// Private function prototypes
+void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap);
+void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 opacity, const char * text, ...);
+void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...);
+void LoadROM(void);
+void RunEmu(void);
+void Quit(void);
+void About(void);
+
// Local global variables
int mouseX, mouseY;
// 0 000 00 11 111 0 0000 -> 03E0
// 0 000 00 11 000 0 0000 -> 0300
+#define NUM_MENU_ITEMS 3
+char * menu[NUM_MENU_ITEMS] = { "File", "Settings", "Options" };
+
+char * menu1[4] = { "Load...", "Reset", "Run", "Quit" };
+char * menu2[3] = { "Video...", "Audio...", "Misc..." };
+char * menu3[1] = { "About..." };
+
+char ** subMenu[NUM_MENU_ITEMS] = { menu1, menu2, menu3 };
+uint8 subMenuNumItems[NUM_MENU_ITEMS] = { 4, 3, 1 };
+
+void (* menu1Action[4])(void) = { LoadROM, NULL, RunEmu, Quit };
+void (* menu2Action[3])(void) = { NULL, NULL, NULL };
+void (* menu3Action[1])(void) = { About };
+void (** subMenuAction[NUM_MENU_ITEMS])(void) = { menu1Action, menu2Action, menu3Action };
+
+//
+// Local GUI classes
+//
+
+class Element
+{
+ public:
+ virtual void HandleKey(SDLKey key) = 0;
+ virtual void HandleMouseMove(uint32 x, uint32 y) = 0;
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) = 0;
+ virtual void Draw(uint32, uint32) = 0;
+//Needed? virtual ~Element() = 0;
+//We're not allocating anything in the base class, so the answer would be NO.
+ bool Inside(uint32 x, uint32 y);
+ // Class method
+ static void SetScreenAndPitch(int16 * s, uint32 p) { screenBuffer = s, pitch = p; }
+
+ protected:
+ SDL_Rect extents;
+ // Class variables...
+ static int16 * screenBuffer;
+ static uint32 pitch;
+};
+
+int16 * Element::screenBuffer = NULL;
+uint32 Element::pitch = 0;
+
+bool Element::Inside(uint32 x, uint32 y)
+{
+ return (x >= (uint32)extents.x && x < (uint32)(extents.x + extents.w)
+ && y >= (uint32)extents.y && y < (uint32)(extents.y + extents.h) ? true : false);
+}
+
+class Button: public Element
+{
+ public:
+ Button(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): clicked(false),
+ inside(false), fgColor(0xFFFF), bgColor(0x03E0)
+ { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+
+ protected:
+ bool clicked, inside;
+ uint16 fgColor, bgColor;
+};
+
+void Button::HandleMouseMove(uint32 x, uint32 y)
+{
+ inside = Inside(x, y);
+}
+
+void Button::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ if (inside && mouseDown)
+ clicked = true;
+ else
+ clicked = false;
+}
+
+void Button::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+ uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
+
+ for(uint32 y=0; y<extents.h; y++)
+ {
+ for(uint32 x=0; x<extents.w; x++)
+ {
+ // Doesn't clip in y axis! !!! FIX !!!
+ if (extents.x + x < pitch)
+ screenBuffer[addr + x + (y * pitch)]
+ = (clicked ? fgColor : (inside ? 0x43F0 : bgColor));
+ }
+ }
+}
+
+class Window: public Element
+{
+ public:
+ Window(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 0): /*clicked(false),
+ inside(false),*/ fgColor(0x4FF0), bgColor(0xFE10)
+ { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ void AddElement(Element * e);
+
+ protected:
+// bool clicked, inside;
+ uint16 fgColor, bgColor;
+ vector<Element *> list;
+};
+
+void Window::HandleMouseMove(uint32 x, uint32 y)
+{
+ // Handle the items this window contains...
+ for(uint32 i=0; i<list.size(); i++)
+ // Make coords relative to upper right corner of this window...
+ list[i]->HandleMouseMove(x - extents.x, y - extents.y);
+}
+
+void Window::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ // Handle the items this window contains...
+ for(uint32 i=0; i<list.size(); i++)
+ // Make coords relative to upper right corner of this window...
+ list[i]->HandleMouseButton(x - extents.x, y - extents.y, mouseDown);
+}
+
+void Window::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+ uint32 addr = (extents.x + offsetX) + ((extents.y + offsetY) * pitch);
+
+ for(uint32 y=0; y<extents.h; y++)
+ {
+ for(uint32 x=0; x<extents.w; x++)
+ {
+ // Doesn't clip in y axis! !!! FIX !!!
+ if (extents.x + x < pitch)
+ screenBuffer[addr + x + (y * pitch)] = bgColor;
+ }
+ }
+
+ // Handle the items this window contains...
+ for(uint32 i=0; i<list.size(); i++)
+ list[i]->Draw(extents.x, extents.y);
+}
+
+void Window::AddElement(Element * e)
+{
+ list.push_back(e);
+}
+
+struct NameAction
+{
+ string name;
+ void (* action)(void);
+ bool isWindow;
+
+ NameAction(string n, void (* a)(void) = NULL, bool w = false): name(n), action(a),
+ isWindow(w) {}
+};
+
+class MenuItems
+{
+ public:
+ MenuItems(): charLength(0) {}
+
+ string title;
+ vector<NameAction> item;
+ uint32 charLength;
+ SDL_Rect extents;
+};
+
+class Menu: public Element
+{
+ public:
+ Menu(uint32 x = 0, uint32 y = 0, uint32 w = 0, uint32 h = 8,
+ uint16 fgc = 0x1CFF, uint16 bgc = 0x000F, uint16 fgch = 0x421F,
+ uint16 bgch = 0x1CFF): clicked(false), inside(0), fgColor(fgc), bgColor(bgc),
+ fgColorHL(fgch), bgColorHL(bgch), menuChosen(-1), menuItemChosen(-1)
+ { extents.x = x, extents.y = y, extents.w = w, extents.h = h; }
+ virtual void HandleKey(SDLKey key);
+ virtual void HandleMouseMove(uint32 x, uint32 y);
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown);
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0);
+ void Add(MenuItems mi);
+
+ protected:
+ bool clicked;
+ uint32 inside;
+ uint16 fgColor, bgColor, fgColorHL, bgColorHL;
+ int menuChosen, menuItemChosen;
+
+ private:
+ vector<MenuItems> itemList;
+};
+
+void Menu::HandleKey(SDLKey Key)
+{
+}
+
+void Menu::HandleMouseMove(uint32 x, uint32 y)
+{
+ if (!Inside(x, y))
+ inside = 0;
+ else
+ {
+ // Find out *where* we are inside the menu bar
+ uint32 xpos = extents.x;
+
+ for(uint32 i=0; i<itemList.size(); i++)
+ {
+ uint32 width = (itemList[i].title.length() + 2) * 8;
+
+ if (x >= xpos && x < xpos + width)
+ {
+ inside = i + 1;
+ break;
+ }
+
+ xpos += width;
+ }
+ }
+}
+
+void Menu::HandleMouseButton(uint32 x, uint32 y, bool mouseDown)
+{
+ if (inside && mouseDown)
+ clicked = true, menuChosen = inside - 1;
+// else
+ if (!inside && mouseDown)
+ clicked = false, menuChosen = -1;
+}
+
+void Menu::Draw(uint32 offsetX/*= 0*/, uint32 offsetY/*= 0*/)
+{
+ uint32 xpos = extents.x + offsetX;
+
+ for(uint32 i=0; i<itemList.size(); i++)
+ {
+ uint16 color1 = fgColor, color2 = bgColor;
+ if (inside == (i + 1) || (menuChosen != -1 && (uint32)menuChosen == i))
+ color1 = fgColorHL, color2 = bgColorHL;
+
+ DrawStringOpaque(screenBuffer, xpos, extents.y + offsetY, color1, color2,
+ " %s ", itemList[i].title.c_str());
+ xpos += (itemList[i].title.length() + 2) * 8;
+ }
+
+ // Draw sub menu
+ if (clicked)
+ {
+// menuItemChosen = -1;
+ uint32 ypos = extents.y + 9;
+
+ for(uint32 i=0; i<itemList[menuChosen].item.size(); i++)
+ {
+ uint16 color1 = fgColor, color2 = bgColor;
+
+//This won't work...
+// if (((uint32)mouseX >= menuXPos && (uint32)mouseX < menuXPos + (length + 2) * 8)
+// && mouseY >= (extents.y + 9 + i * 8) && mouseY < (extents.y + 9 + (i + 1) * 8))
+// color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
+
+ DrawStringOpaque(screenBuffer, itemList[menuChosen].extents.x, ypos,
+ color1, color2, " %-*.*s ", itemList[menuChosen].charLength,
+ itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str());
+ ypos += 8;
+ }
+ }
+}
+
+void Menu::Add(MenuItems mi)
+{
+ for(uint32 i=0; i<mi.item.size(); i++)
+ if (mi.item[i].name.length() > mi.charLength)
+ mi.charLength = mi.item[i].name.length();
+
+ // Set extents here as well...
+ mi.extents.x = extents.x + extents.w, mi.extents.y = extents.y + 9;
+ mi.extents.w = (mi.charLength + 2) * 8, mi.extents.h = mi.item.size() * 8;
+
+ itemList.push_back(mi);
+ extents.w += (mi.title.length() + 2) * 8;
+}
+
+class RootWindow: public Window
+{
+ public:
+ RootWindow(Menu * m, Window * w = NULL): menu(m), window(w) {}
+//Do we even need to care about this crap?
+// { extents.x = extents.y = 0, extents.w = 320, extents.h = 240; }
+ virtual void HandleKey(SDLKey key) {}
+ virtual void HandleMouseMove(uint32 x, uint32 y) {}
+ virtual void HandleMouseButton(uint32 x, uint32 y, bool mouseDown) {}
+ virtual void Draw(uint32 offsetX = 0, uint32 offsetY = 0) {}
+
+ private:
+ Menu * menu;
+ Window * window;
+ int16 * rootImage[1280 * 240 * 2];
+};
+
+
+
+//
+// GUI stuff--it's not crunchy, it's GUI! ;-)
+//
+
void InitGUI(void)
{
SDL_ShowCursor(SDL_DISABLE);
}
}
+//
+// Draw text at the given x/y coordinates, using FG/BG colors.
+//
+void DrawStringOpaque(int16 * screen, uint32 x, uint32 y, uint16 color1, uint16 color2, const char * text, ...)
+{
+ char string[4096];
+ va_list arg;
+
+ va_start(arg, text);
+ vsprintf(string, text, arg);
+ va_end(arg);
+
+ uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
+ uint32 length = strlen(string), address = x + (y * pitch);
+
+ for(uint32 i=0; i<length; i++)
+ {
+ uint32 fontAddr = (uint32)string[i] * 64;
+
+ for(uint32 yy=0; yy<8; yy++)
+ {
+ for(uint32 xx=0; xx<8; xx++)
+ {
+ *(screen + address + xx + (yy * pitch)) = (font1[fontAddr] ? color1 : color2);
+ fontAddr++;
+ }
+ }
+
+ address += 8;
+ }
+}
+
+//
+// Draw text at the given x/y coordinates. Can invert text as well.
+//
+void DrawStringTrans(int16 * screen, uint32 x, uint32 y, uint16 color, uint8 trans, const char * text, ...)
+{
+ char string[4096];
+ va_list arg;
+
+ va_start(arg, text);
+ vsprintf(string, text, arg);
+ va_end(arg);
+
+ uint32 pitch = GetSDLScreenPitch() / 2; // Returns pitch in bytes but we need words...
+ uint32 length = strlen(string), address = x + (y * pitch);
+
+ for(uint32 i=0; i<length; i++)
+ {
+ uint32 fontAddr = (uint32)string[i] * 64;
+
+ for(uint32 yy=0; yy<8; yy++)
+ {
+ for(uint32 xx=0; xx<8; xx++)
+ {
+ if (font1[fontAddr])
+ {
+ uint16 existingColor = *(screen + address + xx + (yy * pitch));
+
+ uint8 eRed = (existingColor >> 10) & 0x1F,
+ eGreen = (existingColor >> 5) & 0x1F,
+ eBlue = existingColor & 0x1F,
+//This could be done ahead of time, instead of on each pixel...
+ nRed = (color >> 10) & 0x1F,
+ nGreen = (color >> 5) & 0x1F,
+ nBlue = color & 0x1F;
+
+//This could be sped up by using a table of 5 + 5 + 5 bits (32 levels transparency -> 32768 entries)
+//Here we've modified it to have 33 levels of transparency (could have any # we want!)
+//because dividing by 32 is faster than dividing by 31!
+ uint8 invTrans = 32 - trans;
+ uint16 bRed = (eRed * trans + nRed * invTrans) / 32;
+ uint16 bGreen = (eGreen * trans + nGreen * invTrans) / 32;
+ uint16 bBlue = (eBlue * trans + nBlue * invTrans) / 32;
+
+ uint16 blendedColor = (bRed << 10) | (bGreen << 5) | bBlue;
+
+ *(screen + address + xx + (yy * pitch)) = blendedColor;
+ }
+
+ fontAddr++;
+ }
+ }
+
+ address += 8;
+ }
+}
+
+//
+// GUI Main loop
+//
+enum { GUI_TOP_MENU, GUI_MENU_CLICKED, GUI_WINDOW };
+bool GUIMain(void)
+{
+ extern int16 * backbuffer;
+ bool done = false;
+ SDL_Event event;
+ int32 menuChosen = -1;
+ uint32 menuXPos = 0;
+ int32 menuItemChosen = -1;
+ uint32 GUIState = GUI_TOP_MENU;
+
+ Element::SetScreenAndPitch(backbuffer, GetSDLScreenPitch() / 2);
+
+ Button closeButton(45, 90, 16, 16);
+ Window someWindow(15, 16, 60, 60);
+ Button button1(50, 1, 9, 9), button2(10, 10, 8, 8), button3(25, 48, 15, 8);
+ someWindow.AddElement(&button1);
+ someWindow.AddElement(&button2);
+ someWindow.AddElement(&button3);
+
+ MenuItems mi;
+ Menu mainMenu(0, 160);
+ mi.title = "File";
+ mi.item.push_back(NameAction("Load...", LoadROM));
+ mi.item.push_back(NameAction("Reset"));
+ mi.item.push_back(NameAction("Run", RunEmu));
+ mi.item.push_back(NameAction(""));
+ mi.item.push_back(NameAction("Quit", Quit));
+ mainMenu.Add(mi);
+ mi.title = "Settings";
+ mi.item.clear();
+ mainMenu.Add(mi);
+ mi.title = "Options";
+ mainMenu.Add(mi);
+
+ bool showMouse = true;
+
+//This is crappy!!! !!! FIX !!!
+ jaguar_reset();
+
+ while (!done)
+ {
+ while (SDL_PollEvent(&event))
+ {
+ if (event.type == SDL_ACTIVEEVENT)
+ {
+ if (event.active.state == SDL_APPMOUSEFOCUS)
+ showMouse = (event.active.gain ? true : false);
+ }
+ if (event.type == SDL_KEYDOWN)
+ {
+// if (event.key.keysym.sym == SDLK_ESCAPE)
+// done = true;
+// return false;
+ }
+ else if (event.type == SDL_MOUSEMOTION)
+ {
+ mouseX = event.motion.x, mouseY = event.motion.y;
+
+ if (vjs.useOpenGL)
+ mouseX /= 2, mouseY /= 2;
+
+ closeButton.HandleMouseMove(mouseX, mouseY);
+ someWindow.HandleMouseMove(mouseX, mouseY);
+ mainMenu.HandleMouseMove(mouseX, mouseY);
+ }
+ else if (event.type == SDL_MOUSEBUTTONDOWN)
+ {
+ uint32 mx = event.button.x, my = event.button.y;
+ if (vjs.useOpenGL)
+ mx /= 2, my /= 2;
+
+ // Handle that click!
+ if (GUIState == GUI_TOP_MENU)
+ {
+ if (menuChosen != -1)
+ GUIState = GUI_MENU_CLICKED;
+ }
+ else if (GUIState == GUI_MENU_CLICKED)
+ {
+ if (menuItemChosen != -1)
+ {
+// GUIState = GUI_WINDOW;
+ if (subMenuAction[menuChosen][menuItemChosen] != NULL)
+ subMenuAction[menuChosen][menuItemChosen]();
+ }
+// else
+ GUIState = GUI_TOP_MENU;
+ }
+
+ closeButton.HandleMouseButton(mx, my, true);
+ someWindow.HandleMouseButton(mx, my, true);
+ mainMenu.HandleMouseButton(mx, my, true);
+ }
+ else if (event.type == SDL_MOUSEBUTTONUP)
+ {
+ uint32 mx = event.button.x, my = event.button.y;
+
+ if (vjs.useOpenGL)
+ mx /= 2, my /= 2;
+
+ closeButton.HandleMouseButton(mx, my, false);
+ someWindow.HandleMouseButton(mx, my, false);
+ mainMenu.HandleMouseButton(mx, my, false);
+ }
+
+ // Draw the GUI...
+
+// The way we do things here is kinda stupid (redrawing the screen every frame), but
+// it's simple. Perhaps there may be a reason down the road to be more selective with
+// our clearing, but for now, this will suffice.
+ memset(backbuffer, 0x11, tom_getVideoModeWidth() * 240 * 2);
+
+ closeButton.Draw();
+ someWindow.Draw();
+ mainMenu.Draw();
+
+ // We always draw the top level menu...
+ if (GUIState == GUI_TOP_MENU)
+ menuChosen = -1;
+
+ uint32 xpos = 0;
+ for(uint32 i=0; i<NUM_MENU_ITEMS; i++)
+ {
+ uint16 colorFG = 0x1CFF, colorBG = 0x000F;
+ uint32 length = strlen(menu[i]) + 2;
+
+ if (((uint32)mouseX >= xpos && (uint32)mouseX < xpos + length * 8)
+ && mouseY < 8)
+ colorFG = 0x421F, colorBG = 0x1CFF, menuChosen = i, menuXPos = xpos;
+
+ if (GUIState != GUI_TOP_MENU && i == (uint32)menuChosen)
+ colorFG = 0x421F, colorBG = 0x1CFF;
+// BG: 0 00011 00011 11111 -> 0000 1100 0111 1111
+// FG: 0 10000 10000 11111 -> 0100 0010 0001 1111
+ DrawStringOpaque(backbuffer, xpos, 0, colorFG, colorBG, " %s ", menu[i]);
+ xpos += length * 8;
+ }
+
+ // We don't always draw the submenus...
+ if (GUIState == GUI_MENU_CLICKED)
+ {
+ menuItemChosen = -1;
+ uint32 length = 0;
+ for(int i=0; i<subMenuNumItems[menuChosen]; i++)
+ if (strlen(subMenu[menuChosen][i]) > length)
+ length = strlen(subMenu[menuChosen][i]);
+
+ uint32 ypos = 9;
+ for(int i=0; i<subMenuNumItems[menuChosen]; i++)
+ {
+ uint16 colorFG = 0x1CFF, colorBG = 0x000F;
+
+ if (((uint32)mouseX >= menuXPos && (uint32)mouseX < menuXPos + (length + 2) * 8)
+ && mouseY >= (9 + i * 8) && mouseY < (9 + (i + 1) * 8))
+ colorFG = 0x421F, colorBG = 0x1CFF, menuItemChosen = i;
+
+ DrawStringOpaque(backbuffer, menuXPos, ypos, colorFG, colorBG, " %-*.*s ", length, length, subMenu[menuChosen][i]);
+ ypos += 8;
+ }
+ }
+ // Windows? Isn't that an illegal monopoly or something? ;-)
+ else if (GUIState == GUI_WINDOW)
+ {
+ }
+
+ if (showMouse)
+ DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+
+ RenderBackbuffer();
+ }
+ }
+
+ return true;
+}
+
+//
+// GUI "action" functions
+//
+void LoadROM(void)
+{
+}
+
+void RunEmu(void)
+{
+//This is crappy... !!! FIX !!!
+ extern int16 * backbuffer;
+ extern bool finished;
+ extern bool showGUI;
+ uint32 nFrame = 0, nFrameskip = 0;
+ uint32 totalFrames = 0;
+ finished = false;
+ bool showMessage = true;
+ uint32 showMsgFrames = 60;
+ uint8 transparency = 0;
+
+ while (!finished)
+ {
+ // Set up new backbuffer with new pixels and data
+ JaguarExecute(backbuffer, true);
+ totalFrames++;
+//WriteLog("Frame #%u...\n", totalFrames);
+//extern bool doDSPDis;
+//if (totalFrames == 373)
+// doDSPDis = true;
+
+ // Some QnD GUI stuff here...
+ if (showGUI)
+ {
+ extern uint32 gpu_pc, dsp_pc;
+ DrawString(backbuffer, 8, 8, false, "GPU PC: %08X", gpu_pc);
+ DrawString(backbuffer, 8, 16, false, "DSP PC: %08X", dsp_pc);
+ }
+
+ if (showMessage)
+ {
+ DrawStringTrans(backbuffer, 8, 24*8, 0xFF0F, transparency, "Running...");
+
+ if (showMsgFrames == 0)
+ {
+ transparency++;
+
+ if (transparency == 33)
+ showMessage = false;
+ }
+ else
+ showMsgFrames--;
+ }
+
+ // Simple frameskip
+ if (nFrame == nFrameskip)
+ {
+ RenderBackbuffer();
+ nFrame = 0;
+ }
+ else
+ nFrame++;
+
+ joystick_exec();
+ }
+}
+
+void Quit(void)
+{
+ WriteLog("GUI: Quitting due to user request.\n");
+ log_done();
+ exit(0);
+}
+
+void About(void)
+{
+ extern int16 * backbuffer;
+ SDL_Event event;
+ uint16 * bgSave = (uint16 *)malloc(tom_getVideoModeWidth() * 240 * 2);
+ memcpy(bgSave, backbuffer, tom_getVideoModeWidth() * 240 * 2);
+
+ bool done = false;
+ while (!done)
+ {
+ while (SDL_PollEvent(&event))
+ {
+ if (event.type == SDL_KEYDOWN)
+ {
+ if (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_RETURN)
+ done = true;
+ }
+ else if (event.type == SDL_MOUSEMOTION)
+ {
+ mouseX = event.motion.x, mouseY = event.motion.y;
+ if (vjs.useOpenGL)
+ mouseX /= 2, mouseY /= 2;
+ }
+ else if (event.type == SDL_MOUSEBUTTONDOWN)
+ {
+ uint32 mx = event.button.x, my = event.button.y;
+ if (vjs.useOpenGL)
+ mx /= 2, my /= 2;
+
+ done = true;
+ }
+
+ // Draw "About" box
+ memcpy(backbuffer, bgSave, tom_getVideoModeWidth() * 240 * 2);
+
+ DrawStringOpaque(backbuffer, 64, 64, 0x1CFF, 0x000F, " ");
+ DrawStringOpaque(backbuffer, 64, 72, 0x1CFF, 0x000F, " Virtual Jaguar by JLH & crew ");
+ DrawStringOpaque(backbuffer, 64, 80, 0x1CFF, 0x000F, " ");
+
+ DrawTransparentBitmap(backbuffer, mouseX, mouseY, mousePic);
+
+ RenderBackbuffer();
+ }
+ }
+
+ free(bgSave);
+}
+
//
// Draw "picture"
// Uses zero as transparent color
//
bool UserSelectFile(char * path, char * filename)
{
+//Testing...
+//GUIMain();
+
extern int16 * backbuffer;
vector<string> fileList;