mirror of
https://github.com/robmcmullen/apple2.git
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943 lines
25 KiB
C++
943 lines
25 KiB
C++
//
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// gui.cpp
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//
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// Graphical User Interface support
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// by James Hammons
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//
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// JLH = James Hammons <jlhamm@acm.org>
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//
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// WHO WHEN WHAT
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// --- ---------- ------------------------------------------------------------
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// JLH 02/03/2006 Created this file
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// JLH 03/13/2006 Added functions to allow shutting down GUI externally
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// JLH 03/22/2006 Finalized basic multiple window support
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//
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// STILL TO DO:
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//
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// - Memory leak on quitting with a window active [DONE]
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// - Multiple window handling [DONE]
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//
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#if 0
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#include "gui.h"
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#include "menu.h" // Element class methods are pulled in here...
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#include "window.h"
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#include "button.h"
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#include "text.h"
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#include "diskselector.h"
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#include "diskwindow.h"
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#include "video.h"
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#include "apple2.h"
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#include "applevideo.h"
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// Debug support
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//#define DEBUG_MAIN_LOOP
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// New main screen buffering
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// This works, but the colors are rendered incorrectly. Also, it seems that there's
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// fullscreen blitting still going on--dragging the disk is fast at first but then
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// gets painfully slow. Not sure what's going on there.
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//#define USE_NEW_MAINBUFFERING
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//#ifdef DEBUG_MAIN_LOOP
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#include "log.h"
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//#endif
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/*
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Work flow: Draw floppy drive.
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If disk in drive, MO shows eject graphic, otherwise show load graphic.
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If hit 'new blank image':
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If disk in drive, ask if want to save if modified
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else, load it
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If hit 'swap disks', swap disks.
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*/
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GUI::GUI(SDL_Surface * surface): menuItem(new MenuItems())
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{
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Element::SetScreen(surface);
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// windowList.push_back(new Menu());
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// Create drive windows, and config windows here...
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windowList.push_back(new Window(30, 30, 200, 100));
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windowList.push_back(new Window(30, 140, 200, 100));
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windowList.push_back(new Button(30, 250, "Click!"));
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windowList.push_back(new Text(30, 20, floppyDrive.ImageName(0)));
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windowList.push_back(new Text(30, 130, floppyDrive.ImageName(1)));
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windowList.push_back(new DiskWindow(&floppyDrive, 240, 20));
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}
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GUI::~GUI()
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{
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// Clean up menuItem, if any
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if (menuItem)
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delete menuItem;
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// Clean up the rest
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for(std::list<Element *>::iterator i=windowList.begin(); i!=windowList.end(); i++)
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if (*i)
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delete *i;
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}
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void GUI::AddMenuTitle(const char * title)
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{
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menuItem->title = title;
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menuItem->item.clear();
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}
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void GUI::AddMenuItem(const char * item, Element * (* a)(void)/*= NULL*/, SDL_Scancode k/*= SDLK_UNKNOWN*/)
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{
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menuItem->item.push_back(NameAction(item, a, k));
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}
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void GUI::CommitItemsToMenu(void)
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{
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//We could just do a simple check here to see if more than one item is in the list,
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//and if so fail. Make it so you build the menu first before allowing any other action. [DONE]
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//Right now, we just silently fail...
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if (windowList.size() > 1)
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{
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WriteLog("GUI: Can't find menu--more than one item in windowList!\n");
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return;
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}
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((Menu *)(*windowList.begin()))->Add(*menuItem);
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}
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void GUI::Run(void)
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{
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exitGUI = false;
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showMouse = true;
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SDL_Event event;
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std::list<Element *>::iterator i;
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// Not sure what replaces this in SDL2...
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// SDL_EnableKeyRepeat(150, 75);
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// Also: Need to pick up backbuffer (for those windows that have them)
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// BEFORE drawing...
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// Initial update... [Now handled correctly in the constructor]
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// Uh, still needed here, though... Only makes sense that it should
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->Draw();
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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// Main loop
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while (!exitGUI)
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{
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// if (SDL_PollEvent(&event))
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if (SDL_WaitEvent(&event))
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog("An event was found!");
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#endif
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if (event.type == SDL_USEREVENT)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_USEREVENT\n");
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#endif
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//Mebbe add another user event for screen refresh? Why not!
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if (event.user.code == WINDOW_CLOSE)
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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{
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if (*i == (Element *)event.user.data1)
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{
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delete *i;
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windowList.erase(i);
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break;
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}
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}
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}
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else if (event.user.code == MENU_ITEM_CHOSEN)
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{
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// Confused? Let me enlighten... What we're doing here is casting
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// data1 as a pointer to a function which returns a Element pointer and
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// which takes no parameters (the "(Element *(*)(void))" part), then
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// derefencing it (the "*" in front of that) in order to call the
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// function that it points to. Clear as mud? Yeah, I hate function
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// pointers too, but what else are you gonna do?
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Element * window = (*(Element *(*)(void))event.user.data1)();
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if (window)
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windowList.push_back(window);
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while (SDL_PollEvent(&event)); // Flush the event queue...
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event.type = SDL_MOUSEMOTION;
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int mx, my;
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SDL_GetMouseState(&mx, &my);
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event.motion.x = mx, event.motion.y = my;
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SDL_PushEvent(&event); // & update mouse position...!
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oldMouse.x = mouse.x, oldMouse.y = mouse.y;
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mouse.x = mx, mouse.y = my; // This prevents "mouse flash"...
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}
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//There's a *small* problem with the following approach--if a window and a bunch of
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//child widgets send this message, we'll get a bunch of unnecessary refresh events...
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//This could be controlled by having the main window refresh itself intelligently...
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//What we could do instead is set a variable in Element and check it after the fact
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//to see whether or not a refresh is needed.
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//[This is what we do now.]
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//Dirty rectangle is also possible...
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else if (event.user.code == SCREEN_REFRESH_NEEDED)
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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}
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//Not sure what to do here for SDL2...
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#if 0
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else if (event.type == SDL_ACTIVEEVENT)
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{
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//Need to do a screen refresh here...
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if (event.active.state == SDL_APPMOUSEFOCUS)
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showMouse = (event.active.gain ? true : false);
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#ifndef USE_NEW_MAINBUFFERING
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RenderScreenBuffer();
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#else
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FlipMainScreen();
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#endif
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}
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#endif
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else if (event.type == SDL_KEYDOWN)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_KEYDOWN\n");
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#endif
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if (event.key.keysym.sym == SDLK_F1)
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exitGUI = true;
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//Not sure that this is the right way to handle this...
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//Probably should only give this to the top level window...
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// for(i=windowList.begin(); i!=windowList.end(); i++)
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// (*i)->HandleKey(event.key.keysym.sym);
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windowList.back()->HandleKey(event.key.keysym.scancode);
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}
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else if (event.type == SDL_MOUSEMOTION)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEMOTION\n");
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#endif
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//This is for tracking a custom mouse cursor, which we're not doing--YET.
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oldMouse.x = mouse.x, oldMouse.y = mouse.y;
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mouse.x = event.motion.x, mouse.y = event.motion.y;
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//Not sure that this is the right way to handle this...
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//Right now, we should probably only do mouseover for the last item in the list...
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//And now we do!
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//Though, it seems to screw other things up. Maybe it IS better to pass it to all windows?
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//Or maybe to just the ones that aren't completely obscured?
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//Probably. Right now, a disk's close button that should be obscured by one sitting on
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//top of it gets redrawn. Not good. !!! FIX !!!
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseMove(mouse.x, mouse.y);
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// windowList.back()->HandleMouseMove(mouse.x, mouse.y);
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEBUTTONDOWN\n");
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#endif
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//Not sure that this is the right way to handle this...
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// What we should do here is ensure that whatever has been clicked on gets moved to the
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// highest priority--in our current data schema that would be the end of the list... !!! FIX !!!
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//[DONE]
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/*
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We could do the following:
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- Go through list and find which window has been clicked on (if any). If more
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than one is clicked on, take the one highest in the Z order (closer to the end
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of the list).
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- If item is highest in Z order, pass click through to window and exit.
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- Otherwise, restore backing store on each window in reverse order.
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- Remove item clicked on from the list. Put removed item at the end of the list.
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- Go through list and pass click through to each window in the list. Also do a
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blit to backing store and a Draw() for each window.
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Could also do a check (if not clicked on highest Z window) to see which windows
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it overlaps and just do restore/redraw for those that overlap. To wit:
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- Create new list containing only those windows that overlap the clicking on window.
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- Go through list and do a blit to backing store and a Draw() for each window.
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- Go through list and pass click through to each window in the list.
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*/
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#if 0
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#if 0
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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#else
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// We use the 1st algorithm here, since it's simpler. If we need to, we can optimize
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// to the 2nd...
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// Walk backward through the list and see if a window was hit.
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// This will automagically return us the window with the highest Z.
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std::list<Element *>::reverse_iterator ri;
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std::list<Element *>::iterator hit;// = windowList.end();
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for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
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{
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if ((*ri)->Inside(event.button.x, event.button.y))
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{
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// Here's a bit of STL weirdness: Converting from a reverse
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// iterator to a regular iterator requires backing the iterator
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// up a position after grabbing it's base() OR going forward
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// one position with the reverse iterator before grabbing base().
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// Ugly, but it gets the job done...
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hit = (++ri).base();
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// Put it back where we found it, so the tests following this
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// don't fail...
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ri--;
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break;
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}
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}
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// If we hit the highest in the list, then pass the event through
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// to the window for handling. if we hit no windows, then pass the
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// event to all windows. Otherwise, we need to shuffle windows.
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//NOTE: We need to pass the click to all windows regardless of whether they're topmost or not...
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if (ri == windowList.rbegin())
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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}
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else if (ri == windowList.rend())
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{
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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}
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else
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{
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// - Otherwise, restore backing store on each window in reverse order.
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for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
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(*ri)->RestoreScreenFromBackstore();
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// At this point, the screen has been restored...
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// - Remove item clicked on from the list. Put removed item at the end of the list.
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windowList.push_back(*hit);
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windowList.erase(hit);
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// - Go through list and pass click through to each window in the list. Also do a
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// blit to backing store and a Draw() for each window.
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for(i=windowList.begin(); i!= windowList.end(); i++)
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{
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// Grab bg into backstore
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(*i)->SaveScreenToBackstore();
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// Pass click
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(*i)->HandleMouseButton(event.button.x, event.button.y, true);
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// Draw?
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(*i)->Draw();
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}
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}
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#endif
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#endif
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/*
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A slightly different way to handle this would be to loop through all windows, compare
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all those above it to see if they obscure it; if so then subdivide it's update rectangle
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to eliminate drawing the parts that aren't shown. The beauty of this approach is that
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you don't have to care what order the windows are drawn in and you don't need to worry
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about the order of restoring the backing store.
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You *do* still need to determine the Z-order of the windows, in order to get the subdivisions
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correct, but that's not too terrible.
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Also, when doing a window drag, the coverage lists for all windows have to be regenerated.
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*/
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std::list<Element *>::reverse_iterator ri;
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bool movedWindow = false;
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for(ri=windowList.rbegin(); ri!=windowList.rend(); ri++)
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{
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if ((*ri)->Inside(event.button.x, event.button.y))
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{
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// Remove item clicked on from the list & put removed item at the
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// end of the list, thus putting the window at the top of the Z
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// order. But IFF window is not already topmost!
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if (ri != windowList.rbegin())
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{
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windowList.push_back(*ri);
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// Here's a bit of STL weirdness: Converting from a reverse
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// iterator to a regular iterator requires backing the iterator
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// up a position after grabbing it's base() OR going forward
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// one position with the reverse iterator before grabbing base().
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// Ugly, but it get the job done...
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windowList.erase((++ri).base());
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movedWindow = true;
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}
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break;
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}
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}
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//Small problem here: we should only pass the *hit* to the topmost window and pass
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//*misses* to everyone else... Otherwise, you can have overlapping draggable windows
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//and be able to drag both by clicking on a point that intersects both...
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//(though that may be an interesting way to handle things!)
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//The thing is that you want to do it on purpose (like with a special grouping widget)
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//instead of by accident. So, !!! FIX !!!
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// Pass the click on to all windows
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// for(i=windowList.begin(); i!=windowList.end(); i++)
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// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
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windowList.back()->HandleMouseButton(event.button.x, event.button.y, true);
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// // & bail if nothing changed...
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if (movedWindow)
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// return;
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{
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// Check for overlap/build coverage lists [O((n^2)/2) algorithm!]
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//One way to optimize this would be to only reset coverage lists from the point in
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//the Z order where the previous window was.
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for(i=windowList.begin(); i!=windowList.end(); i++)
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{
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//One other little quirk: Probably need to clear the backing store as well!
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//Not sure...
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(*i)->ResetCoverageList();
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// This looks odd, but it's just a consequence of iterator weirdness.
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// Otherwise we could just stick a j+1 in the for loop below. :-P
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std::list<Element *>::iterator j = i;
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j++;
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for(; j!=windowList.end(); j++)
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(*i)->AdjustCoverageList((*j)->GetExtents());
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// (*i)->HandleMouseButton(event.button.x, event.button.y, true);
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(*i)->Draw();
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}
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}
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}
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else if (event.type == SDL_MOUSEBUTTONUP)
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{
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#ifdef DEBUG_MAIN_LOOP
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WriteLog(" -- SDL_MOUSEBUTTONUP\n");
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#endif
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//Not sure that this is the right way to handle this...
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for(i=windowList.begin(); i!=windowList.end(); i++)
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(*i)->HandleMouseButton(event.button.x, event.button.y, false);
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//I think we should only do topmost here...
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//Or should we???
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// windowList.back()->HandleMouseButton(event.button.x, event.button.y, false);
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}
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#ifdef DEBUG_MAIN_LOOP
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else
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WriteLog(" -- Unknown event\n");
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#endif
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if (Element::ScreenNeedsRefreshing())
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{
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#ifndef USE_NEW_MAINBUFFERING
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#ifdef DEBUG_MAIN_LOOP
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WriteLog("Screen refresh called!\n");
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#endif
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RenderScreenBuffer();
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Element::ScreenWasRefreshed();
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#else
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FlipMainScreen();
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Element::ScreenWasRefreshed();
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#endif
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}
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}
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//hm. Works, but slows things way down.
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//Now we use WaitEvents() instead. Yay!
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//SDL_Delay(10);
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}
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// Not sure what to do for this in SDL 2...
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// SDL_EnableKeyRepeat(0, 0);
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// return false;
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}
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void GUI::Stop(void)
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{
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exitGUI = true;
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}
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#endif
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//
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// NEW GUI STARTS HERE
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//
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// Okay, this is ugly but works and I can't think of any better way to handle
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// this. So what we do when we pass the GIMP bitmaps into a function is pass
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// them as a (void *) and then cast them as type (Bitmap *) in order to use
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// them. Yes, it's ugly. Come up with something better!
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struct Bitmap {
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unsigned int width;
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unsigned int height;
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unsigned int bytesPerPixel; // 3:RGB, 4:RGBA
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unsigned char pixelData[];
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};
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#include "gui.h"
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#include "apple2.h"
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#include "applevideo.h"
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#include "diskselector.h"
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#include "log.h"
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#include "video.h"
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// Icons, in GIMP "C" format
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#include "gfx/icon-selection.c"
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#include "gfx/disk-icon.c"
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#include "gfx/power-off-icon.c"
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#include "gfx/power-on-icon.c"
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#include "gfx/disk-swap-icon.c"
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#include "gfx/disk-door-open.c"
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#include "gfx/disk-door-closed.c"
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#include "gfx/save-state-icon.c"
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#include "gfx/load-state-icon.c"
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#include "gfx/config-icon.c"
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const char numeralOne[(7 * 7) + 1] =
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" @@ "
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" @@@ "
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"@@@@ "
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" @@ "
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" @@ "
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" @@ "
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"@@@@@@ ";
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const char numeralTwo[(7 * 7) + 1] =
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" @@@@@ "
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"@@ @@"
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" @@@"
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" @@@@ "
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" @@@ "
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"@@ "
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"@@@@@@@";
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const char ejectIcon[(8 * 7) + 1] =
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" @@ "
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" @@@@ "
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" @@@@@@ "
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"@@@@@@@@"
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" "
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"@@@@@@@@"
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"@@@@@@@@";
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const char driveLight[(5 * 5) + 1] =
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" @@@ "
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"@@@@@"
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"@@@@@"
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"@@@@@"
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" @@@ ";
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enum { SBS_SHOWING, SBS_HIDING, SBS_SHOWN, SBS_HIDDEN };
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SDL_Texture * GUI2::overlay = NULL;
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SDL_Rect GUI2::olDst;
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int GUI2::sidebarState = SBS_HIDDEN;
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int32_t GUI2::dx = 0;
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int32_t GUI2::iconSelected = -1;
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bool GUI2::hasKeyboardFocus = false;
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int32_t lastIconSelected = -1;
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SDL_Texture * iconSelection = NULL;
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SDL_Texture * diskIcon = NULL;
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SDL_Texture * disk1Icon = NULL;
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SDL_Texture * disk2Icon = NULL;
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SDL_Texture * powerOnIcon = NULL;
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SDL_Texture * powerOffIcon = NULL;
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SDL_Texture * diskSwapIcon = NULL;
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SDL_Texture * stateSaveIcon = NULL;
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SDL_Texture * stateLoadIcon = NULL;
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SDL_Texture * configIcon = NULL;
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SDL_Texture * doorOpen = NULL;
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SDL_Texture * doorClosed = NULL;
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uint32_t texturePointer[128 * 380];
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const char iconHelp[7][80] = { "Turn emulated Apple off/on",
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"Insert floppy image into drive #1", "Insert floppy image into drive #2",
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"Swap disks", "Save emulator state", "Load emulator state",
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"Configure Apple2" };
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#define SIDEBAR_X_POS (VIRTUAL_SCREEN_WIDTH - 80)
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GUI2::GUI2(void)
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{
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}
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GUI2::~GUI2(void)
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{
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}
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void GUI2::Init(SDL_Renderer * renderer)
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{
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overlay = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
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SDL_TEXTUREACCESS_TARGET, 128, 380);
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if (!overlay)
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{
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WriteLog("GUI: Could not create overlay!\n");
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return;
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}
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if (SDL_SetTextureBlendMode(overlay, SDL_BLENDMODE_BLEND) == -1)
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WriteLog("GUI: Could not set blend mode for overlay.\n");
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for(uint32_t i=0; i<128*380; i++)
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texturePointer[i] = 0xB0A000A0;
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SDL_UpdateTexture(overlay, NULL, texturePointer, 128 * sizeof(Uint32));
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olDst.x = VIRTUAL_SCREEN_WIDTH;
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olDst.y = 2;
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olDst.w = 128;
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olDst.h = 380;
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iconSelection = CreateTexture(renderer, &icon_selection);
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diskIcon = CreateTexture(renderer, &disk_icon);
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doorOpen = CreateTexture(renderer, &door_open);
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doorClosed = CreateTexture(renderer, &door_closed);
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disk1Icon = CreateTexture(renderer, &disk_icon);
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disk2Icon = CreateTexture(renderer, &disk_icon);
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powerOffIcon = CreateTexture(renderer, &power_off);
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powerOnIcon = CreateTexture(renderer, &power_on);
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diskSwapIcon = CreateTexture(renderer, &disk_swap);
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stateSaveIcon = CreateTexture(renderer, &save_state);
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stateLoadIcon = CreateTexture(renderer, &load_state);
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configIcon = CreateTexture(renderer, &config);
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// Set up drive icons in their current states
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// AssembleDriveIcon(renderer, 0);
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// AssembleDriveIcon(renderer, 1);
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if (SDL_SetRenderTarget(renderer, overlay) < 0)
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{
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WriteLog("GUI: Could not set Render Target to overlay... (%s)\n", SDL_GetError());
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}
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else
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{
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DrawSidebarIcons(renderer);
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// Set render target back to default
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SDL_SetRenderTarget(renderer, NULL);
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}
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DiskSelector::Init(renderer);
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DiskSelector::showWindow = true;
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WriteLog("GUI: Successfully initialized.\n");
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}
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SDL_Texture * GUI2::CreateTexture(SDL_Renderer * renderer, const void * source)
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{
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Bitmap * bitmap = (Bitmap *)source;
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SDL_Texture * texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888,
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// SDL_TEXTUREACCESS_STATIC, bitmap->width, bitmap->height);
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SDL_TEXTUREACCESS_TARGET, bitmap->width, bitmap->height);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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SDL_UpdateTexture(texture, NULL, (Uint32 *)bitmap->pixelData,
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bitmap->width * sizeof(Uint32));
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return texture;
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}
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void GUI2::MouseDown(int32_t x, int32_t y, uint32_t buttons)
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{
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}
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void GUI2::MouseUp(int32_t x, int32_t y, uint32_t buttons)
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{
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}
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void GUI2::MouseMove(int32_t x, int32_t y, uint32_t buttons)
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{
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if (sidebarState != SBS_SHOWN)
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{
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iconSelected = -1;
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if (x > SIDEBAR_X_POS)
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{
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//printf("GUI: sidebar showing (x = %i)...\n", x);
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sidebarState = SBS_SHOWING;
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dx = -8;
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}
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else
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{
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//printf("GUI: sidebar hiding[1] (x = %i)...\n", x);
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sidebarState = SBS_HIDING;
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dx = 8;
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}
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}
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else
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{
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if (x < SIDEBAR_X_POS)
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{
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iconSelected = lastIconSelected = -1;
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HandleIconSelection(sdlRenderer);
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//printf("GUI: sidebar hiding[2] (x = %i)...\n", x);
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sidebarState = SBS_HIDING;
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dx = 8;
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}
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// We're in the right zone, and the sidebar is shown, so let's select
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// something!
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else
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{
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if (y < 4 || y > 383)
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{
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iconSelected = -1;
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}
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else
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iconSelected = (y - 4) / 54;
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if (iconSelected != lastIconSelected)
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{
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HandleIconSelection(sdlRenderer);
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lastIconSelected = iconSelected;
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SpawnMessage("%s", iconHelp[iconSelected]);
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// Show what's in the selected drive
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if (iconSelected >= 1 && iconSelected <= 2)
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{
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if (!floppyDrive.IsEmpty(iconSelected - 1))
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SpawnMessage("\"%s\"", floppyDrive.ImageName(iconSelected - 1));
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}
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}
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}
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}
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}
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void GUI2::HandleIconSelection(SDL_Renderer * renderer)
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{
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// Set up drive icons in their current states
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AssembleDriveIcon(renderer, 0);
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AssembleDriveIcon(renderer, 1);
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// Reload the background...
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SDL_UpdateTexture(overlay, NULL, texturePointer, 128 * sizeof(Uint32));
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if (SDL_SetRenderTarget(renderer, overlay) < 0)
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{
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WriteLog("GUI: Could not set Render Target to overlay... (%s)\n", SDL_GetError());
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return;
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}
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// Draw the icon selector, if an icon is selected
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if (iconSelected >= 0)
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{
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SDL_Rect dst;// = { 54, 54, 24 - 7, 2 };
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dst.w = dst.h = 54, dst.x = 24 - 7, dst.y = 2 + (iconSelected * 54);
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SDL_RenderCopy(renderer, iconSelection, NULL, &dst);
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}
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DrawSidebarIcons(renderer);
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// Set render target back to default
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SDL_SetRenderTarget(renderer, NULL);
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}
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void GUI2::AssembleDriveIcon(SDL_Renderer * renderer, int driveNumber)
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{
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SDL_Texture * drive[2] = { disk1Icon, disk2Icon };
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const char * number[2] = { numeralOne, numeralTwo };
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if (SDL_SetRenderTarget(renderer, drive[driveNumber]) < 0)
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{
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WriteLog("GUI: Could not set Render Target to overlay... (%s)\n", SDL_GetError());
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return;
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}
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, diskIcon, NULL, NULL);
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// Drive door @ (16, 7)
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SDL_Rect dst;
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dst.w = 8, dst.h = 10, dst.x = 16, dst.y = 7;
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SDL_RenderCopy(renderer, (floppyDrive.IsEmpty(driveNumber) ?
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doorOpen : doorClosed), NULL, &dst);
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// Numeral @ (30, 20)
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DrawCharArray(renderer, number[driveNumber], 30, 20, 7, 7, 0xD0, 0xE0, 0xF0);
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DrawDriveLight(renderer, driveNumber);
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DrawEjectButton(renderer, driveNumber);
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// Set render target back to default
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SDL_SetRenderTarget(renderer, NULL);
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}
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void GUI2::DrawEjectButton(SDL_Renderer * renderer, int driveNumber)
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{
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if (floppyDrive.IsEmpty(driveNumber))
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return;
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DrawCharArray(renderer, ejectIcon, 29, 31, 8, 7, 0x00, 0xAA, 0x00);
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}
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void GUI2::DrawDriveLight(SDL_Renderer * renderer, int driveNumber)
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{
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int lightState = floppyDrive.DriveLightStatus(driveNumber);
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int r = 0x77, g = 0x00, b = 0x00;
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if (lightState == DLS_READ)
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r = 0x20, g = 0xFF, b = 0x20;
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else if (lightState == DLS_WRITE)
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r = 0xFF, g = 0x30, b = 0x30;
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// Drive light @ (8, 21)
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DrawCharArray(renderer, driveLight, 8, 21, 5, 5, r, g, b);
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}
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void GUI2::DrawCharArray(SDL_Renderer * renderer, const char * array, int x,
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int y, int w, int h, int r, int g, int b)
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{
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SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
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for(int j=0; j<h; j++)
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{
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for(int i=0; i<w; i++)
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{
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if (array[(j * w) + i] != ' ')
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SDL_RenderDrawPoint(renderer, x + i, y + j);
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}
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}
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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}
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void GUI2::HandleGUIState(void)
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{
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olDst.x += dx;
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if (olDst.x < SIDEBAR_X_POS && sidebarState == SBS_SHOWING)
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{
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olDst.x = SIDEBAR_X_POS;
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sidebarState = SBS_SHOWN;
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dx = 0;
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}
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else if (olDst.x > VIRTUAL_SCREEN_WIDTH && sidebarState == SBS_HIDING)
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{
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olDst.x = VIRTUAL_SCREEN_WIDTH;
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sidebarState = SBS_HIDDEN;
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dx = 0;
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}
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}
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void GUI2::DrawSidebarIcons(SDL_Renderer * renderer)
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{
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SDL_Texture * icons[7] = { powerOnIcon, disk1Icon, disk2Icon, diskSwapIcon,
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stateSaveIcon, stateLoadIcon, configIcon };
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SDL_Rect dst;
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dst.w = dst.h = 40, dst.x = 24, dst.y = 2 + 7;
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for(int i=0; i<7; i++)
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{
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SDL_RenderCopy(renderer, icons[i], NULL, &dst);
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dst.y += 54;
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}
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}
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void GUI2::Render(SDL_Renderer * renderer)
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{
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if (!overlay)
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return;
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HandleGUIState();
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if (sidebarState != SBS_HIDDEN)
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HandleIconSelection(renderer);
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SDL_RenderCopy(renderer, overlay, NULL, &olDst);
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// Hmm.
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DiskSelector::Render(renderer);
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}
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/*
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GUI Considerations:
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screen is 560 x 384
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cut into 7 pieces give ~54 pix per piece
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So, let's try 40x40 icons, and see if that's good enough...
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Selection is 54x54.
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drive proportions: 1.62 : 1
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Icon order:
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+-----+
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|Power|
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+-----+
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+-----+
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|Disk1|
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| ^| <-- eject button
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+-----+
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+-----+
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|Disk2|
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| ^|
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+-----+
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+-----+
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|Swap |
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+-----+
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+-----+
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|Confg|
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+-----+
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maybe state save/load
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*/
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