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editgamedialog.h

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00001 /* ScummVM - Graphic Adventure Engine
00002  *
00003  * ScummVM is the legal property of its developers, whose names
00004  * are too numerous to list here. Please refer to the COPYRIGHT
00005  * file distributed with this source distribution.
00006  *
00007  * This program is free software; you can redistribute it and/or
00008  * modify it under the terms of the GNU General Public License
00009  * as published by the Free Software Foundation; either version 2
00010  * of the License, or (at your option) any later version.
00011  *
00012  * This program is distributed in the hope that it will be useful,
00013  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00014  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00015  * GNU General Public License for more details.
00016  *
00017  * You should have received a copy of the GNU General Public License
00018  * along with this program; if not, write to the Free Software
00019  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00020  *
00021  */
00022 
00023 #ifndef GUI_EDITGAMEDIALOG_H
00024 #define GUI_EDITGAMEDIALOG_H
00025 
00026 #include "engines/game.h"
00027 #include "gui/dialog.h"
00028 #include "gui/options.h"
00029 
00030 namespace GUI {
00031 
00032 class BrowserDialog;
00033 class CommandSender;
00034 class DomainEditTextWidget;
00035 class ListWidget;
00036 class ButtonWidget;
00037 class PicButtonWidget;
00038 class GraphicsWidget;
00039 class StaticTextWidget;
00040 class EditTextWidget;
00041 class SaveLoadChooser;
00042 
00043 /*
00044 * A dialog that allows the user to edit a config game entry.
00045 * TODO: add widgets for some/all of the following
00046 * - Maybe scaler/graphics mode. But there are two problems:
00047 *   1) Different backends can have different scalers with different names,
00048 *      so we first have to add a way to query those... no Ender, I don't
00049 *      think a bitmasked property() value is nice for this,  because we would
00050 *      have to add to the bitmask values whenever a backends adds a new scaler).
00051 *   2) At the time the launcher is running, the GFX backend is already setup.
00052 *      So when a game is run via the launcher, the custom scaler setting for it won't be
00053 *      used. So we'd also have to add an API to change the scaler during runtime
00054 *      (the SDL backend can already do that based on user input, but there is no API
00055 *      to achieve it)
00056 *   If the APIs for 1&2 are in place, we can think about adding this to the Edit&Option dialogs
00057 */
00058 
00059 class EditGameDialog : public OptionsDialog {
00060     typedef Common::String String;
00061     typedef Common::Array<Common::String> StringArray;
00062 public:
00063     EditGameDialog(const String &domain);
00064 
00065     void open();
00066     virtual void apply();
00067     virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
00068 
00069 protected:
00070     virtual void setupGraphicsTab();
00071 
00072     EditTextWidget *_descriptionWidget;
00073     DomainEditTextWidget *_domainWidget;
00074 
00075     StaticTextWidget *_gamePathWidget;
00076     StaticTextWidget *_extraPathWidget;
00077     StaticTextWidget *_savePathWidget;
00078     ButtonWidget *_extraPathClearButton;
00079     ButtonWidget *_savePathClearButton;
00080 
00081     StaticTextWidget *_langPopUpDesc;
00082     PopUpWidget *_langPopUp;
00083     StaticTextWidget *_platformPopUpDesc;
00084     PopUpWidget *_platformPopUp;
00085 
00086     CheckboxWidget *_globalGraphicsOverride;
00087     CheckboxWidget *_globalAudioOverride;
00088     CheckboxWidget *_globalMIDIOverride;
00089     CheckboxWidget *_globalMT32Override;
00090     CheckboxWidget *_globalVolumeOverride;
00091 
00092     ExtraGuiOptions _engineOptions;
00093 };
00094 
00095 } // End of namespace GUI
00096 
00097 #endif


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