;
+ bool showMessage = true;
+ uint32 showMsgFrames = 120;
+ uint8 transparency = 0xFF;
+ // Pass a message to the "joystick" code to debounce the ESC key...
+ debounceRunKey = true;
+
+ uint32 cartType = 4;
+ if (jaguarRomSize == 0x200000)
+ cartType = 0;
+ else if (jaguarRomSize == 0x400000)
+ cartType = 1;
+ else if (jaguarMainRomCRC32 == 0x687068D5)
+ cartType = 2;
+ else if (jaguarMainRomCRC32 == 0x55A0669C)
+ cartType = 3;
+
+ const char * cartTypeName[5] = { "2M Cartridge", "4M Cartridge", "CD BIOS", "CD Dev BIOS", "Homebrew" };
+ uint32 elapsedTicks = SDL_GetTicks(), frameCount = 0, framesPerSecond = 0;
-//
-// 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;
+ while (!finished)
+ {
+ // Set up new backbuffer with new pixels and data
+ JaguarExecuteNew();
+ totalFrames++;
+//WriteLog("Frame #%u...\n", totalFrames);
+//extern bool doDSPDis;
+//if (totalFrames == 373)
+// doDSPDis = true;
- uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
- uint32 address = x + (y * pitch);
+//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();
- for(int yy=0; yy<height; yy++)
- {
- for(int xx=0; xx<width; xx++)
+//Add in a new function for clearing patches of screen (ClearOverlayRect)
+
+// Also: Take frame rate into account when calculating fade time...
+
+ // Some QnD GUI stuff here...
+ if (showGUI)
{
- if (*bitmap && x + xx < pitch) // NOTE: Still doesn't clip the Y val...
- *(screen + address + xx + (yy * pitch)) = *bitmap;
- bitmap++;
+ 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);
}
- }
-}
-//
-// Very very crude GUI file selector
-//
-bool UserSelectFile(char * path, char * filename)
-{
-//Testing...
-//GUIMain();
-
- extern int16 * backbuffer;
- vector<string> fileList;
+ if (showMessage)
+ {
+ DrawString2(overlayPixels, 8, 24*FONT_HEIGHT, 0x007F63FF, transparency, "Running...");
+ DrawString2(overlayPixels, 8, 26*FONT_HEIGHT, 0x001FFF3F, transparency, "%s, run address: %06X", cartTypeName[cartType], jaguarRunAddress);
+ DrawString2(overlayPixels, 8, 27*FONT_HEIGHT, 0x001FFF3F, transparency, "CRC: %08X", jaguarMainRomCRC32);
- // Read in the candidate files from the directory pointed to by "path"
+ if (showMsgFrames == 0)
+ {
+ transparency--;
- DIR * dp = opendir(path);
- dirent * de;
+ if (transparency == 0)
+{
+ showMessage = false;
+/*extern bool doGPUDis;
+doGPUDis = true;//*/
+}
- while ((de = readdir(dp)) != NULL)
- {
- char * ext = strrchr(de->d_name, '.');
+ }
+ else
+ showMsgFrames--;
+ }
- if (ext != NULL)
- if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0)
- fileList.push_back(string(de->d_name));
+ frameCount++;
+
+ if (SDL_GetTicks() - elapsedTicks > 250)
+ elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0;
}
- closedir(dp);
+ // Save the background for the GUI...
+ // In this case, we squash the color to monochrome, then force it to blue + green...
+ for(uint32 i=0; i<TOMGetVideoModeWidth() * 256; i++)
+ {
+ uint32 pixel = backbuffer[i];
+ uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
+ pixel = ((r + g + b) / 3) & 0x00FF;
+ backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
+ }
- // Main GUI selection loop
+ sdlemuEnableOverlay();
- uint32 cursor = 0, startFile = 0;
+ return NULL;
+}
- if (fileList.size() > 1) // Only go GUI if more than one possibility!
- {
- sort(fileList.begin(), fileList.end());
+#endif
- bool done = false;
- 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);
+Window * Quit(void)
+{
+ WriteLog("GUI: Quitting due to user request.\n");
+ exitGUI = true;
- 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;
- }
+ return NULL;
+}
- // Draw the GUI...
-// memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2);
- memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
+Window * About(void)
+{
+ char buf[512];
+ sprintf(buf, "SVN %s", __DATE__);
+//fprintf(fp, "VirtualJaguar v1.0.8 (Last full build was on %s %s)\n", __DATE__, __TIME__);
+//VirtualJaguar v1.0.8 (Last full build was on Dec 30 2004 20:01:31)
+//Hardwired, bleh... !!! FIX !!!
+uint32 width = 55 * FONT_WIDTH, height = 18 * FONT_HEIGHT;
+uint32 xpos = (640 - width) / 2, ypos = (480 - height) / 2;
+// Window * window = new Window(8, 16, 50 * FONT_WIDTH, 21 * FONT_HEIGHT);
+ Window * window = new Window(xpos, ypos, width, height);
+// window->AddElement(new Text(8, 8, "Virtual Jaguar 1.0.8"));
+// window->AddElement(new Text(8, 8, "Virtual Jaguar CVS 20050110", 0xFF3030FF, 0xFF000000));
+// window->AddElement(new Text(208, 8+0*FONT_HEIGHT, buf, 0xFF3030FF, 0xFF000000));
+ window->AddElement(new Text(248, 8+4*FONT_HEIGHT+5, buf, 0xFF3030FF, 0xFF000000));
+ window->AddElement(new Text(8, 8+0*FONT_HEIGHT, "Coders:"));
+ window->AddElement(new Text(16, 8+1*FONT_HEIGHT, "James L. Hammons (shamus)"));
+ window->AddElement(new Text(16, 8+2*FONT_HEIGHT, "Niels Wagenaar (nwagenaar)"));
+ window->AddElement(new Text(16, 8+3*FONT_HEIGHT, "Carwin Jones (Caz)"));
+ window->AddElement(new Text(16, 8+4*FONT_HEIGHT, "Adam Green"));
+ window->AddElement(new Text(8, 8+6*FONT_HEIGHT, "Testers:"));
+ window->AddElement(new Text(16, 8+7*FONT_HEIGHT, "Guruma"));
+ window->AddElement(new Text(8, 8+9*FONT_HEIGHT, "Thanks go out to:"));
+ window->AddElement(new Text(16, 8+10*FONT_HEIGHT, "Aaron Giles for the original CoJag"));
+ window->AddElement(new Text(16, 8+11*FONT_HEIGHT, "David Raingeard for the original VJ"));
+ window->AddElement(new Text(16, 8+12*FONT_HEIGHT, "Karl Stenerud for his Musashi 68K emu"));
+ window->AddElement(new Text(16, 8+13*FONT_HEIGHT, "Sam Lantinga for his amazing SDL libs"));
+ window->AddElement(new Text(16, 8+14*FONT_HEIGHT, "Ryan C. Gordon for VJ's web presence"));
+ window->AddElement(new Text(16, 8+15*FONT_HEIGHT, "Curt Vendel for various Jaguar goodies"));
+ window->AddElement(new Text(16, 8+16*FONT_HEIGHT, "The guys over at Atari Age ;-)"));
+// window->AddElement(new Image(8, 8, &vj_title_small));
+ window->AddElement(new Image(width - (vj_title_small.width + 8), 8, &vj_title_small));
+
+ return window;
+}
- 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());
- }
+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;
+}
- DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+// Function prototype
+Window * CrashGracefullyCallback(void);
- RenderBackbuffer();
- }
- }
- }
+//NOTE: Probably should set a flag as well telling it to do a full reset
+// of the Jaguar hardware if this happens...
+void GUICrashGracefully(const char * reason)
+{
+ finished = true; // We're finished for now!
- strcpy(filename, path);
+ // Since this is used in the menu code as well, we could create another
+ // internal function called "PushWindowOnQueue" or somesuch
+ SDL_Event event;
+ event.type = SDL_USEREVENT;
+ event.user.code = MENU_ITEM_CHOSEN;
+ event.user.data1 = (void *)CrashGracefullyCallback;
+ SDL_PushEvent(&event);
+}
- if (strlen(path) > 0)
- if (path[strlen(path) - 1] != '/')
- strcat(filename, "/");
+Window * CrashGracefullyCallback(void)
+{
+ Window * window = new Window(8, 16, 304, 192);
- strcat(filename, fileList[startFile + cursor].c_str());
+ window->AddElement(new Text(8, 8+0*FONT_HEIGHT, "We CRASHED!!!"));
- return true;
+ return window;
}