AGS: Move the engine options into the engine plugin

This commit is contained in:
Cameron Cawley 2021-09-05 20:00:19 +01:00 committed by Eugene Sandulenko
parent 39b04a1617
commit 06cd9b6d16
5 changed files with 141 additions and 107 deletions

View File

@ -30,10 +30,6 @@
#include "ags/detection.h"
#include "ags/detection_tables.h"
#include "gui/ThemeEval.h"
#include "gui/widget.h"
#include "gui/widgets/popup.h"
namespace AGS3 {
static const char *const HEAD_SIG = "CLIB\x1a";
@ -65,103 +61,6 @@ static bool isAGSFile(Common::File &f) {
return false;
}
class AGSOptionsWidget : public GUI::OptionsContainerWidget {
public:
explicit AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain);
// OptionsContainerWidget API
void load() override;
bool save() override;
private:
// OptionsContainerWidget API
void defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const override;
GUI::PopUpWidget *_langPopUp;
Common::StringArray _traFileNames;
GUI::CheckboxWidget *_forceTextAACheckbox;
};
AGSOptionsWidget::AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain) :
OptionsContainerWidget(boss, name, "AGSGameOptionsDialog", false, domain) {
// Language
GUI::StaticTextWidget *textWidget = new GUI::StaticTextWidget(widgetsBoss(), _dialogLayout + ".translation_desc", _("Game language:"), _("Language to use for multilingual games"));
textWidget->setAlign(Graphics::kTextAlignRight);
_langPopUp = new GUI::PopUpWidget(widgetsBoss(), _dialogLayout + ".translation");
_langPopUp->appendEntry(_("<default>"), (uint32) - 1);
Common::String path = ConfMan.get("path", _domain);
Common::FSDirectory dir(path);
Common::ArchiveMemberList traFileList;
dir.listMatchingMembers(traFileList, "*.tra");
int i = 0;
for (Common::ArchiveMemberList::iterator iter = traFileList.begin(); iter != traFileList.end(); ++iter) {
Common::String traFileName = (*iter)->getName();
traFileName.erase(traFileName.size() - 4); // remove .tra extension
_traFileNames.push_back(traFileName);
_langPopUp->appendEntry(traFileName, i++);
}
// Force font antialiasing
_forceTextAACheckbox = new GUI::CheckboxWidget(widgetsBoss(), _dialogLayout + ".textAA", _("Force antialiased text"), _("Use antialiasing to draw text even if the game does not ask for it"));
}
void AGSOptionsWidget::defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const {
layouts.addDialog(layoutName, overlayedLayout);
layouts.addLayout(GUI::ThemeLayout::kLayoutVertical).addPadding(16, 16, 16, 16);
layouts.addLayout(GUI::ThemeLayout::kLayoutHorizontal).addPadding(0, 0, 0, 0);
layouts.addWidget("translation_desc", "OptionsLabel");
layouts.addWidget("translation", "PopUp").closeLayout();
layouts.addWidget("textAA", "Checkbox");
layouts.closeLayout().closeDialog();
}
void AGSOptionsWidget::load() {
Common::ConfigManager::Domain *gameConfig = ConfMan.getDomain(_domain);
if (!gameConfig)
return;
uint32 curLangIndex = (uint32) - 1;
Common::String curLang;
gameConfig->tryGetVal("translation", curLang);
if (!curLang.empty()) {
for (uint i = 0; i < _traFileNames.size(); ++i) {
if (_traFileNames[i].equalsIgnoreCase(curLang)) {
curLangIndex = i;
break;
}
}
}
_langPopUp->setSelectedTag(curLangIndex);
Common::String forceTextAA;
gameConfig->tryGetVal("force_text_aa", forceTextAA);
if (!forceTextAA.empty()) {
bool val;
if (parseBool(forceTextAA, val))
_forceTextAACheckbox->setState(val);
}
}
bool AGSOptionsWidget::save() {
uint langIndex = _langPopUp->getSelectedTag();
if (langIndex < _traFileNames.size())
ConfMan.set("translation", _traFileNames[langIndex], _domain);
else
ConfMan.removeKey("translation", _domain);
ConfMan.setBool("force_text_aa", _forceTextAACheckbox->getState(), _domain);
return true;
}
} // namespace AGS3
const DebugChannelDef AGSMetaEngineDetection::debugFlagList[] = {
@ -293,8 +192,4 @@ ADDetectedGame AGSMetaEngineDetection::fallbackDetect(const FileMap &allFiles, c
return ADDetectedGame();
}
GUI::OptionsContainerWidget *AGSMetaEngineDetection::buildEngineOptionsWidgetStatic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const {
return new AGS3::AGSOptionsWidget(boss, name, target);
}
REGISTER_PLUGIN_STATIC(AGS_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, AGSMetaEngineDetection);

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@ -94,8 +94,6 @@ public:
bool canPlayUnknownVariants() const override {
return true;
}
GUI::OptionsContainerWidget *buildEngineOptionsWidgetStatic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const override;
};
#endif

138
engines/ags/dialogs.cpp Normal file
View File

@ -0,0 +1,138 @@
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/config-manager.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/str-array.h"
#include "common/translation.h"
#include "common/util.h"
#include "ags/metaengine.h"
#include "gui/ThemeEval.h"
#include "gui/widget.h"
#include "gui/widgets/popup.h"
namespace AGS3 {
class AGSOptionsWidget : public GUI::OptionsContainerWidget {
public:
explicit AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain);
// OptionsContainerWidget API
void load() override;
bool save() override;
private:
// OptionsContainerWidget API
void defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const override;
GUI::PopUpWidget *_langPopUp;
Common::StringArray _traFileNames;
GUI::CheckboxWidget *_forceTextAACheckbox;
};
AGSOptionsWidget::AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain) :
OptionsContainerWidget(boss, name, "AGSGameOptionsDialog", false, domain) {
// Language
GUI::StaticTextWidget *textWidget = new GUI::StaticTextWidget(widgetsBoss(), _dialogLayout + ".translation_desc", _("Game language:"), _("Language to use for multilingual games"));
textWidget->setAlign(Graphics::kTextAlignRight);
_langPopUp = new GUI::PopUpWidget(widgetsBoss(), _dialogLayout + ".translation");
_langPopUp->appendEntry(_("<default>"), (uint32) - 1);
Common::String path = ConfMan.get("path", _domain);
Common::FSDirectory dir(path);
Common::ArchiveMemberList traFileList;
dir.listMatchingMembers(traFileList, "*.tra");
int i = 0;
for (Common::ArchiveMemberList::iterator iter = traFileList.begin(); iter != traFileList.end(); ++iter) {
Common::String traFileName = (*iter)->getName();
traFileName.erase(traFileName.size() - 4); // remove .tra extension
_traFileNames.push_back(traFileName);
_langPopUp->appendEntry(traFileName, i++);
}
// Force font antialiasing
_forceTextAACheckbox = new GUI::CheckboxWidget(widgetsBoss(), _dialogLayout + ".textAA", _("Force antialiased text"), _("Use antialiasing to draw text even if the game does not ask for it"));
}
void AGSOptionsWidget::defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const {
layouts.addDialog(layoutName, overlayedLayout);
layouts.addLayout(GUI::ThemeLayout::kLayoutVertical).addPadding(16, 16, 16, 16);
layouts.addLayout(GUI::ThemeLayout::kLayoutHorizontal).addPadding(0, 0, 0, 0);
layouts.addWidget("translation_desc", "OptionsLabel");
layouts.addWidget("translation", "PopUp").closeLayout();
layouts.addWidget("textAA", "Checkbox");
layouts.closeLayout().closeDialog();
}
void AGSOptionsWidget::load() {
Common::ConfigManager::Domain *gameConfig = ConfMan.getDomain(_domain);
if (!gameConfig)
return;
uint32 curLangIndex = (uint32) - 1;
Common::String curLang;
gameConfig->tryGetVal("translation", curLang);
if (!curLang.empty()) {
for (uint i = 0; i < _traFileNames.size(); ++i) {
if (_traFileNames[i].equalsIgnoreCase(curLang)) {
curLangIndex = i;
break;
}
}
}
_langPopUp->setSelectedTag(curLangIndex);
Common::String forceTextAA;
gameConfig->tryGetVal("force_text_aa", forceTextAA);
if (!forceTextAA.empty()) {
bool val;
if (parseBool(forceTextAA, val))
_forceTextAACheckbox->setState(val);
}
}
bool AGSOptionsWidget::save() {
uint langIndex = _langPopUp->getSelectedTag();
if (langIndex < _traFileNames.size())
ConfMan.set("translation", _traFileNames[langIndex], _domain);
else
ConfMan.removeKey("translation", _domain);
ConfMan.setBool("force_text_aa", _forceTextAACheckbox->getState(), _domain);
return true;
}
} // namespace AGS3
GUI::OptionsContainerWidget *AGSMetaEngine::buildEngineOptionsWidgetDynamic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const {
return new AGS3::AGSOptionsWidget(boss, name, target);
}

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@ -52,6 +52,8 @@ public:
*/
Common::String getSavegameFile(int saveGameIdx, const char *target = nullptr) const override;
GUI::OptionsContainerWidget *buildEngineOptionsWidgetDynamic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const override;
/**
* Determine whether the engine supports the specified MetaEngine feature.
*

View File

@ -2,6 +2,7 @@ MODULE := engines/ags
MODULE_OBJS = \
ags.o \
dialogs.o \
events.o \
game_scanner.o \
globals.o \