mirror of
https://github.com/libretro/scummvm.git
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3c36c1fbc3
The backend options tab is for backend specific options. The backends
supporting it implements the function buildBackendOptionsWidget which
defines the options elements and layout.
The backend options tab layout may differ depending on the current
domain. The options in the "Global options" tab applies to all games
while the options in the "Game options" tab only applies to a specific
game. The options in the "Global config" options tab can be set during
game play. Some options, e.g. graphics cannot be changed while running
the game while backend options can.
The first version of the backend options tab was a non-scrollable
container. The "Game options" tab includes an "Override Global options
checkbox" which, when checked, enables the options defined by the
backend.
The number of iOS7 backend options increased rapidly which caused some
options to fall outside the tab container on screens with limited
space in height. An attempt to fix that was made by the same creator
of this commit in the commit: 8db736f155
The attempt was not perfect in any way, else this commit wouldn't
exist... The "Override Global options checkbox" on the "Game options"
tab became misplaced. It also required the backend to add padding
to GUI elements it shouldn't know of.
To fix this properly put the backend options tab in a single Scroll-
Container. This way the "Override Global options checkbox" can be
properly placed related to the backend options widgets. All backend
options can also be accessed in every backend options tab layout,
Global options, Game options and Global config thanks to the scrollbar
automatically provided by the ScrollContainer.
Update all themes with the new layout.
501 lines
16 KiB
C++
501 lines
16 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "base/version.h"
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#include "common/config-manager.h"
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#include "common/events.h"
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#include "common/str.h"
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#include "common/system.h"
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#include "common/translation.h"
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#include "gui/about.h"
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#include "gui/gui-manager.h"
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#include "gui/message.h"
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#include "gui/options.h"
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#include "gui/saveload.h"
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#include "gui/ThemeEngine.h"
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#include "gui/ThemeEval.h"
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#include "gui/widget.h"
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#include "gui/widgets/tab.h"
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#include "gui/widgets/scrollcontainer.h"
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#include "graphics/font.h"
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#include "engines/dialogs.h"
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#include "engines/engine.h"
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#include "engines/metaengine.h"
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MainMenuDialog::MainMenuDialog(Engine *engine)
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: GUI::Dialog("GlobalMenu"), _engine(engine) {
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_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
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#ifndef DISABLE_FANCY_THEMES
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_logo = 0;
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if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
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_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
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_logo->setGfxFromTheme(GUI::ThemeEngine::kImageLogoSmall);
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} else {
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GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", Common::U32String("ScummVM"));
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title->setAlign(Graphics::kTextAlignCenter);
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}
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#else
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GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", Common::U32String("ScummVM"));
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title->setAlign(Graphics::kTextAlignCenter);
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#endif
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GUI::StaticTextWidget *version = new GUI::StaticTextWidget(this, "GlobalMenu.Version", Common::U32String(gScummVMVersionDate));
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version->setAlign(Graphics::kTextAlignCenter);
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new GUI::ButtonWidget(this, "GlobalMenu.Resume", _("~R~esume"), Common::U32String(), kPlayCmd, 'P');
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new GUI::ButtonWidget(this, "GlobalMenu.Load", _("~L~oad"), Common::U32String(), kLoadCmd);
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new GUI::ButtonWidget(this, "GlobalMenu.Save", _("~S~ave"), Common::U32String(), kSaveCmd);
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new GUI::ButtonWidget(this, "GlobalMenu.Options", _("~O~ptions"), Common::U32String(), kOptionsCmd);
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// The help button is disabled by default.
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// To enable "Help", an engine needs to use a subclass of MainMenuDialog
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// (at least for now, we might change how this works in the future).
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_helpButton = new GUI::ButtonWidget(this, "GlobalMenu.Help", _("~H~elp"), Common::U32String(), kHelpCmd);
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_helpButton->setVisible(_engine->hasFeature(Engine::kSupportsHelp));
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_helpButton->setEnabled(_engine->hasFeature(Engine::kSupportsHelp));
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new GUI::ButtonWidget(this, "GlobalMenu.About", _("~A~bout"), Common::U32String(), kAboutCmd);
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if (g_gui.getGUIWidth() > 320)
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_returnToLauncherButton = new GUI::ButtonWidget(this, "GlobalMenu.ReturnToLauncher", _("~R~eturn to Launcher"), Common::U32String(), kLauncherCmd);
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else
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_returnToLauncherButton = new GUI::ButtonWidget(this, "GlobalMenu.ReturnToLauncher", _c("~R~eturn to Launcher", "lowres"), Common::U32String(), kLauncherCmd);
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_returnToLauncherButton->setEnabled(_engine->hasFeature(Engine::kSupportsReturnToLauncher));
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if (!g_system->hasFeature(OSystem::kFeatureNoQuit) && (!(ConfMan.getBool("gui_return_to_launcher_at_exit")) || !_engine->hasFeature(Engine::kSupportsReturnToLauncher)))
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new GUI::ButtonWidget(this, "GlobalMenu.Quit", _("~Q~uit"), Common::U32String(), kQuitCmd);
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_aboutDialog = new GUI::AboutDialog();
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_loadDialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), false);
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_saveDialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
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}
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MainMenuDialog::~MainMenuDialog() {
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delete _aboutDialog;
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delete _loadDialog;
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delete _saveDialog;
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}
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void MainMenuDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kPlayCmd:
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close();
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break;
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case kLoadCmd:
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load();
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break;
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case kSaveCmd:
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save();
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break;
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case kOptionsCmd: {
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GUI::ConfigDialog configDialog;
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configDialog.runModal();
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break;
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}
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case kAboutCmd:
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_aboutDialog->runModal();
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break;
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case kHelpCmd: {
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GUI::MessageDialog dialog(
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_("Sorry, this engine does not currently provide in-game help. "
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"Please consult the README for basic information, and for "
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"instructions on how to obtain further assistance."));
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dialog.runModal();
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}
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break;
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case kLauncherCmd: {
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Common::Event eventReturnToLauncher;
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eventReturnToLauncher.type = Common::EVENT_RETURN_TO_LAUNCHER;
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g_system->getEventManager()->pushEvent(eventReturnToLauncher);
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close();
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}
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break;
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case kQuitCmd: {
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Common::Event eventQ;
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eventQ.type = Common::EVENT_QUIT;
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g_system->getEventManager()->pushEvent(eventQ);
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close();
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}
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break;
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default:
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GUI::Dialog::handleCommand(sender, cmd, data);
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}
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}
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void MainMenuDialog::reflowLayout() {
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// Overlay size might have changed since the construction of the dialog.
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// Update labels when it might be needed
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// FIXME: it might be better to declare GUI::StaticTextWidget::setLabel() virtual
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// and to reimplement it in GUI::ButtonWidget to handle the hotkey.
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if (g_gui.getGUIWidth() > 320)
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_returnToLauncherButton->setLabel(_returnToLauncherButton->cleanupHotkey(_("~R~eturn to Launcher")));
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else
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_returnToLauncherButton->setLabel(_returnToLauncherButton->cleanupHotkey(_c("~R~eturn to Launcher", "lowres")));
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#ifndef DISABLE_FANCY_THEMES
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if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
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if (!_logo)
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_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
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_logo->setGfxFromTheme(GUI::ThemeEngine::kImageLogoSmall);
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GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
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if (title) {
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removeWidget(title);
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title->setNext(0);
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delete title;
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}
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} else {
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GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
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if (!title) {
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title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", Common::U32String("ScummVM"));
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title->setAlign(Graphics::kTextAlignCenter);
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}
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if (_logo) {
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removeWidget(_logo);
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_logo->setNext(0);
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delete _logo;
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_logo = 0;
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}
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}
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#endif
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Dialog::reflowLayout();
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}
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void MainMenuDialog::save() {
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if (!_engine->hasFeature(Engine::kSupportsSavingDuringRuntime)) {
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GUI::MessageDialog dialog(_("This game does not support saving from the menu. Use in-game interface"));
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dialog.runModal();
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return;
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}
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Common::U32String msg;
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if (!_engine->canSaveGameStateCurrently(&msg)) {
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if (msg.empty())
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msg = _("This game cannot be saved at this time. Please try again later");
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GUI::MessageDialog dialog(msg);
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dialog.runModal();
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return;
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}
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int slot = _saveDialog->runModalWithCurrentTarget();
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if (slot >= 0) {
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Common::String result(_saveDialog->getResultString());
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if (result.empty()) {
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// If the user was lazy and entered no save name, come up with a default name.
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result = _saveDialog->createDefaultSaveDescription(slot);
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}
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Common::Error status = _engine->saveGameState(slot, result);
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if (status.getCode() != Common::kNoError) {
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Common::U32String failMessage = Common::U32String::format(_("Failed to save game (%s)! "
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"Please consult the README for basic information, and for "
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"instructions on how to obtain further assistance."), status.getDesc().c_str());
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GUI::MessageDialog dialog(failMessage);
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dialog.runModal();
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}
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close();
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}
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}
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void MainMenuDialog::load() {
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if (!_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime)) {
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GUI::MessageDialog dialog(_("This game does not support loading from the menu. Use in-game interface"));
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dialog.runModal();
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return;
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}
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Common::U32String msg;
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if (!_engine->canLoadGameStateCurrently(&msg)) {
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if (msg.empty())
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msg = _("This game cannot be loaded at this time. Please try again later");
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GUI::MessageDialog dialog(msg);
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dialog.runModal();
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return;
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}
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int slot = _loadDialog->runModalWithCurrentTarget();
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_engine->setGameToLoadSlot(slot);
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if (slot >= 0)
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close();
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}
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namespace GUI {
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// FIXME: We use the empty string as domain name here. This tells the
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// ConfigManager to use the 'default' domain for all its actions. We do that
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// to get as close as possible to editing the 'active' settings.
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//
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// However, that requires bad & evil hacks in the ConfigManager code,
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// and even then still doesn't work quite correctly.
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// For example, if the transient domain contains 'false' for the 'fullscreen'
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// flag, but the user used a hotkey to switch to windowed mode, then the dialog
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// will display the wrong value anyway.
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//
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// Proposed solution consisting of multiple steps:
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// 1) Add special code to the open() code that reads out everything stored
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// in the transient domain that is controlled by this dialog, and updates
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// the dialog accordingly.
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// 2) Even more code is added to query the backend for current settings, like
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// the fullscreen mode flag etc., and also updates the dialog accordingly.
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// 3) The domain being edited is set to the active game domain.
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// 4) If the dialog is closed with the "OK" button, then we remove everything
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// stored in the transient domain (or at least everything corresponding to
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// switches in this dialog.
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// If OTOH the dialog is closed with "Cancel" we do no such thing.
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//
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// These changes will achieve two things at once: Allow us to get rid of using
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// "" as value for the domain, and in fact provide a somewhat better user
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// experience at the same time.
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ConfigDialog::ConfigDialog() :
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GUI::OptionsDialog("", "GlobalConfig"),
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_engineOptions(nullptr) {
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assert(g_engine);
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const Common::String &gameDomain = ConfMan.getActiveDomainName();
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const MetaEngine *metaEngine = g_engine->getMetaEngine();
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// GUI: Add tab widget
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GUI::TabWidget *tab = new GUI::TabWidget(this, "GlobalConfig.TabWidget");
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//
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// The game specific options tab
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//
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int tabId = tab->addTab(_("Game"), "GlobalConfig_Engine");
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if (g_engine->hasFeature(Engine::kSupportsChangingOptionsDuringRuntime)) {
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_engineOptions = metaEngine->buildEngineOptionsWidget(tab, "GlobalConfig_Engine.Container", gameDomain);
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}
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if (_engineOptions) {
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_engineOptions->setParentDialog(this);
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} else {
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tab->removeTab(tabId);
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}
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//
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// The Audio / Subtitles tab
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//
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tab->addTab(_("Audio"), "GlobalConfig_Audio");
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//
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// Sound controllers
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//
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addVolumeControls(tab, "GlobalConfig_Audio.");
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setVolumeSettingsState(true); // could disable controls by GUI options
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//
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// Subtitle speed and toggle controllers
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//
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if (g_engine->hasFeature(Engine::kSupportsSubtitleOptions)) {
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// Global talkspeed range of 0-255
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addSubtitleControls(tab, "GlobalConfig_Audio.", 255);
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setSubtitleSettingsState(true); // could disable controls by GUI options
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}
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//
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// The Keymap tab
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//
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Common::KeymapArray keymaps = metaEngine->initKeymaps(gameDomain.c_str());
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if (!keymaps.empty()) {
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tab->addTab(_("Keymaps"), "GlobalConfig_KeyMapper", false);
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addKeyMapperControls(tab, "GlobalConfig_KeyMapper.", keymaps, gameDomain);
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}
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//
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// The backend tab (shown only if the backend implements one)
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//
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int backendTabId = tab->addTab(_("Backend"), "GlobalConfig_Backend", false);
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ScrollContainerWidget *backendContainer = new ScrollContainerWidget(tab, "GlobalConfig_Backend.Container", "GlobalConfig_Backend_Container");
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backendContainer->setBackgroundType(ThemeEngine::kWidgetBackgroundNo);
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backendContainer->setTarget(this);
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_backendOptions = g_system->buildBackendOptionsWidget(backendContainer, "GlobalConfig_Backend_Container.Container", gameDomain);
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if (_backendOptions) {
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_backendOptions->setParentDialog(this);
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} else {
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tab->removeTab(backendTabId);
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}
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//
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// The Achievements & The Statistics tabs
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//
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AchMan.setActiveDomain(metaEngine->getAchievementsInfo(gameDomain));
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if (AchMan.getAchievementCount()) {
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tab->addTab(_("Achievements"), "GlobalConfig_Achievements", false);
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addAchievementsControls(tab, "GlobalConfig_Achievements.");
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}
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if (AchMan.getStatCount()) {
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tab->addTab(_("Statistics"), "GlobalConfig_Achievements", false);
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addStatisticsControls(tab, "GlobalConfig_Achievements.");
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}
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// Activate the first tab
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tab->setActiveTab(0);
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//
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// Add the buttons
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//
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new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), Common::U32String(), GUI::kOKCmd);
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new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), Common::U32String(), GUI::kCloseCmd);
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}
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ConfigDialog::~ConfigDialog() {
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}
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void ConfigDialog::build() {
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OptionsDialog::build();
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// Engine options
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if (_engineOptions) {
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_engineOptions->load();
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}
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}
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void ConfigDialog::apply() {
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if (_engineOptions) {
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_engineOptions->save();
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}
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OptionsDialog::apply();
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}
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ExtraGuiOptionsWidget::ExtraGuiOptionsWidget(GuiObject *containerBoss, const Common::String &name, const Common::String &domain, const ExtraGuiOptions &options) :
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OptionsContainerWidget(containerBoss, name, dialogLayout(domain), false, domain),
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_options(options) {
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for (uint i = 0; i < _options.size(); i++) {
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Common::String id = Common::String::format("%d", i + 1);
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uint32 cmd = _options[i].groupLeaderId ? kClickGroupLeaderCmd : 0;
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_checkboxes.push_back(new CheckboxWidget(widgetsBoss(),
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_dialogLayout + ".customOption" + id + "Checkbox", _(_options[i].label), _(_options[i].tooltip), cmd));
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}
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}
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ExtraGuiOptionsWidget::~ExtraGuiOptionsWidget() {
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}
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void ExtraGuiOptionsWidget::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
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switch (cmd) {
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case kClickGroupLeaderCmd: {
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byte groupLeaderId = 0;
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for (uint i = 0; i < _checkboxes.size(); i++) {
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if (_checkboxes[i] == (CheckboxWidget *)sender) {
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groupLeaderId = _options[i].groupLeaderId;
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break;
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}
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}
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if (!groupLeaderId)
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break;
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// We have found the "group leader" checkbox. Enable or disable
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// all checkboxes in the group. Theoretically, this could mean
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// that we disable another group leader, so its group should
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// also be disabled. But that seems overkill for now.
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for (uint i = 0; i < _options.size(); i++) {
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if (_options[i].groupId == groupLeaderId) {
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_checkboxes[i]->setEnabled(data != 0);
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}
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}
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break;
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}
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default:
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OptionsContainerWidget::handleCommand(sender, cmd, data);
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break;
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}
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}
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Common::String ExtraGuiOptionsWidget::dialogLayout(const Common::String &domain) {
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if (ConfMan.getActiveDomainName().equals(domain)) {
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return "GlobalConfig_Engine_Container";
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} else {
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return "GameOptions_Game_Container";
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}
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}
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void ExtraGuiOptionsWidget::load() {
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// Set the state of engine-specific checkboxes
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for (uint j = 0; j < _options.size() && j < _checkboxes.size(); ++j) {
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// The default values for engine-specific checkboxes are not set when
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// ScummVM starts, as this would require us to load and poll all of the
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// engine plugins on startup. Thus, we set the state of each custom
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// option checkbox to what is specified by the engine plugin, and
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// update it only if a value has been set in the configuration of the
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// currently selected game.
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bool isChecked = _options[j].defaultState;
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if (ConfMan.hasKey(_options[j].configOption, _domain))
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isChecked = ConfMan.getBool(_options[j].configOption, _domain);
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_checkboxes[j]->setState(isChecked);
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}
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}
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bool ExtraGuiOptionsWidget::save() {
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// Set the state of engine-specific checkboxes
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for (uint i = 0; i < _options.size() && i < _checkboxes.size(); i++) {
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ConfMan.setBool(_options[i].configOption, _checkboxes[i]->isEnabled() && _checkboxes[i]->getState(), _domain);
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}
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return true;
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}
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void ExtraGuiOptionsWidget::defineLayout(ThemeEval& layouts, const Common::String& layoutName, const Common::String& overlayedLayout) const {
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layouts.addDialog(layoutName, overlayedLayout);
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layouts.addLayout(GUI::ThemeLayout::kLayoutVertical).addPadding(8, 8, 8, 8);
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for (uint i = 0; i < _options.size(); i++) {
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Common::String id = Common::String::format("%d", i + 1);
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layouts.addWidget("customOption" + id + "Checkbox", "Checkbox");
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}
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layouts.closeLayout().closeDialog();
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}
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|
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} // End of namespace GUI
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