/* 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 3 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, see . * */ #ifndef GUI_EDITGAMEDIALOG_H #define GUI_EDITGAMEDIALOG_H #include "engines/game.h" #include "gui/dialog.h" #include "gui/options.h" #include "gui/widget.h" namespace GUI { class BrowserDialog; class CommandSender; class DomainEditTextWidget; class ListWidget; class ButtonWidget; class PicButtonWidget; class GraphicsWidget; class StaticTextWidget; class EditTextWidget; class SaveLoadChooser; /* * A dialog that allows the user to edit a config game entry. * TODO: add widgets for some/all of the following * - Maybe scaler/graphics mode. But there are two problems: * 1) Different backends can have different scalers with different names, * so we first have to add a way to query those... no Ender, I don't * think a bitmasked property() value is nice for this, because we would * have to add to the bitmask values whenever a backends adds a new scaler). * 2) At the time the launcher is running, the GFX backend is already setup. * So when a game is run via the launcher, the custom scaler setting for it won't be * used. So we'd also have to add an API to change the scaler during runtime * (the SDL backend can already do that based on user input, but there is no API * to achieve it) * If the APIs for 1&2 are in place, we can think about adding this to the Edit&Option dialogs */ class EditGameDialog : public OptionsDialog { public: EditGameDialog(const Common::String &domain); void open() override; void apply() override; void handleCommand(CommandSender *sender, uint32 cmd, uint32 data) override; protected: void setupGraphicsTab() override; EditTextWidget *_descriptionWidget; DomainEditTextWidget *_domainWidget; StaticTextWidget *_gamePathWidget; StaticTextWidget *_extraPathWidget; StaticTextWidget *_savePathWidget; ButtonWidget *_extraPathClearButton; ButtonWidget *_savePathClearButton; StaticTextWidget *_langPopUpDesc; PopUpWidget *_langPopUp; StaticTextWidget *_platformPopUpDesc; PopUpWidget *_platformPopUp; CheckboxWidget *_globalGraphicsOverride; CheckboxWidget *_globalBackendOverride; CheckboxWidget *_globalAudioOverride; CheckboxWidget *_globalMIDIOverride; CheckboxWidget *_globalMT32Override; CheckboxWidget *_globalVolumeOverride; OptionsContainerWidget *_engineOptions; }; } // End of namespace GUI #endif