--- /dev/null
+/*
+ * Acess2 Native Kernel
+ *
+ * SDL User Interface
+ */
+#include <SDL/SDL.h>
+#define const
+#include "ui.h"
+#undef const
+#include <tpl_drv_keyboard.h>
+
+// === IMPORTS ===
+extern void AcessNative_Exit(void);
+
+// === PROTOTYPES ===
+ int UI_Initialise(int MaxWidth, int MaxHeight);
+ int UI_MainThread(void *Unused);
+void UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap);
+void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H);
+void UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value);
+void UI_Redraw(void);
+
+// === GLOBALS ===
+SDL_Surface *gScreen;
+SDL_Thread *gInputThread;
+ int giUI_Width = 0;
+ int giUI_Height = 0;
+ int giUI_Pitch = 0;
+tUI_KeybardCallback gUI_KeyboardCallback;
+Uint32 gUI_Keymap[2][SDLK_LAST]; // Upper/Lower case
+
+// === FUNCTIONS ===
+int UI_Initialise(int MaxWidth, int MaxHeight)
+{
+ // Changed when the video mode is set
+ giUI_Width = MaxWidth;
+ giUI_Height = MaxHeight;
+
+ // Start main thread
+ gInputThread = SDL_CreateThread(UI_MainThread, NULL);
+
+ return 0;
+}
+
+Uint32 UI_GetAcessKeyFromSDL(SDLKey Sym, Uint16 Unicode)
+{
+ Uint8 *keystate = SDL_GetKeyState(NULL);
+ int shiftState = 0;
+ Uint32 ret = 0;
+
+ if( keystate[SDLK_RSHIFT] || keystate[SDLK_LSHIFT] )
+ shiftState = 1;
+
+ // Fast return
+ if( gUI_Keymap[shiftState][Sym] )
+ return gUI_Keymap[shiftState][Sym];
+
+ // How nice of you, a unicode value
+ if( Unicode )
+ {
+ ret = Unicode;
+ }
+ // Ok, we need to do work :(
+ else
+ {
+ switch(Sym)
+ {
+ case SDLK_UP: ret = KEY_UP; break;
+ case SDLK_DOWN: ret = KEY_DOWN; break;
+ case SDLK_LEFT: ret = KEY_LEFT; break;
+ case SDLK_RIGHT:ret = KEY_RIGHT;break;
+ case SDLK_CAPSLOCK: ret = KEY_CAPSLOCK; break;
+ case SDLK_F1: ret = KEY_F1; break;
+ case SDLK_F2: ret = KEY_F2; break;
+ case SDLK_F3: ret = KEY_F3; break;
+ case SDLK_F4: ret = KEY_F4; break;
+ case SDLK_F5: ret = KEY_F5; break;
+ case SDLK_F6: ret = KEY_F6; break;
+ case SDLK_F7: ret = KEY_F7; break;
+ case SDLK_F8: ret = KEY_F8; break;
+ case SDLK_F9: ret = KEY_F9; break;
+ case SDLK_F10: ret = KEY_F10; break;
+ case SDLK_F11: ret = KEY_F11; break;
+ case SDLK_F12: ret = KEY_F12; break;
+ default:
+ printf("Unhandled key code %i\n", Sym);
+ break;
+ }
+ }
+
+ gUI_Keymap[shiftState][Sym] = ret;
+ return ret;
+}
+
+int UI_MainThread(void *Unused)
+{
+ SDL_Event event;
+ Uint32 acess_sym;
+
+ SDL_Init(SDL_INIT_VIDEO);
+
+ // Set up video
+ gScreen = SDL_SetVideoMode(giUI_Width, giUI_Height, 32, 0);
+ if( !gScreen ) {
+ fprintf(stderr, "Couldn't set %ix%i video mode: %s\n", giUI_Width, giUI_Height, SDL_GetError());
+ SDL_Quit();
+ exit(2);
+ }
+ SDL_WM_SetCaption("Acess2", "Acess2");
+
+ giUI_Width = gScreen->w;
+ giUI_Height = gScreen->h;
+ giUI_Pitch = gScreen->pitch;
+
+ SDL_EnableUNICODE(1);
+
+ for( ;; )
+ {
+ while(SDL_PollEvent(&event))
+ {
+ switch(event.type)
+ {
+ case SDL_QUIT:
+ AcessNative_Exit();
+ return 0;
+
+ case SDL_KEYDOWN:
+ acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
+ event.key.keysym.unicode);
+
+ if( gUI_KeyboardCallback )
+ gUI_KeyboardCallback(acess_sym);
+ break;
+
+ case SDL_KEYUP:
+ acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym,
+ event.key.keysym.unicode);
+
+ //if( gUI_KeyboardCallback )
+ // gUI_KeyboardCallback(0x80000000|acess_sym);
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+}
+
+void UI_BlitBitmap(int DstX, int DstY, int SrcW, int SrcH, Uint32 *Bitmap)
+{
+ SDL_Surface *tmp;
+ SDL_Rect dstRect;
+
+ tmp = SDL_CreateRGBSurfaceFrom(Bitmap, SrcW, SrcH, 32, SrcW*4,
+ 0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
+ SDL_SetAlpha(tmp, 0, SDL_ALPHA_OPAQUE);
+
+ dstRect.x = DstX; dstRect.y = DstY;
+
+ SDL_BlitSurface(tmp, NULL, gScreen, &dstRect);
+
+ SDL_FreeSurface(tmp);
+}
+
+void UI_BlitFramebuffer(int DstX, int DstY, int SrcX, int SrcY, int W, int H)
+{
+ SDL_Rect srcRect;
+ SDL_Rect dstRect;
+
+ srcRect.x = SrcX; srcRect.y = SrcY;
+ srcRect.w = W; srcRect.h = H;
+ dstRect.x = DstX; dstRect.y = DstY;
+
+ SDL_BlitSurface(gScreen, &srcRect, gScreen, &dstRect);
+}
+
+void UI_FillBitmap(int X, int Y, int W, int H, Uint32 Value)
+{
+ SDL_Rect dstRect;
+
+ dstRect.x = X; dstRect.y = Y;
+ dstRect.w = W; dstRect.h = H;
+
+ SDL_FillRect(gScreen, &dstRect, Value);
+}
+
+void UI_Redraw(void)
+{
+ // No-Op, we're not using double buffering
+}