X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui.cpp;h=0ff948f70e182f2c1f33761eece233f1e0383463;hb=f3e5bb2807319c210d124d6150e019130c54867b;hp=9a96930fa1e5b5ba6927ee0a7da516a65fe92207;hpb=2935277dd0aa1154571c2d83c70c04feb2a8888c;p=virtualjaguar diff --git a/src/gui.cpp b/src/gui.cpp index 9a96930..0ff948f 100644 --- a/src/gui.cpp +++ b/src/gui.cpp @@ -5,104 +5,124 @@ // by James L. Hammons // +#include "gui.h" + +#include // For MacOS dependency #include #include #include #include #include -#include "types.h" +#include // For toupper() #include "settings.h" #include "tom.h" #include "video.h" +#include "clock.h" #include "font1.h" -#include "gui.h" +#include "font14pt.h" // Also 15, 16, 17, 18 +#include "guielements.h" +#include "crc32.h" +#include "sdlemu_opengl.h" +#include "log.h" +#include "jaguar.h" +#include "file.h" using namespace std; // For STL stuff // Private function prototypes -void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap); -void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 opacity, const char * text, ...); -void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...); -void LoadROM(void); -void RunEmu(void); -void Quit(void); -void About(void); +class Window; // Forward declaration... + +//void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap, uint8 * alpha = NULL); +void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap); +void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap); +void DrawBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap); +//Should call this FillScreenRectangle with a number representing the RGBA value to fill. !!! FIX !!! +//void ClearScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h); +void FillScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h, uint32 color); +void DrawStringTrans(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 opacity, const char * text, ...); +void DrawStringOpaque(uint32 * screen, uint32 x, uint32 y, uint32 color1, uint32 color2, const char * text, ...); +void DrawString(uint32 * screen, uint32 x, uint32 y, bool invert, const char * text, ...); +void DrawString2(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 transparency, const char * text, ...); +Window * LoadROM(void); +Window * ResetJaguar(void); +Window * ResetJaguarCD(void); +Window * RunEmu(void); +Window * Quit(void); +Window * About(void); +Window * MiscOptions(void); // Local global variables -int mouseX, mouseY; +bool showGUI = false; +bool exitGUI = false; // GUI (emulator) done variable +int mouseX = 0, mouseY = 0; +uint32 background[1280 * 256]; // GUI background buffer +bool showMessage = false; +//uint32 showMessageTimeout; +//char messageBuffer[200]; +bool finished = false; -uint16 mousePic[] = { - 6, 8, +const char separator[] = "--------------------------------------------------------"; - 0x03E0,0x0000,0x0000,0x0000,0x0000,0x0000, // + - 0x0300,0x03E0,0x0000,0x0000,0x0000,0x0000, // @+ - 0x0300,0x03E0,0x03E0,0x0000,0x0000,0x0000, // @++ - 0x0300,0x0300,0x03E0,0x03E0,0x0000,0x0000, // @@++ - 0x0300,0x0300,0x03E0,0x03E0,0x03E0,0x0000, // @@+++ - 0x0300,0x0300,0x0300,0x03E0,0x03E0,0x03E0, // @@@+++ - 0x0300,0x0300,0x0300,0x0000,0x0000,0x0000, // @@@ - 0x0300,0x0000,0x0000,0x0000,0x0000,0x0000 // @ -/* - 0xFFFF,0x0000,0x0000,0x0000,0x0000,0x0000, // + - 0xE318,0xFFFF,0x0000,0x0000,0x0000,0x0000, // @+ - 0xE318,0xFFFF,0xFFFF,0x0000,0x0000,0x0000, // @++ - 0xE318,0xE318,0xFFFF,0xFFFF,0x0000,0x0000, // @@++ - 0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF,0x0000, // @@+++ - 0xE318,0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF, // @@@+++ - 0xE318,0xE318,0xE318,0x0000,0x0000,0x0000, // @@@ - 0xE318,0x0000,0x0000,0x0000,0x0000,0x0000 // @ -*/ -}; -// 1 111 00 11 100 1 1100 -> F39C -// 1 100 00 10 000 1 0000 -> C210 -// 1 110 00 11 000 1 1000 -> E318 -// 0 000 00 11 111 0 0000 -> 03E0 -// 0 000 00 11 000 0 0000 -> 0300 - -uint16 closeBox[] = { - 7, 7, - - 0x0000,0x4B5E,0x4B5E,0x4B5E,0x4B5E,0x4B5E,0x0000, // +++++ - 0x4B5E,0xFFFF,0x0000,0x0000,0x0000,0xFFFF,0x0217, // +@ @. - 0x4B5E,0x0000,0xFFFF,0x0000,0xFFFF,0x0000,0x0217, // + @ @ . - 0x4B5E,0x0000,0x0000,0xFFFF,0x0000,0x0000,0x0217, // + @ . - 0x4B5E,0x0000,0xFFFF,0x0000,0xFFFF,0x0000,0x0217, // + @ @ . - 0x4B5E,0xFFFF,0x0000,0x0000,0x0000,0xFFFF,0x0217, // +@ @. - 0x0000,0x0217,0x0217,0x0217,0x0217,0x0217,0x0000 // ..... -}; +// +// Case insensitive string compare function +// Taken straight out of Thinking In C++ by Bruce Eckel. Thanks Bruce! +// -char separator[] = "--------------------------------------------------------"; +int stringCmpi(const string &s1, const string &s2) +{ + // Select the first element of each string: + string::const_iterator p1 = s1.begin(), p2 = s2.begin(); + + while (p1 != s1.end() && p2 != s2.end()) // Don�t run past the end + { + if (toupper(*p1) != toupper(*p2)) // Compare upper-cased chars + return (toupper(*p1) < toupper(*p2) ? -1 : 1);// Report which was lexically greater + + p1++; + p2++; + } + + // If they match up to the detected eos, say which was longer. Return 0 if the same. + return s2.size() - s1.size(); +} // // Local GUI classes // +enum { WINDOW_CLOSE, MENU_ITEM_CHOSEN }; + class Element { public: Element(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0) { extents.x = x, extents.y = y, extents.w = w, extents.h = h; } - virtual void HandleKey(SDLKey key) = 0; + virtual void HandleKey(SDLKey key) = 0; // These are "pure" virtual functions... virtual void HandleMouseMove(uint32 x, uint32 y) = 0; virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) = 0; virtual void Draw(uint32, uint32) = 0; + virtual void Notify(Element *) = 0; //Needed? virtual ~Element() = 0; //We're not allocating anything in the base class, so the answer would be NO. bool Inside(uint32 x, uint32 y); // Class method - static void SetScreenAndPitch(int16 * s, uint32 p) { screenBuffer = s, pitch = p; } +// static void SetScreenAndPitch(int16 * s, uint32 p) { screenBuffer = s, pitch = p; } + static void SetScreenAndPitch(uint32 * s, uint32 p) { screenBuffer = s, pitch = p; } protected: SDL_Rect extents; uint32 state; // Class variables... - static int16 * screenBuffer; +// static int16 * screenBuffer; + static uint32 * screenBuffer; static uint32 pitch; }; -int16 * Element::screenBuffer = NULL; +// Initialize class variables (Element) +//int16 * Element::screenBuffer = NULL; +uint32 * Element::screenBuffer = NULL; uint32 Element::pitch = 0; bool Element::Inside(uint32 x, uint32 y) @@ -111,29 +131,46 @@ bool Element::Inside(uint32 x, uint32 y) && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); } + +// +// Button class +// + class Button: public Element { public: Button(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), - activated(false), clicked(false), inside(false), fgColor(0xFFFF), - bgColor(0x03E0), pic(NULL) {} - Button(uint32 x, uint32 y, uint32 w, uint32 h, uint16 * p): Element(x, y, w, h), - activated(false), clicked(false), inside(false), fgColor(0xFFFF), - bgColor(0x03E0), pic(p) {} + activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF), + bgColor(0xFF00FF00), pic(NULL), elementToTell(NULL) {} + Button(uint32 x, uint32 y, uint32 w, uint32 h, uint32 * p): Element(x, y, w, h), + activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF), + bgColor(0xFF00FF00), pic(p), elementToTell(NULL) {} +// Button(uint32 x, uint32 y, uint32 * p): Element(x, y, 0, 0), + Button(uint32 x, uint32 y, uint32 * p, uint32 * pH = NULL, uint32 * pD = NULL): Element(x, y, 0, 0), + activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF), + bgColor(0xFF00FF00), pic(p), picHover(pH), picDown(pD), elementToTell(NULL) + { if (pic) extents.w = pic[0], extents.h = pic[1]; } Button(uint32 x, uint32 y, uint32 w, uint32 h, string s): Element(x, y, w, h), - activated(false), clicked(false), inside(false), fgColor(0xFFFF), - bgColor(0x03E0), pic(NULL), text(s) {} + activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF), + bgColor(0xFF00FF00), pic(NULL), text(s), elementToTell(NULL) {} + Button(uint32 x, uint32 y, string s): Element(x, y, 0, FONT_HEIGHT), + activated(false), clicked(false), inside(false), fgColor(0xFFFFFFFF), + bgColor(0xFF00FF00), pic(NULL), text(s), elementToTell(NULL) + { extents.w = s.length() * FONT_WIDTH; } virtual void HandleKey(SDLKey key) {} virtual void HandleMouseMove(uint32 x, uint32 y); virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + virtual void Notify(Element *) {} bool ButtonClicked(void) { return activated; } + void SetNotificationElement(Element * e) { elementToTell = e; } protected: bool activated, clicked, inside; - uint16 fgColor, bgColor; - uint16 * pic; + uint32 fgColor, bgColor; + uint32 * pic, * picHover, * picDown; string text; + Element * elementToTell; }; void Button::HandleMouseMove(uint32 x, uint32 y) @@ -149,7 +186,13 @@ void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) clicked = true; if (clicked && !mouseDown) + { clicked = false, activated = true; + + // Send a message that we're activated (if there's someone to tell, that is) + if (elementToTell) + elementToTell->Notify(this); + } } else clicked = activated = false; @@ -159,53 +202,273 @@ void Button::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) { uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch); + if (text.length() > 0) // Simple text button +// if (pic == NULL) + { + for(uint32 y=0; y 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 Button: About to draw pic [%08X].\n", pic); - DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, pic); -//} + if (*state) + DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbDown); + else + DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, &pbUp); if (text.length() > 0) -//{ -//WriteLog("--> Button: About to draw string [%s].\n", text.c_str()); - DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str()); -//} + DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text.c_str()); } -class Window: public Element + +// +// SlideSwitch class +// + +class SlideSwitch: public Element { +// How to handle? +// Save state externally? +//Seems to be handled the same as PushButton, but without sanity checks. !!! FIX !!! + public: - Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), - /*clicked(false), inside(false),*/ fgColor(0x4FF0), bgColor(0xFE10), - close(w - 8, 1, 7, 7, closeBox) { list.push_back(&close); } + SlideSwitch(uint32 x, uint32 y, bool * st, string s1, string s2): Element(x, y, 16, 32), state(st), + inside(false), text1(s1), text2(s2) {} virtual void HandleKey(SDLKey key) {} virtual void HandleMouseMove(uint32 x, uint32 y); virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + virtual void Notify(Element *) {} +// bool ButtonClicked(void) { return activated; } +// void SetNotificationElement(Element * e) { elementToTell = e; } + + protected: + bool * state; + bool inside; +// bool activated, clicked, inside; +// uint16 fgColor, bgColor; +// uint32 * pic; + string text1, text2; +// Element * elementToTell; +}; + +void SlideSwitch::HandleMouseMove(uint32 x, uint32 y) +{ + inside = Inside(x, y); +} + +void SlideSwitch::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) +{ + if (inside && mouseDown) + { +/* if (mouseDown) + clicked = true; + + if (clicked && !mouseDown) + { + clicked = false, activated = true; + + // Send a message that we're activated (if there's someone to tell, that is) + if (elementToTell) + elementToTell->Notify(this); + }*/ + *state = !(*state); + } +// else +// clicked = activated = false; +} + +void SlideSwitch::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + DrawTransparentBitmapDeprecated(screenBuffer, extents.x + offsetX, extents.y + offsetY, (*state ? slideSwitchDown : slideSwitchUp)); + + if (text1.length() > 0) + DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY, false, "%s", text1.c_str()); + + if (text2.length() > 0) + DrawString(screenBuffer, extents.x + offsetX + 24, extents.y + offsetY + 16, false, "%s", text2.c_str()); +} + + +// +// Window class +// + +class Window: public Element +{ + public: +/* Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), + fgColor(0x4FF0), bgColor(0xFE10) + { close = new Button(w - 8, 1, closeBox); list.push_back(close); }*/ + Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0, + void (* f)(Element *) = NULL): Element(x, y, w, h), +// /*clicked(false), inside(false),*/ fgColor(0x4FF0), bgColor(0x1E10), +//4FF0 -> 010011 11111 10000 -> 0100 1101 1111 1111 1000 0100 -> 4D FF 84 +//1E10 -> 000111 10000 10000 -> 0001 1111 1000 0100 1000 0100 -> 1F 84 84 + /*clicked(false), inside(false),*/ fgColor(0xFF84FF4D), bgColor(0xFF84841F), + handler(f) + { close = new Button(w - (CLOSEBOX_WIDTH + 1), 1, closeBox, closeBoxHover, closeBoxDown); + list.push_back(close); + close->SetNotificationElement(this); } + virtual ~Window(); + virtual void HandleKey(SDLKey key); + virtual void HandleMouseMove(uint32 x, uint32 y); + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + virtual void Notify(Element * e); void AddElement(Element * e); - bool WindowActive(void) { return !close.ButtonClicked(); } +// bool WindowActive(void) { return true; }//return !close->ButtonClicked(); } protected: // bool clicked, inside; - uint16 fgColor, bgColor; - Button close; + uint32 fgColor, bgColor; + void (* handler)(Element *); + Button * close; //We have to use a list of Element *pointers* because we can't make a list that will hold //all the different object types in the same list... vector list; }; +Window::~Window() +{ + for(uint32 i=0; iHandleKey(key); +} + void Window::HandleMouseMove(uint32 x, uint32 y) { // Handle the items this window contains... @@ -246,154 +509,659 @@ void Window::AddElement(Element * e) list.push_back(e); } +void Window::Notify(Element * e) +{ + if (e == close) + { + SDL_Event event; + event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE; + SDL_PushEvent(&event); + } +} + + +// +// Static text class +// + class Text: public Element { public: +// Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), +// fgColor(0x4FF0), bgColor(0xFE10) {} +// Text(uint32 x, uint32 y, string s, uint16 fg = 0x4FF0, uint16 bg = 0xFE10): Element(x, y, 0, 0), +// fgColor(fg), bgColor(bg), text(s) {} +//4FF0 -> 010011 11111 10000 -> 0100 1101 1111 1111 1000 0100 -> 4D FF 84 +//FE10 -> 111111 10000 10000 -> 1111 1111 1000 0100 1000 0100 -> FF 84 84 Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), - fgColor(0x4FF0), bgColor(0xFE10) {} - Text(uint32 x, uint32 y, string s): Element(x, y, 0, 0), - fgColor(0x4FF0), bgColor(0xFE10), text(s) {} + fgColor(0xFF8484FF), bgColor(0xFF84FF4D) {} + Text(uint32 x, uint32 y, string s, uint32 fg = 0xFF8484FF, uint32 bg = 0xFF84FF4D): + Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s) {} virtual void HandleKey(SDLKey key) {} virtual void HandleMouseMove(uint32 x, uint32 y) {} virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {} virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + virtual void Notify(Element *) {} protected: - uint16 fgColor, bgColor; + uint32 fgColor, bgColor; string text; }; void Text::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) { if (text.length() > 0) - DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str()); +// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str()); + DrawStringOpaque(screenBuffer, extents.x + offsetX, extents.y + offsetY, fgColor, bgColor, "%s", text.c_str()); } -struct NameAction + +// +// Static image class +// + +class Image: public Element { - string name; - void (* action)(void); - bool isWindow; + public: + Image(uint32 x, uint32 y, const void * img): Element(x, y, 0, 0), image(img) {} + virtual void HandleKey(SDLKey key) {} + virtual void HandleMouseMove(uint32 x, uint32 y) {} + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {} + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + virtual void Notify(Element *) {} - NameAction(string n, void (* a)(void) = NULL, bool w = false): name(n), action(a), - isWindow(w) {} + protected: + uint32 fgColor, bgColor; + const void * image; }; -class MenuItems +void Image::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + if (image != NULL) + DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, image); +} + + +// +// TextEdit class +// + +class TextEdit: public Element { public: - MenuItems(): charLength(0) {} - bool Inside(uint32 x, uint32 y) - { return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w) - && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); } + TextEdit(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), + fgColor(0xFF8484FF), bgColor(0xFF84FF4D), text(""), caretPos(0), + maxScreenSize(10) {} + TextEdit(uint32 x, uint32 y, string s, uint32 mss = 10, uint32 fg = 0xFF8484FF, + uint32 bg = 0xFF84FF4D): Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s), + caretPos(0), maxScreenSize(mss) {} + virtual void HandleKey(SDLKey key); + virtual void HandleMouseMove(uint32 x, uint32 y) {} + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {} + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + virtual void Notify(Element *) {} - string title; - vector item; - uint32 charLength; - SDL_Rect extents; + protected: + uint32 fgColor, bgColor; + string text; + uint32 caretPos; + uint32 maxScreenSize; }; -class Menu: public Element +//Set different filters depending on type passed in on construction, e.g., filename, amount, etc...? +void TextEdit::HandleKey(SDLKey key) +{ + if ((key >= SDLK_a && key <= SDLK_z) || (key >= SDLK_0 && key <= SDLK_9) || key == SDLK_PERIOD + || key == SDLK_SLASH) + { + //Need to handle shift key as well... + text[caretPos++] = key; + Draw(); + } + else if (key == SDLK_BACKSPACE) + { + + } + else if (key == SDLK_DELETE) + { + } +//left, right arrow +} + +void TextEdit::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + if (text.length() > 0) + { + FillScreenRectangle(screenBuffer, extents.x + offsetX, extents.y + offsetY, FONT_WIDTH * maxScreenSize, FONT_HEIGHT, bgColor); +// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str()); + DrawStringOpaque(screenBuffer, extents.x + offsetX, extents.y + offsetY, fgColor, bgColor, "%s", text.c_str()); + } + + // Draw the caret (underscore? or vertical line?) +} + + +// +// ListBox class +// + +class ListBox: public Element +//class ListBox: public Window { public: - Menu(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 8, - uint16 fgc = 0x1CFF, uint16 bgc = 0x000F, uint16 fgch = 0x421F, - uint16 bgch = 0x1CFF): Element(x, y, w, h), clicked(false), inside(0), - insidePopup(0), fgColor(fgc), bgColor(bgc), fgColorHL(fgch), bgColorHL(bgch), - menuChosen(-1), menuItemChosen(-1) {} -// { extents.x = x, extents.y = y, extents.w = w, extents.h = h; } +// ListBox(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), + ListBox(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0);//: Window(x, y, w, h), +// windowPtr(0), cursor(0), limit(0), charWidth((w / 8) - 1), charHeight(h / 8), +// elementToTell(NULL), upArrow(w - 8, 0, upArrowBox), +// downArrow(w - 8, h - 8, downArrowBox), upArrow2(w - 8, h - 16, upArrowBox) {} virtual void HandleKey(SDLKey key); virtual void HandleMouseMove(uint32 x, uint32 y); virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); - void Add(MenuItems mi); - //This is wrong. !!! FIX !!! - bool ItemChosen(void) { return (clicked && insidePopup); } - //This is bad... !!! FIX !!! - NameAction & GetItem(void) -// { if (ItemChosen()) return itemList[menuChosen].item[menuItemChosen]; return NULL; } - { return itemList[menuChosen].item[menuItemChosen]; } + virtual void Notify(Element * e); + void SetNotificationElement(Element * e) { elementToTell = e; } + void AddItem(string s); + string GetSelectedItem(void); protected: - bool clicked; - uint32 inside, insidePopup; - uint16 fgColor, bgColor, fgColorHL, bgColorHL; - int menuChosen, menuItemChosen; + bool thumbClicked; + uint32 windowPtr, cursor, limit; + uint32 charWidth, charHeight; // Box width/height in characters + Element * elementToTell; + Button upArrow, downArrow, upArrow2; + vector item; private: - vector itemList; + uint32 yRelativePoint; }; -void Menu::HandleKey(SDLKey Key) +ListBox::ListBox(uint32 x, uint32 y, uint32 w, uint32 h): Element(x, y, w, h), + thumbClicked(false), windowPtr(0), cursor(0), limit(0), charWidth((w / FONT_WIDTH) - 1), + charHeight(h / FONT_HEIGHT), elementToTell(NULL), upArrow(w - 8, 0, upArrowBox), + downArrow(w - 8, h - 8, downArrowBox), upArrow2(w - 8, h - 16, upArrowBox) { + upArrow.SetNotificationElement(this); + downArrow.SetNotificationElement(this); + upArrow2.SetNotificationElement(this); + extents.w -= 8; // Make room for scrollbar... } -void Menu::HandleMouseMove(uint32 x, uint32 y) +void ListBox::HandleKey(SDLKey key) { - inside = insidePopup = 0; - - if (Inside(x, y)) + if (key == SDLK_DOWN) { - // Find out *where* we are inside the menu bar - uint32 xpos = extents.x; - - for(uint32 i=0; i= xpos && x < xpos + width) - { - inside = i + 1; - menuChosen = i; - break; - } - - xpos += width; + if (cursor + windowPtr != item.size() - 1) + windowPtr++; } } - - if (!Inside(x, y) && !clicked) + else if (key == SDLK_UP) { - menuChosen = -1; + if (cursor != 0) + cursor--; + else + { + if (windowPtr != 0) + windowPtr--; + } } - - if (itemList[menuChosen].Inside(x, y) && clicked) + else if (key == SDLK_PAGEDOWN) { - insidePopup = ((y - itemList[menuChosen].extents.y) / 8) + 1; - menuItemChosen = insidePopup - 1; + if (cursor != limit - 1) + cursor = limit - 1; + else + { + windowPtr += limit; + if (windowPtr > item.size() - limit) + windowPtr = item.size() - limit; + } } -} - -void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) -{ - if (!clicked) + else if (key == SDLK_PAGEUP) { - if (mouseDown) + if (cursor != 0) + cursor = 0; + else { - if (inside) - clicked = true; + if (windowPtr < limit) + windowPtr = 0; else - menuChosen = -1; // clicked is already false...! + windowPtr -= limit; } } - else // clicked == true + else if (key >= SDLK_a && key <= SDLK_z) { - if (insidePopup && !mouseDown) // I.e., mouse-button-up + // Advance cursor to filename with first letter pressed... + uint8 which = (key - SDLK_a) + 65; // Convert key to A-Z char + + for(uint32 i=0; i 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= 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::iterator i=item.begin(); i charHeight ? charHeight : item.size()); +} + +string ListBox::GetSelectedItem(void) +{ + return item[windowPtr + cursor]; +} + + +// +// FileList class +// + +class FileList: public Window +{ + public: + FileList(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0); + virtual ~FileList() {} + virtual void HandleKey(SDLKey key); + virtual void HandleMouseMove(uint32 x, uint32 y) { Window::HandleMouseMove(x, y); } + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) { Window::HandleMouseButton(x, y, mouseDown); } + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) { Window::Draw(offsetX, offsetY); } + virtual void Notify(Element * e); + + protected: + ListBox * files; + Button * load; +}; + +//Need 4 buttons, one scrollbar... +FileList::FileList(uint32 x, uint32 y, uint32 w, uint32 h): Window(x, y, w, h) +{ + files = new ListBox(8, 8, w - 16, h - 32); + AddElement(files); + load = new Button(8, h - 16, " Load "); + AddElement(load); + load->SetNotificationElement(this); + +#warning !!! FIX !!! Directory might not exist--this shouldn't cause VJ to crash! + DIR * dp = opendir(vjs.ROMPath); + dirent * de; + + if (dp != NULL) + { + while ((de = readdir(dp)) != NULL) + { + char * ext = strrchr(de->d_name, '.'); + + if (ext != NULL) + if (strcasecmp(ext, ".zip") == 0 || strcasecmp(ext, ".j64") == 0 + || strcasecmp(ext, ".abs") == 0 || strcasecmp(ext, ".jag") == 0 + || strcasecmp(ext, ".rom") == 0) + files->AddItem(string(de->d_name)); + } + + closedir(dp); + } + else + { +//Give a diagnostic message here so that the (l)user can figure out what went wrong. !!! FIX !!! + } +} + +void FileList::HandleKey(SDLKey key) +{ + if (key == SDLK_RETURN) + Notify(load); + else + Window::HandleKey(key); +} + +void FileList::Notify(Element * e) +{ + if (e == load) + { + char filename[MAX_PATH]; + strcpy(filename, vjs.ROMPath); + + if (strlen(filename) > 0) + if (filename[strlen(filename) - 1] != '/') + strcat(filename, "/"); + + strcat(filename, files->GetSelectedItem().c_str()); + +// uint32 romSize = JaguarLoadROM(jaguar_mainRom, filename); +// JaguarLoadCart(jaguar_mainRom, filename); + if (JaguarLoadFile(filename)) + { + SDL_Event event; + event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE; + SDL_PushEvent(&event); + + event.type = SDL_USEREVENT, event.user.code = MENU_ITEM_CHOSEN; + event.user.data1 = (void *)ResetJaguar; + SDL_PushEvent(&event); + } + else + { + SDL_Event event; + event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE; + SDL_PushEvent(&event); + + // Handle the error, but don't run... + // Tell the user that we couldn't run their file for some reason... !!! FIX !!! +//how to kludge: Make a function like ResetJaguar which creates the dialog window + } + } + else + Window::Notify(e); +} + + +// +// Menu class & supporting structs/classes +// + +struct NameAction +{ + string name; + Window * (* action)(void); + SDLKey hotKey; + + NameAction(string n, Window * (* a)(void) = NULL, SDLKey k = SDLK_UNKNOWN): name(n), + action(a), hotKey(k) {} +}; + +class MenuItems +{ + public: + MenuItems(): charLength(0) {} + bool Inside(uint32 x, uint32 y) + { return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w) + && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); } + + string title; + vector 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 itemList; +}; + +void Menu::HandleKey(SDLKey key) +{ + for(uint32 i=0; i= xpos && x < xpos + width) + { + inside = i + 1; + menuChosen = i; + break; + } + + xpos += width; + } + } + + if (!Inside(x, y) && !clicked) + { + menuChosen = -1; + } + + if (itemList[menuChosen].Inside(x, y) && clicked) + { + insidePopup = ((y - itemList[menuChosen].extents.y) / FONT_HEIGHT) + 1; + menuItemChosen = insidePopup - 1; + } +} + +void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) +{ + if (!clicked) + { + if (mouseDown) + { + if (inside) + clicked = true; + else + menuChosen = -1; // clicked is already false...! + } + } + else // clicked == true + { + if (insidePopup && !mouseDown) // I.e., mouse-button-up + { + activated = true; + if (itemList[menuChosen].item[menuItemChosen].action != NULL) + { +// itemList[menuChosen].item[menuItemChosen].action(); SDL_Event event; + event.type = SDL_USEREVENT; + event.user.code = MENU_ITEM_CHOSEN; + event.user.data1 = (void *)itemList[menuChosen].item[menuItemChosen].action; + SDL_PushEvent(&event); + + clicked = false, menuChosen = menuItemChosen = -1; + +/* SDL_Event event; while (SDL_PollEvent(&event)); // Flush the event queue... event.type = SDL_MOUSEMOTION; int mx, my; SDL_GetMouseState(&mx, &my); event.motion.x = mx, event.motion.y = my; SDL_PushEvent(&event); // & update mouse position...! - } +*/ } } if (!inside && !insidePopup && mouseDown) @@ -407,23 +1175,25 @@ void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) for(uint32 i=0; i> 16) & 0xFF, nGreen = (color1 >> 8) & 0xFF, nRed = color1 & 0xFF; + uint8 xorMask = (invert ? 0xFF : 0x00); + + for(uint32 i=0; i> 16) & 0xFF, + eGreen = (existingColor >> 8) & 0xFF, + eRed = existingColor & 0xFF; + + uint8 trans = font2[fontAddr] ^ xorMask; + uint8 invTrans = trans ^ 0xFF; + + uint32 bRed = (eRed * invTrans + nRed * trans) / 255, + bGreen = (eGreen * invTrans + nGreen * trans) / 255, + bBlue = (eBlue * invTrans + nBlue * trans) / 255; + + *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed; + fontAddr++; + } + } + + address += FONT_WIDTH; + } +} + +// +// Draw text at the given x/y coordinates, using FG/BG colors. +// +void DrawStringOpaque(uint32 * screen, uint32 x, uint32 y, uint32 color1, uint32 color2, const char * text, ...) { - SDL_ShowCursor(SDL_DISABLE); - SDL_GetMouseState(&mouseX, &mouseY); + char string[4096]; + va_list arg; + + va_start(arg, text); + vsprintf(string, text, arg); + va_end(arg); + + uint32 pitch = sdlemuGetOverlayWidthInPixels(); + uint32 length = strlen(string), address = x + (y * pitch); + + uint8 eBlue = (color2 >> 16) & 0xFF, eGreen = (color2 >> 8) & 0xFF, eRed = color2 & 0xFF, + nBlue = (color1 >> 16) & 0xFF, nGreen = (color1 >> 8) & 0xFF, nRed = color1 & 0xFF; + + for(uint32 i=0; i> 16) & 0xFF, + eGreen = (existingColor >> 8) & 0xFF, + eRed = existingColor & 0xFF, +//This could be done ahead of time, instead of on each pixel... + nBlue = (color >> 16) & 0xFF, + nGreen = (color >> 8) & 0xFF, + nRed = color & 0xFF; + +//This could be sped up by using a table of 5 + 5 + 5 bits (32 levels transparency -> 32768 entries) +//Here we've modified it to have 33 levels of transparency (could have any # we want!) +//because dividing by 32 is faster than dividing by 31...! + uint8 invTrans = 32 - trans; + + uint32 bRed = (eRed * trans + nRed * invTrans) / 32; + uint32 bGreen = (eGreen * trans + nGreen * invTrans) / 32; + uint32 bBlue = (eBlue * trans + nBlue * invTrans) / 32; + + *(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed; + } + + fontAddr++; + } + } + + address += 8; + } } // -// Draw text at the given x/y coordinates. Can invert text as well. +// Draw text at the given x/y coordinates, using FG color and overlay alpha blending. // -void DrawString(int16 * screen, uint32 x, uint32 y, bool invert, const char * text, ...) +void DrawString2(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 transparency, const char * text, ...) { char string[4096]; va_list arg; - va_start(arg, text); - vsprintf(string, text, arg); - va_end(arg); + va_start(arg, text); + vsprintf(string, text, arg); + va_end(arg); + + uint32 pitch = sdlemuGetOverlayWidthInPixels(); + uint32 length = strlen(string), address = x + (y * pitch); + + color &= 0x00FFFFFF; // Just in case alpha was passed in... + + for(uint32 i=0; i> 8) & 0xFF, + eBlue = (existingColor >> 16) & 0xFF, + + nRed = color & 0xFF, + nGreen = (color >> 8) & 0xFF, + nBlue = (color >> 16) & 0xFF; + + uint8 invTrans = 255 - trans; + uint32 bRed = (eRed * trans + nRed * invTrans) / 255; + uint32 bGreen = (eGreen * trans + nGreen * invTrans) / 255; + uint32 bBlue = (eBlue * trans + nBlue * invTrans) / 255; + + uint32 blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16); + + *(screen + address + xx + (yy * pitch)) = blendedColor; + + alpha++; + } - uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words... - uint32 length = strlen(string), address = x + (y * pitch); + bitmap++; + } + } +}*/ +void DrawTransparentBitmapDeprecated(uint32 * screen, uint32 x, uint32 y, uint32 * bitmap) +{ + uint32 width = bitmap[0], height = bitmap[1]; + bitmap += 2; - for(uint32 i=0; i> 24 != 0x00) // Pixel needs blending { - if ((font1[fontAddr] && !invert) || (!font1[fontAddr] && invert)) - *(screen + address + xx + (yy * pitch)) = 0xFE00; - fontAddr++; + uint8 trans = color >> 24; + uint8 invTrans = trans ^ 0xFF;//255 - trans; + + uint8 eRed = existingColor & 0xFF, + eGreen = (existingColor >> 8) & 0xFF, + eBlue = (existingColor >> 16) & 0xFF, + + nRed = color & 0xFF, + nGreen = (color >> 8) & 0xFF, + nBlue = (color >> 16) & 0xFF; + + uint32 bRed = (eRed * invTrans + nRed * trans) / 255; + uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255; + uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255; + + blendedColor = 0xFF000000 | bRed | (bGreen << 8) | (bBlue << 16); } - } - address += 8; + *(screen + address + xx + (yy * pitch)) = blendedColor; + bitmap++; + } } } -// -// Draw text at the given x/y coordinates, using FG/BG colors. -// -void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...) +void DrawTransparentBitmap(uint32 * screen, uint32 x, uint32 y, const void * bitmap) { - char string[4096]; - va_list arg; - - va_start(arg, text); - vsprintf(string, text, arg); - va_end(arg); - - uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words... - uint32 length = strlen(string), address = x + (y * pitch); + uint32 pitch = sdlemuGetOverlayWidthInPixels(); + uint32 address = x + (y * pitch); + uint32 count = 0; - for(uint32 i=0; iheight; 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; iheight; 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 000100 01000 10001 -> 0001 0000 0100 0010 1000 1100 -> 10 42 8C + for(uint32 i=0; iAddElement(new Text(8, 8, "Error!")); + mainWindow->AddElement(new Text(8, 24, errText)); + } + } + +WriteLog("GUI: Entering main loop...\n"); + while (!exitGUI) { - while (SDL_PollEvent(&event)) + if (SDL_PollEvent(&event)) { - if (event.type == SDL_ACTIVEEVENT) + if (event.type == SDL_USEREVENT) + { + if (event.user.code == WINDOW_CLOSE) + { + delete mainWindow; + mainWindow = NULL; + } + else if (event.user.code == MENU_ITEM_CHOSEN) + { + // Confused? Let me enlighten... What we're doing here is casting + // data1 as a pointer to a function which returns a Window pointer and + // which takes no parameters (the "(Window *(*)(void))" part), then + // derefencing it (the "*" in front of that) in order to call the + // function that it points to. Clear as mud? Yeah, I hate function + // pointers too, but what else are you gonna do? + mainWindow = (*(Window *(*)(void))event.user.data1)(); + + while (SDL_PollEvent(&event)); // Flush the event queue... + event.type = SDL_MOUSEMOTION; + int mx, my; + SDL_GetMouseState(&mx, &my); + event.motion.x = mx, event.motion.y = my; + SDL_PushEvent(&event); // & update mouse position...! + + oldMouseX = mouseX, oldMouseY = mouseY; + mouseX = mx, mouseY = my; // This prevents "mouse flash"... + } + } + else if (event.type == SDL_ACTIVEEVENT) { if (event.active.state == SDL_APPMOUSEFOCUS) showMouse = (event.active.gain ? true : false); } - if (event.type == SDL_KEYDOWN) + else if (event.type == SDL_KEYDOWN) { - closeButton.HandleKey(event.key.keysym.sym); - if (someWindow.WindowActive()) - someWindow.HandleKey(event.key.keysym.sym); - mainMenu.HandleKey(event.key.keysym.sym); + if (mainWindow) + mainWindow->HandleKey(event.key.keysym.sym); + else + mainMenu.HandleKey(event.key.keysym.sym); } else if (event.type == SDL_MOUSEMOTION) { + oldMouseX = mouseX, oldMouseY = mouseY; mouseX = event.motion.x, mouseY = event.motion.y; - if (vjs.useOpenGL) - mouseX /= 2, mouseY /= 2; - - closeButton.HandleMouseMove(mouseX, mouseY); - if (someWindow.WindowActive()) - someWindow.HandleMouseMove(mouseX, mouseY); - mainMenu.HandleMouseMove(mouseX, mouseY); + if (mainWindow) + mainWindow->HandleMouseMove(mouseX, mouseY); + else + mainMenu.HandleMouseMove(mouseX, mouseY); } else if (event.type == SDL_MOUSEBUTTONDOWN) { uint32 mx = event.button.x, my = event.button.y; - if (vjs.useOpenGL) - mx /= 2, my /= 2; - - closeButton.HandleMouseButton(mx, my, true); - if (someWindow.WindowActive()) - someWindow.HandleMouseButton(mx, my, true); - mainMenu.HandleMouseButton(mx, my, true); + if (mainWindow) + mainWindow->HandleMouseButton(mx, my, true); + else + mainMenu.HandleMouseButton(mx, my, true); } else if (event.type == SDL_MOUSEBUTTONUP) { uint32 mx = event.button.x, my = event.button.y; - if (vjs.useOpenGL) - mx /= 2, my /= 2; - - closeButton.HandleMouseButton(mx, my, false); - if (someWindow.WindowActive()) - someWindow.HandleMouseButton(mx, my, false); - mainMenu.HandleMouseButton(mx, my, false); + if (mainWindow) + mainWindow->HandleMouseButton(mx, my, false); + else + mainMenu.HandleMouseButton(mx, my, false); } +//PROBLEM: In order to use the dirty rectangle approach here, we need some way of +// handling it in mainMenu.Draw() and mainWindow->Draw(). !!! FIX !!! +//POSSIBLE SOLUTION: +// When mouse is moving and not on menu or window, can do straight dirty rect. +// When mouse is on menu, need to update screen. Same for buttons on windows... +// What the menu & windows should do is only redraw on a state change. IOW, they +// should call their own/child window's Draw() function instead of doing it top +// level. +//#define NEW_BACKSTORE_METHOD + // Draw the GUI... // The way we do things here is kinda stupid (redrawing the screen every frame), but // it's simple. Perhaps there may be a reason down the road to be more selective with // our clearing, but for now, this will suffice. - memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2); +// memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2); +// memcpy(backbuffer, background, tom_getVideoModeWidth() * 256 * 2); +// memcpy(backbuffer, background, tom_getVideoModeWidth() * 256 * 4); +#ifndef NEW_BACKSTORE_METHOD + memset(sdlemuGetOverlayPixels(), 0, sdlemuGetOverlayWidthInPixels() * 480 * 4); - closeButton.Draw(); - if (someWindow.WindowActive()) - someWindow.Draw(); mainMenu.Draw(); +//Could do multiple windows here by using a vector + priority info... +//Though the way ZSNES does it seems to be by a bool (i.e., they're always active, just not shown) + if (mainWindow) + mainWindow->Draw(); +#endif + +/*uint32 pBGS[6 * 8 + 3] = { 6, 8, 4, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0 +};*/ +//This isn't working... Why???? +//It's because DrawTransparentBitmap does alpha blending if it detects zero in the alpha channel. +//So why do it that way? Hm. + overlayPixels = (uint32 *)sdlemuGetOverlayPixels(); + +#ifdef NEW_BACKSTORE_METHOD +// DrawTransparentBitmapDeprecated(overlayPixels, oldMouseX, oldMouseY, pointerBGSave); +// DrawTransparentBitmap(overlayPixels, oldMouseX, oldMouseY, pBGS); + for(uint32 y=0; y> 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> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF; + pixel = ((r + g + b) / 3) & 0x00FF; + background[i] = 0xFF000000 | (pixel << 16) | (pixel << 8); } - free(bgSave); + return NULL; } -// -// Draw "picture" -// Uses zero as transparent color -// -void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap) -{ - uint16 width = bitmap[0], height = bitmap[1]; - bitmap += 2; - - uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words... - uint32 address = x + (y * pitch); - - for(int yy=0; yy fileList; +// extern uint32 * backbuffer; + uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels(); + memset(overlayPixels, 0x00, 640 * 480 * 4); // Clear out overlay... - // Read in the candidate files from the directory pointed to by "path" +//This is crappy... !!! FIX !!! +// extern bool finished, showGUI; - DIR * dp = opendir(path); - dirent * de; + sdlemuDisableOverlay(); - while ((de = readdir(dp)) != NULL) +// uint32 nFrame = 0, nFrameskip = 0; + uint32 totalFrames = 0; + finished = false; + bool showMessage = true; + uint32 showMsgFrames = 120; + uint8 transparency = 0xFF; + // Pass a message to the "joystick" code to debounce the ESC key... + debounceRunKey = true; + + uint32 cartType = 4; + if (jaguarRomSize == 0x200000) + cartType = 0; + else if (jaguarRomSize == 0x400000) + cartType = 1; + else if (jaguar_mainRom_crc32 == 0x687068D5) + cartType = 2; + else if (jaguar_mainRom_crc32 == 0x55A0669C) + cartType = 3; + + const char * cartTypeName[5] = { "2M Cartridge", "4M Cartridge", "CD BIOS", "CD Dev BIOS", "Homebrew" }; + uint32 elapsedTicks = SDL_GetTicks(), frameCount = 0, framesPerSecond = 0; + + while (!finished) { - char * ext = strrchr(de->d_name, '.'); + // Set up new backbuffer with new pixels and data + JaguarExecuteNew(); + totalFrames++; +//WriteLog("Frame #%u...\n", totalFrames); +//extern bool doDSPDis; +//if (totalFrames == 373) +// doDSPDis = true; - if (ext != NULL) - if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0) - fileList.push_back(string(de->d_name)); - } +//Problem: Need to do this *only* when the state changes from visible to not... +//Also, need to clear out the GUI when not on (when showMessage is active...) +if (showGUI || showMessage) + sdlemuEnableOverlay(); +else + sdlemuDisableOverlay(); - closedir(dp); +//Add in a new function for clearing patches of screen (ClearOverlayRect) - if (fileList.size() == 0) // Any files found? - return false; // Nope. Bail! + // Some QnD GUI stuff here... + if (showGUI) + { + FillScreenRectangle(overlayPixels, 8, 1*FONT_HEIGHT, 128, 4*FONT_HEIGHT, 0x00000000); + extern uint32 gpu_pc, dsp_pc; + DrawString(overlayPixels, 8, 1*FONT_HEIGHT, false, "GPU PC: %08X", gpu_pc); + DrawString(overlayPixels, 8, 2*FONT_HEIGHT, false, "DSP PC: %08X", dsp_pc); + DrawString(overlayPixels, 8, 4*FONT_HEIGHT, false, "%u FPS", framesPerSecond); + } - // Main GUI selection loop + if (showMessage) + { + DrawString2(overlayPixels, 8, 24*FONT_HEIGHT, 0x007F63FF, transparency, "Running..."); + DrawString2(overlayPixels, 8, 26*FONT_HEIGHT, 0x001FFF3F, transparency, "%s, run address: %06X", cartTypeName[cartType], jaguarRunAddress); + DrawString2(overlayPixels, 8, 27*FONT_HEIGHT, 0x001FFF3F, transparency, "CRC: %08X", jaguar_mainRom_crc32); - uint32 cursor = 0, startFile = 0; + if (showMsgFrames == 0) + { + transparency--; - if (fileList.size() > 1) // Only go GUI if more than one possibility! - { - sort(fileList.begin(), fileList.end()); + if (transparency == 0) +{ + showMessage = false; +/*extern bool doGPUDis; +doGPUDis = true;//*/ +} - bool done = false; - uint32 limit = (fileList.size() > 30 ? 30 : fileList.size()); - SDL_Event event; + } + else + showMsgFrames--; + } - // Ensure that the GUI is drawn before any user input... - event.type = SDL_USEREVENT; - SDL_PushEvent(&event); + frameCount++; - while (!done) - { - while (SDL_PollEvent(&event)) - { - if (event.type == SDL_KEYDOWN) - { - SDLKey key = event.key.keysym.sym; - - if (key == SDLK_DOWN) - { - if (cursor != limit - 1) // Cursor is within its window - cursor++; - else // Otherwise, scroll the window... - { - if (cursor + startFile != fileList.size() - 1) - startFile++; - } - } - if (key == SDLK_UP) - { - if (cursor != 0) - cursor--; - else - { - if (startFile != 0) - startFile--; - } - } - if (key == SDLK_PAGEDOWN) - { - if (cursor != limit - 1) - cursor = limit - 1; - else - { - startFile += limit; - if (startFile > fileList.size() - limit) - startFile = fileList.size() - limit; - } - } - if (key == SDLK_PAGEUP) - { - if (cursor != 0) - cursor = 0; - else - { - if (startFile < limit) - startFile = 0; - else - startFile -= limit; - } - } - if (key == SDLK_RETURN) - done = true; - if (key == SDLK_ESCAPE) - { - WriteLog("GUI: Aborting VJ by user request.\n"); - return false; // Bail out! - } - if (key >= SDLK_a && key <= SDLK_z) - { - // Advance cursor to filename with first letter pressed... - uint8 which = (key - SDLK_a) + 65; // Convert key to A-Z char - - for(uint32 i=0; i startFile + limit - 1) - startFile = i - limit + 1, - cursor = limit - 1; - if (i < startFile) - startFile = i, - cursor = 0; - break; - } - } - } - } - else if (event.type == SDL_MOUSEMOTION) - { - mouseX = event.motion.x, mouseY = event.motion.y; - if (vjs.useOpenGL) - mouseX /= 2, mouseY /= 2; - } - else if (event.type == SDL_MOUSEBUTTONDOWN) - { - uint32 mx = event.button.x, my = event.button.y; - if (vjs.useOpenGL) - mx /= 2, my /= 2; - cursor = my / 8; - } + if (SDL_GetTicks() - elapsedTicks > 250) + elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0; + } - // Draw the GUI... -// memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2); - memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2); + // Save the background for the GUI... + // In this case, we squash the color to monochrome, then force it to blue + green... + for(uint32 i=0; i> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF; + pixel = ((r + g + b) / 3) & 0x00FF; + backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8); + } - for(uint32 i=0; i 38) - s[38] = 0; - DrawString(backbuffer, 0, i*8, (cursor == i ? true : false), " %s ", s.c_str()); - } + sdlemuEnableOverlay(); - DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic); + return NULL; +} - RenderBackbuffer(); - } - } - } +#endif - strcpy(filename, path); - if (strlen(path) > 0) - if (path[strlen(path) - 1] != '/') - strcat(filename, "/"); +Window * Quit(void) +{ + WriteLog("GUI: Quitting due to user request.\n"); + exitGUI = true; - strcat(filename, fileList[startFile + cursor].c_str()); + return NULL; +} - return true; +Window * About(void) +{ + char buf[512]; +// sprintf(buf, "Virtual Jaguar CVS %s", __DATE__); + sprintf(buf, "SVN %s", __DATE__); +//fprintf(fp, "VirtualJaguar v1.0.8 (Last full build was on %s %s)\n", __DATE__, __TIME__); +//VirtualJaguar v1.0.8 (Last full build was on Dec 30 2004 20:01:31) +//Hardwired, bleh... !!! FIX !!! +uint32 width = 55 * FONT_WIDTH, height = 18 * FONT_HEIGHT; +uint32 xpos = (640 - width) / 2, ypos = (480 - height) / 2; +// Window * window = new Window(8, 16, 50 * FONT_WIDTH, 21 * FONT_HEIGHT); + Window * window = new Window(xpos, ypos, width, height); +// window->AddElement(new Text(8, 8, "Virtual Jaguar 1.0.8")); +// window->AddElement(new Text(8, 8, "Virtual Jaguar CVS 20050110", 0xFF3030FF, 0xFF000000)); +// window->AddElement(new Text(208, 8+0*FONT_HEIGHT, buf, 0xFF3030FF, 0xFF000000)); + window->AddElement(new Text(248, 8+4*FONT_HEIGHT+5, buf, 0xFF3030FF, 0xFF000000)); + window->AddElement(new Text(8, 8+0*FONT_HEIGHT, "Coders:")); + window->AddElement(new Text(16, 8+1*FONT_HEIGHT, "James L. Hammons (shamus)")); + window->AddElement(new Text(16, 8+2*FONT_HEIGHT, "Niels Wagenaar (nwagenaar)")); + window->AddElement(new Text(16, 8+3*FONT_HEIGHT, "Carwin Jones (Caz)")); + window->AddElement(new Text(16, 8+4*FONT_HEIGHT, "Adam Green")); + window->AddElement(new Text(8, 8+6*FONT_HEIGHT, "Testers:")); + window->AddElement(new Text(16, 8+7*FONT_HEIGHT, "Guruma")); + window->AddElement(new Text(8, 8+9*FONT_HEIGHT, "Thanks go out to:")); + window->AddElement(new Text(16, 8+10*FONT_HEIGHT, "Aaron Giles for the original CoJag")); + window->AddElement(new Text(16, 8+11*FONT_HEIGHT, "David Raingeard for the original VJ")); + window->AddElement(new Text(16, 8+12*FONT_HEIGHT, "Karl Stenerud for his Musashi 68K emu")); + window->AddElement(new Text(16, 8+13*FONT_HEIGHT, "Sam Lantinga for his amazing SDL libs")); + window->AddElement(new Text(16, 8+14*FONT_HEIGHT, "Ryan C. Gordon for VJ's web presence")); + window->AddElement(new Text(16, 8+15*FONT_HEIGHT, "Curt Vendel for various Jaguar goodies")); + window->AddElement(new Text(16, 8+16*FONT_HEIGHT, "The guys over at Atari Age ;-)")); +// window->AddElement(new Image(8, 8, &vj_title_small)); + window->AddElement(new Image(width - (vj_title_small.width + 8), 8, &vj_title_small)); + + return window; +} + +Window * MiscOptions(void) +{ + Window * window = new Window(8, 16, 304, 192); + window->AddElement(new PushButton(8, 8, &vjs.useJaguarBIOS, "BIOS")); + window->AddElement(new SlideSwitch(8, 32, &vjs.hardwareTypeNTSC, "PAL", "NTSC")); + window->AddElement(new PushButton(8, 64, &vjs.DSPEnabled, "DSP")); + window->AddElement(new SlideSwitch(24, 88, &vjs.usePipelinedDSP, "Original", "Pipelined")); + window->AddElement(new SlideSwitch(8, 120, (bool *)&vjs.glFilter, "Sharp", "Blurry")); + window->AddElement(new SlideSwitch(8, 152, (bool *)&vjs.renderType, "Normal render", "TV style")); + + window->AddElement(new TextEdit(88, 8, vjs.ROMPath, 20, 0xFF8484FF, 0xFF000000)); + +/*TextEdit(uint32 x, uint32 y, string s, uint32 mss = 10, uint32 fg = 0xFF8484FF, + uint32 bg = 0xFF84FF4D): Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s), + caretPos(0), maxScreenSize(mss) {}*/ +// Missing: +// * BIOS path +// * ROM path +// * EEPROM path +// * joystick +// * joystick port +// * OpenGL? +// * GL Filter type +// * Window/fullscreen +// * Key definitions + + return window; }