//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);
+void ClearScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h);
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);
}
+//
+// Button class
+//
+
class Button: public Element
{
public:
}
+//
+// PushButton class
+//
+
class PushButton: public Element
{
// How to handle?
}
+//
+// SlideSwitch class
+//
+
class SlideSwitch: public Element
{
// How to handle?
}
+//
+// Window class
+//
+
class Window: public Element
{
public:
}
+//
+// Static text class
+//
+
class Text: public Element
{
public:
}
+//
+// Static image class
+//
+
+class Image: public Element
+{
+ public:
+ Image(uint32 x, uint32 y, const void * img): Element(x, y, 0, 0), image(img) {}
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y) {}
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ virtual void Notify(Element *) {}
+
+ protected:
+ uint32 fgColor, bgColor;
+ const void * image;
+};
+
+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:
+ 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) {}
+ TextEdit(uint32 x, uint32 y, string s, uint32 fg = 0xFF8484FF, uint32 bg = 0xFF84FF4D):
+ Element(x, y, 0, 0), fgColor(fg), bgColor(bg), text(s), caretPos(0) {}
+ 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:
+ uint32 fgColor, bgColor;
+ string text;
+ uint32 caretPos;
+};
+
+//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;
+ }
+ 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)
+// 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());
+}
+
+
+//
+// ListBox class
+//
+
class ListBox: public Element
//class ListBox: public Window
{
}
+//
+// FileList class
+//
+
class FileList: public Window
{
public:
}
+//
+// Menu class & supporting structs/classes
+//
+
struct NameAction
{
string name;
action(a), hotKey(k) {}
};
-
class MenuItems
{
public:
uint8 trans = font2[fontAddr++];
uint8 invTrans = trans ^ 0xFF;
- uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
+ uint32 bRed = (eRed * invTrans + nRed * trans) / 255;
uint32 bGreen = (eGreen * invTrans + nGreen * trans) / 255;
- uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
+ uint32 bBlue = (eBlue * invTrans + nBlue * trans) / 255;
*(screen + address + xx + (yy * pitch)) = 0xFF000000 | (bBlue << 16) | (bGreen << 8) | bRed;
}
}
}
+//
+// Draw text at the given x/y coordinates, using FG color and overlay alpha blending.
+//
+void DrawString2(uint32 * screen, uint32 x, uint32 y, uint32 color, uint8 transparency, const char * text, ...)
+{
+ char string[4096];
+ va_list arg;
+
+ va_start(arg, text);
+ vsprintf(string, text, arg);
+ va_end(arg);
+
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();
+ uint32 length = strlen(string), address = x + (y * pitch);
+
+ color &= 0x00FFFFFF; // Just in case alpha was passed in...
+
+ for(uint32 i=0; i<length; i++)
+ {
+ uint8 c = string[i];
+ c = (c < 32 ? 0 : c - 32);
+ uint32 fontAddr = (uint32)c * FONT_WIDTH * FONT_HEIGHT;
+
+ for(uint32 yy=0; yy<FONT_HEIGHT; yy++)
+ {
+ for(uint32 xx=0; xx<FONT_WIDTH; xx++)
+ {
+ uint8 fontTrans = font2[fontAddr++];
+ uint32 newTrans = (fontTrans * transparency / 255) << 24;
+ uint32 pixel = newTrans | color;
+
+ *(screen + address + xx + (yy * pitch)) = pixel;
+ }
+ }
+
+ address += FONT_WIDTH;
+ }
+}
+
//
// Draw "picture"
// Uses zero as transparent color
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);
}
}
}
+//
+// Draw a bitmap without using blending
+//
+void DrawBitmap(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++)
+ {
+ *(screen + address + xx + (yy * pitch)) = ((uint32 *)((Bitmap *)bitmap)->pixelData)[count];
+ count++;
+ }
+ }
+}
+
+//
+// Clear a portion of the screen
+//
+void ClearScreenRectangle(uint32 * screen, uint32 x, uint32 y, uint32 w, uint32 h)
+{
+ uint32 pitch = sdlemuGetOverlayWidthInPixels();
+ uint32 address = x + (y * pitch);
+
+ for(uint32 yy=0; yy<h; yy++)
+ for(uint32 xx=0; xx<w; xx++)
+ *(screen + address + xx + (yy * pitch)) = 0;
+}
+
+
//
// GUI stuff--it's not crunchy, it's GUI! ;-)
//
return RunEmu();
}
+
+#if 0
+
bool debounceRunKey = true;
Window * RunEmu(void)
{
}
// Reset the pitch, since it may have been changed in-game...
-// Element::SetScreenAndPitch(backbuffer, GetSDLScreenPitch() / 2);
Element::SetScreenAndPitch((uint32 *)backbuffer, GetSDLScreenWidthInPixels());
// Save the background for the GUI...
// In this case, we squash the color to monochrome, then force it to blue + green...
for(uint32 i=0; i<tom_getVideoModeWidth() * 256; i++)
{
-// uint32 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;
return NULL;
}
+#else
+
+bool debounceRunKey = true;
+Window * RunEmu(void)
+{
+ extern uint32 * backbuffer;
+ uint32 * overlayPixels = (uint32 *)sdlemuGetOverlayPixels();
+ memset(overlayPixels, 0x00, 640 * 480 * 4); // Clear out overlay...
+
+//This is crappy... !!! FIX !!!
+ extern bool finished, showGUI;
+
+ sdlemuDisableOverlay();
+
+// 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;
+
+ char * cartTypeName[5] = { "2M Cartridge", "4M Cartridge", "CD BIOS", "CD Dev BIOS", "Homebrew" };
+ uint32 elapsedTicks = SDL_GetTicks(), frameCount = 0, framesPerSecond = 0;
+
+ while (!finished)
+ {
+ // Set up new backbuffer with new pixels and data
+ JaguarExecuteNew();
+ totalFrames++;
+//WriteLog("Frame #%u...\n", totalFrames);
+//extern bool doDSPDis;
+//if (totalFrames == 373)
+// doDSPDis = true;
+
+//Problem: Need to do this *only* when the state changes from visible to not...
+if (showGUI || showMessage)
+ sdlemuEnableOverlay();
+else
+ sdlemuDisableOverlay();
+
+//Add in a new function for clearing patches of screen (ClearOverlayRect)
+
+ // Some QnD GUI stuff here...
+ if (showGUI)
+ {
+ ClearScreenRectangle(overlayPixels, 8, 1*FONT_HEIGHT, 128, 4*FONT_HEIGHT);
+ 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);
+ }
+
+ 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);
+
+ if (showMsgFrames == 0)
+ {
+ transparency--;
+
+ if (transparency == 0)
+{
+ showMessage = false;
+/*extern bool doGPUDis;
+doGPUDis = true;//*/
+}
+
+ }
+ else
+ showMsgFrames--;
+ }
+
+ frameCount++;
+
+ if (SDL_GetTicks() - elapsedTicks > 250)
+ elapsedTicks += 250, framesPerSecond = frameCount * 4, frameCount = 0;
+ }
+
+ // Save the background for the GUI...
+ // In this case, we squash the color to monochrome, then force it to blue + green...
+ for(uint32 i=0; i<tom_getVideoModeWidth() * 256; i++)
+ {
+ uint32 pixel = backbuffer[i];
+ uint8 b = (pixel >> 16) & 0xFF, g = (pixel >> 8) & 0xFF, r = pixel & 0xFF;
+ pixel = ((r + g + b) / 3) & 0x00FF;
+ backbuffer[i] = 0xFF000000 | (pixel << 16) | (pixel << 8);
+ }
+
+ sdlemuEnableOverlay();
+
+ return NULL;
+}
+
+#endif
+
+
Window * Quit(void)
{
WriteLog("GUI: Quitting due to user request.\n");
Window * About(void)
{
char buf[512];
- sprintf(buf, "Virtual Jaguar CVS %s", __DATE__);
+// sprintf(buf, "Virtual Jaguar CVS %s", __DATE__);
+ sprintf(buf, "CVS %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)
- Window * window = new Window(8, 16, 40 * FONT_WIDTH, 19 * FONT_HEIGHT);
+//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(8, 8, buf, 0xFF3030FF, 0xFF000000));
- window->AddElement(new Text(8, 8+2*FONT_HEIGHT, "Coders:"));
- window->AddElement(new Text(16, 8+3*FONT_HEIGHT, "James L. Hammons (shamus)"));
- window->AddElement(new Text(16, 8+4*FONT_HEIGHT, "Niels Wagenaar (nwagenaar)"));
- window->AddElement(new Text(16, 8+5*FONT_HEIGHT, "Carwin Jones (Caz)"));
- window->AddElement(new Text(16, 8+6*FONT_HEIGHT, "Adam Green"));
- window->AddElement(new Text(8, 8+8*FONT_HEIGHT, "Testers:"));
- window->AddElement(new Text(16, 8+9*FONT_HEIGHT, "Guruma"));
- window->AddElement(new Text(8, 8+11*FONT_HEIGHT, "Thanks go out to:"));
- window->AddElement(new Text(16, 8+12*FONT_HEIGHT, "Aaron Giles for the original CoJag"));
- window->AddElement(new Text(16, 8+13*FONT_HEIGHT, "David Raingeard for the original VJ"));
- 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, "Curt Vendel for various Jaguar goodies"));
- window->AddElement(new Text(16, 8+18*FONT_HEIGHT, "The guys over at Atari Age ;-)"));
+// 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;
}
// * OpenGL?
// * GL Filter type
// * Window/fullscreen
+// * Key definitions
return window;
}