scummvm/gui/editgamedialog.h
2023-12-24 13:19:25 +01:00

97 lines
3.1 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 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 <http://www.gnu.org/licenses/>.
*
*/
#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;
PathWidget *_gamePathWidget;
PathWidget *_extraPathWidget;
PathWidget *_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