scummvm/engines/dialogs.cpp
Thierry Crozat 8b0b9f11c6 OSYSTEM: Add kFeatureNoQuit to remove Quit buttons and replace Quit with RTL
Some platforms should not allow quitting ScummVM. For example the Apple's
HUG for iOS state that we should "Never quit an iOS applications
programmatically". Adding the kFeatureNoQuit allows those backend
that need it to remove the possibility to quit the application.
2020-04-26 16:19:37 +01:00

447 lines
14 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 "base/version.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/str.h"
#include "common/system.h"
#include "common/translation.h"
#include "gui/about.h"
#include "gui/gui-manager.h"
#include "gui/message.h"
#include "gui/options.h"
#include "gui/saveload.h"
#include "gui/ThemeEngine.h"
#include "gui/ThemeEval.h"
#include "gui/widget.h"
#include "gui/widgets/tab.h"
#include "graphics/font.h"
#include "engines/dialogs.h"
#include "engines/engine.h"
#include "engines/metaengine.h"
#ifdef GUI_ENABLE_KEYSDIALOG
#include "gui/KeysDialog.h"
#endif
MainMenuDialog::MainMenuDialog(Engine *engine)
: GUI::Dialog("GlobalMenu"), _engine(engine) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundSpecial;
#ifndef DISABLE_FANCY_THEMES
_logo = 0;
if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
} else {
GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
}
#else
GUI::StaticTextWidget *title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
#endif
GUI::StaticTextWidget *version = new GUI::StaticTextWidget(this, "GlobalMenu.Version", gScummVMVersionDate);
version->setAlign(Graphics::kTextAlignCenter);
new GUI::ButtonWidget(this, "GlobalMenu.Resume", _("~R~esume"), 0, kPlayCmd, 'P');
_loadButton = new GUI::ButtonWidget(this, "GlobalMenu.Load", _("~L~oad"), 0, kLoadCmd);
_loadButton->setVisible(_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime));
_loadButton->setEnabled(_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime));
_saveButton = new GUI::ButtonWidget(this, "GlobalMenu.Save", _("~S~ave"), 0, kSaveCmd);
_saveButton->setVisible(_engine->hasFeature(Engine::kSupportsSavingDuringRuntime));
_saveButton->setEnabled(_engine->hasFeature(Engine::kSupportsSavingDuringRuntime));
new GUI::ButtonWidget(this, "GlobalMenu.Options", _("~O~ptions"), 0, kOptionsCmd);
// The help button is disabled by default.
// To enable "Help", an engine needs to use a subclass of MainMenuDialog
// (at least for now, we might change how this works in the future).
_helpButton = new GUI::ButtonWidget(this, "GlobalMenu.Help", _("~H~elp"), 0, kHelpCmd);
new GUI::ButtonWidget(this, "GlobalMenu.About", _("~A~bout"), 0, kAboutCmd);
if (g_system->getOverlayWidth() > 320)
_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _("~R~eturn to Launcher"), 0, kRTLCmd);
else
_rtlButton = new GUI::ButtonWidget(this, "GlobalMenu.RTL", _c("~R~eturn to Launcher", "lowres"), 0, kRTLCmd);
_rtlButton->setEnabled(_engine->hasFeature(Engine::kSupportsRTL));
if (!g_system->hasFeature(OSystem::kFeatureNoQuit))
new GUI::ButtonWidget(this, "GlobalMenu.Quit", _("~Q~uit"), 0, kQuitCmd);
_aboutDialog = new GUI::AboutDialog();
_loadDialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), false);
_saveDialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
}
MainMenuDialog::~MainMenuDialog() {
delete _aboutDialog;
delete _loadDialog;
delete _saveDialog;
}
void MainMenuDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kPlayCmd:
close();
break;
case kLoadCmd:
load();
break;
case kSaveCmd:
save();
break;
case kOptionsCmd: {
GUI::ConfigDialog configDialog;
configDialog.runModal();
break;
}
case kAboutCmd:
_aboutDialog->runModal();
break;
case kHelpCmd: {
GUI::MessageDialog dialog(
_("Sorry, this engine does not currently provide in-game help. "
"Please consult the README for basic information, and for "
"instructions on how to obtain further assistance."));
dialog.runModal();
}
break;
case kRTLCmd: {
Common::Event eventRTL;
eventRTL.type = Common::EVENT_RTL;
g_system->getEventManager()->pushEvent(eventRTL);
close();
}
break;
case kQuitCmd: {
Common::Event eventQ;
eventQ.type = Common::EVENT_QUIT;
g_system->getEventManager()->pushEvent(eventQ);
close();
}
break;
default:
GUI::Dialog::handleCommand(sender, cmd, data);
}
}
void MainMenuDialog::reflowLayout() {
if (_engine->hasFeature(Engine::kSupportsLoadingDuringRuntime))
_loadButton->setEnabled(_engine->canLoadGameStateCurrently());
if (_engine->hasFeature(Engine::kSupportsSavingDuringRuntime))
_saveButton->setEnabled(_engine->canSaveGameStateCurrently());
// Overlay size might have changed since the construction of the dialog.
// Update labels when it might be needed
// FIXME: it might be better to declare GUI::StaticTextWidget::setLabel() virtual
// and to reimplement it in GUI::ButtonWidget to handle the hotkey.
if (g_system->getOverlayWidth() > 320)
_rtlButton->setLabel(_rtlButton->cleanupHotkey(_("~R~eturn to Launcher")));
else
_rtlButton->setLabel(_rtlButton->cleanupHotkey(_c("~R~eturn to Launcher", "lowres")));
#ifndef DISABLE_FANCY_THEMES
if (g_gui.xmlEval()->getVar("Globals.ShowGlobalMenuLogo", 0) == 1 && g_gui.theme()->supportsImages()) {
if (!_logo)
_logo = new GUI::GraphicsWidget(this, "GlobalMenu.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(GUI::ThemeEngine::kImageLogoSmall));
GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
if (title) {
removeWidget(title);
title->setNext(0);
delete title;
}
} else {
GUI::StaticTextWidget *title = (GUI::StaticTextWidget *)findWidget("GlobalMenu.Title");
if (!title) {
title = new GUI::StaticTextWidget(this, "GlobalMenu.Title", "ScummVM");
title->setAlign(Graphics::kTextAlignCenter);
}
if (_logo) {
removeWidget(_logo);
_logo->setNext(0);
delete _logo;
_logo = 0;
}
}
#endif
Dialog::reflowLayout();
}
void MainMenuDialog::save() {
int slot = _saveDialog->runModalWithCurrentTarget();
#if defined(__PLAYSTATION2__) && defined(DYNAMIC_MODULES)
char pokeme[32];
snprintf(pokeme,32,"hack");
#endif
if (slot >= 0) {
Common::String result(_saveDialog->getResultString());
if (result.empty()) {
// If the user was lazy and entered no save name, come up with a default name.
result = _saveDialog->createDefaultSaveDescription(slot);
}
Common::Error status = _engine->saveGameState(slot, result);
if (status.getCode() != Common::kNoError) {
Common::String failMessage = Common::String::format(_("Failed to save game (%s)! "
"Please consult the README for basic information, and for "
"instructions on how to obtain further assistance."), status.getDesc().c_str());
GUI::MessageDialog dialog(failMessage);
dialog.runModal();
}
close();
}
}
void MainMenuDialog::load() {
int slot = _loadDialog->runModalWithCurrentTarget();
_engine->setGameToLoadSlot(slot);
if (slot >= 0)
close();
}
enum {
kKeysCmd = 'KEYS'
};
namespace GUI {
// FIXME: We use the empty string as domain name here. This tells the
// ConfigManager to use the 'default' domain for all its actions. We do that
// to get as close as possible to editing the 'active' settings.
//
// However, that requires bad & evil hacks in the ConfigManager code,
// and even then still doesn't work quite correctly.
// For example, if the transient domain contains 'false' for the 'fullscreen'
// flag, but the user used a hotkey to switch to windowed mode, then the dialog
// will display the wrong value anyway.
//
// Proposed solution consisting of multiple steps:
// 1) Add special code to the open() code that reads out everything stored
// in the transient domain that is controlled by this dialog, and updates
// the dialog accordingly.
// 2) Even more code is added to query the backend for current settings, like
// the fullscreen mode flag etc., and also updates the dialog accordingly.
// 3) The domain being edited is set to the active game domain.
// 4) If the dialog is closed with the "OK" button, then we remove everything
// stored in the transient domain (or at least everything corresponding to
// switches in this dialog.
// If OTOH the dialog is closed with "Cancel" we do no such thing.
//
// These changes will achieve two things at once: Allow us to get rid of using
// "" as value for the domain, and in fact provide a somewhat better user
// experience at the same time.
ConfigDialog::ConfigDialog() :
GUI::OptionsDialog("", "GlobalConfig"),
_engineOptions(nullptr) {
assert(g_engine);
const Common::String &gameDomain = ConfMan.getActiveDomainName();
const MetaEngine &metaEngine = g_engine->getMetaEngine();
// GUI: Add tab widget
GUI::TabWidget *tab = new GUI::TabWidget(this, "GlobalConfig.TabWidget");
//
// The game specific options tab
//
int tabId = tab->addTab(_("Game"), "GlobalConfig_Engine");
if (g_engine->hasFeature(Engine::kSupportsChangingOptionsDuringRuntime)) {
_engineOptions = metaEngine.buildEngineOptionsWidget(tab, "GlobalConfig_Engine.Container", gameDomain);
}
if (_engineOptions) {
_engineOptions->setParentDialog(this);
} else {
tab->removeTab(tabId);
}
//
// The Audio / Subtitles tab
//
tab->addTab(_("Audio"), "GlobalConfig_Audio");
//
// Sound controllers
//
addVolumeControls(tab, "GlobalConfig_Audio.");
setVolumeSettingsState(true); // could disable controls by GUI options
//
// Subtitle speed and toggle controllers
//
if (g_engine->hasFeature(Engine::kSupportsSubtitleOptions)) {
// Global talkspeed range of 0-255
addSubtitleControls(tab, "GlobalConfig_Audio.", 255);
setSubtitleSettingsState(true); // could disable controls by GUI options
}
//
// The Keymap tab
//
Common::KeymapArray keymaps = metaEngine.initKeymaps(gameDomain.c_str());
if (!keymaps.empty()) {
tab->addTab(_("Keymaps"), "GlobalConfig_KeyMapper");
addKeyMapperControls(tab, "GlobalConfig_KeyMapper.", keymaps, gameDomain);
}
// Activate the first tab
tab->setActiveTab(0);
//
// Add the buttons
//
new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), 0, GUI::kOKCmd);
new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), 0, GUI::kCloseCmd);
#ifdef GUI_ENABLE_KEYSDIALOG
new GUI::ButtonWidget(this, "GlobalConfig.Keys", _("~K~eys"), 0, kKeysCmd);
_keysDialog = NULL;
#endif
}
ConfigDialog::~ConfigDialog() {
#ifdef GUI_ENABLE_KEYSDIALOG
delete _keysDialog;
#endif
}
void ConfigDialog::build() {
OptionsDialog::build();
// Engine options
if (_engineOptions) {
_engineOptions->load();
}
}
void ConfigDialog::apply() {
if (_engineOptions) {
_engineOptions->save();
}
OptionsDialog::apply();
}
void ConfigDialog::handleCommand(GUI::CommandSender *sender, uint32 cmd, uint32 data) {
switch (cmd) {
case kKeysCmd:
#ifdef GUI_ENABLE_KEYSDIALOG
//
// Create the sub dialog(s)
//
_keysDialog = new GUI::KeysDialog();
_keysDialog->runModal();
delete _keysDialog;
_keysDialog = NULL;
#endif
break;
default:
GUI::OptionsDialog::handleCommand (sender, cmd, data);
}
}
ExtraGuiOptionsWidget::ExtraGuiOptionsWidget(GuiObject *containerBoss, const Common::String &name, const Common::String &domain, const ExtraGuiOptions &options) :
OptionsContainerWidget(containerBoss, name, dialogLayout(domain), false, domain),
_options(options) {
// Note: up to 7 engine options can currently fit on screen (the most that
// can fit in a 320x200 screen with the classic theme).
// TODO: Increase this number by including the checkboxes inside a scroll
// widget. The appropriate number of checkboxes will need to be added to
// the theme files.
uint i = 1;
ExtraGuiOptions::const_iterator iter;
for (iter = _options.begin(); iter != _options.end(); ++iter, ++i) {
Common::String id = Common::String::format("%d", i);
_checkboxes.push_back(new CheckboxWidget(widgetsBoss(),
_dialogLayout + ".customOption" + id + "Checkbox", _(iter->label), _(iter->tooltip)));
}
}
ExtraGuiOptionsWidget::~ExtraGuiOptionsWidget() {
}
Common::String ExtraGuiOptionsWidget::dialogLayout(const Common::String &domain) {
if (ConfMan.getActiveDomainName().equals(domain)) {
return "GlobalConfig_Engine_Container";
} else {
return "GameOptions_Engine_Container";
}
}
void ExtraGuiOptionsWidget::load() {
// Set the state of engine-specific checkboxes
for (uint j = 0; j < _options.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 = _options[j].defaultState;
if (ConfMan.hasKey(_options[j].configOption, _domain))
isChecked = ConfMan.getBool(_options[j].configOption, _domain);
_checkboxes[j]->setState(isChecked);
}
}
bool ExtraGuiOptionsWidget::save() {
// Set the state of engine-specific checkboxes
for (uint i = 0; i < _options.size(); i++) {
ConfMan.setBool(_options[i].configOption, _checkboxes[i]->getState(), _domain);
}
return true;
}
} // End of namespace GUI