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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__
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