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// license:BSD-3-Clause
// copyright-holders:Maurizio Petrarota, Vas Crabb
/***************************************************************************
ui/inifile.h
UI INIs file manager.
***************************************************************************/
#ifndef MAME_FRONTEND_UI_INIFILE_H
#define MAME_FRONTEND_UI_INIFILE_H
#pragma once
#include "ui/utils.h"
#include <functional>
#include <set>
#include <tuple>
#include <type_traits>
#include <unordered_set>
//-------------------------------------------------
// INIFILE MANAGER
//-------------------------------------------------
class ui_options;
class inifile_manager
{
public:
// construction/destruction
inifile_manager(ui_options &options);
// load systems from category
void load_ini_category(size_t file, size_t category, std::unordered_set<game_driver const *> &result) const;
// getters
size_t get_file_count() const { return m_ini_index.size(); }
std::string const &get_file_name(size_t file) const { return m_ini_index[file].first; }
size_t get_category_count(size_t file) const { return m_ini_index[file].second.size(); }
std::string const &get_category_name(size_t file, size_t category) const { return m_ini_index[file].second[category].first; }
private:
// ini file structure
using categoryindex = std::vector<std::pair<std::string, int64_t>>;
void init_category(std::string &&filename, util::core_file &file);
// internal state
ui_options &m_options;
std::vector<std::pair<std::string, categoryindex> > m_ini_index;
};
//-------------------------------------------------
// FAVORITE MANAGER
//-------------------------------------------------
class favorite_manager
{
public:
// construction/destruction
favorite_manager(ui_options &options);
// add
void add_favorite_system(game_driver const &driver);
void add_favorite_software(ui_software_info const &swinfo);
void add_favorite(running_machine &machine);
// check
bool is_favorite_system(game_driver const &driver) const;
bool is_favorite_software(ui_software_info const &swinfo) const;
bool is_favorite_system_software(ui_software_info const &swinfo) const;
bool is_favorite(running_machine &machine) const;
// remove
void remove_favorite_system(game_driver const &driver);
void remove_favorite_software(ui_software_info const &swinfo);
void remove_favorite(running_machine &machine);
// walk
template <typename T> void apply(T &&action)
{
for (auto const &item : m_favorites)
action(item);
}
template <typename T> void apply_sorted(T &&action)
{
update_sorted();
for (auto const &item : m_sorted)
action(item.get());
}
private:
using running_software_key = std::tuple<game_driver const &, char const *, std::string const &>;
struct favorite_compare
{
using is_transparent = std::true_type;
bool operator()(ui_software_info const &lhs, ui_software_info const &rhs) const;
bool operator()(ui_software_info const &lhs, game_driver const &rhs) const;
bool operator()(game_driver const &lhs, ui_software_info const &rhs) const;
bool operator()(ui_software_info const &lhs, running_software_key const &rhs) const;
bool operator()(running_software_key const &lhs, ui_software_info const &rhs) const;
};
using favorites_set = std::set<ui_software_info, favorite_compare>;
using sorted_favorites = std::vector<std::reference_wrapper<ui_software_info const> >;
// implementation
template <typename T> static void apply_running_machine(running_machine &machine, T &&action);
template <typename T> void add_impl(T &&key);
template <typename T> bool check_impl(T const &key) const;
template <typename T> bool remove_impl(T const &key);
void update_sorted();
void save_favorites();
// internal state
ui_options &m_options;
favorites_set m_favorites;
sorted_favorites m_sorted;
bool m_need_sort;
};
#endif // MAME_FRONTEND_UI_INIFILE_H
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