class Window; // Forward declaration...
//void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap, uint8 * alpha = NULL);
-void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap);
+void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap);
+void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap);
void 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, ...);
// Local global variables
bool exitGUI = false; // GUI (emulator) done variable
-int mouseX, mouseY;
+int mouseX = 0, mouseY = 0;
uint32 background[1280 * 256]; // GUI background buffer
char separator[] = "--------------------------------------------------------";
if (picDown != NULL && inside && clicked)
picToShow = picDown;
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, picToShow);
+ DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, picToShow);
}
}
// PushButton(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h),
// activated(false), clicked(false), inside(false), fgColor(0xFFFF),
// bgColor(0x03E0), pic(NULL), elementToTell(NULL) {}
- PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 8, 8), state(st),
+// PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 8, 8), state(st),
+// inside(false), text(s) { if (st == NULL) state = &internalState; }
+ PushButton(uint32 x, uint32 y, bool * st, string s): Element(x, y, 16, 16), state(st),
inside(false), text(s) { if (st == NULL) state = &internalState; }
/* Button(uint32 x, uint32 y, uint32 w, uint32 h, uint32 * p): Element(x, y, w, h),
activated(false), clicked(false), inside(false), fgColor(0xFFFF),
}
}*/
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? pushButtonDown : pushButtonUp));
-// DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? pushButtonDown : pushButtonUp), (*state ? pbdAlpha : pbuAlpha));
+ if (*state)
+ DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbDown);
+ else
+ DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbUp);
+
if (text.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 12, extents.y + offsetY, false, "%s", text.c_str());
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text.c_str());
}
//Seems to be handled the same as PushButton, but without sanity checks. !!! FIX !!!
public:
- SlideSwitch(uint32 x, uint32 y, bool * st, string s1, string s2): Element(x, y, 8, 16), state(st),
+ SlideSwitch(uint32 x, uint32 y, bool * st, string s1, string s2): Element(x, y, 16, 32), state(st),
inside(false), text1(s1), text2(s2) {}
virtual void HandleKey(SDLKey key) {}
virtual void HandleMouseMove(uint32 x, uint32 y);
void SlideSwitch::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
{
- DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp));
+ DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp));
+
if (text1.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 12, extents.y + offsetY, false, "%s", text1.c_str());
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text1.c_str());
+
if (text2.length() > 0)
- DrawString(screenBuffer, extents.x + offsetX + 12, extents.y + offsetY + 8, false, "%s", text2.c_str());
+ DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY + 16, false, "%s", text2.c_str());
}
}
}
}*/
-void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
+void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap)
{
uint32 width = bitmap[0], height = bitmap[1];
bitmap += 2;
}
}
+void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap)
+{
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();
+ uint32 address = x + (y * pitch);
+ uint32 count = 0;
+
+ for(uint32 yy=0; yy<((Bitmap *)bitmap)->height; yy++)
+ {
+ for(uint32 xx=0; xx<((Bitmap *)bitmap)->width; xx++)
+ {
+ uint32 color = ((uint32 *)((Bitmap *)bitmap)->pixelData)[count];
+ uint32 blendedColor = color;
+ uint32 existingColor = *(screen + address + xx + (yy * pitch));
+
+ if (existingColor >> 24 != 0x00) // Pixel needs blending
+ {
+ uint8 trans = color >> 24;
+ uint8 invTrans = trans ^ 0xFF;
+
+ uint8 eRed = existingColor & 0xFF,
+ eGreen = (existingColor >> 8) & 0xFF,
+ eBlue = (existingColor >> 16) & 0xFF,
+
+ nRed = color & 0xFF,
+ nGreen = (color >> 8) & 0xFF,
+ nBlue = (color >> 16) & 0xFF;
+
+ uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
+ uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
+ uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
+
+ blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16);
+ }
+
+ *(screen + address + xx + (yy * pitch)) = blendedColor;
+ count++;
+ }
+ }
+}
//
// GUI stuff--it's not crunchy, it's GUI! ;-)
bool GUIMain(char * filename)
{
WriteLog("GUI: Inside GUIMain...\n");
-// Need to set things up so that it loads and runs a file if given on the command line. !!! FIX !!!
+
+ uint32 pointerBGSave[6 * 8 + 2];
+ pointerBGSave[0] = 6;
+ pointerBGSave[1] = 8;
+
+// Need to set things up so that it loads and runs a file if given on the command line. !!! FIX !!! [DONE]
extern uint32 * backbuffer;
// bool done = false;
SDL_Event event;
bool showMouse = true;
+ // Grab the BG where the mouse will be painted (prime the backstore)
+
+/*
+DISNOWOK
+Bitmap ptr = { 6, 8, 4,
+""//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+//"000011112222333344445555"
+};//*/
+ uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
+ uint32 count = 2;
+
+ for(uint32 y=0; y<pointerBGSave[1]; y++)
+ for(uint32 x=0; x<pointerBGSave[0]; x++)
+ pointerBGSave[count++] = overlayPixels[((mouseY + y) * sdlemuGetOverlayWidthInPixels()) + (mouseX + x)];
+
+ uint32 oldMouseX = mouseX, oldMouseY = mouseY;
+
//This is crappy!!! !!! FIX !!!
//Is this even needed any more? Hmm. Maybe. Dunno.
WriteLog("GUI: Resetting Jaguar...\n");
event.motion.x = mx, event.motion.y = my;
SDL_PushEvent(&event); // & update mouse position...!
+ oldMouseX = mouseX, oldMouseY = mouseY;
mouseX = mx, mouseY = my; // This prevents "mouse flash"...
-// if (vjs.useOpenGL)
-// mouseX /= 2, mouseY /= 2;
}
}
else if (event.type == SDL_ACTIVEEVENT)
}
else if (event.type == SDL_MOUSEMOTION)
{
+ oldMouseX = mouseX, oldMouseY = mouseY;
mouseX = event.motion.x, mouseY = event.motion.y;
-// if (vjs.useOpenGL)
-// mouseX /= 2, mouseY /= 2;
-
if (mainWindow)
mainWindow->HandleMouseMove(mouseX, mouseY);
else
{
uint32 mx = event.button.x, my = event.button.y;
-// if (vjs.useOpenGL)
-// mx /= 2, my /= 2;
-
if (mainWindow)
mainWindow->HandleMouseButton(mx, my, true);
else
{
uint32 mx = event.button.x, my = event.button.y;
-// if (vjs.useOpenGL)
-// mx /= 2, my /= 2;
-
if (mainWindow)
mainWindow->HandleMouseButton(mx, my, false);
else
mainMenu.HandleMouseButton(mx, my, false);
}
+//PROBLEM: In order to use the dirty rectangle approach here, we need some way of
+// handling it in mainMenu.Draw() and mainWindow->Draw(). !!! FIX !!!
+//POSSIBLE SOLUTION:
+// When mouse is moving and not on menu or window, can do straight dirty rect.
+// When mouse is on menu, need to update screen. Same for buttons on windows...
+// What the menu & windows should do is only redraw on a state change. IOW, they
+// should call their own/child window's Draw() function instead of doing it top
+// level.
+//#define NEW_BACKSTORE_METHOD
+
// Draw the GUI...
// The way we do things here is kinda stupid (redrawing the screen every frame), but
// it's simple. Perhaps there may be a reason down the road to be more selective with
// memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
// memcpy(backbuffer, background, tom_getVideoModeWidth() * 256 * 2);
// memcpy(backbuffer, background, tom_getVideoModeWidth() * 256 * 4);
+#ifndef NEW_BACKSTORE_METHOD
memset(sdlemuGetOverlayPixels(), 0, sdlemuGetOverlayWidthInPixels() * 480 * 4);
mainMenu.Draw();
//Though the way ZSNES does it seems to be by a bool (i.e., they're always active, just not shown)
if (mainWindow)
mainWindow->Draw();
+#endif
+
+/*uint32 pBGS[6 * 8 + 3] = { 6, 8, 4,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0
+};*/
+//This isn't working... Why????
+//It's because DrawTransparentBitmap does alpha blending if it detects zero in the alpha channel.
+//So why do it that way? Hm.
+ overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
+
+#ifdef NEW_BACKSTORE_METHOD
+// DrawTransparentBitmapDeprecated(overlayPixels, oldMouseX, oldMouseY, pointerBGSave);
+// DrawTransparentBitmap(overlayPixels, oldMouseX, oldMouseY, pBGS);
+ for(uint32 y=0; y<pointerBGSave[1]; y++)
+ for(uint32 x=0; x<pointerBGSave[0]; x++)
+ overlayPixels[((oldMouseY + y) * sdlemuGetOverlayWidthInPixels()) + (oldMouseX + x)] = 0x00000000;
+
+ count = 2;
+
+ for(uint32 y=0; y<pointerBGSave[1]; y++)
+ for(uint32 x=0; x<pointerBGSave[0]; x++)
+ pointerBGSave[count++] = overlayPixels[((mouseY + y) * sdlemuGetOverlayWidthInPixels()) + (mouseX + x)];
+#endif
if (showMouse)
-// DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
- DrawTransparentBitmap((uint32 *)sdlemuGetOverlayPixels(), mouseX, mouseY, mousePic);
+// DrawTransparentBitmapDeprecated(backbuffer, mouseX, mouseY, mousePic);
+ DrawTransparentBitmapDeprecated(overlayPixels, mouseX, mouseY, mousePic);
RenderBackbuffer();
}
JaguarExecuteNew();
sdlemuEnableOverlay();
// Save the background for the GUI...
-// memcpy(background, backbuffer, tom_getVideoModeWidth() * 240 * 2);
// In this case, we squash the color to monochrome, then force it to blue + green...
for(uint32 i=0; i<tom_getVideoModeWidth() * 256; i++)
{
-// uint32 word = backbuffer[i];
-// uint8 r = (word >> 10) & 0x1F, g = (word >> 5) & 0x1F, b = word & 0x1F;
-// word = ((r + g + b) / 3) & 0x001F;
-// word = (word << 5) | word;
-// background[i] = word;
-
uint32 pixel = backbuffer[i];
uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
pixel = ((r + g + b) / 3) & 0x00FF;
-// background[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
}
return NULL;//*/
window->AddElement(new Text(16, 8+14*FONT_HEIGHT, "Karl Stenerud for his Musashi 68K emu"));
window->AddElement(new Text(16, 8+15*FONT_HEIGHT, "Sam Lantinga for his amazing SDL libs"));
window->AddElement(new Text(16, 8+16*FONT_HEIGHT, "Ryan C. Gordon for VJ's web presence"));
- window->AddElement(new Text(16, 8+17*FONT_HEIGHT, "The guys over at Atari Age ;-)"));
+ window->AddElement(new Text(16, 8+17*FONT_HEIGHT, "Curt Vendel for various Jaguar goodies"));
+ window->AddElement(new Text(16, 8+18*FONT_HEIGHT, "The guys over at Atari Age ;-)"));
return window;
}
Window * MiscOptions(void)
{
- Window * window = new Window(8, 16, 304, 160);
+ Window * window = new Window(8, 16, 304, 192);
window->AddElement(new PushButton(8, 8, &vjs.useJaguarBIOS, "BIOS"));
- window->AddElement(new SlideSwitch(8, 20, &vjs.hardwareTypeNTSC, "PAL", "NTSC"));
- window->AddElement(new PushButton(8, 40, &vjs.DSPEnabled, "DSP"));
- window->AddElement(new SlideSwitch(16, 52, &vjs.usePipelinedDSP, "Original", "Pipelined"));
- window->AddElement(new SlideSwitch(8, 72, (bool *)&vjs.glFilter, "Sharp", "Blurry"));
+ window->AddElement(new SlideSwitch(8, 32, &vjs.hardwareTypeNTSC, "PAL", "NTSC"));
+ window->AddElement(new PushButton(8, 64, &vjs.DSPEnabled, "DSP"));
+ window->AddElement(new SlideSwitch(24, 88, &vjs.usePipelinedDSP, "Original", "Pipelined"));
+ window->AddElement(new SlideSwitch(8, 120, (bool *)&vjs.glFilter, "Sharp", "Blurry"));
+ window->AddElement(new SlideSwitch(8, 152, (bool *)&vjs.renderType, "Normal render", "TV style"));
// Missing:
// * BIOS path