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98 lines
3.2 KiB
C++
98 lines
3.2 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GUI_EDITGAMEDIALOG_H
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#define GUI_EDITGAMEDIALOG_H
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#include "engines/game.h"
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#include "gui/dialog.h"
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#include "gui/options.h"
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namespace GUI {
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class BrowserDialog;
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class CommandSender;
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class DomainEditTextWidget;
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class ListWidget;
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class ButtonWidget;
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class PicButtonWidget;
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class GraphicsWidget;
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class StaticTextWidget;
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class EditTextWidget;
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class SaveLoadChooser;
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/*
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* A dialog that allows the user to edit a config game entry.
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* TODO: add widgets for some/all of the following
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* - Maybe scaler/graphics mode. But there are two problems:
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* 1) Different backends can have different scalers with different names,
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* so we first have to add a way to query those... no Ender, I don't
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* think a bitmasked property() value is nice for this, because we would
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* have to add to the bitmask values whenever a backends adds a new scaler).
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* 2) At the time the launcher is running, the GFX backend is already setup.
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* So when a game is run via the launcher, the custom scaler setting for it won't be
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* used. So we'd also have to add an API to change the scaler during runtime
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* (the SDL backend can already do that based on user input, but there is no API
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* to achieve it)
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* If the APIs for 1&2 are in place, we can think about adding this to the Edit&Option dialogs
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*/
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class EditGameDialog : public OptionsDialog {
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typedef Common::String String;
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typedef Common::Array<Common::String> StringArray;
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public:
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EditGameDialog(const String &domain);
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void open() override;
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void apply() override;
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void handleCommand(CommandSender *sender, uint32 cmd, uint32 data) override;
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protected:
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void setupGraphicsTab() override;
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EditTextWidget *_descriptionWidget;
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DomainEditTextWidget *_domainWidget;
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StaticTextWidget *_gamePathWidget;
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StaticTextWidget *_extraPathWidget;
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StaticTextWidget *_savePathWidget;
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ButtonWidget *_extraPathClearButton;
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ButtonWidget *_savePathClearButton;
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StaticTextWidget *_langPopUpDesc;
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PopUpWidget *_langPopUp;
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StaticTextWidget *_platformPopUpDesc;
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PopUpWidget *_platformPopUp;
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CheckboxWidget *_globalGraphicsOverride;
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CheckboxWidget *_globalAudioOverride;
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CheckboxWidget *_globalMIDIOverride;
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CheckboxWidget *_globalMT32Override;
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CheckboxWidget *_globalVolumeOverride;
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ExtraGuiOptions _engineOptions;
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};
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} // End of namespace GUI
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#endif
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