Added a box around the message output (when changing color modes,

saving/loading states, etc).  Makes the message much easier to see.

Implemented in the core code, so DOS, X11 and SDL will take advantage
of it.


git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@109 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2002-08-17 15:29:28 +00:00
parent 5e03d45bad
commit 79c96dbe39
1 changed files with 49 additions and 10 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of // See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES. // this file, and for a DISCLAIMER OF ALL WARRANTIES.
// //
// $Id: TIA.cxx,v 1.14 2002-05-14 15:22:28 stephena Exp $ // $Id: TIA.cxx,v 1.15 2002-08-17 15:29:28 stephena Exp $
//============================================================================ //============================================================================
#include <assert.h> #include <assert.h>
@ -560,9 +560,15 @@ bool TIA::pause(bool state)
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void TIA::drawMessageText() void TIA::drawMessageText()
{ {
// Set up the correct coordinates to draw the surrounding box
uInt32 xBoxOffSet = 2 + myFrameXStart;
uInt32 yBoxOffSet = myFrameHeight - 18;
uInt32 boxToTextXOffSet = 2;
uInt32 boxToTextYOffSet = 4;
// Set up the correct coordinates to print the message // Set up the correct coordinates to print the message
uInt32 xOffSet = 10 + myFrameXStart; uInt32 xTextOffSet = xBoxOffSet + boxToTextXOffSet;
uInt32 yOffSet = myFrameHeight - 30; uInt32 yTextOffSet = yBoxOffSet + boxToTextYOffSet;
// Used to indicate the current x/y position of a pixel // Used to indicate the current x/y position of a pixel
uInt32 xPos, yPos; uInt32 xPos, yPos;
@ -570,14 +576,47 @@ void TIA::drawMessageText()
// The actual font data for a letter // The actual font data for a letter
uInt32 data; uInt32 data;
// The index into the palette to color the current text // The index into the palette to color the current text and background
uInt8 fontColor = 68; uInt8 fontColor, backColor;
// Palette index depends on whether we are in NTSC or PAL mode
if(myConsole.properties().get("Display.Format") == "PAL")
{
fontColor = 10;
backColor = 0;
}
else
{
fontColor = 10;
backColor = 0;
}
// Clip the length if its wider than the screen // Clip the length if its wider than the screen
uInt8 length = myMessageText.length(); uInt8 length = myMessageText.length();
if(((length * 5) + xOffSet) >= myFrameWidth) if(((length * 5) + xTextOffSet) >= myFrameWidth)
length = (myFrameWidth - xOffSet) / 5; length = (myFrameWidth - xTextOffSet) / 5;
// Reset the offsets to center the message
uInt32 boxWidth = (5 * length) + boxToTextXOffSet;
uInt32 boxHeight = 8 + (2 * (yTextOffSet - yBoxOffSet));
xBoxOffSet = (myFrameWidth >> 1) - (boxWidth >> 1);
xTextOffSet = xBoxOffSet + boxToTextXOffSet;
// First, draw the surrounding box
for(uInt32 x = 0; x < boxWidth; ++x)
{
for(uInt32 y = 0; y < boxHeight; ++y)
{
uInt32 position = ((yBoxOffSet + y) * myFrameWidth) + x + xBoxOffSet;
if((x == 0) || (x == boxWidth - 1) || (y == 0) || (y == boxHeight - 1))
myCurrentFrameBuffer[position] = fontColor;
else
myCurrentFrameBuffer[position] = backColor;
}
}
// Then, draw the text
for(uInt8 x = 0; x < length; ++x) for(uInt8 x = 0; x < length; ++x)
{ {
char letter = myMessageText[x]; char letter = myMessageText[x];
@ -588,7 +627,7 @@ void TIA::drawMessageText()
data = ourFontData[(int)letter - 48 + 26]; data = ourFontData[(int)letter - 48 + 26];
else // unknown character or space else // unknown character or space
{ {
xOffSet += 3; xTextOffSet += 3;
continue; continue;
} }
@ -604,13 +643,13 @@ void TIA::drawMessageText()
if((data >> y) & 1) if((data >> y) & 1)
{ {
uInt32 position = (yPos + yOffSet) * myFrameWidth + (4 - xPos) + xOffSet; uInt32 position = (yPos + yTextOffSet) * myFrameWidth + (4 - xPos) + xTextOffSet;
myCurrentFrameBuffer[position] = fontColor; myCurrentFrameBuffer[position] = fontColor;
} }
} }
// move left to the next character // move left to the next character
xOffSet += 5; xTextOffSet += 5;
} }
} }