Пример #1
0
static void gfxset_handler(mame_ui_manager &mui, render_container &container, ui_gfx_state &state)
{
	render_font *ui_font = mui.get_font();
	int dev = state.gfxset.devindex;
	int set = state.gfxset.set;
	ui_gfx_info &info = state.gfxdev[dev];
	device_gfx_interface &interface = *info.interface;
	gfx_element &gfx = *interface.gfx(set);
	float fullwidth, fullheight;
	float cellwidth, cellheight;
	float chwidth, chheight;
	float titlewidth;
	float x0, y0;
	render_bounds cellboxbounds;
	render_bounds boxbounds;
	int cellboxwidth, cellboxheight;
	int targwidth = mui.machine().render().ui_target().width();
	int targheight = mui.machine().render().ui_target().height();
	int cellxpix, cellypix;
	int xcells, ycells;
	int pixelscale = 0;
	int x, y, skip;

	// add a half character padding for the box
	chheight = mui.get_line_height();
	chwidth = ui_font->char_width(chheight, mui.machine().render().ui_aspect(), '0');
	boxbounds.x0 = 0.0f + 0.5f * chwidth;
	boxbounds.x1 = 1.0f - 0.5f * chwidth;
	boxbounds.y0 = 0.0f + 0.5f * chheight;
	boxbounds.y1 = 1.0f - 0.5f * chheight;

	// the character cell box bounds starts a half character in from the box
	cellboxbounds = boxbounds;
	cellboxbounds.x0 += 0.5f * chwidth;
	cellboxbounds.x1 -= 0.5f * chwidth;
	cellboxbounds.y0 += 0.5f * chheight;
	cellboxbounds.y1 -= 0.5f * chheight;

	// add space on the left for 5 characters of text, plus a half character of padding
	cellboxbounds.x0 += 5.5f * chwidth;

	// add space on the top for a title, a half line of padding, a header, and another half line
	cellboxbounds.y0 += 3.0f * chheight;

	// convert back to pixels
	cellboxwidth = (cellboxbounds.x1 - cellboxbounds.x0) * (float)targwidth;
	cellboxheight = (cellboxbounds.y1 - cellboxbounds.y0) * (float)targheight;

	// compute the number of source pixels in a cell
	cellxpix = 1 + ((info.rotate[set] & ORIENTATION_SWAP_XY) ? gfx.height() : gfx.width());
	cellypix = 1 + ((info.rotate[set] & ORIENTATION_SWAP_XY) ? gfx.width() : gfx.height());

	// compute the largest pixel scale factor that still fits
	xcells = info.columns[set];
	while (xcells > 1)
	{
		pixelscale = (cellboxwidth / xcells) / cellxpix;
		if (pixelscale != 0)
			break;
		xcells--;
	}
	info.columns[set] = xcells;

	// worst case, we need a pixel scale of 1
	pixelscale = std::max(1, pixelscale);

	// in the Y direction, we just display as many as we can
	ycells = cellboxheight / (pixelscale * cellypix);

	// now determine the actual cellbox size
	cellboxwidth = std::min(cellboxwidth, xcells * pixelscale * cellxpix);
	cellboxheight = std::min(cellboxheight, ycells * pixelscale * cellypix);

	// compute the size of a single cell at this pixel scale factor, as well as the aspect ratio
	cellwidth = (cellboxwidth / (float)xcells) / (float)targwidth;
	cellheight = (cellboxheight / (float)ycells) / (float)targheight;
	//cellaspect = cellwidth / cellheight;

	// working from the new width/height, recompute the boxbounds
	fullwidth = (float)cellboxwidth / (float)targwidth + 6.5f * chwidth;
	fullheight = (float)cellboxheight / (float)targheight + 4.0f * chheight;

	// recompute boxbounds from this
	boxbounds.x0 = (1.0f - fullwidth) * 0.5f;
	boxbounds.x1 = boxbounds.x0 + fullwidth;
	boxbounds.y0 = (1.0f - fullheight) * 0.5f;
	boxbounds.y1 = boxbounds.y0 + fullheight;

	// recompute cellboxbounds
	cellboxbounds.x0 = boxbounds.x0 + 6.0f * chwidth;
	cellboxbounds.x1 = cellboxbounds.x0 + (float)cellboxwidth / (float)targwidth;
	cellboxbounds.y0 = boxbounds.y0 + 3.5f * chheight;
	cellboxbounds.y1 = cellboxbounds.y0 + (float)cellboxheight / (float)targheight;

	// figure out the title
	std::ostringstream title_buf;
	util::stream_format(title_buf, "'%s' %d/%d", interface.device().tag(), set, info.setcount - 1);

	// if the mouse pointer is over a pixel in a tile, add some info about the tile and pixel
	bool found_pixel = false;
	int32_t mouse_target_x, mouse_target_y;
	float mouse_x, mouse_y;
	bool mouse_button;
	render_target *mouse_target = mui.machine().ui_input().find_mouse(&mouse_target_x, &mouse_target_y, &mouse_button);
	if (mouse_target != nullptr && mouse_target->map_point_container(mouse_target_x, mouse_target_y, container, mouse_x, mouse_y)
		&& cellboxbounds.x0 <= mouse_x && cellboxbounds.x1 > mouse_x
		&& cellboxbounds.y0 <= mouse_y && cellboxbounds.y1 > mouse_y)
	{
		int code = info.offset[set] + int((mouse_x - cellboxbounds.x0) / cellwidth) + int((mouse_y - cellboxbounds.y0) / cellheight) * xcells;
		int xpixel = int((mouse_x - cellboxbounds.x0) / (cellwidth / cellxpix)) % cellxpix;
		int ypixel = int((mouse_y - cellboxbounds.y0) / (cellheight / cellypix)) % cellypix;
		if (code < gfx.elements() && xpixel < (cellxpix - 1) && ypixel < (cellypix - 1))
		{
			found_pixel = true;
			if (info.rotate[set] & ORIENTATION_FLIP_X)
				xpixel = (cellxpix - 2) - xpixel;
			if (info.rotate[set] & ORIENTATION_FLIP_Y)
				ypixel = (cellypix - 2) - ypixel;
			if (info.rotate[set] & ORIENTATION_SWAP_XY)
				std::swap(xpixel, ypixel);
			uint8_t pixdata = gfx.get_data(code)[xpixel + ypixel * gfx.rowbytes()];
			util::stream_format(title_buf, " #%X:%X @ %d,%d = %X",
								code, info.color[set], xpixel, ypixel,
								gfx.colorbase() + info.color[set] * gfx.granularity() + pixdata);
		}
	}
	if (!found_pixel)
		util::stream_format(title_buf, " %dx%d COLOR %X/%X", gfx.width(), gfx.height(), info.color[set], info.color_count[set]);

	// expand the outer box to fit the title
	const std::string title = title_buf.str();
	titlewidth = ui_font->string_width(chheight, mui.machine().render().ui_aspect(), title.c_str());
	x0 = 0.0f;
	if (boxbounds.x1 - boxbounds.x0 < titlewidth + chwidth)
		x0 = boxbounds.x0 - (0.5f - 0.5f * (titlewidth + chwidth));

	// go ahead and draw the outer box now
	mui.draw_outlined_box(container, boxbounds.x0 - x0, boxbounds.y0, boxbounds.x1 + x0, boxbounds.y1, UI_GFXVIEWER_BG_COLOR);

	// draw the title
	x0 = 0.5f - 0.5f * titlewidth;
	y0 = boxbounds.y0 + 0.5f * chheight;
	for (auto ch : title)
	{
		container.add_char(x0, y0, chheight, mui.machine().render().ui_aspect(), rgb_t::white(), *ui_font, ch);
		x0 += ui_font->char_width(chheight, mui.machine().render().ui_aspect(), ch);
	}

	// draw the top column headers
	skip = (int)(chwidth / cellwidth);
	for (x = 0; x < xcells; x += 1 + skip)
	{
		x0 = boxbounds.x0 + 6.0f * chwidth + (float)x * cellwidth;
		y0 = boxbounds.y0 + 2.0f * chheight;
		container.add_char(x0 + 0.5f * (cellwidth - chwidth), y0, chheight, mui.machine().render().ui_aspect(), rgb_t::white(), *ui_font, "0123456789ABCDEF"[x & 0xf]);

		// if we're skipping, draw a point between the character and the box to indicate which
		// one it's referring to
		if (skip != 0)
			container.add_point(x0 + 0.5f * cellwidth, 0.5f * (y0 + chheight + boxbounds.y0 + 3.5f * chheight), UI_LINE_WIDTH, rgb_t::white(), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
	}

	// draw the side column headers
	skip = (int)(chheight / cellheight);
	for (y = 0; y < ycells; y += 1 + skip)

		// only display if there is data to show
		if (info.offset[set] + y * xcells < gfx.elements())
		{
			char buffer[10];

			// if we're skipping, draw a point between the character and the box to indicate which
			// one it's referring to
			x0 = boxbounds.x0 + 5.5f * chwidth;
			y0 = boxbounds.y0 + 3.5f * chheight + (float)y * cellheight;
			if (skip != 0)
				container.add_point(0.5f * (x0 + boxbounds.x0 + 6.0f * chwidth), y0 + 0.5f * cellheight, UI_LINE_WIDTH, rgb_t::white(), PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));

			// draw the row header
			sprintf(buffer, "%5X", info.offset[set] + y * xcells);
			for (x = 4; x >= 0; x--)
			{
				x0 -= ui_font->char_width(chheight, mui.machine().render().ui_aspect(), buffer[x]);
				container.add_char(x0, y0 + 0.5f * (cellheight - chheight), chheight, mui.machine().render().ui_aspect(), rgb_t::white(), *ui_font, buffer[x]);
			}
		}

	// update the bitmap
	gfxset_update_bitmap(mui.machine(), state, xcells, ycells, gfx);

	// add the final quad
	container.add_quad(cellboxbounds.x0, cellboxbounds.y0, cellboxbounds.x1, cellboxbounds.y1,
						rgb_t::white(), state.texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));

	// handle keyboard navigation before drawing
	gfxset_handle_keys(mui.machine(), state, xcells, ycells);
}
Пример #2
0
static void gfxset_handler(running_machine &machine, render_container *container, ui_gfx_state *state)
{
	render_font *ui_font = ui_get_font(machine);
	int set = state->gfxset.set;
	gfx_element *gfx = machine.gfx[set];
	float fullwidth, fullheight;
	float cellwidth, cellheight;
	float chwidth, chheight;
	float titlewidth;
	//float cellaspect;
	float x0, y0;
	render_bounds cellboxbounds;
	render_bounds boxbounds;
	int cellboxwidth, cellboxheight;
	int targwidth = machine.render().ui_target().width();
	int targheight = machine.render().ui_target().height();
	int cellxpix, cellypix;
	int xcells, ycells;
	int pixelscale = 0;
	int x, y, skip;
	char title[100];

	/* add a half character padding for the box */
	chheight = ui_get_line_height(machine);
	chwidth = ui_font->char_width(chheight, machine.render().ui_aspect(), '0');
	boxbounds.x0 = 0.0f + 0.5f * chwidth;
	boxbounds.x1 = 1.0f - 0.5f * chwidth;
	boxbounds.y0 = 0.0f + 0.5f * chheight;
	boxbounds.y1 = 1.0f - 0.5f * chheight;

	/* the character cell box bounds starts a half character in from the box */
	cellboxbounds = boxbounds;
	cellboxbounds.x0 += 0.5f * chwidth;
	cellboxbounds.x1 -= 0.5f * chwidth;
	cellboxbounds.y0 += 0.5f * chheight;
	cellboxbounds.y1 -= 0.5f * chheight;

	/* add space on the left for 5 characters of text, plus a half character of padding */
	cellboxbounds.x0 += 5.5f * chwidth;

	/* add space on the top for a title, a half line of padding, a header, and another half line */
	cellboxbounds.y0 += 3.0f * chheight;

	/* convert back to pixels */
	cellboxwidth = (cellboxbounds.x1 - cellboxbounds.x0) * (float)targwidth;
	cellboxheight = (cellboxbounds.y1 - cellboxbounds.y0) * (float)targheight;

	/* compute the number of source pixels in a cell */
	cellxpix = 1 + ((state->gfxset.rotate[state->gfxset.set] & ORIENTATION_SWAP_XY) ? gfx->height() : gfx->width());
	cellypix = 1 + ((state->gfxset.rotate[state->gfxset.set] & ORIENTATION_SWAP_XY) ? gfx->width() : gfx->height());

	/* compute the largest pixel scale factor that still fits */
	xcells = state->gfxset.count[set];
	while (xcells > 1)
	{
		pixelscale = (cellboxwidth / xcells) / cellxpix;
		if (pixelscale != 0)
			break;
		xcells--;
	}

	/* worst case, we need a pixel scale of 1 */
	pixelscale = MAX(1, pixelscale);

	/* in the Y direction, we just display as many as we can */
	ycells = cellboxheight / (pixelscale * cellypix);

	/* now determine the actual cellbox size */
	cellboxwidth = MIN(cellboxwidth, xcells * pixelscale * cellxpix);
	cellboxheight = MIN(cellboxheight, ycells * pixelscale * cellypix);

	/* compute the size of a single cell at this pixel scale factor, as well as the aspect ratio */
	cellwidth = (cellboxwidth / (float)xcells) / (float)targwidth;
	cellheight = (cellboxheight / (float)ycells) / (float)targheight;
	//cellaspect = cellwidth / cellheight;

	/* working from the new width/height, recompute the boxbounds */
	fullwidth = (float)cellboxwidth / (float)targwidth + 6.5f * chwidth;
	fullheight = (float)cellboxheight / (float)targheight + 4.0f * chheight;

	/* recompute boxbounds from this */
	boxbounds.x0 = (1.0f - fullwidth) * 0.5f;
	boxbounds.x1 = boxbounds.x0 + fullwidth;
	boxbounds.y0 = (1.0f - fullheight) * 0.5f;
	boxbounds.y1 = boxbounds.y0 + fullheight;

	/* figure out the title and expand the outer box to fit */
	for (x = 0; x < MAX_GFX_ELEMENTS && machine.gfx[x] != NULL; x++) ;
	sprintf(title, "GFX %d/%d %dx%d COLOR %X", state->gfxset.set, x - 1, gfx->width(), gfx->height(), state->gfxset.color[set]);
	titlewidth = ui_font->string_width(chheight, machine.render().ui_aspect(), title);
	x0 = 0.0f;
	if (boxbounds.x1 - boxbounds.x0 < titlewidth + chwidth)
		x0 = boxbounds.x0 - (0.5f - 0.5f * (titlewidth + chwidth));

	/* go ahead and draw the outer box now */
	ui_draw_outlined_box(container, boxbounds.x0 - x0, boxbounds.y0, boxbounds.x1 + x0, boxbounds.y1, UI_GFXVIEWER_BG_COLOR);

	/* draw the title */
	x0 = 0.5f - 0.5f * titlewidth;
	y0 = boxbounds.y0 + 0.5f * chheight;
	for (x = 0; title[x] != 0; x++)
	{
		container->add_char(x0, y0, chheight, machine.render().ui_aspect(), ARGB_WHITE, *ui_font, title[x]);
		x0 += ui_font->char_width(chheight, machine.render().ui_aspect(), title[x]);
	}

	/* draw the top column headers */
	skip = (int)(chwidth / cellwidth);
	for (x = 0; x < xcells; x += 1 + skip)
	{
		x0 = boxbounds.x0 + 6.0f * chwidth + (float)x * cellwidth;
		y0 = boxbounds.y0 + 2.0f * chheight;
		container->add_char(x0 + 0.5f * (cellwidth - chwidth), y0, chheight, machine.render().ui_aspect(), ARGB_WHITE, *ui_font, "0123456789ABCDEF"[x & 0xf]);

		/* if we're skipping, draw a point between the character and the box to indicate which */
		/* one it's referring to */
		if (skip != 0)
			container->add_point(x0 + 0.5f * cellwidth, 0.5f * (y0 + chheight + boxbounds.y0 + 3.5f * chheight), UI_LINE_WIDTH, ARGB_WHITE, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
	}

	/* draw the side column headers */
	skip = (int)(chheight / cellheight);
	for (y = 0; y < ycells; y += 1 + skip)

		/* only display if there is data to show */
		if (state->gfxset.offset[set] + y * xcells < gfx->elements())
		{
			char buffer[10];

			/* if we're skipping, draw a point between the character and the box to indicate which */
			/* one it's referring to */
			x0 = boxbounds.x0 + 5.5f * chwidth;
			y0 = boxbounds.y0 + 3.5f * chheight + (float)y * cellheight;
			if (skip != 0)
				container->add_point(0.5f * (x0 + boxbounds.x0 + 6.0f * chwidth), y0 + 0.5f * cellheight, UI_LINE_WIDTH, ARGB_WHITE, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));

			/* draw the row header */
			sprintf(buffer, "%5X", state->gfxset.offset[set] + y * xcells);
			for (x = 4; x >= 0; x--)
			{
				x0 -= ui_font->char_width(chheight, machine.render().ui_aspect(), buffer[x]);
				container->add_char(x0, y0 + 0.5f * (cellheight - chheight), chheight, machine.render().ui_aspect(), ARGB_WHITE, *ui_font, buffer[x]);
			}
		}

	/* update the bitmap */
	gfxset_update_bitmap(machine, state, xcells, ycells, gfx);

	/* add the final quad */
	container->add_quad(boxbounds.x0 + 6.0f * chwidth, boxbounds.y0 + 3.5f * chheight,
						boxbounds.x0 + 6.0f * chwidth + (float)cellboxwidth / (float)targwidth,
						boxbounds.y0 + 3.5f * chheight + (float)cellboxheight / (float)targheight,
						ARGB_WHITE, state->texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));

	/* handle keyboard navigation before drawing */
	gfxset_handle_keys(machine, state, xcells, ycells);
}
Пример #3
0
static void gfxset_handler(mame_ui_manager &mui, render_container *container, ui_gfx_state &state)
{
	render_font *ui_font = mui.get_font();
	int dev = state.gfxset.devindex;
	int set = state.gfxset.set;
	ui_gfx_info &info = state.gfxdev[dev];
	device_gfx_interface &interface = *info.interface;
	gfx_element &gfx = *interface.gfx(set);
	float fullwidth, fullheight;
	float cellwidth, cellheight;
	float chwidth, chheight;
	float titlewidth;
	//float cellaspect;
	float x0, y0;
	render_bounds cellboxbounds;
	render_bounds boxbounds;
	int cellboxwidth, cellboxheight;
	int targwidth = mui.machine().render().ui_target().width();
	int targheight = mui.machine().render().ui_target().height();
	int cellxpix, cellypix;
	int xcells, ycells;
	int pixelscale = 0;
	int x, y, skip;
	char title[100];

	// add a half character padding for the box
	chheight = mui.get_line_height();
	chwidth = ui_font->char_width(chheight, mui.machine().render().ui_aspect(), '0');
	boxbounds.x0 = 0.0f + 0.5f * chwidth;
	boxbounds.x1 = 1.0f - 0.5f * chwidth;
	boxbounds.y0 = 0.0f + 0.5f * chheight;
	boxbounds.y1 = 1.0f - 0.5f * chheight;

	// the character cell box bounds starts a half character in from the box
	cellboxbounds = boxbounds;
	cellboxbounds.x0 += 0.5f * chwidth;
	cellboxbounds.x1 -= 0.5f * chwidth;
	cellboxbounds.y0 += 0.5f * chheight;
	cellboxbounds.y1 -= 0.5f * chheight;

	// add space on the left for 5 characters of text, plus a half character of padding
	cellboxbounds.x0 += 5.5f * chwidth;

	// add space on the top for a title, a half line of padding, a header, and another half line
	cellboxbounds.y0 += 3.0f * chheight;

	// convert back to pixels
	cellboxwidth = (cellboxbounds.x1 - cellboxbounds.x0) * (float)targwidth;
	cellboxheight = (cellboxbounds.y1 - cellboxbounds.y0) * (float)targheight;

	// compute the number of source pixels in a cell
	cellxpix = 1 + ((info.rotate[set] & ORIENTATION_SWAP_XY) ? gfx.height() : gfx.width());
	cellypix = 1 + ((info.rotate[set] & ORIENTATION_SWAP_XY) ? gfx.width() : gfx.height());

	// compute the largest pixel scale factor that still fits
	xcells = info.columns[set];
	while (xcells > 1)
	{
		pixelscale = (cellboxwidth / xcells) / cellxpix;
		if (pixelscale != 0)
			break;
		xcells--;
	}
	info.columns[set] = xcells;

	// worst case, we need a pixel scale of 1
	pixelscale = MAX(1, pixelscale);

	// in the Y direction, we just display as many as we can
	ycells = cellboxheight / (pixelscale * cellypix);

	// now determine the actual cellbox size
	cellboxwidth = MIN(cellboxwidth, xcells * pixelscale * cellxpix);
	cellboxheight = MIN(cellboxheight, ycells * pixelscale * cellypix);

	// compute the size of a single cell at this pixel scale factor, as well as the aspect ratio
	cellwidth = (cellboxwidth / (float)xcells) / (float)targwidth;
	cellheight = (cellboxheight / (float)ycells) / (float)targheight;
	//cellaspect = cellwidth / cellheight;

	// working from the new width/height, recompute the boxbounds
	fullwidth = (float)cellboxwidth / (float)targwidth + 6.5f * chwidth;
	fullheight = (float)cellboxheight / (float)targheight + 4.0f * chheight;

	// recompute boxbounds from this
	boxbounds.x0 = (1.0f - fullwidth) * 0.5f;
	boxbounds.x1 = boxbounds.x0 + fullwidth;
	boxbounds.y0 = (1.0f - fullheight) * 0.5f;
	boxbounds.y1 = boxbounds.y0 + fullheight;

	// figure out the title and expand the outer box to fit
	sprintf(title, "'%s' %d/%d %dx%d COLOR %X",
					interface.device().tag(),
					set, info.setcount - 1,
					gfx.width(), gfx.height(),
					info.color[set]);
	titlewidth = ui_font->string_width(chheight, mui.machine().render().ui_aspect(), title);
	x0 = 0.0f;
	if (boxbounds.x1 - boxbounds.x0 < titlewidth + chwidth)
		x0 = boxbounds.x0 - (0.5f - 0.5f * (titlewidth + chwidth));

	// go ahead and draw the outer box now
	mui.draw_outlined_box(container, boxbounds.x0 - x0, boxbounds.y0, boxbounds.x1 + x0, boxbounds.y1, UI_GFXVIEWER_BG_COLOR);

	// draw the title
	x0 = 0.5f - 0.5f * titlewidth;
	y0 = boxbounds.y0 + 0.5f * chheight;
	for (x = 0; title[x] != 0; x++)
	{
		container->add_char(x0, y0, chheight, mui.machine().render().ui_aspect(), rgb_t::white, *ui_font, title[x]);
		x0 += ui_font->char_width(chheight, mui.machine().render().ui_aspect(), title[x]);
	}

	// draw the top column headers
	skip = (int)(chwidth / cellwidth);
	for (x = 0; x < xcells; x += 1 + skip)
	{
		x0 = boxbounds.x0 + 6.0f * chwidth + (float)x * cellwidth;
		y0 = boxbounds.y0 + 2.0f * chheight;
		container->add_char(x0 + 0.5f * (cellwidth - chwidth), y0, chheight, mui.machine().render().ui_aspect(), rgb_t::white, *ui_font, "0123456789ABCDEF"[x & 0xf]);

		// if we're skipping, draw a point between the character and the box to indicate which
		// one it's referring to
		if (skip != 0)
			container->add_point(x0 + 0.5f * cellwidth, 0.5f * (y0 + chheight + boxbounds.y0 + 3.5f * chheight), UI_LINE_WIDTH, rgb_t::white, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
	}

	// draw the side column headers
	skip = (int)(chheight / cellheight);
	for (y = 0; y < ycells; y += 1 + skip)

		// only display if there is data to show
		if (info.offset[set] + y * xcells < gfx.elements())
		{
			char buffer[10];

			// if we're skipping, draw a point between the character and the box to indicate which
			// one it's referring to
			x0 = boxbounds.x0 + 5.5f * chwidth;
			y0 = boxbounds.y0 + 3.5f * chheight + (float)y * cellheight;
			if (skip != 0)
				container->add_point(0.5f * (x0 + boxbounds.x0 + 6.0f * chwidth), y0 + 0.5f * cellheight, UI_LINE_WIDTH, rgb_t::white, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));

			// draw the row header
			sprintf(buffer, "%5X", info.offset[set] + y * xcells);
			for (x = 4; x >= 0; x--)
			{
				x0 -= ui_font->char_width(chheight, mui.machine().render().ui_aspect(), buffer[x]);
				container->add_char(x0, y0 + 0.5f * (cellheight - chheight), chheight, mui.machine().render().ui_aspect(), rgb_t::white, *ui_font, buffer[x]);
			}
		}

	// update the bitmap
	gfxset_update_bitmap(mui.machine(), state, xcells, ycells, gfx);

	// add the final quad
	container->add_quad(boxbounds.x0 + 6.0f * chwidth, boxbounds.y0 + 3.5f * chheight,
						boxbounds.x0 + 6.0f * chwidth + (float)cellboxwidth / (float)targwidth,
						boxbounds.y0 + 3.5f * chheight + (float)cellboxheight / (float)targheight,
						rgb_t::white, state.texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));

	// handle keyboard navigation before drawing
	gfxset_handle_keys(mui.machine(), state, xcells, ycells);
}