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-rw-r--r--gui/launcher.cpp25
1 files changed, 23 insertions, 2 deletions
diff --git a/gui/launcher.cpp b/gui/launcher.cpp
index 5e9f9b3e08..e029dc4e8d 100644
--- a/gui/launcher.cpp
+++ b/gui/launcher.cpp
@@ -69,6 +69,27 @@ enum {
};
/*
+ * TODO: Clean up this ugly design: we subclass EditTextWidget to perform
+ * input validation. It would be much more elegant to use a decorator pattern,
+ * or a validation callback, or something like that.
+ */
+class DomainEditTextWidget : public EditTextWidget {
+public:
+ DomainEditTextWidget(GuiObject *boss, int x, int y, int w, int h, const String &text)
+ : EditTextWidget(boss, x, y, w, h, text) {
+ }
+
+protected:
+ bool tryInsertChar(char c, int pos) {
+ if (isalnum(c) || c == '-' || c == '_') {
+ _label.insertChar(c, pos);
+ return true;
+ }
+ return false;
+ }
+};
+
+/*
* 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:
@@ -96,7 +117,7 @@ public:
protected:
EditTextWidget *_descriptionWidget;
- EditTextWidget *_domainWidget;
+ DomainEditTextWidget *_domainWidget;
StaticTextWidget *_gamePathWidget;
StaticTextWidget *_extraPathWidget;
@@ -141,7 +162,7 @@ EditGameDialog::EditGameDialog(const String &domain, GameSettings target)
// GUI: Label & edit widget for the game ID
new StaticTextWidget(tab, x, yoffset + 2, labelWidth, kLineHeight, "ID: ", kTextAlignRight);
- _domainWidget = new EditTextWidget(tab, x + labelWidth, yoffset, _w - labelWidth - 10, kLineHeight, _domain);
+ _domainWidget = new DomainEditTextWidget(tab, x + labelWidth, yoffset, _w - labelWidth - 10, kLineHeight, _domain);
yoffset += 16;
// GUI: Label & edit widget for the description