]> Shamusworld >> Repos - virtualjaguar/commitdiff
The GUI is coming!
authorShamus Hammons <jlhamm@acm.org>
Fri, 19 Sep 2003 17:39:57 +0000 (17:39 +0000)
committerShamus Hammons <jlhamm@acm.org>
Fri, 19 Sep 2003 17:39:57 +0000 (17:39 +0000)
src/gui.cpp

index 404af7e4f481fbf71ebdf01686c64bc9e3bb0830..ea11ebd2d49b663f067c731ca67149b13608aa15 100644 (file)
@@ -21,6 +21,14 @@ using namespace std;                                                         // For STL stuff
 
 // 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;
@@ -53,6 +61,314 @@ uint16 mousePic[] = {
 // 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);
@@ -96,6 +412,394 @@ void DrawString(int16 * screen, uint32 x, uint32 y, bool invert, const char * te
        }
 }
 
+//
+// 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
@@ -124,6 +828,9 @@ void DrawTransparentBitmap(int16 * screen, uint32 x, uint32 y, uint16 * bitmap)
 //
 bool UserSelectFile(char * path, char * filename)
 {
+//Testing...
+//GUIMain();
+       
        extern int16 * backbuffer;
        vector<string> fileList;