--- /dev/null
+/***************************************************************************\r
+ menu.c - description\r
+ -------------------\r
+ begin : Sun Mar 08 2009\r
+ copyright : (C) 1999-2009 by Pete Bernert\r
+ web : www.pbernert.com \r
+\r
+ PCSX rearmed adjustments (c) notaz, 2012\r
+ ***************************************************************************/\r
+\r
+/***************************************************************************\r
+ * *\r
+ * This program is free software; you can redistribute it and/or modify *\r
+ * it under the terms of the GNU General Public License as published by *\r
+ * the Free Software Foundation; either version 2 of the License, or *\r
+ * (at your option) any later version. See also the license.txt file for *\r
+ * additional informations. *\r
+ * *\r
+ ***************************************************************************/\r
+\r
+#include "gpuStdafx.h"\r
+\r
+#define _IN_MENU\r
+\r
+#include "gpuExternals.h"\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// field with menu chars... like good old C64 time :)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+static const GLubyte texrasters[40][12]= {\r
+\r
+// 0,0 FPS\r
+{0x00,0x60,0x60,0x60,0x60,0x60,0x7e,0x60,0x60,0x60,0x60,0x7f},\r
+{0x00,0x18,0x18,0x18,0x18,0x18,0x1f,0x18,0x18,0x18,0x18,0x1f},\r
+{0x00,0x03,0x06,0x00,0x00,0x00,0xc3,0x66,0x66,0x66,0x66,0xc3},\r
+{0x00,0xf0,0x18,0x18,0x18,0x18,0xf0,0x00,0x00,0x00,0x18,0xf0},\r
+// 4,0 0\r
+{0x00,0x3c,0x66,0xc3,0xe3,0xf3,0xdb,0xcf,0xc7,0xc3,0x66,0x3c},\r
+// 5,0 1\r
+{0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18},\r
+// 6,0 2\r
+{0x00,0xff,0xc0,0xc0,0x60,0x30,0x18,0x0c,0x06,0x03,0xe7,0x7e},\r
+// 7,0 3\r
+\r
+{0x00,0x7e,0xe7,0x03,0x03,0x07,0x7e,0x07,0x03,0x03,0xe7,0x7e},\r
+// 0,1 4\r
+{0x00,0x0c,0x0c,0x0c,0x0c,0x0c,0xff,0xcc,0x6c,0x3c,0x1c,0x0c},\r
+// 1,1 5\r
+{0x00,0x7e,0xe7,0x03,0x03,0x07,0xfe,0xc0,0xc0,0xc0,0xc0,0xff},\r
+// 2,1 6\r
+{0x00,0x7e,0xe7,0xc3,0xc3,0xc7,0xfe,0xc0,0xc0,0xc0,0xe7,0x7e},\r
+// 3,1 7\r
+{0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x03,0x03,0x03,0xff},\r
+// 4,1 8\r
+{0x00,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e},\r
+// 5,1 9\r
+{0x00,0x7e,0xe7,0x03,0x03,0x03,0x7f,0xe7,0xc3,0xc3,0xe7,0x7e},\r
+// 6,1 smiley\r
+{0x00,0x3c,0x42,0x99,0xa5,0x81,0xa5,0x81,0x42,0x3c,0x00,0x00},\r
+// 7,1 sun\r
+{0x00,0x08,0x49,0x2a,0x1c,0x7f,0x1c,0x2a,0x49,0x08,0x00,0x00},\r
+\r
+// 0,2 fl + empty box\r
+{0xff,0x81,0x81,0x81,0xff,0x00,0x87,0x84,0x84,0xf4,0x84,0xf8},\r
+// 1,2 fs + grey box\r
+{0xff,0xab,0xd5,0xab,0xff,0x00,0x87,0x81,0x87,0xf4,0x87,0xf8},\r
+// 2,2 od + filled box\r
+{0xff,0xff,0xff,0xff,0xff,0x00,0x66,0x95,0x95,0x95,0x96,0x60},\r
+// 3,2 fi + half grey box\r
+{0xff,0xa1,0xd1,0xa1,0xff,0x00,0x82,0x82,0x82,0xe2,0x82,0xf8},\r
+// 4,2 di + half filled box\r
+{0xff,0xf1,0xf1,0xf1,0xff,0x00,0xe2,0x92,0x92,0x92,0x92,0xe0},\r
+// 5,2 am + grey box\r
+{0xff,0xab,0xd5,0xab,0xff,0x00,0x95,0x95,0x95,0xf7,0x95,0x60},\r
+// 6,2 ab + filled box\r
+{0xff,0xff,0xff,0xff,0xff,0x00,0x97,0x95,0x96,0xf5,0x96,0x60},\r
+// 7,2 fa\r
+{0x00,0x00,0x00,0x00,0x00,0x00,0x85,0x85,0x87,0xf5,0x82,0xf8},\r
+\r
+// 0,3 fb\r
+{0xff,0x8b,0x85,0x8b,0xff,0x00,0x82,0x82,0x82,0xe2,0x87,0xf8},\r
+// 1,3 gf\r
+{0xff,0x8f,0x8f,0x8f,0xff,0x00,0x74,0x94,0x96,0xb4,0x87,0x70},\r
+// 2,3 D\r
+{0xff,0x00,0xfc,0xc6,0xc3,0xc3,0xc3,0xc3,0xc6,0xfc,0x00,0xff}, \r
+// 3,3 G\r
+{0xff,0x00,0x3e,0x63,0xc3,0xc7,0xc0,0xc0,0x63,0x3e,0x00,0xff},\r
+// 4,3\r
+{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
+// 5,3\r
+{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
+// 6,3 tex pal smiley\r
+{0x00,0x3c,0x7e,0xe7,0xdb,0xff,0xdb,0xff,0x7e,0x3c,0x00,0x00},\r
+// 7,3\r
+{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
+\r
+// 0,4 subtract blending (moon)\r
+{0x00,0x06,0x1c,0x38,0x78,0x78,0x78,0x38,0x1c,0x06,0x00,0x00},\r
+// 1,4 blurring\r
+{0x00,0x7e,0x93,0xa5,0x93,0xc9,0x93,0xa5,0x93,0x7e,0x00,0x00},\r
+// 2,4 (M)\r
+{0xff,0x00,0xc3,0xc3,0xc3,0xdb,0xff,0xe7,0xc3,0x81,0x00,0xff},\r
+// 3,4 (A)\r
+{0xff,0x00,0xc3,0xc3,0xff,0xc3,0xc3,0x66,0x3c,0x18,0x00,0xff},\r
+// 4,4 blank\r
+{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
+// 5,4\r
+{0x00,0xfe,0xc5,0x62,0x35,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00},\r
+// 6,4 <-\r
+{0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x7f,0xff,0x7f,0x30,0x10},\r
+// 7,4 .\r
+{0x00,0x38,0x38,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
+};\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// create lists/stuff for fonts \r
+// (as a matter of fact: no more display list used, just a texture)\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+GLuint gTexFontName=0;\r
+\r
+void MakeDisplayLists(void) // MAKE FONT \r
+{\r
+ GLubyte TexBytes[64][64][3]; // we use a 64x64 texture\r
+ int x,y,i,j,n=0; GLubyte col,IB;\r
+\r
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);\r
+ \r
+ memset(TexBytes,0,64*64*3);\r
+\r
+ for(y=0;y<5;y++) // create texture out of raster infos\r
+ {\r
+ for(x=0;x<8;x++,n++)\r
+ {\r
+ for(i=0;i<12;i++)\r
+ {\r
+ IB=texrasters[n][i];\r
+ for(j=0;j<8;j++)\r
+ {\r
+ if(IB&(1<<(7-j))) col=255; else col=0;\r
+ TexBytes[y*12+i][x*8+j][0]=col;\r
+ TexBytes[y*12+i][x*8+j][1]=col;\r
+ TexBytes[y*12+i][x*8+j][2]=col;\r
+ }\r
+ }\r
+ }\r
+ }\r
+\r
+ glGenTextures(1, &gTexFontName); // set tex params for font texture\r
+ glBindTexture(GL_TEXTURE_2D, gTexFontName);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\r
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 64, 64, 0, GL_RGB,\r
+ GL_UNSIGNED_BYTE,TexBytes);\r
+ glError();\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// kill existing font stuff\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void KillDisplayLists(void)\r
+{\r
+#ifdef _WINDOWS\r
+ if(hGFont) DeleteObject(hGFont); // windows: kill info font\r
+ hGFont=NULL;\r
+#endif\r
+\r
+ if(gTexFontName) // del font/info textures\r
+ {glDeleteTextures(1,&gTexFontName);gTexFontName=0;}\r
+}\r
+\r
+////////////////////////////////////////////////////////////////////////\r
+// display text/infos in gpu menu\r
+////////////////////////////////////////////////////////////////////////\r
+\r
+#define TEXCHAR_VERTEX(t0,t1,v0,v1,v2) \\r
+ *pta++ = t0; *pta++ = t1; *pva++ = v0; *pva++ = v1; *pva++ = v2\r
+\r
+#ifdef OWNSCALE\r
+#define DRAWTEXCHAR \\r
+ pta = text_tex_array, pva = text_vertex_array; \\r
+ TEXCHAR_VERTEX(fX1/256.0f,fY2/256.0f,fXS1,fYS2,1.0f); \\r
+ TEXCHAR_VERTEX(fX1/256.0f,fY1/256.0f,fXS1,fYS1,1.0f); \\r
+ TEXCHAR_VERTEX(fX2/256.0f,fY1/256.0f,fXS2,fYS1,1.0f); \\r
+ TEXCHAR_VERTEX(fX2/256.0f,fY2/256.0f,fXS2,fYS2,1.0f); \\r
+ glDrawArrays(GL_TRIANGLE_FAN,0,4)\r
+\r
+#else\r
+#define DRAWTEXCHAR glTexCoord2f(fX1,fY2);glVertex3f(fXS1,fYS2,1.0f);glTexCoord2f(fX1,fY1);glVertex3f(fXS1,fYS1,1.0f);glTexCoord2f(fX2,fY1);glVertex3f(fXS2,fYS1,1.0f);glTexCoord2f(fX2,fY2);glVertex3f(fXS2,fYS2,1.0f);\r
+#endif\r
+\r
+static GLfloat text_tex_array[2*4];\r
+static GLfloat text_vertex_array[3*4];\r
+\r
+void DisplayText(const char *ltext, int right_aligned)\r
+{\r
+ int iX,iY,i;\r
+ GLfloat fX1,fY1,fX2,fY2,fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC,fYD;\r
+ GLfloat *pta, *pva;\r
+\r
+ glDisable(GL_SCISSOR_TEST); // disable unwanted ogl states\r
+ glDisable(GL_ALPHA_TEST);\r
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
+ if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
+\r
+ gTexName=gTexFontName;\r
+ glBindTexture(GL_TEXTURE_2D,gTexFontName); // now set font texture\r
+\r
+ fYD=fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY; // some pre-calculations\r
+ fYS1=(GLfloat)PSXDisplay.DisplayMode.y-1.0f*fYSC;\r
+ fYS2=(GLfloat)PSXDisplay.DisplayMode.y-13.0f*fYSC;\r
+ fYSC*=13.0f;\r
+ fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
+ fXSC= 8.0f*fXS;fXS*=10.0f;\r
+ fXS1=0.0f;\r
+ fXS2=50.0f*fXS; // 3 is one option\r
+\r
+ vertex[0].c.lcol=0xffffffff; // set menu text color\r
+ SETCOL(vertex[0]); \r
+\r
+ //glBegin(GL_QUADS);\r
+ glEnableClientState(GL_VERTEX_ARRAY);\r
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
+ glDisableClientState(GL_COLOR_ARRAY);\r
+ glVertexPointer(3,GL_FLOAT,0,text_vertex_array);\r
+ glTexCoordPointer(2,GL_FLOAT,0,text_tex_array);\r
+ glError();\r
+\r
+ if(right_aligned)\r
+ fYSC=fXS1=(GLfloat)PSXDisplay.DisplayMode.x-strlen(ltext)*8.0f;\r
+ else\r
+ fYSC=fXS1=1.0f*fXS; // start pos of numbers\r
+\r
+ i=0;do // paint fps numbers\r
+ {\r
+ iX=4;iY=4;\r
+ if(ltext[i]>='0' && ltext[i]<='3')\r
+ {iX=4+ltext[i]-'0';iY=0;}\r
+ else\r
+ if(ltext[i]>='4' && ltext[i]<='9')\r
+ {iX=ltext[i]-'4';iY=1;}\r
+ else\r
+ if(ltext[i]=='.')\r
+ {iX=7;iY=4;}\r
+ else\r
+ if(ltext[i]==0) break;\r
+\r
+ fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
+ fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
+ fXS1+=fXS;\r
+ fXS2=fXS1+fXSC;\r
+\r
+ DRAWTEXCHAR;\r
+\r
+ i++;\r
+ }\r
+ while(i);\r
+\r
+ //glEnd();\r
+ glDisableClientState(GL_VERTEX_ARRAY);\r
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
+ CSTEXTURE = CSVERTEX = CSCOLOR = 0;\r
+\r
+ glEnable(GL_ALPHA_TEST); // repair needed states\r
+ glEnable(GL_SCISSOR_TEST); \r
+ glError();\r
+}\r
+ \r
+////////////////////////////////////////////////////////////////////////\r
+\r
+void HideText(void)\r
+{\r
+ GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC;\r
+\r
+ glDisable(GL_SCISSOR_TEST); // turn off unneeded ogl states\r
+ glDisable(GL_ALPHA_TEST);\r
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
+ if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}\r
+\r
+ fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
+ fYS1=12.0f*fYSC;fYSC*=13.0f;\r
+ fYS2=0.0f;\r
+ fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
+ fXSC= 8.0f*fXS;fXS*=10.0f;\r
+ fXS1=0.0f;\r
+ fXS2=50.0f*fXS; \r
+\r
+ vertex[0].c.lcol=0xff000000; // black color\r
+ SETCOL(vertex[0]); \r
+\r
+ //glBegin(GL_QUADS); // make one quad\r
+\r
+ {\r
+ GLfloat vertex_array[3*4] = {\r
+ fXS1,fYS2,0.99996f,\r
+ fXS1,fYSC,0.99996f,\r
+ fXS2,fYSC,0.99996f,\r
+ fXS2,fYS2,0.99996f,\r
+ };\r
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
+ glEnableClientState(GL_VERTEX_ARRAY);\r
+ glVertexPointer(3,GL_FLOAT,0,vertex_array);\r
+\r
+ glDrawArrays(GL_TRIANGLE_STRIP,0,4);\r
+ glDisableClientState(GL_VERTEX_ARRAY);\r
+ }\r
+\r
+ //glEnd();\r
+ glEnable(GL_ALPHA_TEST); // enable needed ogl states\r
+ glEnable(GL_SCISSOR_TEST); \r
+}\r
+\r