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// license:BSD-3-Clause
// copyright-holders:Dankan1890
/***************************************************************************
ui/selsoft.h
UI softwares menu.
***************************************************************************/
#pragma once
#ifndef __UI_SELSOFT_H__
#define __UI_SELSOFT_H__
#include "ui/custmenu.h"
struct s_bios
{
s_bios(std::string _name, int _id) { name = _name; id = _id; }
std::string name;
int id;
};
// 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;
ui_software_info *m_searchlist[VISIBLE_GAMES_IN_SEARCH + 1];
std::vector<ui_software_info *> m_displaylist, m_tmp, m_sortedlist;
std::vector<ui_software_info> m_swinfo;
void build_software_list();
void build_list(std::vector<ui_software_info *> &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);
};
class ui_software_parts : public ui_menu
{
public:
ui_software_parts(running_machine &machine, render_container *container, std::unordered_map<std::string, std::string> 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;
std::unordered_map<std::string, std::string> m_parts;
};
class ui_bios_selection : public ui_menu
{
public:
ui_bios_selection(running_machine &machine, render_container *container, std::vector<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;
std::vector<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, std::vector<s_bios> &biosname);
#endif /* __UI_SELSOFT_H__ */
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