/*********************************************************************
uimenu.c
Internal MAME menus for the user interface.
Copyright (c) 1996-2007, Nicola Salmoria and the MAME Team.
Visit http://mamedev.org for licensing and usage restrictions.
*********************************************************************/
#include "ui.h"
#include "rendutil.h"
#include "cheat.h"
#include "uimenu.h"
#include "uitext.h"
#include "audit.h"
#ifdef MESS
#include "uimess.h"
#include "inputx.h"
#endif /* MESS */
#include <ctype.h>
/***************************************************************************
CONSTANTS
***************************************************************************/
#define MENU_STACK_DEPTH 8
#define MENU_STRING_POOL_SIZE (64*1024)
#define MENU_TEXTCOLOR ARGB_WHITE
#define MENU_SELECTCOLOR MAKE_ARGB(0xff,0xff,0xff,0x00)
#define MENU_UNAVAILABLECOLOR MAKE_ARGB(0xff,0x40,0x40,0x40)
#define VISIBLE_GAMES_IN_LIST 15
#define MAX_PHYSICAL_DIPS 10
/* DIP switch rendering parameters */
#define DIP_SWITCH_HEIGHT 0.05f
#define DIP_SWITCH_SPACING 0.01
#define SINGLE_TOGGLE_SWITCH_FIELD_WIDTH 0.02f
#define SINGLE_TOGGLE_SWITCH_WIDTH 0.015f
/* make the switch 80% of the width space and 1/2 of the switch height */
#define PERCENTAGE_OF_HALF_FIELD_USED 0.80f
#define SINGLE_TOGGLE_SWITCH_HEIGHT ((DIP_SWITCH_HEIGHT / 2) * PERCENTAGE_OF_HALF_FIELD_USED)
enum
{
INPUT_TYPE_DIGITAL = 0,
INPUT_TYPE_ANALOG = 1,
INPUT_TYPE_ANALOG_DEC = 2,
INPUT_TYPE_ANALOG_INC = 3
};
enum
{
ANALOG_ITEM_KEYSPEED = 0,
ANALOG_ITEM_CENTERSPEED,
ANALOG_ITEM_REVERSE,
ANALOG_ITEM_SENSITIVITY,
ANALOG_ITEM_COUNT
};
/***************************************************************************
TYPE DEFINITIONS
***************************************************************************/
typedef struct _menu_state menu_state;
struct _menu_state
{
ui_menu_handler handler; /* handler callback */
UINT32 state; /* state value */
};
typedef struct _input_item_data input_item_data;
struct _input_item_data
{
input_seq * seq; /* pointer to the sequence we are operating on */
const input_seq *defseq; /* pointer to the sequence we are operating on */
const char * name;
const char * seqname;
UINT16 sortorder; /* sorting information */
UINT8 type; /* type of port */
UINT8 invert; /* type of port */
};
typedef struct _dip_descriptor dip_descriptor;
struct _dip_descriptor
{
const char * dip_name;
UINT16 total_dip_mask;
UINT16 total_dip_settings;
UINT16 dip_invert_mask;
UINT16 selected_dip_feature_mask;
};
/***************************************************************************
GLOBAL VARIABLES
***************************************************************************/
/* menu states */
static int menu_stack_index;
static menu_state menu_stack[MENU_STACK_DEPTH];
static UINT32 menu_string_pool_offset;
static char menu_string_pool[MENU_STRING_POOL_SIZE];
static input_seq starting_seq;
static char select_game_buffer[40];
static const game_driver *select_game_list[VISIBLE_GAMES_IN_LIST];
static const game_driver **select_game_driver_list;
static dip_descriptor dip_switch_model[MAX_PHYSICAL_DIPS];
static mame_bitmap *hilight_bitmap;
static render_texture *hilight_texture;
static render_texture *arrow_texture;
static const char *const input_format[] =
{
"%s",
"%s Analog",
"%s Dec",
"%s Inc"
};
static const rgb_t text_fgcolor = MAKE_ARGB(0xff,0xff,0xff,0xff);
static const rgb_t text_bgcolor = MAKE_ARGB(0xe0,0x80,0x80,0x80);
static const rgb_t sel_fgcolor = MAKE_ARGB(0xff,0xff,0xff,0x00);
static const rgb_t sel_bgcolor = MAKE_ARGB(0xe0,0x80,0x80,0x00);
/***************************************************************************
FUNCTION PROTOTYPES
***************************************************************************/
static void ui_menu_exit(running_machine *machine);
/* menu handlers */
static UINT32 menu_main(UINT32 state);
static UINT32 menu_input_groups(UINT32 state);
static UINT32 menu_input(UINT32 state);
static UINT32 menu_switches(UINT32 state);
static UINT32 menu_analog(UINT32 state);
#ifndef MESS
static UINT32 menu_bookkeeping(UINT32 state);
#endif
static UINT32 menu_game_info(UINT32 state);
static UINT32 menu_cheat(UINT32 state);
static UINT32 menu_memory_card(UINT32 state);
static UINT32 menu_video(UINT32 state);
static UINT32 menu_quit_game(UINT32 state);
static UINT32 menu_select_game(UINT32 state);
#ifdef MESS
static UINT32 menu_file_manager(UINT32 state);
#if HAS_WAVE
static UINT32 menu_tape_control(UINT32 state);
#endif /* HAS_WAVE */
#endif /* MESS */
/* menu helpers */
static void menu_render_triangle(mame_bitmap *dest, const mame_bitmap *source, const rectangle *sbounds, void *param);
static int input_menu_get_items(input_item_data *itemlist, int group);
static int input_menu_get_game_items(input_item_data *itemlist);
static void input_menu_toggle_none_default(input_seq *selected_seq, input_seq *original_seq, const input_seq *selected_defseq);
static int input_menu_compare_items(const void *i1, const void *i2);
static void switches_menu_add_item(ui_menu_item *item, const input_port_entry *in, int switch_entry, void *ref);
static void switches_menu_select_previous(input_port_entry *in, int switch_entry);
static void switches_menu_select_next(input_port_entry *in, int switch_entry);
//static int switches_menu_compare_items(const void *i1, const void *i2);
static void analog_menu_add_item(ui_menu_item *item, const input_port_entry *in, int append_string, int which_item);
/* DIP switch helpers */
static void dip_switch_build_model(input_port_entry *entry, int item_is_selected);
static void dip_switch_draw_one(float dip_menu_x1, float dip_menu_y1, float dip_menu_x2, float dip_menu_y2, int model_index);
static void dip_switch_render(const menu_extra *extra, float x1, float y1, float x2, float y2);
static int CLIB_DECL select_game_driver_compare(const void *elem1, const void *elem2);
static void select_game_build_driver_list(void);
static void select_game_render(const menu_extra *extra, float x1, float y1, float x2, float y2);
static int select_game_handle_key(input_code keycode, char value);
/***************************************************************************
INLINE FUNCTIONS
***************************************************************************/
/*-------------------------------------------------
menu_string_pool_add - add a formatted string
to the string pool
-------------------------------------------------*/
INLINE const char *CLIB_DECL ATTR_PRINTF(1,2) menu_string_pool_add(const char *format, ...)
{
char *result = &menu_string_pool[menu_string_pool_offset];
va_list arg;
/* print to the string pool */
va_start(arg, format);
menu_string_pool_offset += vsprintf(result, format, arg) + 1;
va_end(arg);
return result;
}
/*-------------------------------------------------
get_num_dips - return the number of physical
DIP switches that are to be drawn
-------------------------------------------------*/
INLINE int get_num_dips(void)
{
int num = 0;
while (dip_switch_model[num].dip_name != NULL && num < MAX_PHYSICAL_DIPS)
num++;
return num;
}
/***************************************************************************
CORE IMPLEMENTATION
***************************************************************************/
/*-------------------------------------------------
ui_menu_init - initialize the menu system
-------------------------------------------------*/
void ui_menu_init(running_machine *machine)
{
int x;
/* initialize the menu stack */
ui_menu_stack_reset();
select_game_buffer[0] = 0;
/* create a texture for hilighting items */
hilight_bitmap = bitmap_alloc(256, 1, BITMAP_FORMAT_ARGB32);
for (x = 0; x < 256; x++)
{
int alpha = 0xff;
if (x < 25) alpha = 0xff * x / 25;
if (x > 256 - 25) alpha = 0xff * (255 - x) / 25;
*BITMAP_ADDR32(hilight_bitmap, 0, x) = MAKE_ARGB(alpha,0xff,0xff,0xff);
}
hilight_texture = render_texture_alloc(NULL, NULL);
render_texture_set_bitmap(hilight_texture, hilight_bitmap, NULL, 0, TEXFORMAT_ARGB32);
/* create a texture for arrow icons */
arrow_texture = render_texture_alloc(menu_render_triangle, NULL);
/* add an exit callback to free memory */
add_exit_callback(machine, ui_menu_exit);
}
/*-------------------------------------------------
ui_menu_exit - clean up after ourselves
-------------------------------------------------*/
static void ui_menu_exit(running_machine *machine)
{
/* free textures */
render_texture_free(hilight_texture);
bitmap_free(hilight_bitmap);
render_texture_free(arrow_texture);
/* free the driver list */
if (select_game_driver_list != NULL)
free((void *)select_game_driver_list);
select_game_driver_list = NULL;
}
/*-------------------------------------------------
ui_menu_draw - draw a menu
-------------------------------------------------*/
int ui_menu_draw(const ui_menu_item *items, int numitems, int selected, const menu_extra *extra)
{
float line_height = ui_get_line_height();
float lr_arrow_width = 0.4f * line_height * render_get_ui_aspect();
float ud_arrow_width = line_height * render_get_ui_aspect();
float gutter_width = lr_arrow_width * 1.3f;
float x1, y1, x2, y2;
float effective_width, effective_left;
float visible_width, visible_main_menu_height;
float visible_extra_menu_height = 0;
float visible_top, visible_left;
int selected_subitem_too_big = 0;
int visible_lines;
int top_line;
int itemnum, linenum;
/* compute the width and height of the full menu */
visible_width = 0;
visible_main_menu_height = 0;
for (itemnum = 0; itemnum < numitems; itemnum++)
{
const ui_menu_item *item = &items[itemnum];
float total_width;
/* compute width of left hand side */
total_width = gutter_width + ui_get_string_width(item->text) + gutter_width;
/* add in width of right hand side */
if (item->subtext)
total_width += 2.0f * gutter_width + ui_get_string_width(item->subtext);
/* track the maximum */
if (total_width > visible_width)
visible_width = total_width;
/* track the height as well */
visible_main_menu_height += line_height;
}
/* if agumenting the menu, find out how much extra space is needed */
if (extra != NULL)
visible_extra_menu_height = extra->top + extra->bottom;
/* add a little bit of slop for rounding */
visible_width += 0.01f;
visible_main_menu_height += 0.01f;
/* if we are too wide or too tall, clamp it down */
if (visible_width + 2.0f * UI_BOX_LR_BORDER > 1.0f)
visible_width = 1.0f - 2.0f * UI_BOX_LR_BORDER;
/* if the menu and extra menu won't fit, take away part of the regular menu, it will scroll */
if (visible_main_menu_height + visible_extra_menu_height + 2.0f * UI_BOX_TB_BORDER > 1.0f)
visible_main_menu_height = 1.0f - 2.0f * UI_BOX_TB_BORDER - visible_extra_menu_height;
visible_lines = floor(visible_main_menu_height / line_height);
visible_main_menu_height = (float)visible_lines * line_height;
/* compute top/left of inner menu area by centering */
visible_left = (1.0f - visible_width) * 0.5f;
visible_top = (1.0f - (visible_main_menu_height + visible_extra_menu_height)) * 0.5f;
/* if the menu is at the bottom of the extra, adjust */
if (extra != NULL)
visible_top += extra->top;
/* first add us a box */
x1 = visible_left - UI_BOX_LR_BORDER;
y1 = visible_top - UI_BOX_TB_BORDER;
x2 = visible_left + visible_width + UI_BOX_LR_BORDER;
y2 = visible_top + visible_main_menu_height + UI_BOX_TB_BORDER;
ui_draw_outlined_box(x1, y1, x2, y2, UI_FILLCOLOR);
/* determine the first visible line based on the current selection */
top_line = selected - visible_lines / 2;
if (top_line < 0)
top_line = 0;
if (top_line + visible_lines >= numitems)
top_line = numitems - visible_lines;
/* determine effective positions taking into account the hilighting arrows */
effective_width = visible_width - 2.0f * gutter_width;
effective_left = visible_left + gutter_width;
/* loop over visible lines */
for (linenum = 0; linenum < visible_lines; linenum++)
{
float line_y = visible_top + (float)linenum * line_height;
int itemnum = top_line + linenum;
const ui_menu_item *item = &items[itemnum];
const char *itemtext = item->text;
rgb_t fgcolor = text_fgcolor;
rgb_t bgcolor = text_bgcolor;
/* if we're selected, draw with a different background */
if (itemnum == selected)
{
fgcolor = sel_fgcolor;
bgcolor = sel_bgcolor;
render_ui_add_quad( x1 + 0.5f * UI_LINE_WIDTH,
line_y,
x2 - 0.5f * UI_LINE_WIDTH,
line_y + line_height,
bgcolor,
hilight_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXWRAP(TRUE));
}
/* if we're on the top line, display the up arrow */
if (linenum == 0 && top_line != 0)
{
render_ui_add_quad( 0.5f * (x1 + x2) - 0.5f * ud_arrow_width,
line_y + 0.25f * line_height,
0.5f * (x1 + x2) + 0.5f * ud_arrow_width,
line_y + 0.75f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT0));
}
/* if we're on the bottom line, display the down arrow */
else if (linenum == visible_lines - 1 && itemnum != numitems - 1)
{
render_ui_add_quad( 0.5f * (x1 + x2) - 0.5f * ud_arrow_width,
line_y + 0.25f * line_height,
0.5f * (x1 + x2) + 0.5f * ud_arrow_width,
line_y + 0.75f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT0 ^ ORIENTATION_FLIP_Y));
}
/* if we're just a divider, draw a line */
else if (strcmp(itemtext, "-") == 0)
render_ui_add_line(visible_left, line_y + 0.5f * line_height, visible_left + visible_width, line_y + 0.5f * line_height, UI_LINE_WIDTH, bgcolor, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
/* if we don't have a subitem, just draw the string centered */
else if (item->subtext == NULL)
ui_draw_text_full(itemtext, effective_left, line_y, effective_width,
JUSTIFY_CENTER, WRAP_TRUNCATE, DRAW_NORMAL, fgcolor, bgcolor, NULL, NULL);
/* otherwise, draw the item on the left and the subitem text on the right */
else
{
int subitem_invert = item->flags & MENU_FLAG_INVERT;
const char *subitem_text = item->subtext;
float item_width, subitem_width;
/* draw the left-side text */
ui_draw_text_full(itemtext, effective_left, line_y, effective_width,
JUSTIFY_LEFT, WRAP_TRUNCATE, DRAW_NORMAL, fgcolor, bgcolor, &item_width, NULL);
/* give 2 spaces worth of padding */
item_width += 2.0f * gutter_width;
/* if the subitem doesn't fit here, display dots */
if (ui_get_string_width(subitem_text) > effective_width - item_width)
{
subitem_text = "...";
if (itemnum == selected)
selected_subitem_too_big = 1;
}
/* draw the subitem right-justified */
ui_draw_text_full(subitem_text, effective_left + item_width, line_y, effective_width - item_width,
JUSTIFY_RIGHT, WRAP_TRUNCATE, subitem_invert ? DRAW_OPAQUE : DRAW_NORMAL, fgcolor, bgcolor, &subitem_width, NULL);
/* apply arrows */
if (itemnum == selected && (item->flags & MENU_FLAG_LEFT_ARROW))
{
render_ui_add_quad( effective_left + effective_width - subitem_width - gutter_width,
line_y + 0.1f * line_height,
effective_left + effective_width - subitem_width - gutter_width + lr_arrow_width,
line_y + 0.9f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT90 ^ ORIENTATION_FLIP_X));
}
if (itemnum == selected && (item->flags & MENU_FLAG_RIGHT_ARROW))
{
render_ui_add_quad( effective_left + effective_width + gutter_width - lr_arrow_width,
line_y + 0.1f * line_height,
effective_left + effective_width + gutter_width,
line_y + 0.9f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT90));
}
}
}
/* if the selected subitem is too big, display it in a separate offset box */
if (selected_subitem_too_big)
{
const ui_menu_item *item = &items[selected];
int subitem_invert = item->flags & MENU_FLAG_INVERT;
int linenum = selected - top_line;
float line_y = visible_top + (float)linenum * line_height;
float target_width, target_height;
float target_x, target_y;
/* compute the multi-line target width/height */
ui_draw_text_full(item->subtext, 0, 0, visible_width * 0.75f,
JUSTIFY_RIGHT, WRAP_WORD, DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &target_width, &target_height);
/* determine the target location */
target_x = visible_left + visible_width - target_width - UI_BOX_LR_BORDER;
target_y = line_y + line_height + UI_BOX_TB_BORDER;
if (target_y + target_height + UI_BOX_TB_BORDER > visible_main_menu_height)
target_y = line_y - target_height - UI_BOX_TB_BORDER;
/* add a box around that */
ui_draw_outlined_box(target_x - UI_BOX_LR_BORDER,
target_y - UI_BOX_TB_BORDER,
target_x + target_width + UI_BOX_LR_BORDER,
target_y + target_height + UI_BOX_TB_BORDER, subitem_invert ? sel_bgcolor : UI_FILLCOLOR);
ui_draw_text_full(item->subtext, target_x, target_y, target_width,
JUSTIFY_RIGHT, WRAP_WORD, DRAW_NORMAL, sel_fgcolor, sel_bgcolor, NULL, NULL);
}
/* if there is somthing special to add, do it by calling the passed routine */
if (extra != NULL)
(*extra->render)(extra, x1, y1, x2, y2);
/* return the number of visible lines, minus 1 for top arrow and 1 for bottom arrow */
return visible_lines - (top_line != 0) - (top_line + visible_lines != numitems);
}
/*-------------------------------------------------
ui_menu_draw_text_box - draw a multiline
word-wrapped text box with a menu item at the
bottom
-------------------------------------------------*/
static void ui_menu_draw_text_box(const char *text)
{
const char *priortext = ui_getstring(UI_returntoprior);
float line_height = ui_get_line_height();
float lr_arrow_width = 0.4f * line_height * render_get_ui_aspect();
float gutter_width = lr_arrow_width;
float target_width, target_height, prior_width;
float target_x, target_y;
/* compute the multi-line target width/height */
ui_draw_text_full(text, 0, 0, 1.0f - 2.0f * UI_BOX_LR_BORDER - 2.0f * gutter_width,
JUSTIFY_LEFT, WRAP_WORD, DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &target_width, &target_height);
target_height += 2.0f * line_height;
if (target_height > 1.0f - 2.0f * UI_BOX_TB_BORDER)
target_height = floor((1.0f - 2.0f * UI_BOX_TB_BORDER) / line_height) * line_height;
/* maximum against "return to prior menu" text */
prior_width = ui_get_string_width(priortext) + 2.0f * gutter_width;
target_width = MAX(target_width, prior_width);
/* determine the target location */
target_x = 0.5f - 0.5f * target_width;
target_y = 0.5f - 0.5f * target_height;
/* make sure we stay on-screen */
if (target_x < UI_BOX_LR_BORDER + gutter_width)
target_x = UI_BOX_LR_BORDER + gutter_width;
if (target_x + target_width + gutter_width + UI_BOX_LR_BORDER > 1.0f)
target_x = 1.0f - UI_BOX_LR_BORDER - gutter_width - target_width;
if (target_y < UI_BOX_TB_BORDER)
target_y = UI_BOX_TB_BORDER;
if (target_y + target_height + UI_BOX_TB_BORDER > 1.0f)
target_y = 1.0f - UI_BOX_TB_BORDER - target_height;
/* add a box around that */
ui_draw_outlined_box(target_x - UI_BOX_LR_BORDER - gutter_width,
target_y - UI_BOX_TB_BORDER,
target_x + target_width + gutter_width + UI_BOX_LR_BORDER,
target_y + target_height + UI_BOX_TB_BORDER, UI_FILLCOLOR);
ui_draw_text_full(text, target_x, target_y, target_width,
JUSTIFY_LEFT, WRAP_WORD, DRAW_NORMAL, ARGB_WHITE, ARGB_BLACK, NULL, NULL);
/* draw the "return to prior menu" text with a hilight behind it */
render_ui_add_quad( target_x + 0.5f * UI_LINE_WIDTH,
target_y + target_height - line_height,
target_x + target_width - 0.5f * UI_LINE_WIDTH,
target_y + target_height,
sel_bgcolor,
hilight_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXWRAP(TRUE));
ui_draw_text_full(priortext, target_x, target_y + target_height - line_height, target_width,
JUSTIFY_CENTER, WRAP_TRUNCATE, DRAW_NORMAL, sel_fgcolor, sel_bgcolor, NULL, NULL);
}
/*-------------------------------------------------
ui_menu_generic_keys - generically handle
keys for a menu
-------------------------------------------------*/
int ui_menu_generic_keys(UINT32 *selected, int num_items, int visible_items)
{
/* hitting cancel or selecting the last item returns to the previous menu */
if (input_ui_pressed(IPT_UI_CANCEL) || (*selected == num_items - 1 && input_ui_pressed(IPT_UI_SELECT)))
{
*selected = ui_menu_stack_pop();
return 1;
}
/* up backs up by one item */
if (input_ui_pressed_repeat(IPT_UI_UP, 6))
*selected = (*selected + num_items - 1) % num_items;
/* down advances by one item */
if (input_ui_pressed_repeat(IPT_UI_DOWN, 6))
*selected = (*selected + 1) % num_items;
/* page up backs up by visible_items */
if (input_ui_pressed_repeat(IPT_UI_PAGE_UP, 6))
{
if (*selected >= visible_items - 1)
*selected -= visible_items - 1;
else
*selected = 0;
}
/* page down advances by visible_items */
if (input_ui_pressed_repeat(IPT_UI_PAGE_DOWN, 6))
{
*selected += visible_items - 1;
if (*selected >= num_items)
*selected = num_items - 1;
}
/* home goes to the start */
if (input_ui_pressed(IPT_UI_HOME))
*selected = 0;
/* end goes to the last */
if (input_ui_pressed(IPT_UI_END))
*selected = num_items - 1;
/* pause enables/disables pause */
if (input_ui_pressed(IPT_UI_PAUSE))
mame_pause(Machine, !mame_is_paused(Machine));
return 0;
}
/*-------------------------------------------------
ui_menu_stack_reset - reset the menu stack
-------------------------------------------------*/
void ui_menu_stack_reset(void)
{
menu_state *state = &menu_stack[menu_stack_index = 0];
state->handler = NULL;
state->state = 0;
}
/*-------------------------------------------------
ui_menu_stack_push - push a new menu onto the
stack
-------------------------------------------------*/
UINT32 ui_menu_stack_push(ui_menu_handler new_handler, UINT32 new_state)
{
menu_state *state = &menu_stack[++menu_stack_index];
assert(menu_stack_index < MENU_STACK_DEPTH);
state->handler = new_handler;
state->state = new_state;
return new_state;
}
/*-------------------------------------------------
ui_menu_stack_pop - pop a menu from the stack
-------------------------------------------------*/
UINT32 ui_menu_stack_pop(void)
{
menu_state *state = &menu_stack[--menu_stack_index];
assert(menu_stack_index >= 0);
return state->state;
}
/*-------------------------------------------------
ui_menu_ui_handler - displays the current menu
and calls the menu handler
-------------------------------------------------*/
UINT32 ui_menu_ui_handler(UINT32 state)
{
UINT32 newstate;
/* if we have no menus stacked up, start with the main menu */
if (menu_stack[menu_stack_index].handler == NULL)
ui_menu_stack_push(menu_main, 0);
/* update the menu state */
newstate = (*menu_stack[menu_stack_index].handler)(menu_stack[menu_stack_index].state);
menu_stack[menu_stack_index].state = newstate;
/* if the menus are to be hidden, return a cancel here */
if ((input_ui_pressed(IPT_UI_CONFIGURE) && !ui_menu_is_force_game_select()) || menu_stack[menu_stack_index].handler == NULL)
return UI_HANDLER_CANCEL;
return 0;
}
/*-------------------------------------------------
ui_menu_force_game_select - force the game
select menu to be visible and inescapable
-------------------------------------------------*/
void ui_menu_force_game_select(void)
{
/* reset the menu stack */
ui_menu_stack_reset();
/* add the quit entry followed by the game select entry */
ui_menu_stack_push(menu_quit_game, 0);
ui_menu_stack_push(menu_select_game, 1 << 16);
/* initialize the game name buffer */
select_game_buffer[0] = 0;
strcpy(select_game_buffer, options_get_string(mame_options(), OPTION_GAMENAME));
/* force the menus on */
ui_show_menu();
/* make sure MAME is paused */
mame_pause(Machine, TRUE);
}
/*-------------------------------------------------
ui_menu_is_force_game_select - return true
if we are currently in "force game select"
mode
-------------------------------------------------*/
int ui_menu_is_force_game_select(void)
{
return (menu_stack_index >= 2 && menu_stack[1].handler == menu_quit_game);
}
/***************************************************************************
MENU HANDLERS
***************************************************************************/
/*-------------------------------------------------
menu_main - main UI menu
-------------------------------------------------*/
static UINT32 menu_main(UINT32 state)
{
#define ADD_MENU(name, _handler, _param) \
do { \
item_list[menu_items].text = ui_getstring(name); \
handler_list[menu_items].handler = _handler; \
handler_list[menu_items].state = _param; \
menu_items++; \
} while (0)
menu_state handler_list[20];
ui_menu_item item_list[20];
int has_categories = FALSE;
int has_configs = FALSE;
int has_analog = FALSE;
int has_dips = FALSE;
input_port_entry *in;
int menu_items = 0;
int visible_items;
/* scan the input port array to see what options we need to enable */
for (in = Machine->input_ports; in->type != IPT_END; in++)
if (input_port_active(in))
{
if (in->type == IPT_DIPSWITCH_NAME)
has_dips = TRUE;
if (port_type_is_analog(in->type))
has_analog = TRUE;
if (in->type == IPT_CONFIG_NAME)
has_configs = TRUE;
if (in->category > 0)
has_categories = TRUE;
}
/* reset the menu */
memset(item_list, 0, sizeof(item_list));
/* add input menu items */
ADD_MENU(UI_inputgeneral, menu_input_groups, 0);
ADD_MENU(UI_inputspecific, menu_input, 1000 << 16);
/* add optional input-related menus */
if (has_dips)
ADD_MENU(UI_dipswitches, menu_switches, (IPT_DIPSWITCH_NAME << 16) | (IPT_DIPSWITCH_SETTING << 24));
if (has_configs)
ADD_MENU(UI_configuration, menu_switches, (IPT_CONFIG_NAME << 16) | (IPT_CONFIG_SETTING << 24));
#ifdef MESS
if (has_categories)
ADD_MENU(UI_categories, menu_switches, (IPT_CATEGORY_NAME << 16) | (IPT_CATEGORY_SETTING << 24));
#endif
if (has_analog)
ADD_MENU(UI_analogcontrols, menu_analog, 0);
#ifndef MESS
/* add bookkeeping menu */
ADD_MENU(UI_bookkeeping, menu_bookkeeping, 0);
#endif
/* add game info menu */
ADD_MENU(UI_gameinfo, menu_game_info, 0);
#ifdef MESS
/* add image info menu */
ADD_MENU(UI_imageinfo, ui_menu_image_info, 0);
/* add image info menu */
ADD_MENU(UI_filemanager, menu_file_manager, 1);
#if HAS_WAVE
/* add tape control menu */
if (device_find(Machine->devices, IO_CASSETTE))
ADD_MENU(UI_tapecontrol, menu_tape_control, 1);
#endif /* HAS_WAVE */
#endif /* MESS */
/* add video options menu */
ADD_MENU(UI_video, menu_video, 1000 << 16);
/* add cheat menu */
if (options_get_bool(mame_options(), OPTION_CHEAT))
ADD_MENU(UI_cheat, menu_cheat, 1);
/* add memory card menu */
if (Machine->drv->memcard_handler != NULL)
ADD_MENU(UI_memorycard, menu_memory_card, 0);
/* add reset and exit menus */
ADD_MENU(UI_selectgame, menu_select_game, 1 << 16);
ADD_MENU(UI_returntogame, NULL, 0);
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, state, NULL);
/* handle the keys */
if (ui_menu_generic_keys(&state, menu_items, visible_items))
return state;
if (input_ui_pressed(IPT_UI_SELECT))
return ui_menu_stack_push(handler_list[state].handler, handler_list[state].state);
return state;
#undef ADD_MENU
}
/*-------------------------------------------------
menu_input_groups - menu displaying input
groups
-------------------------------------------------*/
static UINT32 menu_input_groups(UINT32 state)
{
ui_menu_item item_list[IPG_TOTAL_GROUPS + 2];
int menu_items = 0;
int visible_items;
/* reset the menu */
memset(item_list, 0, sizeof(item_list));
/* build up the menu */
for (menu_items = 0; menu_items < IPG_TOTAL_GROUPS; menu_items++)
item_list[menu_items].text = ui_getstring(UI_uigroup + menu_items);
/* add an item for the return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, state, NULL);
/* handle the keys */
if (ui_menu_generic_keys(&state, menu_items, visible_items))
return state;
if (input_ui_pressed(IPT_UI_SELECT))
return ui_menu_stack_push(menu_input, state << 16);
return state;
}
/*-------------------------------------------------
menu_input - display a menu for inputs
-------------------------------------------------*/
static UINT32 menu_input(UINT32 state)
{
ui_menu_item item_list[MAX_INPUT_PORTS * MAX_BITS_PER_PORT / 2];
input_item_data item_data[MAX_INPUT_PORTS * MAX_BITS_PER_PORT / 2];
input_item_data *selected_item_data;
UINT32 selected = state & 0x3fff;
int record_next = (state >> 14) & 1;
int polling = (state >> 15) & 1;
int group = state >> 16;
int visible_items;
int menu_items;
int item;
/* get the list of items */
menu_string_pool_offset = 0;
menu_items = input_menu_get_items(item_data, group);
/* build the menu */
memset(item_list, 0, sizeof(item_list));
for (item = 0; item < menu_items; item++)
{
input_item_data *id = &item_data[item];
/* set the item text from the precomputed data */
item_list[item].text = id->name;
item_list[item].subtext = id->seqname;
if (id->invert)
item_list[item].flags |= MENU_FLAG_INVERT;
/* keep the sequence pointer as a ref */
item_list[item].ref = id;
}
/* sort the list canonically */
qsort(item_list, menu_items, sizeof(item_list[0]), input_menu_compare_items);
/* add an item to return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* if we're polling, just put an empty entry and arrows for the subitem */
if (polling)
{
item_list[selected].subtext = " ";
item_list[selected].flags = MENU_FLAG_LEFT_ARROW | MENU_FLAG_RIGHT_ARROW;
}
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, selected, NULL);
/* if we're polling, read the sequence */
selected_item_data = item_list[selected].ref;
if (polling)
{
input_seq newseq;
/* if UI_CANCEL is pressed, abort */
if (input_ui_pressed(IPT_UI_CANCEL))
{
record_next = polling = FALSE;
input_menu_toggle_none_default(selected_item_data->seq, &starting_seq, selected_item_data->defseq);
}
/* poll again; if finished, update the sequence */
if (input_seq_poll(&newseq))
{
record_next = TRUE;
polling = FALSE;
*selected_item_data->seq = newseq;
}
}
/* otherwise, handle the keys */
else
{
int prevsel = selected;
/* handle generic menu keys */
if (ui_menu_generic_keys(&selected, menu_items, visible_items))
return selected;
/* if an item was selected, start polling on it */
if (input_ui_pressed(IPT_UI_SELECT))
{
input_seq_poll_start((selected_item_data->type == INPUT_TYPE_ANALOG) ? ITEM_CLASS_ABSOLUTE : ITEM_CLASS_SWITCH, record_next ? selected_item_data->seq : NULL);
starting_seq = *selected_item_data->seq;
polling = TRUE;
}
/* if the clear key was pressed, reset the selected item */
if (input_ui_pressed(IPT_UI_CLEAR))
{
input_menu_toggle_none_default(selected_item_data->seq, selected_item_data->seq, selected_item_data->defseq);
record_next = FALSE;
}
/* if the selection changed, update and reset the "record first" flag */
if (selected != prevsel)
record_next = FALSE;
}
return selected | (record_next << 14) | (polling << 15) | (group << 16);
}
/*-------------------------------------------------
menu_switches - display a menu for DIP
switches
-------------------------------------------------*/
static UINT32 menu_switches(UINT32 state)
{
ui_menu_item item_list[MAX_INPUT_PORTS * MAX_BITS_PER_PORT / 2];
int switch_entry = (state >> 24) & 0xff;
int switch_name = (state >> 16) & 0xff;
UINT32 selected = state & 0xffff;
input_port_entry *selected_in = NULL;
input_port_entry *in;
int menu_items = 0;
int changed = FALSE;
int visible_items;
menu_extra extra;
/* reset the menu */
memset(item_list, 0, sizeof(item_list));
/* reset the dip switch model */
memset(dip_switch_model, 0, sizeof(dip_switch_model));
/* loop over input ports and set up the current values */
for (in = Machine->input_ports; in->type != IPT_END; in++)
if (in->type == switch_name && input_port_active(in) && input_port_condition(in))
{
switches_menu_add_item(&item_list[menu_items], in, switch_entry, in);
if (in->type == IPT_DIPSWITCH_NAME)
dip_switch_build_model(in, menu_items == selected);
menu_items++;
}
/* sort the list */
// qsort(item_list, menu_items, sizeof(item_list[0]), switches_menu_compare_items);
selected_in = item_list[selected].ref;
/* add an item to return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* configure the extra menu */
extra.top = 0;
extra.bottom = get_num_dips() * (DIP_SWITCH_HEIGHT + DIP_SWITCH_SPACING) + DIP_SWITCH_SPACING;
extra.render = dip_switch_render;
/* go through the port map and create masks that are easy to use when drawing DIP graphics. */
/* draw the menu, augment the regular menue drawing with an additional box for DIPs */
visible_items = ui_menu_draw(item_list, menu_items, selected, (dip_switch_model[0].dip_name) ? &extra : NULL);
/* handle generic menu keys */
if (ui_menu_generic_keys(&selected, menu_items, visible_items))
return selected;
/* handle left/right arrows */
if (input_ui_pressed(IPT_UI_LEFT) && (item_list[selected].flags & MENU_FLAG_LEFT_ARROW))
{
switches_menu_select_previous(selected_in, switch_entry);
changed = TRUE;
}
if (input_ui_pressed(IPT_UI_RIGHT) && (item_list[selected].flags & MENU_FLAG_RIGHT_ARROW))
{
switches_menu_select_next(selected_in, switch_entry);
changed = TRUE;
}
/* update the selection to match the existing entry in case things got shuffled */
/* due to conditional DIPs changing things */
if (changed)
{
int newsel = 0;
input_port_update_defaults();
for (in = Machine->input_ports; in->type != IPT_END; in++)
if (in->type == switch_name && input_port_active(in) && input_port_condition(in))
{
if (selected_in == in)
{
selected = newsel;
break;
}
newsel++;
}
}
return selected | (switch_name << 16) | (switch_entry << 24);
}
/*-------------------------------------------------
menu_analog - display a menu for analog
control settings
-------------------------------------------------*/
static UINT32 menu_analog(UINT32 state)
{
ui_menu_item item_list[MAX_INPUT_PORTS * 4 * ANALOG_ITEM_COUNT];
input_port_entry *selected_in = NULL;
input_port_entry *in;
int menu_items = 0;
int selected_item = 0;
int visible_items;
int delta = 0;
int use_autocenter;
/* reset the menu and string pool */
memset(item_list, 0, sizeof(item_list));
menu_string_pool_offset = 0;
/* loop over input ports and add the items */
for (in = Machine->input_ports; in->type != IPT_END; in++)
if (port_type_is_analog(in->type))
{
use_autocenter = 0;
switch (in->type)
{
/* Autocenter Speed is only used for these devices */
case IPT_POSITIONAL:
case IPT_POSITIONAL_V:
if (in->analog.wraps) break;
case IPT_PEDAL:
case IPT_PEDAL2:
case IPT_PEDAL3:
case IPT_PADDLE:
case IPT_PADDLE_V:
case IPT_AD_STICK_X:
case IPT_AD_STICK_Y:
case IPT_AD_STICK_Z:
use_autocenter = 1;
break;
}
/* track the selected item */
if (state >= menu_items && state < menu_items + 3 + use_autocenter)
{
selected_in = in;
selected_item = state - menu_items;
// shift menu for missing Autocenter
if (selected_item && !use_autocenter) selected_item++;
}
/* add the needed items for each analog input */
analog_menu_add_item(&item_list[menu_items++], in, UI_keyjoyspeed, ANALOG_ITEM_KEYSPEED);
if (use_autocenter)
analog_menu_add_item(&item_list[menu_items++], in, UI_centerspeed, ANALOG_ITEM_CENTERSPEED);
analog_menu_add_item(&item_list[menu_items++], in, UI_reverse, ANALOG_ITEM_REVERSE);
analog_menu_add_item(&item_list[menu_items++], in, UI_sensitivity, ANALOG_ITEM_SENSITIVITY);
}
/* add an item to return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, state, NULL);
/* handle generic menu keys */
if (ui_menu_generic_keys(&state, menu_items, visible_items))
return state;
/* handle left/right arrows */
if (input_ui_pressed_repeat(IPT_UI_LEFT,6) && (item_list[state].flags & MENU_FLAG_LEFT_ARROW))
delta = -1;
if (input_ui_pressed_repeat(IPT_UI_RIGHT,6) && (item_list[state].flags & MENU_FLAG_RIGHT_ARROW))
delta = 1;
if (input_code_pressed(KEYCODE_LSHIFT))
delta *= 10;
/* adjust the appropriate value */
if (delta != 0 && selected_in)
switch (selected_item)
{
case ANALOG_ITEM_KEYSPEED: selected_in->analog.delta += delta; break;
case ANALOG_ITEM_CENTERSPEED: selected_in->analog.centerdelta += delta; break;
case ANALOG_ITEM_REVERSE: selected_in->analog.reverse += delta; break;
case ANALOG_ITEM_SENSITIVITY: selected_in->analog.sensitivity += delta; break;
}
return state;
}
/*-------------------------------------------------
menu_bookkeeping - display a "menu" for
bookkeeping information
-------------------------------------------------*/
#ifndef MESS
static UINT32 menu_bookkeeping(UINT32 state)
{
char buf[2048];
char *bufptr = buf;
UINT32 selected = 0;
int ctrnum;
attotime total_time;
/* show total time first */
total_time = timer_get_time();
if (total_time.seconds >= 60 * 60)
bufptr += sprintf(bufptr, "%s: %d:%02d:%02d\n\n", ui_getstring(UI_totaltime), total_time.seconds / (60*60), (total_time.seconds / 60) % 60, total_time.seconds % 60);
else
bufptr += sprintf(bufptr, "%s: %d:%02d\n\n", ui_getstring(UI_totaltime), (total_time.seconds / 60) % 60, total_time.seconds % 60);
/* show tickets at the top */
if (dispensed_tickets)
bufptr += sprintf(bufptr, "%s: %d\n\n", ui_getstring(UI_tickets), dispensed_tickets);
/* loop over coin counters */
for (ctrnum = 0; ctrnum < COIN_COUNTERS; ctrnum++)
{
/* display the coin counter number */
bufptr += sprintf(bufptr, "%s %c: ", ui_getstring(UI_coin), ctrnum + 'A');
/* display how many coins */
if (!coin_count[ctrnum])
bufptr += sprintf(bufptr, "%s", ui_getstring(UI_NA));
else
bufptr += sprintf(bufptr, "%d", coin_count[ctrnum]);
/* display whether or not we are locked out */
if (coinlockedout[ctrnum])
bufptr += sprintf(bufptr, " %s", ui_getstring(UI_locked));
*bufptr++ = '\n';
}
*bufptr = 0;
/* draw the text */
ui_menu_draw_text_box(buf);
/* handle the keys */
ui_menu_generic_keys(&selected, 1, 0);
return selected;
}
#endif
/*-------------------------------------------------
menu_game_info - display a "menu" for
game information
-------------------------------------------------*/
static UINT32 menu_game_info(UINT32 state)
{
char buf[2048];
char *bufptr = buf;
UINT32 selected = 0;
/* add the game info */
bufptr += sprintf_game_info(bufptr);
/* draw the text */
ui_menu_draw_text_box(buf);
/* handle the keys */
ui_menu_generic_keys(&selected, 1, 0);
return selected;
}
/*-------------------------------------------------
menu_cheat - display a menu for cheat options
-------------------------------------------------*/
static UINT32 menu_cheat(UINT32 state)
{
int result = cheat_menu(state);
if (result == 0)
return ui_menu_stack_pop();
return result;
}
/*-------------------------------------------------
menu_memory_card - display a menu for memory
card options
-------------------------------------------------*/
static UINT32 menu_memory_card(UINT32 state)
{
ui_menu_item item_list[5];
int menu_items = 0;
int cardnum = state >> 16;
UINT32 selected = state & 0xffff;
int insertindex = -1, ejectindex = -1, createindex = -1;
int visible_items;
/* reset the menu and string pool */
memset(item_list, 0, sizeof(item_list));
menu_string_pool_offset = 0;
/* add the card select menu */
item_list[menu_items].text = ui_getstring(UI_selectcard);
item_list[menu_items].subtext = menu_string_pool_add("%d", cardnum);
if (cardnum > 0)
item_list[menu_items].flags |= MENU_FLAG_LEFT_ARROW;
if (cardnum < 1000)
item_list[menu_items].flags |= MENU_FLAG_RIGHT_ARROW;
menu_items++;
/* add the remaining items */
item_list[insertindex = menu_items++].text = ui_getstring(UI_loadcard);
if (memcard_present() != -1)
item_list[ejectindex = menu_items++].text = ui_getstring(UI_ejectcard);
item_list[createindex = menu_items++].text = ui_getstring(UI_createcard);
/* add an item for the return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, selected, NULL);
/* handle the keys */
if (ui_menu_generic_keys(&selected, menu_items, visible_items))
return selected;
if (selected == 0 && input_ui_pressed(IPT_UI_LEFT) && cardnum > 0)
cardnum--;
if (selected == 0 && input_ui_pressed(IPT_UI_RIGHT) && cardnum < 1000)
cardnum++;
/* handle actions */
if (input_ui_pressed(IPT_UI_SELECT))
{
/* handle load */
if (selected == insertindex)
{
if (memcard_insert(cardnum) == 0)
{
popmessage("%s", ui_getstring(UI_loadok));
ui_menu_stack_reset();
return 0;
}
else
popmessage("%s", ui_getstring(UI_loadfailed));
}
/* handle eject */
else if (selected == ejectindex)
{
memcard_eject(Machine);
popmessage("%s", ui_getstring(UI_cardejected));
}
/* handle create */
else if (selected == createindex)
{
if (memcard_create(cardnum, FALSE) == 0)
popmessage("%s", ui_getstring(UI_cardcreated));
else
popmessage("%s\n%s", ui_getstring(UI_cardcreatedfailed), ui_getstring(UI_cardcreatedfailed2));
}
}
return selected | (cardnum << 16);
}
/*-------------------------------------------------
menu_video - display a menu for video options
-------------------------------------------------*/
static UINT32 menu_video(UINT32 state)
{
ui_menu_item item_list[100];
render_target *targetlist[16];
int curtarget = state >> 16;
UINT32 selected = state & 0xffff;
int menu_items = 0;
int visible_items;
int targets;
/* reset the menu and string pool */
memset(item_list, 0, sizeof(item_list));
menu_string_pool_offset = 0;
/* find the targets */
for (targets = 0; targets < ARRAY_LENGTH(targetlist); targets++)
{
targetlist[targets] = render_target_get_indexed(targets);
if (targetlist[targets] == NULL)
break;
}
/* if we have a current target of 1000, we may need to select from multiple targets */
if (curtarget == 1000)
{
/* count up the targets, creating menu items for them */
for (; menu_items < targets; menu_items++)
item_list[menu_items].text = menu_string_pool_add("%s%d", ui_getstring(UI_screen), menu_items);
/* if we only ended up with one, auto-select it */
if (menu_items == 1)
return menu_video(0 << 16 | render_target_get_view(render_target_get_indexed(0)));
/* add an item for moving the UI */
item_list[menu_items++].text = "Move User Interface";
/* add an item to return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, selected, NULL);
/* handle the keys */
if (ui_menu_generic_keys(&selected, menu_items, visible_items))
return selected;
/* handle actions */
if (input_ui_pressed(IPT_UI_SELECT))
{
if (selected == menu_items - 2)
{
render_target *uitarget = render_get_ui_target();
int targnum;
for (targnum = 0; targnum < targets; targnum++)
if (targetlist[targnum] == uitarget)
break;
targnum = (targnum + 1) % targets;
render_set_ui_target(targetlist[targnum]);
}
else
return ui_menu_stack_push(menu_video, (selected << 16) | render_target_get_view(render_target_get_indexed(selected)));
}
}
/* otherwise, draw the list of layouts */
else
{
render_target *target = targetlist[curtarget];
int layermask;
assert(target != NULL);
/* add all the views */
for ( ; menu_items < ARRAY_LENGTH(item_list); menu_items++)
{
const char *name = render_target_get_view_name(target, menu_items);
if (name == NULL)
break;
/* create a string for the item */
item_list[menu_items].text = name;
}
/* add an item to rotate */
item_list[menu_items++].text = "Rotate View";
/* add an item to enable/disable backdrops */
layermask = render_target_get_layer_config(target);
if (layermask & LAYER_CONFIG_ENABLE_BACKDROP)
item_list[menu_items++].text = "Hide Backdrops";
else
item_list[menu_items++].text = "Show Backdrops";
/* add an item to enable/disable overlays */
if (layermask & LAYER_CONFIG_ENABLE_OVERLAY)
item_list[menu_items++].text = "Hide Overlays";
else
item_list[menu_items++].text = "Show Overlays";
/* add an item to enable/disable bezels */
if (layermask & LAYER_CONFIG_ENABLE_BEZEL)
item_list[menu_items++].text = "Hide Bezels";
else
item_list[menu_items++].text = "Show Bezels";
/* add an item to enable/disable cropping */
if (layermask & LAYER_CONFIG_ZOOM_TO_SCREEN)
item_list[menu_items++].text = "Show Full Artwork";
else
item_list[menu_items++].text = "Crop to Screen";
/* add an item to return */
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, selected, NULL);
/* handle the keys */
if (ui_menu_generic_keys(&selected, menu_items, visible_items))
return selected;
/* handle actions */
if (input_ui_pressed(IPT_UI_SELECT))
{
/* rotate */
if (selected == menu_items - 6)
{
render_target_set_orientation(target, orientation_add(ROT90, render_target_get_orientation(target)));
if (target == render_get_ui_target())
render_container_set_orientation(render_container_get_ui(), orientation_add(ROT270, render_container_get_orientation(render_container_get_ui())));
}
/* show/hide backdrops */
else if (selected == menu_items - 5)
{
layermask ^= LAYER_CONFIG_ENABLE_BACKDROP;
render_target_set_layer_config(target, layermask);
}
/* show/hide overlays */
else if (selected == menu_items - 4)
{
layermask ^= LAYER_CONFIG_ENABLE_OVERLAY;
render_target_set_layer_config(target, layermask);
}
/* show/hide bezels */
else if (selected == menu_items - 3)
{
layermask ^= LAYER_CONFIG_ENABLE_BEZEL;
render_target_set_layer_config(target, layermask);
}
/* crop/uncrop artwork */
else if (selected == menu_items - 2)
{
layermask ^= LAYER_CONFIG_ZOOM_TO_SCREEN;
render_target_set_layer_config(target, layermask);
}
/* else just set the selected view */
else
render_target_set_view(target, selected);
}
}
return selected | (curtarget << 16);
}
/*-------------------------------------------------
menu_quit_game - handle the "menu" for
quitting the game
-------------------------------------------------*/
static UINT32 menu_quit_game(UINT32 state)
{
/* request a reset */
mame_schedule_exit(Machine);
/* reset the menu stack */
ui_menu_stack_reset();
return 0;
}
/*-------------------------------------------------
menu_select_game - handle the game select
menu
-------------------------------------------------*/
static UINT32 menu_select_game(UINT32 state)
{
ui_menu_item item_list[VISIBLE_GAMES_IN_LIST + 2];
int error = (state >> 17) & 1;
int recompute = (state >> 16) & 1;
UINT32 selected = state & 0xffff;
int visible_items;
int menu_items = 0;
int curitem, curkey;
menu_extra extra;
int matchcount;
/* update our driver list if necessary */
if (select_game_driver_list == NULL)
select_game_build_driver_list();
for (curitem = matchcount = 0; select_game_driver_list[curitem] != NULL && matchcount < VISIBLE_GAMES_IN_LIST; curitem++)
if (!(select_game_driver_list[curitem]->flags & GAME_NO_STANDALONE))
matchcount++;
/* if nothing there, just display an error message and exit */
if (matchcount == 0)
{
ui_draw_text_box("No games found. Please check the rompath specified in the mame.ini file.\n\n"
"If this is your first time using MAME, please see the config.txt file in "
"the docs directory for information on configuring MAME.\n\n"
"Press any key to exit",
JUSTIFY_CENTER, 0.5f, 0.5f, UI_REDCOLOR);
if (input_code_poll_switches(FALSE))
return ui_menu_stack_pop();
return 0;
}
/* reset the menu and string pool */
memset(item_list, 0, sizeof(item_list));
menu_string_pool_offset = 0;
/* reset the text and recompute if necessary */
if (recompute)
driver_list_get_approx_matches(select_game_driver_list, select_game_buffer, matchcount, select_game_list);
recompute = 0;
/* iterate over entries */
for (curitem = 0; curitem < matchcount; curitem++)
{
const game_driver *driver = select_game_list[curitem];
if (driver != NULL)
{
const game_driver *cloneof = driver_get_clone(driver);
item_list[menu_items].text = menu_string_pool_add("%s", driver->name);
item_list[menu_items].subtext = menu_string_pool_add("%s", driver->description);
item_list[menu_items++].flags = (cloneof == NULL || (cloneof->flags & GAME_IS_BIOS_ROOT)) ? 0 : MENU_FLAG_INVERT;
}
}
/* add an item to return, but only if we're not going to pop to the quit handler */
if (!ui_menu_is_force_game_select())
item_list[menu_items++].text = ui_getstring(UI_returntoprior);
/* otherwise, add a general input configuration and exit menus */
else
{
item_list[menu_items++].text = "Configure General Inputs";
item_list[menu_items++].text = ui_getstring(UI_exit);
}
/* configure the extra menu */
extra.top = ui_get_line_height() + 3.0f * UI_BOX_TB_BORDER;
extra.bottom = 4.0f * ui_get_line_height() + 3.0f * UI_BOX_TB_BORDER;
extra.render = select_game_render;
extra.param = (selected < matchcount) ? (void *)select_game_list[selected] : NULL;
/* draw the menu */
visible_items = ui_menu_draw(item_list, menu_items, selected, &extra);
/* if we have an error, overlay with the error message and look for a keypress */
if (error)
{
ui_draw_text_box("The selected game is missing one or more required ROM or CHD images. "
"Please select a different game.\n\nPress any key to continue.",
JUSTIFY_CENTER, 0.5f, 0.5f, UI_REDCOLOR);
if (input_code_poll_switches(FALSE))
error = FALSE;
}
/* non-error case process normally */
else
{
/* handle typeahead */
recompute |= select_game_handle_key(KEYCODE_BACKSPACE, 8);
recompute |= select_game_handle_key(KEYCODE_SPACE, ' ');
for (curkey = KEYCODE_A; curkey <= KEYCODE_Z; curkey++)
recompute |= select_game_handle_key(curkey, curkey - KEYCODE_A + 'a');
for (curkey = KEYCODE_0; curkey <= KEYCODE_9; curkey++)
recompute |= select_game_handle_key(curkey, curkey - KEYCODE_0 + '0');
for (curkey = KEYCODE_0_PAD; curkey <= KEYCODE_9_PAD; curkey++)
recompute |= select_game_handle_key(curkey, curkey - KEYCODE_0_PAD + '0');
/* escape pressed with non-empty text clears the text */
if (input_ui_pressed(IPT_UI_CANCEL))
{
if (select_game_buffer[0] == 0)
return ui_menu_stack_pop();
else
{
select_game_buffer[0] = 0;
recompute = TRUE;
}
}
/* if we're recomputing, reselect the first item */
if (recompute)
selected = 0;
/* ignore pause keys by swallowing them */
input_ui_pressed(IPT_UI_PAUSE);
/* handle the generic keys */
if (!recompute && ui_menu_generic_keys(&selected, menu_items, visible_items))
return selected;
/* handle actions */
if (input_ui_pressed(IPT_UI_SELECT))
{
/* control config */
if (ui_menu_is_force_game_select() && selected == menu_items - 2)
return ui_menu_stack_push(menu_input_groups, 0);
/* valid selected game */
if (selected < ARRAY_LENGTH(select_game_list) && select_game_list[selected] != NULL)
{
audit_record *audit;
int audit_records;
int audit_result;
/* audit the game first to see if we're going to work */
audit_records = audit_images(mame_options(), select_game_list[selected], AUDIT_VALIDATE_FAST, &audit);
audit_result = audit_summary(select_game_list[selected], audit_records, audit, FALSE);
if (audit_records > 0)
free(audit);
/* if everything looks good, schedule the new driver */
if (audit_result == CORRECT || audit_result == BEST_AVAILABLE)
{
mame_schedule_new_driver(Machine, select_game_list[selected]);
ui_menu_stack_reset();
return 0;
}
/* otherwise, display an error */
else
{
error = TRUE;
input_code_poll_switches(TRUE);
}
}
}
}
return selected | (recompute << 16) | (error << 17);
}
/*-------------------------------------------------
menu_file_manager - MESS-specific menu
-------------------------------------------------*/
#ifdef MESS
static UINT32 menu_file_manager(UINT32 state)
{
int result = filemanager(state);
if (result == 0)
return ui_menu_stack_pop();
return result;
}
#endif
/*-------------------------------------------------
menu_tape_control - MESS-specific menu
-------------------------------------------------*/
#ifdef MESS
#if HAS_WAVE
static UINT32 menu_tape_control(UINT32 state)
{
int result = tapecontrol(state);
if (result == 0)
return ui_menu_stack_pop();
return result;
}
#endif /* HAS_WAVE */
#endif /* MESS */
/***************************************************************************
MENU HELPERS
***************************************************************************/
/*-------------------------------------------------
menu_render_triangle - render a triangle that
is used for up/down arrows and left/right
indicators
-------------------------------------------------*/
static void menu_render_triangle(mame_bitmap *dest, const mame_bitmap *source, const rectangle *sbounds, void *param)
{
int halfwidth = dest->width / 2;
int height = dest->height;
int x, y;
/* start with all-transparent */
bitmap_fill(dest, NULL, MAKE_ARGB(0x00,0x00,0x00,0x00));
/* render from the tip to the bottom */
for (y = 0; y < height; y++)
{
int linewidth = (y * (halfwidth - 1) + (height / 2)) * 255 * 2 / height;
UINT32 *target = BITMAP_ADDR32(dest, y, halfwidth);
/* don't antialias if height < 12 */
if (dest->height < 12)
{
int pixels = (linewidth + 254) / 255;
if (pixels % 2 == 0) pixels++;
linewidth = pixels * 255;
}
/* loop while we still have data to generate */
for (x = 0; linewidth > 0; x++)
{
int dalpha;
/* first colum we only consume one pixel */
if (x == 0)
{
dalpha = MIN(0xff, linewidth);
target[x] = MAKE_ARGB(dalpha,0xff,0xff,0xff);
}
/* remaining columns consume two pixels, one on each side */
else
{
dalpha = MIN(0x1fe, linewidth);
target[x] = target[-x] = MAKE_ARGB(dalpha/2,0xff,0xff,0xff);
}
/* account for the weight we consumed */
linewidth -= dalpha;
}
}
}
/*-------------------------------------------------
input_menu_get_items - build a list of items
for a given group of inputs
-------------------------------------------------*/
static int input_menu_get_items(input_item_data *itemlist, int group)
{
input_item_data *item = itemlist;
const input_port_default_entry *indef;
input_port_default_entry *in;
astring *seqstring;
/* an out of range group is special; it just means the game-specific inputs */
if (group > IPG_TOTAL_GROUPS)
return input_menu_get_game_items(itemlist);
/* iterate over the input ports and add menu items */
seqstring = astring_alloc();
for (in = get_input_port_list(), indef = get_input_port_list_defaults(); in->type != IPT_END; in++, indef++)
/* add if we match the group and we have a valid name */
if (in->group == group && in->name && in->name[0] != 0)
{
/* build an entry for the standard sequence */
item->seq = &in->defaultseq;
item->defseq = &indef->defaultseq;
item->sortorder = item - itemlist;
item->type = port_type_is_analog(in->type) ? INPUT_TYPE_ANALOG : INPUT_TYPE_DIGITAL;
item->name = menu_string_pool_add(input_format[item->type], in->name);
item->seqname = menu_string_pool_add("%s", astring_c(input_seq_name(seqstring, item->seq)));
item->invert = input_seq_cmp(item->seq, item->defseq);
item++;
/* if we're analog, add more entries */
if (item[-1].type == INPUT_TYPE_ANALOG)
{
/* build an entry for the decrement sequence */
item->seq = &in->defaultdecseq;
item->defseq = &indef->defaultdecseq;
item->sortorder = item - itemlist;
item->type = INPUT_TYPE_ANALOG_DEC;
item->name = menu_string_pool_add(input_format[item->type], in->name);
item->seqname = menu_string_pool_add("%s", astring_c(input_seq_name(seqstring, item->seq)));
item->invert = input_seq_cmp(item->seq, item->defseq);
item++;
/* build an entry for the increment sequence */
item->seq = &in->defaultincseq;
item->defseq = &indef->defaultincseq;
item->sortorder = item - itemlist;
item->type = INPUT_TYPE_ANALOG_INC;
item->name = menu_string_pool_add(input_format[item->type], in->name);
item->seqname = menu_string_pool_add("%s", astring_c(input_seq_name(seqstring, item->seq)));
item->invert = input_seq_cmp(item->seq, item->defseq);
item++;
}
}
/* return the number of items */
astring_free(seqstring);
return item - itemlist;
}
/*-------------------------------------------------
input_menu_get_game_items - build a list of
items for the game-specific inputs
-------------------------------------------------*/
static int input_menu_get_game_items(input_item_data *itemlist)
{
static const input_seq default_seq = SEQ_DEF_1(SEQCODE_DEFAULT);
astring *seqstring = astring_alloc();
input_item_data *item = itemlist;
input_port_entry *in;
/* iterate over the input ports and add menu items */
for (in = Machine->input_ports; in->type != IPT_END; in++)
{
const char *name = input_port_name(in);
/* add if we match the group and we have a valid name */
if (name != NULL &&
#ifdef MESS
(in->category == 0 || input_category_active(in->category)) &&
#endif /* MESS */
((in->type == IPT_OTHER && in->name != IP_NAME_DEFAULT) || port_type_to_group(in->type, in->player) != IPG_INVALID))
{
UINT16 sortorder;
const input_seq *curseq, *defseq;
/* determine the sorting order */
if (in->type >= IPT_START1 && in->type <= __ipt_analog_end)
sortorder = (in->type << 2) | (in->player << 12);
else
sortorder = in->type | 0xf000;
/* fetch data for the standard sequence */
curseq = input_port_seq(in, SEQ_TYPE_STANDARD);
defseq = input_port_default_seq(in->type, in->player, SEQ_TYPE_STANDARD);
/* build an entry for the standard sequence */
item->seq = &in->seq;
item->defseq = &default_seq;
item->sortorder = sortorder;
item->type = port_type_is_analog(in->type) ? INPUT_TYPE_ANALOG : INPUT_TYPE_DIGITAL;
item->name = menu_string_pool_add(input_format[item->type], name);
item->seqname = menu_string_pool_add("%s", astring_c(input_seq_name(seqstring, curseq)));
item->invert = input_seq_cmp(curseq, defseq);
item++;
/* if we're analog, add more entries */
if (item[-1].type == INPUT_TYPE_ANALOG)
{
/* fetch data for the decrement sequence */
curseq = input_port_seq(in, SEQ_TYPE_DECREMENT);
defseq = input_port_default_seq(in->type, in->player, SEQ_TYPE_DECREMENT);
/* build an entry for the decrement sequence */
item->seq = &in->analog.decseq;
item->defseq = &default_seq;
item->sortorder = sortorder;
item->type = INPUT_TYPE_ANALOG_DEC;
item->name = menu_string_pool_add(input_format[item->type], name);
item->seqname = menu_string_pool_add("%s", astring_c(input_seq_name(seqstring, curseq)));
item->invert = input_seq_cmp(curseq, defseq);
item++;
/* fetch data for the increment sequence */
curseq = input_port_seq(in, SEQ_TYPE_INCREMENT);
defseq = input_port_default_seq(in->type, in->player, SEQ_TYPE_INCREMENT);
/* build an entry for the increment sequence */
item->seq = &in->analog.incseq;
item->defseq = &default_seq;
item->sortorder = sortorder;
item->type = INPUT_TYPE_ANALOG_INC;
item->name = menu_string_pool_add(input_format[item->type], name);
item->seqname = menu_string_pool_add("%s", astring_c(input_seq_name(seqstring, curseq)));
item->invert = input_seq_cmp(curseq, defseq);
item++;
}
}
}
/* return the number of items */
astring_free(seqstring);
return item - itemlist;
}
/*-------------------------------------------------
input_menu_toggle_none_default - toggle
between "NONE" and the default item
-------------------------------------------------*/
static void input_menu_toggle_none_default(input_seq *selected_seq, input_seq *original_seq, const input_seq *selected_defseq)
{
/* if we used to be "none", toggle to the default value */
if (input_seq_get_1(original_seq) == SEQCODE_END)
*selected_seq = *selected_defseq;
/* otherwise, toggle to "none" */
else
input_seq_set_1(selected_seq, SEQCODE_END);
}
/*-------------------------------------------------
input_menu_compare_items - compare two
items for quicksort
-------------------------------------------------*/
static int input_menu_compare_items(const void *i1, const void *i2)
{
const ui_menu_item *item1 = i1;
const ui_menu_item *item2 = i2;
const input_item_data *data1 = item1->ref;
const input_item_data *data2 = item2->ref;
if (data1->sortorder < data2->sortorder)
return -1;
if (data1->sortorder > data2->sortorder)
return 1;
if (data1->type < data2->type)
return -1;
if (data1->type > data2->type)
return 1;
return 0;
}
/*-------------------------------------------------
switches_menu_add_item - add an item to the
switches menu list
-------------------------------------------------*/
static void switches_menu_add_item(ui_menu_item *item, const input_port_entry *in, int switch_entry, void *ref)
{
const input_port_entry *tin;
/* set the text to the name and the subitem text to invalid */
item->text = input_port_name(in);
item->subtext = NULL;
/* scan for the current selection in the list */
for (tin = in + 1; tin->type == switch_entry; tin++)
if (input_port_condition(tin))
{
/* if this is a match, set the subtext */
if (in->default_value == tin->default_value)
item->subtext = input_port_name(tin);
/* else if we haven't seen a match yet, show a left arrow */
else if (!item->subtext)
item->flags |= MENU_FLAG_LEFT_ARROW;
/* else if we have seen a match, show a right arrow */
else
item->flags |= MENU_FLAG_RIGHT_ARROW;
}
/* if no matches, we're invalid */
if (!item->subtext)
item->subtext = ui_getstring(UI_INVALID);
/* stash our reference */
item->ref = ref;
}
/*-------------------------------------------------
switches_menu_select_previous - select the
previous item in the switches list
-------------------------------------------------*/
static void switches_menu_select_previous(input_port_entry *in, int switch_entry)
{
int last_value = in->default_value;
const input_port_entry *tin;
/* scan for the current selection in the list */
for (tin = in + 1; tin->type == switch_entry; tin++)
if (input_port_condition(tin))
{
/* if this is a match, we're done */
if (in->default_value == tin->default_value)
{
in->default_value = last_value;
return;
}
/* otherwise, keep track of last one found */
else
last_value = tin->default_value;
}
}
/*-------------------------------------------------
switches_menu_select_next - select the
next item in the switches list
-------------------------------------------------*/
static void switches_menu_select_next(input_port_entry *in, int switch_entry)
{
const input_port_entry *tin;
int foundit = FALSE;
/* scan for the current selection in the list */
for (tin = in + 1; tin->type == switch_entry; tin++)
if (input_port_condition(tin))
{
/* if we found the current selection, we pick the next one */
if (foundit)
{
in->default_value = tin->default_value;
return;
}
/* if this is a match, note it */
if (in->default_value == tin->default_value)
foundit = TRUE;
}
}
/*-------------------------------------------------
switches_menu_compare_items - compare two
switches items for quicksort purposes
-------------------------------------------------*/
/*
static int switches_menu_compare_items(const void *i1, const void *i2)
{
const ui_menu_item *item1 = i1;
const ui_menu_item *item2 = i2;
const input_port_entry *data1 = item1->ref;
const input_port_entry *data2 = item2->ref;
return strcmp(input_port_name(data1), input_port_name(data2));
}
*/
/*-------------------------------------------------
analog_menu_add_item - add an item to the
analog controls menu
-------------------------------------------------*/
static void analog_menu_add_item(ui_menu_item *item, const input_port_entry *in, int append_string, int which_item)
{
int value, minval, maxval;
/* set the item text using the formatting string provided */
item->text = menu_string_pool_add("%s %s", input_port_name(in), ui_getstring(append_string));
/* set the subitem text */
switch (which_item)
{
default:
case ANALOG_ITEM_KEYSPEED:
value = in->analog.delta;
minval = 0;
maxval = 255;
item->subtext = menu_string_pool_add("%d", value);
break;
case ANALOG_ITEM_CENTERSPEED:
value = in->analog.centerdelta;
minval = 0;
maxval = 255;
item->subtext = menu_string_pool_add("%d", value);
break;
case ANALOG_ITEM_REVERSE:
value = in->analog.reverse;
minval = 0;
maxval = 1;
item->subtext = value ? ui_getstring(UI_on) : ui_getstring(UI_off);
break;
case ANALOG_ITEM_SENSITIVITY:
value = in->analog.sensitivity;
minval = 1;
maxval = 255;
item->subtext = menu_string_pool_add("%d%%", value);
break;
}
/* put on arrows */
if (value > minval)
item->flags |= MENU_FLAG_LEFT_ARROW;
if (value < maxval)
item->flags |= MENU_FLAG_RIGHT_ARROW;
}
/*-------------------------------------------------
dip_switch_build_model - build up the model
for DIP switches
-------------------------------------------------*/
static void dip_switch_build_model(input_port_entry *entry, int item_is_selected)
{
int dip_declaration_index = 0;
int value_mask_temp = entry->mask;
int value_mask_bit = 0;
int toggle_switch_mask;
int model_index = 0;
int toggle_num;
if (entry->diploc[dip_declaration_index].swname == NULL)
return;
/* get the entry in the model to work with */
do
{
/* use this entry if it's not used */
if (dip_switch_model[model_index].dip_name == NULL)
{
dip_switch_model[model_index].dip_name = entry->diploc[dip_declaration_index].swname;
break;
}
/* reuse this entry if the switch name matches */
if (!strcmp(entry->diploc[dip_declaration_index].swname, dip_switch_model[model_index].dip_name))
break;
// todo: add a check here to see if we go over the max dips and throw an error.
} while (++model_index < MAX_PHYSICAL_DIPS);
/* Create a mask depicting the number of toggles on the physical switch */
while (entry->diploc[dip_declaration_index].swname)
{
/* get the Nth DIP toggle number */
toggle_num = entry->diploc[dip_declaration_index].swnum;
/* get the Nth mask bit -
* should probably put a check here to avoid bad driver definitions
* which could put us into an infinite loop. */
while (!(value_mask_temp & 1))
{
value_mask_temp >>= 1;
++value_mask_bit;
}
/* clear out the lsb to keep it moving next iteration. */
value_mask_temp &= ~1;
toggle_switch_mask = 1 << (toggle_num - 1);
/* indicate the toggle exists in the switch */
dip_switch_model[model_index].total_dip_mask |= toggle_switch_mask;
/* if it's inverted, mark it as such */
if (entry->diploc[dip_declaration_index].invert)
dip_switch_model[model_index].dip_invert_mask |= toggle_switch_mask;
/* if isolated bit is on, set the toggle on */
if ((1 << value_mask_bit) & entry->default_value)
dip_switch_model[model_index].total_dip_settings |= toggle_switch_mask;
/* indicate if the toggle is selected */
if (item_is_selected)
dip_switch_model[model_index].selected_dip_feature_mask |= toggle_switch_mask;
++dip_declaration_index;
}
}
/*-------------------------------------------------
dip_switch_draw_one - draw a single DIP
switch
-------------------------------------------------*/
static void dip_switch_draw_one(float dip_menu_x1, float dip_menu_y1, float dip_menu_x2, float dip_menu_y2, int model_index)
{
int toggle_index;
int num_toggles = 0;
float segment_start_x;
float dip_field_y;
float y1_on, y2_on, y1_off, y2_off;
float switch_toggle_gap;
float name_width;
/* determine the number of toggles in the DIP */
for (toggle_index = 0; toggle_index < 16; toggle_index++)
if (dip_switch_model[model_index].total_dip_mask & (1 << toggle_index))
num_toggles = toggle_index + 1;
/* calculate the starting x coordinate so that the entire switch is centered */
dip_field_y = dip_menu_y1 + DIP_SWITCH_SPACING + (model_index * (DIP_SWITCH_SPACING + DIP_SWITCH_HEIGHT));
switch_toggle_gap = ((DIP_SWITCH_HEIGHT/2) - SINGLE_TOGGLE_SWITCH_HEIGHT)/2;
segment_start_x = dip_menu_x1 + (dip_menu_x2 - dip_menu_x1 - num_toggles * SINGLE_TOGGLE_SWITCH_FIELD_WIDTH) / 2;
y1_off = dip_field_y + UI_LINE_WIDTH + switch_toggle_gap;
y2_off = y1_off + SINGLE_TOGGLE_SWITCH_HEIGHT;
y1_on = dip_field_y + DIP_SWITCH_HEIGHT/2 + switch_toggle_gap;
y2_on = y1_on + SINGLE_TOGGLE_SWITCH_HEIGHT;
for (toggle_index = 0; toggle_index < num_toggles; toggle_index++)
{
int bit_mask, dip_on;
float dip_field_x1, x1, x2;
bit_mask = 1 << toggle_index;
/* draw the field for a single toggle on a DIP switch */
dip_field_x1 = segment_start_x + (SINGLE_TOGGLE_SWITCH_FIELD_WIDTH * toggle_index);
ui_draw_outlined_box(dip_field_x1,
dip_field_y,
dip_field_x1 + SINGLE_TOGGLE_SWITCH_FIELD_WIDTH,
dip_field_y + DIP_SWITCH_HEIGHT,
UI_FILLCOLOR);
x1 = dip_field_x1 + (SINGLE_TOGGLE_SWITCH_FIELD_WIDTH - SINGLE_TOGGLE_SWITCH_WIDTH) / 2;
x2 = x1 + SINGLE_TOGGLE_SWITCH_WIDTH;
/* see if the switch is actually used */
if (dip_switch_model[model_index].total_dip_mask & bit_mask)
{
/* yes, draw the switch position for a single toggle switch in a switch field */
int feature_field_selected = ((bit_mask & dip_switch_model[model_index].selected_dip_feature_mask) != 0);
dip_on = ((bit_mask & (dip_switch_model[model_index].total_dip_settings ^ dip_switch_model[model_index].dip_invert_mask)) != 0);
render_ui_add_rect(x1, dip_on ? y1_on : y1_off,
x2, dip_on ? y2_on : y2_off,
feature_field_selected ? MENU_SELECTCOLOR : ARGB_WHITE,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
else
{
/* no, draw it grayed out */
render_ui_add_rect(x1, y1_off,
x2, y2_on,
MENU_UNAVAILABLECOLOR,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
}
/* add the dip switch name */
name_width = ui_get_string_width(dip_switch_model[model_index].dip_name) + ui_get_string_width(" ") / 2;
ui_draw_text_full( dip_switch_model[model_index].dip_name,
segment_start_x - name_width,
dip_field_y + (DIP_SWITCH_HEIGHT - UI_TARGET_FONT_HEIGHT)/2,
name_width,
JUSTIFY_LEFT,
WRAP_NEVER,
DRAW_NORMAL,
ARGB_WHITE,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA),
NULL ,
NULL);
}
/*-------------------------------------------------
dip_switch_render - perform our special
rendering
-------------------------------------------------*/
static void dip_switch_render(const menu_extra *extra, float x1, float y1, float x2, float y2)
{
int num_dips;
int dip_model_index;
float dip_menu_y1, dip_menu_y2;
/* how many dips does this game have? */
num_dips = get_num_dips();
dip_menu_y1 = y2 + UI_BOX_TB_BORDER;
dip_menu_y2 = dip_menu_y1 + extra->bottom;
/* draw extra menu area */
ui_draw_outlined_box(x1, dip_menu_y1, x2, dip_menu_y2, UI_FILLCOLOR);
/* draw all the dip switches */
for (dip_model_index = 0; dip_model_index < num_dips; dip_model_index++)
dip_switch_draw_one(x1, dip_menu_y1, x2, dip_menu_y2, dip_model_index);
}
/*-------------------------------------------------
select_game_driver_compare - compare the
names of two drivers
-------------------------------------------------*/
static int CLIB_DECL select_game_driver_compare(const void *elem1, const void *elem2)
{
const game_driver **driver1_ptr = (const game_driver **)elem1;
const game_driver **driver2_ptr = (const game_driver **)elem2;
const char *driver1 = (*driver1_ptr)->name;
const char *driver2 = (*driver2_ptr)->name;
while (*driver1 == *driver2 && *driver1 != 0)
driver1++, driver2++;
return *driver1 - *driver2;
}
/*-------------------------------------------------
select_game_build_driver_list - build a list
of available drivers
-------------------------------------------------*/
static void select_game_build_driver_list(void)
{
int driver_count = driver_list_get_count(drivers);
int drivnum, listnum;
mame_path *path;
UINT8 *found;
/* first allocate a copy of the full driver list */
if (select_game_driver_list == NULL)
select_game_driver_list = malloc_or_die(driver_count * sizeof(*select_game_driver_list));
memcpy((void *)select_game_driver_list, drivers, driver_count * sizeof(*select_game_driver_list));
/* sort it */
qsort((void *)select_game_driver_list, driver_count, sizeof(*select_game_driver_list), select_game_driver_compare);
/* allocate a temporary array to track which ones we found */
found = malloc_or_die((driver_count + 1) * sizeof(*found));
memset(found, 0, (driver_count + 1) * sizeof(*found));
/* open a path to the ROMs and find them in the array */
path = mame_openpath(mame_options(), OPTION_ROMPATH);
if (path != NULL)
{
const osd_directory_entry *dir;
/* iterate while we get new objects */
while ((dir = mame_readpath(path)) != NULL)
{
game_driver tempdriver;
game_driver *tempdriver_ptr;
const game_driver **found_driver;
char drivername[50];
char *dst = drivername;
const char *src;
/* build a name for it */
for (src = dir->name; *src != 0 && *src != '.' && dst < &drivername[ARRAY_LENGTH(drivername) - 1]; src++)
*dst++ = tolower(*src);
*dst = 0;
/* find it in the array */
tempdriver.name = drivername;
tempdriver_ptr = &tempdriver;
found_driver = bsearch(&tempdriver_ptr, select_game_driver_list, driver_count, sizeof(*select_game_driver_list), select_game_driver_compare);
/* if found, mark the corresponding entry in the array */
if (found_driver != NULL)
found[found_driver - select_game_driver_list] = TRUE;
}
mame_closepath(path);
}
/* now build the final list */
for (drivnum = listnum = 0; drivnum < driver_count; drivnum++)
if (found[drivnum])
select_game_driver_list[listnum++] = select_game_driver_list[drivnum];
/* NULL-terminate */
select_game_driver_list[listnum] = NULL;
free(found);
}
/*-------------------------------------------------
select_game_render - perform our special
rendering
-------------------------------------------------*/
static void select_game_render(const menu_extra *extra, float origx1, float origy1, float origx2, float origy2)
{
const game_driver *driver;
float width, maxwidth;
float x1, y1, x2, y2;
char tempbuf[4][256];
rgb_t color;
int line;
/* display the current typeahead */
if (select_game_buffer[0] != 0)
sprintf(&tempbuf[0][0], "Type name or select: %s_", select_game_buffer);
else
sprintf(&tempbuf[0][0], "Type name or select: (random)");
/* get the size of the text */
ui_draw_text_full(&tempbuf[0][0], 0.0f, 0.0f, 1.0f, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &width, NULL);
width += 2 * UI_BOX_LR_BORDER;
maxwidth = MAX(width, origx2 - origx1);
/* compute our bounds */
x1 = 0.5f - 0.5f * maxwidth;
x2 = x1 + maxwidth;
y1 = origy1 - extra->top;
y2 = origy1 - UI_BOX_TB_BORDER;
/* draw a box */
ui_draw_outlined_box(x1, y1, x2, y2, UI_FILLCOLOR);
/* take off the borders */
x1 += UI_BOX_LR_BORDER;
x2 -= UI_BOX_LR_BORDER;
y1 += UI_BOX_TB_BORDER;
y2 -= UI_BOX_TB_BORDER;
/* draw the text within it */
ui_draw_text_full(&tempbuf[0][0], x1, y1, x2 - x1, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NORMAL, ARGB_WHITE, ARGB_BLACK, NULL, NULL);
/* determine the text to render below */
driver = extra->param;
if (driver != NULL)
{
const char *gfxstat, *soundstat;
/* first line is game name */
sprintf(&tempbuf[0][0], "%-.100s", driver->description);
/* next line is year, manufacturer */
sprintf(&tempbuf[1][0], "%s, %-.100s", driver->year, driver->manufacturer);
/* next line is overall driver status */
if (driver->flags & GAME_NOT_WORKING)
strcpy(&tempbuf[2][0], "Overall: NOT WORKING");
else if (driver->flags & GAME_UNEMULATED_PROTECTION)
strcpy(&tempbuf[2][0], "Overall: Unemulated Protection");
else
strcpy(&tempbuf[2][0], "Overall: Working");
/* next line is graphics, sound status */
if (driver->flags & (GAME_IMPERFECT_GRAPHICS | GAME_WRONG_COLORS | GAME_IMPERFECT_COLORS))
gfxstat = "Imperfect";
else
gfxstat = "OK";
if (driver->flags & GAME_NO_SOUND)
soundstat = "Unimplemented";
else if (driver->flags & GAME_IMPERFECT_SOUND)
soundstat = "Imperfect";
else
soundstat = "OK";
sprintf(&tempbuf[3][0], "Gfx: %s, Sound: %s", gfxstat, soundstat);
}
else
{
int line = 0;
int col = 0;
const char *s = COPYRIGHT;
/* first line is version string */
sprintf(&tempbuf[line++][0], "%s %s", APPLONGNAME, build_version);
/* output message */
while(line < ARRAY_LENGTH(tempbuf))
{
if ((*s == '\0') || (*s == '\n'))
{
tempbuf[line++][col] = '\0';
col = 0;
}
else
{
tempbuf[line][col++] = *s;
}
if (*s != '\0')
s++;
}
}
/* get the size of the text */
maxwidth = origx2 - origx1;
for (line = 0; line < 4; line++)
{
ui_draw_text_full(&tempbuf[line][0], 0.0f, 0.0f, 1.0f, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &width, NULL);
width += 2 * UI_BOX_LR_BORDER;
maxwidth = MAX(maxwidth, width);
}
/* compute our bounds */
x1 = 0.5f - 0.5f * maxwidth;
x2 = x1 + maxwidth;
y1 = origy2 + UI_BOX_TB_BORDER;
y2 = origy2 + extra->bottom;
/* draw a box */
color = UI_FILLCOLOR;
if (driver != NULL && (driver->flags & (GAME_NOT_WORKING | GAME_UNEMULATED_PROTECTION)) != 0)
color = UI_REDCOLOR;
ui_draw_outlined_box(x1, y1, x2, y2, color);
/* take off the borders */
x1 += UI_BOX_LR_BORDER;
x2 -= UI_BOX_LR_BORDER;
y1 += UI_BOX_TB_BORDER;
y2 -= UI_BOX_TB_BORDER;
/* draw all lines */
for (line = 0; line < 4; line++)
{
ui_draw_text_full(&tempbuf[line][0], x1, y1, x2 - x1, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NORMAL, ARGB_WHITE, ARGB_BLACK, NULL, NULL);
y1 += ui_get_line_height();
}
}
/*-------------------------------------------------
select_game_handle_key - handle a keypress
-------------------------------------------------*/
static int select_game_handle_key(input_code keycode, char value)
{
/* is this key pressed? */
if (input_code_pressed_once(keycode))
{
int buflen = strlen(select_game_buffer);
/* if it's a backspace and we can handle it, do so */
if (value == 8)
{
if (buflen > 0)
{
select_game_buffer[buflen - 1] = 0;
return TRUE;
}
}
/* if it's any other key and we're not maxed out, update */
else if (buflen < ARRAY_LENGTH(select_game_buffer) - 1)
{
select_game_buffer[buflen] = value;
select_game_buffer[buflen + 1] = 0;
return TRUE;
}
}
return FALSE;
}