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// license:BSD-3-Clause
// copyright-holders:Nicola Salmoria, Aaron Giles, Nathan Woods
/***************************************************************************

    ui/menu.h

    Internal MAME menus for the user interface.

***************************************************************************/

#pragma once

#ifndef __UI_MENU_H__
#define __UI_MENU_H__

#include "render.h"


/***************************************************************************
    CONSTANTS
***************************************************************************/

// flags for menu items
#define MENU_FLAG_LEFT_ARROW        (1 << 0)
#define MENU_FLAG_RIGHT_ARROW       (1 << 1)
#define MENU_FLAG_INVERT            (1 << 2)
#define MENU_FLAG_MULTILINE         (1 << 3)
#define MENU_FLAG_REDTEXT           (1 << 4)
#define MENU_FLAG_DISABLE           (1 << 5)

// special menu item for separators
#define MENU_SEPARATOR_ITEM         "---"

// flags to pass to ui_menu_process
#define UI_MENU_PROCESS_NOKEYS      1
#define UI_MENU_PROCESS_LR_REPEAT   2
#define UI_MENU_PROCESS_CUSTOM_ONLY 4

// options for ui_menu_reset
enum ui_menu_reset_options
{
	UI_MENU_RESET_SELECT_FIRST,
	UI_MENU_RESET_REMEMBER_POSITION,
	UI_MENU_RESET_REMEMBER_REF
};



/***************************************************************************
    TYPE DEFINITIONS
***************************************************************************/

// menu-related events
struct ui_menu_event
{
	void *          itemref;            // reference for the selected item
	int             iptkey;             // one of the IPT_* values from inptport.h
	unicode_char    unichar;            // unicode character if iptkey == IPT_SPECIAL
};

struct ui_menu_pool
{
	ui_menu_pool *      next;           // chain to next one
	UINT8 *             top;            // top of the pool
	UINT8 *             end;            // end of the pool
};


class ui_menu_item
{
public:
	const char *        text;
	const char *        subtext;
	UINT32              flags;
	void *              ref;

	inline bool is_selectable() const;
};

class ui_menu
{
public:
	ui_menu(running_machine &machine, render_container *container);
	virtual ~ui_menu();

	running_machine &machine() const { return m_machine; }

	render_container *  container;          // render_container we render to
	ui_menu_event       menu_event;         // the UI menu_event that occurred
	ui_menu *           parent;             // pointer to parent menu
	int                 resetpos;           // reset position
	void *              resetref;           // reset reference
	int                 selected;           // which item is selected
	int                 hover;              // which item is being hovered over
	int                 visitems;           // number of visible items
	int                 numitems;           // number of items in the menu
	int                 allocitems;         // allocated size of array
	ui_menu_item *      item;               // pointer to array of items
	float               customtop;          // amount of extra height to add at the top
	float               custombottom;       // amount of extra height to add at the bottom
	ui_menu_pool *      pool;               // list of memory pools

	// free all items in the menu, and all memory allocated from the memory pool
	void reset(ui_menu_reset_options options);

	// returns true if the menu has any non-default items in it
	bool populated();

	// append a new item to the end of the menu
	void item_append(const char *text, const char *subtext, UINT32 flags, void *ref);

	// process a menu, drawing it and returning any interesting events
	const ui_menu_event *process(UINT32 flags);

	// configure the menu for custom rendering
	virtual void custom_render(void *selectedref, float top, float bottom, float x, float y, float x2, float y2);

	// allocate temporary memory from the menu's memory pool
	void *m_pool_alloc(size_t size);

	// make a temporary string copy in the menu's memory pool
	const char *pool_strdup(const char *string);

	// retrieves the index of the currently selected menu item
	void *get_selection();

	// changes the index of the currently selected menu item
	void set_selection(void *selected_itemref);

	// request the specific handling of the game selection main menu
	bool is_special_main_menu() const;
	void set_special_main_menu(bool disable);

	// Global initialization
	static void init(running_machine &machine);
	static void exit(running_machine &machine);

	// reset the menus, clearing everything
	static void stack_reset(running_machine &machine);

	// push a new menu onto the stack
	static void stack_push(ui_menu *menu);

	// pop a menu from the stack
	static void stack_pop(running_machine &machine);

	// test if one of the menus in the stack requires hide disable
	static bool stack_has_special_main_menu();

	// highlight
	static void highlight(render_container *container, float x0, float y0, float x1, float y1, rgb_t bgcolor);

	// draw arrow
	static void draw_arrow(render_container *container, float x0, float y0, float x1, float y1, rgb_t fgcolor, UINT32 orientation);

	// master handler
	static UINT32 ui_handler(running_machine &machine, render_container *container, UINT32 state);

	// Used by sliders
	void validate_selection(int scandir);
	static ui_menu *menu_stack;

	void do_handle();

	// To be reimplemented in the menu subclass
	virtual void populate() = 0;

	// To be reimplemented in the menu subclass
	virtual void handle() = 0;

private:
	static ui_menu *menu_free;
	static bitmap_rgb32 *hilight_bitmap;
	static render_texture *hilight_texture, *arrow_texture;

	bool m_special_main_menu;
	running_machine &   m_machine;          // machine we are attached to

	void draw(bool customonly);
	void draw_text_box();
	void handle_events();
	void handle_keys(UINT32 flags);

	inline bool exclusive_input_pressed(int key, int repeat);
	static void clear_free_list(running_machine &machine);
	static void render_triangle(bitmap_argb32 &dest, bitmap_argb32 &source, const rectangle &sbounds, void *param);
};

#endif  // __UI_MENU_H__