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// For licensing and usage information, read docs/winui_license.txt
//****************************************************************************
#ifndef PROPERTIES_H
#define PROPERTIES_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
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