// license:BSD-3-Clause // copyright-holders:Dankan1890 /*************************************************************************** ui/selgame.h Main UI menu. ***************************************************************************/ #pragma once #ifndef __UI_MAIN_H__ #define __UI_MAIN_H__ #include "drivenum.h" #include "ui/menu.h" class ui_menu_select_game : public ui_menu { public: ui_menu_select_game(running_machine &machine, render_container *container, const char *gamename); virtual ~ui_menu_select_game(); virtual void populate() override; virtual void handle() override; virtual void custom_render(void *selectedref, float top, float bottom, float x, float y, float x2, float y2) override; // force game select menu static void force_game_select(running_machine &machine, render_container *container); virtual bool menu_has_search_active() override { return (m_search[0] != 0); } // draw left panel virtual float draw_left_panel(float x1, float y1, float x2, float y2) override; // draw right panel virtual void draw_right_panel(void *selectedref, float origx1, float origy1, float origx2, float origy2) override; private: enum { VISIBLE_GAMES_IN_SEARCH = 200 }; char m_search[40]; int m_prev_selected; static int m_isabios; static std::vector m_sortedlist; std::vector m_availsortedlist; std::vector m_unavailsortedlist; std::vector m_displaylist; std::vector m_tmp; const game_driver *m_searchlist[VISIBLE_GAMES_IN_SEARCH + 1]; // internal methods void build_custom(); void build_category(); void build_available_list(); void build_list(std::vector &vec, const char *filter_text = nullptr, int filter = 0, bool bioscheck = false); bool isfavorite(); void populate_search(); void init_sorted_list(); bool load_available_machines(); void load_custom_filters(); // General info void general_info(const game_driver *driver, std::string &buffer); void arts_render(void *selectedref, float x1, float y1, float x2, float y2); void infos_render(void *selectedref, float x1, float y1, float x2, float y2); // handlers void inkey_select(const ui_menu_event *menu_event); void inkey_select_favorite(const ui_menu_event *menu_event); void inkey_special(const ui_menu_event *menu_event); void inkey_export(); }; #endif /* __UI_MAIN_H__ */