X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui.cpp;h=9a96930fa1e5b5ba6927ee0a7da516a65fe92207;hb=2935277dd0aa1154571c2d83c70c04feb2a8888c;hp=17e522c9b7074ee6ed8ef272450c393f5ec42850;hpb=99461abfcbc562e740a5e0900167ece9a4a5a035;p=virtualjaguar diff --git a/src/gui.cpp b/src/gui.cpp index 17e522c..9a96930 100644 --- a/src/gui.cpp +++ b/src/gui.cpp @@ -5,19 +5,1040 @@ // by James L. Hammons // +#include +#include +#include +#include +#include #include "types.h" +#include "settings.h" #include "tom.h" +#include "video.h" +#include "font1.h" #include "gui.h" +using namespace std; // For STL stuff + +// Private function prototypes + +void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap); +void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 opacity, const char * text, ...); +void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...); +void LoadROM(void); +void RunEmu(void); +void Quit(void); +void About(void); + +// Local global variables + +int mouseX, mouseY; + +uint16 mousePic[] = { + 6, 8, + + 0x03E0,0x0000,0x0000,0x0000,0x0000,0x0000, // + + 0x0300,0x03E0,0x0000,0x0000,0x0000,0x0000, // @+ + 0x0300,0x03E0,0x03E0,0x0000,0x0000,0x0000, // @++ + 0x0300,0x0300,0x03E0,0x03E0,0x0000,0x0000, // @@++ + 0x0300,0x0300,0x03E0,0x03E0,0x03E0,0x0000, // @@+++ + 0x0300,0x0300,0x0300,0x03E0,0x03E0,0x03E0, // @@@+++ + 0x0300,0x0300,0x0300,0x0000,0x0000,0x0000, // @@@ + 0x0300,0x0000,0x0000,0x0000,0x0000,0x0000 // @ +/* + 0xFFFF,0x0000,0x0000,0x0000,0x0000,0x0000, // + + 0xE318,0xFFFF,0x0000,0x0000,0x0000,0x0000, // @+ + 0xE318,0xFFFF,0xFFFF,0x0000,0x0000,0x0000, // @++ + 0xE318,0xE318,0xFFFF,0xFFFF,0x0000,0x0000, // @@++ + 0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF,0x0000, // @@+++ + 0xE318,0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF, // @@@+++ + 0xE318,0xE318,0xE318,0x0000,0x0000,0x0000, // @@@ + 0xE318,0x0000,0x0000,0x0000,0x0000,0x0000 // @ +*/ +}; +// 1 111 00 11 100 1 1100 -> F39C +// 1 100 00 10 000 1 0000 -> C210 +// 1 110 00 11 000 1 1000 -> E318 +// 0 000 00 11 111 0 0000 -> 03E0 +// 0 000 00 11 000 0 0000 -> 0300 + +uint16 closeBox[] = { + 7, 7, + + 0x0000,0x4B5E,0x4B5E,0x4B5E,0x4B5E,0x4B5E,0x0000, // +++++ + 0x4B5E,0xFFFF,0x0000,0x0000,0x0000,0xFFFF,0x0217, // +@ @. + 0x4B5E,0x0000,0xFFFF,0x0000,0xFFFF,0x0000,0x0217, // + @ @ . + 0x4B5E,0x0000,0x0000,0xFFFF,0x0000,0x0000,0x0217, // + @ . + 0x4B5E,0x0000,0xFFFF,0x0000,0xFFFF,0x0000,0x0217, // + @ @ . + 0x4B5E,0xFFFF,0x0000,0x0000,0x0000,0xFFFF,0x0217, // +@ @. + 0x0000,0x0217,0x0217,0x0217,0x0217,0x0217,0x0000 // ..... +}; + +char separator[] = "--------------------------------------------------------"; + +// +// Local GUI classes +// + +class Element +{ + public: + Element(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0) + { extents.x = x, extents.y = y, extents.w = w, extents.h = h; } + virtual void HandleKey(SDLKey key) = 0; + virtual void HandleMouseMove(uint32 x, uint32 y) = 0; + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) = 0; + virtual void Draw(uint32, uint32) = 0; +//Needed? virtual ~Element() = 0; +//We're not allocating anything in the base class, so the answer would be NO. + bool Inside(uint32 x, uint32 y); + // Class method + static void SetScreenAndPitch(int16 * s, uint32 p) { screenBuffer = s, pitch = p; } + + protected: + SDL_Rect extents; + uint32 state; + // Class variables... + static int16 * screenBuffer; + static uint32 pitch; +}; + +int16 * Element::screenBuffer = NULL; +uint32 Element::pitch = 0; + +bool Element::Inside(uint32 x, uint32 y) +{ + return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w) + && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); +} + +class Button: public Element +{ + public: + Button(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), + activated(false), clicked(false), inside(false), fgColor(0xFFFF), + bgColor(0x03E0), pic(NULL) {} + Button(uint32 x, uint32 y, uint32 w, uint32 h, uint16 * p): Element(x, y, w, h), + activated(false), clicked(false), inside(false), fgColor(0xFFFF), + bgColor(0x03E0), pic(p) {} + Button(uint32 x, uint32 y, uint32 w, uint32 h, string s): Element(x, y, w, h), + activated(false), clicked(false), inside(false), fgColor(0xFFFF), + bgColor(0x03E0), pic(NULL), text(s) {} + virtual void HandleKey(SDLKey key) {} + virtual void HandleMouseMove(uint32 x, uint32 y); + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + bool ButtonClicked(void) { return activated; } + + protected: + bool activated, clicked, inside; + uint16 fgColor, bgColor; + uint16 * pic; + string text; +}; + +void Button::HandleMouseMove(uint32 x, uint32 y) +{ + inside = Inside(x, y); +} + +void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) +{ + if (inside) + { + if (mouseDown) + clicked = true; + + if (clicked && !mouseDown) + clicked = false, activated = true; + } + else + clicked = activated = false; +} + +void Button::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch); + + for(uint32 y=0; y Button: About to draw pic [%08X].\n", pic); + DrawTransparentBitmap(screenBuffer, extents.x + offsetX, extents.y + offsetY, pic); +//} + + if (text.length() > 0) +//{ +//WriteLog("--> Button: About to draw string [%s].\n", text.c_str()); + DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str()); +//} +} + +class Window: public Element +{ + public: + Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), + /*clicked(false), inside(false),*/ fgColor(0x4FF0), bgColor(0xFE10), + close(w - 8, 1, 7, 7, closeBox) { list.push_back(&close); } + virtual void HandleKey(SDLKey key) {} + virtual void HandleMouseMove(uint32 x, uint32 y); + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + void AddElement(Element * e); + bool WindowActive(void) { return !close.ButtonClicked(); } + + protected: +// bool clicked, inside; + uint16 fgColor, bgColor; + Button close; +//We have to use a list of Element *pointers* because we can't make a list that will hold +//all the different object types in the same list... + vector list; +}; + +void Window::HandleMouseMove(uint32 x, uint32 y) +{ + // Handle the items this window contains... + for(uint32 i=0; iHandleMouseMove(x - extents.x, y - extents.y); +} + +void Window::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) +{ + // Handle the items this window contains... + for(uint32 i=0; iHandleMouseButton(x - extents.x, y - extents.y, mouseDown); +} + +void Window::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch); + + for(uint32 y=0; yDraw(extents.x, extents.y); +} + +void Window::AddElement(Element * e) +{ + list.push_back(e); +} + +class Text: public Element +{ + public: + Text(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): Element(x, y, w, h), + fgColor(0x4FF0), bgColor(0xFE10) {} + Text(uint32 x, uint32 y, string s): Element(x, y, 0, 0), + fgColor(0x4FF0), bgColor(0xFE10), text(s) {} + virtual void HandleKey(SDLKey key) {} + virtual void HandleMouseMove(uint32 x, uint32 y) {} + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {} + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + + protected: + uint16 fgColor, bgColor; + string text; +}; + +void Text::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + if (text.length() > 0) + DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str()); +} + +struct NameAction +{ + string name; + void (* action)(void); + bool isWindow; + + NameAction(string n, void (* a)(void) = NULL, bool w = false): name(n), action(a), + isWindow(w) {} +}; + +class MenuItems +{ + public: + MenuItems(): charLength(0) {} + bool Inside(uint32 x, uint32 y) + { return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w) + && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); } + + string title; + vector item; + uint32 charLength; + SDL_Rect extents; +}; + +class Menu: public Element +{ + public: + Menu(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 8, + uint16 fgc = 0x1CFF, uint16 bgc = 0x000F, uint16 fgch = 0x421F, + uint16 bgch = 0x1CFF): Element(x, y, w, h), clicked(false), inside(0), + insidePopup(0), fgColor(fgc), bgColor(bgc), fgColorHL(fgch), bgColorHL(bgch), + menuChosen(-1), menuItemChosen(-1) {} +// { extents.x = x, extents.y = y, extents.w = w, extents.h = h; } + virtual void HandleKey(SDLKey key); + virtual void HandleMouseMove(uint32 x, uint32 y); + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown); + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0); + void Add(MenuItems mi); + //This is wrong. !!! FIX !!! + bool ItemChosen(void) { return (clicked && insidePopup); } + //This is bad... !!! FIX !!! + NameAction & GetItem(void) +// { if (ItemChosen()) return itemList[menuChosen].item[menuItemChosen]; return NULL; } + { return itemList[menuChosen].item[menuItemChosen]; } + + protected: + bool clicked; + uint32 inside, insidePopup; + uint16 fgColor, bgColor, fgColorHL, bgColorHL; + int menuChosen, menuItemChosen; + + private: + vector itemList; +}; + +void Menu::HandleKey(SDLKey Key) +{ +} + +void Menu::HandleMouseMove(uint32 x, uint32 y) +{ + inside = insidePopup = 0; + + if (Inside(x, y)) + { + // Find out *where* we are inside the menu bar + uint32 xpos = extents.x; + + for(uint32 i=0; i= xpos && x < xpos + width) + { + inside = i + 1; + menuChosen = i; + break; + } + + xpos += width; + } + } + + if (!Inside(x, y) && !clicked) + { + menuChosen = -1; + } + + if (itemList[menuChosen].Inside(x, y) && clicked) + { + insidePopup = ((y - itemList[menuChosen].extents.y) / 8) + 1; + menuItemChosen = insidePopup - 1; + } +} + +void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) +{ + if (!clicked) + { + if (mouseDown) + { + if (inside) + clicked = true; + else + menuChosen = -1; // clicked is already false...! + } + } + else // clicked == true + { + if (insidePopup && !mouseDown) // I.e., mouse-button-up + { + if (itemList[menuChosen].item[menuItemChosen].action != NULL) + { + itemList[menuChosen].item[menuItemChosen].action(); + + clicked = false, menuChosen = menuItemChosen = -1; + + SDL_Event event; + while (SDL_PollEvent(&event)); // Flush the event queue... + event.type = SDL_MOUSEMOTION; + int mx, my; + SDL_GetMouseState(&mx, &my); + event.motion.x = mx, event.motion.y = my; + SDL_PushEvent(&event); // & update mouse position...! + } + } + + if (!inside && !insidePopup && mouseDown) + clicked = false, menuChosen = menuItemChosen = -1; + } +} + +void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/) +{ + uint32 xpos = extents.x + offsetX; + + for(uint32 i=0; i 0) + DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos, + color1, color2, " %-*.*s ", itemList[menuChosen].charLength, + itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str()); + else + DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos, + fgColor, bgColor, "%.*s", itemList[menuChosen].charLength + 2, separator); + + ypos += 8; + } + } +} + +void Menu::Add(MenuItems mi) +{ + for(uint32 i=0; i mi.charLength) + mi.charLength = mi.item[i].name.length(); + + // Set extents here as well... + mi.extents.x = extents.x + extents.w, mi.extents.y = extents.y + 9; + mi.extents.w = (mi.charLength + 2) * 8, mi.extents.h = mi.item.size() * 8; + + itemList.push_back(mi); + extents.w += (mi.title.length() + 2) * 8; +} + +//Do we even *need* this? +class RootWindow: public Window +{ + public: + RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {} +//Do we even need to care about this crap? +// { extents.x = extents.y = 0, extents.w = 320, extents.h = 240; } + virtual void HandleKey(SDLKey key) {} + virtual void HandleMouseMove(uint32 x, uint32 y) {} + virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {} + virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) {} + + private: + Menu * menu; + Window * window; + int16 * rootImage[1280 * 240 * 2]; +}; + + + +// +// GUI stuff--it's not crunchy, it's GUI! ;-) +// + void InitGUI(void) { + SDL_ShowCursor(SDL_DISABLE); + SDL_GetMouseState(&mouseX, &mouseY); } void GUIDone(void) { } -void DrawText(uint16 * screen, uint32 x, uint32 y, const char * string) +// +// 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, ...) +{ + char string[4096]; + va_list arg; + + va_start(arg, text); + vsprintf(string, text, arg); + va_end(arg); + + uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words... + uint32 length = strlen(string), address = x + (y * pitch); + + for(uint32 i=0; i> 10) & 0x1F, + eGreen = (existingColor >> 5) & 0x1F, + eBlue = existingColor & 0x1F, +//This could be done ahead of time, instead of on each pixel... + nRed = (color >> 10) & 0x1F, + nGreen = (color >> 5) & 0x1F, + nBlue = color & 0x1F; + +//This could be sped up by using a table of 5 + 5 + 5 bits (32 levels transparency -> 32768 entries) +//Here we've modified it to have 33 levels of transparency (could have any # we want!) +//because dividing by 32 is faster than dividing by 31! + uint8 invTrans = 32 - trans; + uint16 bRed = (eRed * trans + nRed * invTrans) / 32; + uint16 bGreen = (eGreen * trans + nGreen * invTrans) / 32; + uint16 bBlue = (eBlue * trans + nBlue * invTrans) / 32; + + uint16 blendedColor = (bRed << 10) | (bGreen << 5) | bBlue; + + *(screen + address + xx + (yy * pitch)) = blendedColor; + } + + fontAddr++; + } + } + + address += 8; + } +} + +// +// GUI Main loop +// +bool GUIMain(void) +{ + extern int16 * backbuffer; + bool done = false; + SDL_Event event; + + // Set up the GUI classes... + Element::SetScreenAndPitch(backbuffer, GetSDLScreenPitch() / 2); + + Button closeButton(45, 90, 16, 16); + Window someWindow(15, 16, 60, 60); + Button button1(50, 15, 9, 9), button2(10, 10, 8, 8), button3(25, 48, 32, 8, " Ok "); + someWindow.AddElement(&button1); + someWindow.AddElement(&button2); + someWindow.AddElement(&button3); + + Menu mainMenu;//(0, 160); + MenuItems mi; + mi.title = "File"; + mi.item.push_back(NameAction("Load...", LoadROM)); + mi.item.push_back(NameAction("Reset")); + mi.item.push_back(NameAction("Run", RunEmu)); + mi.item.push_back(NameAction("")); + mi.item.push_back(NameAction("Quit", Quit)); + mainMenu.Add(mi); + mi.title = "Settings"; + mi.item.clear(); + mi.item.push_back(NameAction("Video...")); + mi.item.push_back(NameAction("Audio...")); + mi.item.push_back(NameAction("Misc...")); + mainMenu.Add(mi); + mi.title = "Options"; + mi.item.clear(); + mi.item.push_back(NameAction("About...")); + mainMenu.Add(mi); + + bool showMouse = true; + +//This is crappy!!! !!! FIX !!! + jaguar_reset(); + + while (!done) + { + while (SDL_PollEvent(&event)) + { + if (event.type == SDL_ACTIVEEVENT) + { + if (event.active.state == SDL_APPMOUSEFOCUS) + showMouse = (event.active.gain ? true : false); + } + if (event.type == SDL_KEYDOWN) + { + closeButton.HandleKey(event.key.keysym.sym); + if (someWindow.WindowActive()) + someWindow.HandleKey(event.key.keysym.sym); + mainMenu.HandleKey(event.key.keysym.sym); + } + else if (event.type == SDL_MOUSEMOTION) + { + mouseX = event.motion.x, mouseY = event.motion.y; + + if (vjs.useOpenGL) + mouseX /= 2, mouseY /= 2; + + closeButton.HandleMouseMove(mouseX, mouseY); + if (someWindow.WindowActive()) + someWindow.HandleMouseMove(mouseX, mouseY); + mainMenu.HandleMouseMove(mouseX, mouseY); + } + else if (event.type == SDL_MOUSEBUTTONDOWN) + { + uint32 mx = event.button.x, my = event.button.y; + + if (vjs.useOpenGL) + mx /= 2, my /= 2; + + closeButton.HandleMouseButton(mx, my, true); + if (someWindow.WindowActive()) + someWindow.HandleMouseButton(mx, my, true); + mainMenu.HandleMouseButton(mx, my, true); + } + else if (event.type == SDL_MOUSEBUTTONUP) + { + uint32 mx = event.button.x, my = event.button.y; + + if (vjs.useOpenGL) + mx /= 2, my /= 2; + + closeButton.HandleMouseButton(mx, my, false); + if (someWindow.WindowActive()) + someWindow.HandleMouseButton(mx, my, false); + mainMenu.HandleMouseButton(mx, my, false); + } + + // Draw the GUI... +// The way we do things here is kinda stupid (redrawing the screen every frame), but +// it's simple. Perhaps there may be a reason down the road to be more selective with +// our clearing, but for now, this will suffice. + memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2); + + closeButton.Draw(); + if (someWindow.WindowActive()) + someWindow.Draw(); + mainMenu.Draw(); + + if (showMouse) + DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic); + + RenderBackbuffer(); + } + } + + return true; +} + +// +// GUI "action" functions +// +void LoadROM(void) +{ +} + +void RunEmu(void) +{ +//This is crappy... !!! FIX !!! + extern int16 * backbuffer; + extern bool finished; + extern bool showGUI; + uint32 nFrame = 0, nFrameskip = 0; + uint32 totalFrames = 0; + finished = false; + bool showMessage = true; + uint32 showMsgFrames = 60; + uint8 transparency = 0; + + while (!finished) + { + // Set up new backbuffer with new pixels and data + JaguarExecute(backbuffer, true); + totalFrames++; +//WriteLog("Frame #%u...\n", totalFrames); +//extern bool doDSPDis; +//if (totalFrames == 373) +// doDSPDis = true; + + // Some QnD GUI stuff here... + if (showGUI) + { + 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); + } + + if (showMessage) + { + DrawStringTrans(backbuffer, 8, 24*8, 0xFF0F, transparency, "Running..."); + + if (showMsgFrames == 0) + { + transparency++; + + if (transparency == 33) + showMessage = false; + } + else + showMsgFrames--; + } + + // Simple frameskip + if (nFrame == nFrameskip) + { + RenderBackbuffer(); + nFrame = 0; + } + else + nFrame++; + + joystick_exec(); + } +} + +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); + + bool done = false; + while (!done) + { + while (SDL_PollEvent(&event)) + { + if (event.type == SDL_KEYDOWN) + { + if (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_RETURN) + done = true; + } + else if (event.type == SDL_MOUSEMOTION) + { + mouseX = event.motion.x, mouseY = event.motion.y; + if (vjs.useOpenGL) + mouseX /= 2, mouseY /= 2; + } + else if (event.type == SDL_MOUSEBUTTONDOWN) + { + uint32 mx = event.button.x, my = event.button.y; + if (vjs.useOpenGL) + mx /= 2, my /= 2; + + done = true; + } + + // Draw "About" box + memcpy(backbuffer, bgSave, tom_getVideoModeWidth() * 240 * 2); + + DrawStringOpaque(backbuffer, 64, 64, 0x1CFF, 0x000F, " "); + DrawStringOpaque(backbuffer, 64, 72, 0x1CFF, 0x000F, " Virtual Jaguar by JLH & crew "); + DrawStringOpaque(backbuffer, 64, 80, 0x1CFF, 0x000F, " "); + + DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic); + + RenderBackbuffer(); + } + } + + free(bgSave); +} + +// +// Draw "picture" +// Uses zero as transparent color +// +void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap) +{ + uint16 width = bitmap[0], height = bitmap[1]; + bitmap += 2; + + uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words... + uint32 address = x + (y * pitch); + + for(int yy=0; yy fileList; + + // Read in the candidate files from the directory pointed to by "path" + + DIR * dp = opendir(path); + dirent * de; + + while ((de = readdir(dp)) != NULL) + { + char * ext = strrchr(de->d_name, '.'); + + if (ext != NULL) + if (stricmp(ext, ".zip") == 0 || stricmp(ext, ".jag") == 0) + fileList.push_back(string(de->d_name)); + } + + closedir(dp); + + if (fileList.size() == 0) // Any files found? + return false; // Nope. Bail! + + // Main GUI selection loop + + uint32 cursor = 0, startFile = 0; + + if (fileList.size() > 1) // Only go GUI if more than one possibility! + { + sort(fileList.begin(), fileList.end()); + + 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); + + 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; + } + + // Draw the GUI... +// memset(backbuffer, 0x11, tom_getVideoModeWidth() * tom_getVideoModeHeight() * 2); + memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2); + + for(uint32 i=0; i 38) + s[38] = 0; + DrawString(backbuffer, 0, i*8, (cursor == i ? true : false), " %s ", s.c_str()); + } + + DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic); + + RenderBackbuffer(); + } + } + } + + strcpy(filename, path); + + if (strlen(path) > 0) + if (path[strlen(path) - 1] != '/') + strcat(filename, "/"); + + strcat(filename, fileList[startFile + cursor].c_str()); + + return true; }