// For licensing and usage information, read docs/release/winui_license.txt //**************************************************************************** #ifndef WINUI_PROPERTIES_H #define WINUI_PROPERTIES_H #include "emu_opts.h" /* Get title string to display in the top of the property page, * Called also in ui_audit.cpp */ char* GameInfoTitle(OPTIONS_TYPE opt_type, UINT nIndex); /* Called in winui.cpp to create the property page */ void InitPropertyPage(HINSTANCE hInst, HWND hWnd, HICON hIcon, OPTIONS_TYPE opt_type, int folder_id, int game_num); #define PROPERTIES_PAGE 0 #define AUDIT_PAGE 1 void InitPropertyPageToPage(HINSTANCE hInst, HWND hWnd, HICON hIcon, OPTIONS_TYPE opt_type, int folder_id, int game_num, int start_page); void InitDefaultPropertyPage(HINSTANCE hInst, HWND hWnd); /* Get Help ID array for WM_HELP and WM_CONTEXTMENU */ DWORD_PTR GetHelpIDs(void); /* Get Game status text string */ const char* GameInfoStatus(int driver_index, BOOL bRomStatus); /* Property sheet info for layout.c */ typedef struct { BOOL bOnDefaultPage; // BOOL (*pfnFilterProc)(const machine_config *drv, const game_driver *gamedrv); BOOL (*pfnFilterProc)(uint32_t driver_index); DWORD dwDlgID; DLGPROC pfnDlgProc; } PROPERTYSHEETINFO; extern const PROPERTYSHEETINFO g_propSheets[]; BOOL PropSheetFilter_Vector(const machine_config *drv, const game_driver *gamedrv); INT_PTR CALLBACK GamePropertiesDialogProc(HWND hDlg, UINT Msg, WPARAM wParam, LPARAM lParam); INT_PTR CALLBACK GameOptionsProc(HWND hDlg, UINT Msg, WPARAM wParam, LPARAM lParam); int PropertiesCurrentGame(HWND hDlg); // from propertiesms.h (MESSUI) BOOL MessPropertiesCommand(HWND hWnd, WORD wNotifyCode, WORD wID, BOOL *changed); BOOL g_bModifiedSoftwarePaths = FALSE; INT_PTR CALLBACK GameMessOptionsProc(HWND hDlg, UINT Msg, WPARAM wParam, LPARAM lParam); BOOL PropSheetFilter_Config(const machine_config *drv, const game_driver *gamedrv); #include "datamap.h" void MessBuildDataMap(datamap *properties_datamap); #endif