# -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
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/draggablewindow2.h"
+#include "gui/draggablewindow.h"
#include "gui/textedit.h"
using namespace std;
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;
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: Commented out MAME specific crap
+// JLH: Removed MAME specific crap
#include <string.h> // 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;
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) & 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)
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 // [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;
}
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 clock, int sampleRate)
+void AY8910_InitAll(int nClock, int nSampleRate)
{
- for(int chip=0; chip<MAX_8910; chip++)
+ for(int nChip=0; nChip<MAX_8910; nChip++)
{
- struct AY8910 * PSG = &AYPSG[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;
- 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; chip++)
- AY8910_set_clock(chip, clock);
+ for(int nChip=0; nChip<MAX_8910; nChip++)
+ {
+ AY8910_set_clock(nChip, nClock);
+ }
}
-uint8 * AY8910_GetRegsPtr(uint16 chipNum)
+//-------------------------------------
+
+uint8 * AY8910_GetRegsPtr(uint16 nAyNum)
{
- if (chipNum >= MAX_8910)
+ if(nAyNum >= MAX_8910)
return NULL;
- return &AYPSG[chipNum].Regs[0];
+ return &AYPSG[nAyNum].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 (for plain text buttons)
+- Button colors are hardwired
*/
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, 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),
// 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),
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 !!! [DONE]
+//Badly named--!!! FIX !!!
//SDL_Rect Element::GetParentCorner(void)
SDL_Rect Element::GetScreenCoords(void)
{
return rect;
}
-#if 1
+#if 0
//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);
- 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);
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 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"
//#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<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
- if (*i)
- delete *i;
}
void GUI::AddMenuTitle(const char * title)
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<Element *>::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
//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)
}
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<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);
- }
+ 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<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();
- }
-}
+ 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
#define __GUI_H__
#include <SDL.h>
-#include <list>
+#include <vector>
class Menu; // Now *this* should work, since we've got pointers...
class MenuItems;
void Stop(void);
private:
-// Menu * mainMenu;
+ Menu * mainMenu;
MenuItems * menuItem;
- std::list<Element *> windowList;
+ std::vector<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, ...);
-//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)
#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),
{
}
-std::string TextEdit::GetText(void)
+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.user.data1 = (void *)this;
+ event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
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);