Removed unnecessary cruft from project.

This commit is contained in:
Shamus Hammons 2014-03-03 10:27:20 -06:00
parent b8c7736999
commit 63741c0714
27 changed files with 27 additions and 6008 deletions

View File

@ -99,19 +99,9 @@ LIBS = -L/usr/local/lib -L/usr/lib $(SDL_LIBS) -lstdc++ -lz $(GLLIB) -pg
INCS = -I. -I./src
OBJS = \
obj/button.o \
obj/diskselector.o \
obj/diskwindow.o \
obj/draggablewindow.o \
obj/draggablewindow2.o \
obj/element.o \
obj/font14pt.o \
obj/gui.o \
obj/guimisc.o \
obj/menu.o \
obj/text.o \
obj/textedit.o \
obj/window.o \
\
obj/applevideo.o \
obj/ay8910.o \
@ -130,6 +120,18 @@ OBJS = \
obj/apple2.o \
$(ICON)
#foooked:
# obj/button.o \
obj/diskwindow.o \
obj/draggablewindow.o \
obj/draggablewindow2.o \
obj/element.o \
obj/guimisc.o \
obj/menu.o \
obj/text.o \
obj/textedit.o \
obj/window.o \
all: checkenv message obj $(TARGET)$(EXESUFFIX)
@echo
@echo -e "\033[01;33m***\033[00;32m Looks like it compiled OK... Give it a whirl!\033[00m"

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@ -52,9 +52,9 @@
#include "mmu.h"
#include "gui/gui.h"
#include "gui/window.h"
#include "gui/draggablewindow2.h"
#include "gui/textedit.h"
//#include "gui/window.h"
//#include "gui/draggablewindow2.h"
//#include "gui/textedit.h"
// Debug and misc. defines

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@ -1,269 +0,0 @@
//
// BUTTON.CPP
//
// Graphical User Interface button class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/02/2006 Created this file
//
#include "button.h"
#include "guimisc.h" // Various support functions
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
// Debugging...
//#define DEBUG_GUI_BUTTON
#ifdef DEBUG_GUI_BUTTON
#include "log.h"
#endif
//
// Button class implementation
//
/*
Some notes about this class:
- Button colors are hardwired (for plain text buttons)
*/
Button::Button(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(false),
activatedSave(false), clickedSave(false), insideSave(false)
{
// Should we make a local button bitmap here?
}
Button::Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, SDL_Surface * upImg, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(upImg), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(false),
activatedSave(false), clickedSave(false), insideSave(false)
{
// if (upImg == NULL)
// return;
//
// uint32_t width = ((Bitmap *)upImg)->width, height = ((Bitmap *)upImg)->height;
//
// buttonUp = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height,
// 32, MASK_R, MASK_G, MASK_B, MASK_A);
// memcpy(buttonUp->pixels, ((Bitmap *)upImg)->pixelData, width * height * 4);
// Should we make a local button bitmap here? NO--it's passed in!
}
Button::Button(uint32_t x, uint32_t y, SDL_Surface * bU, SDL_Surface * bH/*= NULL*/,
SDL_Surface * bD/*= NULL*/, Element * parent/*= NULL*/):
Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(bU), buttonDown(bD), buttonHover(bH), surfacesAreLocal(false),
activatedSave(false), clickedSave(false), insideSave(false)
{
if (buttonUp)
extents.w = buttonUp->w,
extents.h = buttonUp->h;
}
Button::Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, std::string s, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xFF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true),
activatedSave(false), clickedSave(false), insideSave(false)
{
// Create the button surfaces here...
}
Button::Button(uint32_t x, uint32_t y, std::string s, Element * parent/*= NULL*/):
Element(x, y, 0, 0, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0xCF, 0x00, 0xFF, parent),
activated(false), clicked(false), inside(false),
buttonUp(NULL), buttonDown(NULL), buttonHover(NULL), surfacesAreLocal(true),
activatedSave(false), clickedSave(false), insideSave(false)
{
extents.w = (s.length() + 2) * GetFontWidth();
extents.h = GetFontHeight();
// Create the button surfaces here...
buttonUp = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
buttonDown = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
buttonHover = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
//bleh
uint8_t r1, g1, b1, a1;
SDL_GetRGBA(fgColor, screen->format, &r1, &g1, &b1, &a1);
fgColor = SDL_MapRGBA(buttonUp->format, r1, g1, b1, a1);
SDL_GetRGBA(bgColor, screen->format, &r1, &g1, &b1, &a1);
bgColor = SDL_MapRGBA(buttonUp->format, r1, g1, b1, a1);
fgColorHL = SDL_MapRGBA(buttonUp->format, 0xFF, 0xFF, 0xFF, 0xFF);
bgColorHL = SDL_MapRGBA(buttonUp->format, 0x4F, 0xFF, 0x4F, 0xFF);
//helb
// Need to create backgrounds before we do this stuff...
SDL_FillRect(buttonUp, NULL, bgColor);
SDL_FillRect(buttonDown, NULL, fgColor);
SDL_FillRect(buttonHover, NULL, bgColorHL);
DrawStringTrans(buttonUp, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonDown, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonHover, GetFontWidth(), 0, fgColorHL, s.c_str());
#ifdef DEBUG_GUI_BUTTON
WriteLog("Button::Button()...\n");
WriteLog("\tbuttonUp w/h = %u/%u\n", buttonUp->w, buttonUp->h);
WriteLog("\tbuttonDown w/h = %u/%u\n", buttonDown->w, buttonDown->h);
WriteLog("\tbuttonHover w/h = %u/%u\n", buttonHover->w, buttonHover->h);
#endif
}
Button::~Button()
{
if (surfacesAreLocal)
{
if (buttonUp)
SDL_FreeSurface(buttonUp);
if (buttonDown)
SDL_FreeSurface(buttonDown);
if (buttonHover)
SDL_FreeSurface(buttonHover);
}
}
void Button::HandleKey(SDL_Scancode key)
{
}
void Button::HandleMouseMove(uint32_t x, uint32_t y)
{
if (!visible)
return;
SaveStateVariables();
inside = Inside(x, y);
CheckStateAndRedrawIfNeeded();
}
void Button::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
if (!visible)
return;
SaveStateVariables();
if (inside)
{
if (mouseDown)
clicked = true;
if (clicked && !mouseDown)
{
clicked = false, activated = true;
// Send a message to our parent widget (if any) that we're activated
if (parent)
parent->Notify(this);
}
}
else
clicked = activated = false;
CheckStateAndRedrawIfNeeded();
}
void Button::Draw(void)
{
#ifdef DEBUG_GUI_BUTTON
WriteLog("Button::Draw()...\n");
#endif
if (!visible)
return;
if (buttonUp == NULL)
return; // Bail out if no surface was created...
// Now, draw the appropriate button state!
SDL_Surface * picToShow = buttonUp;
if (buttonHover != NULL && inside && !clicked)
picToShow = buttonHover;
if (buttonDown != NULL && inside && clicked)
picToShow = buttonDown;
SDL_Rect rect = GetScreenCoords();
#ifdef DEBUG_GUI_BUTTON
WriteLog(" coords: x=%u, y=%u\n", rect.x, rect.y);
WriteLog(" picToShow=%08X\n", picToShow);
#endif
//Need to do coverage list blitting here, to avoid unnecessary drawing when doing mouseovers
//Also, need to add suport in Gui()...
SDL_BlitSurface(picToShow, NULL, screen, &rect); // This handles alpha blending too! :-D
#ifdef DEBUG_GUI_BUTTON
WriteLog(" width: w=%u, h=%u\n", rect.w, rect.h);
#endif
needToRefreshScreen = true;
#ifdef DEBUG_GUI_BUTTON
// SDL_FillRect(screen, &extents, fgColor);
#endif
}
void Button::Notify(Element *)
{
}
bool Button::ButtonClicked(void)
{
return activated;
}
void Button::SaveStateVariables(void)
{
activatedSave = activated;
clickedSave = clicked;
insideSave = inside;
}
void Button::CheckStateAndRedrawIfNeeded(void)
{
// Check to see if any of our state variables changed since we last saved them...
if (activated != activatedSave || clicked != clickedSave || inside != insideSave)
Draw();
}
void Button::SetText(std::string s)
{
// Need to create backgrounds before we do this stuff...
SDL_FillRect(buttonUp, NULL, bgColor);
SDL_FillRect(buttonDown, NULL, fgColor);
SDL_FillRect(buttonHover, NULL, bgColorHL);
DrawStringTrans(buttonUp, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonDown, GetFontWidth(), 0, fgColor, s.c_str());
DrawStringTrans(buttonHover, GetFontWidth(), 0, fgColorHL, s.c_str());
}

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@ -1,47 +0,0 @@
//
// BUTTON.H
//
// Graphical User Interface button class
//
#ifndef __BUTTON_H__
#define __BUTTON_H__
#include <string>
//#include <list>
#include "element.h"
//Apparently this approach doesn't work for inheritance... D'oh!
//class Element; // Forward declaration
class Button: public Element
{
public:
Button(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0, Element * parent = NULL);
Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, SDL_Surface * upImg, Element * parent = NULL);
Button(uint32_t x, uint32_t y, SDL_Surface * bU, SDL_Surface * bH = NULL, SDL_Surface * bD = NULL, Element * parent = NULL);
Button(uint32_t x, uint32_t y, uint32_t w, uint32_t h, std::string s, Element * parent = NULL);
Button(uint32_t x, uint32_t y, std::string s, Element * parent = NULL);
~Button();
virtual void HandleKey(SDL_Scancode key);
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
virtual void Notify(Element *);
bool ButtonClicked(void);
void SaveStateVariables(void);
void CheckStateAndRedrawIfNeeded(void);
void SetText(std::string s);
protected:
bool activated, clicked, inside;
SDL_Surface * buttonUp, * buttonDown, * buttonHover;
uint32_t fgColorHL;
uint32_t bgColorHL;
private:
bool surfacesAreLocal;
bool activatedSave, clickedSave, insideSave;
};
#endif // __BUTTON_H__

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@ -3,6 +3,7 @@
//
// Floppy disk selector GUI
// by James Hammons
// © 2014 Underground Software
//
// JLH = James Hammons <jlhamm@acm.org>
//
@ -70,7 +71,6 @@ void DiskSelector::Init(SDL_Renderer * renderer)
{
window = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
SDL_TEXTUREACCESS_TARGET, 400, 300);
// charStamp = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
charStamp = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET, FONT_WIDTH, FONT_HEIGHT);

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@ -1,287 +0,0 @@
//
// DISKWINDOW.CPP
//
// Graphical User Interface disk window class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/02/2009 Created this file
//
/*
IDEA: Make a recently used file list when ejecting a disk, either here or in
another window.
*/
#include "diskwindow.h"
#include "floppy.h"
#include "text.h"
#include "button.h"
//#include "guimisc.h" // Various support functions
//#include <algorithm>
// Debug support...
//#define DESTRUCTOR_TESTING
// Rendering experiment...
//BAH
//#define USE_COVERAGE_LISTS
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//
// DiskWindow class implementation
//
// NOTE: FG/BG colors are hard-wired
//
DiskWindow::DiskWindow(FloppyDrive * fdp, uint32_t x/*= 0*/, uint32_t y/*= 0*/): Window(x, y, 200, 140, NULL), floppyDrive(fdp)
{
//Could probably move this into the initializer list as well...
// closeButton = new Button(w - (cbWidth + 1), 1, cbUp, cbHover, cbDown, this);
// list.push_back(closeButton);
name1 = new Text(4, 4, floppyDrive->ImageName(0), 0xFF00FF00, 0xFF23239F, this);
name2 = new Text(4, 24, floppyDrive->ImageName(1), 0xFF00FF00, 0xFF23239F, this);
AddElement(name1);
AddElement(name2);
load1 = new Button(4, 44, "Load1", this);
eject1 = new Button(4, 64, "Eject1", this);
load2 = new Button(4, 88, "Load2", this);
eject2 = new Button(4, 108, "Eject2", this);
load1->SetVisible(false);
load2->SetVisible(false);
AddElement(load1);
AddElement(eject1);
AddElement(load2);
AddElement(eject2);
newDisk1 = new Button(4, 132, "NewDisk1", this);
newDisk2 = new Button(4, 152, "NewDisk2", this);
writeProtect1 = new Button(4, 176, "WriteProt1", this);
writeProtect2 = new Button(4, 196, "WriteProt2", this);
swap = new Button(4, 220, "Swap Disks", this);
writeProtect1->SetText((floppyDrive->IsWriteProtected(0) ? "no write" : "write"));
writeProtect2->SetText((floppyDrive->IsWriteProtected(1) ? "no write" : "write"));
AddElement(newDisk1);
AddElement(newDisk2);
AddElement(writeProtect1);
AddElement(writeProtect2);
AddElement(swap);
// In spite of this, it's still blanking out the background...
// Actually, come to think of it, it's got a stale backbuffer when
// the GUI comes in again... !!! FIX !!!
#warning !!! FIX !!!
SetBackgroundDraw(false);
// CreateBackstore();
Draw(); // Can we do this in the constructor??? Mebbe.
}
DiskWindow::~DiskWindow()
{
#ifdef DESTRUCTOR_TESTING
printf("Inside ~DiskWindow()...\n");
#endif
}
void DiskWindow::HandleKey(SDL_Scancode key)
{
Window::HandleKey(key);
#if 0
if (key == SDLK_ESCAPE)
{
SDL_Event event;
event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
SDL_PushEvent(&event);
}
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->HandleKey(key);
#endif
}
void DiskWindow::HandleMouseMove(uint32_t x, uint32_t y)
{
Window::HandleMouseMove(x, y);
#if 0
// Handle the items this window contains...
for(uint32_t 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);
#endif
}
void DiskWindow::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
Window::HandleMouseButton(x, y, mouseDown);
#if 0
#if 1
// Handle the items this window contains...
for(uint32_t 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);
#else //? This works in draggablewindow2...
// Handle the items this window contains...
for(uint32_t 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);
if (list[i]->Inside(x - extents.x, y - extents.y))
clicked = false;
}
#endif
#endif
}
void DiskWindow::Draw(void)
{
Window::Draw();
#if 0
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
SDL_FillRect(screen, &extents, bgColor);
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
needToRefreshScreen = true;
#endif
}
void DiskWindow::Notify(Element * e)
{
/* if (e == closeButton)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = WINDOW_CLOSE;
event.user.data1 = (void *)this;
SDL_PushEvent(&event);
}*/
if (e == load1)
{
// Load up file selector, etc... BLEAH
// If load was successful, then hide load and show eject, else, fuggetaboutit
}
else if (e == eject1)
{
floppyDrive->EjectImage(0);
// Housekeeping
eject1->SetVisible(false);
load1->SetVisible(true);
name1->SetText("");
Draw();
}
else if (e == load2)
{
// Load up file selector, etc... BLEAH
// If load was successful, then hide load and show eject, else, fuggetaboutit
}
else if (e == eject2)
{
floppyDrive->EjectImage(1);
// Housekeeping
eject2->SetVisible(false);
load2->SetVisible(true);
name2->SetText("");
Draw();
}
else if (e == newDisk1)
{
if (!floppyDrive->IsEmpty(0))
{
// Put up a warning and give user a chance to exit this potentially
// disastrous action
// Now, how to do this? Notify() isn't asynchronous...
// And until we return from here, there is no GUI main loop to show any dialogs!
/*
what you could do is like this way:
-- have a callback function for after the intermediate window gets dismissed
-- have a separate GUI thread
-- have a 2nd GUI object and run that loop to completion
*/
}
floppyDrive->SaveImage(0);
floppyDrive->CreateBlankImage(0);
// Housekeeping
eject1->SetVisible(true);
load1->SetVisible(false);
name1->SetText(floppyDrive->ImageName(0));
Draw();
}
else if (e == newDisk2)
{
if (!floppyDrive->IsEmpty(1))
{
// Put up a warning and give user a chance to exit this potentially
// disastrous action
}
floppyDrive->SaveImage(1);
floppyDrive->CreateBlankImage(1);
// Housekeeping
eject2->SetVisible(true);
load2->SetVisible(false);
name2->SetText(floppyDrive->ImageName(1));
Draw();
}
else if (e == writeProtect1)
{
floppyDrive->SetWriteProtect((floppyDrive->IsWriteProtected(0) ? false : true), 0);
// floppyDrive->SetWriteProtect(false, 0);
// else
// floppyDrive->SetWriteProtect(true, 0);
// Housekeeping
writeProtect1->SetText((floppyDrive->IsWriteProtected(0) ? "no write" : "write"));
Draw();
}
else if (e == writeProtect2)
{
floppyDrive->SetWriteProtect((floppyDrive->IsWriteProtected(1) ? false : true), 1);
// Housekeeping
writeProtect2->SetText((floppyDrive->IsWriteProtected(1) ? "no write" : "write"));
Draw();
}
else if (e == swap)
{
floppyDrive->SwapImages();
// Housekeeping
name1->SetText(floppyDrive->ImageName(0));
name2->SetText(floppyDrive->ImageName(1));
Draw();
}
}

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@ -1,42 +0,0 @@
//
// DISKWINDOW.H
//
// Graphical User Interface disk window class
//
#ifndef __DISKWINDOW_H__
#define __DISKWINDOW_H__
#include "window.h"
class FloppyDrive;
class Text;
class DiskWindow: public Window
{
public:
DiskWindow(FloppyDrive * fdp, uint32_t x = 0, uint32_t y = 0);
~DiskWindow(); //Does this destructor need to be virtual? Not sure... Check!
virtual void HandleKey(SDL_Scancode key);
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
virtual void Notify(Element *);
// void AddElement(Element * e);
// void AddCloseButton(void);
protected:
// void (* handler)(Element *);
// Button * closeButton;
// std::vector<Element *> list;
private:
FloppyDrive * floppyDrive;
// uint16_t cbWidth, cbHeight;
// SDL_Surface * cbUp, * cbDown, * cbHover;
Text * name1, * name2;
Button * load1, * load2, * eject1, * eject2,
* newDisk1, * newDisk2, * swap, * writeProtect1, * writeProtect2;
};
#endif // __DISKWINDOW_H__

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@ -1,198 +0,0 @@
//
// DRAGGABLEWINDOW.CPP
//
// Graphical User Interface draggable window class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 03/01/2006 Created this file
//
// STILL TO DO:
//
// - Check for parent's extents and clip movement against those extents
//
#include "draggablewindow.h"
#include "button.h"
#include "guimisc.h" // Various support functions
#include <algorithm>
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
#define BACKGROUND_IMG_TEST
//#define USE_COVERAGE_LISTS
//
// DraggableWindow class implementation
//
// NOTE: FG/BG colors are hard-wired
//
DraggableWindow::DraggableWindow(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
void (* f)(Element *)/*= NULL*/):
Element(x, y, w, h, 0x4D, 0xFF, 0x84, 0xFF, 0x1F, 0x84, 0x84, 0xFF), handler(f),
clicked(false),
cbWidth((closeBox[0] << 8) | closeBox[1]), cbHeight((closeBox[2] << 8) | closeBox[3]),
cbUp(SDL_CreateRGBSurfaceFrom(&closeBox[4], cbWidth, cbHeight, 32, cbWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A)),
cbDown(SDL_CreateRGBSurfaceFrom(&closeBoxDown[4], cbWidth, cbHeight, 32, cbWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A)),
cbHover(SDL_CreateRGBSurfaceFrom(&closeBoxHover[4], cbWidth, cbHeight, 32, cbWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A))
{
//Could probably move this into the initializer list as well...
closeButton = new Button(w - (cbWidth + 1), 1, cbUp, cbHover, cbDown, this);
list.push_back(closeButton);
#ifdef BACKGROUND_IMG_TEST
uint16_t imgWidth = (floppyDiskImg[0] << 8) | floppyDiskImg[1];
uint16_t imgHeight = (floppyDiskImg[2] << 8) | floppyDiskImg[3];
img = SDL_CreateRGBSurfaceFrom(&floppyDiskImg[4], imgWidth, imgHeight, 32, imgWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A);
#endif
CreateBackstore();
Draw(); // Can we do this in the constructor??? Mebbe.
}
DraggableWindow::~DraggableWindow()
{
for(uint32_t i=0; i<list.size(); i++)
if (list[i])
delete list[i];
#ifdef BACKGROUND_IMG_TEST
SDL_FreeSurface(img);
#endif
SDL_FreeSurface(cbUp);
SDL_FreeSurface(cbDown);
SDL_FreeSurface(cbHover);
}
void DraggableWindow::HandleKey(SDL_Scancode key)
{
if (key == SDL_SCANCODE_ESCAPE)
{
SDL_Event event;
event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
SDL_PushEvent(&event);
}
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->HandleKey(key);
}
void DraggableWindow::HandleMouseMove(uint32_t x, uint32_t y)
{
if (clicked)
{
//Need to check whether or not we've run into the extents of the screen... !!! FIX !!!
RestoreScreenFromBackstore();
extents.x = x - offset.x;
extents.y = y - offset.y;
SDL_BlitSurface(screen, &extents, backstore, NULL);
Draw();
return;
}
// Handle the items this window contains...
for(uint32_t 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 DraggableWindow::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
clicked = false;
if (mouseDown && Inside(x, y))
{
clicked = true;
offset.x = x - extents.x;
offset.y = y - extents.y;
}
// Handle the items this window contains...
for(uint32_t 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);
if (list[i]->Inside(x - extents.x, y - extents.y))
clicked = false;
}
}
void DraggableWindow::Draw(void)
{
#ifdef USE_COVERAGE_LISTS
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
for(std::list<SDL_Rect>::iterator i=coverList.begin(); i!=coverList.end(); i++)
SDL_FillRect(screen, &(*i), bgColor);
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
#else
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
//Perhaps we can make these parentable, put the parent traversal in the base class?
//Prolly.
#ifdef BACKGROUND_IMG_TEST
SDL_Rect src, dst;
src.x = 0, src.y = 0, src.w = extents.w, src.h = extents.h;
dst.x = extents.x, dst.y = extents.y;
SDL_BlitSurface(img, &src, screen, &dst);
extern char textChar2e[];
uint8_t * fontAddr = (uint8_t *)textChar2e + ((128 + 32) * 7 * 8);
SetNewFont(Font(fontAddr, 7, 8));
DrawStringOpaque(screen, extents.x + 8, extents.y + 6, 0xFF000000, 0xFFFFFFFF, "Ultima III - Boo");
DrawStringOpaque(screen, extents.x + 8, extents.y + 14, 0xFF000000, 0xFFFFFFFF, "0123456789012345");
DrawStringOpaque(screen, extents.x + 8, extents.y + 22, 0xFF000000, 0xFFFFFFFF, "1234567890123456");
DrawStringOpaque(screen, extents.x + 8, extents.y + 30, 0xFF000000, 0xFFFFFFFF, "2345678901234567");
RestoreOldFont();
#else
SDL_FillRect(screen, &extents, bgColor);
#endif
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
#endif
//Prolly don't need this since the close button will do this for us...
needToRefreshScreen = true;
}
void DraggableWindow::Notify(Element * e)
{
if (e == closeButton)
{
SDL_Event event;
event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
SDL_PushEvent(&event);
}
}
void DraggableWindow::AddElement(Element * e)
{
list.push_back(e);
}

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//
// DRAGGABLEWINDOW.H
//
// Graphical User Interface window class
//
#ifndef __DRAGGABLEWINDOW_H__
#define __DRAGGABLEWINDOW_H__
#include "element.h"
#include <vector>
class Button; // Forward declaration
class DraggableWindow: public Element
{
public:
DraggableWindow(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0,
void (* f)(Element *) = NULL);
~DraggableWindow(); //Does this destructor need to be virtual? Not sure... Check!
virtual void HandleKey(SDL_Scancode key);
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
virtual void Notify(Element *);
void AddElement(Element * e);
protected:
void (* handler)(Element *);
Button * closeButton;
std::vector<Element *> list;
bool clicked;
SDL_Rect offset;
private:
uint16_t cbWidth, cbHeight;
SDL_Surface * cbUp, * cbDown, * cbHover;
SDL_Surface * img;
};
#endif // __DRAGGABLEWINDOW_H__

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//
// DRAGGABLEWINDOW2.CPP
//
// Graphical User Interface draggable window class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 03/17/2006 Created this file
// JLH 03/17/2006 Added clipping against parent extents
//
// STILL TO DO:
//
// - Check for parent's extents and clip movement against those extents [DONE]
//
#include "draggablewindow2.h"
#include "guimisc.h" // Various support functions
#include <algorithm>
// Debugging support
//#define DESTRUCTOR_TESTING
#define BACKGROUND_IMG_TEST
#define USE_COVERAGE_LISTS
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//
// DraggableWindow class implementation
//
// NOTE: FG/BG colors are hard-wired
//
DraggableWindow2::DraggableWindow2(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
void (* f)(Element *)/*= NULL*/):
Window(x, y, w, h, f), clicked(false)
{
#ifdef BACKGROUND_IMG_TEST
uint16_t imgWidth = (floppyDiskImg[0] << 8) | floppyDiskImg[1];
uint16_t imgHeight = (floppyDiskImg[2] << 8) | floppyDiskImg[3];
img = SDL_CreateRGBSurfaceFrom(&floppyDiskImg[4], imgWidth, imgHeight, 32, imgWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A);
// label = SDL_CreateRGBSurface(SDL_SWSURFACE, 16*7, 32, 32,
// MASK_R, MASK_G, MASK_B, MASK_A);
//Prolly should draw this in the constructor...
//Now is! :-D
extern char textChar2e[];
uint8_t * fontAddr = (uint8_t *)textChar2e + ((128 + 32) * 7 * 8);
SetNewFont(Font(fontAddr, 7, 8));
// DrawStringOpaque(label, 0, 0, 0xFF000000, 0xFFFFFFFF, "Ultima III - Boo");
// DrawStringOpaque(label, 0, 8, 0xFF000000, 0xFFFFFFFF, "0123456789012345");
// DrawStringOpaque(label, 0, 16, 0xFF000000, 0xFFFFFFFF, "1234567890123456");
// DrawStringOpaque(label, 0, 24, 0xFF000000, 0xFFFFFFFF, "2345678901234567");
DrawStringOpaque(img, 8, 6, 0xFF000000, 0xFFFFFFFF, "Ultima III - Boo");
DrawStringOpaque(img, 8, 14, 0xFF000000, 0xFFFFFFFF, "t Disk6789012345");
DrawStringOpaque(img, 8, 22, 0xFF000000, 0xFFFFFFFF, "1234567890123456");
DrawStringOpaque(img, 6, 30, 0xFF000000, 0xFFFFFFFF, "2345678901234567");
RestoreOldFont();
#endif
// CreateBackstore();
//Bleh. We only have to do this here because Window's constructor is doing it too. !!! FIX !!!
//Mebbe put this shiaut into Element? What about stuff that doesn't draw itself right away?
//Perhaps we should just hit needToRefreshScreen or some such--but will that trigger a redraw?
RestoreScreenFromBackstore();
Draw(); // Can we do this in the constructor??? Mebbe.
}
DraggableWindow2::~DraggableWindow2()
{
#ifdef DESTRUCTOR_TESTING
printf("Inside ~DraggableWindow2()...\n");
#endif
#ifdef BACKGROUND_IMG_TEST
SDL_FreeSurface(img);
// SDL_FreeSurface(label);
#endif
}
void DraggableWindow2::HandleMouseMove(uint32_t x, uint32_t y)
{
if (clicked)
{
//Need to check whether or not we've run into the extents of the screen... !!! FIX !!!
//[DONE]
int32_t newX = x - offset.x;
int32_t newY = y - offset.y;
SDL_Rect clip = GetParentRect();
if (newX < clip.x)
newX = clip.x;
else if (newX > (clip.w - extents.w))
newX = clip.w - extents.w;
if (newY < clip.y)
newY = clip.y;
else if (newY > (clip.h - extents.h))
newY = clip.h - extents.h;
RestoreScreenFromBackstore();
extents.x = newX;
extents.y = newY;
SaveScreenToBackstore();
#ifdef USE_COVERAGE_LISTS
//If we don't do this, the coverage list doesn't move with the window...!
ResetCoverageList();
#endif
// SDL_BlitSurface(screen, &extents, backstore, NULL);
Draw();
return;
}
// Handle the items this window contains...
// for(uint32_t 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);
Window::HandleMouseMove(x, y);
}
void DraggableWindow2::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
clicked = false;
if (mouseDown && Inside(x, y))
{
clicked = true;
offset.x = x - extents.x;
offset.y = y - extents.y;
}
// Handle the items this window contains...
for(uint32_t 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);
if (list[i]->Inside(x - extents.x, y - extents.y))
clicked = false;
}
}
void DraggableWindow2::Draw(void)
{
//NOTE: What we need to do here is render into a surface THEN do the blits from the coverage list. !!! FIX !!!
#ifdef USE_COVERAGE_LISTS
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
for(std::list<SDL_Rect>::iterator i=coverList.begin(); i!=coverList.end(); i++)
{
SDL_Rect src, dst;
src.x = (*i).x - extents.x, src.y = (*i).y - extents.y, src.w = (*i).w, src.h = (*i).h;
dst.x = (*i).x, dst.y = (*i).y;
SDL_BlitSurface(img, &src, screen, &dst);
}
// HUH??!?!? The label should have been drawn into img already!!! !!! FIX !!! [DONE]
//This doesn't get clipped at all... !!! FIX !!!
// SDL_Rect src, dst;
// src.x = 0, src.y = 0, src.w = label->w, src.h = label->h;
// dst.x = extents.x + 8, dst.y = extents.y + 6;
// SDL_BlitSurface(label, &src, screen, &dst);
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
#else
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
//Perhaps we can make these parentable, put the parent traversal in the base class?
//Prolly.
#ifdef BACKGROUND_IMG_TEST
SDL_Rect src, dst;
src.x = 0, src.y = 0, src.w = extents.w, src.h = extents.h;
dst.x = extents.x, dst.y = extents.y;
SDL_BlitSurface(img, &src, screen, &dst);
//WTF? Unnecessary!
// extern char textChar2e[];
// uint8_t * fontAddr = (uint8_t *)textChar2e + ((128 + 32) * 7 * 8);
// SetNewFont(Font(fontAddr, 7, 8));
// DrawStringOpaque(screen, extents.x + 8, extents.y + 6, 0xFF000000, 0xFFFFFFFF, "Ultima III - Boo");
// DrawStringOpaque(screen, extents.x + 8, extents.y + 14, 0xFF000000, 0xFFFFFFFF, "0123456789012345");
// DrawStringOpaque(screen, extents.x + 8, extents.y + 22, 0xFF000000, 0xFFFFFFFF, "1234567890123456");
// DrawStringOpaque(screen, extents.x + 8, extents.y + 30, 0xFF000000, 0xFFFFFFFF, "2345678901234567");
// RestoreOldFont();
#else
SDL_FillRect(screen, &extents, bgColor);
#endif
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
#endif
//Prolly don't need this since the close button will do this for us...
needToRefreshScreen = true;
}

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//
// DRAGGABLEWINDOW2.H
//
// Graphical User Interface window class
//
#ifndef __DRAGGABLEWINDOW2_H__
#define __DRAGGABLEWINDOW2_H__
#include "window.h"
#include <vector>
class DraggableWindow2: public Window
{
public:
DraggableWindow2(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0,
void (* f)(Element *) = NULL);
~DraggableWindow2(); // Does this destructor need to be virtual? No, it doesn't!
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
protected:
bool clicked;
SDL_Rect offset;
private:
SDL_Surface * img;
// SDL_Surface * label;
};
#endif // __DRAGGABLEWINDOW2_H__

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//
// ELEMENT.CPP
//
// Graphical User Interface base class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/02/2006 Created this file
// JLH 02/13/2006 Added backbuffer and rendering functions
// JLH 03/02/2006 Moved backbuffer destruction to destructor, added parent
// corner discovery
//
#include "element.h"
#include "guimisc.h" // Various support functions
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//#define DEBUG_ELEMENT
#ifdef DEBUG_ELEMENT
#include "log.h"
#endif
// Initialize class variables
SDL_Surface * Element::screen = NULL;
bool Element::needToRefreshScreen = false;
Element::Element(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
Element * parentElement/*= NULL*/): parent(parentElement), backstore(NULL), visible(true)
{
extents.x = x,
extents.y = y,
extents.w = w,
extents.h = h;
coverList.push_back(extents);
}
Element::Element(uint32_t x, uint32_t y, uint32_t w, uint32_t h,
uint8_t fgR/*= 0xFF*/, uint8_t fgG/*= 0xFF*/, uint8_t fgB/*= 0xFF*/, uint8_t fgA/*= 0xFF*/,
uint8_t bgR/*= 0x00*/, uint8_t bgG/*= 0x00*/, uint8_t bgB/*= 0x00*/, uint8_t bgA/*= 0xFF*/,
Element * parentElement/*= NULL*/): parent(parentElement), backstore(NULL), visible(true)
{
extents.x = x,
extents.y = y,
extents.w = w,
extents.h = h;
coverList.push_back(extents);
#if 0
// This *should* allow us to store our colors in an endian safe way... :-/
uint8_t * c = (uint8_t *)&fgColor;
c[0] = fgR, c[1] = fgG, c[2] = fgB, c[3] = fgA;
c = (uint8_t *)&bgColor;
c[0] = bgR, c[1] = bgG, c[2] = bgB, c[3] = bgA;
#else
fgColor = SDL_MapRGBA(screen->format, fgR, fgG, fgB, fgA);
bgColor = SDL_MapRGBA(screen->format, bgR, bgG, bgB, bgA);
#endif
}
Element::~Element()
{
if (backstore)
{
RestoreScreenFromBackstore();
SDL_FreeSurface(backstore);
needToRefreshScreen = true;
}
}
bool Element::Inside(uint32_t x, uint32_t y)
{
return (x >= (uint32_t)extents.x && x < (uint32_t)(extents.x + extents.w)
&& y >= (uint32_t)extents.y && y < (uint32_t)(extents.y + extents.h) ? true : false);
}
//Badly named--!!! FIX !!! [DONE]
//SDL_Rect Element::GetParentCorner(void)
SDL_Rect Element::GetScreenCoords(void)
{
SDL_Rect rect;
rect.x = extents.x, rect.y = extents.y;
// First, traverse the parent tree to get the absolute screen address...
Element * currentParent = parent;
while (currentParent)
{
rect.x += currentParent->extents.x;
rect.y += currentParent->extents.y;
currentParent = currentParent->parent;
}
return rect;
}
#if 1
//May use this in the future...
SDL_Rect Element::GetParentRect(void)
{
// If there is no parent, then return the entire screen as the parent's
// rectangle.
SDL_Rect rect;
rect.x = 0, rect.y = 0, rect.w = screen->w, rect.h = screen->h;
if (parent)
{
rect.x = parent->extents.x;
rect.y = parent->extents.y;
rect.w = parent->extents.w;
rect.h = parent->extents.h;
}
return rect;
}
#endif
SDL_Rect Element::GetExtents(void)
{
return extents;
}
//kludge
#include "settings.h"
void Element::CreateBackstore(void)
{
backstore = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, 0x00);
//#define TEST_GL
#ifdef TEST_GL
printf("Element: About to do SDL_BlitSurface...\n");
#endif
//kludge
if (settings.useOpenGL)
return;
//Since screen is the main screen surface, OpenGL doesn't like it being touched.
//How to fix? Dunno.
SDL_BlitSurface(screen, &extents, backstore, NULL);
#ifdef TEST_GL
printf("Element: SDL_BlitSurface...Done.\n");
#endif
}
void Element::RestoreScreenFromBackstore(void)
{
SDL_Rect r;
r.x = extents.x;
r.y = extents.y;
SDL_BlitSurface(backstore, NULL, screen, &r);
}
void Element::SaveScreenToBackstore(void)
{
SDL_BlitSurface(screen, &extents, backstore, NULL);
}
void Element::ResetCoverageList(void)
{
// Setup our coverage list with the entire window area
coverList.empty();
coverList.push_back(extents);
}
void Element::AdjustCoverageList(SDL_Rect r)
{
//Prolly should have a bool here to set whether or not to do this crap, since it
//takes a little time...
// Here's where we do the coverage list voodoo... :-)
/*
Steps:
o Check for intersection. If no intersection, then no need to divide rects.
o Loop through current rects. If rect is completely inside passed in rect, remove from list.
o Loop through remaining rects. If rect intersects, decompose to four rects and
exclude degenerate rects, push rest into the coverage list.
*/
// std::list<Element *>::reverse_iterator ri;
// std::list<SDL_Rect>::iterator i;
// Loop through rects and remove those completely covered by passed in rect.
/* for(i=coverList.begin(); i!=coverList.end(); i++)
{
// if (RectanglesIntersect(r, *i))
if (RectangleFirstInsideSecond(*i, r))
{
//This is not right--do a while loop instead of a for loop?
// Remove it from the list...
std::list<SDL_Rect>::iterator next = coverList.erase(i);
}
}
*/
// Loop through rects and remove those completely covered by passed in rect.
std::list<SDL_Rect>::iterator i = coverList.begin();
while (i != coverList.end())
{
if (RectangleFirstInsideSecond(*i, r))
i = coverList.erase(i); // This will also advance i to the next item!
else
i++;
}
//This may not be needed if nothing follows the loop below...!
// if (coverList.empty())
// return;
// Check for intersection. If no intersection, then no need to divide rects.
i = coverList.begin();
while (i != coverList.end())
{
if (RectanglesIntersect(r, *i))
{
// Do the decomposition here. There will always be at least *one* rectangle
// generated by this algorithm, so we know we're OK in removing the original
// from the list. The general pattern looks like this:
//
// +------+
// |1 |
// +-+--+-+
// |2|//|3| <- Rectangle "r" is in the center
// +-+--+-+
// |4 |
// +------+
//
// Even if r extends beyond the bounds of the rectangle under consideration,
// that's OK because we test to see that the rectangle isn't degenerate
// before adding it to the list.
//Should probably use a separate list here and splice it in when we're done here...
//Or, could use push_front() to avoid the problem... Neat! Doesn't require a separate list!
//But, we need to remove the currently referenced rect... Another while loop!
//This approach won't work--if no rect1 then we're screwed! [FIXED]
//Now *that* will work...
SDL_Rect current = *i;
uint32_t bottomOfRect1 = current.y;
// uint32_t rightOfRect2 = current.x;
// uint32_t leftOfRect3 = current.x + current.w;
uint32_t topOfRect4 = current.y + current.h;
// Rectangle #1 (top)
if (r.y > current.y) // Simple rectangle degeneracy test...
{
bottomOfRect1 = r.y;
SDL_Rect rect = current;
rect.h = r.y - current.y;
coverList.push_front(rect);
}
// Rectangle #4 (bottom)
if (r.y + r.h < current.y + current.h)
{
topOfRect4 = r.y + r.h;
SDL_Rect rect = current;
rect.y = r.y + r.h;
rect.h = (current.y + current.h) - (r.y + r.h);
coverList.push_front(rect);
}
// Rectangle #2 (left side)
if (r.x > current.x)
{
SDL_Rect rect = current;
rect.w = r.x - current.x;
rect.y = bottomOfRect1;
rect.h = topOfRect4 - bottomOfRect1;
coverList.push_front(rect);
}
// Rectangle #3 (right side)
if (r.x + r.w < current.x + current.w)
{
SDL_Rect rect;
rect.x = r.x + r.w;
rect.w = (current.x + current.w) - (r.x + r.w);
rect.y = bottomOfRect1;
rect.h = topOfRect4 - bottomOfRect1;
coverList.push_front(rect);
}
i = coverList.erase(i); // This will also advance i to the next item!
}
else
i++;
}
}
void Element::SetVisible(bool visibility)
{
visible = visibility;
}
//
// Class methods
//
void Element::SetScreen(SDL_Surface * s)
{
screen = s;
}
bool Element::ScreenNeedsRefreshing(void)
{
return needToRefreshScreen;
}
void Element::ScreenWasRefreshed(void)
{
needToRefreshScreen = false;
}

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//
// ELEMENT.H
//
// Graphical User Interface base class
// All GUI elements are derived from this base class.
//
#ifndef __ELEMENT_H__
#define __ELEMENT_H__
// These are various GUI messages that can be sent to the SDL event handler
enum { WINDOW_CLOSE, MENU_ITEM_CHOSEN, SCREEN_REFRESH_NEEDED };
#include <SDL2/SDL.h>
#include <list>
#include <stdint.h>
class Element
{
public:
Element(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0,
Element * parentElement = NULL);
Element(uint32_t x, uint32_t y, uint32_t w, uint32_t h,
uint8_t fgR = 0xFF, uint8_t fgG = 0xFF, uint8_t fgB = 0xFF, uint8_t fgA = 0xFF,
uint8_t bgR = 0x00, uint8_t bgG = 0x00, uint8_t bgB = 0x00, uint8_t bgA = 0xFF,
Element * parentElement = NULL);
virtual ~Element(); // Destructor cannot be pure virtual...
virtual void HandleKey(SDL_Scancode key) = 0; // These are "pure" virtual functions...
virtual void HandleMouseMove(uint32_t x, uint32_t y) = 0;
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown) = 0;
virtual void Draw(void) = 0;
virtual void Notify(Element *) = 0;
bool Inside(uint32_t x, uint32_t y);
//Badly named, though we may code something that does this...
// SDL_Rect GetParentCorner(void);
SDL_Rect GetScreenCoords(void);
SDL_Rect GetExtents(void);
#if 1
//May use this in the future...
SDL_Rect GetParentRect(void);
#endif
void CreateBackstore(void);
void RestoreScreenFromBackstore(void);
void SaveScreenToBackstore(void);
void ResetCoverageList(void);
//Need something to prevent this on Elements that don't have mouseover effects...
void AdjustCoverageList(SDL_Rect r);
void SetVisible(bool);
// Class methods...
static void SetScreen(SDL_Surface *);
static bool ScreenNeedsRefreshing(void);
static void ScreenWasRefreshed(void);
protected:
SDL_Rect extents;
uint32_t state;
Element * parent;
uint32_t fgColor;
uint32_t bgColor;
SDL_Surface * backstore;
std::list<SDL_Rect> coverList;
bool visible;
// Class variables...
static SDL_Surface * screen;
static bool needToRefreshScreen;
};
#endif // __ELEMENT_H__

View File

@ -1,262 +0,0 @@
//
// This file was automagically generated by bin2c (by James Hammons)
//
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};

View File

@ -18,6 +18,7 @@
// - Multiple window handling [DONE]
//
#if 0
#include "gui.h"
#include "menu.h" // Element class methods are pulled in here...
#include "window.h"
@ -480,7 +481,7 @@ void GUI::Stop(void)
{
exitGUI = true;
}
#endif
//
@ -501,6 +502,13 @@ struct Bitmap {
};
#include "gui.h"
#include "apple2.h"
#include "applevideo.h"
#include "diskselector.h"
#include "log.h"
#include "video.h"
// Icons, in GIMP "C" format
#include "gfx/icon-selection.c"
#include "gfx/disk-icon.c"

View File

@ -10,6 +10,7 @@
#include <SDL2/SDL.h>
#include <list>
#if 0
class Menu; // Now *this* should work, since we've got pointers...
class MenuItems;
class Element;
@ -34,7 +35,7 @@ class GUI
bool showMouse;
SDL_Rect mouse, oldMouse;
};
#endif
class GUI2
{

View File

@ -1,343 +0,0 @@
//
// GUIELEMENTS.H
//
// Graphical User Interface bitmaps and such
//
#ifndef __GUIELEMENTS_H__
#define __GUIELEMENTS_H__
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
// 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[];
};
//NOTE: 32-bit pixels are in the format of ABGR...
// This may not be endian safe... Mac users?
//Using the GIMP C style bitmap is portable in that it's specified in bytes
//but we can cast it in uint32_ts and thus it will display correctly regardless of
//the underlying endianess. At least, in theory. ;-)
uint32_t mousePic[] = {
6, 8,
0xFF00FF00,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000, // +
0xFF00C600,0xFF00FF00,0x00000000,0x00000000,0x00000000,0x00000000, // @+
0xFF00C600,0xFF00FF00,0xFF00FF00,0x00000000,0x00000000,0x00000000, // @++
0xFF00C600,0xFF00C600,0xFF00FF00,0xFF00FF00,0x00000000,0x00000000, // @@++
0xFF00C600,0xFF00C600,0xFF00FF00,0xFF00FF00,0xFF00FF00,0x00000000, // @@+++
0xFF00C600,0xFF00C600,0xFF00C600,0xFF00FF00,0xFF00FF00,0xFF00FF00, // @@@+++
0xFF00C600,0xFF00C600,0xFF00C600,0x00000000,0x00000000,0x00000000, // @@@
0xFF00C600,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000 // @
/*
0x03E0,0x0000,0x0000,0x0000,0x0000,0x0000, // +
0x0300,0x03E0,0x0000,0x0000,0x0000,0x0000, // @+
0x0300,0x03E0,0x03E0,0x0000,0x0000,0x0000, // @++
0x0300,0x0300,0x03E0,0x03E0,0x0000,0x0000, // @@++
0x0300,0x0300,0x03E0,0x03E0,0x03E0,0x0000, // @@+++
0x0300,0x0300,0x0300,0x03E0,0x03E0,0x03E0, // @@@+++
0x0300,0x0300,0x0300,0x0000,0x0000,0x0000, // @@@
0x0300,0x0000,0x0000,0x0000,0x0000,0x0000 // @
0xFFFF,0x0000,0x0000,0x0000,0x0000,0x0000, // +
0xE318,0xFFFF,0x0000,0x0000,0x0000,0x0000, // @+
0xE318,0xFFFF,0xFFFF,0x0000,0x0000,0x0000, // @++
0xE318,0xE318,0xFFFF,0xFFFF,0x0000,0x0000, // @@++
0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF,0x0000, // @@+++
0xE318,0xE318,0xE318,0xFFFF,0xFFFF,0xFFFF, // @@@+++
0xE318,0xE318,0xE318,0x0000,0x0000,0x0000, // @@@
0xE318,0x0000,0x0000,0x0000,0x0000,0x0000 // @
*/
};
uint32_t upArrowBox[] = {
8, 8,
0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649, // ++++++++
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFF7D649,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0xFFBD8400, // + @@@@ .
0xFFF7D649,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFBD8400, // +@@@@@@.
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400 // ........
};
uint32_t downArrowBox[] = {
8, 8,
0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649, // ++++++++
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFF7D649,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFBD8400, // +@@@@@@.
0xFFF7D649,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0xFFBD8400, // + @@@@ .
0xFFF7D649,0x00000000,0x00000000,0xFFFFFFFF,0xFFFFFFFF,0x00000000,0x00000000,0xFFBD8400, // + @@ .
0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400 // ........
};
/* GIMP RGBA C-Source image dump (unlit button (16x16).png.c) */
static const struct {
unsigned int width;
unsigned int height;
unsigned int bytes_per_pixel; /* 3:RGB, 4:RGBA */
unsigned char pixel_data[16 * 16 * 4 + 1];
} pbUp = {
16, 16, 4,
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\26\26\26\40`__\203\205rr\305\216mm\344\205"
"cc\345kWW\306@??\202\16\16\16\37\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\2\2\2\4nll\205\277\217\217\372\251LL\377\23588\377\23155\377\227"
"22\377\22600\377\22477\377\204UU\371>;;\203\1\1\1\3\0\0\0\0\0\0\0\0\0\0\0"
"\0\2\2\2\4\225\215\215\260\271hh\377\234==\377\22499\377\22366\377\22233"
"\377\22111\377\221//\377\220--\377\221,,\377\213==\377SJJ\254\1\1\1\4\0\0"
"\0\0\0\0\0\0omm\205\271hh\377\231==\377\224::\377\22377\377\22344\377\223"
"22\377\22100\377\220..\377\220--\377\220,,\377\220++\377\213<<\377=;;\204"
"\0\0\0\0\27\27\27\"\301\220\220\372\234==\377\224::\377\22388\377\22555\377"
"\22533\377\22411\377\223//\377\222--\377\220,,\377\220++\377\221**\377\222"
"**\377\204RR\372\16\16\16\37baa\205\252MM\377\224::\377\22377\377\22655\377"
"\22433\377\22111\377\216//\377\214..\377\214,,\377\217++\377\221++\377\221"
"**\377\224**\377\22422\377=<<\203\207tt\307\23599\377\22366\377\22355\377"
"\22533\377\22111\377\215//\377\213..\377\213--\377\212,,\377\212++\377\221"
"**\377\222**\377\226**\377\227**\377dNN\306\222oo\344\23155\377\22244\377"
"\22322\377\22411\377\216//\377\213..\377\213--\377\212,,\377\212++\377\212"
"**\377\220**\377\223**\377\230))\377\231**\377xTT\345\210ff\345\23033\377"
"\22111\377\22100\377\223//\377\215..\377\213--\377\212,,\377\212++\377\212"
"**\377\212**\377\221**\377\224))\377\232))\377\233))\377yTT\344lYY\304\230"
"11\377\221//\377\220..\377\222--\377\215,,\377\212,,\377\212++\377\212**"
"\377\212**\377\211**\377\224))\377\226))\377\235))\377\235**\377dNN\305?"
">>\177\230;;\377\220..\377\220--\377\220,,\377\217++\377\212++\377\212**"
"\377\212**\377\212**\377\222))\377\225))\377\234))\377\237))\377\23455\377"
";;;\200\15\15\15\34\207YY\367\222--\377\220,,\377\220++\377\221++\377\222"
"**\377\220**\377\221**\377\224))\377\224))\377\232))\377\237))\377\237**"
"\377\211UU\367\14\14\14\34\0\0\0\0:88{\221CC\377\220++\377\221++\377\221"
"**\377\222**\377\223**\377\224))\377\226))\377\234))\377\237))\377\237))"
"\377\232AA\377988{\0\0\0\0\0\0\0\0\1\1\1\2NGG\243\221CC\377\223++\377\224"
"**\377\226**\377\227))\377\232))\377\235))\377\236))\377\237**\377\232BB"
"\377OGG\244\1\1\1\2\0\0\0\0\0\0\0\0\0\0\0\0\1\1\1\2""766w\204WW\365\2279"
"9\377\231,,\377\231**\377\233**\377\236++\377\23388\377\207VV\365766w\1\1"
"\1\1\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\12\12\12\30""777w]M"
"M\272rSS\330sSS\330]MM\270777w\12\12\12\30\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0",
};
uint32_t pushButtonUp[] = {
8, 8,
0x00000000, 0xFF1B1B1B, 0xFF545477, 0xFF525292, 0xFF474787, 0xFF363659, 0xFF0F0F0F, 0x00000000,
0xFF1B1B1C, 0xFF6666A7, 0xFF393995, 0xFF343492, 0xFF2F2F90, 0xFF2C2C90, 0xFF3B3B7E, 0xFF0F0F0F,
0xFF555578, 0xFF3A3A95, 0xFF353594, 0xFF303091, 0xFF2D2D8F, 0xFF2B2B90, 0xFF2A2A92, 0xFF333358,
0xFF545493, 0xFF343492, 0xFF303092, 0xFF2D2D8B, 0xFF2B2B8A, 0xFF2A2A8D, 0xFF292994, 0xFF3D3D83,
0xFF484889, 0xFF2F2F90, 0xFF2D2D8F, 0xFF2B2B8A, 0xFF2A2A89, 0xFF29298E, 0xFF292998, 0xFF3D3D84,
0xFF37375A, 0xFF2C2C90, 0xFF2B2B90, 0xFF2A2A8D, 0xFF29298E, 0xFF292995, 0xFF29299D, 0xFF34345B,
0xFF0E0E0E, 0xFF3E3E7F, 0xFF2A2A92, 0xFF292994, 0xFF292998, 0xFF29299D, 0xFF3C3C88, 0xFF0E0E0E,
0x00000000, 0xFF0D0D0D, 0xFF343456, 0xFF3D3D80, 0xFF3D3D82, 0xFF333358, 0xFF0D0D0D, 0x00000000
};
uint8_t pbuAlpha[] = {
0xFF, 0xE4, 0xA0, 0x99, 0xA4, 0xBE, 0xF0, 0xFF,
0xE3, 0x85, 0x00, 0x00, 0x00, 0x00, 0xAF, 0xF0,
0x9F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xC0,
0x98, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xAD,
0xA3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xAC,
0xBD, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xBF,
0xF1, 0xAD, 0x00, 0x00, 0x00, 0x00, 0xAC, 0xF1,
0xFF, 0xF2, 0xC0, 0xAD, 0xAD, 0xC0, 0xF2, 0xFF
};
/* GIMP RGBA C-Source image dump (Lit Button (16x16).png.c) */
static const struct {
unsigned int width;
unsigned int height;
unsigned int bytes_per_pixel; /* 3:RGB, 4:RGBA */
unsigned char pixel_data[16 * 16 * 4 + 1];
} pbDown = {
16, 16, 4,
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\261\261\261\36\276\276\276\200\272\272\272"
"\302\255\255\255\343\236\236\236\343\214\214\214\302~~~\177uuu\35\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\223\223\223\3\332\332\332\200\353"
"\353\353\371\347\323\323\377\321\224\224\377\303rr\377\274jj\377\263uu\377"
"\237\212\212\377\205\205\205\370xxx\177ccc\3\0\0\0\0\0\0\0\0\0\0\0\0\236"
"\236\236\3\345\345\345\252\371\362\362\377\326\203\203\377\325BB\377\353"
"DD\377\365DD\377\365CC\377\351>>\377\31777\377\251TT\377\210\200\200\377"
"yyy\250```\3\0\0\0\0\0\0\0\0\333\333\333\200\371\362\362\377\320cc\377\356"
"GG\377\371HH\377\366FF\377\363CC\377\363BB\377\365AA\377\367@@\377\351<<"
"\377\257@@\377\203{{\377www\177\0\0\0\0\261\261\261\36\354\354\354\370\326"
"\204\204\377\356GG\377\370HH\377\362EE\377\351BB\377\340>>\377\337==\377"
"\347>>\377\357??\377\366??\377\352;;\377\242LL\377{{{\370sss\35\300\300\300"
"\200\350\324\324\377\326BB\377\371HH\377\362EE\377\341@@\377\324<<\377\326"
"<<\377\325;;\377\32199\377\335;;\377\360>>\377\370??\377\32033\377\205pp"
"\377xxx\177\274\274\274\302\322\225\225\377\353DD\377\366FF\377\351BB\377"
"\324<<\377\331==\377\335>>\377\335==\377\330;;\377\32088\377\347<<\377\365"
">>\377\353::\377\225UU\377xxx\303\260\260\260\343\305tt\377\366EE\377\363"
"DD\377\340>>\377\326<<\377\335>>\377\342??\377\342>>\377\334<<\377\32388"
"\377\33599\377\363>>\377\371==\377\237II\377yyy\343\237\237\237\343\275l"
"l\377\365CC\377\363BB\377\337==\377\325;;\377\335==\377\342>>\377\342>>\377"
"\334<<\377\32388\377\33699\377\364>>\377\372==\377\240II\377yyy\343\216\216"
"\216\303\264vv\377\352??\377\365AA\377\347>>\377\32199\377\330;;\377\334"
"<<\377\334<<\377\327::\377\31777\377\350;;\377\371>>\377\357;;\377\227UU"
"\377xxx\302~~~\200\240\214\214\377\32188\377\367@@\377\357??\377\335;;\377"
"\32088\377\32388\377\32388\377\31777\377\33799\377\362==\377\376>>\377\326"
"55\377\204nn\377www\177vvv\34\205\205\205\370\253UU\377\353==\377\366??\377"
"\360>>\377\347<<\377\33599\377\33699\377\350;;\377\362==\377\375>>\377\362"
";;\377\246HH\377zzz\370rrr\36\0\0\0\0xxx\177\210\200\200\377\261AA\377\353"
"==\377\370??\377\365>>\377\363>>\377\364>>\377\370>>\377\376>>\377\362<<"
"\377\266<<\377~uu\377www\177\0\0\0\0\0\0\0\0ddd\3yyy\250\203{{\377\243MM"
"\377\32155\377\354<<\377\371>>\377\372>>\377\357;;\377\32755\377\246HH\377"
"~uu\377xxx\250___\3\0\0\0\0\0\0\0\0\0\0\0\0hhh\3www\177{{{\370\205pp\377"
"\225UU\377\237JJ\377\240JJ\377\227UU\377\204nn\377zzz\370www\177```\3\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0ttt\35www\200xxx\303yyy\343y"
"yy\343xxx\303xxx\177sss\35\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0",
};
uint32_t pushButtonDown[] = {
8, 8,
0x00000000, 0xFF1B1B1B, 0xFF8B8B90, 0xFF8C8CAF, 0xFF767699, 0xFF56565B, 0xFF0F0F0F, 0x00000000,
0xFF1B1B1B, 0xFFB8B8D6, 0xFF5555E4, 0xFF4444F2, 0xFF4040F1, 0xFF4141D5, 0xFF626282, 0xFF0F0F0F,
0xFF8C8C91, 0xFF5555E4, 0xFF4444EF, 0xFF3E3EDC, 0xFF3B3BDB, 0xFF3D3DEC, 0xFF3E3ED4, 0xFF4B4B51,
0xFF8D8DB1, 0xFF4444F2, 0xFF3E3EDC, 0xFF3E3EDD, 0xFF3C3CDC, 0xFF3939D9, 0xFF3C3CF3, 0xFF59597E,
0xFF77779B, 0xFF4141F1, 0xFF3B3BDB, 0xFF3C3CDC, 0xFF3B3BDC, 0xFF3838D9, 0xFF3C3CF5, 0xFF595980,
0xFF57575D, 0xFF4242D8, 0xFF3D3DEC, 0xFF3939D9, 0xFF3838D9, 0xFF3C3CEF, 0xFF3D3DDC, 0xFF4C4C52,
0xFF101010, 0xFF636385, 0xFF3E3ED8, 0xFF3D3DF4, 0xFF3D3DF6, 0xFF3D3DDD, 0xFF5D5D83, 0xFF101010,
0x00000000, 0xFF101010, 0xFF4E4E55, 0xFF5B5B83, 0xFF5B5B84, 0xFF4D4D54, 0xFF101010, 0x00000000
};
uint8_t pbdAlpha[] = {
0xFF, 0xE4, 0x72, 0x68, 0x7E, 0xA7, 0xF0, 0xFF,
0xE4, 0x3E, 0x00, 0x00, 0x00, 0x00, 0x93, 0xF0,
0x71, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB2,
0x67, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9A,
0x7D, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9A,
0xA6, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xB1,
0xEF, 0x91, 0x00, 0x00, 0x00, 0x00, 0x96, 0xEF,
0xFF, 0xEF, 0xAE, 0x98, 0x97, 0xAF, 0xEF, 0xFF
};
uint32_t slideSwitchUp[] = {
8, 16,
//0C7F -> 000011 00011 11111 -> 0000 1100 0001 1000 1111 1111 -> 0C 18 FF
0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649, // ++++++++
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400 // ........
};
uint32_t slideSwitchDown[] = {
8, 16,
0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649,0xFFF7D649, // ++++++++
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0x00000000,0xFFBD8400, // +.......
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFF7D649,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFFF180C,0xFFBD8400, // + .
0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400,0xFFBD8400 // ........
};
#define CLOSEBOX_WIDTH 15
#define CLOSEBOX_HEIGHT 15
uint32_t closeBox[] = {
15, 15,
0x00000000, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0x00000000,
0xFF3838ED, 0xFF5858E7, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF5858E7, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF3838ED, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF3838ED, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF3838ED, 0xFF3838ED, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF3838ED, 0xFF3838ED, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF000000, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF5858E7, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF5858E7, 0xFF3838ED,
0x00000000, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0x00000000
};
uint32_t closeBoxHover[] = {
15, 15,
0x00000000, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0x00000000,
0xFF3838ED, 0xFF5858E7, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF5858E7, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF3838ED, 0xFF3838ED, 0xFF40AFFF, 0xFF40AFFF, 0xFF40AFFF, 0xFF40AFFF, 0xFF40AFFF, 0xFF3838ED, 0xFF3838ED, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF52B7FF, 0xFF52B7FF, 0xFF52B7FF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF40AFFF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF63BEFF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF40AFFF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF40AFFF, 0xFF52B7FF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF52B7FF, 0xFF40AFFF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF40AFFF, 0xFF52B7FF, 0xFF63BEFF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF63BEFF, 0xFF52B7FF, 0xFF40AFFF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF40AFFF, 0xFF52B7FF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF52B7FF, 0xFF40AFFF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF40AFFF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF63BEFF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF40AFFF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF52B7FF, 0xFF52B7FF, 0xFF52B7FF, 0xFF3838ED, 0xFF6B6BFB, 0xFF3838ED, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF3838ED, 0xFF3838ED, 0xFF40AFFF, 0xFF40AFFF, 0xFF40AFFF, 0xFF40AFFF, 0xFF40AFFF, 0xFF3838ED, 0xFF3838ED, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF6B6BFB, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF20A2FF, 0xFF6B6BFB, 0xFF3838ED,
0xFF3838ED, 0xFF5858E7, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF6B6BFB, 0xFF5858E7, 0xFF3838ED,
0x00000000, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0x00000000
};
uint32_t closeBoxDown[] = {
15, 15,
0x00000000, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0x00000000,
0xFF3838ED, 0xFF1D1DE2, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF1D1DE2, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF3838ED, 0xFF3838ED, 0xFF0786E2, 0xFF0786E2, 0xFF0786E2, 0xFF0786E2, 0xFF0786E2, 0xFF3838ED, 0xFF3838ED, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF0077CC, 0xFF0077CC, 0xFF0077CC, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF0786E2, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF006EBD, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF0786E2, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF0786E2, 0xFF0077CC, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF0077CC, 0xFF0786E2, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF0786E2, 0xFF0077CC, 0xFF006EBD, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF006EBD, 0xFF0077CC, 0xFF0786E2, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF0786E2, 0xFF0077CC, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF0077CC, 0xFF0786E2, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF0786E2, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF006EBD, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF0786E2, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF0077CC, 0xFF0077CC, 0xFF0077CC, 0xFF3838ED, 0xFF2B2BC0, 0xFF3838ED, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF3838ED, 0xFF3838ED, 0xFF0786E2, 0xFF0786E2, 0xFF0786E2, 0xFF0786E2, 0xFF0786E2, 0xFF3838ED, 0xFF3838ED, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF2B2BC0, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF1F9DF7, 0xFF2B2BC0, 0xFF3838ED,
0xFF3838ED, 0xFF1D1DE2, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF2B2BC0, 0xFF1D1DE2, 0xFF3838ED,
0x00000000, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0xFF3838ED, 0x00000000
};
#include "vj_title_small.c"
#ifdef __cplusplus
}
#endif
#endif // __GUIELEMENTS_H__

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//
// GUIMISC.H
//
// Graphical User Interface support functions
//
#ifndef __GUIMISC_H__
#define __GUIMISC_H__
#include <SDL.h>
#include <stdarg.h>
#include <stdint.h>
// Useful structs
struct Font
{
Font(uint8_t * d = NULL, uint32_t w = 0, uint32_t h = 0): data(d), width(w), height(h) {}
uint8_t * data;
uint32_t width, height;
};
// 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[];
};*/
// A better way is just to use the following format:
// bytes 0-1: width (HI/LO)
// bytes 2-3: height (HI/LO)
// bytes 4-n: pixel data in RGBA format
// Global functions
//void SetFont(uint8_t *, uint32_t, uint32_t);
void SetNewFont(Font);
void RestoreOldFont(void);
uint32_t GetFontWidth(void);
uint32_t GetFontHeight(void);
void DrawStringTrans(SDL_Surface * screen, uint32_t x, uint32_t y, uint32_t color, const char * text, ...);
void DrawStringOpaque(SDL_Surface * screen, uint32_t x, uint32_t y, uint32_t fg, uint32_t bg, const char * text, ...);
//Not sure these belong here, but there you go...
bool RectanglesIntersect(SDL_Rect r1, SDL_Rect r2);
bool RectangleFirstInsideSecond(SDL_Rect r1, SDL_Rect r2);
// GUI bitmaps (exported)
extern uint8_t closeBox[];
extern uint8_t closeBoxDown[];
extern uint8_t closeBoxHover[];
extern uint8_t floppyDiskImg[];
#endif // __GUIMISC_H__

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//
// MENU.CPP
//
// Graphical User Interface menu support
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/09/2006 Created this file
// JLH 02/13/2006 Added rendering support
//
#include "menu.h"
#include "guimisc.h"
//#define DEBUG_MENU
#ifdef DEBUG_MENU
#include "log.h"
#endif
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//
// MenuItems class implementation
//
MenuItems::MenuItems(): charLength(0), popupBackstore(NULL)
{
}
bool MenuItems::Inside(uint32_t x, uint32_t y)
{
return (x >= (uint32_t)extents.x && x < (uint32_t)(extents.x + extents.w)
&& y >= (uint32_t)extents.y && y < (uint32_t)(extents.y + extents.h) ? true : false);
}
//
// Menu class implementation
//
Menu::Menu(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
uint8_t fgcR/*= 0x00*/, uint8_t fgcG/*= 0x00*/, uint8_t fgcB/*= 0x7F*/, uint8_t fgcA/*= 0xFF*/,
uint8_t bgcR/*= 0x3F*/, uint8_t bgcG/*= 0x3F*/, uint8_t bgcB/*= 0xFF*/, uint8_t bgcA/*= 0xFF*/,
uint8_t fgchR/*= 0x3F*/, uint8_t fgchG/*= 0x3F*/, uint8_t fgchB/*= 0xFF*/, uint8_t fgchA/*= 0xFF*/,
uint8_t bgchR/*= 0x87*/, uint8_t bgchG/*= 0x87*/, uint8_t bgchB/*= 0xFF*/, uint8_t bgchA/*= 0xFF*/):
Element(x, y, w, GetFontHeight(), fgcR, fgcG, fgcB, fgcA, bgcR, bgcG, bgcB, bgcA),
activated(false), clicked(false),
inside(0), insidePopup(0), menuChosen(-1), menuItemChosen(-1),
activatedSave(false), clickedSave(false),
insideSave(0), insidePopupSave(0), menuChosenSave(-1), menuItemChosenSave(-1)
{
#if 0
// This *should* allow us to store our colors in an endian safe way... :-/
// Nope. Only on SW surfaces. With HW, all bets are off. :-(
uint8_t * c = (uint8_t *)&fgColorHL;
c[0] = fgchR, c[1] = fgchG, c[2] = fgchB, c[3] = fgchA;
c = (uint8_t *)&bgColorHL;
c[0] = bgchR, c[1] = bgchG, c[2] = bgchB, c[3] = bgchA;
#else
fgColorHL = SDL_MapRGBA(screen->format, fgchR, fgchG, fgchB, fgchA);
bgColorHL = SDL_MapRGBA(screen->format, bgchR, bgchG, bgchB, bgchA);
#endif
}
Menu::~Menu()
{
for(uint32_t i=0; i<itemList.size(); i++)
{
if (itemList[i].popupBackstore)
SDL_FreeSurface(itemList[i].popupBackstore);
}
}
void Menu::HandleKey(SDL_Scancode key)
{
SaveStateVariables();
for(uint32_t i=0; i<itemList.size(); i++)
{
for(uint32_t j=0; j<itemList[i].item.size(); j++)
{
if (itemList[i].item[j].hotKey == key)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = MENU_ITEM_CHOSEN;
event.user.data1 = (void *)itemList[i].item[j].action;
SDL_PushEvent(&event);
clicked = false, menuChosen = menuItemChosen = -1;
break;
}
}
}
CheckStateAndRedrawIfNeeded();
}
void Menu::HandleMouseMove(uint32_t x, uint32_t y)
{
#ifdef DEBUG_MENU
WriteLog("--> Inside Menu::HandleMouseMove()...\n");
#endif
SaveStateVariables();
inside = insidePopup = 0;
if (Inside(x, y))
{
// Find out *where* we are inside the menu bar
uint32_t xpos = extents.x;
for(uint32_t i=0; i<itemList.size(); i++)
{
uint32_t width = (itemList[i].title.length() + 2) * GetFontWidth();
if (x >= xpos && x < xpos + width)
{
inside = i + 1;
menuChosen = i;
break;
}
xpos += width;
}
}
if (!Inside(x, y) && !clicked)
{
menuChosen = -1;
}
if (itemList[menuChosen].Inside(x, y) && clicked)
{
insidePopup = ((y - itemList[menuChosen].extents.y) / GetFontHeight()) + 1;
menuItemChosen = insidePopup - 1;
}
CheckStateAndRedrawIfNeeded();
}
void Menu::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
#ifdef DEBUG_MENU
WriteLog("--> Inside Menu::HandleMouseButton()...\n");
#endif
SaveStateVariables();
if (!clicked)
{
if (mouseDown)
{
if (inside)
clicked = true;
else
menuChosen = -1; // clicked is already false...!
}
}
else // clicked == true
{
if (insidePopup && !mouseDown) // I.e., mouse-button-up
{
activated = true;
if (itemList[menuChosen].item[menuItemChosen].action != NULL)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = MENU_ITEM_CHOSEN;
event.user.data1 = (void *)itemList[menuChosen].item[menuItemChosen].action;
SDL_PushEvent(&event);
}
clicked = false, menuChosen = menuItemChosen = -1;
}
if (!inside && !insidePopup && mouseDown)
clicked = false, menuChosen = menuItemChosen = -1;
}
CheckStateAndRedrawIfNeeded();
}
void Menu::Draw(void)
{
#ifdef DEBUG_MENU
WriteLog("--> Inside Menu::Draw()...\n");
#endif
char separator[] = "--------------------------------------------------------";
uint32_t xpos = extents.x;
for(uint32_t i=0; i<itemList.size(); i++)
{
uint32_t color1 = fgColor, color2 = bgColor;
if (inside == (i + 1) || (menuChosen != -1 && (uint32_t)menuChosen == i))
color1 = fgColorHL, color2 = bgColorHL;
DrawStringOpaque(screen, xpos, extents.y, color1, color2,
" %s ", itemList[i].title.c_str());
xpos += (itemList[i].title.length() + 2) * GetFontWidth();
}
// Prime the backstore if we're about to draw a popup...
if (!clickedSave && clicked) // If we transitioned from no popup to popup
#ifdef DEBUG_MENU
{
WriteLog("--> Attempting to prime pubs...\n pubs x/y/w/h = %u/%u/%u/%u\n surface = %08X\n",
itemList[menuChosen].extents.x,
itemList[menuChosen].extents.y,
itemList[menuChosen].extents.w,
itemList[menuChosen].extents.h,
itemList[menuChosen].popupBackstore);
#endif
SDL_BlitSurface(screen, &itemList[menuChosen].extents, itemList[menuChosen].popupBackstore, NULL);
#ifdef DEBUG_MENU
}
#endif
// Draw sub menu (but only if active)
if (clicked)
{
uint32_t ypos = extents.y + GetFontHeight() + 1;
for(uint32_t i=0; i<itemList[menuChosen].item.size(); i++)
{
uint32_t color1 = fgColor, color2 = bgColor;
if (insidePopup == i + 1)
color1 = fgColorHL, color2 = bgColorHL, menuItemChosen = i;
if (itemList[menuChosen].item[i].name.length() > 0)
DrawStringOpaque(screen, itemList[menuChosen].extents.x, ypos,
color1, color2, " %-*.*s ", itemList[menuChosen].charLength,
itemList[menuChosen].charLength, itemList[menuChosen].item[i].name.c_str());
else
DrawStringOpaque(screen, itemList[menuChosen].extents.x, ypos,
fgColor, bgColor, "%.*s", itemList[menuChosen].charLength + 2, separator);
ypos += GetFontHeight();
}
}
// Do cleanup if we're done with the popup menu
if (clickedSave && !clicked) // If we transitioned from popup to no popup
{
SDL_Rect r;
r.x = itemList[menuChosenSave].extents.x;
r.y = itemList[menuChosenSave].extents.y;
SDL_BlitSurface(itemList[menuChosenSave].popupBackstore, NULL, screen, &r);
}
needToRefreshScreen = true;
}
void Menu::Notify(Element *)
{
}
void Menu::Add(MenuItems mi)
{
for(uint32_t 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 + GetFontHeight() + 1;
mi.extents.w = (mi.charLength + 2) * GetFontWidth();
mi.extents.h = mi.item.size() * GetFontHeight();
mi.popupBackstore = SDL_CreateRGBSurface(SDL_SWSURFACE, mi.extents.w, mi.extents.h, 32,
MASK_R, MASK_G, MASK_B, 0x00);
itemList.push_back(mi);
extents.w += (mi.title.length() + 2) * GetFontWidth();
//This is incorrect--this should be sampled just *before* we draw the popup! !!! FIX !!! [DONE]
// SDL_BlitSurface(screen, &mi.extents, mi.popupBackstore, NULL);
#ifdef DEBUG_MENU
WriteLog("--> Added menu item...\n pubs x/y/w/h = %u/%u/%u/%u\n surface = %08X\n",
mi.extents.x,
mi.extents.y,
mi.popupBackstore->w,
mi.popupBackstore->h,
mi.popupBackstore);
#endif
}
void Menu::SaveStateVariables(void)
{
activatedSave = activated;
clickedSave = clicked;
insideSave = inside;
insidePopupSave = insidePopup;
menuChosenSave = menuChosen;
menuItemChosenSave = menuItemChosen;
}
void Menu::CheckStateAndRedrawIfNeeded(void)
{
// Check to see if any of our state variables changed since we last saved them...
if (activated != activatedSave || clicked != clickedSave
|| inside != insideSave || insidePopup != insidePopupSave
|| menuChosen != menuChosenSave || menuItemChosen != menuItemChosenSave)
Draw();
}

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//
// MENU.H
//
// Graphical User Interface menu support
//
#ifndef __MENU_H__
#define __MENU_H__
#include <string>
#include <vector>
#include "window.h"
struct NameAction
{
std::string name;
Element * (* action)(void);
SDL_Scancode hotKey;
NameAction(std::string n, Element * (* a)(void) = NULL, SDL_Scancode k = SDL_SCANCODE_UNKNOWN): name(n),
action(a), hotKey(k) {}
};
class MenuItems
{
public:
MenuItems();
bool Inside(uint32_t x, uint32_t y);
std::string title;
std::vector<NameAction> item;
uint32_t charLength;
SDL_Rect extents;
SDL_Surface * popupBackstore;
};
class Menu: public Element
{
public:
Menu(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0,
uint8_t fgcR = 0x00, uint8_t fgcG = 0x00, uint8_t fgcB = 0x7F, uint8_t fgcA = 0xFF,
uint8_t bgcR = 0x3F, uint8_t bgcG = 0x3F, uint8_t bgcB = 0xFF, uint8_t bgcA = 0xFF,
uint8_t fgchR = 0x3F, uint8_t fgchG = 0x3F, uint8_t fgchB = 0xFF, uint8_t fgchA = 0xFF,
uint8_t bgchR = 0x87, uint8_t bgchG = 0x87, uint8_t bgchB = 0xFF, uint8_t bgchA = 0xFF);
~Menu();
virtual void HandleKey(SDL_Scancode key);
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
virtual void Notify(Element *);
void Add(MenuItems mi);
void SaveStateVariables(void);
void CheckStateAndRedrawIfNeeded(void);
protected:
bool activated, clicked;
uint32_t inside, insidePopup;
int menuChosen, menuItemChosen;
uint32_t fgColorHL, bgColorHL;
private:
std::vector<MenuItems> itemList;
bool activatedSave, clickedSave;
uint32_t insideSave, insidePopupSave;
int menuChosenSave, menuItemChosenSave;
};
#endif // __MENU_H__

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//
// Static text class
//
// by James Hammons
//
#include "text.h"
#include "guimisc.h"
Text::Text(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/, Element * parent/*= NULL*/):
Element(x, y, w, h, parent)
{
fgColor = 0xFF8484FF, bgColor = 0xFF84FF4D;
}
Text::Text(uint32_t x, uint32_t y, std::string s, uint32_t fg/*= 0xFF8484FF*/, uint32_t bg/*= 0xFF84FF4D*/, Element * parent/*= NULL*/):
Element(x, y, 0, 0, parent), text(s)
{
fgColor = fg, bgColor = bg;
}
void Text::Draw(void)
{
if (text.length() > 0)
{
// DrawString(screenBuffer, extents.x + offsetX, extents.y + offsetY, false, "%s", text.c_str());
SDL_Rect r = GetScreenCoords();
DrawStringOpaque(screen, r.x, r.y, fgColor, bgColor, "%s", text.c_str());
}
}
void Text::SetText(std::string s)
{
text = s;
}

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//
// Static text class
//
// by James Hammons
//
#ifndef __TEXT_H__
#define __TEXT_H__
#include <string>
#include "element.h"
class Text: public Element
{
public:
Text(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0, Element * parent = NULL);
Text(uint32_t x, uint32_t y, std::string s, uint32_t fg = 0xFF8484FF, uint32_t bg = 0xFF84FF4D, Element * parent = NULL);
virtual void HandleKey(SDL_Scancode key) {}
virtual void HandleMouseMove(uint32_t x, uint32_t y) {}
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown) {}
virtual void Draw(void);
virtual void Notify(Element *) {}
void SetText(std::string s);
protected:
// uint32_t fgColor, bgColor;
std::string text;
};
#endif // __TEXT_H__

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@ -1,253 +0,0 @@
//
// TEXTEDIT.CPP
//
// Graphical User Interface button class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/17/2006 Created this file
// JLH 03/01/2006 Added basic editing functionality
//
#include "textedit.h"
#include "guimisc.h" // Various support functions
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//
// Text edit class implementation
//
TextEdit::TextEdit(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
std::string s/*= ""*/, Element * parent/*= NULL*/):
Element(x, y, w, h, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x40, 0x40, 0xFF, parent),
activated(false), clicked(false), inside(false),
img(NULL), text(s), caretPos(0), scrollPos(0),
activatedSave(false), clickedSave(false), insideSave(false),
caretPosSave(0), scrollPosSave(0)
{
if (extents.h == 0)
extents.h = GetFontHeight();
// Setup hardwired colors...
uint8_t * c = (uint8_t *)&hiliteColor;
c[0] = 0xFF, c[1] = 0x80, c[2] = 0x00, c[3] = 0xFF;
c = (uint8_t *)&cursorColor;
c[0] = 0x40, c[1] = 0xFF, c[2] = 0x60, c[3] = 0xFF;
// Create the text edit surface here...
img = SDL_CreateRGBSurface(SDL_SWSURFACE, extents.w, extents.h, 32,
MASK_R, MASK_G, MASK_B, MASK_A);
Draw(); // Can we do this in the constructor??? Mebbe.
}
TextEdit::~TextEdit()
{
if (img)
SDL_FreeSurface(img);
}
//Set different filters depending on type passed in on construction, e.g., filename, amount, etc...?
void TextEdit::HandleKey(SDL_Scancode key)
{
if (!activated)
return;
// Punting this for now on SDL 2...
#if 0
SaveStateVariables();
SDLMod keyMod = SDL_GetModState();
if ((key >= SDLK_a && key <= SDLK_z) || (key >= SDLK_0 && key <= SDLK_9)
|| key == SDLK_PERIOD || key == SDLK_SLASH || key == SDLK_SPACE)
{
uint8_t chr = (uint8_t)key;
// Handle shift key as well...
if (keyMod & KMOD_SHIFT)
{
if (key >= SDLK_a && key <= SDLK_z)
chr &= 0xDF; // Set to upper case
}
text.insert(scrollPos + caretPos, 1, chr);
// If we hit the edge, then scroll; else advance the caret
if ((GetFontWidth() * caretPos) > (extents.w - GetFontWidth()))
scrollPos++;
else
caretPos++;
}
else if (key == SDLK_BACKSPACE)
{
// If there's something to delete, go ahead and delete it
if ((scrollPos + caretPos) > 0)
{
text.erase(scrollPos + caretPos - 1, 1);
// Scroll the cursor to the left if possible, otherwise move the scroll position
if (caretPos > 0)
caretPos--;
else
scrollPos--;
}
}
else if (key == SDLK_DELETE)
{
if ((scrollPos + caretPos) < text.length())
text.erase(scrollPos + caretPos, 1);
}
else if (key == SDLK_LEFT)
{
if (caretPos > 0)
caretPos--;
else if (scrollPos > 0)
scrollPos--;
}
else if (key == SDLK_RIGHT)
{
if ((scrollPos + caretPos) < text.length())
{
if ((GetFontWidth() * caretPos) > (extents.w - GetFontWidth()))
scrollPos++;
else
caretPos++;
}
}
else if (key == SDLK_RETURN)
{
clicked = activated = false;
}
CheckStateAndRedrawIfNeeded();
#endif
}
void TextEdit::HandleMouseMove(uint32_t x, uint32_t y)
{
SaveStateVariables();
inside = Inside(x, y);
CheckStateAndRedrawIfNeeded();
}
void TextEdit::HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown)
{
SaveStateVariables();
//Not sure that this is right way to handle this...
//Should set the cursor position based on where in the text box it was clicked...
if (inside)
{
if (mouseDown)
clicked = true;
if (clicked && !mouseDown)
{
clicked = false, activated = true;
// Send a message to our parent widget (if any) that we're activated
if (parent)
parent->Notify(this);
}
}
else
clicked = activated = false;
CheckStateAndRedrawIfNeeded();
}
void TextEdit::Draw(void)
{
if (img == NULL)
return; // Bail out if no surface was created...
SDL_Rect rect = GetScreenCoords();
// Now, draw the appropriate text state!
if (!activated)
{
if (inside)
{
SDL_Rect rect2;
rect2.x = 1;
rect2.y = 1;
rect2.w = extents.w - 2;
rect2.h = extents.h - 2;
SDL_FillRect(img, NULL, hiliteColor);
SDL_FillRect(img, &rect2, bgColor);
}
else
SDL_FillRect(img, NULL, bgColor);
}
else
SDL_FillRect(img, NULL, bgColor);//Make a different color here, so we're clear we're editing...
//Should also draw different text color depending on whether or not we're activated...
if (activated)
DrawStringTrans(img, 0, 0, fgColor, text.c_str() + scrollPos);
else
DrawStringTrans(img, 0, 0, fgColor, text.c_str());
// Draw the cursor, if any
if (activated)
{
SDL_Rect rectCursor;
rectCursor.x = caretPos * GetFontWidth();
rectCursor.y = 0;
rectCursor.w = 2;
rectCursor.h = GetFontHeight();
SDL_FillRect(img, &rectCursor, cursorColor);
}
SDL_BlitSurface(img, NULL, screen, &rect); // This handles alpha blending too! :-D
needToRefreshScreen = true;
}
void TextEdit::Notify(Element *)
{
}
std::string TextEdit::GetText(void)
{
return text;
}
void TextEdit::SaveStateVariables(void)
{
activatedSave = activated;
clickedSave = clicked;
insideSave = inside;
caretPosSave = caretPos;
scrollPosSave = scrollPos;
lengthSave = text.length();
}
void TextEdit::CheckStateAndRedrawIfNeeded(void)
{
// Check to see if any of our state variables changed since we last saved them...
if (activated != activatedSave || clicked != clickedSave || inside != insideSave
|| caretPos != caretPosSave || scrollPos != scrollPosSave
|| text.length() != lengthSave)
Draw();
}

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//
// TEXTEDIT.H
//
// Graphical User Interface text edit class
//
#ifndef __TEXTEDIT_H__
#define __TEXTEDIT_H__
#include <string>
#include "element.h"
class TextEdit: public Element
{
public:
TextEdit(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0, std::string s = "", Element * parent = NULL);
~TextEdit();
virtual void HandleKey(SDL_Scancode key);
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
virtual void Notify(Element *);
std::string GetText(void);
void SaveStateVariables(void);
void CheckStateAndRedrawIfNeeded(void);
protected:
bool activated, clicked, inside;
SDL_Surface * img;
std::string text;
uint32_t caretPos, scrollPos;
private:
bool activatedSave, clickedSave, insideSave;
uint32_t caretPosSave, scrollPosSave, lengthSave;
uint32_t hiliteColor, cursorColor;
};
#endif // __TEXTEDIT_H__

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//
// WINDOW.CPP
//
// Graphical User Interface window class
// by James Hammons
//
// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 02/03/2006 Created this file
// JLH 02/09/2006 Fixed various problems with the class implementation
// JLH 02/14/2006 Added window rendering
//
#include "window.h"
#include "button.h"
#include "guimisc.h" // Various support functions
#include <algorithm>
// Debug support...
//#define DESTRUCTOR_TESTING
// Rendering experiment...
//BAH
//#define USE_COVERAGE_LISTS
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define MASK_R 0xFF000000
#define MASK_G 0x00FF0000
#define MASK_B 0x0000FF00
#define MASK_A 0x000000FF
#else
#define MASK_R 0x000000FF
#define MASK_G 0x0000FF00
#define MASK_B 0x00FF0000
#define MASK_A 0xFF000000
#endif
//
// Window class implementation
//
// NOTE: FG/BG colors are hard-wired
//
Window::Window(uint32_t x/*= 0*/, uint32_t y/*= 0*/, uint32_t w/*= 0*/, uint32_t h/*= 0*/,
void (* f)(Element *)/*= NULL*/):
Element(x, y, w, h, 0x4D, 0xFF, 0x84, 0xFF, 0x1F, 0x84, 0x84, 0xFF), handler(f),
cbWidth((closeBox[0] << 8) | closeBox[1]), cbHeight((closeBox[2] << 8) | closeBox[3]),
cbUp(SDL_CreateRGBSurfaceFrom(&closeBox[4], cbWidth, cbHeight, 32, cbWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A)),
cbDown(SDL_CreateRGBSurfaceFrom(&closeBoxDown[4], cbWidth, cbHeight, 32, cbWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A)),
cbHover(SDL_CreateRGBSurfaceFrom(&closeBoxHover[4], cbWidth, cbHeight, 32, cbWidth * 4,
MASK_R, MASK_G, MASK_B, MASK_A)), drawBackground(true)
{
//Could probably move this into the initializer list as well...
// closeButton = new Button(w - (cbWidth + 1), 1, cbUp, cbHover, cbDown, this);
// list.push_back(closeButton);
CreateBackstore();
Draw(); // Can we do this in the constructor??? Mebbe.
}
Window::~Window()
{
#ifdef DESTRUCTOR_TESTING
printf("Inside ~Window()...\n");
#endif
for(uint32_t i=0; i<list.size(); i++)
if (list[i])
delete list[i];
SDL_FreeSurface(cbUp);
SDL_FreeSurface(cbDown);
SDL_FreeSurface(cbHover);
}
void Window::HandleKey(SDL_Scancode key)
{
if (key == SDL_SCANCODE_ESCAPE)
{
SDL_Event event;
event.type = SDL_USEREVENT, event.user.code = WINDOW_CLOSE;
SDL_PushEvent(&event);
}
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->HandleKey(key);
}
void Window::HandleMouseMove(uint32_t x, uint32_t y)
{
// Handle the items this window contains...
for(uint32_t 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_t x, uint32_t y, bool mouseDown)
{
#if 1
// Handle the items this window contains...
for(uint32_t 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);
#else //? This works in draggablewindow2...
// Handle the items this window contains...
for(uint32_t 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);
if (list[i]->Inside(x - extents.x, y - extents.y))
clicked = false;
}
#endif
}
void Window::Draw(void)
{
#ifdef USE_COVERAGE_LISTS
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
for(std::list<SDL_Rect>::iterator i=coverList.begin(); i!=coverList.end(); i++)
SDL_FillRect(screen, &(*i), bgColor);
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
#else
if (drawBackground)
{
// These are *always* top level and parentless, so no need to traverse up through
// the parent chain...
SDL_FillRect(screen, &extents, bgColor);
}
else
RestoreScreenFromBackstore();
// Handle the items this window contains...
for(uint32_t i=0; i<list.size(); i++)
list[i]->Draw();
#endif
//Prolly don't need this since the close button will do this for us...
//Close button isn't mandatory anymore...
needToRefreshScreen = true;
}
// This is only called if a close button has been added
void Window::Notify(Element * e)
{
if (e == closeButton)
{
SDL_Event event;
event.type = SDL_USEREVENT;
event.user.code = WINDOW_CLOSE;
event.user.data1 = (void *)this;
SDL_PushEvent(&event);
}
}
void Window::AddElement(Element * e)
{
list.push_back(e);
}
void Window::AddCloseButton(void)
{
// Only allow this to happen once!
if (closeButton == NULL)
{
closeButton = new Button(extents.w - (cbWidth + 1), 1, cbUp, cbHover, cbDown, this);
list.push_back(closeButton);
}
}
void Window::SetBackgroundDraw(bool state)
{
drawBackground = state;
}

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//
// WINDOW.H
//
// Graphical User Interface window class
//
#ifndef __WINDOW_H__
#define __WINDOW_H__
#include "element.h"
#include <vector>
class Button; // Forward declaration
class Window: public Element
{
public:
Window(uint32_t x = 0, uint32_t y = 0, uint32_t w = 0, uint32_t h = 0,
void (* f)(Element *) = NULL);
~Window(); //Does this destructor need to be virtual? Not sure... Check!
virtual void HandleKey(SDL_Scancode key);
virtual void HandleMouseMove(uint32_t x, uint32_t y);
virtual void HandleMouseButton(uint32_t x, uint32_t y, bool mouseDown);
virtual void Draw(void);
virtual void Notify(Element *);
void AddElement(Element * e);
void AddCloseButton(void);
void SetBackgroundDraw(bool);
protected:
void (* handler)(Element *);
Button * closeButton;
std::vector<Element *> list;
private:
uint16_t cbWidth, cbHeight;
SDL_Surface * cbUp, * cbDown, * cbHover;
bool drawBackground;
};
#endif // __WINDOW_H__