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 
30 namespace GUI {
31 
32 class BrowserDialog;
33 class CommandSender;
34 class DomainEditTextWidget;
35 class ListWidget;
36 class ButtonWidget;
37 class PicButtonWidget;
38 class GraphicsWidget;
39 class StaticTextWidget;
40 class EditTextWidget;
41 class SaveLoadChooser;
42 
43 /*
44 * A dialog that allows the user to edit a config game entry.
45 * TODO: add widgets for some/all of the following
46 * - Maybe scaler/graphics mode. But there are two problems:
47 *   1) Different backends can have different scalers with different names,
48 *      so we first have to add a way to query those... no Ender, I don't
49 *      think a bitmasked property() value is nice for this,  because we would
50 *      have to add to the bitmask values whenever a backends adds a new scaler).
51 *   2) At the time the launcher is running, the GFX backend is already setup.
52 *      So when a game is run via the launcher, the custom scaler setting for it won't be
53 *      used. So we'd also have to add an API to change the scaler during runtime
54 *      (the SDL backend can already do that based on user input, but there is no API
55 *      to achieve it)
56 *   If the APIs for 1&2 are in place, we can think about adding this to the Edit&Option dialogs
57 */
58 
59 class EditGameDialog : public OptionsDialog {
60 	typedef Common::String String;
61 	typedef Common::Array<Common::String> StringArray;
62 public:
63 	EditGameDialog(const String &domain);
64 
65 	void open();
66 	virtual void apply();
67 	virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
68 
69 protected:
70 	virtual void setupGraphicsTab();
71 
72 	EditTextWidget *_descriptionWidget;
73 	DomainEditTextWidget *_domainWidget;
74 
75 	StaticTextWidget *_gamePathWidget;
76 	StaticTextWidget *_extraPathWidget;
77 	StaticTextWidget *_savePathWidget;
78 	ButtonWidget *_extraPathClearButton;
79 	ButtonWidget *_savePathClearButton;
80 
81 	StaticTextWidget *_langPopUpDesc;
82 	PopUpWidget *_langPopUp;
83 	StaticTextWidget *_platformPopUpDesc;
84 	PopUpWidget *_platformPopUp;
85 
86 	CheckboxWidget *_globalGraphicsOverride;
87 	CheckboxWidget *_globalAudioOverride;
88 	CheckboxWidget *_globalMIDIOverride;
89 	CheckboxWidget *_globalMT32Override;
90 	CheckboxWidget *_globalVolumeOverride;
91 
92 	ExtraGuiOptions _engineOptions;
93 };
94 
95 } // End of namespace GUI
96 
97 #endif
98