From b90c77b56b023d274fc028e449227bd0f6f37e8e Mon Sep 17 00:00:00 2001 From: Shamus Hammons Date: Tue, 29 May 2007 05:00:36 +0000 Subject: [PATCH] Set eol-style to native to keep things sane. --- Makefile | 5 +- apple2.cfg | 6 +- src/apple2.cpp | 48 ++--- src/ay8910.cpp | 363 ++++++++++++++++++------------------ src/gui/button.cpp | 14 +- src/gui/button.h | 1 - src/gui/draggablewindow.cpp | 14 +- src/gui/element.cpp | 151 +-------------- src/gui/element.h | 9 +- src/gui/gui.cpp | 304 +++++------------------------- src/gui/gui.h | 8 +- src/gui/guimisc.cpp | 41 ---- src/gui/guimisc.h | 4 +- src/gui/textedit.cpp | 6 +- src/gui/window.cpp | 26 +-- src/v65c02.cpp | 8 +- 16 files changed, 289 insertions(+), 719 deletions(-) diff --git a/Makefile b/Makefile index e94b4a6..24e7642 100755 --- a/Makefile +++ b/Makefile @@ -54,9 +54,9 @@ TARGET = apple2 # -ffast-math -fomit-frame-pointer `sdl-config --cflags` -fprofile-arcs -ftest-coverage # No optimization for profiling with gprof... CFLAGS = -MMD -Wall -Wno-switch -D$(SYSTYPE) \ - -ffast-math `sdl-config --cflags` -pg -g + -ffast-math `sdl-config --cflags` -pg CPPFLAGS = -MMD -Wall -Wno-switch -Wno-non-virtual-dtor -D$(SYSTYPE) \ - -ffast-math `sdl-config --cflags` -pg -g + -ffast-math `sdl-config --cflags` -pg # -fomit-frame-pointer `sdl-config --cflags` -g # -fomit-frame-pointer `sdl-config --cflags` -DLOG_UNMAPPED_MEMORY_ACCESSES @@ -73,7 +73,6 @@ INCS = -I. -I./src -I/usr/local/include -I/usr/include OBJS = \ obj/button.o \ obj/draggablewindow.o \ - obj/draggablewindow2.o \ obj/element.o \ obj/gui.o \ obj/guimisc.o \ diff --git a/apple2.cfg b/apple2.cfg index ece7b9c..1978237 100755 --- a/apple2.cfg +++ b/apple2.cfg @@ -39,7 +39,7 @@ autoSaveState = 1 # Yes, keys??? #floppyImage1 = ./disks/MidnightMagic_etc.dsk # ??? -#floppyImage1 = ./disks/battle_chess_1.dsk +floppyImage1 = ./disks/battle_chess_1.dsk # Yes #floppyImage1 = ./disks/MoebiusI-1.dsk # Yes, but crashes on the attract mode @@ -54,8 +54,8 @@ autoSaveState = 1 #floppyImage1 = ./disks/ultima_ii-1.dsk #floppyImage2 = ./disks/ultima_ii-2.dsk # Yes, autoloads! -floppyImage1 = ./disks/u2prog-patched.dsk -floppyImage2 = ./disks/u2player-jlh.dsk +#floppyImage1 = ./disks/u2prog-patched.dsk +#floppyImage2 = ./disks/u2player-jlh.dsk # OpenGL options: 1 - use OpenGL rendering, 0 - use old style rendering diff --git a/src/apple2.cpp b/src/apple2.cpp index dbdb619..7621a2e 100755 --- a/src/apple2.cpp +++ b/src/apple2.cpp @@ -51,7 +51,7 @@ #include "gui/gui.h" #include "gui/window.h" -#include "gui/draggablewindow2.h" +#include "gui/draggablewindow.h" #include "gui/textedit.h" using namespace std; @@ -98,7 +98,7 @@ static void BlinkTimer(void); Element * TestWindow(void) { - Element * win = new DraggableWindow2(10, 10, 128, 128); + Element * win = new DraggableWindow(10, 10, 128, 128); // ((DraggableWindow *)win)->AddElement(new TextEdit(4, 16, 92, 0, "u2prog.dsk", win)); return win; @@ -316,28 +316,28 @@ if (addr >= 0xC080 && addr <= 0xC08F) A-9 (Mockingboard) APPENDIX F Assembly Language Program Listings - 1 *PRIMARY ROUTINES - 2 *FOR SLOT 4 - 3 * - 4 ORG $9000 - 5 * ;ADDRESSES - FOR FIRST - 6522 - 6 ORB EQU $C400 ;PORT B - 7 ORA EQU $C401 ;PORT A - 8 DDRB EQU $C402 ;DATA DIRECTION - REGISTER (A) - 9 DDRA EQU $C403 ;DATA DIRECTION - REGISTER (B) - 10 * ;ADDRESSES - FOR SECOND - 6522 - 11 ORB2 EQU $C480 ;PORT B - 12 ORA2 EQU $C481 ;PORT A - 13 DDRB2 EQU $C482 ;DATA DIRECTION - REGISTER (B) - 14 DDRA2 EQU $C483 ;DATA DIRECTION - REGISTER (A) +1 *PRIMARY ROUTINES +2 *FOR SLOT 4 +3 * +4 ORG $9000 +5 * ;ADDRESSES + FOR FIRST + 6522 +6 ORB EQU $C400 ;PORT B +7 ORA EQU $C401 ;PORT A +8 DDRB EQU $C402 ;DATA DIRECTION + REGISTER (A) +9 DDRA EQU $C403 ;DATA DIRECTION + REGISTER (B) +10 * ;ADDRESSES + FOR SECOND + 6522 +11 ORB2 EQU $C480 ;PORT B +12 ORA2 EQU $C481 ;PORT A +13 DDRB2 EQU $C482 ;DATA DIRECTION + REGISTER (B) +14 DDRA2 EQU $C483 ;DATA DIRECTION + REGISTER (A) */ void WrMem(uint16 addr, uint8 b) { diff --git a/src/ay8910.cpp b/src/ay8910.cpp index 4f8da2f..56c03d1 100755 --- a/src/ay8910.cpp +++ b/src/ay8910.cpp @@ -27,16 +27,37 @@ // freely available as well. // -// JLH: Commented out MAME specific crap +// JLH: Removed MAME specific crap #include // for memset() #include "ay8910.h" -#define MAX_OUTPUT 0x7FFF +/////////////////////////////////////////////////////////// +// typedefs & dummy funcs to allow MAME code to compile: +// +//typedef UINT8 (*mem_read_handler)(UINT32); +//typedef void (*mem_write_handler)(UINT32, UINT8); +// +//static void logerror(char* psz, ...) +//{ +//} +// +//static unsigned short activecpu_get_pc() +//{ +// return 0; +//} +// +// +/////////////////////////////////////////////////////////// + +#define MAX_OUTPUT 0x7fff // See AY8910_set_clock() for definition of STEP #define STEP 0x8000 +//This is not used at all... +//static int num = 0, ym_num = 0; + struct AY8910 { int Channel; @@ -83,70 +104,60 @@ struct AY8910 static struct AY8910 AYPSG[MAX_8910]; /* array of PSG's */ + void _AYWriteReg(int n, int r, int v) { struct AY8910 *PSG = &AYPSG[n]; int old; + PSG->Regs[r] = v; - /* A note about the period of tones, noise and envelope: for speed reasons, * - * we count down from the period to 0, but careful studies of the chip * - * output prove that it instead counts up from 0 until the counter becomes * - * greater or equal to the period. This is an important difference when the * - * program is rapidly changing the period to modulate the sound. * - * To compensate for the difference, when the period is changed we adjust * - * our internal counter. * - * Also, note that period = 0 is the same as period = 1. This is mentioned * - * in the YM2203 data sheets. However, this does NOT apply to the Envelope * - * period. In that case, period = 0 is half as period = 1. */ - switch (r) + /* A note about the period of tones, noise and envelope: for speed reasons,*/ + /* we count down from the period to 0, but careful studies of the chip */ + /* output prove that it instead counts up from 0 until the counter becomes */ + /* greater or equal to the period. This is an important difference when the*/ + /* program is rapidly changing the period to modulate the sound. */ + /* To compensate for the difference, when the period is changed we adjust */ + /* our internal counter. */ + /* Also, note that period = 0 is the same as period = 1. This is mentioned */ + /* in the YM2203 data sheets. However, this does NOT apply to the Envelope */ + /* period. In that case, period = 0 is half as period = 1. */ + switch( r ) { case AY_AFINE: case AY_ACOARSE: - PSG->Regs[AY_ACOARSE] &= 0x0F; + PSG->Regs[AY_ACOARSE] &= 0x0f; old = PSG->PeriodA; PSG->PeriodA = (PSG->Regs[AY_AFINE] + 256 * PSG->Regs[AY_ACOARSE]) * PSG->UpdateStep; - if (PSG->PeriodA == 0) PSG->PeriodA = PSG->UpdateStep; - PSG->CountA += PSG->PeriodA - old; - if (PSG->CountA <= 0) PSG->CountA = 1; break; case AY_BFINE: case AY_BCOARSE: - PSG->Regs[AY_BCOARSE] &= 0x0F; + PSG->Regs[AY_BCOARSE] &= 0x0f; old = PSG->PeriodB; PSG->PeriodB = (PSG->Regs[AY_BFINE] + 256 * PSG->Regs[AY_BCOARSE]) * PSG->UpdateStep; - if (PSG->PeriodB == 0) PSG->PeriodB = PSG->UpdateStep; - PSG->CountB += PSG->PeriodB - old; - if (PSG->CountB <= 0) PSG->CountB = 1; break; case AY_CFINE: case AY_CCOARSE: - PSG->Regs[AY_CCOARSE] &= 0x0F; + PSG->Regs[AY_CCOARSE] &= 0x0f; old = PSG->PeriodC; PSG->PeriodC = (PSG->Regs[AY_CFINE] + 256 * PSG->Regs[AY_CCOARSE]) * PSG->UpdateStep; - if (PSG->PeriodC == 0) PSG->PeriodC = PSG->UpdateStep; - PSG->CountC += PSG->PeriodC - old; - if (PSG->CountC <= 0) PSG->CountC = 1; break; case AY_NOISEPER: - PSG->Regs[AY_NOISEPER] &= 0x1F; + PSG->Regs[AY_NOISEPER] &= 0x1f; old = PSG->PeriodN; PSG->PeriodN = PSG->Regs[AY_NOISEPER] * PSG->UpdateStep; - if (PSG->PeriodN == 0) PSG->PeriodN = PSG->UpdateStep; - PSG->CountN += PSG->PeriodN - old; - if (PSG->CountN <= 0) PSG->CountN = 1; break; case AY_ENABLE: @@ -169,17 +180,17 @@ void _AYWriteReg(int n, int r, int v) PSG->lastEnable = PSG->Regs[AY_ENABLE]; break; case AY_AVOL: - PSG->Regs[AY_AVOL] &= 0x1F; + PSG->Regs[AY_AVOL] &= 0x1f; PSG->EnvelopeA = PSG->Regs[AY_AVOL] & 0x10; PSG->VolA = PSG->EnvelopeA ? PSG->VolE : PSG->VolTable[PSG->Regs[AY_AVOL] ? PSG->Regs[AY_AVOL]*2+1 : 0]; break; case AY_BVOL: - PSG->Regs[AY_BVOL] &= 0x1F; + PSG->Regs[AY_BVOL] &= 0x1f; PSG->EnvelopeB = PSG->Regs[AY_BVOL] & 0x10; PSG->VolB = PSG->EnvelopeB ? PSG->VolE : PSG->VolTable[PSG->Regs[AY_BVOL] ? PSG->Regs[AY_BVOL]*2+1 : 0]; break; case AY_CVOL: - PSG->Regs[AY_CVOL] &= 0x1F; + PSG->Regs[AY_CVOL] &= 0x1f; PSG->EnvelopeC = PSG->Regs[AY_CVOL] & 0x10; PSG->VolC = PSG->EnvelopeC ? PSG->VolE : PSG->VolTable[PSG->Regs[AY_CVOL] ? PSG->Regs[AY_CVOL]*2+1 : 0]; break; @@ -187,11 +198,8 @@ void _AYWriteReg(int n, int r, int v) case AY_ECOARSE: old = PSG->PeriodE; PSG->PeriodE = ((PSG->Regs[AY_EFINE] + 256 * PSG->Regs[AY_ECOARSE])) * PSG->UpdateStep; - if (PSG->PeriodE == 0) PSG->PeriodE = PSG->UpdateStep / 2; - PSG->CountE += PSG->PeriodE - old; - if (PSG->CountE <= 0) PSG->CountE = 1; break; case AY_ESHAPE: @@ -221,9 +229,8 @@ void _AYWriteReg(int n, int r, int v) has twice the steps, happening twice as fast. Since the end result is just a smoother curve, we always use the YM2149 behaviour. */ - PSG->Regs[AY_ESHAPE] &= 0x0F; - PSG->Attack = (PSG->Regs[AY_ESHAPE] & 0x04) ? 0x1F : 0x00; - + PSG->Regs[AY_ESHAPE] &= 0x0f; + PSG->Attack = (PSG->Regs[AY_ESHAPE] & 0x04) ? 0x1f : 0x00; if ((PSG->Regs[AY_ESHAPE] & 0x08) == 0) { /* if Continue = 0, map the shape to the equivalent one which has Continue = 1 */ @@ -235,12 +242,10 @@ void _AYWriteReg(int n, int r, int v) PSG->Hold = PSG->Regs[AY_ESHAPE] & 0x01; PSG->Alternate = PSG->Regs[AY_ESHAPE] & 0x02; } - PSG->CountE = PSG->PeriodE; - PSG->CountEnv = 0x1F; + PSG->CountEnv = 0x1f; PSG->Holding = 0; PSG->VolE = PSG->VolTable[PSG->CountEnv ^ PSG->Attack]; - if (PSG->EnvelopeA) PSG->VolA = PSG->VolE; if (PSG->EnvelopeB) PSG->VolB = PSG->VolE; if (PSG->EnvelopeC) PSG->VolC = PSG->VolE; @@ -279,74 +284,76 @@ void _AYWriteReg(int n, int r, int v) // NB. This should be called at twice the 6522 IRQ rate or (eg) 60Hz if no IRQ. void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] { - struct AY8910 * PSG = &AYPSG[chip]; - INT16 * buf1, * buf2, * buf3; + struct AY8910 *PSG = &AYPSG[chip]; + INT16 *buf1,*buf2,*buf3; int outn; buf1 = buffer[0]; buf2 = buffer[1]; buf3 = buffer[2]; - /* The 8910 has three outputs, each output is the mix of one of the three * - * tone generators and of the (single) noise generator. The two are mixed * - * BEFORE going into the DAC. The formula to mix each channel is: * - * (ToneOn | ToneDisable) & (NoiseOn | NoiseDisable). * - * Note that this means that if both tone and noise are disabled, the output * - * is 1, not 0, and can be modulated changing the volume. * - * * - * If the channels are disabled, set their output to 1, and increase the * - * counter, if necessary, so they will not be inverted during this update. * - * Setting the output to 1 is necessary because a disabled channel is locked * - * into the ON state (see above); and it has no effect if the volume is 0. * - * If the volume is 0, increase the counter, but don't touch the output. */ + + /* The 8910 has three outputs, each output is the mix of one of the three */ + /* tone generators and of the (single) noise generator. The two are mixed */ + /* BEFORE going into the DAC. The formula to mix each channel is: */ + /* (ToneOn | ToneDisable) & (NoiseOn | NoiseDisable). */ + /* Note that this means that if both tone and noise are disabled, the output */ + /* is 1, not 0, and can be modulated changing the volume. */ + + + /* If the channels are disabled, set their output to 1, and increase the */ + /* counter, if necessary, so they will not be inverted during this update. */ + /* Setting the output to 1 is necessary because a disabled channel is locked */ + /* into the ON state (see above); and it has no effect if the volume is 0. */ + /* If the volume is 0, increase the counter, but don't touch the output. */ if (PSG->Regs[AY_ENABLE] & 0x01) { - if (PSG->CountA <= length * STEP) PSG->CountA += length * STEP; + if (PSG->CountA <= length*STEP) PSG->CountA += length*STEP; PSG->OutputA = 1; } else if (PSG->Regs[AY_AVOL] == 0) { - /* note that I do count += length, NOT count = length + 1. You might think * - * it's the same since the volume is 0, but doing the latter could cause * - * interferencies when the program is rapidly modulating the volume. */ - if (PSG->CountA <= length * STEP) PSG->CountA += length * STEP; + /* note that I do count += length, NOT count = length + 1. You might think */ + /* it's the same since the volume is 0, but doing the latter could cause */ + /* interferencies when the program is rapidly modulating the volume. */ + if (PSG->CountA <= length*STEP) PSG->CountA += length*STEP; } - if (PSG->Regs[AY_ENABLE] & 0x02) { - if (PSG->CountB <= length * STEP) PSG->CountB += length * STEP; + if (PSG->CountB <= length*STEP) PSG->CountB += length*STEP; PSG->OutputB = 1; } else if (PSG->Regs[AY_BVOL] == 0) { - if (PSG->CountB <= length * STEP) PSG->CountB += length * STEP; + if (PSG->CountB <= length*STEP) PSG->CountB += length*STEP; } - if (PSG->Regs[AY_ENABLE] & 0x04) { - if (PSG->CountC <= length * STEP) PSG->CountC += length * STEP; + if (PSG->CountC <= length*STEP) PSG->CountC += length*STEP; PSG->OutputC = 1; } else if (PSG->Regs[AY_CVOL] == 0) { - if (PSG->CountC <= length * STEP) PSG->CountC += length * STEP; + if (PSG->CountC <= length*STEP) PSG->CountC += length*STEP; } - /* for the noise channel we must not touch OutputN - it's also not necessary * - * since we use outn. */ + /* for the noise channel we must not touch OutputN - it's also not necessary */ + /* since we use outn. */ if ((PSG->Regs[AY_ENABLE] & 0x38) == 0x38) /* all off */ - if (PSG->CountN <= length * STEP) PSG->CountN += length * STEP; + if (PSG->CountN <= length*STEP) PSG->CountN += length*STEP; outn = (PSG->OutputN | PSG->Regs[AY_ENABLE]); + /* buffering loop */ while (length) { - int vola, volb, volc; + int vola,volb,volc; int left; - /* vola, volb and volc keep track of how long each square wave stays * - * in the 1 position during the sample period. */ + + /* vola, volb and volc keep track of how long each square wave stays */ + /* in the 1 position during the sample period. */ vola = volb = volc = 0; left = STEP; @@ -354,38 +361,34 @@ void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] { int nextevent; + if (PSG->CountN < left) nextevent = PSG->CountN; else nextevent = left; if (outn & 0x08) { if (PSG->OutputA) vola += PSG->CountA; - PSG->CountA -= nextevent; - /* PeriodA is the half period of the square wave. Here, in each * - * loop I add PeriodA twice, so that at the end of the loop the * - * square wave is in the same status (0 or 1) it was at the start. * - * vola is also incremented by PeriodA, since the wave has been 1 * - * exactly half of the time, regardless of the initial position. * - * If we exit the loop in the middle, OutputA has to be inverted * - * and vola incremented only if the exit status of the square * - * wave is 1. */ + /* PeriodA is the half period of the square wave. Here, in each */ + /* loop I add PeriodA twice, so that at the end of the loop the */ + /* square wave is in the same status (0 or 1) it was at the start. */ + /* vola is also incremented by PeriodA, since the wave has been 1 */ + /* exactly half of the time, regardless of the initial position. */ + /* If we exit the loop in the middle, OutputA has to be inverted */ + /* and vola incremented only if the exit status of the square */ + /* wave is 1. */ while (PSG->CountA <= 0) { PSG->CountA += PSG->PeriodA; - if (PSG->CountA > 0) { PSG->OutputA ^= 1; - if (PSG->OutputA) vola += PSG->PeriodA; break; } - PSG->CountA += PSG->PeriodA; vola += PSG->PeriodA; } - if (PSG->OutputA) vola -= PSG->CountA; } else @@ -394,13 +397,11 @@ void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] while (PSG->CountA <= 0) { PSG->CountA += PSG->PeriodA; - if (PSG->CountA > 0) { PSG->OutputA ^= 1; break; } - PSG->CountA += PSG->PeriodA; } } @@ -408,41 +409,32 @@ void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] if (outn & 0x10) { if (PSG->OutputB) volb += PSG->CountB; - PSG->CountB -= nextevent; - while (PSG->CountB <= 0) { PSG->CountB += PSG->PeriodB; - if (PSG->CountB > 0) { PSG->OutputB ^= 1; - if (PSG->OutputB) volb += PSG->PeriodB; break; } - PSG->CountB += PSG->PeriodB; volb += PSG->PeriodB; } - if (PSG->OutputB) volb -= PSG->CountB; } else { PSG->CountB -= nextevent; - while (PSG->CountB <= 0) { PSG->CountB += PSG->PeriodB; - if (PSG->CountB > 0) { PSG->OutputB ^= 1; break; } - PSG->CountB += PSG->PeriodB; } } @@ -450,90 +442,74 @@ void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] if (outn & 0x20) { if (PSG->OutputC) volc += PSG->CountC; - PSG->CountC -= nextevent; - while (PSG->CountC <= 0) { PSG->CountC += PSG->PeriodC; - if (PSG->CountC > 0) { PSG->OutputC ^= 1; - if (PSG->OutputC) volc += PSG->PeriodC; break; } - PSG->CountC += PSG->PeriodC; volc += PSG->PeriodC; } - if (PSG->OutputC) volc -= PSG->CountC; } else { PSG->CountC -= nextevent; - while (PSG->CountC <= 0) { PSG->CountC += PSG->PeriodC; - if (PSG->CountC > 0) { PSG->OutputC ^= 1; break; } - PSG->CountC += PSG->PeriodC; } } PSG->CountN -= nextevent; - if (PSG->CountN <= 0) { /* Is noise output going to change? */ - if ((PSG->RNG + 1) & 0x00002) /* (bit0^bit1)? */ + if ((PSG->RNG + 1) & 2) /* (bit0^bit1)? */ { PSG->OutputN = ~PSG->OutputN; outn = (PSG->OutputN | PSG->Regs[AY_ENABLE]); } - /* The Random Number Generator of the 8910 is a 17-bit shift * - * register. The input to the shift register is bit0 XOR bit3 * - * (bit0 is the output). This was verified on AY-3-8910 and * - * YM2149 chips. * - * * - * The following is a fast way to compute bit17 = bit0^bit3. * - * Instead of doing all the logic operations, we only check * - * bit0, relying on the fact that after three shifts of the * - * register, what now is bit3 will become bit0, and will * - * invert, if necessary, bit14, which previously was bit17. */ - if (PSG->RNG & 0x00001) - PSG->RNG ^= 0x24000; /* This version is called the "Galois configuration". */ + /* The Random Number Generator of the 8910 is a 17-bit shift */ + /* register. The input to the shift register is bit0 XOR bit3 */ + /* (bit0 is the output). This was verified on AY-3-8910 and YM2149 chips. */ + /* The following is a fast way to compute bit17 = bit0^bit3. */ + /* Instead of doing all the logic operations, we only check */ + /* bit0, relying on the fact that after three shifts of the */ + /* register, what now is bit3 will become bit0, and will */ + /* invert, if necessary, bit14, which previously was bit17. */ + if (PSG->RNG & 1) PSG->RNG ^= 0x24000; /* This version is called the "Galois configuration". */ PSG->RNG >>= 1; PSG->CountN += PSG->PeriodN; } left -= nextevent; - } - while (left > 0); + } while (left > 0); /* update envelope */ if (PSG->Holding == 0) { PSG->CountE -= STEP; - if (PSG->CountE <= 0) { do { PSG->CountEnv--; PSG->CountE += PSG->PeriodE; - } - while (PSG->CountE <= 0); + } while (PSG->CountE <= 0); /* check envelope current position */ if (PSG->CountEnv < 0) @@ -541,19 +517,18 @@ void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] if (PSG->Hold) { if (PSG->Alternate) - PSG->Attack ^= 0x1F; - + PSG->Attack ^= 0x1f; PSG->Holding = 1; PSG->CountEnv = 0; } else { - /* if CountEnv has looped an odd number of times (usually 1), * - * invert the output. */ + /* if CountEnv has looped an odd number of times (usually 1), */ + /* invert the output. */ if (PSG->Alternate && (PSG->CountEnv & 0x20)) - PSG->Attack ^= 0x1F; + PSG->Attack ^= 0x1f; - PSG->CountEnv &= 0x1F; + PSG->CountEnv &= 0x1f; } } @@ -569,77 +544,90 @@ void AY8910Update(int chip, int16 ** buffer, int length) // [TC: Removed static] *(buf1++) = (vola * PSG->VolA) / STEP; *(buf2++) = (volb * PSG->VolB) / STEP; *(buf3++) = (volc * PSG->VolC) / STEP; -#else // [Tom's code...] +#else // Output PCM wave [-32768...32767] instead of MAME's voltage level [0...32767] // - This allows for better s/w mixing - if (PSG->VolA) + if(PSG->VolA) { - if (vola) + if(vola) *(buf1++) = (vola * PSG->VolA) / STEP; else - *(buf1++) = -(int)PSG->VolA; + *(buf1++) = - (int) PSG->VolA; } else + { *(buf1++) = 0; + } - if (PSG->VolB) + // + + if(PSG->VolB) { - if (volb) + if(volb) *(buf2++) = (volb * PSG->VolB) / STEP; else - *(buf2++) = -(int)PSG->VolB; + *(buf2++) = - (int) PSG->VolB; } else + { *(buf2++) = 0; + } - if (PSG->VolC) + // + + if(PSG->VolC) { - if (volc) + if(volc) *(buf3++) = (volc * PSG->VolC) / STEP; else - *(buf3++) = -(int)PSG->VolC; + *(buf3++) = - (int) PSG->VolC; } else + { *(buf3++) = 0; + } #endif + length--; } } -static void AY8910_set_clock(int chip, int clock) +static void AY8910_set_clock(int chip,int clock) { - struct AY8910 * PSG = &AYPSG[chip]; - - /* The step clock for the tone and noise generators is the chip clock * - * divided by 8; for the envelope generator of the AY-3-8910, it is half * - * that much (clock/16), but the envelope of the YM2149 goes twice as * - * fast, therefore again clock/8. * - * Here we calculate the number of steps which happen during one sample * - * at the given sample rate. No. of events = sample rate / (clock/8). * - * STEP is a multiplier used to turn the fraction into a fixed point * - * number. */ - PSG->UpdateStep = (unsigned int)(((double)STEP * PSG->SampleRate * 8 + clock / 2) / clock); // [TC: unsigned int cast] + struct AY8910 *PSG = &AYPSG[chip]; + + /* the step clock for the tone and noise generators is the chip clock */ + /* divided by 8; for the envelope generator of the AY-3-8910, it is half */ + /* that much (clock/16), but the envelope of the YM2149 goes twice as */ + /* fast, therefore again clock/8. */ + /* Here we calculate the number of steps which happen during one sample */ + /* at the given sample rate. No. of events = sample rate / (clock/8). */ + /* STEP is a multiplier used to turn the fraction into a fixed point */ + /* number. */ + PSG->UpdateStep = (unsigned int) (((double)STEP * PSG->SampleRate * 8 + clock/2) / clock); // [TC: unsigned int cast] } static void build_mixer_table(int chip) { - struct AY8910 * PSG = &AYPSG[chip]; + struct AY8910 *PSG = &AYPSG[chip]; + int i; + double out; - /* calculate the volume->voltage conversion table */ + + /* calculate the volume->voltage conversion table */ /* The AY-3-8910 has 16 levels, in a logarithmic scale (3dB per step) */ /* The YM2149 still has 16 levels for the tone generators, but 32 for */ - /* the envelope generator (1.5dB per step). */ - double out = MAX_OUTPUT; - - for(int i=31; i>0; i--) + /* the envelope generator (1.5dB per step). */ + out = MAX_OUTPUT; + for (i = 31;i > 0;i--) { - PSG->VolTable[i] = (unsigned int)(out + 0.5); /* round to nearest */ // [TC: unsigned int cast] + PSG->VolTable[i] = (unsigned int) (out + 0.5); /* round to nearest */ // [TC: unsigned int cast] + out /= 1.188502227; /* = 10 ^ (1.5/20) = 1.5dB */ } - PSG->VolTable[0] = 0; } @@ -647,48 +635,59 @@ static void build_mixer_table(int chip) void AY8910_reset(int chip) { int i; - struct AY8910 * PSG = &AYPSG[chip]; + struct AY8910 *PSG = &AYPSG[chip]; PSG->register_latch = 0; PSG->RNG = 1; PSG->OutputA = 0; PSG->OutputB = 0; PSG->OutputC = 0; - PSG->OutputN = 0xFF; + PSG->OutputN = 0xff; PSG->lastEnable = -1; /* force a write */ - - for(i=0; iSampleRate = nSampleRate; + +// PSG->PortAread = NULL; +// PSG->PortBread = NULL; +// PSG->PortAwrite = NULL; +// PSG->PortBwrite = NULL; - memset(PSG, 0, sizeof(struct AY8910)); - PSG->SampleRate = sampleRate; - AY8910_set_clock(chip, clock); - build_mixer_table(chip); + AY8910_set_clock(nChip, nClock); + + build_mixer_table(nChip); } } -void AY8910_InitClock(int clock) +//------------------------------------- + +void AY8910_InitClock(int nClock) { - for(int chip=0; chip= MAX_8910) + if(nAyNum >= MAX_8910) return NULL; - return &AYPSG[chipNum].Regs[0]; + return &AYPSG[nAyNum].Regs[0]; } diff --git a/src/gui/button.cpp b/src/gui/button.cpp index b5af684..4c4119f 100755 --- a/src/gui/button.cpp +++ b/src/gui/button.cpp @@ -26,6 +26,8 @@ #define MASK_A 0xFF000000 #endif +using namespace std; // For STL stuff + // // Button class implementation // @@ -33,7 +35,7 @@ /* Some notes about this class: -- Button colors are hardwired (for plain text buttons) +- Button colors are hardwired */ Button::Button(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= 0*/, @@ -76,7 +78,7 @@ Button::Button(uint32 x, uint32 y, SDL_Surface * bU, SDL_Surface * bH/*= NULL*/, extents.h = buttonUp->h; } -Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, std::string s, Element * parent/*= NULL*/): +Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, string s, Element * parent/*= NULL*/): Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent), activated(false), clicked(false), inside(false), buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true), @@ -85,7 +87,7 @@ Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, std::string s, Element * // Create the button surfaces here... } -Button::Button(uint32 x, uint32 y, std::string s, Element * parent/*= NULL*/): +Button::Button(uint32 x, uint32 y, string s, Element * parent/*= NULL*/): Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent), activated(false), clicked(false), inside(false), buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true), @@ -168,6 +170,8 @@ void Button::Draw(void) if (buttonUp == NULL) return; // Bail out if no surface was created... + SDL_Rect rect = GetScreenCoords(); + // Now, draw the appropriate button state! SDL_Surface * picToShow = buttonUp; @@ -178,10 +182,6 @@ void Button::Draw(void) if (buttonDown != NULL && inside && clicked) picToShow = buttonDown; - SDL_Rect rect = GetScreenCoords(); - -//Need to do coverage list blitting here, to avoid unnecessary drawing when doing mouseovers -//Also, need to add suport in Gui()... SDL_BlitSurface(picToShow, NULL, screen, &rect); // This handles alpha blending too! :-D needToRefreshScreen = true; diff --git a/src/gui/button.h b/src/gui/button.h index 8009486..fcf366b 100755 --- a/src/gui/button.h +++ b/src/gui/button.h @@ -8,7 +8,6 @@ #define __BUTTON_H__ #include -//#include #include "element.h" //Apparently this approach doesn't work for inheritance... D'oh! diff --git a/src/gui/draggablewindow.cpp b/src/gui/draggablewindow.cpp index 45635bf..860e35d 100755 --- a/src/gui/draggablewindow.cpp +++ b/src/gui/draggablewindow.cpp @@ -32,8 +32,9 @@ #define MASK_A 0xFF000000 #endif +using namespace std; // For STL stuff + #define BACKGROUND_IMG_TEST -//#define USE_COVERAGE_LISTS // // DraggableWindow class implementation @@ -141,16 +142,6 @@ void DraggableWindow::HandleMouseButton(uint32 x, uint32 y, bool mouseDown) void DraggableWindow::Draw(void) { -#ifdef USE_COVERAGE_LISTS - // These are *always* top level and parentless, so no need to traverse up through - // the parent chain... - for(std::list::iterator i=coverList.begin(); i!=coverList.end(); i++) - SDL_FillRect(screen, &(*i), bgColor); - - // Handle the items this window contains... - for(uint32 i=0; iDraw(); -#else // These are *always* top level and parentless, so no need to traverse up through // the parent chain... //Perhaps we can make these parentable, put the parent traversal in the base class? @@ -176,7 +167,6 @@ void DraggableWindow::Draw(void) // Handle the items this window contains... for(uint32 i=0; iDraw(); -#endif //Prolly don't need this since the close button will do this for us... needToRefreshScreen = true; diff --git a/src/gui/element.cpp b/src/gui/element.cpp index bbaff3c..dc73bb9 100755 --- a/src/gui/element.cpp +++ b/src/gui/element.cpp @@ -15,7 +15,6 @@ // #include "element.h" -#include "guimisc.h" // Various support functions #if SDL_BYTEORDER == SDL_BIG_ENDIAN #define MASK_R 0xFF000000 @@ -47,7 +46,6 @@ Element::Element(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= extents.y = y, extents.w = w, extents.h = h; - coverList.push_back(extents); } Element::Element(uint32 x, uint32 y, uint32 w, uint32 h, @@ -59,7 +57,6 @@ Element::Element(uint32 x, uint32 y, uint32 w, uint32 h, extents.y = y, extents.w = w, extents.h = h; - coverList.push_back(extents); // This *should* allow us to store our colors in an endian safe way... :-/ uint8 * c = (uint8 *)&fgColor; @@ -84,7 +81,7 @@ bool Element::Inside(uint32 x, uint32 y) && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false); } -//Badly named--!!! FIX !!! [DONE] +//Badly named--!!! FIX !!! //SDL_Rect Element::GetParentCorner(void) SDL_Rect Element::GetScreenCoords(void) { @@ -105,7 +102,7 @@ SDL_Rect Element::GetScreenCoords(void) return rect; } -#if 1 +#if 0 //May use this in the future... SDL_Rect Element::GetParentRect(void) { @@ -127,11 +124,6 @@ SDL_Rect Element::GetParentRect(void) } #endif -SDL_Rect Element::GetExtents(void) -{ - return extents; -} - void Element::CreateBackstore(void) { backstore = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32, @@ -148,145 +140,6 @@ void Element::RestoreScreenFromBackstore(void) SDL_BlitSurface(backstore, NULL, screen, &r); } -void Element::SaveScreenToBackstore(void) -{ - SDL_BlitSurface(screen, &extents, backstore, NULL); -} - -void Element::ResetCoverageList(void) -{ - // Setup our coverage list with the entire window area - coverList.empty(); - coverList.push_back(extents); -} - -void Element::AdjustCoverageList(SDL_Rect r) -{ -//Prolly should have a bool here to set whether or not to do this crap, since it -//takes a little time... - - // Here's where we do the coverage list voodoo... :-) - -/* -Steps: - o Check for intersection. If no intersection, then no need to divide rects. - o Loop through current rects. If rect is completely inside passed in rect, remove from list. - o Loop through remaining rects. If rect intersects, decompose to four rects and - exclude degenerate rects, push rest into the coverage list. - -*/ -// std::list::reverse_iterator ri; -// std::list::iterator i; - - // Loop through rects and remove those completely covered by passed in rect. -/* for(i=coverList.begin(); i!=coverList.end(); i++) - { -// if (RectanglesIntersect(r, *i)) - if (RectangleFirstInsideSecond(*i, r)) - { -//This is not right--do a while loop instead of a for loop? - // Remove it from the list... - std::list::iterator next = coverList.erase(i); - } - } -*/ - // Loop through rects and remove those completely covered by passed in rect. - std::list::iterator i = coverList.begin(); - - while (i != coverList.end()) - { - if (RectangleFirstInsideSecond(*i, r)) - i = coverList.erase(i); // This will also advance i to the next item! - else - i++; - } - -//This may not be needed if nothing follows the loop below...! -// if (coverList.empty()) -// return; - - // Check for intersection. If no intersection, then no need to divide rects. - i = coverList.begin(); - - while (i != coverList.end()) - { - if (RectanglesIntersect(r, *i)) - { - // Do the decomposition here. There will always be at least *one* rectangle - // generated by this algorithm, so we know we're OK in removing the original - // from the list. The general pattern looks like this: - // - // +------+ - // |1 | - // +-+--+-+ - // |2|//|3| <- Rectangle "r" is in the center - // +-+--+-+ - // |4 | - // +------+ - // - // Even if r extends beyond the bounds of the rectangle under consideration, - // that's OK because we test to see that the rectangle isn't degenerate - // before adding it to the list. - -//Should probably use a separate list here and splice it in when we're done here... -//Or, could use push_front() to avoid the problem... Neat! Doesn't require a separate list! -//But, we need to remove the currently referenced rect... Another while loop! - -//This approach won't work--if no rect1 then we're screwed! [FIXED] -//Now *that* will work... - SDL_Rect current = *i; - uint32 bottomOfRect1 = current.y; -// uint32 rightOfRect2 = current.x; -// uint32 leftOfRect3 = current.x + current.w; - uint32 topOfRect4 = current.y + current.h; - - // Rectangle #1 (top) - if (r.y > current.y) // Simple rectangle degeneracy test... - { - bottomOfRect1 = r.y; - SDL_Rect rect = current; - rect.h = r.y - current.y; - coverList.push_front(rect); - } - - // Rectangle #4 (bottom) - if (r.y + r.h < current.y + current.h) - { - topOfRect4 = r.y + r.h; - SDL_Rect rect = current; - rect.y = r.y + r.h; - rect.h = (current.y + current.h) - (r.y + r.h); - coverList.push_front(rect); - } - - // Rectangle #2 (left side) - if (r.x > current.x) - { - SDL_Rect rect = current; - rect.w = r.x - current.x; - rect.y = bottomOfRect1; - rect.h = topOfRect4 - bottomOfRect1; - coverList.push_front(rect); - } - - // Rectangle #3 (right side) - if (r.x + r.w < current.x + current.w) - { - SDL_Rect rect; - rect.x = r.x + r.w; - rect.w = (current.x + current.w) - (r.x + r.w); - rect.y = bottomOfRect1; - rect.h = topOfRect4 - bottomOfRect1; - coverList.push_front(rect); - } - - i = coverList.erase(i); // This will also advance i to the next item! - } - else - i++; - } -} - // // Class methods // diff --git a/src/gui/element.h b/src/gui/element.h index a090a96..a53d001 100755 --- a/src/gui/element.h +++ b/src/gui/element.h @@ -13,7 +13,6 @@ enum { WINDOW_CLOSE, MENU_ITEM_CHOSEN, SCREEN_REFRESH_NEEDED }; #include -#include #include "types.h" class Element @@ -35,17 +34,12 @@ class Element //Badly named, though we may code something that does this... // SDL_Rect GetParentCorner(void); SDL_Rect GetScreenCoords(void); - SDL_Rect GetExtents(void); -#if 1 +#if 0 //May use this in the future... SDL_Rect GetParentRect(void); #endif void CreateBackstore(void); void RestoreScreenFromBackstore(void); - void SaveScreenToBackstore(void); - void ResetCoverageList(void); -//Need something to prevent this on Elements that don't have mouseover effects... - void AdjustCoverageList(SDL_Rect r); // Class methods... static void SetScreen(SDL_Surface *); static bool ScreenNeedsRefreshing(void); @@ -58,7 +52,6 @@ class Element uint32 fgColor; uint32 bgColor; SDL_Surface * backstore; - std::list coverList; // Class variables... static SDL_Surface * screen; diff --git a/src/gui/gui.cpp b/src/gui/gui.cpp index 2841992..ef5ef97 100755 --- a/src/gui/gui.cpp +++ b/src/gui/gui.cpp @@ -10,12 +10,12 @@ // --- ---------- ------------------------------------------------------------ // JLH 02/03/2006 Created this file // JLH 03/13/2006 Added functions to allow shutting down GUI externally -// JLH 03/22/2006 Finalized basic multiple window support // -// STILL TO DO: + +// STILL TO FIX: // -// - Memory leak on quitting with a window active [DONE] -// - Multiple window handling [DONE] +// - Memory leak on quitting with a window active +// - Multiple window handling // #include "gui.h" @@ -27,29 +27,23 @@ //#define DEBUG_MAIN_LOOP -//#ifdef DEBUG_MAIN_LOOP +#ifdef DEBUG_MAIN_LOOP #include "log.h" -//#endif +#endif -GUI::GUI(SDL_Surface * mainSurface): menuItem(new MenuItems()) +GUI::GUI(SDL_Surface * mainSurface): mainMenu(new Menu()), menuItem(new MenuItems()) { - windowList.push_back(new Menu()); Element::SetScreen(mainSurface); } GUI::~GUI() { - // Clean up menuItem, if any + if (mainMenu) + delete mainMenu; if (menuItem) delete menuItem; - - // Clean up the rest - - for(std::list::iterator i=windowList.begin(); i!=windowList.end(); i++) - if (*i) - delete *i; } void GUI::AddMenuTitle(const char * title) @@ -65,32 +59,25 @@ void GUI::AddMenuItem(const char * item, Element * (* a)(void)/*= NULL*/, SDLKey void GUI::CommitItemsToMenu(void) { -//We could just do a simple check here to see if more than one item is in the list, -//and if so fail. Make it so you build the menu first before allowing any other action. [DONE] - -//Right now, we just silently fail... - if (windowList.size() > 1) - { - WriteLog("GUI: Can't find menu--more than one item in windowList!\n"); - return; - } - - ((Menu *)(*windowList.begin()))->Add(*menuItem); + mainMenu->Add(*menuItem); } + void GUI::Run(void) { exitGUI = false; - showMouse = true; + + bool showMouse = true; + int mouseX = 0, mouseY = 0; + int oldMouseX = 0, oldMouseY = 0; + Element * mainWindow = NULL; SDL_Event event; - std::list::iterator i; SDL_EnableKeyRepeat(150, 75); - - // Initial update... [Now handled correctly in the constructor] - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->Draw(); - + // Initial update... +//Shouldn't we save the state of the GUI instead of doing things this way? +//We have a memory leak whenever a mainWindow is active and we quit... !!! FIX !!! + mainMenu->Draw(); RenderScreenBuffer(); // Main loop @@ -109,47 +96,35 @@ WriteLog(" -- SDL_USEREVENT\n"); //Mebbe add another user event for screen refresh? Why not! if (event.user.code == WINDOW_CLOSE) { - for(i=windowList.begin(); i!=windowList.end(); i++) - { - if (*i == (Element *)event.user.data1) - { - delete *i; - windowList.erase(i); - break; - } - } + 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 Element pointer and - // which takes no parameters (the "(Element *(*)(void))" part), then + // 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? - Element * window = (*(Element *(*)(void))event.user.data1)(); - - if (window) - windowList.push_back(window); + mainWindow = (*(Element *(*)(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...! - oldMouse.x = mouse.x, oldMouse.y = mouse.y; - mouse.x = mx, mouse.y = my; // This prevents "mouse flash"... + oldMouseX = mouseX, oldMouseY = mouseY; + mouseX = mx, mouseY = my; // This prevents "mouse flash"... } -//There's a *small* problem with the following approach--if a window and a bunch of -//child widgets send this message, we'll get a bunch of unnecessary refresh events... +//There's a *small* problem with this approach--if a window and a bunch of child +//widgets send this message, we'll get a bunch of unnecessary refresh events... //This could be controlled by having the main window refresh itself intelligently... //What we could do instead is set a variable in Element and check it after the fact //to see whether or not a refresh is needed. -//[This is what we do now.] //Dirty rectangle is also possible... else if (event.user.code == SCREEN_REFRESH_NEEDED) @@ -157,235 +132,58 @@ WriteLog(" -- SDL_USEREVENT\n"); } else if (event.type == SDL_ACTIVEEVENT) { -//Need to do a screen refresh here... if (event.active.state == SDL_APPMOUSEFOCUS) showMouse = (event.active.gain ? true : false); - - RenderScreenBuffer(); } else if (event.type == SDL_KEYDOWN) { #ifdef DEBUG_MAIN_LOOP WriteLog(" -- SDL_KEYDOWN\n"); #endif - if (event.key.keysym.sym == SDLK_F1) + if (event.key.keysym.sym == SDLK_F5) exitGUI = true; -//Not sure that this is the right way to handle this... -//Probably should only give this to the top level window... -// for(i=windowList.begin(); i!=windowList.end(); i++) -// (*i)->HandleKey(event.key.keysym.sym); - windowList.back()->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) { #ifdef DEBUG_MAIN_LOOP WriteLog(" -- SDL_MOUSEMOTION\n"); #endif -//This is for tracking a custom mouse cursor, which we're not doing--YET. - oldMouse.x = mouse.x, oldMouse.y = mouse.y; - mouse.x = event.motion.x, mouse.y = event.motion.y; + oldMouseX = mouseX, oldMouseY = mouseY; + mouseX = event.motion.x, mouseY = event.motion.y; -//Not sure that this is the right way to handle this... -//Right now, we should probably only do mouseover for the last item in the list... -//And now we do! -//Though, it seems to screw other things up. Maybe it IS better to pass it to all windows? -//Or maybe to just the ones that aren't completely obscured? -//Probably. Right now, a disk's close button that should be obscured by one sitting on -//top of it gets redrawn. Not good. - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->HandleMouseMove(mouse.x, mouse.y); -// windowList.back()->HandleMouseMove(mouse.x, mouse.y); + if (mainWindow) + mainWindow->HandleMouseMove(mouseX, mouseY); + else + mainMenu->HandleMouseMove(mouseX, mouseY); } else if (event.type == SDL_MOUSEBUTTONDOWN) { #ifdef DEBUG_MAIN_LOOP -WriteLog(" -- SDL_MOUSEBUTTONDOWN\n"); +WriteLog(" -- SDL_MOSEBUTTONDOWN\n"); #endif -//Not sure that this is the right way to handle this... -// What we should do here is ensure that whatever has been clicked on gets moved to the -// highest priority--in our current data schema that would be the end of the list... !!! FIX !!! -//[DONE] - -/* - -We could do the following: - -- Go through list and find which window has been clicked on (if any). If more - than one is clicked on, take the one highest in the Z order (closer to the end - of the list). - -- If item is highest in Z order, pack click through to window and exit. - -- Otherwise, restore backing store on each window in reverse order. - -- Remove item clicked on from the list. Put removed item at the end of the list. - -- Go through list and pass click through to each window in the list. Also do a - blit to backing store and a Draw() for each window. - -Could also do a check (if not clicked on highest Z window) to see which windows -it overlaps and just do restore/redraw for those that overlap. To wit: - -- Create new list containing only those windows that overlap the clicking on window. - -- Go through list and do a blit to backing store and a Draw() for each window. - -- Go through list and pass click through to each window in the list. - -*/ - -#if 0 -#if 0 - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->HandleMouseButton(event.button.x, event.button.y, true); -#else -// We use the 1st algorithm here, since it's simpler. If we need to, we can optimize -// to the 2nd... + uint32 mx = event.button.x, my = event.button.y; - // Walk backward through the list and see if a window was hit. - // This will automagically return us the window with the highest Z. - - std::list::reverse_iterator ri; - std::list::iterator hit;// = windowList.end(); - - for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++) - { - if ((*ri)->Inside(event.button.x, event.button.y)) - { - // Here's a bit of STL weirdness: Converting from a reverse - // iterator to a regular iterator requires backing the iterator - // up a position after grabbing it's base() OR going forward - // one position with the reverse iterator before grabbing base(). - // Ugly, but it get the job done... - hit = (++ri).base(); - // Put it back where we found it, so the tests following this - // don't fail... - ri--; - break; - } - } - - // If we hit the highest in the list, then pass the event through - // to the window for handling. if we hit no windows, then pass the - // event to all windows. Otherwise, we need to shuffle windows. - -//NOTE: We need to pass the click to all windows regardless of whether they're topmost or not... - if (ri == windowList.rbegin()) - { - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->HandleMouseButton(event.button.x, event.button.y, true); - } - else if (ri == windowList.rend()) - { - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->HandleMouseButton(event.button.x, event.button.y, true); - } + if (mainWindow) + mainWindow->HandleMouseButton(mx, my, true); else - { -// - Otherwise, restore backing store on each window in reverse order. - for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++) - (*ri)->RestoreScreenFromBackstore(); - // At this point, the screen has been restored... - -// - Remove item clicked on from the list. Put removed item at the end of the list. - windowList.push_back(*hit); - windowList.erase(hit); -// - Go through list and pass click through to each window in the list. Also do a -// blit to backing store and a Draw() for each window. - for(i=windowList.begin(); i!= windowList.end(); i++) - { - // Grab bg into backstore - (*i)->SaveScreenToBackstore(); - // Pass click - (*i)->HandleMouseButton(event.button.x, event.button.y, true); - // Draw? - (*i)->Draw(); - } - } -#endif -#endif -/* -A slightly different way to handle this would be to loop through all windows, compare -all those above it to see if they obscure it; if so then subdivide it's update rectangle -to eliminate drawing the parts that aren't shown. The beauty of this approach is that -you don't have to care what order the windows are drawn in and you don't need to worry -about the order of restoring the backing store. - -You *do* still need to determine the Z-order of the windows, in order to get the subdivisions -correct, but that's not too terrible. - -Also, when doing a window drag, the coverage lists for all windows have to be regenerated. -*/ - std::list::reverse_iterator ri; - bool movedWindow = false; - - for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++) - { - if ((*ri)->Inside(event.button.x, event.button.y)) - { - // Remove item clicked on from the list & put removed item at the - // end of the list, thus putting the window at the top of the Z - // order. But IFF window is not already topmost! - if (ri != windowList.rbegin()) - { - windowList.push_back(*ri); - // Here's a bit of STL weirdness: Converting from a reverse - // iterator to a regular iterator requires backing the iterator - // up a position after grabbing it's base() OR going forward - // one position with the reverse iterator before grabbing base(). - // Ugly, but it get the job done... - windowList.erase((++ri).base()); - movedWindow = true; - } - - break; - } - } - -//Small problem here: we should only pass the *hit* to the topmost window and pass -//*misses* to everyone else... Otherwise, you can have overlapping draggable windows -//and be able to drag both by clicking on a point that intersects both... -//(though that may be an interesting way to handle things!) - // Pass the click on to all windows - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->HandleMouseButton(event.button.x, event.button.y, true); - -// // & bail if nothing changed... - if (movedWindow) -// return; -{ - // Check for overlap/build coverage lists [O((n^2)/2) algorithm!] -//One way to optimize this would be to only reset coverage lists from the point in -//the Z order where the previous window was. - for(i=windowList.begin(); i!=windowList.end(); i++) - { - (*i)->ResetCoverageList(); - - // This looks odd, but it's just a consequence of iterator weirdness. - // Otherwise we could just stick a j+1 in the for loop below. :-P - std::list::iterator j = i; - j++; - - for(; j!=windowList.end(); j++) - (*i)->AdjustCoverageList((*j)->GetExtents()); - -// (*i)->HandleMouseButton(event.button.x, event.button.y, true); - (*i)->Draw(); - } -} + mainMenu->HandleMouseButton(mx, my, true); } else if (event.type == SDL_MOUSEBUTTONUP) { #ifdef DEBUG_MAIN_LOOP WriteLog(" -- SDL_MOUSEBUTTONUP\n"); #endif -//Not sure that this is the right way to handle this... - for(i=windowList.begin(); i!=windowList.end(); i++) - (*i)->HandleMouseButton(event.button.x, event.button.y, false); -//I think we should only do topmost here... -//Or should we??? -// windowList.back()->HandleMouseButton(event.button.x, event.button.y, false); + uint32 mx = event.button.x, my = event.button.y; + + if (mainWindow) + mainWindow->HandleMouseButton(mx, my, false); + else + mainMenu->HandleMouseButton(mx, my, false); } #ifdef DEBUG_MAIN_LOOP else diff --git a/src/gui/gui.h b/src/gui/gui.h index 05ab391..b67783a 100755 --- a/src/gui/gui.h +++ b/src/gui/gui.h @@ -8,7 +8,7 @@ #define __GUI_H__ #include -#include +#include class Menu; // Now *this* should work, since we've got pointers... class MenuItems; @@ -26,12 +26,10 @@ class GUI void Stop(void); private: -// Menu * mainMenu; + Menu * mainMenu; MenuItems * menuItem; - std::list windowList; + std::vector windowList; bool exitGUI; - bool showMouse; - SDL_Rect mouse, oldMouse; }; #endif // __GUI_H__ diff --git a/src/gui/guimisc.cpp b/src/gui/guimisc.cpp index 53b333d..99a8e35 100755 --- a/src/gui/guimisc.cpp +++ b/src/gui/guimisc.cpp @@ -156,47 +156,6 @@ void DrawStringOpaque(SDL_Surface * screen, uint32 x, uint32 y, uint32 fg, uint3 SDL_FreeSurface(chr); } -bool RectanglesIntersect(SDL_Rect r1, SDL_Rect r2) -{ - // The strategy here is to see if any of the sides of the smaller rect - // fall within the larger. - -/* - +-----------------+ r1 - | | - | +------+ r2 | - | | | | - | | | | - | +------+ | - | | - +-----------------+ - -*/ - -//This approach fails if r2 is inside of r1. !!! FIX !!! [DONE] - if (RectangleFirstInsideSecond(r2, r1)) - return true; - - if ((r1.x > r2.x && r1.x < (r2.x + r2.w)) - || ((r1.x + r1.w) > r2.x && (r1.x + r1.w) < (r2.x + r2.w)) - || (r1.y > r2.y && r1.y < (r2.y + r2.h)) - || ((r1.y + r1.h) > r2.y && (r1.y + r1.h) < (r2.y + r2.h))) - return true; - - return false; -} - -bool RectangleFirstInsideSecond(SDL_Rect r1, SDL_Rect r2) -{ - if ((r1.x > r2.x && (r1.x + r1.w) > r2.x) - && (r1.x < (r2.x + r2.w) && (r1.x + r1.w) < (r2.x + r2.w)) - && (r1.y > r2.y && (r1.y + r1.h) > r2.y) - && (r1.y < (r2.y + r2.h) && (r1.y + r1.h) < (r2.y + r2.h))) - return true; - - return false; -} - // // Various GUI bitmaps diff --git a/src/gui/guimisc.h b/src/gui/guimisc.h index 84da874..6382cc9 100755 --- a/src/gui/guimisc.h +++ b/src/gui/guimisc.h @@ -48,9 +48,7 @@ uint32 GetFontHeight(void); void DrawStringTrans(SDL_Surface * screen, uint32 x, uint32 y, uint32 color, const char * text, ...); void DrawStringOpaque(SDL_Surface * screen, uint32 x, uint32 y, uint32 fg, uint32 bg, const char * text, ...); -//Not sure these belong here, but there you go... -bool RectanglesIntersect(SDL_Rect r1, SDL_Rect r2); -bool RectangleFirstInsideSecond(SDL_Rect r1, SDL_Rect r2); +void DrawStringOpaqueSmall(SDL_Surface * screen, uint32 x, uint32 y, uint32 fg, uint32 bg, const char * text, ...); // GUI bitmaps (exported) diff --git a/src/gui/textedit.cpp b/src/gui/textedit.cpp index 96e45e7..96be146 100755 --- a/src/gui/textedit.cpp +++ b/src/gui/textedit.cpp @@ -27,12 +27,14 @@ #define MASK_A 0xFF000000 #endif +using namespace std; // For STL stuff + // // Text edit class implementation // TextEdit::TextEdit(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= 0*/, - std::string s/*= ""*/, Element * parent/*= NULL*/): + string s/*= ""*/, Element * parent/*= NULL*/): Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x40, 0x40, 0xFF, parent), activated(false), clicked(false), inside(false), img(NULL), text(s), caretPos(0), scrollPos(0), @@ -225,7 +227,7 @@ void TextEdit::Notify(Element *) { } -std::string TextEdit::GetText(void) +string TextEdit::GetText(void) { return text; } diff --git a/src/gui/window.cpp b/src/gui/window.cpp index 0f460ea..75b6cc1 100755 --- a/src/gui/window.cpp +++ b/src/gui/window.cpp @@ -18,12 +18,6 @@ #include "guimisc.h" // Various support functions #include -// Debug support... -//#define DESTRUCTOR_TESTING - -// Rendering experiment... -#define USE_COVERAGE_LISTS - #if SDL_BYTEORDER == SDL_BIG_ENDIAN #define MASK_R 0xFF000000 #define MASK_G 0x00FF0000 @@ -36,6 +30,8 @@ #define MASK_A 0xFF000000 #endif +using namespace std; // For STL stuff + // // Window class implementation // @@ -63,9 +59,6 @@ Window::Window(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= 0* Window::~Window() { -#ifdef DESTRUCTOR_TESTING -printf("Inside ~Window()...\n"); -#endif for(uint32 i=0; i::iterator i=coverList.begin(); i!=coverList.end(); i++) - SDL_FillRect(screen, &(*i), bgColor); - - // Handle the items this window contains... - for(uint32 i=0; iDraw(); -#else // These are *always* top level and parentless, so no need to traverse up through // the parent chain... SDL_FillRect(screen, &extents, bgColor); @@ -124,7 +107,6 @@ void Window::Draw(void) // Handle the items this window contains... for(uint32 i=0; iDraw(); -#endif //Prolly don't need this since the close button will do this for us... needToRefreshScreen = true; @@ -135,9 +117,7 @@ void Window::Notify(Element * e) if (e == closeButton) { SDL_Event event; - event.type = SDL_USEREVENT; - event.user.code = WINDOW_CLOSE; - event.user.data1 = (void *)this; + event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE; SDL_PushEvent(&event); } } diff --git a/src/v65c02.cpp b/src/v65c02.cpp index a98c16f..9c23833 100755 --- a/src/v65c02.cpp +++ b/src/v65c02.cpp @@ -15,6 +15,7 @@ //However, the Atari version *does* occassionally pick strength while the Apple //versions do not--which would seem to indicate a bug either in the RNG algorithm, //the 65C02 core, or the Apple hardware. Need to investigate all three! +//[As it turns out, it was a problem with the Apple RNG written by Origin. Bad Origin!] #define __DEBUG__ //#define __DEBUGMON__ @@ -917,10 +918,10 @@ static void OpDE(void) // DEC ABS, X Here's one problem: DEX is setting the N flag! D3EE: A2 09 LDX #$09 [PC=D3F0, SP=01F7, CC=---B-I-C, A=01, X=09, Y=08] -D3F0: 98 TYA [PC=D3F1, SP=01F7, CC=N--B-I-C, A=08, X=09, Y=08] -D3F1: 48 PHA [PC=D3F2, SP=01F6, CC=N--B-I-C, A=08, X=09, Y=08] +D3F0: 98 TYA [PC=D3F1, SP=01F7, CC=N--B-I-C, A=08, X=09, Y=08] +D3F1: 48 PHA [PC=D3F2, SP=01F6, CC=N--B-I-C, A=08, X=09, Y=08] D3F2: B5 93 LDA $93,X [PC=D3F4, SP=01F6, CC=---B-IZC, A=00, X=09, Y=08] -D3F4: CA DEX [PC=D3F5, SP=01F6, CC=N--B-I-C, A=00, X=08, Y=08] +D3F4: CA DEX [PC=D3F5, SP=01F6, CC=N--B-I-C, A=00, X=08, Y=08] D3F5: 10 FA BPL $D3F1 [PC=D3F7, SP=01F6, CC=N--B-I-C, A=00, X=08, Y=08] D3F7: 20 84 E4 JSR $E484 [PC=E484, SP=01F4, CC=N--B-I-C, A=00, X=08, Y=08] @@ -1130,6 +1131,7 @@ JSR Absolute JSR Abs 20 3 6 //This is not jumping to the correct address... !!! FIX !!! [DONE] static void Op20(void) // JSR { +// The whole ret - 1 probably stems from a fetch/push/fetch/push sequence... uint16 addr = RdMemW(regs.pc); regs.pc++; // Since it pushes return address - 1... regs.WrMem(0x0100 + regs.sp--, regs.pc >> 8); -- 2.37.2