Exemple #1
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        /*-------------------------------------------------
        *   menu_main constructor/destructor
        *  -------------------------------------------------*/
        public menu_main(mame_ui_manager mui, render_container container) : base(mui, container)
        {
            m_phase = machine_phase.PREINIT;


            set_needs_prev_menu_item(false);
        }
Exemple #2
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        /*-------------------------------------------------
        *   menu_settings_populate - populate one of the
        *   switches menus
        *  -------------------------------------------------*/

        public menu_settings(mame_ui_manager mui, render_container container, UInt32 _type)
            : base(mui, container)
        {
            diplist  = null;
            dipcount = 0;

            type = (int)_type;
        }
Exemple #3
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        //std::unique_ptr<driver_enumerator> m_drivlist;


        //-------------------------------------------------
        //  ctor
        //-------------------------------------------------
        simple_menu_select_game(mame_ui_manager mui, render_container container, string gamename)
            : base(mui, container)
        {
            m_driverlist = new std.vector <game_driver>(driver_list.total() + 1);


            throw new emu_unimplemented();
        }
Exemple #4
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        //-------------------------------------------------
        //  ctor
        //-------------------------------------------------
        public menu_file_manager(mame_ui_manager mui, render_container container, string warnings)
            : base(mui, container)
        {
            selected_device = null;
            m_warnings      = warnings != null ? warnings : "";

            // The warning string is used when accessing from the force_file_manager call, i.e.
            // when the file manager is loaded top front in the case of mandatory image devices
        }
Exemple #5
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        //~menu_file_manager() { }


        // force file manager menu
        public static void force_file_manager(mame_ui_manager mui, render_container container, string warnings)
        {
            // drop any existing menus and start the file manager
            menu.stack_reset(mui);
            menu.stack_push_special_main(new menu_file_manager(mui, container, warnings));
            mui.show_menu();

            // make sure MAME is paused
            mui.machine().pause();
        }
Exemple #6
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        // force game select menu
        //-------------------------------------------------
        //  force the game select menu to be visible
        //  and inescapable
        //-------------------------------------------------
        public static void force_game_select(mame_ui_manager mui, render_container container)
        {
            // drop any existing menus and start the system selection menu
            menu.stack_reset(mui);
            menu.stack_push_special_main(new menu_select_game(mui, container, null));
            mui.show_menu();

            // make sure MAME is paused
            mui.machine().pause();
        }
Exemple #7
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        public override ui_manager create_ui(running_machine machine)
        {
            m_ui = new mame_ui_manager(machine);
            m_ui.init();

            machine.add_notifier(machine_notification.MACHINE_NOTIFY_RESET, reset);

            m_ui.set_startup_text("Initializing...", true);

            return(m_ui);
        }
Exemple #8
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        public menu_sliders(mame_ui_manager mui, render_container container, bool menuless_mode = false)
            : base(mui, container)
        {
            m_menuless_mode = menuless_mode;
            m_hidden        = menuless_mode;


            set_one_shot(menuless_mode);
            set_needs_prev_menu_item(!menuless_mode);
            set_process_flags(PROCESS_LR_REPEAT | (m_hidden ? PROCESS_CUSTOM_ONLY : 0));
        }
Exemple #9
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        public static void display_ui_chooser(running_machine machine)
        {
            mame_ui_manager  mui       = mame_machine_manager.instance().ui();
            render_container container = machine.render().ui_container();

            if (machine.options().ui() == emu_options.ui_option.UI_SIMPLE)
            {
                ui.simple_menu_select_game.force_game_select(mui, container);
            }
            else
            {
                ui.menu_select_game.force_game_select(mui, container);
            }
        }
Exemple #10
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        //~menu_file_manager() { }


        // force file manager menu
        public static void force_file_manager(mame_ui_manager mui, render_container container, string warnings)
        {
            // reset the menu stack
            stack_reset(mui.machine());

            // add the quit entry followed by the game select entry
            stack_push_special_main(new menu_quit_game(mui, container));
            stack_push(new menu_file_manager(mui, container, warnings));

            // force the menus on
            mui.show_menu();

            // make sure MAME is paused
            mui.machine().pause();
        }
Exemple #11
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        //-------------------------------------------------
        //  ctor
        //-------------------------------------------------
        public menu_file_manager(mame_ui_manager mui, render_container container, string warnings)
            : base(mui, container)
        {
            selected_device = null;

            // This warning string is used when accessing from the force_file_manager call, i.e.
            // when the file manager is loaded top front in the case of mandatory image devices
            if (!string.IsNullOrEmpty(warnings))
            {
                m_warnings = warnings;
            }
            else
            {
                m_warnings = "";
            }

            m_curr_selected = false;
        }
Exemple #12
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 public menu_sliders(mame_ui_manager mui, render_container container, bool menuless_mode = false)
     : base(mui, container)
 {
     m_hidden        = menuless_mode;
     m_menuless_mode = menuless_mode;
 }
Exemple #13
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 /*-------------------------------------------------
 *   menu_input_groups_populate - populate the
 *   input groups menu
 *  -------------------------------------------------*/
 public menu_input_groups(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #14
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 /*-------------------------------------------------
 *   menu_input_specific - handle the game-specific
 *   input menu
 *  -------------------------------------------------*/
 public menu_input_specific(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #15
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 /*-------------------------------------------------
 *   menu_input_general - handle the general
 *   input menu
 *  -------------------------------------------------*/
 menu_input_general(mame_ui_manager mui, render_container container, int _group)
     : base(mui, container)
 {
     group = _group;
 }
Exemple #16
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 public menu_confirm_quit(mame_ui_manager mui, render_container container)
     : base(mui, container)
 {
     set_one_shot(true);
     set_process_flags(PROCESS_CUSTOM_ONLY | PROCESS_NOINPUT);
 }
Exemple #17
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        //ui_system_info const *const m_system;
        //ui_software_info const *const m_swinfo;
        //bool const m_issoft;
        //int m_actual;
        //std::string m_list, m_short, m_long, m_parent;
        //std::vector<list_items> m_items_list;


        menu_dats_view(mame_ui_manager mui, render_container container, ui_software_info swinfo)
            : base(mui, container)
        {
            throw new emu_unimplemented();
        }
Exemple #18
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 public menu_network_devices(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #19
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        // actions
        //void reload();
        //bool save_all(const char *filename);

        //-------------------------------------------------
        //  render_text - called by the UI system to
        //  render text
        //-------------------------------------------------
        public void render_text(mame_ui_manager mui, render_container container)
        {
            //throw new emu_unimplemented();
#if false
#endif
        }
Exemple #20
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 /*-------------------------------------------------
 *   ui_menu_keyboard_mode - menu that
 *  -------------------------------------------------*/
 public menu_keyboard_mode(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #21
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 // force game select menu
 public static void force_game_select(mame_ui_manager mui, render_container container)
 {
     throw new emu_unimplemented();
 }
Exemple #22
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        // internal state
        //bool                    m_nomatch;
        //bool                    m_error;
        //bool                    m_rerandomize;
        //std::string             m_search;
        //int                     m_matchlist[VISIBLE_GAMES_IN_LIST];
        //std::vector<const game_driver *>    m_driverlist;
        //std::unique_ptr<driver_enumerator>  m_drivlist;

        // cached driver flags
        //const game_driver *     m_cached_driver;
        //machine_flags::type     m_cached_flags;
        //device_t::feature_type  m_cached_unemulated;
        //device_t::feature_type  m_cached_imperfect;
        //rgb_t                   m_cached_color;


        //-------------------------------------------------
        //  ctor
        //-------------------------------------------------
        simple_menu_select_game(mame_ui_manager mui, render_container container, string gamename)
            : base(mui, container)
        {
            throw new emu_unimplemented();
        }
Exemple #23
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        /*-------------------------------------------------
        *  ui_slider_ui_handler - pushes the slider
        *  menu on the stack and hands off to the
        *  standard menu handler
        *  -------------------------------------------------*/
        public static new UInt32 ui_handler(render_container container, mame_ui_manager mui)
        {
            UInt32 result;

            throw new emu_unimplemented();
        }
Exemple #24
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 /*-------------------------------------------------
 *   menu_settings_dip_switches - handle the DIP
 *   switches menu
 *  -------------------------------------------------*/
 public menu_settings_dip_switches(mame_ui_manager mui, render_container container) : base(mui, container, (UInt32)ioport_type.IPT_DIPSWITCH)
 {
 }
Exemple #25
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 /*-------------------------------------------------
 *   menu_settings_driver_config - handle the
 *   driver config menu
 *  -------------------------------------------------*/
 public menu_settings_driver_config(mame_ui_manager mui, render_container container) : base(mui, container, (UInt32)ioport_type.IPT_CONFIG)
 {
 }
Exemple #26
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 /*-------------------------------------------------
 *   ui_menu_bios_selection - populates the main
 *   bios selection menu
 *  -------------------------------------------------*/
 public menu_bios_selection(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #27
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 menu_dats_view(mame_ui_manager mui, render_container container, ui_system_info system = null)
     : base(mui, container)
 {
     throw new emu_unimplemented();
 }
Exemple #28
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 /*-------------------------------------------------
 *   menu_bookkeeping - handle the bookkeeping
 *   information menu
 *  -------------------------------------------------*/
 public menu_bookkeeping(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #29
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 /*-------------------------------------------------
 *   menu_quit_game - handle the "menu" for
 *   quitting the game
 *  -------------------------------------------------*/
 public menu_quit_game(mame_ui_manager mui, render_container container) : base(mui, container)
 {
 }
Exemple #30
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        //class crosshair_item_data


        /*-------------------------------------------------
        *   menu_crosshair - handle the crosshair settings
        *   menu
        *  -------------------------------------------------*/
        public menu_crosshair(mame_ui_manager mui, render_container container) : base(mui, container)
        {
        }