scummvm/engines/ags/dialogs.cpp
Thierry Crozat a50f64931d AGS: Expose the FPS display option in the game options
The option already existed, but required the user to manually edit
the scummvm.ini file. It is now shown in the game options widget.
2023-06-05 20:12:08 +01:00

152 lines
5.2 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/>.
*
*/
#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;
GUI::CheckboxWidget *_displayFPSCheckbox;
};
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"));
// Display fps
_displayFPSCheckbox = new GUI::CheckboxWidget(widgetsBoss(), _dialogLayout + ".displayFPS", _("Show FPS"), _("Show the current FPS-rate, while you play."));
}
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.addWidget("displayFPS", "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);
}
Common::String displayFPS;
gameConfig->tryGetVal("display_fps", displayFPS);
if (!displayFPS.empty()) {
bool val;
if (parseBool(displayFPS, val))
_displayFPSCheckbox->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);
ConfMan.setBool("display_fps", _displayFPSCheckbox->getState(), _domain);
return true;
}
} // namespace AGS3
GUI::OptionsContainerWidget *AGSMetaEngine::buildEngineOptionsWidget(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const {
return new AGS3::AGSOptionsWidget(boss, name, target);
}