mame/src/emu/uigfx.c
2009-10-03 22:15:40 +00:00

1081 lines
37 KiB
C

/*********************************************************************
uigfx.c
Internal graphics viewer.
Copyright Nicola Salmoria and the MAME Team.
Visit http://mamedev.org for licensing and usage restrictions.
*********************************************************************/
#include "ui.h"
#include "uiinput.h"
#include "render.h"
#include "rendfont.h"
#include "rendutil.h"
#include "uigfx.h"
/***************************************************************************
TYPE DEFINITIONS
***************************************************************************/
typedef struct _ui_gfx_state ui_gfx_state;
struct _ui_gfx_state
{
UINT8 mode; /* which mode are we in? */
/* intermediate bitmaps */
UINT8 bitmap_dirty; /* is the bitmap dirty? */
bitmap_t * bitmap; /* bitmap for drawing gfx and tilemaps */
render_texture *texture; /* texture for rendering the above bitmap */
/* palette-specific data */
struct
{
int which; /* which subset (palette or colortable)? */
int offset; /* current offset of top,left item */
int count; /* number of items per row */
} palette;
/* graphics-viewer-specific data */
struct
{
int set; /* which set is visible */
int offset[MAX_GFX_ELEMENTS]; /* current offset of top,left item */
int color[MAX_GFX_ELEMENTS]; /* current color selected */
int count[MAX_GFX_ELEMENTS]; /* number of items per row */
UINT8 rotate[MAX_GFX_ELEMENTS]; /* current rotation (orientation) value */
} gfxset;
/* tilemap-viewer-specific data */
struct
{
int which; /* which tilemap are we viewing? */
int xoffs; /* current X offset */
int yoffs; /* current Y offset */
int zoom; /* zoom factor */
UINT8 rotate; /* current rotation (orientation) value */
} tilemap;
};
/***************************************************************************
GLOBAL VARIABLES
***************************************************************************/
static ui_gfx_state ui_gfx;
/***************************************************************************
FUNCTION PROTOTYPES
***************************************************************************/
static void ui_gfx_exit(running_machine *machine);
/* palette handling */
static void palette_handle_keys(running_machine *machine, ui_gfx_state *state);
static void palette_handler(running_machine *machine, ui_gfx_state *state);
/* graphics set handling */
static void gfxset_handle_keys(running_machine *machine, ui_gfx_state *state, int xcells, int ycells);
static void gfxset_draw_item(running_machine *machine, const gfx_element *gfx, int index, bitmap_t *bitmap, int dstx, int dsty, int color, int rotate);
static void gfxset_update_bitmap(running_machine *machine, ui_gfx_state *state, int xcells, int ycells, gfx_element *gfx);
static void gfxset_handler(running_machine *machine, ui_gfx_state *state);
/* tilemap handling */
static void tilemap_handle_keys(running_machine *machine, ui_gfx_state *state, int viswidth, int visheight);
static void tilemap_update_bitmap(running_machine *machine, ui_gfx_state *state, int width, int height);
static void tilemap_handler(running_machine *machine, ui_gfx_state *state);
/***************************************************************************
CORE IMPLEMENTATION
***************************************************************************/
/*-------------------------------------------------
ui_gfx_init - initialize the menu system
-------------------------------------------------*/
void ui_gfx_init(running_machine *machine)
{
ui_gfx_state *state = &ui_gfx;
int gfx;
/* make sure we clean up after ourselves */
add_exit_callback(machine, ui_gfx_exit);
/* initialize our global state */
memset(state, 0, sizeof(*state));
/* set up the palette state */
state->palette.count = 16;
/* set up the graphics state */
for (gfx = 0; gfx < MAX_GFX_ELEMENTS; gfx++)
{
state->gfxset.rotate[gfx] = machine->gamedrv->flags & ORIENTATION_MASK;
state->gfxset.count[gfx] = 16;
}
/* set up the tilemap state */
state->tilemap.rotate = machine->gamedrv->flags & ORIENTATION_MASK;
}
/*-------------------------------------------------
ui_gfx_exit - clean up after ourselves
-------------------------------------------------*/
static void ui_gfx_exit(running_machine *machine)
{
/* free the texture */
if (ui_gfx.texture != NULL)
render_texture_free(ui_gfx.texture);
ui_gfx.texture = NULL;
/* free the bitmap */
if (ui_gfx.bitmap != NULL)
bitmap_free(ui_gfx.bitmap);
ui_gfx.bitmap = NULL;
}
/*-------------------------------------------------
ui_gfx_ui_handler - primary UI handler
-------------------------------------------------*/
UINT32 ui_gfx_ui_handler(running_machine *machine, UINT32 uistate)
{
ui_gfx_state *state = &ui_gfx;
/* if we have nothing, implicitly cancel */
if (machine->config->total_colors == 0 && machine->colortable == NULL && machine->gfx[0] == NULL && tilemap_count(machine) == 0)
goto cancel;
/* if we're not paused, mark the bitmap dirty */
if (!mame_is_paused(machine))
state->bitmap_dirty = TRUE;
/* switch off the state to display something */
again:
switch (state->mode)
{
case 0:
/* if we have a palette, display it */
if (machine->config->total_colors > 0)
{
palette_handler(machine, state);
break;
}
/* fall through...*/
state->mode++;
case 1:
/* if we have graphics sets, display them */
if (machine->gfx[0] != NULL)
{
gfxset_handler(machine, state);
break;
}
/* fall through...*/
state->mode++;
case 2:
/* if we have tilemaps, display them */
if (tilemap_count(machine) > 0)
{
tilemap_handler(machine, state);
break;
}
state->mode = 0;
goto again;
}
/* handle keys */
if (ui_input_pressed(machine, IPT_UI_SELECT))
{
state->mode = (state->mode + 1) % 3;
state->bitmap_dirty = TRUE;
}
if (ui_input_pressed(machine, IPT_UI_PAUSE))
mame_pause(machine, !mame_is_paused(machine));
if (ui_input_pressed(machine, IPT_UI_CANCEL) || ui_input_pressed(machine, IPT_UI_SHOW_GFX))
goto cancel;
return uistate;
cancel:
if (!uistate)
mame_pause(machine, FALSE);
state->bitmap_dirty = TRUE;
return UI_HANDLER_CANCEL;
}
/***************************************************************************
PALETTE VIEWER
***************************************************************************/
/*-------------------------------------------------
palette_handler - handler for the palette
viewer
-------------------------------------------------*/
static void palette_handler(running_machine *machine, ui_gfx_state *state)
{
int total = state->palette.which ? colortable_palette_get_size(machine->colortable) : machine->config->total_colors;
const char *title = state->palette.which ? "COLORTABLE" : "PALETTE";
const rgb_t *raw_color = palette_entry_list_raw(machine->palette);
render_font *ui_font = ui_get_font();
float cellwidth, cellheight;
float chwidth, chheight;
float titlewidth;
float x0, y0;
render_bounds cellboxbounds;
render_bounds boxbounds;
int x, y, skip;
/* add a half character padding for the box */
chheight = ui_get_line_height();
chwidth = render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), '0');
boxbounds.x0 = 0.0f + 0.5f * chwidth;
boxbounds.x1 = 1.0f - 0.5f * chwidth;
boxbounds.y0 = 0.0f + 0.5f * chheight;
boxbounds.y1 = 1.0f - 0.5f * chheight;
/* the character cell box bounds starts a half character in from the box */
cellboxbounds = boxbounds;
cellboxbounds.x0 += 0.5f * chwidth;
cellboxbounds.x1 -= 0.5f * chwidth;
cellboxbounds.y0 += 0.5f * chheight;
cellboxbounds.y1 -= 0.5f * chheight;
/* add space on the left for 5 characters of text, plus a half character of padding */
cellboxbounds.x0 += 5.5f * chwidth;
/* add space on the top for a title, a half line of padding, a header, and another half line */
cellboxbounds.y0 += 3.0f * chheight;
/* figure out the title and expand the outer box to fit */
titlewidth = render_font_get_string_width(ui_font, chheight, render_get_ui_aspect(), title);
x0 = 0.0f;
if (boxbounds.x1 - boxbounds.x0 < titlewidth + chwidth)
x0 = boxbounds.x0 - (0.5f - 0.5f * (titlewidth + chwidth));
/* go ahead and draw the outer box now */
ui_draw_outlined_box(boxbounds.x0 - x0, boxbounds.y0, boxbounds.x1 + x0, boxbounds.y1, UI_GFXVIEWER_BG_COLOR);
/* draw the title */
x0 = 0.5f - 0.5f * titlewidth;
y0 = boxbounds.y0 + 0.5f * chheight;
for (x = 0; title[x] != 0; x++)
{
render_ui_add_char(x0, y0, chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, title[x]);
x0 += render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), title[x]);
}
/* compute the cell size */
cellwidth = (cellboxbounds.x1 - cellboxbounds.x0) / (float)state->palette.count;
cellheight = (cellboxbounds.y1 - cellboxbounds.y0) / (float)state->palette.count;
/* draw the top column headers */
skip = (int)(chwidth / cellwidth);
for (x = 0; x < state->palette.count; x += 1 + skip)
{
x0 = boxbounds.x0 + 6.0f * chwidth + (float)x * cellwidth;
y0 = boxbounds.y0 + 2.0f * chheight;
render_ui_add_char(x0 + 0.5f * (cellwidth - chwidth), y0, chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, "0123456789ABCDEF"[x & 0xf]);
/* if we're skipping, draw a point between the character and the box to indicate which */
/* one it's referring to */
if (skip != 0)
render_ui_add_point(x0 + 0.5f * cellwidth, 0.5f * (y0 + chheight + cellboxbounds.y0), UI_LINE_WIDTH, ARGB_WHITE, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
/* draw the side column headers */
skip = (int)(chheight / cellheight);
for (y = 0; y < state->palette.count; y += 1 + skip)
/* only display if there is data to show */
if (state->palette.offset + y * state->palette.count < total)
{
char buffer[10];
/* if we're skipping, draw a point between the character and the box to indicate which */
/* one it's referring to */
x0 = boxbounds.x0 + 5.5f * chwidth;
y0 = boxbounds.y0 + 3.5f * chheight + (float)y * cellheight;
if (skip != 0)
render_ui_add_point(0.5f * (x0 + cellboxbounds.x0), y0 + 0.5f * cellheight, UI_LINE_WIDTH, ARGB_WHITE, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
/* draw the row header */
sprintf(buffer, "%5X", state->palette.offset + y * state->palette.count);
for (x = 4; x >= 0; x--)
{
x0 -= render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), buffer[x]);
render_ui_add_char(x0, y0 + 0.5f * (cellheight - chheight), chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, buffer[x]);
}
}
/* now add the rectangles for the colors */
for (y = 0; y < state->palette.count; y++)
for (x = 0; x < state->palette.count; x++)
{
int index = state->palette.offset + y * state->palette.count + x;
if (index < total)
{
pen_t pen = state->palette.which ? colortable_palette_get_color(machine->colortable, index) : raw_color[index];
render_ui_add_rect(cellboxbounds.x0 + x * cellwidth, cellboxbounds.y0 + y * cellheight,
cellboxbounds.x0 + (x + 1) * cellwidth, cellboxbounds.y0 + (y + 1) * cellheight,
0xff000000 | pen, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
}
/* handle keys */
palette_handle_keys(machine, state);
}
/*-------------------------------------------------
palette_handler - handle key inputs for the
palette viewer
-------------------------------------------------*/
static void palette_handle_keys(running_machine *machine, ui_gfx_state *state)
{
int rowcount, screencount;
int total;
/* handle zoom (minus,plus) */
if (ui_input_pressed(machine, IPT_UI_ZOOM_OUT))
state->palette.count /= 2;
if (ui_input_pressed(machine, IPT_UI_ZOOM_IN))
state->palette.count *= 2;
/* clamp within range */
if (state->palette.count <= 4)
state->palette.count = 4;
if (state->palette.count > 64)
state->palette.count = 64;
/* handle colormap selection (open bracket,close bracket) */
if (ui_input_pressed(machine, IPT_UI_PREV_GROUP))
state->palette.which--;
if (ui_input_pressed(machine, IPT_UI_NEXT_GROUP))
state->palette.which++;
/* clamp within range */
if (state->palette.which < 0)
state->palette.which = 1;
if (state->palette.which > (int)(machine->colortable != NULL))
state->palette.which = (int)(machine->colortable != NULL);
/* cache some info in locals */
total = state->palette.which ? colortable_palette_get_size(machine->colortable) : machine->config->total_colors;
/* determine number of entries per row and total */
rowcount = state->palette.count;
screencount = rowcount * rowcount;
/* handle keyboard navigation */
if (ui_input_pressed_repeat(machine, IPT_UI_UP, 4))
state->palette.offset -= rowcount;
if (ui_input_pressed_repeat(machine, IPT_UI_DOWN, 4))
state->palette.offset += rowcount;
if (ui_input_pressed_repeat(machine, IPT_UI_PAGE_UP, 6))
state->palette.offset -= screencount;
if (ui_input_pressed_repeat(machine, IPT_UI_PAGE_DOWN, 6))
state->palette.offset += screencount;
if (ui_input_pressed_repeat(machine, IPT_UI_HOME, 4))
state->palette.offset = 0;
if (ui_input_pressed_repeat(machine, IPT_UI_END, 4))
state->palette.offset = total;
/* clamp within range */
if (state->palette.offset + screencount > ((total + rowcount - 1) / rowcount) * rowcount)
state->palette.offset = ((total + rowcount - 1) / rowcount) * rowcount - screencount;
if (state->palette.offset < 0)
state->palette.offset = 0;
}
/***************************************************************************
GRAPHICS VIEWER
***************************************************************************/
/*-------------------------------------------------
gfxset_handler - handler for the graphics
viewer
-------------------------------------------------*/
static void gfxset_handler(running_machine *machine, ui_gfx_state *state)
{
render_font *ui_font = ui_get_font();
int set = state->gfxset.set;
gfx_element *gfx = machine->gfx[set];
float fullwidth, fullheight;
float cellwidth, cellheight;
float chwidth, chheight;
float titlewidth;
//float cellaspect;
float x0, y0;
render_bounds cellboxbounds;
render_bounds boxbounds;
int cellboxwidth, cellboxheight;
int targwidth, targheight;
int cellxpix, cellypix;
int xcells, ycells;
int pixelscale = 0;
int x, y, skip;
char title[100];
/* get the bounds of our target */
render_target_get_bounds(render_get_ui_target(), &targwidth, &targheight, NULL);
/* add a half character padding for the box */
chheight = ui_get_line_height();
chwidth = render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), '0');
boxbounds.x0 = 0.0f + 0.5f * chwidth;
boxbounds.x1 = 1.0f - 0.5f * chwidth;
boxbounds.y0 = 0.0f + 0.5f * chheight;
boxbounds.y1 = 1.0f - 0.5f * chheight;
/* the character cell box bounds starts a half character in from the box */
cellboxbounds = boxbounds;
cellboxbounds.x0 += 0.5f * chwidth;
cellboxbounds.x1 -= 0.5f * chwidth;
cellboxbounds.y0 += 0.5f * chheight;
cellboxbounds.y1 -= 0.5f * chheight;
/* add space on the left for 5 characters of text, plus a half character of padding */
cellboxbounds.x0 += 5.5f * chwidth;
/* add space on the top for a title, a half line of padding, a header, and another half line */
cellboxbounds.y0 += 3.0f * chheight;
/* convert back to pixels */
cellboxwidth = (cellboxbounds.x1 - cellboxbounds.x0) * (float)targwidth;
cellboxheight = (cellboxbounds.y1 - cellboxbounds.y0) * (float)targheight;
/* compute the number of source pixels in a cell */
cellxpix = 1 + ((state->gfxset.rotate[state->gfxset.set] & ORIENTATION_SWAP_XY) ? gfx->height : gfx->width);
cellypix = 1 + ((state->gfxset.rotate[state->gfxset.set] & ORIENTATION_SWAP_XY) ? gfx->width : gfx->height);
/* compute the largest pixel scale factor that still fits */
xcells = state->gfxset.count[set];
while (xcells > 1)
{
pixelscale = (cellboxwidth / xcells) / cellxpix;
if (pixelscale != 0)
break;
xcells--;
}
/* worst case, we need a pixel scale of 1 */
pixelscale = MAX(1, pixelscale);
/* in the Y direction, we just display as many as we can */
ycells = cellboxheight / (pixelscale * cellypix);
/* now determine the actual cellbox size */
cellboxwidth = MIN(cellboxwidth, xcells * pixelscale * cellxpix);
cellboxheight = MIN(cellboxheight, ycells * pixelscale * cellypix);
/* compute the size of a single cell at this pixel scale factor, as well as the aspect ratio */
cellwidth = (cellboxwidth / (float)xcells) / (float)targwidth;
cellheight = (cellboxheight / (float)ycells) / (float)targheight;
//cellaspect = cellwidth / cellheight;
/* working from the new width/height, recompute the boxbounds */
fullwidth = (float)cellboxwidth / (float)targwidth + 6.5f * chwidth;
fullheight = (float)cellboxheight / (float)targheight + 4.0f * chheight;
/* recompute boxbounds from this */
boxbounds.x0 = (1.0f - fullwidth) * 0.5f;
boxbounds.x1 = boxbounds.x0 + fullwidth;
boxbounds.y0 = (1.0f - fullheight) * 0.5f;
boxbounds.y1 = boxbounds.y0 + fullheight;
/* figure out the title and expand the outer box to fit */
for (x = 0; x < MAX_GFX_ELEMENTS && machine->gfx[x] != NULL; x++) ;
sprintf(title, "GFX %d/%d %dx%d COLOR %X", state->gfxset.set, x - 1, gfx->width, gfx->height, state->gfxset.color[set]);
titlewidth = render_font_get_string_width(ui_font, chheight, render_get_ui_aspect(), title);
x0 = 0.0f;
if (boxbounds.x1 - boxbounds.x0 < titlewidth + chwidth)
x0 = boxbounds.x0 - (0.5f - 0.5f * (titlewidth + chwidth));
/* go ahead and draw the outer box now */
ui_draw_outlined_box(boxbounds.x0 - x0, boxbounds.y0, boxbounds.x1 + x0, boxbounds.y1, UI_GFXVIEWER_BG_COLOR);
/* draw the title */
x0 = 0.5f - 0.5f * titlewidth;
y0 = boxbounds.y0 + 0.5f * chheight;
for (x = 0; title[x] != 0; x++)
{
render_ui_add_char(x0, y0, chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, title[x]);
x0 += render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), title[x]);
}
/* draw the top column headers */
skip = (int)(chwidth / cellwidth);
for (x = 0; x < xcells; x += 1 + skip)
{
x0 = boxbounds.x0 + 6.0f * chwidth + (float)x * cellwidth;
y0 = boxbounds.y0 + 2.0f * chheight;
render_ui_add_char(x0 + 0.5f * (cellwidth - chwidth), y0, chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, "0123456789ABCDEF"[x & 0xf]);
/* if we're skipping, draw a point between the character and the box to indicate which */
/* one it's referring to */
if (skip != 0)
render_ui_add_point(x0 + 0.5f * cellwidth, 0.5f * (y0 + chheight + boxbounds.y0 + 3.5f * chheight), UI_LINE_WIDTH, ARGB_WHITE, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
/* draw the side column headers */
skip = (int)(chheight / cellheight);
for (y = 0; y < ycells; y += 1 + skip)
/* only display if there is data to show */
if (state->gfxset.offset[set] + y * xcells < gfx->total_elements)
{
char buffer[10];
/* if we're skipping, draw a point between the character and the box to indicate which */
/* one it's referring to */
x0 = boxbounds.x0 + 5.5f * chwidth;
y0 = boxbounds.y0 + 3.5f * chheight + (float)y * cellheight;
if (skip != 0)
render_ui_add_point(0.5f * (x0 + boxbounds.x0 + 6.0f * chwidth), y0 + 0.5f * cellheight, UI_LINE_WIDTH, ARGB_WHITE, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
/* draw the row header */
sprintf(buffer, "%5X", state->gfxset.offset[set] + y * xcells);
for (x = 4; x >= 0; x--)
{
x0 -= render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), buffer[x]);
render_ui_add_char(x0, y0 + 0.5f * (cellheight - chheight), chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, buffer[x]);
}
}
/* update the bitmap */
gfxset_update_bitmap(machine, state, xcells, ycells, gfx);
/* add the final quad */
render_ui_add_quad(boxbounds.x0 + 6.0f * chwidth, boxbounds.y0 + 3.5f * chheight,
boxbounds.x0 + 6.0f * chwidth + (float)cellboxwidth / (float)targwidth,
boxbounds.y0 + 3.5f * chheight + (float)cellboxheight / (float)targheight,
ARGB_WHITE, state->texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
/* handle keyboard navigation before drawing */
gfxset_handle_keys(machine, state, xcells, ycells);
}
/*-------------------------------------------------
gfxset_handle_keys - handle keys for the
graphics viewer
-------------------------------------------------*/
static void gfxset_handle_keys(running_machine *machine, ui_gfx_state *state, int xcells, int ycells)
{
ui_gfx_state oldstate = *state;
gfx_element *gfx;
int temp, set;
/* handle gfxset selection (open bracket,close bracket) */
if (ui_input_pressed(machine, IPT_UI_PREV_GROUP))
{
for (temp = state->gfxset.set - 1; temp >= 0; temp--)
if (machine->gfx[temp] != NULL)
break;
if (temp >= 0)
state->gfxset.set = temp;
}
if (ui_input_pressed(machine, IPT_UI_NEXT_GROUP))
{
for (temp = state->gfxset.set + 1; temp < MAX_GFX_ELEMENTS; temp++)
if (machine->gfx[temp] != NULL)
break;
if (temp < MAX_GFX_ELEMENTS)
state->gfxset.set = temp;
}
/* cache some info in locals */
set = state->gfxset.set;
gfx = machine->gfx[set];
/* handle cells per line (minus,plus) */
if (ui_input_pressed(machine, IPT_UI_ZOOM_OUT))
state->gfxset.count[set] = xcells - 1;
if (ui_input_pressed(machine, IPT_UI_ZOOM_IN))
state->gfxset.count[set] = xcells + 1;
/* clamp within range */
if (state->gfxset.count[set] < 2)
state->gfxset.count[set] = 2;
if (state->gfxset.count[set] > 32)
state->gfxset.count[set] = 32;
/* handle rotation (R) */
if (ui_input_pressed(machine, IPT_UI_ROTATE))
state->gfxset.rotate[set] = orientation_add(ROT90, state->gfxset.rotate[set]);
/* handle navigation within the cells (up,down,pgup,pgdown) */
if (ui_input_pressed_repeat(machine, IPT_UI_UP, 4))
state->gfxset.offset[set] -= xcells;
if (ui_input_pressed_repeat(machine, IPT_UI_DOWN, 4))
state->gfxset.offset[set] += xcells;
if (ui_input_pressed_repeat(machine, IPT_UI_PAGE_UP, 6))
state->gfxset.offset[set] -= xcells * ycells;
if (ui_input_pressed_repeat(machine, IPT_UI_PAGE_DOWN, 6))
state->gfxset.offset[set] += xcells * ycells;
if (ui_input_pressed_repeat(machine, IPT_UI_HOME, 4))
state->gfxset.offset[set] = 0;
if (ui_input_pressed_repeat(machine, IPT_UI_END, 4))
state->gfxset.offset[set] = gfx->total_elements;
/* clamp within range */
if (state->gfxset.offset[set] + xcells * ycells > ((gfx->total_elements + xcells - 1) / xcells) * xcells)
state->gfxset.offset[set] = ((gfx->total_elements + xcells - 1) / xcells) * xcells - xcells * ycells;
if (state->gfxset.offset[set] < 0)
state->gfxset.offset[set] = 0;
/* handle color selection (left,right) */
if (ui_input_pressed_repeat(machine, IPT_UI_LEFT, 4))
state->gfxset.color[set] -= 1;
if (ui_input_pressed_repeat(machine, IPT_UI_RIGHT, 4))
state->gfxset.color[set] += 1;
/* clamp within range */
if (state->gfxset.color[set] >= (int)gfx->total_colors)
state->gfxset.color[set] = gfx->total_colors - 1;
if (state->gfxset.color[set] < 0)
state->gfxset.color[set] = 0;
/* if something changed, we need to force an update to the bitmap */
if (state->gfxset.set != oldstate.gfxset.set ||
state->gfxset.offset[set] != oldstate.gfxset.offset[set] ||
state->gfxset.rotate[set] != oldstate.gfxset.rotate[set] ||
state->gfxset.color[set] != oldstate.gfxset.color[set] ||
state->gfxset.count[set] != oldstate.gfxset.count[set])
{
state->bitmap_dirty = TRUE;
}
}
/*-------------------------------------------------
gfxset_update_bitmap - redraw the current
graphics view bitmap
-------------------------------------------------*/
static void gfxset_update_bitmap(running_machine *machine, ui_gfx_state *state, int xcells, int ycells, gfx_element *gfx)
{
int set = state->gfxset.set;
int cellxpix, cellypix;
int x, y;
/* compute the number of source pixels in a cell */
cellxpix = 1 + ((state->gfxset.rotate[set] & ORIENTATION_SWAP_XY) ? gfx->height : gfx->width);
cellypix = 1 + ((state->gfxset.rotate[set] & ORIENTATION_SWAP_XY) ? gfx->width : gfx->height);
/* realloc the bitmap if it is too small */
if (state->bitmap == NULL || state->texture == NULL || state->bitmap->bpp != 32 || state->bitmap->width != cellxpix * xcells || state->bitmap->height != cellypix * ycells)
{
/* free the old stuff */
if (state->texture != NULL)
render_texture_free(state->texture);
if (state->bitmap != NULL)
bitmap_free(state->bitmap);
/* allocate new stuff */
state->bitmap = bitmap_alloc(cellxpix * xcells, cellypix * ycells, BITMAP_FORMAT_ARGB32);
state->texture = render_texture_alloc(NULL, NULL);
render_texture_set_bitmap(state->texture, state->bitmap, NULL, TEXFORMAT_ARGB32, NULL);
/* force a redraw */
state->bitmap_dirty = TRUE;
}
/* handle the redraw */
if (state->bitmap_dirty)
{
/* loop over rows */
for (y = 0; y < ycells; y++)
{
rectangle cellbounds;
/* make a rect that covers this row */
cellbounds.min_x = 0;
cellbounds.max_x = state->bitmap->width - 1;
cellbounds.min_y = y * cellypix;
cellbounds.max_y = (y + 1) * cellypix - 1;
/* only display if there is data to show */
if (state->gfxset.offset[set] + y * xcells < gfx->total_elements)
{
/* draw the individual cells */
for (x = 0; x < xcells; x++)
{
int index = state->gfxset.offset[set] + y * xcells + x;
/* update the bounds for this cell */
cellbounds.min_x = x * cellxpix;
cellbounds.max_x = (x + 1) * cellxpix - 1;
/* only render if there is data */
if (index < gfx->total_elements)
gfxset_draw_item(machine, gfx, index, state->bitmap, cellbounds.min_x, cellbounds.min_y, state->gfxset.color[set], state->gfxset.rotate[set]);
/* otherwise, fill with transparency */
else
bitmap_fill(state->bitmap, &cellbounds, 0);
}
}
/* otherwise, fill with transparency */
else
bitmap_fill(state->bitmap, &cellbounds, 0);
}
/* reset the texture to force an update */
render_texture_set_bitmap(state->texture, state->bitmap, NULL, TEXFORMAT_ARGB32, NULL);
state->bitmap_dirty = FALSE;
}
}
/*-------------------------------------------------
gfxset_draw_item - draw a single item into
the view
-------------------------------------------------*/
static void gfxset_draw_item(running_machine *machine, const gfx_element *gfx, int index, bitmap_t *bitmap, int dstx, int dsty, int color, int rotate)
{
static const pen_t default_palette[] =
{
MAKE_RGB(0,0,0), MAKE_RGB(0,0,255), MAKE_RGB(0,255,0), MAKE_RGB(0,255,255),
MAKE_RGB(255,0,0), MAKE_RGB(255,0,255), MAKE_RGB(255,255,0), MAKE_RGB(255,255,255)
};
int width = (rotate & ORIENTATION_SWAP_XY) ? gfx->height : gfx->width;
int height = (rotate & ORIENTATION_SWAP_XY) ? gfx->width : gfx->height;
const rgb_t *palette = (machine->config->total_colors != 0) ? palette_entry_list_raw(machine->palette) : NULL;
UINT32 rowpixels = bitmap->rowpixels;
UINT32 palette_mask = ~0;
int x, y;
if (palette != NULL)
palette += gfx->color_base + color * gfx->color_granularity;
else
{
palette = default_palette;
palette_mask = 7;
}
/* loop over rows in the cell */
for (y = 0; y < height; y++)
{
UINT32 *dest = (UINT32 *)bitmap->base + (dsty + y) * rowpixels + dstx;
const UINT8 *src = gfx_element_get_data(gfx, index);
/* loop over columns in the cell */
for (x = 0; x < width; x++)
{
int effx = x, effy = y;
rgb_t pixel;
const UINT8 *s;
/* compute effective x,y values after rotation */
if (!(rotate & ORIENTATION_SWAP_XY))
{
if (rotate & ORIENTATION_FLIP_X)
effx = gfx->width - 1 - effx;
if (rotate & ORIENTATION_FLIP_Y)
effy = gfx->height - 1 - effy;
}
else
{
int temp;
if (rotate & ORIENTATION_FLIP_X)
effx = gfx->height - 1 - effx;
if (rotate & ORIENTATION_FLIP_Y)
effy = gfx->width - 1 - effy;
temp = effx; effx = effy; effy = temp;
}
/* get a pointer to the start of this source row */
s = src + effy * gfx->line_modulo;
/* extract the pixel */
if (gfx->flags & GFX_ELEMENT_PACKED)
pixel = (s[effx/2] >> ((effx & 1) * 4)) & 0xf;
else
pixel = s[effx];
*dest++ = 0xff000000 | palette[pixel & palette_mask];
}
}
}
/***************************************************************************
TILEMAP VIEWER
***************************************************************************/
/*-------------------------------------------------
tilemap_handler - handler for the tilemap
viewer
-------------------------------------------------*/
static void tilemap_handler(running_machine *machine, ui_gfx_state *state)
{
render_font *ui_font = ui_get_font();
float chwidth, chheight;
render_bounds mapboxbounds;
render_bounds boxbounds;
int targwidth, targheight;
float titlewidth;
float x0, y0;
int mapboxwidth, mapboxheight;
int maxxscale, maxyscale;
UINT32 mapwidth, mapheight;
int x, pixelscale;
char title[100];
/* get the bounds of our target */
render_target_get_bounds(render_get_ui_target(), &targwidth, &targheight, NULL);
/* get the size of the tilemap itself */
tilemap_size_by_index(machine, state->tilemap.which, &mapwidth, &mapheight);
if (state->tilemap.rotate & ORIENTATION_SWAP_XY)
{ UINT32 temp = mapwidth; mapwidth = mapheight; mapheight = temp; }
/* add a half character padding for the box */
chheight = ui_get_line_height();
chwidth = render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), '0');
boxbounds.x0 = 0.0f + 0.5f * chwidth;
boxbounds.x1 = 1.0f - 0.5f * chwidth;
boxbounds.y0 = 0.0f + 0.5f * chheight;
boxbounds.y1 = 1.0f - 0.5f * chheight;
/* the tilemap box bounds starts a half character in from the box */
mapboxbounds = boxbounds;
mapboxbounds.x0 += 0.5f * chwidth;
mapboxbounds.x1 -= 0.5f * chwidth;
mapboxbounds.y0 += 0.5f * chheight;
mapboxbounds.y1 -= 0.5f * chheight;
/* add space on the top for a title and a half line of padding */
mapboxbounds.y0 += 1.5f * chheight;
/* convert back to pixels */
mapboxwidth = (mapboxbounds.x1 - mapboxbounds.x0) * (float)targwidth;
mapboxheight = (mapboxbounds.y1 - mapboxbounds.y0) * (float)targheight;
/* determine the maximum integral scaling factor */
pixelscale = state->tilemap.zoom;
if (pixelscale == 0)
{
for (maxxscale = 1; mapwidth * (maxxscale + 1) < mapboxwidth; maxxscale++) ;
for (maxyscale = 1; mapheight * (maxyscale + 1) < mapboxheight; maxyscale++) ;
pixelscale = MIN(maxxscale, maxyscale);
}
/* recompute the final box size */
mapboxwidth = MIN(mapboxwidth, mapwidth * pixelscale);
mapboxheight = MIN(mapboxheight, mapheight * pixelscale);
/* recompute the bounds, centered within the existing bounds */
mapboxbounds.x0 += 0.5f * ((mapboxbounds.x1 - mapboxbounds.x0) - (float)mapboxwidth / (float)targwidth);
mapboxbounds.x1 = mapboxbounds.x0 + (float)mapboxwidth / (float)targwidth;
mapboxbounds.y0 += 0.5f * ((mapboxbounds.y1 - mapboxbounds.y0) - (float)mapboxheight / (float)targheight);
mapboxbounds.y1 = mapboxbounds.y0 + (float)mapboxheight / (float)targheight;
/* now recompute the outer box against this new info */
boxbounds.x0 = mapboxbounds.x0 - 0.5f * chwidth;
boxbounds.x1 = mapboxbounds.x1 + 0.5f * chwidth;
boxbounds.y0 = mapboxbounds.y0 - 2.0f * chheight;
boxbounds.y1 = mapboxbounds.y1 + 0.5f * chheight;
/* figure out the title and expand the outer box to fit */
sprintf(title, "TMAP %d/%d %dx%d OFFS %d,%d", state->tilemap.which, tilemap_count(machine) - 1, mapwidth, mapheight, state->tilemap.xoffs, state->tilemap.yoffs);
titlewidth = render_font_get_string_width(ui_font, chheight, render_get_ui_aspect(), title);
if (boxbounds.x1 - boxbounds.x0 < titlewidth + chwidth)
{
boxbounds.x0 = 0.5f - 0.5f * (titlewidth + chwidth);
boxbounds.x1 = boxbounds.x0 + titlewidth + chwidth;
}
/* go ahead and draw the outer box now */
ui_draw_outlined_box(boxbounds.x0, boxbounds.y0, boxbounds.x1, boxbounds.y1, UI_GFXVIEWER_BG_COLOR);
/* draw the title */
x0 = 0.5f - 0.5f * titlewidth;
y0 = boxbounds.y0 + 0.5f * chheight;
for (x = 0; title[x] != 0; x++)
{
render_ui_add_char(x0, y0, chheight, render_get_ui_aspect(), ARGB_WHITE, ui_font, title[x]);
x0 += render_font_get_char_width(ui_font, chheight, render_get_ui_aspect(), title[x]);
}
/* update the bitmap */
tilemap_update_bitmap(machine, state, mapboxwidth / pixelscale, mapboxheight / pixelscale);
/* add the final quad */
render_ui_add_quad(mapboxbounds.x0, mapboxbounds.y0,
mapboxbounds.x1, mapboxbounds.y1,
ARGB_WHITE, state->texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(state->tilemap.rotate));
/* handle keyboard input */
tilemap_handle_keys(machine, state, mapboxwidth, mapboxheight);
}
/*-------------------------------------------------
tilemap_handle_keys - handle keys for the
tilemap view
-------------------------------------------------*/
static void tilemap_handle_keys(running_machine *machine, ui_gfx_state *state, int viswidth, int visheight)
{
ui_gfx_state oldstate = *state;
UINT32 mapwidth, mapheight;
int step;
/* handle tilemap selection (open bracket,close bracket) */
if (ui_input_pressed(machine, IPT_UI_PREV_GROUP))
state->tilemap.which--;
if (ui_input_pressed(machine, IPT_UI_NEXT_GROUP))
state->tilemap.which++;
/* clamp within range */
if (state->tilemap.which < 0)
state->tilemap.which = 0;
if (state->tilemap.which >= tilemap_count(machine))
state->tilemap.which = tilemap_count(machine) - 1;
/* cache some info in locals */
tilemap_size_by_index(machine, state->tilemap.which, &mapwidth, &mapheight);
/* handle zoom (minus,plus) */
if (ui_input_pressed(machine, IPT_UI_ZOOM_OUT))
state->tilemap.zoom--;
if (ui_input_pressed(machine, IPT_UI_ZOOM_IN))
state->tilemap.zoom++;
/* clamp within range */
if (state->tilemap.zoom < 0)
state->tilemap.zoom = 0;
if (state->tilemap.zoom > 8)
state->tilemap.zoom = 8;
if (state->tilemap.zoom != oldstate.tilemap.zoom)
{
if (state->tilemap.zoom != 0)
popmessage("Zoom = %d", state->tilemap.zoom);
else
popmessage("Zoom Auto");
}
/* handle rotation (R) */
if (ui_input_pressed(machine, IPT_UI_ROTATE))
state->tilemap.rotate = orientation_add(ROT90, state->tilemap.rotate);
/* handle navigation (up,down,left,right) */
step = 8;
if (input_code_pressed(machine, KEYCODE_LSHIFT)) step = 1;
if (input_code_pressed(machine, KEYCODE_LCONTROL)) step = 64;
if (ui_input_pressed_repeat(machine, IPT_UI_UP, 4))
state->tilemap.yoffs -= step;
if (ui_input_pressed_repeat(machine, IPT_UI_DOWN, 4))
state->tilemap.yoffs += step;
if (ui_input_pressed_repeat(machine, IPT_UI_LEFT, 6))
state->tilemap.xoffs -= step;
if (ui_input_pressed_repeat(machine, IPT_UI_RIGHT, 6))
state->tilemap.xoffs += step;
/* clamp within range */
while (state->tilemap.xoffs < 0)
state->tilemap.xoffs += mapwidth;
while (state->tilemap.xoffs >= mapwidth)
state->tilemap.xoffs -= mapwidth;
while (state->tilemap.yoffs < 0)
state->tilemap.yoffs += mapheight;
while (state->tilemap.yoffs >= mapheight)
state->tilemap.yoffs -= mapheight;
/* if something changed, we need to force an update to the bitmap */
if (state->tilemap.which != oldstate.tilemap.which ||
state->tilemap.xoffs != oldstate.tilemap.xoffs ||
state->tilemap.yoffs != oldstate.tilemap.yoffs ||
state->tilemap.rotate != oldstate.tilemap.rotate)
{
state->bitmap_dirty = TRUE;
}
}
/*-------------------------------------------------
tilemap_update_bitmap - update the bitmap
for the tilemap view
-------------------------------------------------*/
static void tilemap_update_bitmap(running_machine *machine, ui_gfx_state *state, int width, int height)
{
bitmap_format screen_format = video_screen_get_format(machine->primary_screen);
palette_t *palette = NULL;
int screen_texformat;
/* convert the screen format to a texture format */
switch (screen_format)
{
case BITMAP_FORMAT_INDEXED16: screen_texformat = TEXFORMAT_PALETTE16; palette = machine->palette; break;
case BITMAP_FORMAT_RGB15: screen_texformat = TEXFORMAT_RGB15; palette = NULL; break;
case BITMAP_FORMAT_RGB32: screen_texformat = TEXFORMAT_RGB32; palette = NULL; break;
default: fatalerror("Invalid bitmap format!"); break;
}
/* swap the coordinates back if they were talking about a rotated surface */
if (state->tilemap.rotate & ORIENTATION_SWAP_XY)
{ UINT32 temp = width; width = height; height = temp; }
/* realloc the bitmap if it is too small */
if (state->bitmap == NULL || state->texture == NULL || state->bitmap->format != screen_format || state->bitmap->width != width || state->bitmap->height != height)
{
/* free the old stuff */
if (state->texture != NULL)
render_texture_free(state->texture);
if (state->bitmap != NULL)
bitmap_free(state->bitmap);
/* allocate new stuff */
state->bitmap = bitmap_alloc(width, height, screen_format);
state->texture = render_texture_alloc(NULL, NULL);
render_texture_set_bitmap(state->texture, state->bitmap, NULL, screen_texformat, palette);
/* force a redraw */
state->bitmap_dirty = TRUE;
}
/* handle the redraw */
if (state->bitmap_dirty)
{
tilemap_draw_by_index(machine, state->bitmap, state->tilemap.which, state->tilemap.xoffs, state->tilemap.yoffs);
/* reset the texture to force an update */
render_texture_set_bitmap(state->texture, state->bitmap, NULL, screen_texformat, palette);
state->bitmap_dirty = FALSE;
}
}