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// license:BSD-3-Clause
// copyright-holders:Dankan1890
/***************************************************************************
ui/inifile.h
UI INIs file manager.
***************************************************************************/
#pragma once
#ifndef __UI_INIFILE_H__
#define __UI_INIFILE_H__
#include "ui/utils.h"
//-------------------------------------------------
// INIFILE MANAGER
//-------------------------------------------------
class inifile_manager
{
public:
// category structure
struct IniCategoryIndex
{
IniCategoryIndex(std::string _name, long _offset) { name = _name; offset = _offset; }
std::string name;
long offset;
};
using categoryindex = std::vector<IniCategoryIndex>;
// ini file structure
struct IniFileIndex
{
IniFileIndex(std::string _name, categoryindex _category) { name = _name; category = _category; }
std::string name;
categoryindex category;
};
// construction/destruction
inifile_manager(running_machine &machine);
// getters
running_machine &machine() const { return m_machine; }
// load games from category
void load_ini_category(std::vector<int> &temp_filter);
// files indices
std::vector<IniFileIndex> ini_index;
static UINT16 current_file, current_category;
std::string actual_file() { return ini_index[current_file].name; }
std::string actual_category() { return ini_index[current_file].category[current_category].name; }
private:
// init category index
void init_category(std::string &filename);
// init file index
void directory_scan();
// file open/close/seek
bool parseopen(const char *filename);
void parseclose() { if (fp != nullptr) fclose(fp); }
// internal state
running_machine &m_machine; // reference to our machine
std::string m_fullpath;
FILE *fp = nullptr;
};
//-------------------------------------------------
// FAVORITE MANAGER
//-------------------------------------------------
class favorite_manager
{
public:
// construction/destruction
favorite_manager(running_machine &machine);
// favorite indices
std::vector<ui_software_info> m_list;
// getters
running_machine &machine() const { return m_machine; }
// add
void add_favorite_game();
void add_favorite_game(const game_driver *driver);
void add_favorite_game(ui_software_info &swinfo);
// check
bool isgame_favorite();
bool isgame_favorite(const game_driver *driver);
bool isgame_favorite(ui_software_info &swinfo);
// save
void save_favorite_games();
// remove
void remove_favorite_game();
void remove_favorite_game(ui_software_info &swinfo);
private:
const char *favorite_filename = "favorites.ini";
// current
int m_current;
// parse file ui_favorite
void parse_favorite();
// internal state
running_machine &m_machine; // reference to our machine
};
#endif /* __UI_INIFILE_H__ */
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