mame/src/emu/uimenu.c

3164 lines
98 KiB
C

/*********************************************************************
uimenu.c
Internal MAME menus for the user interface.
Copyright Nicola Salmoria and the MAME Team.
Visit http://mamedev.org for licensing and usage restrictions.
*********************************************************************/
#include "ui.h"
#include "rendutil.h"
#include "cheat.h"
#include "uiinput.h"
#include "uimenu.h"
#include "audit.h"
#include "deprecat.h"
#include "eminline.h"
#ifdef MESS
#include "uimess.h"
#include "inputx.h"
#endif /* MESS */
#include <ctype.h>
/***************************************************************************
CONSTANTS
***************************************************************************/
#define UI_MENU_POOL_SIZE 65536
#define UI_MENU_ALLOC_ITEMS 256
#define MENU_TEXTCOLOR ARGB_WHITE
#define MENU_SELECTCOLOR MAKE_ARGB(0xff,0xff,0xff,0x00)
#define MENU_UNAVAILABLECOLOR MAKE_ARGB(0xff,0x40,0x40,0x40)
#define VISIBLE_GAMES_IN_LIST 15
#define MAX_PHYSICAL_DIPS 10
#define MAX_INPUT_PORTS 32
#define MAX_BITS_PER_PORT 32
/* DIP switch rendering parameters */
#define DIP_SWITCH_HEIGHT 0.05f
#define DIP_SWITCH_SPACING 0.01
#define SINGLE_TOGGLE_SWITCH_FIELD_WIDTH 0.025f
#define SINGLE_TOGGLE_SWITCH_WIDTH 0.020f
/* make the switch 80% of the width space and 1/2 of the switch height */
#define PERCENTAGE_OF_HALF_FIELD_USED 0.80f
#define SINGLE_TOGGLE_SWITCH_HEIGHT ((DIP_SWITCH_HEIGHT / 2) * PERCENTAGE_OF_HALF_FIELD_USED)
enum
{
INPUT_TYPE_DIGITAL = 0,
INPUT_TYPE_ANALOG = 1,
INPUT_TYPE_ANALOG_DEC = INPUT_TYPE_ANALOG + SEQ_TYPE_DECREMENT,
INPUT_TYPE_ANALOG_INC = INPUT_TYPE_ANALOG + SEQ_TYPE_INCREMENT,
INPUT_TYPE_TOTAL = INPUT_TYPE_ANALOG + SEQ_TYPE_TOTAL
};
enum
{
ANALOG_ITEM_KEYSPEED = 0,
ANALOG_ITEM_CENTERSPEED,
ANALOG_ITEM_REVERSE,
ANALOG_ITEM_SENSITIVITY,
ANALOG_ITEM_COUNT
};
enum
{
MEMCARD_ITEM_SELECT = 1,
MEMCARD_ITEM_LOAD,
MEMCARD_ITEM_EJECT,
MEMCARD_ITEM_CREATE
};
enum
{
VIDEO_ITEM_ROTATE = 0x80000000,
VIDEO_ITEM_VIEW
};
/***************************************************************************
TYPE DEFINITIONS
***************************************************************************/
typedef struct _ui_menu_pool ui_menu_pool;
struct _ui_menu_pool
{
ui_menu_pool * next; /* chain to next one */
UINT8 * top; /* top of the pool */
UINT8 * end; /* end of the pool */
};
typedef struct _ui_menu_item ui_menu_item;
struct _ui_menu_item
{
const char * text;
const char * subtext;
UINT32 flags;
void * ref;
};
struct _ui_menu
{
running_machine * machine; /* machine we are attached to */
ui_menu_handler_func handler; /* handler callback */
void * parameter; /* parameter */
ui_menu_event event; /* the UI event that occurred */
ui_menu * parent; /* pointer to parent menu */
void * state; /* menu-specific state */
ui_menu_destroy_state_func destroy_state; /* destroy state callback */
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 */
ui_menu_custom_func custom; /* callback for custom rendering */
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 */
};
/* internal input menu item data */
typedef struct _input_item_data input_item_data;
struct _input_item_data
{
input_item_data * next; /* pointer to next item in the list */
const void * ref; /* reference to type description for global inputs or field for game inputs */
int seqtype; /* sequence type */
input_seq seq; /* copy of the live sequence */
const input_seq * defseq; /* pointer to the default sequence */
const char * name; /* pointer to the base name of the item */
UINT16 sortorder; /* sorting information */
UINT8 type; /* type of port */
};
/* internal analog menu item data */
typedef struct _analog_item_data analog_item_data;
struct _analog_item_data
{
const input_field_config *field;
int type;
int min, max;
int cur;
};
/* DIP switch descriptor */
typedef struct _dip_descriptor dip_descriptor;
struct _dip_descriptor
{
dip_descriptor * next;
const char * name;
UINT32 mask;
UINT32 state;
};
/* extended settings menu state */
typedef struct _settings_menu_state settings_menu_state;
struct _settings_menu_state
{
dip_descriptor * diplist;
};
/* extended input menu state */
typedef struct _input_menu_state input_menu_state;
struct _input_menu_state
{
const void * lastref;
const void * pollingref;
input_item_data * pollingitem;
UINT8 record_next;
input_seq starting_seq;
};
/* extended select game menu state */
typedef struct _select_game_state select_game_state;
struct _select_game_state
{
UINT8 error;
UINT8 rerandomize;
char search[40];
const game_driver * matchlist[VISIBLE_GAMES_IN_LIST];
const game_driver * driverlist[1];
};
/***************************************************************************
GLOBAL VARIABLES
***************************************************************************/
/* menu states */
static ui_menu *menu_stack;
static ui_menu *menu_free;
static bitmap_t *hilight_bitmap;
static render_texture *hilight_texture;
static render_texture *arrow_texture;
static const char *priortext = "Return to Prior Menu";
static const char *backtext = "Return to " CAPSTARTGAMENOUN;
static const char *exittext = "Exit";
static const rgb_t text_fgcolor = MAKE_ARGB(0xff,0xff,0xff,0xff);
static const rgb_t text_bgcolor = MAKE_ARGB(0xe0,0x80,0x80,0x80);
static const rgb_t sel_fgcolor = MAKE_ARGB(0xff,0xff,0xff,0x00);
static const rgb_t sel_bgcolor = MAKE_ARGB(0xe0,0x80,0x80,0x00);
static const rgb_t mouseover_fgcolor = MAKE_ARGB(0xff,0xff,0xff,0x80);
static const rgb_t mouseover_bgcolor = MAKE_ARGB(0x70,0x40,0x40,0x00);
static const rgb_t mousedown_fgcolor = MAKE_ARGB(0xff,0xff,0xff,0x80);
static const rgb_t mousedown_bgcolor = MAKE_ARGB(0xB0,0x60,0x60,0x00);
/***************************************************************************
FUNCTION PROTOTYPES
***************************************************************************/
static void ui_menu_exit(running_machine *machine);
/* internal menu processing */
static void ui_menu_draw(ui_menu *menu);
static void ui_menu_draw_text_box(ui_menu *menu);
static void ui_menu_handle_events(ui_menu *menu);
static void ui_menu_handle_keys(ui_menu *menu, UINT32 flags);
static void ui_menu_validate_selection(ui_menu *menu, int scandir);
static void ui_menu_clear_free_list(running_machine *machine);
/* menu handlers */
static void menu_main(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_main_populate(running_machine *machine, ui_menu *menu, void *state);
static void menu_input_groups(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_input_groups_populate(running_machine *machine, ui_menu *menu, void *state);
static void menu_input_general(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_input_general_populate(running_machine *machine, ui_menu *menu, input_menu_state *menustate, int group);
static void menu_input_specific(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_input_specific_populate(running_machine *machine, ui_menu *menu, input_menu_state *menustate);
static void menu_input_common(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static int CLIB_DECL menu_input_compare_items(const void *i1, const void *i2);
static void menu_input_populate_and_sort(ui_menu *menu, input_item_data *itemlist, input_menu_state *menustate);
static void menu_settings_dip_switches(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_settings_driver_config(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_settings_categories(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_settings_common(running_machine *machine, ui_menu *menu, void *state, UINT32 type);
static void menu_settings_populate(running_machine *machine, ui_menu *menu, settings_menu_state *menustate, UINT32 type);
static void menu_analog(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_analog_populate(running_machine *machine, ui_menu *menu);
#ifndef MESS
static void menu_bookkeeping(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_bookkeeping_populate(running_machine *machine, ui_menu *menu, attotime *curtime);
#endif
static void menu_game_info(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_memory_card(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_memory_card_populate(running_machine *machine, ui_menu *menu, int cardnum);
static void menu_video_targets(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_video_targets_populate(running_machine *machine, ui_menu *menu);
static void menu_video_options(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_video_options_populate(running_machine *machine, ui_menu *menu, render_target *target);
static void menu_quit_game(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_select_game(running_machine *machine, ui_menu *menu, void *parameter, void *state);
static void menu_select_game_populate(running_machine *machine, ui_menu *menu, select_game_state *menustate);
static int CLIB_DECL menu_select_game_driver_compare(const void *elem1, const void *elem2);
static void menu_select_game_build_driver_list(ui_menu *menu, select_game_state *menustate);
static void menu_select_game_custom_render(running_machine *machine, ui_menu *menu, void *state, void *selectedref, float top, float bottom, float x, float y, float x2, float y2);
/* menu helpers */
static void menu_render_triangle(bitmap_t *dest, const bitmap_t *source, const rectangle *sbounds, void *param);
static void menu_settings_custom_render_one(float x1, float y1, float x2, float y2, const dip_descriptor *dip, UINT32 selectedmask);
static void menu_settings_custom_render(running_machine *machine, ui_menu *menu, void *state, void *selectedref, float top, float bottom, float x, float y, float x2, float y2);
/***************************************************************************
INLINE FUNCTIONS
***************************************************************************/
/*-------------------------------------------------
get_field_default_seq - return a pointer
to the default sequence for the given field
-------------------------------------------------*/
INLINE const input_seq *get_field_default_seq(const input_field_config *field, int seqtype)
{
if (input_seq_get_1(&field->seq[seqtype]) == SEQCODE_DEFAULT)
return input_type_seq(field->port->machine, field->type, field->player, seqtype);
else
return &field->seq[seqtype];
}
/*-------------------------------------------------
toggle_none_default - toggle between "NONE"
and the default item
-------------------------------------------------*/
INLINE void toggle_none_default(input_seq *selected_seq, input_seq *original_seq, const input_seq *selected_defseq)
{
/* if we used to be "none", toggle to the default value */
if (input_seq_get_1(original_seq) == SEQCODE_END)
*selected_seq = *selected_defseq;
/* otherwise, toggle to "none" */
else
input_seq_set_1(selected_seq, SEQCODE_END);
}
/*-------------------------------------------------
item_is_selectable - return TRUE if the given
item is selectable
-------------------------------------------------*/
INLINE int item_is_selectable(const ui_menu_item *item)
{
return ((item->flags & MENU_FLAG_MULTILINE) == 0 && strcmp(item->text, MENU_SEPARATOR_ITEM) != 0);
}
/*-------------------------------------------------
exclusive_input_pressed - return TRUE if the
given key is pressed and we haven't already
reported a key
-------------------------------------------------*/
INLINE int exclusive_input_pressed(ui_menu *menu, int key, int repeat)
{
if (menu->event.iptkey == IPT_INVALID && ui_input_pressed_repeat(menu->machine, key, repeat))
{
menu->event.iptkey = key;
return TRUE;
}
return FALSE;
}
/***************************************************************************
CORE SYSTEM MANAGEMENT
***************************************************************************/
/*-------------------------------------------------
ui_menu_init - initialize the menu system
-------------------------------------------------*/
void ui_menu_init(running_machine *machine)
{
int x;
/* initialize the menu stack */
ui_menu_stack_reset(machine);
/* create a texture for hilighting items */
hilight_bitmap = bitmap_alloc(256, 1, BITMAP_FORMAT_ARGB32);
for (x = 0; x < 256; x++)
{
int alpha = 0xff;
if (x < 25) alpha = 0xff * x / 25;
if (x > 256 - 25) alpha = 0xff * (255 - x) / 25;
*BITMAP_ADDR32(hilight_bitmap, 0, x) = MAKE_ARGB(alpha,0xff,0xff,0xff);
}
hilight_texture = render_texture_alloc(NULL, NULL);
render_texture_set_bitmap(hilight_texture, hilight_bitmap, NULL, 0, TEXFORMAT_ARGB32);
/* create a texture for arrow icons */
arrow_texture = render_texture_alloc(menu_render_triangle, NULL);
/* add an exit callback to free memory */
add_exit_callback(machine, ui_menu_exit);
}
/*-------------------------------------------------
ui_menu_exit - clean up after ourselves
-------------------------------------------------*/
static void ui_menu_exit(running_machine *machine)
{
/* free menus */
ui_menu_stack_reset(machine);
ui_menu_clear_free_list(machine);
/* free textures */
render_texture_free(hilight_texture);
bitmap_free(hilight_bitmap);
render_texture_free(arrow_texture);
}
/***************************************************************************
CORE MENU MANAGEMENT
***************************************************************************/
/*-------------------------------------------------
ui_menu_alloc - allocate a new menu
-------------------------------------------------*/
ui_menu *ui_menu_alloc(running_machine *machine, ui_menu_handler_func handler, void *parameter)
{
ui_menu *menu;
/* allocate and clear memory for the menu and the state */
menu = malloc_or_die(sizeof(*menu));
memset(menu, 0, sizeof(*menu));
/* initialize the state */
menu->machine = machine;
menu->handler = handler;
menu->parameter = parameter;
/* reset the menu (adds a default entry) */
ui_menu_reset(menu, UI_MENU_RESET_SELECT_FIRST);
return menu;
}
/*-------------------------------------------------
ui_menu_free - free a menu
-------------------------------------------------*/
void ui_menu_free(ui_menu *menu)
{
/* free the pools */
while (menu->pool != NULL)
{
ui_menu_pool *pool = menu->pool;
menu->pool = pool->next;
free(pool);
}
/* free the item array */
if (menu->item != NULL)
free(menu->item);
/* free the state */
if (menu->state != NULL)
{
if (menu->destroy_state != NULL)
(*menu->destroy_state)(menu, menu->state);
free(menu->state);
}
/* free the menu */
free(menu);
}
/*-------------------------------------------------
ui_menu_reset - free all items in the menu,
and all memory allocated from the memory pool
-------------------------------------------------*/
void ui_menu_reset(ui_menu *menu, ui_menu_reset_options options)
{
ui_menu_pool *pool;
/* based on the reset option, set the reset info */
menu->resetpos = 0;
menu->resetref = NULL;
if (options == UI_MENU_RESET_REMEMBER_POSITION)
menu->resetpos = menu->selected;
else if (options == UI_MENU_RESET_REMEMBER_REF)
menu->resetref = menu->item[menu->selected].ref;
/* reset all the pools and the numitems back to 0 */
for (pool = menu->pool; pool != NULL; pool = pool->next)
pool->top = (UINT8 *)(pool + 1);
menu->numitems = 0;
menu->visitems = 0;
menu->selected = 0;
/* add an item to return */
if (menu->parent == NULL)
ui_menu_item_append(menu, backtext, NULL, 0, NULL);
else if (menu->parent->handler == menu_quit_game)
ui_menu_item_append(menu, exittext, NULL, 0, NULL);
else
ui_menu_item_append(menu, priortext, NULL, 0, NULL);
}
/*-------------------------------------------------
ui_menu_populated - returns TRUE if the menu
has any non-default items in it
-------------------------------------------------*/
int ui_menu_populated(ui_menu *menu)
{
return (menu->numitems > 1);
}
/*-------------------------------------------------
ui_menu_item_append - append a new item to the
end of the menu
-------------------------------------------------*/
void ui_menu_item_append(ui_menu *menu, const char *text, const char *subtext, UINT32 flags, void *ref)
{
ui_menu_item *item;
int index;
/* only allow multiline as the first item */
if ((flags & MENU_FLAG_MULTILINE) != 0)
assert(menu->numitems == 1);
/* only allow a single multi-line item */
else if (menu->numitems >= 2)
assert((menu->item[0].flags & MENU_FLAG_MULTILINE) == 0);
/* realloc the item array if necessary */
if (menu->numitems >= menu->allocitems)
{
menu->allocitems += UI_MENU_ALLOC_ITEMS;
menu->item = realloc(menu->item, menu->allocitems * sizeof(*item));
}
index = menu->numitems++;
/* copy the previous last item to the next one */
if (index != 0)
{
index--;
menu->item[index + 1] = menu->item[index];
}
/* allocate a new item and populte it */
item = &menu->item[index];
item->text = (text != NULL) ? ui_menu_pool_strdup(menu, text) : NULL;
item->subtext = (subtext != NULL) ? ui_menu_pool_strdup(menu, subtext) : NULL;
item->flags = flags;
item->ref = ref;
/* update the selection if we need to */
if (menu->resetpos == index || (menu->resetref != NULL && menu->resetref == ref))
menu->selected = index;
}
/*-------------------------------------------------
ui_menu_process - process a menu, drawing it
and returning any interesting events
-------------------------------------------------*/
const ui_menu_event *ui_menu_process(ui_menu *menu, UINT32 flags)
{
/* reset the event */
menu->event.iptkey = IPT_INVALID;
/* first make sure our selection is valid */
ui_menu_validate_selection(menu, 1);
/* draw the menu */
if (menu->numitems > 1 && (menu->item[0].flags & MENU_FLAG_MULTILINE) != 0)
ui_menu_draw_text_box(menu);
else
ui_menu_draw(menu);
/* process input */
if (!(flags & UI_MENU_PROCESS_NOKEYS))
{
/* read events */
ui_menu_handle_events(menu);
/* handle the keys if we don't already have an event */
if (menu->event.iptkey == IPT_INVALID)
ui_menu_handle_keys(menu, flags);
}
/* update the selected item in the event */
if (menu->event.iptkey != IPT_INVALID && menu->selected >= 0 && menu->selected < menu->numitems)
{
menu->event.itemref = menu->item[menu->selected].ref;
return &menu->event;
}
return NULL;
}
/*-------------------------------------------------
ui_menu_set_custom_render - configure the menu
for custom rendering
-------------------------------------------------*/
void ui_menu_set_custom_render(ui_menu *menu, ui_menu_custom_func custom, float top, float bottom)
{
menu->custom = custom;
menu->customtop = top;
menu->custombottom = bottom;
}
/*-------------------------------------------------
ui_menu_alloc_state - allocate permanent
memory to represent the menu's state
-------------------------------------------------*/
void *ui_menu_alloc_state(ui_menu *menu, size_t size, ui_menu_destroy_state_func destroy_state)
{
if (menu->state != NULL)
{
if (menu->destroy_state != NULL)
(*menu->destroy_state)(menu, menu->state);
free(menu->state);
}
menu->state = malloc_or_die(size);
menu->destroy_state = destroy_state;
memset(menu->state, 0, size);
return menu->state;
}
/*-------------------------------------------------
ui_menu_pool_alloc - allocate temporary memory
from the menu's memory pool
-------------------------------------------------*/
void *ui_menu_pool_alloc(ui_menu *menu, size_t size)
{
ui_menu_pool *pool;
assert(size < UI_MENU_POOL_SIZE);
/* find a pool with enough room */
for (pool = menu->pool; pool != NULL; pool = pool->next)
if (pool->end - pool->top >= size)
{
void *result = pool->top;
pool->top += size;
return result;
}
/* allocate a new pool */
pool = malloc_or_die(sizeof(*pool) + UI_MENU_POOL_SIZE);
memset(pool, 0, sizeof(*pool));
/* wire it up */
pool->next = menu->pool;
menu->pool = pool;
pool->top = (UINT8 *)(pool + 1);
pool->end = pool->top + UI_MENU_POOL_SIZE;
return ui_menu_pool_alloc(menu, size);
}
/*-------------------------------------------------
ui_menu_pool_strdup - make a temporary string
copy in the menu's memory pool
-------------------------------------------------*/
const char *ui_menu_pool_strdup(ui_menu *menu, const char *string)
{
return strcpy(ui_menu_pool_alloc(menu, strlen(string) + 1), string);
}
/*-------------------------------------------------
ui_menu_get_selection - retrieves the index
of the currently selected menu item
-------------------------------------------------*/
void *ui_menu_get_selection(ui_menu *menu)
{
return (menu->selected >= 0 && menu->selected < menu->numitems) ? menu->item[menu->selected].ref : NULL;
}
/*-------------------------------------------------
ui_menu_set_selection - changes the index
of the currently selected menu item
-------------------------------------------------*/
void ui_menu_set_selection(ui_menu *menu, void *selected_itemref)
{
int itemnum;
menu->selected = -1;
for (itemnum = 0; itemnum < menu->numitems; itemnum++)
if (menu->item[itemnum].ref == selected_itemref)
{
menu->selected = itemnum;
break;
}
}
/***************************************************************************
INTERNAL MENU PROCESSING
***************************************************************************/
/*-------------------------------------------------
ui_menu_draw - draw a menu
-------------------------------------------------*/
static void ui_menu_draw(ui_menu *menu)
{
float line_height = ui_get_line_height();
float lr_arrow_width = 0.4f * line_height * render_get_ui_aspect();
float ud_arrow_width = line_height * render_get_ui_aspect();
float gutter_width = lr_arrow_width * 1.3f;
float x1, y1, x2, y2;
float effective_width, effective_left;
float visible_width, visible_main_menu_height;
float visible_extra_menu_height = 0;
float visible_top, visible_left;
int selected_subitem_too_big = 0;
int visible_lines;
int top_line;
int itemnum, linenum;
int mouse_hit;
render_target *mouse_target;
INT32 mouse_target_x, mouse_target_y;
float mouse_x = -1, mouse_y = -1;
/* compute the width and height of the full menu */
visible_width = 0;
visible_main_menu_height = 0;
for (itemnum = 0; itemnum < menu->numitems; itemnum++)
{
const ui_menu_item *item = &menu->item[itemnum];
float total_width;
/* compute width of left hand side */
total_width = gutter_width + ui_get_string_width(item->text) + gutter_width;
/* add in width of right hand side */
if (item->subtext)
total_width += 2.0f * gutter_width + ui_get_string_width(item->subtext);
/* track the maximum */
if (total_width > visible_width)
visible_width = total_width;
/* track the height as well */
visible_main_menu_height += line_height;
}
/* account for extra space at the top and bottom */
visible_extra_menu_height = menu->customtop + menu->custombottom;
/* add a little bit of slop for rounding */
visible_width += 0.01f;
visible_main_menu_height += 0.01f;
/* if we are too wide or too tall, clamp it down */
if (visible_width + 2.0f * UI_BOX_LR_BORDER > 1.0f)
visible_width = 1.0f - 2.0f * UI_BOX_LR_BORDER;
/* if the menu and extra menu won't fit, take away part of the regular menu, it will scroll */
if (visible_main_menu_height + visible_extra_menu_height + 2.0f * UI_BOX_TB_BORDER > 1.0f)
visible_main_menu_height = 1.0f - 2.0f * UI_BOX_TB_BORDER - visible_extra_menu_height;
visible_lines = floor(visible_main_menu_height / line_height);
visible_main_menu_height = (float)visible_lines * line_height;
/* compute top/left of inner menu area by centering */
visible_left = (1.0f - visible_width) * 0.5f;
visible_top = (1.0f - (visible_main_menu_height + visible_extra_menu_height)) * 0.5f;
/* if the menu is at the bottom of the extra, adjust */
visible_top += menu->customtop;
/* first add us a box */
x1 = visible_left - UI_BOX_LR_BORDER;
y1 = visible_top - UI_BOX_TB_BORDER;
x2 = visible_left + visible_width + UI_BOX_LR_BORDER;
y2 = visible_top + visible_main_menu_height + UI_BOX_TB_BORDER;
ui_draw_outlined_box(x1, y1, x2, y2, UI_FILLCOLOR);
/* determine the first visible line based on the current selection */
top_line = menu->selected - visible_lines / 2;
if (top_line < 0)
top_line = 0;
if (top_line + visible_lines >= menu->numitems)
top_line = menu->numitems - visible_lines;
/* determine effective positions taking into account the hilighting arrows */
effective_width = visible_width - 2.0f * gutter_width;
effective_left = visible_left + gutter_width;
/* locate mouse */
mouse_hit = FALSE;
mouse_target = ui_input_find_mouse(Machine, &mouse_target_x, &mouse_target_y);
if (mouse_target != NULL)
if (render_target_map_point_container(mouse_target, mouse_target_x, mouse_target_y, render_container_get_ui(), &mouse_x, &mouse_y))
mouse_hit = TRUE;
/* loop over visible lines */
menu->hover = menu->numitems + 1;
for (linenum = 0; linenum < visible_lines; linenum++)
{
float line_y = visible_top + (float)linenum * line_height;
int itemnum = top_line + linenum;
const ui_menu_item *item = &menu->item[itemnum];
const char *itemtext = item->text;
rgb_t fgcolor = text_fgcolor;
rgb_t bgcolor = text_bgcolor;
float line_x0 = x1 + 0.5f * UI_LINE_WIDTH;
float line_y0 = line_y;
float line_x1 = x2 - 0.5f * UI_LINE_WIDTH;
float line_y1 = line_y + line_height;
/* set the hover if this is our item */
if (mouse_hit && line_x0 <= mouse_x && line_x1 > mouse_x && line_y0 <= mouse_y && line_y1 > mouse_y && item_is_selectable(item))
menu->hover = itemnum;
/* if we're selected, draw with a different background */
if (itemnum == menu->selected)
{
fgcolor = sel_fgcolor;
bgcolor = sel_bgcolor;
}
/* else if the mouse is over this item, draw with a different background */
else if (menu->hover == itemnum)
{
fgcolor = mouseover_fgcolor;
bgcolor = mouseover_bgcolor;
}
/* if we have some background hilighting to do, add a quad behind everything else */
if (bgcolor != text_bgcolor)
render_ui_add_quad(line_x0, line_y0, line_x1, line_y1, bgcolor, hilight_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXWRAP(TRUE));
/* if we're on the top line, display the up arrow */
if (linenum == 0 && top_line != 0)
{
render_ui_add_quad( 0.5f * (x1 + x2) - 0.5f * ud_arrow_width,
line_y + 0.25f * line_height,
0.5f * (x1 + x2) + 0.5f * ud_arrow_width,
line_y + 0.75f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT0));
if (menu->hover == itemnum)
menu->hover = -2;
}
/* if we're on the bottom line, display the down arrow */
else if (linenum == visible_lines - 1 && itemnum != menu->numitems - 1)
{
render_ui_add_quad( 0.5f * (x1 + x2) - 0.5f * ud_arrow_width,
line_y + 0.25f * line_height,
0.5f * (x1 + x2) + 0.5f * ud_arrow_width,
line_y + 0.75f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT0 ^ ORIENTATION_FLIP_Y));
if (menu->hover == itemnum)
menu->hover = -1;
}
/* if we're just a divider, draw a line */
else if (strcmp(itemtext, MENU_SEPARATOR_ITEM) == 0)
render_ui_add_line(visible_left, line_y + 0.5f * line_height, visible_left + visible_width, line_y + 0.5f * line_height, UI_LINE_WIDTH, bgcolor, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
/* if we don't have a subitem, just draw the string centered */
else if (item->subtext == NULL)
ui_draw_text_full(itemtext, effective_left, line_y, effective_width,
JUSTIFY_CENTER, WRAP_TRUNCATE, DRAW_NORMAL, fgcolor, bgcolor, NULL, NULL);
/* otherwise, draw the item on the left and the subitem text on the right */
else
{
int subitem_invert = item->flags & MENU_FLAG_INVERT;
const char *subitem_text = item->subtext;
float item_width, subitem_width;
/* draw the left-side text */
ui_draw_text_full(itemtext, effective_left, line_y, effective_width,
JUSTIFY_LEFT, WRAP_TRUNCATE, DRAW_NORMAL, fgcolor, bgcolor, &item_width, NULL);
/* give 2 spaces worth of padding */
item_width += 2.0f * gutter_width;
/* if the subitem doesn't fit here, display dots */
if (ui_get_string_width(subitem_text) > effective_width - item_width)
{
subitem_text = "...";
if (itemnum == menu->selected)
selected_subitem_too_big = 1;
}
/* draw the subitem right-justified */
ui_draw_text_full(subitem_text, effective_left + item_width, line_y, effective_width - item_width,
JUSTIFY_RIGHT, WRAP_TRUNCATE, subitem_invert ? DRAW_OPAQUE : DRAW_NORMAL, fgcolor, bgcolor, &subitem_width, NULL);
/* apply arrows */
if (itemnum == menu->selected && (item->flags & MENU_FLAG_LEFT_ARROW))
{
render_ui_add_quad( effective_left + effective_width - subitem_width - gutter_width,
line_y + 0.1f * line_height,
effective_left + effective_width - subitem_width - gutter_width + lr_arrow_width,
line_y + 0.9f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT90 ^ ORIENTATION_FLIP_X));
}
if (itemnum == menu->selected && (item->flags & MENU_FLAG_RIGHT_ARROW))
{
render_ui_add_quad( effective_left + effective_width + gutter_width - lr_arrow_width,
line_y + 0.1f * line_height,
effective_left + effective_width + gutter_width,
line_y + 0.9f * line_height,
fgcolor,
arrow_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXORIENT(ROT90));
}
}
}
/* if the selected subitem is too big, display it in a separate offset box */
if (selected_subitem_too_big)
{
const ui_menu_item *item = &menu->item[menu->selected];
int subitem_invert = item->flags & MENU_FLAG_INVERT;
int linenum = menu->selected - top_line;
float line_y = visible_top + (float)linenum * line_height;
float target_width, target_height;
float target_x, target_y;
/* compute the multi-line target width/height */
ui_draw_text_full(item->subtext, 0, 0, visible_width * 0.75f,
JUSTIFY_RIGHT, WRAP_WORD, DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &target_width, &target_height);
/* determine the target location */
target_x = visible_left + visible_width - target_width - UI_BOX_LR_BORDER;
target_y = line_y + line_height + UI_BOX_TB_BORDER;
if (target_y + target_height + UI_BOX_TB_BORDER > visible_main_menu_height)
target_y = line_y - target_height - UI_BOX_TB_BORDER;
/* add a box around that */
ui_draw_outlined_box(target_x - UI_BOX_LR_BORDER,
target_y - UI_BOX_TB_BORDER,
target_x + target_width + UI_BOX_LR_BORDER,
target_y + target_height + UI_BOX_TB_BORDER, subitem_invert ? sel_bgcolor : UI_FILLCOLOR);
ui_draw_text_full(item->subtext, target_x, target_y, target_width,
JUSTIFY_RIGHT, WRAP_WORD, DRAW_NORMAL, sel_fgcolor, sel_bgcolor, NULL, NULL);
}
/* if there is somthing special to add, do it by calling the passed routine */
if (menu->custom != NULL)
{
void *selectedref = (menu->selected >= 0 && menu->selected < menu->numitems) ? menu->item[menu->selected].ref : NULL;
(*menu->custom)(menu->machine, menu, menu->state, selectedref, menu->customtop, menu->custombottom, x1, y1, x2, y2);
}
/* return the number of visible lines, minus 1 for top arrow and 1 for bottom arrow */
menu->visitems = visible_lines - (top_line != 0) - (top_line + visible_lines != menu->numitems);
}
/*-------------------------------------------------
ui_menu_draw_text_box - draw a multiline
word-wrapped text box with a menu item at the
bottom
-------------------------------------------------*/
static void ui_menu_draw_text_box(ui_menu *menu)
{
const char *text = menu->item[0].text;
const char *backtext = menu->item[1].text;
float line_height = ui_get_line_height();
float lr_arrow_width = 0.4f * line_height * render_get_ui_aspect();
float gutter_width = lr_arrow_width;
float target_width, target_height, prior_width;
float target_x, target_y;
/* compute the multi-line target width/height */
ui_draw_text_full(text, 0, 0, 1.0f - 2.0f * UI_BOX_LR_BORDER - 2.0f * gutter_width,
JUSTIFY_LEFT, WRAP_WORD, DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &target_width, &target_height);
target_height += 2.0f * line_height;
if (target_height > 1.0f - 2.0f * UI_BOX_TB_BORDER)
target_height = floor((1.0f - 2.0f * UI_BOX_TB_BORDER) / line_height) * line_height;
/* maximum against "return to prior menu" text */
prior_width = ui_get_string_width(backtext) + 2.0f * gutter_width;
target_width = MAX(target_width, prior_width);
/* determine the target location */
target_x = 0.5f - 0.5f * target_width;
target_y = 0.5f - 0.5f * target_height;
/* make sure we stay on-screen */
if (target_x < UI_BOX_LR_BORDER + gutter_width)
target_x = UI_BOX_LR_BORDER + gutter_width;
if (target_x + target_width + gutter_width + UI_BOX_LR_BORDER > 1.0f)
target_x = 1.0f - UI_BOX_LR_BORDER - gutter_width - target_width;
if (target_y < UI_BOX_TB_BORDER)
target_y = UI_BOX_TB_BORDER;
if (target_y + target_height + UI_BOX_TB_BORDER > 1.0f)
target_y = 1.0f - UI_BOX_TB_BORDER - target_height;
/* add a box around that */
ui_draw_outlined_box(target_x - UI_BOX_LR_BORDER - gutter_width,
target_y - UI_BOX_TB_BORDER,
target_x + target_width + gutter_width + UI_BOX_LR_BORDER,
target_y + target_height + UI_BOX_TB_BORDER, (menu->item[0].flags & MENU_FLAG_REDTEXT) ? UI_REDCOLOR : UI_FILLCOLOR);
ui_draw_text_full(text, target_x, target_y, target_width,
JUSTIFY_LEFT, WRAP_WORD, DRAW_NORMAL, ARGB_WHITE, ARGB_BLACK, NULL, NULL);
/* draw the "return to prior menu" text with a hilight behind it */
render_ui_add_quad( target_x + 0.5f * UI_LINE_WIDTH,
target_y + target_height - line_height,
target_x + target_width - 0.5f * UI_LINE_WIDTH,
target_y + target_height,
sel_bgcolor,
hilight_texture,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXWRAP(TRUE));
ui_draw_text_full(backtext, target_x, target_y + target_height - line_height, target_width,
JUSTIFY_CENTER, WRAP_TRUNCATE, DRAW_NORMAL, sel_fgcolor, sel_bgcolor, NULL, NULL);
/* artificially set the hover to the last item so a double-click exits */
menu->hover = menu->numitems - 1;
}
/*-------------------------------------------------
ui_menu_handle_events - generically handle
input events for a menu
-------------------------------------------------*/
static void ui_menu_handle_events(ui_menu *menu)
{
int stop = FALSE;
ui_event event;
/* loop while we have interesting events */
while (ui_input_pop_event(menu->machine, &event) && !stop)
{
switch (event.event_type)
{
/* if we are hovering over a valid item, select it with a single click */
case UI_EVENT_MOUSE_CLICK:
if (menu->hover >= 0 && menu->hover < menu->numitems)
menu->selected = menu->hover;
else if (menu->hover == -2)
{
menu->selected -= menu->visitems - 1;
ui_menu_validate_selection(menu, 1);
}
else if (menu->hover == -1)
{
menu->selected += menu->visitems - 1;
ui_menu_validate_selection(menu, 1);
}
break;
/* if we are hovering over a valid item, fake a UI_SELECT with a double-click */
case UI_EVENT_MOUSE_DOUBLE_CLICK:
if (menu->hover >= 0 && menu->hover < menu->numitems)
{
menu->selected = menu->hover;
if (event.event_type == UI_EVENT_MOUSE_DOUBLE_CLICK)
{
menu->event.iptkey = IPT_UI_SELECT;
if (menu->selected == menu->numitems - 1)
{
menu->event.iptkey = IPT_UI_CANCEL;
ui_menu_stack_pop(menu->machine);
}
}
stop = TRUE;
}
break;
/* translate CHAR events into specials */
case UI_EVENT_CHAR:
menu->event.iptkey = IPT_SPECIAL;
menu->event.unichar = event.ch;
stop = TRUE;
break;
/* ignore everything else */
default:
break;
}
}
}
/*-------------------------------------------------
ui_menu_handle_keys - generically handle
keys for a menu
-------------------------------------------------*/
static void ui_menu_handle_keys(ui_menu *menu, UINT32 flags)
{
int ignorepause = ui_menu_is_force_game_select();
int ignoreright = FALSE;
int ignoreleft = FALSE;
int code;
/* bail if no items */
if (menu->numitems == 0)
return;
/* if we hit select, return TRUE or pop the stack, depending on the item */
if (exclusive_input_pressed(menu, IPT_UI_SELECT, 0))
{
if (menu->selected == menu->numitems - 1)
{
menu->event.iptkey = IPT_UI_CANCEL;
ui_menu_stack_pop(menu->machine);
}
return;
}
/* hitting cancel also pops the stack */
if (exclusive_input_pressed(menu, IPT_UI_CANCEL, 0))
{
ui_menu_stack_pop(menu->machine);
return;
}
/* validate the current selection */
ui_menu_validate_selection(menu, 1);
/* swallow left/right keys if they are not appropriate */
ignoreleft = ((menu->item[menu->selected].flags & MENU_FLAG_LEFT_ARROW) == 0);
ignoreright = ((menu->item[menu->selected].flags & MENU_FLAG_RIGHT_ARROW) == 0);
/* accept left/right keys as-is with repeat */
if (!ignoreleft && exclusive_input_pressed(menu, IPT_UI_LEFT, (flags & UI_MENU_PROCESS_LR_REPEAT) ? 6 : 0))
return;
if (!ignoreright && exclusive_input_pressed(menu, IPT_UI_RIGHT, (flags & UI_MENU_PROCESS_LR_REPEAT) ? 6 : 0))
return;
/* up backs up by one item */
if (exclusive_input_pressed(menu, IPT_UI_UP, 6))
{
menu->selected = (menu->selected + menu->numitems - 1) % menu->numitems;
ui_menu_validate_selection(menu, -1);
}
/* down advances by one item */
if (exclusive_input_pressed(menu, IPT_UI_DOWN, 6))
{
menu->selected = (menu->selected + 1) % menu->numitems;
ui_menu_validate_selection(menu, 1);
}
/* page up backs up by visitems */
if (exclusive_input_pressed(menu, IPT_UI_PAGE_UP, 6))
{
menu->selected -= menu->visitems - 1;
ui_menu_validate_selection(menu, 1);
}
/* page down advances by visitems */
if (exclusive_input_pressed(menu, IPT_UI_PAGE_DOWN, 6))
{
menu->selected += menu->visitems - 1;
ui_menu_validate_selection(menu, -1);
}
/* home goes to the start */
if (exclusive_input_pressed(menu, IPT_UI_HOME, 0))
{
menu->selected = 0;
ui_menu_validate_selection(menu, 1);
}
/* end goes to the last */
if (exclusive_input_pressed(menu, IPT_UI_END, 0))
{
menu->selected = menu->numitems - 1;
ui_menu_validate_selection(menu, -1);
}
/* pause enables/disables pause */
if (!ignorepause && exclusive_input_pressed(menu, IPT_UI_PAUSE, 0))
mame_pause(menu->machine, !mame_is_paused(menu->machine));
/* see if any other UI keys are pressed */
if (menu->event.iptkey == IPT_INVALID)
for (code = __ipt_ui_start; code <= __ipt_ui_end; code++)
{
if (code == IPT_UI_CONFIGURE || (code == IPT_UI_LEFT && ignoreleft) || (code == IPT_UI_RIGHT && ignoreright) || (code == IPT_UI_PAUSE && ignorepause))
continue;
if (exclusive_input_pressed(menu, code, 0))
break;
}
}
/*-------------------------------------------------
ui_menu_validate_selection - validate the
current selection and ensure it is on a
correct item
-------------------------------------------------*/
static void ui_menu_validate_selection(ui_menu *menu, int scandir)
{
/* clamp to be in range */
if (menu->selected < 0)
menu->selected = 0;
else if (menu->selected >= menu->numitems)
menu->selected = menu->numitems - 1;
/* skip past unselectable items */
while (!item_is_selectable(&menu->item[menu->selected]))
menu->selected = (menu->selected + menu->numitems + scandir) % menu->numitems;
}
/*-------------------------------------------------
ui_menu_clear_free_list - clear out anything
accumulated in the free list
-------------------------------------------------*/
static void ui_menu_clear_free_list(running_machine *machine)
{
while (menu_free != NULL)
{
ui_menu *menu = menu_free;
menu_free = menu->parent;
ui_menu_free(menu);
}
}
/***************************************************************************
MENU STACK MANAGEMENT
***************************************************************************/
/*-------------------------------------------------
ui_menu_stack_reset - reset the menu stack
-------------------------------------------------*/
void ui_menu_stack_reset(running_machine *machine)
{
while (menu_stack != NULL)
ui_menu_stack_pop(machine);
}
/*-------------------------------------------------
ui_menu_stack_push - push a new menu onto the
stack
-------------------------------------------------*/
void ui_menu_stack_push(ui_menu *menu)
{
menu->parent = menu_stack;
menu_stack = menu;
ui_menu_reset(menu, UI_MENU_RESET_SELECT_FIRST);
ui_input_reset(menu->machine);
}
/*-------------------------------------------------
ui_menu_stack_pop - pop a menu from the stack
-------------------------------------------------*/
void ui_menu_stack_pop(running_machine *machine)
{
if (menu_stack != NULL)
{
ui_menu *menu = menu_stack;
menu_stack = menu->parent;
menu->parent = menu_free;
menu_free = menu;
ui_input_reset(machine);
}
}
/***************************************************************************
UI SYSTEM INTERACTION
***************************************************************************/
/*-------------------------------------------------
ui_menu_ui_handler - displays the current menu
and calls the menu handler
-------------------------------------------------*/
UINT32 ui_menu_ui_handler(running_machine *machine, UINT32 state)
{
/* if we have no menus stacked up, start with the main menu */
if (menu_stack == NULL)
ui_menu_stack_push(ui_menu_alloc(machine, menu_main, NULL));
/* update the menu state */
if (menu_stack != NULL)
{
ui_menu *menu = menu_stack;
(*menu->handler)(machine, menu, menu->parameter, menu->state);
}
/* clear up anything pending to be released */
ui_menu_clear_free_list(machine);
/* if the menus are to be hidden, return a cancel here */
if ((ui_input_pressed(machine, IPT_UI_CONFIGURE) && !ui_menu_is_force_game_select()) || menu_stack == NULL)
return UI_HANDLER_CANCEL;
return 0;
}
/*-------------------------------------------------
ui_menu_force_game_select - force the game
select menu to be visible and inescapable
-------------------------------------------------*/
void ui_menu_force_game_select(void)
{
char *gamename = (char *)options_get_string(mame_options(), OPTION_GAMENAME);
/* reset the menu stack */
ui_menu_stack_reset(Machine);
/* add the quit entry followed by the game select entry */
ui_menu_stack_push(ui_menu_alloc(Machine, menu_quit_game, NULL));
ui_menu_stack_push(ui_menu_alloc(Machine, menu_select_game, gamename));
/* force the menus on */
ui_show_menu();
/* make sure MAME is paused */
mame_pause(Machine, TRUE);
}
/*-------------------------------------------------
ui_menu_is_force_game_select - return true
if we are currently in "force game select"
mode
-------------------------------------------------*/
int ui_menu_is_force_game_select(void)
{
ui_menu *menu;
for (menu = menu_stack; menu != NULL; menu = menu->parent)
if (menu->handler == menu_quit_game && menu->parent == NULL)
return TRUE;
return FALSE;
}
/***************************************************************************
MENU HANDLERS
***************************************************************************/
/*-------------------------------------------------
menu_main - handle the main menu
-------------------------------------------------*/
static void menu_main(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
const ui_menu_event *event;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_main_populate(machine, menu, state);
/* process the menu */
event = ui_menu_process(menu, 0);
if (event != NULL && event->iptkey == IPT_UI_SELECT)
ui_menu_stack_push(ui_menu_alloc(machine, event->itemref, NULL));
}
/*-------------------------------------------------
menu_main_populate - populate the main menu
-------------------------------------------------*/
static void menu_main_populate(running_machine *machine, ui_menu *menu, void *state)
{
const input_field_config *field;
const input_port_config *port;
int has_categories = FALSE;
int has_configs = FALSE;
int has_analog = FALSE;
int has_dips = FALSE;
/* scan the input port array to see what options we need to enable */
for (port = machine->portconfig; port != NULL; port = port->next)
for (field = port->fieldlist; field != NULL; field = field->next)
{
if (field->type == IPT_DIPSWITCH)
has_dips = TRUE;
if (field->type == IPT_CONFIG)
has_configs = TRUE;
if (field->category > 0)
has_categories = TRUE;
if (input_type_is_analog(field->type))
has_analog = TRUE;
}
/* add input menu items */
ui_menu_item_append(menu, "Input (general)", NULL, 0, menu_input_groups);
ui_menu_item_append(menu, "Input (this " CAPSTARTGAMENOUN ")", NULL, 0, menu_input_specific);
/* add optional input-related menus */
if (has_dips)
ui_menu_item_append(menu, "Dip Switches", NULL, 0, menu_settings_dip_switches);
if (has_configs)
ui_menu_item_append(menu, "Driver Configuration", NULL, 0, menu_settings_driver_config);
if (has_categories)
ui_menu_item_append(menu, "Categories", NULL, 0, menu_settings_categories);
if (has_analog)
ui_menu_item_append(menu, "Analog Controls", NULL, 0, menu_analog);
#ifndef MESS
/* add bookkeeping menu */
ui_menu_item_append(menu, "Bookkeeping Info", NULL, 0, menu_bookkeeping);
#endif
/* add game info menu */
ui_menu_item_append(menu, CAPSTARTGAMENOUN " Information", NULL, 0, menu_game_info);
#ifdef MESS
/* add image info menu */
ui_menu_item_append(menu, "Image Information", NULL, 0, ui_menu_image_info);
/* add image info menu */
ui_menu_item_append(menu, "File Manager", NULL, 0, menu_file_manager);
#if HAS_WAVE
/* add tape control menu */
if (device_find_from_machine(machine, IO_CASSETTE))
ui_menu_item_append(menu, "Tape Control", NULL, 0, menu_tape_control);
#endif /* HAS_WAVE */
#endif /* MESS */
/* add video options menu */
ui_menu_item_append(menu, "Video Options", NULL, 0, (render_target_get_indexed(1) != NULL) ? menu_video_targets : menu_video_options);
/* add cheat menu */
// if (options_get_bool(mame_options(), OPTION_CHEAT))
// ui_menu_item_append(menu, "Cheat", NULL, 0, menu_cheat);
/* add memory card menu */
if (machine->config->memcard_handler != NULL)
ui_menu_item_append(menu, "Memory Card", NULL, 0, menu_memory_card);
/* add reset and exit menus */
ui_menu_item_append(menu, "Select New " CAPSTARTGAMENOUN, NULL, 0, menu_select_game);
}
/*-------------------------------------------------
menu_input_groups - handle the input groups
menu
-------------------------------------------------*/
static void menu_input_groups(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
const ui_menu_event *event;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_input_groups_populate(machine, menu, state);
/* process the menu */
event = ui_menu_process(menu, 0);
if (event != NULL && event->iptkey == IPT_UI_SELECT)
ui_menu_stack_push(ui_menu_alloc(machine, menu_input_general, event->itemref));
}
/*-------------------------------------------------
menu_input_groups_populate - populate the
input groups menu
-------------------------------------------------*/
static void menu_input_groups_populate(running_machine *machine, ui_menu *menu, void *state)
{
int player;
/* build up the menu */
ui_menu_item_append(menu, "User Interface", NULL, 0, (void *)(IPG_UI + 1));
for (player = 0; player < MAX_PLAYERS; player++)
{
char buffer[40];
sprintf(buffer, "Player %d Controls", player + 1);
ui_menu_item_append(menu, buffer, NULL, 0, (void *)(FPTR)(IPG_PLAYER1 + player + 1));
}
ui_menu_item_append(menu, "Other Controls", NULL, 0, (void *)(FPTR)(IPG_OTHER + 1));
}
/*-------------------------------------------------
menu_input_general - handle the general
input menu
-------------------------------------------------*/
static void menu_input_general(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
menu_input_common(machine, menu, parameter, state);
}
/*-------------------------------------------------
menu_input_general_populate - populate the
general input menu
-------------------------------------------------*/
static void menu_input_general_populate(running_machine *machine, ui_menu *menu, input_menu_state *menustate, int group)
{
astring *tempstring = astring_alloc();
input_item_data *itemlist = NULL;
const input_type_desc *typedesc;
int suborder[SEQ_TYPE_TOTAL];
int sortorder = 1;
/* create a mini lookup table for sort order based on sequence type */
suborder[SEQ_TYPE_STANDARD] = 0;
suborder[SEQ_TYPE_DECREMENT] = 1;
suborder[SEQ_TYPE_INCREMENT] = 2;
/* iterate over the input ports and add menu items */
for (typedesc = input_type_list(machine); typedesc != NULL; typedesc = typedesc->next)
/* add if we match the group and we have a valid name */
if (typedesc->group == group && typedesc->name != NULL && typedesc->name[0] != 0)
{
input_seq_type seqtype;
/* loop over all sequence types */
sortorder++;
for (seqtype = SEQ_TYPE_STANDARD; seqtype < SEQ_TYPE_TOTAL; seqtype++)
{
/* build an entry for the standard sequence */
input_item_data *item = ui_menu_pool_alloc(menu, sizeof(*item));
memset(item, 0, sizeof(*item));
item->ref = typedesc;
item->seqtype = seqtype;
item->seq = *input_type_seq(machine, typedesc->type, typedesc->player, seqtype);
item->defseq = &typedesc->seq[seqtype];
item->sortorder = sortorder * 4 + suborder[seqtype];
item->type = input_type_is_analog(typedesc->type) ? (INPUT_TYPE_ANALOG + seqtype) : INPUT_TYPE_DIGITAL;
item->name = typedesc->name;
item->next = itemlist;
itemlist = item;
/* stop after one, unless we're analog */
if (item->type == INPUT_TYPE_DIGITAL)
break;
}
}
/* sort and populate the menu in a standard fashion */
menu_input_populate_and_sort(menu, itemlist, menustate);
astring_free(tempstring);
}
/*-------------------------------------------------
menu_input_specific - handle the game-specific
input menu
-------------------------------------------------*/
static void menu_input_specific(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
menu_input_common(machine, menu, NULL, state);
}
/*-------------------------------------------------
menu_input_specific_populate - populate
the input menu with game-specific items
-------------------------------------------------*/
static void menu_input_specific_populate(running_machine *machine, ui_menu *menu, input_menu_state *menustate)
{
astring *tempstring = astring_alloc();
input_item_data *itemlist = NULL;
const input_field_config *field;
const input_port_config *port;
int suborder[SEQ_TYPE_TOTAL];
/* create a mini lookup table for sort order based on sequence type */
suborder[SEQ_TYPE_STANDARD] = 0;
suborder[SEQ_TYPE_DECREMENT] = 1;
suborder[SEQ_TYPE_INCREMENT] = 2;
/* iterate over the input ports and add menu items */
for (port = machine->portconfig; port != NULL; port = port->next)
for (field = port->fieldlist; field != NULL; field = field->next)
{
const char *name = input_field_name(field);
/* add if we match the group and we have a valid name */
if (name != NULL && input_condition_true(machine, &field->condition) &&
#ifdef MESS
(field->category == 0 || input_category_active(machine, field->category)) &&
#endif /* MESS */
((field->type == IPT_OTHER && field->name != NULL) || input_type_group(machine, field->type, field->player) != IPG_INVALID))
{
input_seq_type seqtype;
UINT16 sortorder;
/* determine the sorting order */
if (field->type >= IPT_START1 && field->type <= __ipt_analog_end)
sortorder = (field->type << 2) | (field->player << 12);
else
sortorder = field->type | 0xf000;
/* loop over all sequence types */
for (seqtype = SEQ_TYPE_STANDARD; seqtype < SEQ_TYPE_TOTAL; seqtype++)
{
/* build an entry for the standard sequence */
input_item_data *item = ui_menu_pool_alloc(menu, sizeof(*item));
memset(item, 0, sizeof(*item));
item->ref = field;
item->seqtype = seqtype;
item->seq = *input_field_seq(field, seqtype);
item->defseq = get_field_default_seq(field, seqtype);
item->sortorder = sortorder + suborder[seqtype];
item->type = input_type_is_analog(field->type) ? (INPUT_TYPE_ANALOG + seqtype) : INPUT_TYPE_DIGITAL;
item->name = name;
item->next = itemlist;
itemlist = item;
/* stop after one, unless we're analog */
if (item->type == INPUT_TYPE_DIGITAL)
break;
}
}
}
/* sort and populate the menu in a standard fashion */
menu_input_populate_and_sort(menu, itemlist, menustate);
astring_free(tempstring);
}
/*-------------------------------------------------
menu_input - display a menu for inputs
-------------------------------------------------*/
static void menu_input_common(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
input_item_data *seqchangeditem = NULL;
input_menu_state *menustate;
const ui_menu_event *event;
int invalidate = FALSE;
/* if no state, allocate now */
if (state == NULL)
state = ui_menu_alloc_state(menu, sizeof(*menustate), NULL);
menustate = state;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
{
if (parameter != NULL)
menu_input_general_populate(machine, menu, menustate, (FPTR)parameter - 1);
else
menu_input_specific_populate(machine, menu, menustate);
}
/* process the menu */
event = ui_menu_process(menu, (menustate->pollingitem != NULL) ? UI_MENU_PROCESS_NOKEYS : 0);
/* if we are polling, handle as a special case */
if (menustate->pollingitem != NULL)
{
input_item_data *item = menustate->pollingitem;
input_seq newseq;
/* if UI_CANCEL is pressed, abort */
if (ui_input_pressed(machine, IPT_UI_CANCEL))
{
menustate->pollingitem = NULL;
menustate->record_next = FALSE;
toggle_none_default(&item->seq, &menustate->starting_seq, item->defseq);
seqchangeditem = item;
}
/* poll again; if finished, update the sequence */
if (input_seq_poll(&newseq))
{
menustate->pollingitem = NULL;
menustate->record_next = TRUE;
item->seq = newseq;
seqchangeditem = item;
}
}
/* otherwise, handle the events */
else if (event != NULL && event->itemref != NULL)
{
input_item_data *item = event->itemref;
switch (event->iptkey)
{
/* an item was selected: begin polling */
case IPT_UI_SELECT:
menustate->pollingitem = item;
menustate->lastref = item->ref;
menustate->starting_seq = item->seq;
input_seq_poll_start((item->type == INPUT_TYPE_ANALOG) ? ITEM_CLASS_ABSOLUTE : ITEM_CLASS_SWITCH, menustate->record_next ? &item->seq : NULL);
invalidate = TRUE;
break;
/* if the clear key was pressed, reset the selected item */
case IPT_UI_CLEAR:
toggle_none_default(&item->seq, &item->seq, item->defseq);
menustate->record_next = FALSE;
seqchangeditem = item;
break;
}
/* if the selection changed, reset the "record next" flag */
if (item->ref != menustate->lastref)
menustate->record_next = FALSE;
menustate->lastref = item->ref;
}
/* if the sequence changed, update it */
if (seqchangeditem != NULL)
{
/* update a general input */
if (parameter != NULL)
{
const input_type_desc *typedesc = seqchangeditem->ref;
input_type_set_seq(machine, typedesc->type, typedesc->player, seqchangeditem->seqtype, &seqchangeditem->seq);
}
/* update a game-specific input */
else
{
input_field_user_settings settings;
input_field_get_user_settings(seqchangeditem->ref, &settings);
settings.seq[seqchangeditem->seqtype] = seqchangeditem->seq;
input_field_set_user_settings(seqchangeditem->ref, &settings);
}
/* invalidate the menu to force an update */
invalidate = TRUE;
}
/* if the menu is invalidated, clear it now */
if (invalidate)
{
menustate->pollingref = NULL;
if (menustate->pollingitem != NULL)
menustate->pollingref = menustate->pollingitem->ref;
ui_menu_reset(menu, UI_MENU_RESET_REMEMBER_POSITION);
}
}
/*-------------------------------------------------
menu_input_compare_items - compare two
items for quicksort
-------------------------------------------------*/
static int menu_input_compare_items(const void *i1, const void *i2)
{
const input_item_data * const *data1 = i1;
const input_item_data * const *data2 = i2;
if ((*data1)->sortorder < (*data2)->sortorder)
return -1;
if ((*data1)->sortorder > (*data2)->sortorder)
return 1;
return 0;
}
/*-------------------------------------------------
menu_input_populate_and_sort - take a list
of input_item_data objects and build up the
menu from them
-------------------------------------------------*/
static void menu_input_populate_and_sort(ui_menu *menu, input_item_data *itemlist, input_menu_state *menustate)
{
const char *nameformat[INPUT_TYPE_TOTAL] = { 0 };
input_item_data **itemarray, *item;
astring *subtext = astring_alloc();
astring *text = astring_alloc();
int numitems = 0, curitem;
/* create a mini lookup table for name format based on type */
nameformat[INPUT_TYPE_DIGITAL] = "%s";
nameformat[INPUT_TYPE_ANALOG] = "%s Analog";
nameformat[INPUT_TYPE_ANALOG_INC] = "%s Analog Inc";
nameformat[INPUT_TYPE_ANALOG_DEC] = "%s Analog Dec";
/* first count the number of items */
for (item = itemlist; item != NULL; item = item->next)
numitems++;
/* now allocate an array of items and fill it up */
itemarray = ui_menu_pool_alloc(menu, sizeof(*itemarray) * numitems);
for (item = itemlist, curitem = 0; item != NULL; item = item->next)
itemarray[curitem++] = item;
/* sort it */
qsort(itemarray, numitems, sizeof(*itemarray), menu_input_compare_items);
/* build the menu */
for (curitem = 0; curitem < numitems; curitem++)
{
UINT32 flags = 0;
/* generate the name of the item itself, based off the base name and the type */
item = itemarray[curitem];
assert(nameformat[item->type] != NULL);
astring_printf(text, nameformat[item->type], item->name);
/* if we're polling this item, use some spaces with left/right arrows */
if (menustate->pollingref == item->ref)
{
astring_cpyc(subtext, " ");
flags |= MENU_FLAG_LEFT_ARROW | MENU_FLAG_RIGHT_ARROW;
}
/* otherwise, generate the sequence name and invert it if different from the default */
else
{
input_seq_name(subtext, &item->seq);
flags |= input_seq_cmp(&item->seq, item->defseq) ? MENU_FLAG_INVERT : 0;
}
/* add the item */
ui_menu_item_append(menu, astring_c(text), astring_c(subtext), flags, item);
}
/* free our temporary strings */
astring_free(subtext);
astring_free(text);
}
/*-------------------------------------------------
menu_settings_dip_switches - handle the DIP
switches menu
-------------------------------------------------*/
static void menu_settings_dip_switches(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
menu_settings_common(machine, menu, state, IPT_DIPSWITCH);
}
/*-------------------------------------------------
menu_settings_driver_config - handle the
driver config menu
-------------------------------------------------*/
static void menu_settings_driver_config(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
menu_settings_common(machine, menu, state, IPT_CONFIG);
}
/*-------------------------------------------------
menu_settings_categories - handle the
categories menu
-------------------------------------------------*/
static void menu_settings_categories(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
menu_settings_common(machine, menu, state, IPT_CATEGORY);
}
/*-------------------------------------------------
menu_settings_common - handle one of the
switches menus
-------------------------------------------------*/
static void menu_settings_common(running_machine *machine, ui_menu *menu, void *state, UINT32 type)
{
settings_menu_state *menustate;
const ui_menu_event *event;
/* if no state, allocate now */
if (state == NULL)
state = ui_menu_alloc_state(menu, sizeof(*menustate), NULL);
menustate = state;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_settings_populate(machine, menu, menustate, type);
/* process the menu */
event = ui_menu_process(menu, 0);
/* handle events */
if (event != NULL && event->itemref != NULL)
{
const input_field_config *field = event->itemref;
input_field_user_settings settings;
int changed = FALSE;
switch (event->iptkey)
{
/* if selected, reset to default value */
case IPT_UI_SELECT:
input_field_get_user_settings(field, &settings);
settings.value = field->defvalue;
input_field_set_user_settings(field, &settings);
changed = TRUE;
break;
/* left goes to previous setting */
case IPT_UI_LEFT:
input_field_select_previous_setting(field);
changed = TRUE;
break;
/* right goes to next setting */
case IPT_UI_RIGHT:
input_field_select_next_setting(field);
changed = TRUE;
break;
}
/* if anything changed, rebuild the menu, trying to stay on the same field */
if (changed)
ui_menu_reset(menu, UI_MENU_RESET_REMEMBER_REF);
}
}
/*-------------------------------------------------
menu_settings_populate - populate one of the
switches menus
-------------------------------------------------*/
static void menu_settings_populate(running_machine *machine, ui_menu *menu, settings_menu_state *menustate, UINT32 type)
{
const input_field_config *field;
const input_port_config *port;
dip_descriptor **diplist_tailptr;
int dipcount = 0;
/* reset the dip switch tracking */
menustate->diplist = NULL;
diplist_tailptr = &menustate->diplist;
/* loop over input ports and set up the current values */
for (port = machine->portconfig; port != NULL; port = port->next)
for (field = port->fieldlist; field != NULL; field = field->next)
if (field->type == type && input_condition_true(machine, &field->condition))
{
UINT32 flags = 0;
/* set the left/right flags appropriately */
if (input_field_has_previous_setting(field))
flags |= MENU_FLAG_LEFT_ARROW;
if (input_field_has_next_setting(field))
flags |= MENU_FLAG_RIGHT_ARROW;
/* add the menu item */
ui_menu_item_append(menu, input_field_name(field), input_field_setting_name(field), flags, (void *)field);
/* for DIP switches, build up the model */
if (type == IPT_DIPSWITCH && field->diploclist != NULL)
{
const input_field_diplocation *diploc;
input_field_user_settings settings;
UINT32 accummask = field->mask;
/* get current settings */
input_field_get_user_settings(field, &settings);
/* iterate over each bit in the field */
for (diploc = field->diploclist; diploc != NULL; diploc = diploc->next)
{
UINT32 mask = accummask & ~(accummask - 1);
dip_descriptor *dip;
/* find the matching switch name */
for (dip = menustate->diplist; dip != NULL; dip = dip->next)
if (strcmp(dip->name, diploc->swname) == 0)
break;
/* allocate new if none */
if (dip == NULL)
{
dip = ui_menu_pool_alloc(menu, sizeof(*dip));
dip->next = NULL;
dip->name = diploc->swname;
dip->mask = dip->state = 0;
*diplist_tailptr = dip;
diplist_tailptr = &dip->next;
dipcount++;
}
/* apply the bits */
dip->mask |= 1 << (diploc->swnum - 1);
if (((settings.value & mask) != 0 && !diploc->invert) || ((settings.value & mask) == 0 && diploc->invert))
dip->state |= 1 << (diploc->swnum - 1);
/* clear the relevant bit in the accumulated mask */
accummask &= ~mask;
}
}
}
/* configure the extra menu */
if (type == IPT_DIPSWITCH && menustate->diplist != NULL)
ui_menu_set_custom_render(menu, menu_settings_custom_render, 0.0f, dipcount * (DIP_SWITCH_HEIGHT + DIP_SWITCH_SPACING) + DIP_SWITCH_SPACING);
}
/*-------------------------------------------------
menu_settings_custom_render - perform our special
rendering
-------------------------------------------------*/
static void menu_settings_custom_render(running_machine *machine, ui_menu *menu, void *state, void *selectedref, float top, float bottom, float x1, float y1, float x2, float y2)
{
const input_field_config *field = selectedref;
settings_menu_state *menustate = state;
dip_descriptor *dip;
/* add borders */
y1 = y2 + UI_BOX_TB_BORDER;
y2 = y1 + bottom;
/* draw extra menu area */
ui_draw_outlined_box(x1, y1, x2, y2, UI_FILLCOLOR);
y1 += (float)DIP_SWITCH_SPACING;
/* iterate over DIP switches */
for (dip = menustate->diplist; dip != NULL; dip = dip->next)
{
const input_field_diplocation *diploc;
UINT32 selectedmask = 0;
/* determine the mask of selected bits */
if (field != NULL)
for (diploc = field->diploclist; diploc != NULL; diploc = diploc->next)
if (strcmp(dip->name, diploc->swname) == 0)
selectedmask |= 1 << (diploc->swnum - 1);
/* draw one switch */
menu_settings_custom_render_one(x1, y1, x2, y1 + DIP_SWITCH_HEIGHT, dip, selectedmask);
y1 += (float)(DIP_SWITCH_SPACING + DIP_SWITCH_HEIGHT);
}
}
/*-------------------------------------------------
menu_settings_custom_render_one - draw a single
DIP switch
-------------------------------------------------*/
static void menu_settings_custom_render_one(float x1, float y1, float x2, float y2, const dip_descriptor *dip, UINT32 selectedmask)
{
float switch_field_width = SINGLE_TOGGLE_SWITCH_FIELD_WIDTH * render_get_ui_aspect();
float switch_width = SINGLE_TOGGLE_SWITCH_WIDTH * render_get_ui_aspect();
int numtoggles, toggle;
float switch_toggle_gap;
float y1_off, y1_on;
/* determine the number of toggles in the DIP */
numtoggles = 32 - count_leading_zeros(dip->mask);
/* center based on the number of switches */
x1 += (x2 - x1 - numtoggles * switch_field_width) / 2;
/* draw the dip switch name */
ui_draw_text_full( dip->name,
0,
y1 + (DIP_SWITCH_HEIGHT - UI_TARGET_FONT_HEIGHT) / 2,
x1 - ui_get_string_width(" "),
JUSTIFY_RIGHT,
WRAP_NEVER,
DRAW_NORMAL,
ARGB_WHITE,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA),
NULL ,
NULL);
/* compute top and bottom for on and off positions */
switch_toggle_gap = ((DIP_SWITCH_HEIGHT/2) - SINGLE_TOGGLE_SWITCH_HEIGHT)/2;
y1_off = y1 + UI_LINE_WIDTH + switch_toggle_gap;
y1_on = y1 + DIP_SWITCH_HEIGHT/2 + switch_toggle_gap;
/* iterate over toggles */
for (toggle = 0; toggle < numtoggles; toggle++)
{
float innerx1;
/* first outline the switch */
ui_draw_outlined_box(x1, y1, x1 + switch_field_width, y2, UI_FILLCOLOR);
/* compute x1/x2 for the inner filled in switch */
innerx1 = x1 + (switch_field_width - switch_width) / 2;
/* see if the switch is actually used */
if (dip->mask & (1 << toggle))
{
float innery1 = (dip->state & (1 << toggle)) ? y1_on : y1_off;
render_ui_add_rect(innerx1, innery1, innerx1 + switch_width, innery1 + SINGLE_TOGGLE_SWITCH_HEIGHT,
(selectedmask & (1 << toggle)) ? MENU_SELECTCOLOR : ARGB_WHITE,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
else
{
render_ui_add_rect(innerx1, y1_off, innerx1 + switch_width, y1_on + SINGLE_TOGGLE_SWITCH_HEIGHT,
MENU_UNAVAILABLECOLOR,
PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA));
}
/* advance to the next switch */
x1 += switch_field_width;
}
}
/*-------------------------------------------------
menu_analog - handle the analog settings menu
-------------------------------------------------*/
static void menu_analog(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
const ui_menu_event *event;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_analog_populate(machine, menu);
/* process the menu */
event = ui_menu_process(menu, UI_MENU_PROCESS_LR_REPEAT);
/* handle events */
if (event != NULL && event->itemref != NULL)
{
analog_item_data *data = event->itemref;
int newval = data->cur;
switch (event->iptkey)
{
/* if selected, reset to default value */
case IPT_UI_SELECT:
newval = data->field->defvalue;
break;
/* left decrements */
case IPT_UI_LEFT:
newval -= input_code_pressed(KEYCODE_LSHIFT) ? 10 : 1;
break;
/* right increments */
case IPT_UI_RIGHT:
newval += input_code_pressed(KEYCODE_LSHIFT) ? 10 : 1;
break;
}
/* clamp to range */
if (newval < data->min)
newval = data->min;
if (newval > data->max)
newval = data->max;
/* if things changed, update */
if (newval != data->cur)
{
input_field_user_settings settings;
/* get the settings and set the new value */
input_field_get_user_settings(data->field, &settings);
switch (data->type)
{
case ANALOG_ITEM_KEYSPEED: settings.delta = newval; break;
case ANALOG_ITEM_CENTERSPEED: settings.centerdelta = newval; break;
case ANALOG_ITEM_REVERSE: settings.reverse = newval; break;
case ANALOG_ITEM_SENSITIVITY: settings.sensitivity = newval; break;
}
input_field_set_user_settings(data->field, &settings);
/* rebuild the menu */
ui_menu_reset(menu, UI_MENU_RESET_REMEMBER_POSITION);
}
}
}
/*-------------------------------------------------
menu_analog_populate - populate the analog
settings menu
-------------------------------------------------*/
static void menu_analog_populate(running_machine *machine, ui_menu *menu)
{
astring *subtext = astring_alloc();
astring *text = astring_alloc();
const input_field_config *field;
const input_port_config *port;
/* loop over input ports and add the items */
for (port = machine->portconfig; port != NULL; port = port->next)
for (field = port->fieldlist; field != NULL; field = field->next)
if (input_type_is_analog(field->type))
{
input_field_user_settings settings;
int use_autocenter = FALSE;
int type;
/* based on the type, determine if we enable autocenter */
switch (field->type)
{
case IPT_POSITIONAL:
case IPT_POSITIONAL_V:
if (field->flags & ANALOG_FLAG_WRAPS)
break;
case IPT_PEDAL:
case IPT_PEDAL2:
case IPT_PEDAL3:
case IPT_PADDLE:
case IPT_PADDLE_V:
case IPT_AD_STICK_X:
case IPT_AD_STICK_Y:
case IPT_AD_STICK_Z:
use_autocenter = TRUE;
break;
}
/* get the user settings */
input_field_get_user_settings(field, &settings);
/* iterate over types */
for (type = 0; type < ANALOG_ITEM_COUNT; type++)
if (type != ANALOG_ITEM_CENTERSPEED || use_autocenter)
{
analog_item_data *data;
UINT32 flags = 0;
/* allocate a data item for tracking what this menu item refers to */
data = ui_menu_pool_alloc(menu, sizeof(*data));
data->field = field;
data->type = type;
/* determine the properties of this item */
switch (type)
{
default:
case ANALOG_ITEM_KEYSPEED:
astring_printf(text, "%s Digital Speed", input_field_name(field));
astring_printf(subtext, "%d", settings.delta);
data->min = 0;
data->max = 255;
data->cur = settings.delta;
break;
case ANALOG_ITEM_CENTERSPEED:
astring_printf(text, "%s Autocenter Speed", input_field_name(field));
astring_printf(subtext, "%d", settings.centerdelta);
data->min = 0;
data->max = 255;
data->cur = settings.centerdelta;
break;
case ANALOG_ITEM_REVERSE:
astring_printf(text, "%s Reverse", input_field_name(field));
astring_cpyc(subtext, settings.reverse ? "On" : "Off");
data->min = 0;
data->max = 1;
data->cur = settings.reverse;
break;
case ANALOG_ITEM_SENSITIVITY:
astring_printf(text, "%s Sensitivity", input_field_name(field));
astring_printf(subtext, "%d", settings.sensitivity);
data->min = 1;
data->max = 255;
data->cur = settings.sensitivity;
break;
}
/* put on arrows */
if (data->cur > data->min)
flags |= MENU_FLAG_LEFT_ARROW;
if (data->cur < data->max)
flags |= MENU_FLAG_RIGHT_ARROW;
/* append a menu item */
ui_menu_item_append(menu, astring_c(text), astring_c(subtext), flags, data);
}
}
/* release our temporary strings */
astring_free(subtext);
astring_free(text);
}
/*-------------------------------------------------
menu_bookkeeping - handle the bookkeeping
information menu
-------------------------------------------------*/
#ifndef MESS
static void menu_bookkeeping(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
attotime *prevtime;
attotime curtime;
/* if no state, allocate some */
if (state == NULL)
state = ui_menu_alloc_state(menu, sizeof(*prevtime), NULL);
prevtime = state;
/* if the time has rolled over another second, regenerate */
curtime = timer_get_time();
if (prevtime->seconds != curtime.seconds)
{
ui_menu_reset(menu, UI_MENU_RESET_SELECT_FIRST);
*prevtime = curtime;
menu_bookkeeping_populate(machine, menu, prevtime);
}
/* process the menu */
ui_menu_process(menu, 0);
}
#endif
/*-------------------------------------------------
menu_bookkeeping - handle the bookkeeping
information menu
-------------------------------------------------*/
#ifndef MESS
static void menu_bookkeeping_populate(running_machine *machine, ui_menu *menu, attotime *curtime)
{
astring *tempstring = astring_alloc();
int ctrnum;
/* show total time first */
if (curtime->seconds >= 60 * 60)
astring_catprintf(tempstring, "Uptime: %d:%02d:%02d\n\n", curtime->seconds / (60*60), (curtime->seconds / 60) % 60, curtime->seconds % 60);
else
astring_catprintf(tempstring, "Uptime: %d:%02d\n\n", (curtime->seconds / 60) % 60, curtime->seconds % 60);
/* show tickets at the top */
if (dispensed_tickets > 0)
astring_catprintf(tempstring, "Tickets dispensed: %d\n\n", dispensed_tickets);
/* loop over coin counters */
for (ctrnum = 0; ctrnum < COIN_COUNTERS; ctrnum++)
{
/* display the coin counter number */
astring_catprintf(tempstring, "Coin %c: ", ctrnum + 'A');
/* display how many coins */
if (coin_count[ctrnum] == 0)
astring_catc(tempstring, "NA");
else
astring_catprintf(tempstring, "%d", coin_count[ctrnum]);
/* display whether or not we are locked out */
if (coinlockedout[ctrnum])
astring_catc(tempstring, " (locked)");
astring_catc(tempstring, "\n");
}
/* append the single item */
ui_menu_item_append(menu, astring_c(tempstring), NULL, MENU_FLAG_MULTILINE, NULL);
astring_free(tempstring);
}
#endif
/*-------------------------------------------------
menu_game_info - handle the game information
menu
-------------------------------------------------*/
static void menu_game_info(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
{
astring *tempstring = game_info_astring(machine, astring_alloc());
ui_menu_item_append(menu, astring_c(tempstring), NULL, MENU_FLAG_MULTILINE, NULL);
astring_free(tempstring);
}
/* process the menu */
ui_menu_process(menu, 0);
}
/*-------------------------------------------------
menu_memory_card - handle the memory card
menu
-------------------------------------------------*/
static void menu_memory_card(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
const ui_menu_event *event;
int *cardnum;
/* if no state, allocate some */
if (state == NULL)
state = ui_menu_alloc_state(menu, sizeof(*cardnum), NULL);
cardnum = state;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_memory_card_populate(machine, menu, *cardnum);
/* process the menu */
event = ui_menu_process(menu, UI_MENU_PROCESS_LR_REPEAT);
/* if something was selected, act on it */
if (event != NULL && event->itemref != NULL)
{
FPTR item = (FPTR)event->itemref;
/* select executes actions on some of the items */
if (event->iptkey == IPT_UI_SELECT)
{
switch (item)
{
/* handle card loading; if we succeed, clear the menus */
case MEMCARD_ITEM_LOAD:
if (memcard_insert(menu->machine, *cardnum) == 0)
{
popmessage("Memory card loaded");
ui_menu_stack_reset(menu->machine);
}
else
popmessage("Error loading memory card");
break;
/* handle card ejecting */
case MEMCARD_ITEM_EJECT:
memcard_eject(menu->machine);
popmessage("Memory card ejected");
break;
/* handle card creating */
case MEMCARD_ITEM_CREATE:
if (memcard_create(menu->machine, *cardnum, FALSE) == 0)
popmessage("Memory card created");
else
popmessage("Error creating memory card\n(Card may already exist)");
break;
}
}
/* the select item has extra keys */
else if (item == MEMCARD_ITEM_SELECT)
{
switch (event->iptkey)
{
/* left decrements the card number */
case IPT_UI_LEFT:
*cardnum -= 1;
break;
/* right decrements the card number */
case IPT_UI_RIGHT:
*cardnum += 1;
break;
}
}
}
}
/*-------------------------------------------------
menu_memory_card_populate - populate the
memory card menu
-------------------------------------------------*/
static void menu_memory_card_populate(running_machine *machine, ui_menu *menu, int cardnum)
{
char tempstring[20];
UINT32 flags = 0;
/* add the card select menu */
sprintf(tempstring, "%d", cardnum);
if (cardnum > 0)
flags |= MENU_FLAG_LEFT_ARROW;
if (cardnum < 1000)
flags |= MENU_FLAG_RIGHT_ARROW;
ui_menu_item_append(menu, "Card Number:", tempstring, flags, (void *)MEMCARD_ITEM_SELECT);
/* add the remaining items */
ui_menu_item_append(menu, "Load Selected Card", NULL, 0, (void *)MEMCARD_ITEM_LOAD);
if (memcard_present() != -1)
ui_menu_item_append(menu, "Eject Current Card", NULL, 0, (void *)MEMCARD_ITEM_EJECT);
ui_menu_item_append(menu, "Create New Card", NULL, 0, (void *)MEMCARD_ITEM_CREATE);
}
/*-------------------------------------------------
menu_video_targets - handle the video targets
menu
-------------------------------------------------*/
static void menu_video_targets(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
const ui_menu_event *event;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_video_targets_populate(machine, menu);
/* process the menu */
event = ui_menu_process(menu, 0);
if (event != NULL && event->iptkey == IPT_UI_SELECT)
ui_menu_stack_push(ui_menu_alloc(machine, menu_video_options, event->itemref));
}
/*-------------------------------------------------
menu_video_targets_populate - populate the
video targets menu
-------------------------------------------------*/
static void menu_video_targets_populate(running_machine *machine, ui_menu *menu)
{
int targetnum;
/* find the targets */
for (targetnum = 0; ; targetnum++)
{
render_target *target = render_target_get_indexed(targetnum);
char buffer[40];
/* stop when we run out */
if (target == NULL)
break;
/* add a menu item */
sprintf(buffer, "Screen #%d", targetnum);
ui_menu_item_append(menu, buffer, NULL, 0, target);
}
}
/*-------------------------------------------------
menu_video_options - handle the video options
menu
-------------------------------------------------*/
static void menu_video_options(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
render_target *target = (parameter != NULL) ? parameter : render_target_get_indexed(0);
const ui_menu_event *event;
int changed = FALSE;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_video_options_populate(machine, menu, target);
/* process the menu */
event = ui_menu_process(menu, 0);
if (event != NULL && event->itemref != NULL)
{
switch ((FPTR)event->itemref)
{
/* rotate adds rotation depending on the direction */
case VIDEO_ITEM_ROTATE:
if (event->iptkey == IPT_UI_LEFT || event->iptkey == IPT_UI_RIGHT)
{
int delta = (event->iptkey == IPT_UI_LEFT) ? ROT270 : ROT90;
render_target_set_orientation(target, orientation_add(delta, render_target_get_orientation(target)));
if (target == render_get_ui_target())
{
render_container_user_settings settings;
render_container_get_user_settings(render_container_get_ui(), &settings);
settings.orientation = orientation_add(delta ^ ROT180, settings.orientation);
render_container_set_user_settings(render_container_get_ui(), &settings);
}
changed = TRUE;
}
break;
/* layer config bitmasks handle left/right keys the same (toggle) */
case LAYER_CONFIG_ENABLE_BACKDROP:
case LAYER_CONFIG_ENABLE_OVERLAY:
case LAYER_CONFIG_ENABLE_BEZEL:
case LAYER_CONFIG_ZOOM_TO_SCREEN:
if (event->iptkey == IPT_UI_LEFT || event->iptkey == IPT_UI_RIGHT)
{
render_target_set_layer_config(target, render_target_get_layer_config(target) ^ (FPTR)event->itemref);
changed = TRUE;
}
break;
/* anything else is a view item */
default:
if (event->iptkey == IPT_UI_SELECT && (int)(FPTR)event->itemref >= VIDEO_ITEM_VIEW)
{
render_target_set_view(target, (FPTR)event->itemref - VIDEO_ITEM_VIEW);
changed = TRUE;
}
break;
}
}
/* if something changed, rebuild the menu */
if (changed)
ui_menu_reset(menu, UI_MENU_RESET_REMEMBER_REF);
}
/*-------------------------------------------------
menu_video_options_populate - populate the
video options menu
-------------------------------------------------*/
static void menu_video_options_populate(running_machine *machine, ui_menu *menu, render_target *target)
{
int layermask = render_target_get_layer_config(target);
astring *tempstring = astring_alloc();
const char *subtext = "";
int viewnum;
int enabled;
/* add items for each view */
for (viewnum = 0; ; viewnum++)
{
const char *name = render_target_get_view_name(target, viewnum);
if (name == NULL)
break;
/* create a string for the item, replacing underscores with spaces */
astring_replacec(astring_cpyc(tempstring, name), 0, "_", " ");
ui_menu_item_append(menu, astring_c(tempstring), NULL, 0, (void *)(FPTR)(VIDEO_ITEM_VIEW + viewnum));
}
/* add a separator */
ui_menu_item_append(menu, MENU_SEPARATOR_ITEM, NULL, 0, NULL);
/* add a rotate item */
switch (render_target_get_orientation(target))
{
case ROT0: subtext = "None"; break;
case ROT90: subtext = "CW 90" UTF8_DEGREES; break;
case ROT180: subtext = "180" UTF8_DEGREES; break;
case ROT270: subtext = "CCW 90" UTF8_DEGREES; break;
}
ui_menu_item_append(menu, "Rotate", subtext, MENU_FLAG_LEFT_ARROW | MENU_FLAG_RIGHT_ARROW, (void *)VIDEO_ITEM_ROTATE);
/* backdrop item */
enabled = layermask & LAYER_CONFIG_ENABLE_BACKDROP;
ui_menu_item_append(menu, "Backdrops", enabled ? "Enabled" : "Disabled", enabled ? MENU_FLAG_LEFT_ARROW : MENU_FLAG_RIGHT_ARROW, (void *)LAYER_CONFIG_ENABLE_BACKDROP);
/* overlay item */
enabled = layermask & LAYER_CONFIG_ENABLE_OVERLAY;
ui_menu_item_append(menu, "Overlays", enabled ? "Enabled" : "Disabled", enabled ? MENU_FLAG_LEFT_ARROW : MENU_FLAG_RIGHT_ARROW, (void *)LAYER_CONFIG_ENABLE_OVERLAY);
/* bezel item */
enabled = layermask & LAYER_CONFIG_ENABLE_BEZEL;
ui_menu_item_append(menu, "Bezels", enabled ? "Enabled" : "Disabled", enabled ? MENU_FLAG_LEFT_ARROW : MENU_FLAG_RIGHT_ARROW, (void *)LAYER_CONFIG_ENABLE_BEZEL);
/* cropping */
enabled = layermask & LAYER_CONFIG_ZOOM_TO_SCREEN;
ui_menu_item_append(menu, "View", enabled ? "Cropped" : "Full", enabled ? MENU_FLAG_RIGHT_ARROW : MENU_FLAG_LEFT_ARROW, (void *)LAYER_CONFIG_ZOOM_TO_SCREEN);
astring_free(tempstring);
}
/*-------------------------------------------------
menu_quit_game - handle the "menu" for
quitting the game
-------------------------------------------------*/
static void menu_quit_game(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
/* request a reset */
mame_schedule_exit(machine);
/* reset the menu stack */
ui_menu_stack_reset(machine);
}
/*-------------------------------------------------
menu_select_game - handle the game select
menu
-------------------------------------------------*/
static void menu_select_game(running_machine *machine, ui_menu *menu, void *parameter, void *state)
{
select_game_state *menustate;
const ui_menu_event *event;
int changed = FALSE;
/* if no state, allocate some */
if (state == NULL)
{
state = ui_menu_alloc_state(menu, sizeof(*menustate) + sizeof(menustate->driverlist) * driver_list_get_count(drivers), NULL);
if (parameter != NULL)
strcpy(((select_game_state *)state)->search, parameter);
}
menustate = state;
/* if the menu isn't built, populate now */
if (!ui_menu_populated(menu))
menu_select_game_populate(machine, menu, menustate);
/* ignore pause keys by swallowing them before we process the menu */
ui_input_pressed(machine, IPT_UI_PAUSE);
/* process the menu */
event = ui_menu_process(menu, 0);
if (event != NULL && event->itemref != NULL)
{
/* reset the error on any future event */
if (menustate->error)
menustate->error = FALSE;
/* handle selections */
else if (event->iptkey == IPT_UI_SELECT)
{
const game_driver *driver = (const game_driver *)event->itemref;
/* special case for configure inputs */
if ((FPTR)driver == 1)
ui_menu_stack_push(ui_menu_alloc(menu->machine, menu_input_groups, NULL));
/* anything else is a driver */
else
{
audit_record *audit;
int audit_records;
int audit_result;
/* audit the game first to see if we're going to work */
audit_records = audit_images(mame_options(), driver, AUDIT_VALIDATE_FAST, &audit);
audit_result = audit_summary(driver, audit_records, audit, FALSE);
if (audit_records > 0)
free(audit);
/* if everything looks good, schedule the new driver */
if (audit_result == CORRECT || audit_result == BEST_AVAILABLE)
{
mame_schedule_new_driver(machine, driver);
ui_menu_stack_reset(machine);
}
/* otherwise, display an error */
else
{
changed = TRUE;
menustate->error = TRUE;
}
}
}
/* escape pressed with non-empty text clears the text */
else if (event->iptkey == IPT_UI_CANCEL && menustate->search[0] != 0)
{
/* since we have already been popped, we must recreate ourself from scratch */
ui_menu_stack_push(ui_menu_alloc(menu->machine, menu_select_game, NULL));
}
/* typed characters append to the buffer */
else if (event->iptkey == IPT_SPECIAL)
{
int buflen = strlen(menustate->search);
/* if it's a backspace and we can handle it, do so */
if (event->unichar == 8 && buflen > 0)
{
*(char *)utf8_previous_char(&menustate->search[buflen]) = 0;
menustate->rerandomize = TRUE;
changed = TRUE;
}
/* if it's any other key and we're not maxed out, update */
else if (event->unichar >= ' ')
{
buflen += utf8_from_uchar(&menustate->search[buflen], ARRAY_LENGTH(menustate->search) - buflen, event->unichar);
menustate->search[buflen] = 0;
changed = TRUE;
}
}
}
/* if we're in an error state, overlay an error message */
if (menustate->error)
ui_draw_text_box("The selected game is missing one or more required ROM or CHD images. "
"Please select a different game.\n\nPress any key to continue.",
JUSTIFY_CENTER, 0.5f, 0.5f, UI_REDCOLOR);
/* if we changed, force a redraw on the next go */
if (changed)
ui_menu_reset(menu, UI_MENU_RESET_REMEMBER_REF);
}
/*-------------------------------------------------
menu_select_game_populate - populate the game
select menu
-------------------------------------------------*/
static void menu_select_game_populate(running_machine *machine, ui_menu *menu, select_game_state *menustate)
{
int matchcount;
int curitem;
/* update our driver list if necessary */
if (menustate->driverlist[0] == NULL)
menu_select_game_build_driver_list(menu, menustate);
for (curitem = matchcount = 0; menustate->driverlist[curitem] != NULL && matchcount < VISIBLE_GAMES_IN_LIST; curitem++)
if (!(menustate->driverlist[curitem]->flags & GAME_NO_STANDALONE))
matchcount++;
/* if nothing there, add a single multiline item and return */
if (matchcount == 0)
{
ui_menu_item_append(menu, "No games found. Please check the rompath specified in the mame.ini file.\n\n"
"If this is your first time using MAME, please see the config.txt file in "
"the docs directory for information on configuring MAME.", NULL, MENU_FLAG_MULTILINE | MENU_FLAG_REDTEXT, NULL);
return;
}
/* otherwise, rebuild the match list */
if (menustate->search[0] != 0 || menustate->matchlist[0] == NULL || menustate->rerandomize)
driver_list_get_approx_matches(menustate->driverlist, menustate->search, matchcount, menustate->matchlist);
menustate->rerandomize = FALSE;
/* iterate over entries */
for (curitem = 0; curitem < matchcount; curitem++)
{
const game_driver *driver = menustate->matchlist[curitem];
if (driver != NULL)
{
const game_driver *cloneof = driver_get_clone(driver);
ui_menu_item_append(menu, driver->name, driver->description, (cloneof == NULL || (cloneof->flags & GAME_IS_BIOS_ROOT)) ? 0 : MENU_FLAG_INVERT, (void *)driver);
}
}
/* if we're forced into this, allow general input configuration as well */
if (ui_menu_is_force_game_select())
{
ui_menu_item_append(menu, MENU_SEPARATOR_ITEM, NULL, 0, NULL);
ui_menu_item_append(menu, "Configure General Inputs", NULL, 0, (void *)1);
}
/* configure the custom rendering */
ui_menu_set_custom_render(menu, menu_select_game_custom_render, ui_get_line_height() + 3.0f * UI_BOX_TB_BORDER, 4.0f * ui_get_line_height() + 3.0f * UI_BOX_TB_BORDER);
}
/*-------------------------------------------------
menu_select_game_driver_compare - compare the
names of two drivers
-------------------------------------------------*/
static int CLIB_DECL menu_select_game_driver_compare(const void *elem1, const void *elem2)
{
const game_driver **driver1_ptr = (const game_driver **)elem1;
const game_driver **driver2_ptr = (const game_driver **)elem2;
const char *driver1 = (*driver1_ptr)->name;
const char *driver2 = (*driver2_ptr)->name;
while (*driver1 == *driver2 && *driver1 != 0)
driver1++, driver2++;
return *driver1 - *driver2;
}
/*-------------------------------------------------
menu_select_game_build_driver_list - build a
list of available drivers
-------------------------------------------------*/
static void menu_select_game_build_driver_list(ui_menu *menu, select_game_state *menustate)
{
int driver_count = driver_list_get_count(drivers);
int drivnum, listnum;
mame_path *path;
UINT8 *found;
/* create a sorted copy of the main driver list */
memcpy((void *)menustate->driverlist, drivers, driver_count * sizeof(menustate->driverlist[0]));
qsort((void *)menustate->driverlist, driver_count, sizeof(menustate->driverlist[0]), menu_select_game_driver_compare);
/* allocate a temporary array to track which ones we found */
found = ui_menu_pool_alloc(menu, (driver_count + 7) / 8);
memset(found, 0, (driver_count + 7) / 8);
/* open a path to the ROMs and find them in the array */
path = mame_openpath(mame_options(), OPTION_ROMPATH);
if (path != NULL)
{
const osd_directory_entry *dir;
/* iterate while we get new objects */
while ((dir = mame_readpath(path)) != NULL)
{
game_driver tempdriver;
game_driver *tempdriver_ptr;
const game_driver **found_driver;
char drivername[50];
char *dst = drivername;
const char *src;
/* build a name for it */
for (src = dir->name; *src != 0 && *src != '.' && dst < &drivername[ARRAY_LENGTH(drivername) - 1]; src++)
*dst++ = tolower(*src);
*dst = 0;
/* find it in the array */
tempdriver.name = drivername;
tempdriver_ptr = &tempdriver;
found_driver = bsearch(&tempdriver_ptr, menustate->driverlist, driver_count, sizeof(*menustate->driverlist), menu_select_game_driver_compare);
/* if found, mark the corresponding entry in the array */
if (found_driver != NULL)
{
int index = found_driver - menustate->driverlist;
found[index / 8] |= 1 << (index % 8);
}
}
mame_closepath(path);
}
/* now build the final list */
for (drivnum = listnum = 0; drivnum < driver_count; drivnum++)
if (found[drivnum / 8] & (1 << (drivnum % 8)))
menustate->driverlist[listnum++] = menustate->driverlist[drivnum];
/* NULL-terminate */
menustate->driverlist[listnum] = NULL;
}
/*-------------------------------------------------
menu_select_game_custom_render - perform our
special rendering
-------------------------------------------------*/
static void menu_select_game_custom_render(running_machine *machine, ui_menu *menu, void *state, void *selectedref, float top, float bottom, float origx1, float origy1, float origx2, float origy2)
{
select_game_state *menustate = state;
const game_driver *driver;
float width, maxwidth;
float x1, y1, x2, y2;
char tempbuf[4][256];
rgb_t color;
int line;
/* display the current typeahead */
if (menustate->search[0] != 0)
sprintf(&tempbuf[0][0], "Type name or select: %s_", menustate->search);
else
sprintf(&tempbuf[0][0], "Type name or select: (random)");
/* get the size of the text */
ui_draw_text_full(&tempbuf[0][0], 0.0f, 0.0f, 1.0f, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &width, NULL);
width += 2 * UI_BOX_LR_BORDER;
maxwidth = MAX(width, origx2 - origx1);
/* compute our bounds */
x1 = 0.5f - 0.5f * maxwidth;
x2 = x1 + maxwidth;
y1 = origy1 - top;
y2 = origy1 - UI_BOX_TB_BORDER;
/* draw a box */
ui_draw_outlined_box(x1, y1, x2, y2, UI_FILLCOLOR);
/* take off the borders */
x1 += UI_BOX_LR_BORDER;
x2 -= UI_BOX_LR_BORDER;
y1 += UI_BOX_TB_BORDER;
y2 -= UI_BOX_TB_BORDER;
/* draw the text within it */
ui_draw_text_full(&tempbuf[0][0], x1, y1, x2 - x1, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NORMAL, ARGB_WHITE, ARGB_BLACK, NULL, NULL);
/* determine the text to render below */
driver = ((FPTR)selectedref > 1) ? selectedref : NULL;
if ((FPTR)driver > 1)
{
const char *gfxstat, *soundstat;
/* first line is game name */
sprintf(&tempbuf[0][0], "%-.100s", driver->description);
/* next line is year, manufacturer */
sprintf(&tempbuf[1][0], "%s, %-.100s", driver->year, driver->manufacturer);
/* next line is overall driver status */
if (driver->flags & GAME_NOT_WORKING)
strcpy(&tempbuf[2][0], "Overall: NOT WORKING");
else if (driver->flags & GAME_UNEMULATED_PROTECTION)
strcpy(&tempbuf[2][0], "Overall: Unemulated Protection");
else
strcpy(&tempbuf[2][0], "Overall: Working");
/* next line is graphics, sound status */
if (driver->flags & (GAME_IMPERFECT_GRAPHICS | GAME_WRONG_COLORS | GAME_IMPERFECT_COLORS))
gfxstat = "Imperfect";
else
gfxstat = "OK";
if (driver->flags & GAME_NO_SOUND)
soundstat = "Unimplemented";
else if (driver->flags & GAME_IMPERFECT_SOUND)
soundstat = "Imperfect";
else
soundstat = "OK";
sprintf(&tempbuf[3][0], "Gfx: %s, Sound: %s", gfxstat, soundstat);
}
else
{
const char *s = COPYRIGHT;
int line = 0;
int col = 0;
/* first line is version string */
sprintf(&tempbuf[line++][0], "%s %s", APPLONGNAME, build_version);
/* output message */
while (line < ARRAY_LENGTH(tempbuf))
{
if (*s == 0 || *s == '\n')
{
tempbuf[line++][col] = 0;
col = 0;
}
else
tempbuf[line][col++] = *s;
if (*s != 0)
s++;
}
}
/* get the size of the text */
maxwidth = origx2 - origx1;
for (line = 0; line < 4; line++)
{
ui_draw_text_full(&tempbuf[line][0], 0.0f, 0.0f, 1.0f, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NONE, ARGB_WHITE, ARGB_BLACK, &width, NULL);
width += 2 * UI_BOX_LR_BORDER;
maxwidth = MAX(maxwidth, width);
}
/* compute our bounds */
x1 = 0.5f - 0.5f * maxwidth;
x2 = x1 + maxwidth;
y1 = origy2 + UI_BOX_TB_BORDER;
y2 = origy2 + bottom;
/* draw a box */
color = UI_FILLCOLOR;
if (driver != NULL && (driver->flags & (GAME_NOT_WORKING | GAME_UNEMULATED_PROTECTION)) != 0)
color = UI_REDCOLOR;
ui_draw_outlined_box(x1, y1, x2, y2, color);
/* take off the borders */
x1 += UI_BOX_LR_BORDER;
x2 -= UI_BOX_LR_BORDER;
y1 += UI_BOX_TB_BORDER;
y2 -= UI_BOX_TB_BORDER;
/* draw all lines */
for (line = 0; line < 4; line++)
{
ui_draw_text_full(&tempbuf[line][0], x1, y1, x2 - x1, JUSTIFY_CENTER, WRAP_TRUNCATE,
DRAW_NORMAL, ARGB_WHITE, ARGB_BLACK, NULL, NULL);
y1 += ui_get_line_height();
}
}
/***************************************************************************
MENU HELPERS
***************************************************************************/
/*-------------------------------------------------
menu_render_triangle - render a triangle that
is used for up/down arrows and left/right
indicators
-------------------------------------------------*/
static void menu_render_triangle(bitmap_t *dest, const bitmap_t *source, const rectangle *sbounds, void *param)
{
int halfwidth = dest->width / 2;
int height = dest->height;
int x, y;
/* start with all-transparent */
bitmap_fill(dest, NULL, MAKE_ARGB(0x00,0x00,0x00,0x00));
/* render from the tip to the bottom */
for (y = 0; y < height; y++)
{
int linewidth = (y * (halfwidth - 1) + (height / 2)) * 255 * 2 / height;
UINT32 *target = BITMAP_ADDR32(dest, y, halfwidth);
/* don't antialias if height < 12 */
if (dest->height < 12)
{
int pixels = (linewidth + 254) / 255;
if (pixels % 2 == 0) pixels++;
linewidth = pixels * 255;
}
/* loop while we still have data to generate */
for (x = 0; linewidth > 0; x++)
{
int dalpha;
/* first colum we only consume one pixel */
if (x == 0)
{
dalpha = MIN(0xff, linewidth);
target[x] = MAKE_ARGB(dalpha,0xff,0xff,0xff);
}
/* remaining columns consume two pixels, one on each side */
else
{
dalpha = MIN(0x1fe, linewidth);
target[x] = target[-x] = MAKE_ARGB(dalpha/2,0xff,0xff,0xff);
}
/* account for the weight we consumed */
linewidth -= dalpha;
}
}
}