scummvm/gui/editgamedialog.cpp

550 lines
19 KiB
C++

/* 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 "gui/editgamedialog.h"
#include "common/config-manager.h"
#include "common/gui_options.h"
#include "common/translation.h"
#include "common/system.h"
#include "gui/browser.h"
#include "gui/gui-manager.h"
#include "gui/message.h"
#ifdef ENABLE_EVENTRECORDER
#include "gui/onscreendialog.h"
#include "gui/recorderdialog.h"
#include "gui/EventRecorder.h"
#endif
#include "gui/widgets/edittext.h"
#include "gui/widgets/tab.h"
#include "gui/widgets/popup.h"
#if defined(USE_CLOUD) && defined(USE_LIBCURL)
#include "backends/cloud/cloudmanager.h"
#endif
using Common::ConfigManager;
namespace GUI {
enum {
kStartCmd = 'STRT',
kAboutCmd = 'ABOU',
kOptionsCmd = 'OPTN',
kAddGameCmd = 'ADDG',
kEditGameCmd = 'EDTG',
kRemoveGameCmd = 'REMG',
kLoadGameCmd = 'LOAD',
kQuitCmd = 'QUIT',
kSearchCmd = 'SRCH',
kListSearchCmd = 'LSSR',
kSearchClearCmd = 'SRCL',
kCmdGlobalGraphicsOverride = 'OGFX',
kCmdGlobalAudioOverride = 'OSFX',
kCmdGlobalMIDIOverride = 'OMID',
kCmdGlobalMT32Override = 'OM32',
kCmdGlobalVolumeOverride = 'OVOL',
kCmdChooseSoundFontCmd = 'chsf',
kCmdExtraBrowser = 'PEXT',
kCmdExtraPathClear = 'PEXC',
kCmdGameBrowser = 'PGME',
kCmdSaveBrowser = 'PSAV',
kCmdSavePathClear = 'PSAC'
};
/*
* TODO: Clean up this ugly design: we subclass EditTextWidget to perform
* input validation. It would be much more elegant to use a decorator pattern,
* or a validation callback, or something like that.
*/
class DomainEditTextWidget : public EditTextWidget {
public:
DomainEditTextWidget(GuiObject *boss, const String &name, const String &text, const char *tooltip = 0)
: EditTextWidget(boss, name, text, tooltip) {}
protected:
bool tryInsertChar(byte c, int pos) {
if (Common::isAlnum(c) || c == '-' || c == '_') {
_editString.insertChar(c, pos);
return true;
}
return false;
}
};
EditGameDialog::EditGameDialog(const String &domain, const String &desc)
: OptionsDialog(domain, "GameOptions") {
// Retrieve all game specific options.
const Plugin *plugin = nullptr;
// To allow for game domains without a gameid.
// TODO: Is it intentional that this is still supported?
String gameId(ConfMan.get("gameid", domain));
if (gameId.empty())
gameId = domain;
// Retrieve the plugin, since we need to access the engine's MetaEngine
// implementation.
EngineMan.findGame(gameId, &plugin);
if (plugin) {
_engineOptions = plugin->get<MetaEngine>().getExtraGuiOptions(domain);
} else {
warning("Plugin for target \"%s\" not found! Game specific settings might be missing", domain.c_str());
}
// GAME: Path to game data (r/o), extra data (r/o), and save data (r/w)
String gamePath(ConfMan.get("path", _domain));
String extraPath(ConfMan.get("extrapath", _domain));
String savePath(ConfMan.get("savepath", _domain));
// GAME: Determine the description string
String description(ConfMan.get("description", domain));
if (description.empty() && !desc.empty()) {
description = desc;
}
// GUI: Add tab widget
TabWidget *tab = new TabWidget(this, "GameOptions.TabWidget");
//
// 1) The game tab
//
tab->addTab(_("Game"));
// GUI: Label & edit widget for the game ID
if (g_system->getOverlayWidth() > 320)
new StaticTextWidget(tab, "GameOptions_Game.Id", _("ID:"), _("Short game identifier used for referring to saved games and running the game from the command line"));
else
new StaticTextWidget(tab, "GameOptions_Game.Id", _c("ID:", "lowres"), _("Short game identifier used for referring to saved games and running the game from the command line"));
_domainWidget = new DomainEditTextWidget(tab, "GameOptions_Game.Domain", _domain, _("Short game identifier used for referring to saved games and running the game from the command line"));
// GUI: Label & edit widget for the description
if (g_system->getOverlayWidth() > 320)
new StaticTextWidget(tab, "GameOptions_Game.Name", _("Name:"), _("Full title of the game"));
else
new StaticTextWidget(tab, "GameOptions_Game.Name", _c("Name:", "lowres"), _("Full title of the game"));
_descriptionWidget = new EditTextWidget(tab, "GameOptions_Game.Desc", description, _("Full title of the game"));
// Language popup
_langPopUpDesc = new StaticTextWidget(tab, "GameOptions_Game.LangPopupDesc", _("Language:"), _("Language of the game. This will not turn your Spanish game version into English"));
_langPopUp = new PopUpWidget(tab, "GameOptions_Game.LangPopup", _("Language of the game. This will not turn your Spanish game version into English"));
_langPopUp->appendEntry(_("<default>"), (uint32)Common::UNK_LANG);
_langPopUp->appendEntry("", (uint32)Common::UNK_LANG);
const Common::LanguageDescription *l = Common::g_languages;
for (; l->code; ++l) {
if (checkGameGUIOptionLanguage(l->id, _guioptionsString))
_langPopUp->appendEntry(l->description, l->id);
}
// Platform popup
if (g_system->getOverlayWidth() > 320)
_platformPopUpDesc = new StaticTextWidget(tab, "GameOptions_Game.PlatformPopupDesc", _("Platform:"), _("Platform the game was originally designed for"));
else
_platformPopUpDesc = new StaticTextWidget(tab, "GameOptions_Game.PlatformPopupDesc", _c("Platform:", "lowres"), _("Platform the game was originally designed for"));
_platformPopUp = new PopUpWidget(tab, "GameOptions_Game.PlatformPopup", _("Platform the game was originally designed for"));
_platformPopUp->appendEntry(_("<default>"));
_platformPopUp->appendEntry("");
const Common::PlatformDescription *p = Common::g_platforms;
for (; p->code; ++p) {
_platformPopUp->appendEntry(p->description, p->id);
}
//
// 2) The engine tab (shown only if there are custom engine options)
//
if (_engineOptions.size() > 0) {
tab->addTab(_("Engine"));
addEngineControls(tab, "GameOptions_Engine.", _engineOptions);
}
//
// 3) The graphics tab
//
_graphicsTabId = tab->addTab(g_system->getOverlayWidth() > 320 ? _("Graphics") : _("GFX"));
if (g_system->getOverlayWidth() > 320)
_globalGraphicsOverride = new CheckboxWidget(tab, "GameOptions_Graphics.EnableTabCheckbox", _("Override global graphic settings"), 0, kCmdGlobalGraphicsOverride);
else
_globalGraphicsOverride = new CheckboxWidget(tab, "GameOptions_Graphics.EnableTabCheckbox", _c("Override global graphic settings", "lowres"), 0, kCmdGlobalGraphicsOverride);
addGraphicControls(tab, "GameOptions_Graphics.");
//
// 4) The audio tab
//
tab->addTab(_("Audio"));
if (g_system->getOverlayWidth() > 320)
_globalAudioOverride = new CheckboxWidget(tab, "GameOptions_Audio.EnableTabCheckbox", _("Override global audio settings"), 0, kCmdGlobalAudioOverride);
else
_globalAudioOverride = new CheckboxWidget(tab, "GameOptions_Audio.EnableTabCheckbox", _c("Override global audio settings", "lowres"), 0, kCmdGlobalAudioOverride);
addAudioControls(tab, "GameOptions_Audio.");
addSubtitleControls(tab, "GameOptions_Audio.");
//
// 5) The volume tab
//
if (g_system->getOverlayWidth() > 320)
tab->addTab(_("Volume"));
else
tab->addTab(_c("Volume", "lowres"));
if (g_system->getOverlayWidth() > 320)
_globalVolumeOverride = new CheckboxWidget(tab, "GameOptions_Volume.EnableTabCheckbox", _("Override global volume settings"), 0, kCmdGlobalVolumeOverride);
else
_globalVolumeOverride = new CheckboxWidget(tab, "GameOptions_Volume.EnableTabCheckbox", _c("Override global volume settings", "lowres"), 0, kCmdGlobalVolumeOverride);
addVolumeControls(tab, "GameOptions_Volume.");
//
// 6) The MIDI tab
//
_globalMIDIOverride = NULL;
if (!_guioptions.contains(GUIO_NOMIDI)) {
tab->addTab(_("MIDI"));
if (g_system->getOverlayWidth() > 320)
_globalMIDIOverride = new CheckboxWidget(tab, "GameOptions_MIDI.EnableTabCheckbox", _("Override global MIDI settings"), 0, kCmdGlobalMIDIOverride);
else
_globalMIDIOverride = new CheckboxWidget(tab, "GameOptions_MIDI.EnableTabCheckbox", _c("Override global MIDI settings", "lowres"), 0, kCmdGlobalMIDIOverride);
addMIDIControls(tab, "GameOptions_MIDI.");
}
//
// 7) The MT-32 tab
//
_globalMT32Override = NULL;
if (!_guioptions.contains(GUIO_NOMIDI)) {
tab->addTab(_("MT-32"));
if (g_system->getOverlayWidth() > 320)
_globalMT32Override = new CheckboxWidget(tab, "GameOptions_MT32.EnableTabCheckbox", _("Override global MT-32 settings"), 0, kCmdGlobalMT32Override);
else
_globalMT32Override = new CheckboxWidget(tab, "GameOptions_MT32.EnableTabCheckbox", _c("Override global MT-32 settings", "lowres"), 0, kCmdGlobalMT32Override);
addMT32Controls(tab, "GameOptions_MT32.");
}
//
// 8) The Paths tab
//
if (g_system->getOverlayWidth() > 320)
tab->addTab(_("Paths"));
else
tab->addTab(_c("Paths", "lowres"));
// These buttons have to be extra wide, or the text will be truncated
// in the small version of the GUI.
// GUI: Button + Label for the game path
if (g_system->getOverlayWidth() > 320)
new ButtonWidget(tab, "GameOptions_Paths.Gamepath", _("Game Path:"), 0, kCmdGameBrowser);
else
new ButtonWidget(tab, "GameOptions_Paths.Gamepath", _c("Game Path:", "lowres"), 0, kCmdGameBrowser);
_gamePathWidget = new StaticTextWidget(tab, "GameOptions_Paths.GamepathText", gamePath);
// GUI: Button + Label for the additional path
if (g_system->getOverlayWidth() > 320)
new ButtonWidget(tab, "GameOptions_Paths.Extrapath", _("Extra Path:"), _("Specifies path to additional data used by the game"), kCmdExtraBrowser);
else
new ButtonWidget(tab, "GameOptions_Paths.Extrapath", _c("Extra Path:", "lowres"), _("Specifies path to additional data used by the game"), kCmdExtraBrowser);
_extraPathWidget = new StaticTextWidget(tab, "GameOptions_Paths.ExtrapathText", extraPath, _("Specifies path to additional data used by the game"));
_extraPathClearButton = addClearButton(tab, "GameOptions_Paths.ExtraPathClearButton", kCmdExtraPathClear);
// GUI: Button + Label for the save path
if (g_system->getOverlayWidth() > 320)
new ButtonWidget(tab, "GameOptions_Paths.Savepath", _("Save Path:"), _("Specifies where your saved games are put"), kCmdSaveBrowser);
else
new ButtonWidget(tab, "GameOptions_Paths.Savepath", _c("Save Path:", "lowres"), _("Specifies where your saved games are put"), kCmdSaveBrowser);
_savePathWidget = new StaticTextWidget(tab, "GameOptions_Paths.SavepathText", savePath, _("Specifies where your saved games are put"));
_savePathClearButton = addClearButton(tab, "GameOptions_Paths.SavePathClearButton", kCmdSavePathClear);
// Activate the first tab
tab->setActiveTab(0);
_tabWidget = tab;
// Add OK & Cancel buttons
new ButtonWidget(this, "GameOptions.Cancel", _("Cancel"), 0, kCloseCmd);
new ButtonWidget(this, "GameOptions.Ok", _("OK"), 0, kOKCmd);
}
void EditGameDialog::open() {
OptionsDialog::open();
String extraPath(ConfMan.get("extrapath", _domain));
if (extraPath.empty() || !ConfMan.hasKey("extrapath", _domain)) {
_extraPathWidget->setLabel(_c("None", "path"));
}
String savePath(ConfMan.get("savepath", _domain));
if (savePath.empty() || !ConfMan.hasKey("savepath", _domain)) {
_savePathWidget->setLabel(_("Default"));
}
int sel, i;
bool e;
// En-/disable dialog items depending on whether overrides are active or not.
e = ConfMan.hasKey("gfx_mode", _domain) ||
ConfMan.hasKey("render_mode", _domain) ||
ConfMan.hasKey("fullscreen", _domain) ||
ConfMan.hasKey("aspect_ratio", _domain);
_globalGraphicsOverride->setState(e);
e = ConfMan.hasKey("music_driver", _domain) ||
ConfMan.hasKey("output_rate", _domain) ||
ConfMan.hasKey("opl_driver", _domain) ||
ConfMan.hasKey("subtitles", _domain) ||
ConfMan.hasKey("talkspeed", _domain);
_globalAudioOverride->setState(e);
e = ConfMan.hasKey("music_volume", _domain) ||
ConfMan.hasKey("sfx_volume", _domain) ||
ConfMan.hasKey("speech_volume", _domain);
_globalVolumeOverride->setState(e);
if (!_guioptions.contains(GUIO_NOMIDI)) {
e = ConfMan.hasKey("soundfont", _domain) ||
ConfMan.hasKey("multi_midi", _domain) ||
ConfMan.hasKey("midi_gain", _domain);
_globalMIDIOverride->setState(e);
}
if (!_guioptions.contains(GUIO_NOMIDI)) {
e = ConfMan.hasKey("native_mt32", _domain) ||
ConfMan.hasKey("enable_gs", _domain);
_globalMT32Override->setState(e);
}
// TODO: game path
const Common::Language lang = Common::parseLanguage(ConfMan.get("language", _domain));
if (ConfMan.hasKey("language", _domain)) {
_langPopUp->setSelectedTag(lang);
} else {
_langPopUp->setSelectedTag((uint32)Common::UNK_LANG);
}
if (_langPopUp->numEntries() <= 3) { // If only one language is avaliable
_langPopUpDesc->setEnabled(false);
_langPopUp->setEnabled(false);
}
// Set the state of engine-specific checkboxes
for (uint j = 0; j < _engineOptions.size(); ++j) {
// The default values for engine-specific checkboxes are not set when
// ScummVM starts, as this would require us to load and poll all of the
// engine plugins on startup. Thus, we set the state of each custom
// option checkbox to what is specified by the engine plugin, and
// update it only if a value has been set in the configuration of the
// currently selected game.
bool isChecked = _engineOptions[j].defaultState;
if (ConfMan.hasKey(_engineOptions[j].configOption, _domain))
isChecked = ConfMan.getBool(_engineOptions[j].configOption, _domain);
_engineCheckboxes[j]->setState(isChecked);
}
const Common::PlatformDescription *p = Common::g_platforms;
const Common::Platform platform = Common::parsePlatform(ConfMan.get("platform", _domain));
sel = 0;
for (i = 0; p->code; ++p, ++i) {
if (platform == p->id)
sel = i + 2;
}
_platformPopUp->setSelected(sel);
}
void EditGameDialog::apply() {
ConfMan.set("description", _descriptionWidget->getEditString(), _domain);
Common::Language lang = (Common::Language)_langPopUp->getSelectedTag();
if (lang < 0)
ConfMan.removeKey("language", _domain);
else
ConfMan.set("language", Common::getLanguageCode(lang), _domain);
String gamePath(_gamePathWidget->getLabel());
if (!gamePath.empty())
ConfMan.set("path", gamePath, _domain);
String extraPath(_extraPathWidget->getLabel());
if (!extraPath.empty() && (extraPath != _c("None", "path")))
ConfMan.set("extrapath", extraPath, _domain);
else
ConfMan.removeKey("extrapath", _domain);
String savePath(_savePathWidget->getLabel());
if (!savePath.empty() && (savePath != _("Default")))
ConfMan.set("savepath", savePath, _domain);
else
ConfMan.removeKey("savepath", _domain);
Common::Platform platform = (Common::Platform)_platformPopUp->getSelectedTag();
if (platform < 0)
ConfMan.removeKey("platform", _domain);
else
ConfMan.set("platform", Common::getPlatformCode(platform), _domain);
// Set the state of engine-specific checkboxes
for (uint i = 0; i < _engineOptions.size(); i++) {
ConfMan.setBool(_engineOptions[i].configOption, _engineCheckboxes[i]->getState(), _domain);
}
OptionsDialog::apply();
}
void EditGameDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kCmdGlobalGraphicsOverride:
setGraphicSettingsState(data != 0);
g_gui.scheduleTopDialogRedraw();
break;
case kCmdGlobalAudioOverride:
setAudioSettingsState(data != 0);
setSubtitleSettingsState(data != 0);
if (_globalVolumeOverride == NULL)
setVolumeSettingsState(data != 0);
g_gui.scheduleTopDialogRedraw();
break;
case kCmdGlobalMIDIOverride:
setMIDISettingsState(data != 0);
g_gui.scheduleTopDialogRedraw();
break;
case kCmdGlobalMT32Override:
setMT32SettingsState(data != 0);
g_gui.scheduleTopDialogRedraw();
break;
case kCmdGlobalVolumeOverride:
setVolumeSettingsState(data != 0);
g_gui.scheduleTopDialogRedraw();
break;
case kCmdChooseSoundFontCmd:
{
BrowserDialog browser(_("Select SoundFont"), false);
if (browser.runModal() > 0) {
// User made this choice...
Common::FSNode file(browser.getResult());
_soundFont->setLabel(file.getPath());
if (!file.getPath().empty() && (file.getPath() != _c("None", "path")))
_soundFontClearButton->setEnabled(true);
else
_soundFontClearButton->setEnabled(false);
g_gui.scheduleTopDialogRedraw();
}
break;
}
// Change path for the game
case kCmdGameBrowser:
{
BrowserDialog browser(_("Select directory with game data"), true);
if (browser.runModal() > 0) {
// User made his choice...
Common::FSNode dir(browser.getResult());
// TODO: Verify the game can be found in the new directory... Best
// done with optional specific gameid to pluginmgr detectgames?
// FSList files = dir.listDir(FSNode::kListFilesOnly);
_gamePathWidget->setLabel(dir.getPath());
g_gui.scheduleTopDialogRedraw();
}
g_gui.scheduleTopDialogRedraw();
break;
}
// Change path for extra game data (eg, using sword cutscenes when playing via CD)
case kCmdExtraBrowser:
{
BrowserDialog browser(_("Select additional game directory"), true);
if (browser.runModal() > 0) {
// User made his choice...
Common::FSNode dir(browser.getResult());
_extraPathWidget->setLabel(dir.getPath());
g_gui.scheduleTopDialogRedraw();
}
g_gui.scheduleTopDialogRedraw();
break;
}
// Change path for stored save game (perm and temp) data
case kCmdSaveBrowser:
{
BrowserDialog browser(_("Select directory for saved games"), true);
if (browser.runModal() > 0) {
// User made his choice...
Common::FSNode dir(browser.getResult());
_savePathWidget->setLabel(dir.getPath());
#if defined(USE_CLOUD) && defined(USE_LIBCURL)
MessageDialog warningMessage(_("Saved games sync feature doesn't work with non-default directories. If you want your saved games to sync, use default directory."));
warningMessage.runModal();
#endif
g_gui.scheduleTopDialogRedraw();
}
g_gui.scheduleTopDialogRedraw();
break;
}
case kCmdExtraPathClear:
_extraPathWidget->setLabel(_c("None", "path"));
break;
case kCmdSavePathClear:
_savePathWidget->setLabel(_("Default"));
break;
case kOKCmd:
{
// Write back changes made to config object
String newDomain(_domainWidget->getEditString());
if (newDomain != _domain) {
if (newDomain.empty()
|| newDomain.hasPrefix("_")
|| newDomain == ConfigManager::kApplicationDomain
|| ConfMan.hasGameDomain(newDomain)) {
MessageDialog alert(_("This game ID is already taken. Please choose another one."));
alert.runModal();
return;
}
ConfMan.renameGameDomain(_domain, newDomain);
_domain = newDomain;
}
}
// fall through
default:
OptionsDialog::handleCommand(sender, cmd, data);
}
}
} // End of namespace GUI