Added virtual Keyboard, Added joystick buttons binding

This commit is contained in:
fabio.olimpieri 2012-04-29 12:55:59 +00:00
parent 93249b29bf
commit cd1ccf8cda
24 changed files with 631 additions and 319 deletions

184
src/VirtualKeyboard.c Normal file
View File

@ -0,0 +1,184 @@
/*********************************************************************
* Copyright (C) 2012, Fabio Olimpieri
* Copyright (C) 2009, Simon Kagstrom
*
* Filename: VirtualKeyboard.c
*
* Description: A virtual keyboard
*
* This file is part of FBZX Wii
*
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
********************************************************************/
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include "z80free/Z80free.h"
#include "computer.h"
#include "VirtualKeyboard.h"
#include "menu_sdl.h"
#define K(name, sdl_code) \
{ name, "SDLK_"name, sdl_code, 0 ,0,0}
#define N(name, key_name, sdl_code) \
{ name, "SDLK_"key_name, sdl_code, 0,0,0 }
#define KNL() \
{ NULL, NULL, 0, 0 ,0,0}
#define KEY_COLS 10
#define KEY_ROWS 5
extern struct computer ordenador;
//TO DO Key_name and name are not necessary
static virtkey_t keys[KEY_COLS * KEY_ROWS] = {
K("1",49),K("2",50), K("3",51), K("4",52), K("5",53), K("6",54), K("7",55), K("8",56), K("9",57), K("0",48),
K("Q",113), K("W",119), K("E",101), K("R",114), K("T",116), K("Y",121), K("U",117), K("I",105), K("O",111), K("P",112),
K("A",97), K("S",115), K("D",100), K("F",102), K("G",103), K("H",104), K("J",106), K("K",107), K("L",108),N("Enter","RETURN",13),
N("Caps","LSHIFT",304),K("Z",122),K("X",120),K("C",99), K("V",118), K("B",98), K("N",110), K("M",109), N("Sym","LCTRL",306),N("Space","SPACE",32),
N("Ext","TAB",9), KNL(), N("Fire","LALT",308),KNL(), K("None",0),KNL(),KNL(), KNL(),KNL(),KNL()};
void VirtualKeyboard_init(SDL_Surface *screen, TTF_Font *font)
{
VirtualKeyboard.screen = screen;
VirtualKeyboard.font = font;
VirtualKeyboard.sel_x = 0;
VirtualKeyboard.sel_y = 0;
memset(VirtualKeyboard.buf, 0, sizeof(VirtualKeyboard.buf));
}
void draw()
{
int y,x;
int screen_w = VirtualKeyboard.screen->w;
int screen_h = VirtualKeyboard.screen->h;
int key_w = 54;
int key_h = 36;
int border_x = (screen_w - (key_w * KEY_COLS)) / 2;
int border_y = (screen_h - (key_h * KEY_ROWS)) / 2;
SDL_Rect bg_rect = {border_x, border_y,
key_w * KEY_COLS, key_h * KEY_ROWS};
SDL_FillRect(VirtualKeyboard.screen, &bg_rect,
SDL_MapRGB(ordenador.screen->format, 0xff, 0xff, 0xff));
for (y = 0; y < KEY_ROWS; y++ )
{
for (x = 0; x < KEY_COLS; x++ )
{
int which = y * KEY_COLS + x;
virtkey_t key = keys[which];
int r = 64, g = 64, b = 64;
const char *what = key.name;
/* Skip empty positions */
if (key.name == NULL)
continue;
if ( key.is_done )
r = 255;
if ( (x == VirtualKeyboard.sel_x && y == VirtualKeyboard.sel_y))
g = 200;
menu_print_font(VirtualKeyboard.screen, r, g, b,
x * key_w + border_x, y * key_h + border_y,
what, 20);
}
}
}
void select_next_kb(int dx, int dy)
{
int next_x = (VirtualKeyboard.sel_x + dx) % KEY_COLS;
int next_y = (VirtualKeyboard.sel_y + dy) % KEY_ROWS;
virtkey_t key;
if (next_x < 0)
next_x = KEY_COLS + next_x;
if (next_y < 0)
next_y = KEY_ROWS + next_y;
VirtualKeyboard.sel_x = next_x;
VirtualKeyboard.sel_y = next_y;
key = keys[ next_y * KEY_COLS + next_x ];
/* Skip the empty spots */
if (key.name == NULL)
{
if (dy != 0) /* Look left */
select_next_kb(-1, 0);
else
select_next_kb(dx, dy);
}
}
struct virtkey *get_key_internal()
{
while(1)
{
uint32_t k;
draw();
SDL_Flip(VirtualKeyboard.screen);
k = menu_wait_key_press();
if (k & KEY_UP)
select_next_kb(0, -1);
else if (k & KEY_DOWN)
select_next_kb(0, 1);
else if (k & KEY_LEFT)
select_next_kb(-1, 0);
else if (k & KEY_RIGHT)
select_next_kb(1, 0);
else if (k & KEY_ESCAPE)
return NULL;
else if (k & KEY_SELECT)
{
virtkey_t *key = &keys[ VirtualKeyboard.sel_y * KEY_COLS + VirtualKeyboard.sel_x ];
if ((key->sdl_code == 304) && !keys[3 * KEY_COLS + 8 ].is_done)
keys[3 * KEY_COLS + 0 ].is_done = !keys[3 * KEY_COLS + 0 ].is_done; //Caps Shit
else if ((key->sdl_code == 306) && !keys[3 * KEY_COLS + 0 ].is_done)
keys[3 * KEY_COLS + 8 ].is_done = !keys[3 * KEY_COLS + 8 ].is_done; //Sym Shift
else {
key->caps_on = keys[3 * KEY_COLS + 0 ].is_done;
key->sym_on = keys[3 * KEY_COLS + 8 ].is_done;
return key;
}
}
}
return NULL;
}
struct virtkey* get_key()
{
virtkey_t *key;
SDL_Rect rect = {32, 32, FULL_DISPLAY_X-64, FULL_DISPLAY_Y-96};
keys[3 * KEY_COLS + 0 ].is_done = 0; //Caps Shit
keys[3 * KEY_COLS + 8 ].is_done = 0; //Sym Shift
SDL_FillRect(VirtualKeyboard.screen, &rect, SDL_MapRGB(ordenador.screen->format, 0xff, 0xff, 0xff));
key = get_key_internal();
return key;
}

56
src/VirtualKeyboard.h Normal file
View File

@ -0,0 +1,56 @@
/*********************************************************************
* Copyright (C) 2012, Fabio Olimpieri
* Copyright (C) 2009, Simon Kagstrom
*
* Filename: VirtualKeyboard.h
*
* Description: A virtual keyboard
*
* This file is part of FBZX Wii
*
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
********************************************************************/
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
typedef struct virtkey
{
const char *name; //It is not necessary in FBZX Wii
const char *ev_name; //It is not necessary in FBZX Wii
int sdl_code;
int is_done;
int caps_on;
int sym_on;
} virtkey_t;
struct Virtual_Keyboard
{
SDL_Surface *screen;
TTF_Font *font;
int sel_x;
int sel_y;
char buf[255];
} VirtualKeyboard;
void VirtualKeyboard_init(SDL_Surface *screen, TTF_Font *font);
struct virtkey* get_key();
struct virtkey* get_key_internal();
void draw();
void select_next_kb(int dx, int dy);
void toggle_shift();

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
@ -30,6 +31,8 @@
#include <sys/wait.h>
#include "tape.h"
#include "microdrive.h"
#include "Virtualkeyboard.h"
#include "gui_sdl.h"
#ifdef DEBUG
extern FILE *fdebug;
@ -128,6 +131,9 @@ void computer_init () {
ordenador.tape_loop_counter = 0;
ordenador.kbd_buffer_pointer = 0;
ordenador.key = SDL_GetKeyState(NULL);
ordenador.joybuttonkey[0][0]=SDLK_LALT; //Fire button to wiimote1 button A
ordenador.joybuttonkey[1][0]=SDLK_LALT; //Fire button to wiimote1 button A
}
void computer_set_palete() {
@ -701,7 +707,8 @@ inline void read_keyboard () {
SDL_Event evento,*pevento;
enum joystate_x {JOY_CENTER_X, JOY_LEFT, JOY_RIGHT};
enum joystate_y {JOY_CENTER_Y, JOY_UP, JOY_DOWN};
int joy_axis_x[2],joy_axis_y[2], loop;
int joy_axis_x[2],joy_axis_y[2], joy_n, joybutton_n;
static unsigned char joybutton_matrix[2][322];
ordenador.k8 = ordenador.k9 = ordenador.k10 = ordenador.k11 =
ordenador.k12 = ordenador.k13 = ordenador.k14 =
@ -716,118 +723,66 @@ inline void read_keyboard () {
return;
}
if (ordenador.kbd_buffer_pointer)
{
if (countdown)
countdown--;
else
{
switch (ordenador.kbd_buffer_pointer)
{
case 6: //Edit
ordenador.k8|=1;
ordenador.k11|=1;
break;
case 5: //Load
ordenador.k14|= 8;
break;
case 4: //"
ordenador.k15|= 2;
ordenador.k13|= 1;
break;
case 3: //"
ordenador.k15|= 2;
ordenador.k13|= 1;
break;
case 2: // Return
ordenador.k14|= 1;
break;
case 1:
if ((ordenador.tape_fast_load == 0) || (ordenador.tape_file_type==TAP_TZX))
ordenador.pause = 0;
break;
}
ordenador.kbd_buffer_pointer--;
countdown=5;
}
}
SDL_JoystickUpdate();
for(loop=0;loop<ordenador.joystick_number;loop++)
for(joy_n=0;joy_n<ordenador.joystick_number;joy_n++)
{
joy_axis_x[loop] = SDL_JoystickGetAxis(ordenador.joystick_sdl[loop], 0);
joy_axis_y[loop] = SDL_JoystickGetAxis(ordenador.joystick_sdl[loop], 1);
ordenador.joy_fire[loop] = SDL_JoystickGetButton(ordenador.joystick_sdl[loop], 0); //Wii button A
joy_axis_x[joy_n] = SDL_JoystickGetAxis(ordenador.joystick_sdl[joy_n], 0);
joy_axis_y[joy_n] = SDL_JoystickGetAxis(ordenador.joystick_sdl[joy_n], 1);
//ordenador.joy_fire[joy_n] = SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], 0); //Wii button "A"
if (SDL_JoystickGetButton(ordenador.joystick_sdl[loop], 6)) main_menu(); //Wii button Home
if (SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], 6) ||
SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], 19)) main_menu(); //Wii button "Home"
if (joy_axis_x[loop] > 16384) ordenador.joy_axis_x_state[loop] = JOY_RIGHT;
else if (joy_axis_x[loop] < -16384) ordenador.joy_axis_x_state[loop] = JOY_LEFT;
else ordenador.joy_axis_x_state[loop] = JOY_CENTER_X;
if (SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], 5) ||
SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], 18)) virtual_keyboard(); //Wii button "+"
if (joy_axis_y[loop] > 16384) ordenador.joy_axis_y_state[loop] = JOY_DOWN;
else if (joy_axis_y[loop] < -16384) ordenador.joy_axis_y_state[loop] = JOY_UP;
else ordenador.joy_axis_y_state[loop] = JOY_CENTER_Y;
if (joy_axis_x[joy_n] > 16384) ordenador.joy_axis_x_state[joy_n] = JOY_RIGHT;
else if (joy_axis_x[joy_n] < -16384) ordenador.joy_axis_x_state[joy_n] = JOY_LEFT;
else ordenador.joy_axis_x_state[joy_n] = JOY_CENTER_X;
if (joy_axis_y[joy_n] > 16384) ordenador.joy_axis_y_state[joy_n] = JOY_DOWN;
else if (joy_axis_y[joy_n] < -16384) ordenador.joy_axis_y_state[joy_n] = JOY_UP;
else ordenador.joy_axis_y_state[joy_n] = JOY_CENTER_Y;
for(joybutton_n=0;joybutton_n<5;joybutton_n++)
{
joybutton_matrix[joy_n][(ordenador.joybuttonkey[joy_n][joybutton_n])] =
SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], joybutton_n);
}
for(joybutton_n=7;joybutton_n<18;joybutton_n++)
{
joybutton_matrix[joy_n][(ordenador.joybuttonkey[joy_n][joybutton_n])] =
SDL_JoystickGetButton(ordenador.joystick_sdl[joy_n], joybutton_n);
}
}
//Keyboard buffer
if (countdown)
{
if (countdown <5)
{
ordenador.key[(ordenador.keyboard_buffer[0][ordenador.kbd_buffer_pointer+1])]=0;
ordenador.key[(ordenador.keyboard_buffer[1][ordenador.kbd_buffer_pointer+1])]=0;
ordenador.keyboard_buffer[0][ordenador.kbd_buffer_pointer+1] = 0;
ordenador.keyboard_buffer[1][ordenador.kbd_buffer_pointer+1] = 0;
}
countdown--;
}
else if (ordenador.kbd_buffer_pointer)
{
ordenador.key[(ordenador.keyboard_buffer[0][ordenador.kbd_buffer_pointer])]=1;
ordenador.key[(ordenador.keyboard_buffer[1][ordenador.kbd_buffer_pointer])]=1;
ordenador.kbd_buffer_pointer--;
countdown=7;
}
temporal_io = (unsigned int) pevento->key.keysym.sym;
/*
if ((pevento->type==SDL_KEYDOWN)&&(temporal_io==SDLK_TAB)) {
if (ordenador.tab_extended==0) {
ordenador.tab_extended=1;
strcpy(ordenador.osd_text,"Function Key mode on");
ordenador.osd_time=100;
return;
} else {
ordenador.tab_extended=0;
ordenador.osd_time=0;
return;
}
}
if ((pevento->type==SDL_KEYDOWN)&&(ordenador.tab_extended==1)) {
ordenador.tab_extended=0;
ordenador.osd_time=0;
switch(temporal_io) {
case SDLK_1:
temporal_io=SDLK_F1;
break;
case SDLK_2:
temporal_io=SDLK_F2;
break;
case SDLK_3:
temporal_io=SDLK_F3;
break;
case SDLK_4:
temporal_io=SDLK_F4;
break;
case SDLK_5:
temporal_io=SDLK_F5;
break;
case SDLK_6:
temporal_io=SDLK_F6;
break;
case SDLK_7:
temporal_io=SDLK_F7;
break;
case SDLK_8:
temporal_io=SDLK_F8;
break;
case SDLK_9:
temporal_io=SDLK_F9;
break;
case SDLK_0:
temporal_io=SDLK_F10;
break;
case SDLK_o:
temporal_io=SDLK_F11;
break;
case SDLK_p:
temporal_io=SDLK_F12;
break;
}
}
*/
if (pevento->type == SDL_KEYDOWN)
switch (temporal_io) {
case SDLK_ESCAPE: // to exit from the emulator
@ -863,9 +818,20 @@ inline void read_keyboard () {
case SDLK_F9:
//Emulate load ""
ordenador.keyboard_buffer[0][6]= SDLK_1; //Edit
ordenador.keyboard_buffer[1][6]= SDLK_LSHIFT;
ordenador.keyboard_buffer[0][5]= SDLK_j; //Load
ordenador.keyboard_buffer[1][5]= 0;
ordenador.keyboard_buffer[0][4]= SDLK_p; //"
ordenador.keyboard_buffer[1][4]= SDLK_LCTRL;
ordenador.keyboard_buffer[0][3]= SDLK_p; //"
ordenador.keyboard_buffer[1][3]= SDLK_LCTRL;
ordenador.keyboard_buffer[0][2]= SDLK_RETURN; // Return
ordenador.keyboard_buffer[1][2]= 0;
ordenador.keyboard_buffer[0][1]= SDLK_F6; //F6
ordenador.keyboard_buffer[1][1]= 0;
ordenador.kbd_buffer_pointer=6;
countdown=5;
countdown=7;
break;
case SDLK_F10: // Reset emulator
@ -909,93 +875,93 @@ inline void read_keyboard () {
break;
}
}
for(loop=0;loop<ordenador.joystick_number;loop++)
for(joy_n=0;joy_n<ordenador.joystick_number;joy_n++)
{
switch (ordenador.joystick[loop]) {
switch (ordenador.joystick[joy_n]) {
case 0: // cursor
if (ordenador.joy_axis_y_state[loop] == JOY_UP) ordenador.k12|= 8;
if (ordenador.joy_axis_y_state[loop] == JOY_DOWN) ordenador.k12|= 16;
if (ordenador.joy_axis_x_state[loop] == JOY_RIGHT)ordenador.k12|= 4;
if (ordenador.joy_axis_x_state[loop] == JOY_LEFT) ordenador.k11|= 16;
if (ordenador.joy_fire[loop]) ordenador.k12|= 1;
if (ordenador.joy_axis_y_state[joy_n] == JOY_UP) ordenador.k12|= 8;
if (ordenador.joy_axis_y_state[joy_n] == JOY_DOWN) ordenador.k12|= 16;
if (ordenador.joy_axis_x_state[joy_n] == JOY_RIGHT)ordenador.k12|= 4;
if (ordenador.joy_axis_x_state[joy_n] == JOY_LEFT) ordenador.k11|= 16;
if (joybutton_matrix[joy_n][SDLK_LALT]) ordenador.k12|= 1; //fire button
break;
case 1: //Kempston
if (ordenador.joy_axis_y_state[loop] == JOY_UP) ordenador.jk|= 8;
if (ordenador.joy_axis_y_state[loop] == JOY_DOWN) ordenador.jk|= 4;
if (ordenador.joy_axis_x_state[loop] == JOY_RIGHT) ordenador.jk|= 1;
if (ordenador.joy_axis_x_state[loop] == JOY_LEFT) ordenador.jk|= 2;
if (ordenador.joy_fire[loop]) ordenador.jk |= 16;
if (ordenador.joy_axis_y_state[joy_n] == JOY_UP) ordenador.jk|= 8;
if (ordenador.joy_axis_y_state[joy_n] == JOY_DOWN) ordenador.jk|= 4;
if (ordenador.joy_axis_x_state[joy_n] == JOY_RIGHT) ordenador.jk|= 1;
if (ordenador.joy_axis_x_state[joy_n] == JOY_LEFT) ordenador.jk|= 2;
if (joybutton_matrix[joy_n][SDLK_LALT]) ordenador.jk |= 16; //fire button
break;
case 2: // sinclair 1
if (ordenador.joy_axis_y_state[loop] == JOY_UP) ordenador.k11|= 8;
if (ordenador.joy_axis_y_state[loop] == JOY_DOWN)ordenador.k11|= 4;
if (ordenador.joy_axis_x_state[loop] == JOY_RIGHT)ordenador.k11|= 2;
if (ordenador.joy_axis_x_state[loop] == JOY_LEFT) ordenador.k11|= 1;
if (ordenador.joy_fire[loop]) ordenador.k11|= 16;
if (ordenador.joy_axis_y_state[joy_n] == JOY_UP) ordenador.k11|= 8;
if (ordenador.joy_axis_y_state[joy_n] == JOY_DOWN)ordenador.k11|= 4;
if (ordenador.joy_axis_x_state[joy_n] == JOY_RIGHT)ordenador.k11|= 2;
if (ordenador.joy_axis_x_state[joy_n] == JOY_LEFT) ordenador.k11|= 1;
if (joybutton_matrix[joy_n][SDLK_LALT]) ordenador.k11|= 16; //fire button
break;
case 3: // sinclair 2
if (ordenador.joy_axis_y_state[loop] == JOY_UP) ordenador.k12|= 2;
if (ordenador.joy_axis_y_state[loop] == JOY_DOWN)ordenador.k12|= 4;
if (ordenador.joy_axis_x_state[loop] == JOY_RIGHT)ordenador.k12|= 8;
if (ordenador.joy_axis_x_state[loop] == JOY_LEFT) ordenador.k12|= 16;
if (ordenador.joy_fire[loop]) ordenador.k12|= 1;
if (ordenador.joy_axis_y_state[joy_n] == JOY_UP) ordenador.k12|= 2;
if (ordenador.joy_axis_y_state[joy_n] == JOY_DOWN)ordenador.k12|= 4;
if (ordenador.joy_axis_x_state[joy_n] == JOY_RIGHT)ordenador.k12|= 8;
if (ordenador.joy_axis_x_state[joy_n] == JOY_LEFT) ordenador.k12|= 16;
if (joybutton_matrix[joy_n][SDLK_LALT]) ordenador.k12|= 1; //fire button
break;
}
}
if (ordenador.key[SDLK_SPACE]) ordenador.k15|=1;
if (ordenador.key[SDLK_RCTRL]||ordenador.key[SDLK_LCTRL]) ordenador.k15|=2; //Symbol shift
if (ordenador.key[SDLK_m]) ordenador.k15|=4;
if (ordenador.key[SDLK_n]) ordenador.k15|=8;
if (ordenador.key[SDLK_b]) ordenador.k15|=16;
if ((ordenador.key[SDLK_m] || joybutton_matrix[0][SDLK_m] || joybutton_matrix[1][SDLK_m])) ordenador.k15|=4;
if ((ordenador.key[SDLK_n] || joybutton_matrix[0][SDLK_n] || joybutton_matrix[1][SDLK_n])) ordenador.k15|=8;
if ((ordenador.key[SDLK_b] || joybutton_matrix[0][SDLK_b] || joybutton_matrix[1][SDLK_b])) ordenador.k15|=16;
if (ordenador.key[SDLK_PERIOD]) ordenador.k15|=6;
if (ordenador.key[SDLK_COMMA]) ordenador.k15|=10;
if (ordenador.key[SDLK_RETURN]) ordenador.k14|=1;
if (ordenador.key[SDLK_l]) ordenador.k14|=2;
if (ordenador.key[SDLK_k]) ordenador.k14|=4;
if (ordenador.key[SDLK_j]) ordenador.k14|=8;
if (ordenador.key[SDLK_h]) ordenador.k14|=16;
if ((ordenador.key[SDLK_RETURN] || joybutton_matrix[0][SDLK_RETURN] || joybutton_matrix[1][SDLK_RETURN])) ordenador.k14|=1;
if ((ordenador.key[SDLK_l] || joybutton_matrix[0][SDLK_l] || joybutton_matrix[1][SDLK_l])) ordenador.k14|=2;
if ((ordenador.key[SDLK_k] || joybutton_matrix[0][SDLK_k] || joybutton_matrix[1][SDLK_k])) ordenador.k14|=4;
if ((ordenador.key[SDLK_j] || joybutton_matrix[0][SDLK_j] || joybutton_matrix[1][SDLK_j])) ordenador.k14|=8;
if ((ordenador.key[SDLK_h] || joybutton_matrix[0][SDLK_h] || joybutton_matrix[1][SDLK_h])) ordenador.k14|=16;
if (ordenador.key[SDLK_p]) ordenador.k13|=1;
if (ordenador.key[SDLK_o]) ordenador.k13|=2;
if (ordenador.key[SDLK_i]) ordenador.k13|=4;
if (ordenador.key[SDLK_u]) ordenador.k13|=8;
if (ordenador.key[SDLK_y]) ordenador.k13|=16;
if ((ordenador.key[SDLK_p] || joybutton_matrix[0][SDLK_p] || joybutton_matrix[1][SDLK_p])) ordenador.k13|=1;
if ((ordenador.key[SDLK_o] || joybutton_matrix[0][SDLK_o] || joybutton_matrix[1][SDLK_o])) ordenador.k13|=2;
if ((ordenador.key[SDLK_i] || joybutton_matrix[0][SDLK_i] || joybutton_matrix[1][SDLK_i])) ordenador.k13|=4;
if ((ordenador.key[SDLK_u] || joybutton_matrix[0][SDLK_u] || joybutton_matrix[1][SDLK_u])) ordenador.k13|=8;
if ((ordenador.key[SDLK_y] || joybutton_matrix[0][SDLK_y] || joybutton_matrix[1][SDLK_y])) ordenador.k13|=16;
if (ordenador.key[SDLK_0]) ordenador.k12|=1;
if (ordenador.key[SDLK_9]) ordenador.k12|=2;
if (ordenador.key[SDLK_8]) ordenador.k12|=4;
if (ordenador.key[SDLK_7]) ordenador.k12|=8;
if (ordenador.key[SDLK_6]) ordenador.k12|=16;
if (ordenador.key[SDLK_BACKSPACE]) {ordenador.k12|=1; ordenador.k8 |=1;}
if ((ordenador.key[SDLK_0] || joybutton_matrix[0][SDLK_0] || joybutton_matrix[1][SDLK_0])) ordenador.k12|=1;
if ((ordenador.key[SDLK_9] || joybutton_matrix[0][SDLK_9] || joybutton_matrix[1][SDLK_9])) ordenador.k12|=2;
if ((ordenador.key[SDLK_8] || joybutton_matrix[0][SDLK_8] || joybutton_matrix[1][SDLK_8])) ordenador.k12|=4;
if ((ordenador.key[SDLK_7] || joybutton_matrix[0][SDLK_7] || joybutton_matrix[1][SDLK_7])) ordenador.k12|=8;
if ((ordenador.key[SDLK_6] || joybutton_matrix[0][SDLK_6] || joybutton_matrix[1][SDLK_6])) ordenador.k12|=16;
if ((ordenador.key[SDLK_BACKSPACE] || joybutton_matrix[0][SDLK_BACKSPACE] || joybutton_matrix[1][SDLK_BACKSPACE])) {ordenador.k12|=1; ordenador.k8 |=1;}
if (ordenador.key[SDLK_1]) ordenador.k11|=1;
if (ordenador.key[SDLK_2]) ordenador.k11|=2;
if (ordenador.key[SDLK_3]) ordenador.k11|=4;
if (ordenador.key[SDLK_4]) ordenador.k11|=8;
if (ordenador.key[SDLK_5]) ordenador.k11|=16;
if ((ordenador.key[SDLK_1] || joybutton_matrix[0][SDLK_1] || joybutton_matrix[1][SDLK_1])) ordenador.k11|=1;
if ((ordenador.key[SDLK_2] || joybutton_matrix[0][SDLK_2] || joybutton_matrix[1][SDLK_2])) ordenador.k11|=2;
if ((ordenador.key[SDLK_3] || joybutton_matrix[0][SDLK_3] || joybutton_matrix[1][SDLK_3])) ordenador.k11|=4;
if ((ordenador.key[SDLK_4] || joybutton_matrix[0][SDLK_4] || joybutton_matrix[1][SDLK_4])) ordenador.k11|=8;
if ((ordenador.key[SDLK_5] || joybutton_matrix[0][SDLK_5] || joybutton_matrix[1][SDLK_5])) ordenador.k11|=16;
if (ordenador.key[SDLK_q]) ordenador.k10|=1;
if (ordenador.key[SDLK_w]) ordenador.k10|=2;
if (ordenador.key[SDLK_e]) ordenador.k10|=4;
if (ordenador.key[SDLK_r]) ordenador.k10|=8;
if (ordenador.key[SDLK_t]) ordenador.k10|=16;
if ((ordenador.key[SDLK_q] || joybutton_matrix[0][SDLK_q] || joybutton_matrix[1][SDLK_q])) ordenador.k10|=1;
if ((ordenador.key[SDLK_w] || joybutton_matrix[0][SDLK_w] || joybutton_matrix[1][SDLK_w])) ordenador.k10|=2;
if ((ordenador.key[SDLK_e] || joybutton_matrix[0][SDLK_e] || joybutton_matrix[1][SDLK_e])) ordenador.k10|=4;
if ((ordenador.key[SDLK_r] || joybutton_matrix[0][SDLK_r] || joybutton_matrix[1][SDLK_r])) ordenador.k10|=8;
if ((ordenador.key[SDLK_t] || joybutton_matrix[0][SDLK_t] || joybutton_matrix[1][SDLK_t])) ordenador.k10|=16;
if (ordenador.key[SDLK_a]) ordenador.k9 |=1;
if (ordenador.key[SDLK_s]) ordenador.k9 |=2;
if (ordenador.key[SDLK_d]) ordenador.k9 |=4;
if (ordenador.key[SDLK_f]) ordenador.k9 |=8;
if (ordenador.key[SDLK_g]) ordenador.k9 |=16;
if ((ordenador.key[SDLK_a] || joybutton_matrix[0][SDLK_a] || joybutton_matrix[1][SDLK_a])) ordenador.k9 |=1;
if ((ordenador.key[SDLK_s] || joybutton_matrix[0][SDLK_s] || joybutton_matrix[1][SDLK_s])) ordenador.k9 |=2;
if ((ordenador.key[SDLK_d] || joybutton_matrix[0][SDLK_d] || joybutton_matrix[1][SDLK_d])) ordenador.k9 |=4;
if ((ordenador.key[SDLK_f] || joybutton_matrix[0][SDLK_f] || joybutton_matrix[1][SDLK_f])) ordenador.k9 |=8;
if ((ordenador.key[SDLK_g] || joybutton_matrix[0][SDLK_g] || joybutton_matrix[1][SDLK_g])) ordenador.k9 |=16;
if (ordenador.key[SDLK_RSHIFT]||ordenador.key[SDLK_LSHIFT]) ordenador.k8 |=1; //Caps shift
if (ordenador.key[SDLK_z]) ordenador.k8 |=2;
if (ordenador.key[SDLK_x]) ordenador.k8 |=4;
if (ordenador.key[SDLK_c]) ordenador.k8 |=8;
if (ordenador.key[SDLK_v]) ordenador.k8 |=16;
if ((ordenador.key[SDLK_RSHIFT]||ordenador.key[SDLK_LSHIFT])) ordenador.k8 |=1; //Caps shift
if ((ordenador.key[SDLK_z] || joybutton_matrix[0][SDLK_z] || joybutton_matrix[1][SDLK_z])) ordenador.k8 |=2;
if ((ordenador.key[SDLK_x] || joybutton_matrix[0][SDLK_x] || joybutton_matrix[1][SDLK_x])) ordenador.k8 |=4;
if ((ordenador.key[SDLK_c] || joybutton_matrix[0][SDLK_c] || joybutton_matrix[1][SDLK_c])) ordenador.k8 |=8;
if ((ordenador.key[SDLK_v] || joybutton_matrix[0][SDLK_v] || joybutton_matrix[1][SDLK_v])) ordenador.k8 |=16;
if (ordenador.key[SDLK_UP]) {ordenador.k12 |=8;ordenador.k8|=1;}
if (ordenador.key[SDLK_DOWN]) {ordenador.k12 |=16;ordenador.k8|=1;}

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
@ -195,13 +196,15 @@ struct computer {
unsigned char other_ret; // 0=no change; 1=memory returns RET (201)
unsigned char turbo;
unsigned int keyboard_buffer[2][10];
unsigned int kbd_buffer_pointer;
unsigned char *key;
unsigned char joystick_number;
SDL_Joystick *joystick_sdl[2];
unsigned char joy_axis_x_state[2];
unsigned char joy_axis_y_state[2];
unsigned char joy_fire[2];
//unsigned char joy_fire[2];
unsigned int joybuttonkey[2][18];
unsigned char rumble[2];
};

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
@ -36,6 +37,7 @@
#include "sound.h"
#include "tape.h"
#include "microdrive.h"
#include "menu_sdl.h"
#ifdef GEKKO
#include <gccore.h>

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
@ -40,6 +41,7 @@ extern unsigned int jump_frames,curr_frames;
void SDL_Fullscreen_Switch(void);
void load_rom(char);
void load_main_game(char *nombre);
void save_config(struct computer *object);
FILE *myfopen(char *filename,char *mode);
#endif

View File

@ -1,17 +1,39 @@
/*
* UAE - The Un*x Amiga Emulator
/*********************************************************************
*
* Interface to the Tcl/Tk GUI
* Copyright (C) 2012, Fabio Olimpieri
*
* Copyright 1996 Bernd Schmidt
*/
* Filename: menu_sdl.c
* Author: Fabio Olimpieri <fabio.olimpieri@tin.it>
* Description: a SDL Gui
* This file is part of FBZX Wii
*
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*
********************************************************************/
#include <sys/types.h>
#include <sys/stat.h>
#include <unistd.h>
#include "menu_sdl.h"
#include "emulator.h"
//#include "VirtualKeyboard.h" per ora
#include "VirtualKeyboard.h"
#include "tape.h"
//#include "menus.h"
#include "emulator.h"
#include "cargador.h"
#define ID_BUTTON_OFFSET 0
#define ID_AXIS_OFFSET 32
@ -71,7 +93,7 @@ static const char *input_messages[] = {
/*01*/ "^|Cursor|Kempston|Sinclair1|Sinclair2",
/*02*/ " ",
/*03*/ "Bind key to Wiimote",
/*04*/ "^|1|2|-",
/*04*/ "^|A|B|1|2|-",
/*05*/ " ",
/*06*/ "Bind key to Nunchuk",
/*07*/ "^|Z|C",
@ -221,7 +243,19 @@ static void manage_tape(int which)
break;
case 1: //Emulate load ""
ordenador.kbd_buffer_pointer=6;
countdown=5;
countdown=7;
ordenador.keyboard_buffer[0][6]= SDLK_1; //Edit
ordenador.keyboard_buffer[1][6]= SDLK_LSHIFT;
ordenador.keyboard_buffer[0][5]= SDLK_j; //Load
ordenador.keyboard_buffer[1][5]= 0;
ordenador.keyboard_buffer[0][4]= SDLK_p; //"
ordenador.keyboard_buffer[1][4]= SDLK_LCTRL;
ordenador.keyboard_buffer[0][3]= SDLK_p; //"
ordenador.keyboard_buffer[1][3]= SDLK_LCTRL;
ordenador.keyboard_buffer[0][2]= SDLK_RETURN; // Return
ordenador.keyboard_buffer[1][2]= 0;
ordenador.keyboard_buffer[0][1]= SDLK_F6; //F6
ordenador.keyboard_buffer[1][1]= 0;
break;
case 2: //Play
if ((ordenador.tape_fast_load == 0) || (ordenador.tape_file_type==TAP_TZX))
@ -338,29 +372,29 @@ static void emulation_settings(void)
}
static void setup_joystick(int joy, const char *key, int sdl_key)
static void setup_joystick(int joy, unsigned int sdl_key, int joy_key)
{
/*
if (!strcmp(key, "None"))
{
changed_prefs.joystick_settings[1][joy].eventid[ID_BUTTON_OFFSET + sdl_key][0] = 0;
}
else
insert_keyboard_map(key, "input.1.joystick.%d.button.%d", joy, sdl_key);
*/
int loop;
//Cancel the previous assignement - it is not possible to assign a same sdl_key to 2 joybuttons
for (loop=0; loop<18; loop++)
if (ordenador.joybuttonkey[joy][loop] == sdl_key) ordenador.joybuttonkey[joy][loop] =0;
ordenador.joybuttonkey[joy][joy_key] = sdl_key;
}
static void input_options(int joy)
{
const int wiimote_to_sdl[] = {2, 3, 4, 5};
const int nunchuk_to_sdl[] = {7, 8};
const int classic_to_sdl[] = {9, 10, 11, 12, 13, 14, 15, 16, 17, 18};
int sdl_key = 1;
const char *key;
const unsigned int wiimote_to_sdl[] = {0, 1, 2, 3, 4};
const unsigned int nunchuk_to_sdl[] = {7, 8};
const unsigned int classic_to_sdl[] = {9, 10, 11, 12, 13, 14, 15, 16, 17};
int joy_key = 1;
unsigned int sdl_key;
unsigned int submenus[5];
int opt;
//struct virtkey *virtualkey;
struct virtkey *virtualkey;
memset(submenus, 0, sizeof(submenus));
@ -375,26 +409,27 @@ static void input_options(int joy)
ordenador.joystick[joy] = submenus[0];
ordenador.rumble[joy] = !submenus[4];
/*
virtualkey = virtkbd_get_key();
if (opt == 0 || opt == 12)
return;
virtualkey = get_key();
if (virtualkey == NULL)
return;
key = virtualkey->ev_name;
*/
sdl_key = virtualkey->sdl_code;
switch(opt)
{
case 3: // wiimote
sdl_key = wiimote_to_sdl[submenus[1]]; break;
joy_key = wiimote_to_sdl[submenus[1]]; break;
case 6: // nunchuk
sdl_key = nunchuk_to_sdl[submenus[2]]; break;
joy_key = nunchuk_to_sdl[submenus[2]]; break;
case 9: // classic
sdl_key = classic_to_sdl[submenus[3]]; break;
joy_key = classic_to_sdl[submenus[3]]; break;
default:
break;
}
setup_joystick(joy, key, sdl_key);
setup_joystick(joy, sdl_key, joy_key);
}
@ -531,28 +566,27 @@ static void set_Port(int which)
break;
}
}
*/
static void virtual_keyboard(void)
void virtual_keyboard(void)
{
int key_code;
virtkey_t *key =virtkbd_get_key();
virtkey_t *key =get_key();
if (key) {key_code = key->sdl_code;} else return;
SDL_Event event_key;
ordenador.kbd_buffer_pointer=1;
countdown=7;
ordenador.keyboard_buffer[0][1]= key_code;
if (key->caps_on) ordenador.keyboard_buffer[1][1]= SDLK_LSHIFT;
else if (key->sym_on) ordenador.keyboard_buffer[1][1]= SDLK_LCTRL;
else ordenador.keyboard_buffer[1][1]= 0;
event_key.type=SDL_KEYDOWN;
event_key.key.keysym.sym=key_code;
SDL_PushEvent(&event_key);
DEBUG_LOG ("Push Event: keycode %d %s\n", key_code, "SDL_KEYDOWN");
event_key.type=SDL_KEYUP;
SDL_PushEvent(&event_key);
DEBUG_LOG ("Push Event: keycode %d %s\n", key_code, "SDL_KEYUP");
printf ("Push Event: keycode %d\n", key_code);
}
*/
static void save_load_snapshot(int which)
{
@ -583,7 +617,7 @@ static void save_load_snapshot(int which)
{
if (which == 0) // Load snapshot file
{
retorno=load_z80(filename);
retorno=load_z80((char *)filename);
switch(retorno) {
case 0: // all right
@ -605,7 +639,7 @@ static void save_load_snapshot(int which)
case 1: // Save snapshot file
snprintf(db, 255, "%s/%s.z80", dir, fb);
retorno=save_z80(db);
msgInfo("State saved",3000,NULL);
msgInfo("Snapshot saved",3000,NULL);
break;
default:
break;

29
src/gui_sdl.h Normal file
View File

@ -0,0 +1,29 @@
/*********************************************************************
*
* Copyright (C) 2012, Fabio Olimpieri
*
* Filename: menu_sdl.h
* Author: Fabio Olimpieri <fabio.olimpieri@tin.it>
* Description: a SDL Gui
* This file is part of FBZX Wii
*
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*
********************************************************************/
void virtual_keyboard(void);
void main_menu();

View File

@ -1,14 +1,28 @@
/*********************************************************************
*
* Copyright (C) 2004,2008, Simon Kagstrom
*
* Filename: menu.c
* Author: Simon Kagstrom <simon.kagstrom@gmail.com>
* Description: Code for menus (originally for Mophun)
*
* $Id$
*
********************************************************************/
* Copyright (C) 2012, Fabio Olimpieri
* Copyright (C) 2009, Simon Kagstrom
*
* Filename: menu_sdl.c
*
* Description: Code for menus (originally for Mophun)
*
* This file is part of FBZX Wii
*
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
********************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <sys/types.h>
@ -16,11 +30,13 @@
#include <dirent.h>
#include <unistd.h>
#include <string.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include <stdint.h>
#include "menu_sdl.h"
#include "emulator.h" //Necessary to use ordenador.joystick_number and ordenador.joystick_sdl
//#include "VirtualKeyboard.h"
#include "emulator.h"
#include "VirtualKeyboard.h"
@ -966,7 +982,7 @@ void menu_init(SDL_Surface *screen)
menu_font20 = read_font(FONT_PATH, 20);
real_screen = screen;
//virtkbd_init(screen, menu_font_alt16); per ora
VirtualKeyboard_init(screen, menu_font16); //prima c'era il font 16 alt
is_inited = 1;
}

View File

@ -1,24 +1,33 @@
/*********************************************************************
* Copyright (C) 2012, Fabio Olimpieri
* Copyright (C) 2009, Simon Kagstrom
*
* Copyright (C) 2004, 2008, Simon Kagstrom
* Filename: menu_sdl.h
*
* Filename: menu.h
* Author: Simon Kagstrom <simon.kagstrom@gmail.com>
* Description:
* Description: Code for menus (originally for Mophun)
*
* $Id$
* This file is part of FBZX Wii
*
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
********************************************************************/
#ifndef __MENU_H__
#define __MENU_H__
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include <stdint.h>
#if defined(__cplusplus)
extern "C" {
#endif
#define KEY_UP 1
#define KEY_DOWN 2
@ -55,8 +64,5 @@ int menu_is_inited(void);
int ext_matches(const char *name, const char *ext);
#if defined(__cplusplus)
}
#endif
#endif /* !__MENU_H__ */

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright 2003-2011 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.

View File

@ -1,13 +1,14 @@
/*
* Copyright (C) 2012 Fabio Olimpieri
* Copyright 2003-2009 (C) Raster Software Vigo (Sergio Costas)
* This file is part of FBZX
* This file is part of FBZX Wii
*
* FBZX is free software; you can redistribute it and/or modify
* FBZX Wii is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* FBZX is distributed in the hope that it will be useful,
* FBZX Wii is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.