rm plugins that we won't use
[pcsx_rearmed.git] / plugins / peopsxgl / menu.c
diff --git a/plugins/peopsxgl/menu.c b/plugins/peopsxgl/menu.c
deleted file mode 100644 (file)
index f26d5ce..0000000
+++ /dev/null
@@ -1,1443 +0,0 @@
-/***************************************************************************\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
-\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 "stdafx.h"\r
-\r
-#define _IN_MENU\r
-\r
-#include "externals.h"\r
-#include "draw.h"\r
-#include "menu.h"\r
-#include "gpu.h"\r
-\r
-uint32_t       dwCoreFlags=0;\r
-PSXPoint_t     ptCursorPoint[8];\r
-unsigned short usCursorActive=0;\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// field with menu chars... like good old C64 time :)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-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
-GLuint gTexPicName=0;\r
-GLuint gTexCursorName=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);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);\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, 3, 64, 64, 0, GL_RGB,\r
-              GL_UNSIGNED_BYTE,TexBytes);\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// kill existing font stuff\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void KillDisplayLists(void)\r
-{\r
- if(gTexFontName)                                      // del font/info textures\r
-  {glDeleteTextures(1,&gTexFontName);gTexFontName=0;}\r
- if(gTexPicName) \r
-  {glDeleteTextures(1,&gTexPicName);gTexPicName=0;}\r
- if(gTexCursorName) \r
-  {glDeleteTextures(1,&gTexCursorName);gTexCursorName=0;}\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// display text/infos in gpu menu\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-#ifdef OWNSCALE\r
-#define DRAWTEXCHAR glTexCoord2f(fX1/256.0f,fY2/256.0f);glVertex3f(fXS1,fYS2,1.0f);glTexCoord2f(fX1/256.0f,fY1/256.0f);glVertex3f(fXS1,fYS1,1.0f);glTexCoord2f(fX2/256.0f,fY1/256.0f);glVertex3f(fXS2,fYS1,1.0f);glTexCoord2f(fX2/256.0f,fY2/256.0f);glVertex3f(fXS2,fYS2,1.0f);\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
-int iMPos=0;\r
-\r
-void DisplayText(void)\r
-{\r
- int iX,iY,i;\r
- GLfloat fX1,fY1,fX2,fY2,fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC,fYD;\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=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;                                       // 3 is one option\r
-\r
-#ifdef OWNSCALE\r
- vertex[0].c.lcol=0xff00ff00;                          // set menu text color\r
-#else\r
- vertex[0].c.lcol=0xff00ffff;                          // set menu text color\r
-#endif\r
-\r
- SETCOL(vertex[0]); \r
-\r
- glBegin(GL_QUADS);\r
-\r
-#ifdef OWNSCALE\r
- glTexCoord2f(128.0f/256.0f,240.0f/256.0f);            // make blank (ownscale)\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(128.0f/256.0f,192.0f/256.0f);\r
- glVertex3f(fXS1,fYSC,0.99996f);\r
- glTexCoord2f(160.0f/256.0f,192.0f/256.0f);\r
- glVertex3f(fXS2,fYSC,0.99996f);\r
- glTexCoord2f(160.0f/256.0f,240.0f/256.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
-#else\r
- glTexCoord2f(128.0f,240.0f);                          // make blank\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(128.0f,192.0f);\r
- glVertex3f(fXS1,fYSC,0.99996f);\r
- glTexCoord2f(160.0f,192.0f);\r
- glVertex3f(fXS2,fYSC,0.99996f);\r
- glTexCoord2f(160.0f,240.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
-#endif\r
-\r
- fXS1=0.0f;fXS2=4.0f*fXSC;                             // draw fps\r
- fX1=0.0f;  fX2=128.0f;\r
- fY1=0.0f; fY2=48.0f;\r
- DRAWTEXCHAR;\r
-\r
- fYSC=fXS1=3.0f*fXS;                                   // start pos of numbers\r
-\r
- i=0;do                                                // paint fps numbers\r
-  {\r
-   iX=4;iY=4;\r
-   if(szDispBuf[i]>='0' && szDispBuf[i]<='3')\r
-    {iX=4+szDispBuf[i]-'0';iY=0;}\r
-   else\r
-   if(szDispBuf[i]>='4' && szDispBuf[i]<='9')\r
-    {iX=szDispBuf[i]-'4';iY=1;}\r
-   else\r
-   if(szDispBuf[i]=='.')\r
-    {iX=7;iY=4;}\r
-   else\r
-   if(szDispBuf[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
- //----------------------------------------------------//\r
- // draw small chars\r
- //----------------------------------------------------//\r
-\r
- fXS1=12.0f*fXS;fYS1=6.0f*fYD;\r
- fY1=120.0f;fY2=144.0f;\r
- fX1=0.0f;fX2=32.0f;\r
-\r
- for(i=0;i<8;i++)\r
-  {\r
-   fXS2=fXS1+fXSC;\r
-   DRAWTEXCHAR;\r
-   fX1+=32.0f;fX2+=32.0f;fXS1+=fYSC;\r
-  }\r
-\r
- fY1=168.0f;fY2=192.0f;\r
- fX1=0.0f;fX2=32.0f;\r
-\r
- for(i=0;i<2;i++)\r
-  {\r
-   fXS2=fXS1+fXSC;\r
-   DRAWTEXCHAR;\r
-   fX1+=32.0f;fX2+=32.0f;fXS1+=fYSC;\r
-  }\r
-\r
- //----------------------------------------------------//\r
-\r
- fYSC=fXS+fXS;\r
-\r
- fYS1=12.0f*fYD;\r
-\r
- if(iBlurBuffer && gTexBlurName)                       // blur\r
-  {\r
-   fXS1-=fXS;fY1=192.0f;fY2=240.0f;\r
-   fXS2=fXS1+fXSC;fX1=32.0f;fX2=64.0f;\r
-   DRAWTEXCHAR;\r
-   fXS1+=fXS;\r
-  }\r
-\r
- fY1=48.0f;fY2=96.0f;\r
\r
- if(bGLExt)                                            // packed pixel\r
-  {\r
-   fXS2=fXS1+fXSC;fX1=192.0f;fX2=224.0f;\r
-   DRAWTEXCHAR;\r
-  }\r
-\r
- if(glColorTableEXTEx)                                 // tex wnd pal\r
-  {                                                    \r
-   fY1=144.0f;fY2=192.0f;\r
-   fXS2=fXS1+fXSC;fX1=192.0f;\r
-   if(bGLExt) {fX2=208.0f;fXS2-=fXSC/2.0f;}\r
-   else        fX2=224.0f;\r
-   DRAWTEXCHAR;\r
-   fY1=48.0f;fY2=96.0f;\r
-  }\r
-\r
- if(!bUseMultiPass && glBlendEquationEXTEx)            // multipass blend\r
-  {\r
-   fY1=192.0f;fY2=240.0f;\r
-   fXS1+=fYSC-fXSC;fXS2=fXS1+fXSC;fX1=0.0f;fX2=32.0f;\r
-   DRAWTEXCHAR;\r
-   fXS1+=fXSC;\r
-   fY1=48.0f;fY2=96.0f;\r
-  }\r
- else fXS1+=fYSC;\r
-\r
- if(bGLBlend)                                         // modulate2x\r
-  {\r
-   fXS2=fXS1+fXSC;fX1=224.0f;fX2=256.0f;\r
-   DRAWTEXCHAR;\r
-  }\r
-\r
- fY1=192.0f;fY2=240.0f;\r
-\r
- if(iHiResTextures)                                    // 2x textures\r
-  {\r
-   fXS1+=fYSC-fXS;fXS2=fXS1+fXSC;\r
-   fX1=160.0f;fX2=192.0f;\r
-   DRAWTEXCHAR;\r
-   fXS1+=fXS;\r
-  }\r
- else fXS1+=fYSC;\r
-\r
- if(dwCoreFlags&1)                                     //A   \r
-  {\r
-   fXS2=fXS1+fXSC;fX1=96.0f;fX2=128.0f;\r
-   DRAWTEXCHAR;\r
-  }\r
-\r
- if(dwCoreFlags&2)                                     //M\r
-  {\r
-   fXS2=fXS1+fXSC;fX1=64.0f;fX2=96.0f;\r
-   DRAWTEXCHAR;\r
-  }\r
-\r
-                                                       // 00 -> digital, 01 -> analog, 02 -> mouse, 03 -> gun\r
- if(dwCoreFlags&0xff00)                                //A/M/G/D   \r
-  {\r
-   int k;\r
-\r
-   fXS2=fXS1+fXSC;\r
-\r
-   if((dwCoreFlags&0x0f00)==0x0000)                    // D\r
-    {\r
-     fY1=144.0f;fY2=192.0f;\r
-     fX1=64.0f;fX2=96.0f;\r
-    }\r
-   else\r
-   if((dwCoreFlags&0x0f00)==0x0100)                    // A\r
-    {\r
-     fX1=96.0f;fX2=128.0f;\r
-    }\r
-   else\r
-   if((dwCoreFlags&0x0f00)==0x0200)                    // M\r
-    {\r
-     fX1=64.0f;fX2=96.0f;\r
-    }\r
-   else\r
-   if((dwCoreFlags&0x0f00)==0x0300)                    // G\r
-    {\r
-     fY1=144.0f;fY2=192.0f;\r
-     fX1=96.0f;fX2=128.0f;\r
-    }\r
-   DRAWTEXCHAR;\r
-\r
-   k=(dwCoreFlags&0xf000)>>12;                         // number\r
-   fXS1+=fXS;\r
-   fXS2=fXS1+fXSC;\r
-   iX=4;iY=4;\r
-   if(k>=0 && k<=3)\r
-    {iX=4+k;iY=0;}\r
-   else\r
-   if(k>=4 && k<=9)\r
-    {iX=k-4;iY=1;}\r
-   fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
-   fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
-   DRAWTEXCHAR;\r
-  }\r
-\r
- fXS1+=fYSC;\r
-\r
- if(lSelectedSlot)                                     // save state num\r
-  {\r
-   fXS2=fXS1+fXSC;\r
-   iX=4;iY=4;\r
-   if(lSelectedSlot>=0 && lSelectedSlot<=3)\r
-    {iX=4+lSelectedSlot;iY=0;}\r
-   else\r
-   if(lSelectedSlot>=4 && lSelectedSlot<=9)\r
-    {iX=lSelectedSlot-4;iY=1;}\r
-   fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
-   fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
-   DRAWTEXCHAR;\r
-  }\r
-\r
- fXS1=(GLfloat)(13+iMPos*3)*fXS;fXS2=fXS1+fXSC;        // arrow\r
- fX1=192.0f; fX2=224.0f;\r
- fY1=192.0f; fY2=240.0f;\r
- DRAWTEXCHAR;\r
-\r
- /////////////////\r
-\r
- fXS1=12.0f*fXS;fXS2=fXS1+fXSC;\r
- fYS2=6.0f*fYD;fYSC=3.0f*fXS;\r
- fY1=96.0f;fY2=120.0f;\r
-\r
- if(bUseFrameLimit)                                    // frame limit\r
-  {\r
-   if(iFrameLimit==2) {fX1=64.0f;fX2=96.0f;}\r
-   else               {fX1=32.0f;fX2=64.0f;}\r
-  }\r
- else                 {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bUseFrameSkip)    {fX1=64.0f;fX2=96.0f;}           // frame skip\r
- else                 {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(iOffscreenDrawing) fX1=(iOffscreenDrawing+2)*32.0f;// offscreen drawing\r
- else                  fX1=0.0f;\r
- fX2=fX1+32.0f;\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(iFilterType<5) fX1=iFilterType*32.0f;              // texture filter\r
- else             {fX1=(iFilterType-5)*32.0f;fY1=144.0f;fY2=168.0f;}\r
- fX2=fX1+32.0f;                             \r
- DRAWTEXCHAR; \r
- if(iFilterType>=5) {fY1=96.0f;fY2=120.0f;}\r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bDrawDither)    {fX1=64.0f;fX2=96.0f;}             // dithering\r
- else               {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bOpaquePass)    {fX1=64.0f;fX2=96.0f;}             // opaque pass\r
- else              {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bAdvancedBlend) {fX1=64.0f;fX2=96.0f;}             // advanced blend\r
- else               {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(!iFrameReadType) fX1=0.0f;                         // framebuffer reading\r
- else if(iFrameReadType==2) {fX1=0.0f;fY1=144.0f;fY2=168.0f;}\r
- else fX1=(iFrameReadType+2)*32.0f;\r
- fX2=fX1+32.0f;\r
- DRAWTEXCHAR; \r
- if(iFrameReadType==2) {fY1=96.0f;fY2=120.0f;}\r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(iFrameTexType<2) fX1=iFrameTexType*32.0f;          // frame texture\r
- else                fX1=iFrameTexType*64.0f;\r
- fX2=fX1+32.0f;\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(dwActFixes)    {fX1=64.0f;fX2=96.0f;}              // game fixes\r
- else              {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- /////////////////\r
-\r
- glEnd();\r
-\r
- glEnable(GL_ALPHA_TEST);                              // repair needed states\r
- glEnable(GL_SCISSOR_TEST);                       \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
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glVertex3f(fXS1,fYSC,0.99996f);\r
- glVertex3f(fXS2,fYSC,0.99996f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
-\r
- glEnd();\r
- glEnable(GL_ALPHA_TEST);                              // enable needed ogl states\r
- glEnable(GL_SCISSOR_TEST);                       \r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Build Menu buffer (== Dispbuffer without FPS)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void BuildDispMenu(int iInc)\r
-{\r
- if(!(ulKeybits&KEY_SHOWFPS)) return;                  // mmm, cheater ;)\r
-\r
- iMPos+=iInc;                                          // up or down\r
- if(iMPos<0) iMPos=9;                                  // wrap around\r
- if(iMPos>9) iMPos=0;                                  \r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// gpu menu actions...\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void SwitchDispMenu(int iStep)\r
-{\r
- if(!(ulKeybits&KEY_SHOWFPS)) return;                   // tststs\r
-\r
- switch(iMPos)\r
-  {//////////////////////////////////////////////////////\r
-   case 0:                                             // frame limit\r
-    {\r
-     int iType=0;\r
-     bInitCap = TRUE;\r
-\r
-     if(bUseFrameLimit) iType=iFrameLimit;\r
-     iType+=iStep;\r
-     if(iType<0) iType=2;\r
-     if(iType>2) iType=0;\r
-     if(iType==0) bUseFrameLimit=FALSE;\r
-     else\r
-      {\r
-       bUseFrameLimit=TRUE;\r
-       iFrameLimit=iType;\r
-       SetAutoFrameCap();\r
-      }\r
-    }\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 1:                                             // frame skip\r
-    bInitCap = TRUE;\r
-    bUseFrameSkip=!bUseFrameSkip;\r
-    bSkipNextFrame=FALSE;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-  case 2:                                              // offscreen drawing\r
-    iOffscreenDrawing+=iStep;                          \r
-    if(iOffscreenDrawing>4) iOffscreenDrawing=0;\r
-    if(iOffscreenDrawing<0) iOffscreenDrawing=4;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 3:                                             // filtering\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_RESETFILTER;\r
-    if(iStep==-1) ulKeybits|=KEY_STEPDOWN;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 4:                                             // dithering\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_RESETDITHER;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 5:                                             // alpha multipass\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_RESETOPAQUE;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 6:                                             // advanced blending\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_RESETADVBLEND;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 7:                                             // full vram\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_TOGGLEFBREAD;\r
-    if(iStep==-1) ulKeybits|=KEY_STEPDOWN;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 8:                                             // frame buffer texture\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_TOGGLEFBTEXTURE;\r
-    if(iStep==-1) ulKeybits|=KEY_STEPDOWN;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-   case 9:                                             // game fixes\r
-    ulKeybits|=KEY_RESETTEXSTORE;\r
-    ulKeybits|=KEY_BLACKWHITE;\r
-    break;\r
-   //////////////////////////////////////////////////////\r
-  }\r
-\r
- BuildDispMenu(0);                                     // update info\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Here comes my painting zone... just to paint stuff... like 3DStudio ;)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-\r
-/*\r
- 12345678\r
-1\r
-2\r
-3\r
-4\r
-5\r
-6\r
-7\r
-8\r
-9\r
-0\r
-1\r
-2\r
-3\r
-\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
-\r
-\r
- 12345678\r
-3\r
-2\r
-1\r
-0\r
-9\r
-8\r
-7\r
-6\r
-5  111\r
-4  111\r
-3\r
-2\r
-1\r
-\r
-{0x00,0x00,0x00,0x38,0x38,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
-\r
-\r
- 12345678\r
-3  1111\r
-2 11  11\r
-111    11\r
-011   111\r
-911  1111\r
-811 11 11\r
-71111  11\r
-6111   11\r
-511    11\r
-4 11  11\r
-3  1111\r
-2\r
-1\r
-\r
-// 0\r
-{0x00,0x00,0x3c,0x66,0xc3,0xe3,0xf3,0xdb,0xcf,0xc7,0xc3,0x66,0x3c}\r
-// 1\r
-{0x00,0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18}\r
-// 2\r
-{0x00,0x00,0xff,0xc0,0xc0,0x60,0x30,0x18,0x0c,0x06,0x03,0xe7,0x7e}\r
-// 3\r
-{0x00,0x00,0x7e,0xe7,0x03,0x03,0x07,0x7e,0x07,0x03,0x03,0xe7,0x7e}\r
-// 4\r
-{0x00,0x00,0x0c,0x0c,0x0c,0x0c,0x0c,0xff,0xcc,0x6c,0x3c,0x1c,0x0c}\r
-// 5\r
-{0x00,0x00,0x7e,0xe7,0x03,0x03,0x07,0xfe,0xc0,0xc0,0xc0,0xc0,0xff}\r
-// 6\r
-{0x00,0x00,0x7e,0xe7,0xc3,0xc3,0xc7,0xfe,0xc0,0xc0,0xc0,0xe7,0x7e}\r
-// 7\r
-{0x00,0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x03,0x03,0x03,0xff}\r
-// 8\r
-{0x00,0x00,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e}\r
-// 9\r
-{0x00,0x00,0x7e,0xe7,0x03,0x03,0x03,0x7f,0xe7,0xc3,0xc3,0xe7,0x7e}\r
-\r
- 12345678123456781234567812345678\r
-3 11111111  1111111    111111\r
-2 11        11    11  11    11\r
-1 11        11    11  11\r
-0 11        11    11  11\r
-9 11        11    11  11\r
-8 111111    1111111    111111\r
-7 11        11              11\r
-6 11        11              11\r
-5 11        11              11\r
-4 11        11        11    11\r
-3 11        11         111111\r
-2          \r
-          \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
-\r
- 12345678\r
-311111111  0xff\r
-211        0xc0\r
-111        0xc0\r
-011        0xc0\r
-911        0xc0\r
-8111111    0xfc\r
-711        0xc0\r
-611        0xc0\r
-511        0xc0\r
-411        0xc0\r
-311        0xc0\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0xc0,0xc0,0xc0,0xc0,0xc0,0x3f,0xc0,0xc0,0xc0,0xc0,0xff}\r
-\r
-\r
- 12345678\r
-31111111   0xfe\r
-211    11  0xc3\r
-111    11  0xc3\r
-011    11  0xc3\r
-911    11  0xc3\r
-81111111   0xfe\r
-711        0xc0\r
-611        0xc0\r
-511        0xc0\r
-411        0xc0\r
-311        0xc0\r
-2          0x00\r
-1          0x00\r
-\r
-\r
-{0x00,0x00,0xc0,0xc0,0xc0,0xc0,0xc0,0x7f,0xc3,0xc3,0xc3,0xc3,0x7f}\r
-\r
- 12345678\r
-3 111111   0x7e\r
-211    11  0xc3\r
-111        0xc0\r
-011        0xc0\r
-911        0xc0\r
-8 111111   0x7e\r
-7      11  0x03\r
-6      11  0x03\r
-5      11  0x03\r
-411    11  0xc3\r
-3 111111   0x7e\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x7e,0xc3,0x03,0x03,0x03,0x7e,0xc0,0xc0,0xc0,0xc3,0x7e}\r
-\r
- 12345678\r
-3          0x00\r
-2 1111111  0x7f\r
-1 11       0x60\r
-0 11       0x60\r
-9 11111    0x7c\r
-8 11       0x60\r
-7 11       0x60\r
-6 11       0x60\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x60,0x60,0x60,0x7c,0x60,0x60,0x7f,0x00}\r
-\r
- 12345678\r
-3          0x00\r
-2 1111111  0x7f\r
-1 11       0x60\r
-0 11       0x60\r
-9 11111    0x7c\r
-8 11       0x60\r
-7 11       0x60\r
-6 11       0x60\r
-5          0x00\r
-4    1     0x08\r
-3   111    0x1c\r
-2  11111   0x3e\r
-1 1111111  0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x60,0x60,0x60,0x7c,0x60,0x60,0x7f,0x00}\r
-\r
- 12345678\r
-3          0x00\r
-2 11   11  0x63\r
-1 11   11  0x63\r
-0 11   11  0x63\r
-9 11   11  0x63\r
-8 11 1 11  0x6b\r
-7 1111111  0x7f\r
-6  11 11   0x36\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x36,0x7f,0x6b,0x63,0x63,0x63,0x63,0x00}\r
-\r
- 12345678\r
-3          0x00\r
-2 11   11  0x63\r
-1 11   11  0x63\r
-0 11   11  0x63\r
-9 11   11  0x63\r
-8 11 1 11  0x6b\r
-7 1111111  0x7f\r
-6  11 11   0x36\r
-5          0x00\r
-4    1     0x08\r
-3   111    0x1c\r
-2  11111   0x3e\r
-1 1111111  0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x36,0x7f,0x6b,0x63,0x63,0x63,0x63,0x00}\r
-\r
-\r
- 12345678\r
-3          0x00\r
-2    1     0x08\r
-1   111    0x1c\r
-0  11 11   0x36\r
-9 11   11  0x63\r
-8 1111111  0x7f\r
-7 11   11  0x63\r
-6 11   11  0x63\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x63,0x63,0x7f,0x63,0x36,0x1c,0x08,0x00}\r
-\r
- 12345678\r
-3          0x00\r
-2    1     0x08\r
-1   111    0x1c\r
-0  11 11   0x36\r
-9 11   11  0x63\r
-8 1111111  0x7f\r
-7 11   11  0x63\r
-6 11   11  0x63\r
-5          0x00\r
-4    1     0x08\r
-3   111    0x1c\r
-2  11111   0x3e\r
-1 1111111  0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x63,0x63,0x7f,0x63,0x36,0x1c,0x08,0x00}\r
-\r
- 12345678\r
-3          0x00\r
-2  11111   0x3e\r
-1 11   11  0x63\r
-0 11   11  0x63\r
-9 11   11  0x63\r
-8 11   11  0x63\r
-7 11   11  0x63\r
-6  11111   0x3e\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x3e,0x63,0x63,0x63,0x63,0x63,0x3e,0x00}\r
-\r
- 12345678\r
-3          0x00\r
-2  11111   0x3e\r
-1 11   11  0x63\r
-0 11   11  0x63\r
-9 11   11  0x63\r
-8 11   11  0x63\r
-7 11   11  0x63\r
-6  11111   0x3e\r
-5          0x00\r
-4    1     0x08\r
-3   111    0x1c\r
-2  11111   0x3e\r
-1 1111111  0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x3e,0x63,0x63,0x63,0x63,0x63,0x3e,0x00}\r
-\r
- 12345678\r
-3   1      0x10\r
-2  11      0x30\r
-1 111      0x70\r
-011111111  0xff\r
-9 111      0x70\r
-8  11      0x30\r
-7   1      0x10\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x70,0xff,0x70,0x30,0x10}\r
-\r
- 12345678\r
-3   1      0x10\r
-2  11      0x30\r
-1 1111111  0x7f\r
-011111111  0xff\r
-9 1111111  0x7f\r
-8  11      0x30\r
-7   1      0x10\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x7f,0xff,0x7f,0x30,0x10}\r
-\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-\r
- 12345678\r
-3          0x00\r
-211111     0xf8\r
-11    1 1  0x85\r
-01111 1 1  0xf5\r
-91    1 1  0x85\r
-81    1 1  0x85\r
-71     1   0x82\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x82,0x85,0x85,0xf5,0x85,0xf8,0x00},\r
-\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-\r
- 12345678\r
-3          0x00\r
-211111     0xf8\r
-11    111  0x87\r
-01111 1    0xf4\r
-91    111  0x87\r
-81      1  0x81\r
-71    111  0x87\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x87,0x81,0x87,0xf4,0x87,0xf8,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-211111     0xf8\r
-11    1    0x84\r
-01111 1    0xf4\r
-91    1    0x84\r
-81    1    0x84\r
-71    111  0x87\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x87,0x84,0x84,0xf4,0x84,0xf8,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-2 11       0x60\r
-11  1 11   0x96\r
-01  1 1 1  0x95\r
-91  1 1 1  0x95\r
-81  1 1 1  0x95\r
-7 11  11   0x66\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0xf6,0x95,0x95,0x95,0x96,0xf0,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-211111     0xf8\r
-1  1   1   0x22\r
-0  1  1 1  0x25\r
-9  1  111  0x27\r
-8  1  1 1  0x25\r
-7  1  1 1  0x25\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x25,0x25,0x27,0x25,0x22,0xf8,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-211111     0xf8\r
-11     1   0x82\r
-0111   1   0xe2\r
-91     1   0x82\r
-81     1   0x82\r
-71     1   0x82\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x82,0x82,0x82,0xe2,0x82,0xf8,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-2111       0xe0\r
-11  1  1   0x92\r
-01  1  1   0x92\r
-91  1  1   0x92\r
-81  1  1   0x92\r
-7111   1   0xe2\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0xe2,0x92,0x92,0x92,0x92,0xe0,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-211111     0xf8\r
-1 1     1  0x41\r
-0 1 1   1  0x51\r
-9 1 1 1 1  0x55\r
-8 1 11 11  0x5b\r
-7 1 1   1  0x51\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x51,0x5b,0x55,0x51,0x41,0xf8,0x00},\r
-\r
- 12345678\r
-6          0x00\r
-511111111  0xff\r
-4111  111  0xe7\r
-31  11  1  0x99\r
-2111  111  0xe7\r
-111111111  0xff\r
-\r
-0xff,0xe7,0x99,0xe7,0xff\r
-\r
- 12345678\r
-6          0x00\r
-511111111  0xff\r
-41      1  0x81\r
-31      1  0x81\r
-21      1  0x81\r
-111111111  0xff\r
-\r
-0xff,0x81,0x81,0x81,0xff\r
-\r
-\r
- 12345678\r
-3          0x00\r
-2 11       0x60\r
-11  1 1 1  0x95\r
-01111 111  0xf7\r
-91  1 1 1  0x95\r
-81  1 1 1  0x95\r
-71  1 1 1  0x95\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-0x95,0x95,0x95,0xf7,0x95,0x60,0x00\r
-\r
- 12345678\r
-3          0x00\r
-2          0x00\r
-1  1111    0x3c\r
-0 1    1   0x42\r
-91      1  0x81\r
-81 1  1 1  0xa5\r
-71      1  0x81\r
-61 1  1 1  0xa5\r
-51  11  1  0x99\r
-4 1    1   0x42\r
-3  1111    0x3c\r
-2          0x00\r
-1          0x00\r
-\r
-0x00,0x00,0x3c,0x42,0x99,0xa5,0x81,0xa5,0x81,0x42,0x3c,0x00,0x00 \r
-\r
- 12345678\r
-3          0x00\r
-2          0x00\r
-1    1     0x08\r
-0 1  1  1  0x49\r
-9  1 1 1   0x2a\r
-8   111    0x1c\r
-7 1111111  0x7f\r
-6   111    0x1c\r
-5  1 1 1   0x2a\r
-4 1  1  1  0x49\r
-3    1     0x08\r
-2          0x00\r
-1          0x00\r
-\r
-0x00,0x00,0x08,0x49,0x2a,0x1c,0x7f,0x1c,0x2a,0x49,0x08,0x00,0x00\r
-\r
-\r
- 12345678\r
-3          0x00\r
-2          0x00\r
-1  11111   0x3e\r
-0  1 1 1   0x2a\r
-9  11 11   0x36\r
-8  1 1 1   0x2a\r
-7  11 11   0x36\r
-6  1 1 1   0x2a\r
-5  11 11   0x36\r
-4  1 1 1   0x2a\r
-3  11111   0x3e\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x3e,0x2a,0x36,0x2a,0x36,0x2a,0x36,0x2a,0x3e,0x00,0x00},\r
-\r
- 12345678\r
-3          0x00\r
-2          0x00\r
-1     11   0x06\r
-0   111    0x1c\r
-9  111     0x38\r
-8 1111     0x78\r
-7 1111     0x78  \r
-6 1111     0x78\r
-5  111     0x38\r
-4   111    0x1c\r
-3     11   0x06\r
-2          0x00\r
-1          0x00\r
-\r
-{0x00,0x00,0x06,0x1c,0x38,0x78,0x78,0x78,0x38,0x1c,0x06,0x00,0x00},\r
-\r
-\r
- 12345678\r
-3          0x00\r
-2 11       0x60\r
-11  1 11   0x96\r
-01111 1 1  0xf5\r
-91  1 11   0x96\r
-81  1 1 1  0x95\r
-71  1 111  0x97\r
-6          0x00\r
-5          0x00\r
-4          0x00\r
-3          0x00\r
-2          0x00\r
-1          0x00\r
-\r
-0x00,0x00,0x00,0x00,0x00,0x00,0x97,x95,0x96,0xf5,0x96,0x60,0x00\r
-\r
-*/\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// texture for gpu picture\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void CreatePic(unsigned char * pMem)\r
-{\r
- int x,y;\r
- GLubyte TexBytes[128][128][3];\r
- memset(TexBytes,0,128*128*3);\r
\r
- for(y=0;y<96;y++)\r
-  {\r
-   for(x=0;x<128;x++)\r
-    {\r
-     TexBytes[y][x][0]=*(pMem+2);\r
-     TexBytes[y][x][1]=*(pMem+1);\r
-     TexBytes[y][x][2]=*(pMem+0);\r
-     pMem+=3;\r
-    }\r
-  }\r
-\r
- glGenTextures(1, &gTexPicName);\r
- glBindTexture(GL_TEXTURE_2D, gTexPicName);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);\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, 3, 128, 128, 0, GL_RGB,\r
-              GL_UNSIGNED_BYTE,TexBytes);\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// destroy gpu picture texture\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void DestroyPic(void)\r
-{\r
- if(gTexPicName) \r
-  {\r
-   GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fYS;\r
-\r
-   glDisable(GL_SCISSOR_TEST);                       \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
-   gTexName=0;\r
-   glBindTexture(GL_TEXTURE_2D,0);  \r
-   vertex[0].c.lcol=0xff000000;                      \r
-\r
-   fYS=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
-   fXS=(GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
-   fYS2=96.0f*fYS;\r
-   fYS1=0.0f;\r
-   fXS2=(GLfloat)PSXDisplay.DisplayMode.x;\r
-   fXS1=fXS2-128.0f*fXS;\r
-\r
-   SETCOL(vertex[0]); \r
-   glBegin(GL_QUADS);                                  // paint a black rect to hide texture\r
-\r
-   glVertex3f(fXS1,fYS1,0.99996f);\r
-   glVertex3f(fXS1,fYS2,0.99996f);\r
-   glVertex3f(fXS2,fYS2,0.99996f);\r
-   glVertex3f(fXS2,fYS1,0.99996f);\r
-\r
-   glEnd();\r
-   glEnable(GL_ALPHA_TEST);\r
-   glEnable(GL_SCISSOR_TEST);                       \r
-   \r
-   glDeleteTextures(1,&gTexPicName);gTexPicName=0;\r
-  }\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// display info picture\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void DisplayPic(void)\r
-{\r
- GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fYS;\r
-\r
- glDisable(GL_SCISSOR_TEST);                       \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
- gTexName=gTexPicName;\r
- glBindTexture(GL_TEXTURE_2D,gTexPicName);            // now set font texture\r
-\r
- if(bGLBlend) vertex[0].c.lcol=0xff7f7f7f;                      \r
- else         vertex[0].c.lcol=0xffffffff;                      \r
-\r
- fYS=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
- fXS=(GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
- fYS2=96.0f*fYS;\r
- fYS1=0.0f;\r
- fXS2=(GLfloat)PSXDisplay.DisplayMode.x;\r
- fXS1=fXS2-128.0f*fXS;\r
-\r
- SETCOL(vertex[0]); \r
- glBegin(GL_QUADS);\r
-\r
-#ifdef OWNSCALE\r
- glTexCoord2f(0.0f,0.0f);\r
- glVertex3f(fXS1,fYS1,0.99996f);\r
- glTexCoord2f(0.0f,192.0f/256.0f);\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(256.0f/256.0f,192.0f/256.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
- glTexCoord2f(256.0f/256.0f,0.0f);\r
- glVertex3f(fXS2,fYS1,0.99996f);\r
-#else\r
- glTexCoord2f(0.0f,0.0f);\r
- glVertex3f(fXS1,fYS1,0.99996f);\r
- glTexCoord2f(0.0f,192.0f);\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(256.0f,192.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
- glTexCoord2f(256.0f,0.0f);\r
- glVertex3f(fXS2,fYS1,0.99996f);\r
-#endif\r
-\r
- glEnd();\r
- glEnable(GL_ALPHA_TEST);\r
- glEnable(GL_SCISSOR_TEST);                       \r
-}\r
-
-////////////////////////////////////////////////////////////////////////\r
-// show gun cursor\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-#define TRA 0x00,0x00,0x00,0x00\r
-#define PNT 0xff,0xff,0xff,0xff\r
-\r
-GLubyte texcursor[8][32]= \r
-{\r
-{TRA,TRA,PNT,PNT,PNT,TRA,TRA,TRA},\r
-{TRA,PNT,TRA,TRA,TRA,PNT,TRA,TRA},\r
-{PNT,TRA,TRA,PNT,TRA,TRA,PNT,TRA},\r
-{PNT,TRA,PNT,TRA,PNT,TRA,PNT,TRA},\r
-{PNT,TRA,TRA,PNT,TRA,TRA,PNT,TRA},\r
-{TRA,PNT,TRA,TRA,TRA,PNT,TRA,TRA},\r
-{TRA,TRA,PNT,PNT,PNT,TRA,TRA,TRA},\r
-{TRA,TRA,TRA,TRA,TRA,TRA,TRA,TRA}\r
-};\r
-\r
-void ShowGunCursor(void)\r
-{\r
- int iPlayer;\r
- GLfloat fX,fY,fDX,fDY,fYS,fXS;\r
- const uint32_t crCursorColor32[8]={0xff00ff00,0xffff0000,0xff0000ff,0xffff00ff,0xffffff00,0xff00ffff,0xffffffff,0xff7f7f7f};\r
-\r
- if(!gTexCursorName)                                   // create gun cursor texture the first time\r
-  {\r
-   glGenTextures(1, &gTexCursorName);\r
-   glBindTexture(GL_TEXTURE_2D, gTexCursorName);\r
-   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);\r
-   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);\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, 4, 8, 8, 0, GL_RGBA,\r
-                GL_UNSIGNED_BYTE,texcursor);\r
-  }\r
-\r
- fYS=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;  // some pre-calculations\r
- fXS=(GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
-\r
- fDX=fXS*7;\r
- fDY=fYS*7;\r
-\r
- glDisable(GL_SCISSOR_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=gTexCursorName;\r
- glBindTexture(GL_TEXTURE_2D,gTexCursorName);          // now set font texture\r
-\r
- for(iPlayer=0;iPlayer<8;iPlayer++)                    // loop all possible players\r
-  {\r
-   if(usCursorActive&(1<<iPlayer))                     // player is active?\r
-    {\r
-     fY=((GLfloat)ptCursorPoint[iPlayer].y*(GLfloat)PSXDisplay.DisplayMode.y)/256.0f;\r
-     fX=((GLfloat)ptCursorPoint[iPlayer].x*(GLfloat)PSXDisplay.DisplayMode.x)/512.0f;\r
-\r
-     vertex[0].c.lcol=crCursorColor32[iPlayer];        // -> set player color\r
-\r
-     SETCOL(vertex[0]); \r
-\r
-     glBegin(GL_QUADS);\r
-\r
-     glTexCoord2f(000.0f,224.0f/255.99f);              // -> paint gun cursor\r
-     glVertex3f(fX-fDX,fY+fDY,0.99996f);\r
-     glTexCoord2f(000.0f,000.0f);\r
-     glVertex3f(fX-fDX,fY-fDY,0.99996f);\r
-     glTexCoord2f(224.0f/255.99f,000.0f);\r
-     glVertex3f(fX+fDX,fY-fDY,0.99996f);\r
-     glTexCoord2f(224.0f/255.99f,224.0f/255.99f);\r
-     glVertex3f(fX+fDX,fY+fDY,0.99996f);\r
-\r
-     glEnd();\r
-    }\r
-  }\r
-\r
- glEnable(GL_SCISSOR_TEST);                       \r
-}\r