// license:BSD-3-Clause // copyright-holders:Maurizio Petrarota /*************************************************************************** ui/selsoft.h UI software menu. ***************************************************************************/ #pragma once #ifndef MAME_FRONTEND_UI_SELSOFT_H #define MAME_FRONTEND_UI_SELSOFT_H #include "ui/custmenu.h" namespace ui { using s_bios = std::vector>; using s_parts = std::unordered_map; // Menu Class class menu_select_software : public menu { public: menu_select_software(mame_ui_manager &mui, render_container *container, const game_driver *driver); virtual ~menu_select_software() override; 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 event *menu_event); void inkey_special(const event *menu_event); void inkey_navigation(); }; class software_parts : public menu { public: software_parts(mame_ui_manager &mui, render_container *container, s_parts parts, ui_software_info *ui_info); virtual ~software_parts() override; 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 bios_selection : public menu { public: bios_selection(mame_ui_manager &mui, render_container *container, s_bios biosname, void *driver, bool software, bool inlist); virtual ~bios_selection() override; 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); } // namespace ui #endif /* MAME_FRONTEND_UI_SELSOFT_H */