# -ffast-math -fomit-frame-pointer `sdl-config --cflags` -fprofile-arcs -ftest-coverage
# No optimization for profiling with gprof...
CFLAGS = -MMD -Wall -Wno-switch -D$(SYSTYPE) \
- -ffast-math `sdl-config --cflags` -pg
+ -ffast-math `sdl-config --cflags` -pg -g
CPPFLAGS = -MMD -Wall -Wno-switch -Wno-non-virtual-dtor -D$(SYSTYPE) \
- -ffast-math `sdl-config --cflags` -pg
+ -ffast-math `sdl-config --cflags` -pg -g
# -fomit-frame-pointer `sdl-config --cflags` -g
# -fomit-frame-pointer `sdl-config --cflags` -DLOG_UNMAPPED_MEMORY_ACCESSES
OBJS = \
obj/button.o \
obj/draggablewindow.o \
+ obj/draggablewindow2.o \
obj/element.o \
obj/gui.o \
obj/guimisc.o \
# 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
#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
#include "gui/gui.h"
#include "gui/window.h"
-#include "gui/draggablewindow.h"
+#include "gui/draggablewindow2.h"
#include "gui/textedit.h"
using namespace std;
Element * TestWindow(void)
{
- Element * win = new DraggableWindow(10, 10, 128, 128);
+ Element * win = new DraggableWindow2(10, 10, 128, 128);
// ((DraggableWindow *)win)->AddElement(new TextEdit(4, 16, 92, 0, "u2prog.dsk", win));
return win;
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)
{
// freely available as well.
//
-// JLH: Removed MAME specific crap
+// JLH: Commented out MAME specific crap
#include <string.h> // for memset()
#include "ay8910.h"
-///////////////////////////////////////////////////////////
-// 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
+#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;
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:
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;
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:
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 */
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;
// 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;
{
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
while (PSG->CountA <= 0)
{
PSG->CountA += PSG->PeriodA;
+
if (PSG->CountA > 0)
{
PSG->OutputA ^= 1;
break;
}
+
PSG->CountA += PSG->PeriodA;
}
}
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;
}
}
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) & 2) /* (bit0^bit1)? */
+ if ((PSG->RNG + 1) & 0x00002) /* (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 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 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)
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;
}
}
*(buf1++) = (vola * PSG->VolA) / STEP;
*(buf2++) = (volb * PSG->VolB) / STEP;
*(buf3++) = (volc * PSG->VolC) / STEP;
-#else
+#else // [Tom's code...]
// 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];
- int i;
- double out;
+ struct AY8910 * PSG = &AYPSG[chip];
-
- /* 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). */
- out = MAX_OUTPUT;
- for (i = 31;i > 0;i--)
- {
- PSG->VolTable[i] = (unsigned int) (out + 0.5); /* round to nearest */ // [TC: unsigned int cast]
+ /* the envelope generator (1.5dB per step). */
+ double out = MAX_OUTPUT;
+ for(int i=31; i>0; i--)
+ {
+ 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;
}
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;i < AY_PORTA;i++)
- _AYWriteReg(chip,i,0); /* AYWriteReg() uses the timer system; we cannot */
- /* call it at this time because the timer system */
- /* has not been initialized. */
+
+ for(i=0; i<AY_PORTA; i++)
+ _AYWriteReg(chip, i, 0); /* AYWriteReg() uses the timer system; we cannot */
+ /* call it at this time because the timer system */
+ /* has not been initialized. */
}
-//-------------------------------------
+// This stuff looks like Tom's code, so let's streamline and un-MSHungarianize this shit:
+// [DONE]
-void AY8910_InitAll(int nClock, int nSampleRate)
+void AY8910_InitAll(int clock, int sampleRate)
{
- for(int nChip=0; nChip<MAX_8910; nChip++)
+ for(int chip=0; chip<MAX_8910; chip++)
{
- struct AY8910 *PSG = &AYPSG[nChip];
-
- memset(PSG,0,sizeof(struct AY8910));
- PSG->SampleRate = nSampleRate;
-
-// PSG->PortAread = NULL;
-// PSG->PortBread = NULL;
-// PSG->PortAwrite = NULL;
-// PSG->PortBwrite = NULL;
+ struct AY8910 * PSG = &AYPSG[chip];
- AY8910_set_clock(nChip, nClock);
-
- build_mixer_table(nChip);
+ memset(PSG, 0, sizeof(struct AY8910));
+ PSG->SampleRate = sampleRate;
+ AY8910_set_clock(chip, clock);
+ build_mixer_table(chip);
}
}
-//-------------------------------------
-
-void AY8910_InitClock(int nClock)
+void AY8910_InitClock(int clock)
{
- for(int nChip=0; nChip<MAX_8910; nChip++)
- {
- AY8910_set_clock(nChip, nClock);
- }
+ for(int chip=0; chip<MAX_8910; chip++)
+ AY8910_set_clock(chip, clock);
}
-//-------------------------------------
-
-uint8 * AY8910_GetRegsPtr(uint16 nAyNum)
+uint8 * AY8910_GetRegsPtr(uint16 chipNum)
{
- if(nAyNum >= MAX_8910)
+ if (chipNum >= MAX_8910)
return NULL;
- return &AYPSG[nAyNum].Regs[0];
+ return &AYPSG[chipNum].Regs[0];
}
#define MASK_A 0xFF000000
#endif
-using namespace std; // For STL stuff
-
//
// Button class implementation
//
/*
Some notes about this class:
-- Button colors are hardwired
+- Button colors are hardwired (for plain text buttons)
*/
Button::Button(uint32 x/*= 0*/, uint32 y/*= 0*/, uint32 w/*= 0*/, uint32 h/*= 0*/,
extents.h = buttonUp->h;
}
-Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, string s, Element * parent/*= NULL*/):
+Button::Button(uint32 x, uint32 y, uint32 w, uint32 h, std::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),
// Create the button surfaces here...
}
-Button::Button(uint32 x, uint32 y, string s, Element * parent/*= NULL*/):
+Button::Button(uint32 x, uint32 y, std::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),
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;
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;
#define __BUTTON_H__
#include <string>
+//#include <list>
#include "element.h"
//Apparently this approach doesn't work for inheritance... D'oh!
#define MASK_A 0xFF000000
#endif
-using namespace std; // For STL stuff
-
#define BACKGROUND_IMG_TEST
+//#define USE_COVERAGE_LISTS
//
// DraggableWindow class implementation
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<SDL_Rect>::iterator i=coverList.begin(); i!=coverList.end(); i++)
+ SDL_FillRect(screen, &(*i), bgColor);
+
+ // Handle the items this window contains...
+ for(uint32 i=0; i<list.size(); i++)
+ list[i]->Draw();
+#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?
// Handle the items this window contains...
for(uint32 i=0; i<list.size(); i++)
list[i]->Draw();
+#endif
//Prolly don't need this since the close button will do this for us...
needToRefreshScreen = true;
//
#include "element.h"
+#include "guimisc.h" // Various support functions
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
extents.y = y,
extents.w = w,
extents.h = h;
+ coverList.push_back(extents);
}
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;
&& y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false);
}
-//Badly named--!!! FIX !!!
+//Badly named--!!! FIX !!! [DONE]
//SDL_Rect Element::GetParentCorner(void)
SDL_Rect Element::GetScreenCoords(void)
{
return rect;
}
-#if 0
+#if 1
//May use this in the future...
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,
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<Element *>::reverse_iterator ri;
+// std::list<SDL_Rect>::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<SDL_Rect>::iterator next = coverList.erase(i);
+ }
+ }
+*/
+ // Loop through rects and remove those completely covered by passed in rect.
+ std::list<SDL_Rect>::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
//
enum { WINDOW_CLOSE, MENU_ITEM_CHOSEN, SCREEN_REFRESH_NEEDED };
#include <SDL.h>
+#include <list>
#include "types.h"
class Element
//Badly named, though we may code something that does this...
// SDL_Rect GetParentCorner(void);
SDL_Rect GetScreenCoords(void);
-#if 0
+ SDL_Rect GetExtents(void);
+#if 1
//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);
uint32 fgColor;
uint32 bgColor;
SDL_Surface * backstore;
+ std::list<SDL_Rect> coverList;
// Class variables...
static SDL_Surface * screen;
// --- ---------- ------------------------------------------------------------
// 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 FIX:
+// STILL TO DO:
//
-// - Memory leak on quitting with a window active
-// - Multiple window handling
+// - Memory leak on quitting with a window active [DONE]
+// - Multiple window handling [DONE]
//
#include "gui.h"
//#define DEBUG_MAIN_LOOP
-#ifdef DEBUG_MAIN_LOOP
+//#ifdef DEBUG_MAIN_LOOP
#include "log.h"
-#endif
+//#endif
-GUI::GUI(SDL_Surface * mainSurface): mainMenu(new Menu()), menuItem(new MenuItems())
+GUI::GUI(SDL_Surface * mainSurface): menuItem(new MenuItems())
{
+ windowList.push_back(new Menu());
Element::SetScreen(mainSurface);
}
GUI::~GUI()
{
- if (mainMenu)
- delete mainMenu;
+ // Clean up menuItem, if any
if (menuItem)
delete menuItem;
+
+ // Clean up the rest
+
+ for(std::list<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
+ if (*i)
+ delete *i;
}
void GUI::AddMenuTitle(const char * title)
void GUI::CommitItemsToMenu(void)
{
- mainMenu->Add(*menuItem);
-}
+//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);
+}
void GUI::Run(void)
{
exitGUI = false;
-
- bool showMouse = true;
- int mouseX = 0, mouseY = 0;
- int oldMouseX = 0, oldMouseY = 0;
- Element * mainWindow = NULL;
+ showMouse = true;
SDL_Event event;
+ std::list<Element *>::iterator i;
SDL_EnableKeyRepeat(150, 75);
- // 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();
+
+ // Initial update... [Now handled correctly in the constructor]
+ for(i=windowList.begin(); i!=windowList.end(); i++)
+ (*i)->Draw();
+
RenderScreenBuffer();
// Main loop
//Mebbe add another user event for screen refresh? Why not!
if (event.user.code == WINDOW_CLOSE)
{
- delete mainWindow;
- mainWindow = NULL;
+ for(i=windowList.begin(); i!=windowList.end(); i++)
+ {
+ if (*i == (Element *)event.user.data1)
+ {
+ delete *i;
+ windowList.erase(i);
+ break;
+ }
+ }
}
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
+ // data1 as a pointer to a function which returns a Element pointer and
+ // which takes no parameters (the "(Element *(*)(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 = (*(Element *(*)(void))event.user.data1)();
+ Element * window = (*(Element *(*)(void))event.user.data1)();
+
+ if (window)
+ windowList.push_back(window);
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"...
+ oldMouse.x = mouse.x, oldMouse.y = mouse.y;
+ mouse.x = mx, mouse.y = my; // This prevents "mouse flash"...
}
-//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...
+//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...
//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)
}
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_F5)
+ if (event.key.keysym.sym == SDLK_F1)
exitGUI = true;
- if (mainWindow)
- mainWindow->HandleKey(event.key.keysym.sym);
- else
- mainMenu->HandleKey(event.key.keysym.sym);
+//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);
}
else if (event.type == SDL_MOUSEMOTION)
{
#ifdef DEBUG_MAIN_LOOP
WriteLog(" -- SDL_MOUSEMOTION\n");
#endif
- oldMouseX = mouseX, oldMouseY = mouseY;
- mouseX = event.motion.x, mouseY = event.motion.y;
+//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;
- if (mainWindow)
- mainWindow->HandleMouseMove(mouseX, mouseY);
- else
- mainMenu->HandleMouseMove(mouseX, mouseY);
+//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);
}
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
#ifdef DEBUG_MAIN_LOOP
-WriteLog(" -- SDL_MOSEBUTTONDOWN\n");
+WriteLog(" -- SDL_MOUSEBUTTONDOWN\n");
#endif
- uint32 mx = event.button.x, my = event.button.y;
+//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...
- if (mainWindow)
- mainWindow->HandleMouseButton(mx, my, true);
+ // 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<Element *>::reverse_iterator ri;
+ std::list<Element *>::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);
+ }
else
- mainMenu->HandleMouseButton(mx, my, true);
+ {
+// - 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<Element *>::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<Element *>::iterator j = i;
+ j++;
+
+ for(; j!=windowList.end(); j++)
+ (*i)->AdjustCoverageList((*j)->GetExtents());
+
+// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
+ (*i)->Draw();
+ }
+}
}
else if (event.type == SDL_MOUSEBUTTONUP)
{
#ifdef DEBUG_MAIN_LOOP
WriteLog(" -- SDL_MOUSEBUTTONUP\n");
#endif
- uint32 mx = event.button.x, my = event.button.y;
-
- if (mainWindow)
- mainWindow->HandleMouseButton(mx, my, false);
- else
- mainMenu->HandleMouseButton(mx, my, false);
+//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);
}
#ifdef DEBUG_MAIN_LOOP
else
#define __GUI_H__
#include <SDL.h>
-#include <vector>
+#include <list>
class Menu; // Now *this* should work, since we've got pointers...
class MenuItems;
void Stop(void);
private:
- Menu * mainMenu;
+// Menu * mainMenu;
MenuItems * menuItem;
- std::vector<Element *> windowList;
+ std::list<Element *> windowList;
bool exitGUI;
+ bool showMouse;
+ SDL_Rect mouse, oldMouse;
};
#endif // __GUI_H__
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
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, ...);
-void DrawStringOpaqueSmall(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);
// GUI bitmaps (exported)
#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*/,
- string s/*= ""*/, Element * parent/*= NULL*/):
+ std::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),
{
}
-string TextEdit::GetText(void)
+std::string TextEdit::GetText(void)
{
return text;
}
#include "guimisc.h" // Various support functions
#include <algorithm>
+// 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
#define MASK_A 0xFF000000
#endif
-using namespace std; // For STL stuff
-
//
// Window class implementation
//
Window::~Window()
{
+#ifdef DESTRUCTOR_TESTING
+printf("Inside ~Window()...\n");
+#endif
for(uint32 i=0; i<list.size(); i++)
if (list[i])
delete list[i];
void Window::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<SDL_Rect>::iterator i=coverList.begin(); i!=coverList.end(); i++)
+ SDL_FillRect(screen, &(*i), bgColor);
+
+ // Handle the items this window contains...
+ for(uint32 i=0; i<list.size(); i++)
+ list[i]->Draw();
+#else
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
SDL_FillRect(screen, &extents, bgColor);
// Handle the items this window contains...
for(uint32 i=0; i<list.size(); i++)
list[i]->Draw();
+#endif
//Prolly don't need this since the close button will do this for us...
needToRefreshScreen = true;
if (e == closeButton)
{
SDL_Event event;
- event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
+ event.type = SDL_USEREVENT;
+ event.user.code = WINDOW_CLOSE;
+ event.user.data1 = (void *)this;
SDL_PushEvent(&event);
}
}
//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__
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]
//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);