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+/* 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.
+ *
+ */
+
+#ifndef GUI_EDITGAMEDIALOG_H
+#define GUI_EDITGAMEDIALOG_H
+
+#include "engines/game.h"
+#include "gui/dialog.h"
+#include "gui/options.h"
+
+namespace GUI {
+
+class BrowserDialog;
+class CommandSender;
+class DomainEditTextWidget;
+class ListWidget;
+class ButtonWidget;
+class PicButtonWidget;
+class GraphicsWidget;
+class StaticTextWidget;
+class EditTextWidget;
+class SaveLoadChooser;
+
+Common::String addGameToConf(const GameDescriptor &result);
+
+/*
+* 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 {
+ typedef Common::String String;
+ typedef Common::Array<Common::String> StringArray;
+public:
+ EditGameDialog(const String &domain, const String &desc);
+
+ void open();
+ void close();
+ virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
+
+protected:
+ EditTextWidget *_descriptionWidget;
+ DomainEditTextWidget *_domainWidget;
+
+ StaticTextWidget *_gamePathWidget;
+ StaticTextWidget *_extraPathWidget;
+ StaticTextWidget *_savePathWidget;
+ ButtonWidget *_extraPathClearButton;
+ ButtonWidget *_savePathClearButton;
+
+ StaticTextWidget *_langPopUpDesc;
+ PopUpWidget *_langPopUp;
+ StaticTextWidget *_platformPopUpDesc;
+ PopUpWidget *_platformPopUp;
+
+ CheckboxWidget *_globalGraphicsOverride;
+ CheckboxWidget *_globalAudioOverride;
+ CheckboxWidget *_globalMIDIOverride;
+ CheckboxWidget *_globalMT32Override;
+ CheckboxWidget *_globalVolumeOverride;
+
+ ExtraGuiOptions _engineOptions;
+};
+
+} // End of namespace GUI
+
+#endif