1 /* ScummVM - Graphic Adventure Engine 2 * 3 * ScummVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the COPYRIGHT 5 * file distributed with this source distribution. 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software 19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 20 * 21 */ 22 23 #ifndef GUI_EDITGAMEDIALOG_H 24 #define GUI_EDITGAMEDIALOG_H 25 26 #include "engines/game.h" 27 #include "gui/dialog.h" 28 #include "gui/options.h" 29 #include "gui/widget.h" 30 31 namespace GUI { 32 33 class BrowserDialog; 34 class CommandSender; 35 class DomainEditTextWidget; 36 class ListWidget; 37 class ButtonWidget; 38 class PicButtonWidget; 39 class GraphicsWidget; 40 class StaticTextWidget; 41 class EditTextWidget; 42 class SaveLoadChooser; 43 44 /* 45 * A dialog that allows the user to edit a config game entry. 46 * TODO: add widgets for some/all of the following 47 * - Maybe scaler/graphics mode. But there are two problems: 48 * 1) Different backends can have different scalers with different names, 49 * so we first have to add a way to query those... no Ender, I don't 50 * think a bitmasked property() value is nice for this, because we would 51 * have to add to the bitmask values whenever a backends adds a new scaler). 52 * 2) At the time the launcher is running, the GFX backend is already setup. 53 * So when a game is run via the launcher, the custom scaler setting for it won't be 54 * used. So we'd also have to add an API to change the scaler during runtime 55 * (the SDL backend can already do that based on user input, but there is no API 56 * to achieve it) 57 * If the APIs for 1&2 are in place, we can think about adding this to the Edit&Option dialogs 58 */ 59 60 class EditGameDialog : public OptionsDialog { 61 typedef Common::String String; 62 typedef Common::U32String U32String; 63 typedef Common::Array<Common::String> StringArray; 64 public: 65 EditGameDialog(const String &domain); 66 67 void open() override; 68 void apply() override; 69 void handleCommand(CommandSender *sender, uint32 cmd, uint32 data) override; 70 71 protected: 72 void setupGraphicsTab() override; 73 74 EditTextWidget *_descriptionWidget; 75 DomainEditTextWidget *_domainWidget; 76 77 StaticTextWidget *_gamePathWidget; 78 StaticTextWidget *_extraPathWidget; 79 StaticTextWidget *_savePathWidget; 80 ButtonWidget *_extraPathClearButton; 81 ButtonWidget *_savePathClearButton; 82 83 StaticTextWidget *_langPopUpDesc; 84 PopUpWidget *_langPopUp; 85 StaticTextWidget *_platformPopUpDesc; 86 PopUpWidget *_platformPopUp; 87 88 CheckboxWidget *_globalGraphicsOverride; 89 CheckboxWidget *_globalShaderOverride; 90 CheckboxWidget *_globalBackendOverride; 91 CheckboxWidget *_globalAudioOverride; 92 CheckboxWidget *_globalMIDIOverride; 93 CheckboxWidget *_globalMT32Override; 94 CheckboxWidget *_globalVolumeOverride; 95 96 OptionsContainerWidget *_engineOptions; 97 }; 98 99 } // End of namespace GUI 100 101 #endif 102