// license:BSD-3-Clause // copyright-holders:Maurizio Petrarota /*************************************************************************** ui/selsoft.h UI softwares menu. ***************************************************************************/ #pragma once #ifndef __UI_SELSOFT_H__ #define __UI_SELSOFT_H__ #include "ui/custmenu.h" using s_bios = std::vector>; using s_parts = std::unordered_map; // Menu Class class ui_menu_select_software : public ui_menu { public: ui_menu_select_software(running_machine &machine, render_container *container, const game_driver *driver); virtual ~ui_menu_select_software(); 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; 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]; const game_driver *m_driver; bool m_has_empty_start; s_filter m_filter; int highlight; ui_software_info *m_searchlist[VISIBLE_GAMES_IN_SEARCH + 1]; std::vector m_displaylist, m_tmp, m_sortedlist; std::vector m_swinfo; void build_software_list(); void build_list(std::vector &vec, const char *filter_text = nullptr, int filter = -1); void build_custom(); void find_matches(const char *str, int count); void load_sw_custom_filters(); 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_special(const ui_menu_event *menu_event); void inkey_configure(const ui_menu_event *menu_event); }; class ui_software_parts : public ui_menu { public: ui_software_parts(running_machine &machine, render_container *container, s_parts parts, ui_software_info *ui_info); virtual ~ui_software_parts(); 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; private: ui_software_info *m_uiinfo; s_parts m_parts; }; class ui_bios_selection : public ui_menu { public: ui_bios_selection(running_machine &machine, render_container *container, s_bios biosname, void *driver, bool software, bool inlist); virtual ~ui_bios_selection(); 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; private: void *m_driver; bool m_software, m_inlist; s_bios m_bios; }; struct reselect_last { static std::string driver, software, swlist; static void set(bool value) { m_reselect = value; } static bool get() { return m_reselect; } static void reset() { driver.clear(); software.clear(); swlist.clear(); set(false); } private: static bool m_reselect; }; // Getter bool has_multiple_bios(const game_driver *driver, s_bios &biosname); #endif /* __UI_SELSOFT_H__ */