Removed GUI cruft, added 10 & 12pt fonts.
This commit is contained in:
parent
63741c0714
commit
c7beef2408
2
Makefile
2
Makefile
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@ -100,6 +100,8 @@ INCS = -I. -I./src
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OBJS = \
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obj/diskselector.o \
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obj/font10pt.o \
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obj/font12pt.o \
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obj/font14pt.o \
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obj/gui.o \
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\
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@ -2,7 +2,7 @@
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// Apple 2 SDL Portable Apple Emulator
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//
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// by James Hammons
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// (C) 2005 Underground Software
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// © 2014 Underground Software
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//
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// Loosely based on AppleWin by Tom Charlesworth which was based on AppleWin by
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// Oliver Schmidt which was based on AppleWin by Michael O'Brien. :-) Parts are
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@ -52,9 +52,6 @@
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#include "mmu.h"
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#include "gui/gui.h"
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//#include "gui/window.h"
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//#include "gui/draggablewindow2.h"
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//#include "gui/textedit.h"
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// Debug and misc. defines
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@ -331,7 +328,7 @@ int main(int /*argc*/, char * /*argv*/[])
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return -1;
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}
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GUI2::Init(sdlRenderer);
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GUI::Init(sdlRenderer);
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// Have to do this *after* video init but *before* sound init...!
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//Shouldn't be necessary since we're not doing emulation in the ISR...
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@ -868,17 +865,17 @@ else if (event.key.keysym.sym == SDLK_F10)
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break;
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case SDL_MOUSEBUTTONDOWN:
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GUI2::MouseDown(event.motion.x, event.motion.y, event.motion.state);
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GUI::MouseDown(event.motion.x, event.motion.y, event.motion.state);
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break;
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case SDL_MOUSEBUTTONUP:
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GUI2::MouseUp(event.motion.x, event.motion.y, event.motion.state);
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GUI::MouseUp(event.motion.x, event.motion.y, event.motion.state);
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break;
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case SDL_MOUSEMOTION:
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GUI2::MouseMove(event.motion.x, event.motion.y, event.motion.state);
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GUI::MouseMove(event.motion.x, event.motion.y, event.motion.state);
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break;
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_LEAVE)
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GUI2::MouseMove(0, 0, 0);
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GUI::MouseMove(0, 0, 0);
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break;
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case SDL_QUIT:
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@ -889,7 +886,7 @@ else if (event.key.keysym.sym == SDLK_F10)
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//#warning "!!! Taking MAJOR time hit with the video frame rendering !!!"
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RenderVideoFrame();
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RenderScreenBuffer();
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GUI2::Render(sdlRenderer);
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GUI::Render(sdlRenderer);
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SDL_RenderPresent(sdlRenderer);
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SetCallbackTime(FrameCallback, 16666.66666667);
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@ -20,7 +20,7 @@
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#include <algorithm>
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#include <string>
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#include <vector>
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#include "font14pt.h"
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#include "font10pt.h"
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#include "log.h"
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#include "settings.h"
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#include "video.h"
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@ -87,7 +87,7 @@ void DiskSelector::Init(SDL_Renderer * renderer)
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WriteLog("GUI (DiskSelector): Could not set blend mode for charStamp.\n");
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for(uint32_t i=0; i<400*300; i++)
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windowPixels[i] = 0xB000FF00;
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windowPixels[i] = 0xEF00FF00;
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SDL_UpdateTexture(window, NULL, windowPixels, 128 * sizeof(Uint32));
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FindDisks(NULL);
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@ -147,15 +147,23 @@ void DiskSelector::DrawFilenames(SDL_Renderer * renderer)
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}
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// 3 columns of 16 chars apiece (with 8X16 font), 18 rows
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// 3 columns of 18 chars apiece (with 7X12 font), 24 rows
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// 3 columns of 21 chars apiece (with 6X11 font), 27 rows
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int count = 0;
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while (count < imageList.size())
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{
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int currentX = (count / 18) * 17;
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int currentY = (count % 18);
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// int currentX = (count / 18) * 17;
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// int currentY = (count % 18);
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// int currentX = (count / 24) * 19;
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// int currentY = (count % 24);
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int currentX = (count / 27) * 22;
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int currentY = (count % 27);
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for(unsigned int i=0; i<16; i++)
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// for(unsigned int i=0; i<16; i++)
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// for(unsigned int i=0; i<18; i++)
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for(unsigned int i=0; i<21; i++)
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{
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if (i >= imageList[count].length())
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break;
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@ -165,7 +173,9 @@ void DiskSelector::DrawFilenames(SDL_Renderer * renderer)
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count++;
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if (count >= (18 * 3))
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// if (count >= (18 * 3))
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// if (count >= (24 * 3))
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if (count >= (27 * 3))
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break;
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}
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@ -191,8 +201,8 @@ void DiskSelector::DrawCharacter(SDL_Renderer * renderer, int x, int y, uint8_t
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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#else
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uint32_t pixel = 0xFFCFA000;
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uint8_t * ptr = (uint8_t *)&font2[(c - 0x20) * FONT_WIDTH * FONT_HEIGHT];
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uint32_t pixel = 0xFFFFA000;
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uint8_t * ptr = (uint8_t *)&font10pt[(c - 0x20) * FONT_WIDTH * FONT_HEIGHT];
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SDL_Rect dst;
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dst.x = x * FONT_WIDTH, dst.y = y * FONT_HEIGHT, dst.w = FONT_WIDTH, dst.h = FONT_HEIGHT;
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,12 @@
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#ifndef __FONT10PT_H__
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#define __FONT10PT_H__
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#define FONT_WIDTH 6
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#define FONT_HEIGHT 11
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#include <stdint.h>
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extern uint8_t font10pt[];
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#endif // __FONT10PT_H__
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,12 @@
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#ifndef __FONT12PT_H__
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#define __FONT12PT_H__
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#define FONT_WIDTH 7
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#define FONT_HEIGHT 12
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#include <stdint.h>
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extern uint8_t font12pt[];
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#endif // __FONT12PT_H__
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@ -2,7 +2,9 @@
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// This file was automagically generated by rawfont2c (by James Hammons)
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//
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char font2[] = {
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#include <stdint.h>
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uint8_t font2[] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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@ -4,7 +4,9 @@
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#define FONT_WIDTH 8
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#define FONT_HEIGHT 16
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extern char font2[];
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#include <stdint.h>
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extern uint8_t font2[];
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#endif // __FONT14PT_H__
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541
src/gui/gui.cpp
541
src/gui/gui.cpp
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@ -3,6 +3,7 @@
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//
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// Graphical User Interface support
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// by James Hammons
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// © 2014 Underground Software
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//
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// JLH = James Hammons <jlhamm@acm.org>
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//
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@ -11,6 +12,7 @@
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// JLH 02/03/2006 Created this file
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// JLH 03/13/2006 Added functions to allow shutting down GUI externally
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// JLH 03/22/2006 Finalized basic multiple window support
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// JLH 03/03/2014 Refactored GUI to use SDL 2, more modern approach as well
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//
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// STILL TO DO:
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//
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@ -18,490 +20,6 @@
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// - Multiple window handling [DONE]
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//
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#if 0
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#include "gui.h"
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#include "menu.h" // Element class methods are pulled in here...
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#include "window.h"
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#include "button.h"
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#include "text.h"
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#include "diskselector.h"
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#include "diskwindow.h"
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#include "video.h"
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#include "apple2.h"
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#include "applevideo.h"
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// Debug support
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//#define DEBUG_MAIN_LOOP
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// New main screen buffering
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// This works, but the colors are rendered incorrectly. Also, it seems that there's
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// fullscreen blitting still going on--dragging the disk is fast at first but then
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// gets painfully slow. Not sure what's going on there.
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//#define USE_NEW_MAINBUFFERING
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//#ifdef DEBUG_MAIN_LOOP
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#include "log.h"
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//#endif
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/*
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Work flow: Draw floppy drive.
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If disk in drive, MO shows eject graphic, otherwise show load graphic.
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If hit 'new blank image':
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If disk in drive, ask if want to save if modified
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else, load it
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If hit 'swap disks', swap disks.
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*/
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GUI::GUI(SDL_Surface * surface): menuItem(new MenuItems())
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{
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Element::SetScreen(surface);
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// windowList.push_back(new Menu());
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// Create drive windows, and config windows here...
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windowList.push_back(new Window(30, 30, 200, 100));
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windowList.push_back(new Window(30, 140, 200, 100));
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windowList.push_back(new Button(30, 250, "Click!"));
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windowList.push_back(new Text(30, 20, floppyDrive.ImageName(0)));
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windowList.push_back(new Text(30, 130, floppyDrive.ImageName(1)));
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windowList.push_back(new DiskWindow(&floppyDrive, 240, 20));
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}
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GUI::~GUI()
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{
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// Clean up menuItem, if any
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if (menuItem)
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delete menuItem;
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// Clean up the rest
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for(std::list<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
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if (*i)
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delete *i;
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}
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void GUI::AddMenuTitle(const char * title)
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{
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menuItem->title = title;
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menuItem->item.clear();
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}
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void GUI::AddMenuItem(const char * item, Element * (* a)(void)/*= NULL*/, SDL_Scancode k/*= SDLK_UNKNOWN*/)
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{
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menuItem->item.push_back(NameAction(item, a, k));
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}
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void GUI::CommitItemsToMenu(void)
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{
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//We could just do a simple check here to see if more than one item is in the list,
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//and if so fail. Make it so you build the menu first before allowing any other action. [DONE]
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//Right now, we just silently fail...
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if (windowList.size() > 1)
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{
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WriteLog("GUI: Can't find menu--more than one item in windowList!\n");
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return;
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}
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((Menu *)(*windowList.begin()))->Add(*menuItem);
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}
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void GUI::Run(void)
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{
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exitGUI = false;
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showMouse = true;
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SDL_Event event;
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std::list<Element *>::iterator i;
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// Not sure what replaces this in SDL2...
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// SDL_EnableKeyRepeat(150, 75);
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// Also: Need to pick up backbuffer (for those windows that have them)
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// BEFORE drawing...
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// Initial update... [Now handled correctly in the constructor]
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// Uh, still needed here, though... Only makes sense that it should
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->Draw();
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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// Main loop
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while (!exitGUI)
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{
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// if (SDL_PollEvent(&event))
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if (SDL_WaitEvent(&event))
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog("An event was found!");
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#endif
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if (event.type == SDL_USEREVENT)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_USEREVENT\n");
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#endif
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//Mebbe add another user event for screen refresh? Why not!
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if (event.user.code == WINDOW_CLOSE)
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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{
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if (*i == (Element *)event.user.data1)
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{
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delete *i;
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windowList.erase(i);
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break;
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}
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}
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}
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else if (event.user.code == MENU_ITEM_CHOSEN)
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{
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// Confused? Let me enlighten... What we're doing here is casting
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// data1 as a pointer to a function which returns a Element pointer and
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// which takes no parameters (the "(Element *(*)(void))" part), then
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// derefencing it (the "*" in front of that) in order to call the
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// function that it points to. Clear as mud? Yeah, I hate function
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// pointers too, but what else are you gonna do?
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Element * window = (*(Element *(*)(void))event.user.data1)();
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if (window)
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windowList.push_back(window);
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while (SDL_PollEvent(&event)); // Flush the event queue...
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event.type = SDL_MOUSEMOTION;
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int mx, my;
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SDL_GetMouseState(&mx, &my);
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event.motion.x = mx, event.motion.y = my;
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SDL_PushEvent(&event); // & update mouse position...!
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oldMouse.x = mouse.x, oldMouse.y = mouse.y;
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mouse.x = mx, mouse.y = my; // This prevents "mouse flash"...
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}
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//There's a *small* problem with the following approach--if a window and a bunch of
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//child widgets send this message, we'll get a bunch of unnecessary refresh events...
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//This could be controlled by having the main window refresh itself intelligently...
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//What we could do instead is set a variable in Element and check it after the fact
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//to see whether or not a refresh is needed.
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//[This is what we do now.]
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//Dirty rectangle is also possible...
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else if (event.user.code == SCREEN_REFRESH_NEEDED)
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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}
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//Not sure what to do here for SDL2...
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#if 0
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else if (event.type == SDL_ACTIVEEVENT)
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{
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//Need to do a screen refresh here...
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if (event.active.state == SDL_APPMOUSEFOCUS)
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showMouse = (event.active.gain ? true : false);
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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}
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#endif
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else if (event.type == SDL_KEYDOWN)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_KEYDOWN\n");
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#endif
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if (event.key.keysym.sym == SDLK_F1)
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exitGUI = true;
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//Not sure that this is the right way to handle this...
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//Probably should only give this to the top level window...
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// for(i=windowList.begin(); i!=windowList.end(); i++)
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// (*i)->HandleKey(event.key.keysym.sym);
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windowList.back()->HandleKey(event.key.keysym.scancode);
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}
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else if (event.type == SDL_MOUSEMOTION)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEMOTION\n");
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#endif
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//This is for tracking a custom mouse cursor, which we're not doing--YET.
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oldMouse.x = mouse.x, oldMouse.y = mouse.y;
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mouse.x = event.motion.x, mouse.y = event.motion.y;
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//Not sure that this is the right way to handle this...
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//Right now, we should probably only do mouseover for the last item in the list...
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//And now we do!
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//Though, it seems to screw other things up. Maybe it IS better to pass it to all windows?
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//Or maybe to just the ones that aren't completely obscured?
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//Probably. Right now, a disk's close button that should be obscured by one sitting on
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//top of it gets redrawn. Not good. !!! FIX !!!
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseMove(mouse.x, mouse.y);
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// windowList.back()->HandleMouseMove(mouse.x, mouse.y);
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEBUTTONDOWN\n");
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#endif
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//Not sure that this is the right way to handle this...
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// What we should do here is ensure that whatever has been clicked on gets moved to the
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// highest priority--in our current data schema that would be the end of the list... !!! FIX !!!
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//[DONE]
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/*
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We could do the following:
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- Go through list and find which window has been clicked on (if any). If more
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than one is clicked on, take the one highest in the Z order (closer to the end
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of the list).
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- If item is highest in Z order, pass click through to window and exit.
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- Otherwise, restore backing store on each window in reverse order.
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- Remove item clicked on from the list. Put removed item at the end of the list.
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- Go through list and pass click through to each window in the list. Also do a
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blit to backing store and a Draw() for each window.
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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...
|
||||
|
||||
// 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 gets the job done...
|
||||
hit = (++ri).base();
|
||||
// Put it back where we found it, so the tests following this
|
||||
// don't fail...
|
||||
ri--;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If we hit the highest in the list, then pass the event through
|
||||
// to the window for handling. if we hit no windows, then pass the
|
||||
// event to all windows. Otherwise, we need to shuffle windows.
|
||||
|
||||
//NOTE: We need to pass the click to all windows regardless of whether they're topmost or not...
|
||||
if (ri == windowList.rbegin())
|
||||
{
|
||||
for(i=windowList.begin(); i!=windowList.end(); i++)
|
||||
(*i)->HandleMouseButton(event.button.x, event.button.y, true);
|
||||
}
|
||||
else if (ri == windowList.rend())
|
||||
{
|
||||
for(i=windowList.begin(); i!=windowList.end(); i++)
|
||||
(*i)->HandleMouseButton(event.button.x, event.button.y, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// - 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!)
|
||||
//The thing is that you want to do it on purpose (like with a special grouping widget)
|
||||
//instead of by accident. So, !!! FIX !!!
|
||||
// Pass the click on to all windows
|
||||
// for(i=windowList.begin(); i!=windowList.end(); i++)
|
||||
// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
|
||||
windowList.back()->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++)
|
||||
{
|
||||
//One other little quirk: Probably need to clear the backing store as well!
|
||||
//Not sure...
|
||||
(*i)->ResetCoverageList();
|
||||
|
||||
// This looks odd, but it's just a consequence of iterator weirdness.
|
||||
// Otherwise we could just stick a j+1 in the for loop below. :-P
|
||||
std::list<Element *>::iterator j = i;
|
||||
j++;
|
||||
|
||||
for(; j!=windowList.end(); j++)
|
||||
(*i)->AdjustCoverageList((*j)->GetExtents());
|
||||
|
||||
// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
|
||||
(*i)->Draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (event.type == SDL_MOUSEBUTTONUP)
|
||||
{
|
||||
#ifdef DEBUG_MAIN_LOOP
|
||||
WriteLog(" -- SDL_MOUSEBUTTONUP\n");
|
||||
#endif
|
||||
//Not sure that this is the right way to handle this...
|
||||
for(i=windowList.begin(); i!=windowList.end(); i++)
|
||||
(*i)->HandleMouseButton(event.button.x, event.button.y, false);
|
||||
//I think we should only do topmost here...
|
||||
//Or should we???
|
||||
// windowList.back()->HandleMouseButton(event.button.x, event.button.y, false);
|
||||
}
|
||||
#ifdef DEBUG_MAIN_LOOP
|
||||
else
|
||||
WriteLog(" -- Unknown event\n");
|
||||
#endif
|
||||
|
||||
if (Element::ScreenNeedsRefreshing())
|
||||
{
|
||||
#ifndef USE_NEW_MAINBUFFERING
|
||||
#ifdef DEBUG_MAIN_LOOP
|
||||
WriteLog("Screen refresh called!\n");
|
||||
#endif
|
||||
RenderScreenBuffer();
|
||||
Element::ScreenWasRefreshed();
|
||||
#else
|
||||
FlipMainScreen();
|
||||
Element::ScreenWasRefreshed();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
//hm. Works, but slows things way down.
|
||||
//Now we use WaitEvents() instead. Yay!
|
||||
//SDL_Delay(10);
|
||||
}
|
||||
|
||||
// Not sure what to do for this in SDL 2...
|
||||
// SDL_EnableKeyRepeat(0, 0);
|
||||
// return false;
|
||||
}
|
||||
|
||||
|
||||
void GUI::Stop(void)
|
||||
{
|
||||
exitGUI = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
//
|
||||
// NEW GUI STARTS HERE
|
||||
//
|
||||
|
||||
|
||||
// Okay, this is ugly but works and I can't think of any better way to handle
|
||||
// this. So what we do when we pass the GIMP bitmaps into a function is pass
|
||||
// them as a (void *) and then cast them as type (Bitmap *) in order to use
|
||||
// them. Yes, it's ugly. Come up with something better!
|
||||
|
||||
struct Bitmap {
|
||||
unsigned int width;
|
||||
unsigned int height;
|
||||
unsigned int bytesPerPixel; // 3:RGB, 4:RGBA
|
||||
unsigned char pixelData[];
|
||||
};
|
||||
|
||||
|
||||
#include "gui.h"
|
||||
#include "apple2.h"
|
||||
#include "applevideo.h"
|
||||
|
@ -522,6 +40,19 @@ struct Bitmap {
|
|||
#include "gfx/config-icon.c"
|
||||
|
||||
|
||||
// Okay, this is ugly but works and I can't think of any better way to handle
|
||||
// this. So what we do when we pass the GIMP bitmaps into a function is pass
|
||||
// them as a (void *) and then cast them as type (Bitmap *) in order to use
|
||||
// them. Yes, it's ugly. Come up with something better!
|
||||
|
||||
struct Bitmap {
|
||||
unsigned int width;
|
||||
unsigned int height;
|
||||
unsigned int bytesPerPixel; // 3:RGB, 4:RGBA
|
||||
unsigned char pixelData[];
|
||||
};
|
||||
|
||||
|
||||
const char numeralOne[(7 * 7) + 1] =
|
||||
" @@ "
|
||||
" @@@ "
|
||||
|
@ -560,12 +91,12 @@ const char driveLight[(5 * 5) + 1] =
|
|||
enum { SBS_SHOWING, SBS_HIDING, SBS_SHOWN, SBS_HIDDEN };
|
||||
|
||||
|
||||
SDL_Texture * GUI2::overlay = NULL;
|
||||
SDL_Rect GUI2::olDst;
|
||||
int GUI2::sidebarState = SBS_HIDDEN;
|
||||
int32_t GUI2::dx = 0;
|
||||
int32_t GUI2::iconSelected = -1;
|
||||
bool GUI2::hasKeyboardFocus = false;
|
||||
SDL_Texture * GUI::overlay = NULL;
|
||||
SDL_Rect GUI::olDst;
|
||||
int GUI::sidebarState = SBS_HIDDEN;
|
||||
int32_t GUI::dx = 0;
|
||||
int32_t GUI::iconSelected = -1;
|
||||
bool GUI::hasKeyboardFocus = false;
|
||||
int32_t lastIconSelected = -1;
|
||||
SDL_Texture * iconSelection = NULL;
|
||||
SDL_Texture * diskIcon = NULL;
|
||||
|
@ -588,17 +119,17 @@ const char iconHelp[7][80] = { "Turn emulated Apple off/on",
|
|||
#define SIDEBAR_X_POS (VIRTUAL_SCREEN_WIDTH - 80)
|
||||
|
||||
|
||||
GUI2::GUI2(void)
|
||||
GUI::GUI(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
GUI2::~GUI2(void)
|
||||
GUI::~GUI(void)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void GUI2::Init(SDL_Renderer * renderer)
|
||||
void GUI::Init(SDL_Renderer * renderer)
|
||||
{
|
||||
overlay = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
|
||||
SDL_TEXTUREACCESS_TARGET, 128, 380);
|
||||
|
@ -657,7 +188,7 @@ void GUI2::Init(SDL_Renderer * renderer)
|
|||
}
|
||||
|
||||
|
||||
SDL_Texture * GUI2::CreateTexture(SDL_Renderer * renderer, const void * source)
|
||||
SDL_Texture * GUI::CreateTexture(SDL_Renderer * renderer, const void * source)
|
||||
{
|
||||
Bitmap * bitmap = (Bitmap *)source;
|
||||
SDL_Texture * texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
|
||||
|
@ -671,17 +202,17 @@ SDL_Texture * GUI2::CreateTexture(SDL_Renderer * renderer, const void * source)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::MouseDown(int32_t x, int32_t y, uint32_t buttons)
|
||||
void GUI::MouseDown(int32_t x, int32_t y, uint32_t buttons)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void GUI2::MouseUp(int32_t x, int32_t y, uint32_t buttons)
|
||||
void GUI::MouseUp(int32_t x, int32_t y, uint32_t buttons)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void GUI2::MouseMove(int32_t x, int32_t y, uint32_t buttons)
|
||||
void GUI::MouseMove(int32_t x, int32_t y, uint32_t buttons)
|
||||
{
|
||||
if (sidebarState != SBS_SHOWN)
|
||||
{
|
||||
|
@ -739,7 +270,7 @@ void GUI2::MouseMove(int32_t x, int32_t y, uint32_t buttons)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::HandleIconSelection(SDL_Renderer * renderer)
|
||||
void GUI::HandleIconSelection(SDL_Renderer * renderer)
|
||||
{
|
||||
// Set up drive icons in their current states
|
||||
AssembleDriveIcon(renderer, 0);
|
||||
|
@ -769,7 +300,7 @@ void GUI2::HandleIconSelection(SDL_Renderer * renderer)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
|
||||
void GUI::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
|
||||
{
|
||||
SDL_Texture * drive[2] = { disk1Icon, disk2Icon };
|
||||
const char * number[2] = { numeralOne, numeralTwo };
|
||||
|
@ -799,7 +330,7 @@ void GUI2::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
|
||||
void GUI::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
|
||||
{
|
||||
if (floppyDrive.IsEmpty(driveNumber))
|
||||
return;
|
||||
|
@ -808,7 +339,7 @@ void GUI2::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
|
||||
void GUI::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
|
||||
{
|
||||
int lightState = floppyDrive.DriveLightStatus(driveNumber);
|
||||
int r = 0x77, g = 0x00, b = 0x00;
|
||||
|
@ -823,7 +354,7 @@ void GUI2::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
|
||||
void GUI::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
|
||||
int y, int w, int h, int r, int g, int b)
|
||||
{
|
||||
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
|
||||
|
@ -841,7 +372,7 @@ void GUI2::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
|
|||
}
|
||||
|
||||
|
||||
void GUI2::HandleGUIState(void)
|
||||
void GUI::HandleGUIState(void)
|
||||
{
|
||||
olDst.x += dx;
|
||||
|
||||
|
@ -860,7 +391,7 @@ void GUI2::HandleGUIState(void)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::DrawSidebarIcons(SDL_Renderer * renderer)
|
||||
void GUI::DrawSidebarIcons(SDL_Renderer * renderer)
|
||||
{
|
||||
SDL_Texture * icons[7] = { powerOnIcon, disk1Icon, disk2Icon, diskSwapIcon,
|
||||
stateSaveIcon, stateLoadIcon, configIcon };
|
||||
|
@ -876,7 +407,7 @@ void GUI2::DrawSidebarIcons(SDL_Renderer * renderer)
|
|||
}
|
||||
|
||||
|
||||
void GUI2::Render(SDL_Renderer * renderer)
|
||||
void GUI::Render(SDL_Renderer * renderer)
|
||||
{
|
||||
if (!overlay)
|
||||
return;
|
||||
|
|
|
@ -8,40 +8,12 @@
|
|||
#define __GUI_H__
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <list>
|
||||
|
||||
#if 0
|
||||
class Menu; // Now *this* should work, since we've got pointers...
|
||||
class MenuItems;
|
||||
class Element;
|
||||
|
||||
|
||||
class GUI
|
||||
{
|
||||
public:
|
||||
GUI(SDL_Surface *);
|
||||
GUI();
|
||||
~GUI();
|
||||
void AddMenuTitle(const char *);
|
||||
void AddMenuItem(const char *, Element * (* a)(void) = NULL, SDL_Scancode k = SDL_SCANCODE_UNKNOWN);
|
||||
void CommitItemsToMenu(void);
|
||||
void Run(void);
|
||||
void Stop(void);
|
||||
|
||||
private:
|
||||
// Menu * mainMenu;
|
||||
MenuItems * menuItem;
|
||||
std::list<Element *> windowList;
|
||||
bool exitGUI;
|
||||
bool showMouse;
|
||||
SDL_Rect mouse, oldMouse;
|
||||
};
|
||||
#endif
|
||||
|
||||
class GUI2
|
||||
{
|
||||
public:
|
||||
GUI2();
|
||||
~GUI2();
|
||||
|
||||
// Everything else is a class method...
|
||||
static void Init(SDL_Renderer *);
|
||||
|
@ -68,6 +40,5 @@ class GUI2
|
|||
static bool hasKeyboardFocus;
|
||||
};
|
||||
|
||||
|
||||
#endif // __GUI_H__
|
||||
|
||||
|
|
Loading…
Reference in New Issue