/* 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. * * $URL$ * $Id$ */ #include "common/stdafx.h" #include "engines/engine.h" #include "base/game.h" #include "base/plugins.h" #include "base/version.h" #include "common/config-manager.h" #include "common/events.h" #include "common/fs.h" #include "common/util.h" #include "common/system.h" #include "gui/about.h" #include "gui/browser.h" #include "gui/chooser.h" #include "gui/eval.h" #include "gui/launcher.h" #include "gui/massadd.h" #include "gui/message.h" #include "gui/newgui.h" #include "gui/options.h" #include "gui/EditTextWidget.h" #include "gui/ListWidget.h" #include "gui/TabWidget.h" #include "gui/PopUpWidget.h" #include "sound/mididrv.h" using Common::ConfigManager; namespace GUI { enum { kStartCmd = 'STRT', kAboutCmd = 'ABOU', kOptionsCmd = 'OPTN', kAddGameCmd = 'ADDG', kEditGameCmd = 'EDTG', kRemoveGameCmd = 'REMG', kQuitCmd = 'QUIT', kCmdGlobalGraphicsOverride = 'OGFX', kCmdGlobalAudioOverride = 'OSFX', kCmdGlobalMIDIOverride = 'OMID', kCmdGlobalVolumeOverride = 'OVOL', kCmdChooseSoundFontCmd = 'chsf', kCmdExtraBrowser = 'PEXT', kCmdGameBrowser = 'PGME', kCmdSaveBrowser = 'PSAV' }; /* * 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, const String &name, const String &text) : EditTextWidget(boss, name, text) { } protected: bool tryInsertChar(byte c, int pos) { if (isalnum(c) || c == '-' || c == '_') { _editString.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: * 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::StringList StringList; public: EditGameDialog(const String &domain, const String &desc); virtual void reflowLayout(); void open(); void close(); virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data); protected: EditTextWidget *_descriptionWidget; DomainEditTextWidget *_domainWidget; StaticTextWidget *_gamePathWidget; StaticTextWidget *_extraPathWidget; StaticTextWidget *_savePathWidget; PopUpWidget *_langPopUp; PopUpWidget *_platformPopUp; CheckboxWidget *_globalGraphicsOverride; CheckboxWidget *_globalAudioOverride; CheckboxWidget *_globalMIDIOverride; CheckboxWidget *_globalVolumeOverride; }; EditGameDialog::EditGameDialog(const String &domain, const String &desc) : OptionsDialog(domain, "gameoptions") { int labelWidth = g_gui.evaluator()->getVar("tabPopupsLabelW"); // GAME: Path to game data (r/o), extra data (r/o), and save data (r/w) String gamePath(ConfMan.get("path", _domain)); String extraPath(ConfMan.get("extrapath", _domain)); String savePath(ConfMan.get("savepath", _domain)); // GAME: Determine the description string String description(ConfMan.get("description", domain)); if (description.empty() && !desc.empty()) { description = desc; } // GUI: Add tab widget TabWidget *tab = new TabWidget(this, "gameoptions_tabwidget"); tab->setHints(THEME_HINT_FIRST_DRAW | THEME_HINT_SAVE_BACKGROUND); // // 1) The game tab // tab->addTab("Game"); // GUI: Label & edit widget for the game ID new StaticTextWidget(tab, "gameoptions_id", "ID:"); _domainWidget = new DomainEditTextWidget(tab, "gameoptions_domain", _domain); // GUI: Label & edit widget for the description new StaticTextWidget(tab, "gameoptions_name", "Name:"); _descriptionWidget = new EditTextWidget(tab, "gameoptions_desc", description); // Language popup _langPopUp = new PopUpWidget(tab, "gameoptions_lang", "Language:", labelWidth); _langPopUp->appendEntry(""); _langPopUp->appendEntry(""); const Common::LanguageDescription *l = Common::g_languages; for (; l->code; ++l) { _langPopUp->appendEntry(l->description, l->id); } // Platform popup _platformPopUp = new PopUpWidget(tab, "gameoptions_platform", "Platform:", labelWidth); _platformPopUp->appendEntry(""); _platformPopUp->appendEntry(""); const Common::PlatformDescription *p = Common::g_platforms; for (; p->code; ++p) { _platformPopUp->appendEntry(p->description, p->id); } // // 3) The graphics tab // tab->addTab("Graphics"); _globalGraphicsOverride = new CheckboxWidget(tab, "gameoptions_graphicsCheckbox", "Override global graphic settings", kCmdGlobalGraphicsOverride, 0); addGraphicControls(tab, "gameoptions_"); // // 4) The audio tab // tab->addTab("Audio"); _globalAudioOverride = new CheckboxWidget(tab, "gameoptions_audioCheckbox", "Override global audio settings", kCmdGlobalAudioOverride, 0); addAudioControls(tab, "gameoptions_"); addSubtitleControls(tab, "gameoptions_"); // // 5) The volume tab // tab->addTab("Volume"); _globalVolumeOverride = new CheckboxWidget(tab, "gameoptions_volumeCheckbox", "Override global volume settings", kCmdGlobalVolumeOverride, 0); addVolumeControls(tab, "gameoptions_"); // // 6) The MIDI tab // tab->addTab("MIDI"); _globalMIDIOverride = new CheckboxWidget(tab, "gameoptions_midiCheckbox", "Override global MIDI settings", kCmdGlobalMIDIOverride, 0); addMIDIControls(tab, "gameoptions_"); // // 2) The 'Path' tab // tab->addTab("Paths"); // These buttons have to be extra wide, or the text will be truncated // in the small version of the GUI. // GUI: Button + Label for the game path new ButtonWidget(tab, "gameoptions_gamepath", "Game Path:", kCmdGameBrowser, 0); _gamePathWidget = new StaticTextWidget(tab, "gameoptions_gamepathText", gamePath); // GUI: Button + Label for the additional path new ButtonWidget(tab, "gameoptions_extrapath", "Extra Path:", kCmdExtraBrowser, 0); _extraPathWidget = new StaticTextWidget(tab, "gameoptions_extrapathText", extraPath); if (extraPath.empty() || !ConfMan.hasKey("extrapath", _domain)) { _extraPathWidget->setLabel("None"); } // GUI: Button + Label for the save path new ButtonWidget(tab, "gameoptions_savepath", "Save Path:", kCmdSaveBrowser, 0); _savePathWidget = new StaticTextWidget(tab, "gameoptions_savepathText", savePath); if (savePath.empty() || !ConfMan.hasKey("savepath", _domain)) { _savePathWidget->setLabel("Default"); } // Activate the first tab tab->setActiveTab(0); // Add OK & Cancel buttons new ButtonWidget(this, "gameoptions_cancel", "Cancel", kCloseCmd, 0); new ButtonWidget(this, "gameoptions_ok", "OK", kOKCmd, 0); } void EditGameDialog::reflowLayout() { OptionsDialog::reflowLayout(); int labelWidth = g_gui.evaluator()->getVar("tabPopupsLabelW"); if (_langPopUp) _langPopUp->changeLabelWidth(labelWidth); if (_platformPopUp) _platformPopUp->changeLabelWidth(labelWidth); } void EditGameDialog::open() { OptionsDialog::open(); int sel, i; bool e; // En-/disable dialog items depending on whether overrides are active or not. e = ConfMan.hasKey("gfx_mode", _domain) || ConfMan.hasKey("render_mode", _domain) || ConfMan.hasKey("fullscreen", _domain) || ConfMan.hasKey("aspect_ratio", _domain); _globalGraphicsOverride->setState(e); e = ConfMan.hasKey("music_driver", _domain) || ConfMan.hasKey("output_rate", _domain) || ConfMan.hasKey("subtitles", _domain) || ConfMan.hasKey("talkspeed", _domain); _globalAudioOverride->setState(e); e = ConfMan.hasKey("music_volume", _domain) || ConfMan.hasKey("sfx_volume", _domain) || ConfMan.hasKey("speech_volume", _domain); _globalVolumeOverride->setState(e); e = ConfMan.hasKey("soundfont", _domain) || ConfMan.hasKey("multi_midi", _domain) || ConfMan.hasKey("native_mt32", _domain) || ConfMan.hasKey("enable_gs", _domain) || ConfMan.hasKey("midi_gain", _domain); _globalMIDIOverride->setState(e); // TODO: game path const Common::LanguageDescription *l = Common::g_languages; const Common::Language lang = Common::parseLanguage(ConfMan.get("language", _domain)); sel = 0; if (ConfMan.hasKey("language", _domain)) { for (i = 0; l->code; ++l, ++i) { if (lang == l->id) sel = i + 2; } } _langPopUp->setSelected(sel); const Common::PlatformDescription *p = Common::g_platforms; const Common::Platform platform = Common::parsePlatform(ConfMan.get("platform", _domain)); sel = 0; for (i = 0; p->code; ++p, ++i) { if (platform == p->id) sel = i + 2; } _platformPopUp->setSelected(sel); } void EditGameDialog::close() { if (getResult()) { ConfMan.set("description", _descriptionWidget->getEditString(), _domain); Common::Language lang = (Common::Language)_langPopUp->getSelectedTag(); if (lang < 0) ConfMan.removeKey("language", _domain); else ConfMan.set("language", Common::getLanguageCode(lang), _domain); String gamePath(_gamePathWidget->getLabel()); if (!gamePath.empty()) ConfMan.set("path", gamePath, _domain); String extraPath(_extraPathWidget->getLabel()); if (!extraPath.empty() && (extraPath != "None")) ConfMan.set("extrapath", extraPath, _domain); String savePath(_savePathWidget->getLabel()); if (!savePath.empty() && (savePath != "Default")) ConfMan.set("savepath", savePath, _domain); Common::Platform platform = (Common::Platform)_platformPopUp->getSelectedTag(); if (platform < 0) ConfMan.removeKey("platform", _domain); else ConfMan.set("platform", Common::getPlatformCode(platform), _domain); } OptionsDialog::close(); } void EditGameDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { switch (cmd) { case kCmdGlobalGraphicsOverride: setGraphicSettingsState(data != 0); draw(); break; case kCmdGlobalAudioOverride: setAudioSettingsState(data != 0); setSubtitleSettingsState(data != 0); if (_globalVolumeOverride == NULL) setVolumeSettingsState(data != 0); draw(); break; case kCmdGlobalMIDIOverride: setMIDISettingsState(data != 0); draw(); break; case kCmdGlobalVolumeOverride: setVolumeSettingsState(data != 0); draw(); break; case kCmdChooseSoundFontCmd: { BrowserDialog browser("Select SoundFont", false); if (browser.runModal() > 0) { // User made this choice... FilesystemNode file(browser.getResult()); _soundFont->setLabel(file.path()); if (!file.path().empty() && (file.path() != "None")) _soundFontClearButton->setEnabled(true); else _soundFontClearButton->setEnabled(false); draw(); } break; } // Change path for the game case kCmdGameBrowser: { BrowserDialog browser("Select directory with game data", true); if (browser.runModal() > 0) { // User made his choice... FilesystemNode dir(browser.getResult()); // TODO: Verify the game can be found in the new directory... Best // done with optional specific gameid to pluginmgr detectgames? // FSList files = dir.listDir(FilesystemNode::kListFilesOnly); _gamePathWidget->setLabel(dir.path()); draw(); } draw(); break; } // Change path for extra game data (eg, using sword cutscenes when playing via CD) case kCmdExtraBrowser: { BrowserDialog browser("Select additional game directory", true); if (browser.runModal() > 0) { // User made his choice... FilesystemNode dir(browser.getResult()); _extraPathWidget->setLabel(dir.path()); draw(); } draw(); break; } // Change path for stored save game (perm and temp) data case kCmdSaveBrowser: { BrowserDialog browser("Select directory for saved games", true); if (browser.runModal() > 0) { // User made his choice... FilesystemNode dir(browser.getResult()); _savePathWidget->setLabel(dir.path()); draw(); } draw(); break; } case kOKCmd: { // Write back changes made to config object String newDomain(_domainWidget->getEditString()); if (newDomain != _domain) { if (newDomain.empty() || ConfMan.hasGameDomain(newDomain)) { MessageDialog alert("This game ID is already taken. Please choose another one."); alert.runModal(); return; } ConfMan.renameGameDomain(_domain, newDomain); _domain = newDomain; } } // FALL THROUGH to default case default: OptionsDialog::handleCommand(sender, cmd, data); } } #pragma mark - LauncherDialog::LauncherDialog() : Dialog(0, 0, 320, 200) { _drawingHints |= THEME_HINT_MAIN_DIALOG; const int screenW = g_system->getOverlayWidth(); const int screenH = g_system->getOverlayHeight(); _w = screenW; _h = screenH; #ifndef DISABLE_FANCY_THEMES _logo = 0; if (g_gui.evaluator()->getVar("launcher_logo.visible") == 1 && g_gui.theme()->supportsImages()) { _logo = new GraphicsWidget(this, "launcher_logo"); _logo->useThemeTransparency(true); _logo->setGfx(g_gui.theme()->getImageSurface(Theme::kImageLogo)); new StaticTextWidget(this, "launcher_version", gScummVMVersionDate); } else new StaticTextWidget(this, "launcher_version", gScummVMFullVersion); #else // Show ScummVM version new StaticTextWidget(this, "launcher_version", gScummVMFullVersion); #endif new ButtonWidget(this, "launcher_quit_button", "Quit", kQuitCmd, 'Q'); new ButtonWidget(this, "launcher_about_button", "About", kAboutCmd, 'B'); new ButtonWidget(this, "launcher_options_button", "Options", kOptionsCmd, 'O'); _startButton = new ButtonWidget(this, "launcher_start_button", "Start", kStartCmd, 'S'); // Above the lowest button rows: two more buttons (directly below the list box) _addButton = new ButtonWidget(this, "launcher_addGame_button", "Add Game...", kAddGameCmd, 'A'); _editButton = new ButtonWidget(this, "launcher_editGame_button", "Edit Game...", kEditGameCmd, 'E'); _removeButton = new ButtonWidget(this, "launcher_removeGame_button", "Remove Game", kRemoveGameCmd, 'R'); // Add list with game titles _list = new ListWidget(this, "launcher_list"); _list->setEditable(false); _list->setNumberingMode(kListNumberingOff); // Populate the list updateListing(); // Restore last selection String last(ConfMan.get("lastselectedgame", ConfigManager::kApplicationDomain)); selectGame(last); // En-/disable the buttons depending on the list selection updateButtons(); // Create file browser dialog _browser = new BrowserDialog("Select directory with game data", true); } void LauncherDialog::selectGame(const String &name) { if (!name.empty()) { int itemToSelect = 0; StringList::const_iterator iter; for (iter = _domains.begin(); iter != _domains.end(); ++iter, ++itemToSelect) { if (name == *iter) { _list->setSelected(itemToSelect); break; } } } } LauncherDialog::~LauncherDialog() { delete _browser; } void LauncherDialog::open() { // Clear the active domain, in case we return to the dialog from a // failure to launch a game. Otherwise, pressing ESC will attempt to // re-launch the same game again. ConfMan.setActiveDomain(""); Dialog::open(); updateButtons(); } void LauncherDialog::close() { // Save last selection const int sel = _list->getSelected(); if (sel >= 0) ConfMan.set("lastselectedgame", _domains[sel], ConfigManager::kApplicationDomain); else ConfMan.removeKey("lastselectedgame", ConfigManager::kApplicationDomain); ConfMan.flushToDisk(); Dialog::close(); } void LauncherDialog::updateListing() { Common::StringList l; // Retrieve a list of all games defined in the config file _domains.clear(); const ConfigManager::DomainMap &domains = ConfMan.getGameDomains(); ConfigManager::DomainMap::const_iterator iter = domains.begin(); for (iter = domains.begin(); iter != domains.end(); ++iter) { String gameid(iter->_value.get("gameid")); String description(iter->_value.get("description")); if (gameid.empty()) gameid = iter->_key; if (description.empty()) { GameDescriptor g = Base::findGame(gameid); if (g.contains("description")) description = g.description(); } #ifdef __DS__ // DS port uses an extra section called 'ds'. This prevents the section from being // detected as a game. if (gameid == "ds") { continue; } #endif if (description.empty()) description = "Unknown (target " + iter->_key + ", gameid " + gameid + ")"; if (!gameid.empty() && !description.empty()) { // Insert the game into the launcher list int pos = 0, size = l.size(); while (pos < size && (scumm_stricmp(description.c_str(), l[pos].c_str()) > 0)) pos++; l.insert_at(pos, description); _domains.insert_at(pos, iter->_key); } } const int oldSel = _list->getSelected(); _list->setList(l); if (oldSel < (int)l.size()) _list->setSelected(oldSel); // Restore the old selection else if (oldSel != -1) // Select the last entry if the list has been reduced _list->setSelected(_list->getList().size() - 1); updateButtons(); } void LauncherDialog::addGame() { int modifiers = g_system->getEventManager()->getModifierState(); bool massAdd = (modifiers & Common::KBD_SHIFT) != 0; if (massAdd) { MessageDialog alert("Do you really want to run the mass game detector? " "This could potentially add a huge number of games.", "Yes", "No"); if (alert.runModal() == GUI::kMessageOK && _browser->runModal() > 0) { MassAddDialog massAddDlg(_browser->getResult()); massAddDlg.runModal(); // Update the ListWidget and force a redraw updateListing(); draw(); } return; } // Allow user to add a new game to the list. // 1) show a dir selection dialog which lets the user pick the directory // the game data resides in. // 2) try to auto detect which game is in the directory, if we cannot // determine it uniquely preent a list of candidates to the user // to pick from // 3) Display the 'Edit' dialog for that item, letting the user specify // an alternate description (to distinguish multiple versions of the // game, e.g. 'Monkey German' and 'Monkey English') and set default // options for that game. if (_browser->runModal() > 0) { // User made his choice... FilesystemNode dir(_browser->getResult()); FSList files; if (!dir.listDir(files, FilesystemNode::kListAll)) { error("browser returned a node that is not a directory: '%s'", dir.path().c_str()); } // ...so let's determine a list of candidates, games that // could be contained in the specified directory. GameList candidates(PluginManager::instance().detectGames(files)); int idx; if (candidates.empty()) { // No game was found in the specified directory MessageDialog alert("ScummVM could not find any game in the specified directory!"); alert.runModal(); idx = -1; } else if (candidates.size() == 1) { // Exact match idx = 0; } else { // Display the candidates to the user and let her/him pick one StringList list; for (idx = 0; idx < (int)candidates.size(); idx++) list.push_back(candidates[idx].description()); ChooserDialog dialog("Pick the game:"); dialog.setList(list); idx = dialog.runModal(); } if (0 <= idx && idx < (int)candidates.size()) { GameDescriptor result = candidates[idx]; // TODO: Change the detectors to set "path" ! result["path"] = dir.path(); Common::String domain = addGameToConf(result); // Display edit dialog for the new entry EditGameDialog editDialog(domain, result.description()); if (editDialog.runModal() > 0) { // User pressed OK, so make changes permanent // Write config to disk ConfMan.flushToDisk(); // Update the ListWidget, select the new item, and force a redraw updateListing(); selectGame(domain); draw(); } else { // User aborted, remove the the new domain again ConfMan.removeGameDomain(domain); } } } } Common::String addGameToConf(const GameDescriptor &result) { // The auto detector or the user made a choice. // Pick a domain name which does not yet exist (after all, we // are *adding* a game to the config, not replacing). String domain; if (result.contains("preferredtarget")) domain = result["preferredtarget"]; else domain = result.gameid(); assert(!domain.empty()); if (ConfMan.hasGameDomain(domain)) { int suffixN = 1; char suffix[16]; String gameid(domain); while (ConfMan.hasGameDomain(domain)) { snprintf(suffix, 16, "-%d", suffixN); domain = gameid + suffix; suffixN++; } } // Add the name domain ConfMan.addGameDomain(domain); // Copy all non-empty key/value pairs into the new domain for (GameDescriptor::const_iterator iter = result.begin(); iter != result.end(); ++iter) { if (!iter->_value.empty() && iter->_key != "preferredtarget") ConfMan.set(iter->_key, iter->_value, domain); } // TODO: Setting the description field here has the drawback // that the user does never notice when we upgrade our descriptions. // It might be nice ot leave this field empty, and only set it to // a value when the user edits the description string. // However, at this point, that's impractical. Once we have a method // to query all backends for the proper & full description of a given // game target, we can change this (currently, you can only query // for the generic gameid description; it's not possible to obtain // a description which contains extended information like language, etc.). return domain; } void LauncherDialog::removeGame(int item) { MessageDialog alert("Do you really want to remove this game configuration?", "Yes", "No"); if (alert.runModal() == GUI::kMessageOK) { // Remove the currently selected game from the list assert(item >= 0); ConfMan.removeGameDomain(_domains[item]); // Write config to disk ConfMan.flushToDisk(); // Update the ListWidget and force a redraw updateListing(); draw(); } } void LauncherDialog::editGame(int item) { // Set game specifc options. Most of these should be "optional", i.e. by // default set nothing and use the global ScummVM settings. E.g. the user // can set here an optional alternate music volume, or for specific games // a different music driver etc. // This is useful because e.g. MonkeyVGA needs Adlib music to have decent // music support etc. assert(item >= 0); String gameId(ConfMan.get("gameid", _domains[item])); if (gameId.empty()) gameId = _domains[item]; EditGameDialog editDialog(_domains[item], Base::findGame(gameId).description()); if (editDialog.runModal() > 0) { // User pressed OK, so make changes permanent // Write config to disk ConfMan.flushToDisk(); // Update the ListWidget and force a redraw updateListing(); draw(); } } void LauncherDialog::handleKeyDown(Common::KeyState state) { Dialog::handleKeyDown(state); updateButtons(); } void LauncherDialog::handleKeyUp(Common::KeyState state) { Dialog::handleKeyUp(state); updateButtons(); } void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { int item = _list->getSelected(); switch (cmd) { case kAddGameCmd: addGame(); break; case kRemoveGameCmd: removeGame(item); break; case kEditGameCmd: editGame(item); break; case kOptionsCmd: { GlobalOptionsDialog options; options.runModal(); } break; case kAboutCmd: { AboutDialog about; about.runModal(); } break; case kStartCmd: case kListItemActivatedCmd: case kListItemDoubleClickedCmd: // Print out what was selected assert(item >= 0); ConfMan.setActiveDomain(_domains[item]); close(); break; case kListSelectionChangedCmd: updateButtons(); break; case kQuitCmd: ConfMan.setActiveDomain(""); setResult(-1); close(); break; default: Dialog::handleCommand(sender, cmd, data); } } void LauncherDialog::updateButtons() { bool enable = (_list->getSelected() >= 0); if (enable != _startButton->isEnabled()) { _startButton->setEnabled(enable); _startButton->draw(); } if (enable != _editButton->isEnabled()) { _editButton->setEnabled(enable); _editButton->draw(); } if (enable != _removeButton->isEnabled()) { _removeButton->setEnabled(enable); _removeButton->draw(); } // Update the label of the "Add" button depending on whether shift is pressed or not int modifiers = g_system->getEventManager()->getModifierState(); const char *newAddButtonLabel = ((modifiers & Common::KBD_SHIFT) != 0) ? "Mass Add..." : "Add Game..."; if (_addButton->getLabel() != newAddButtonLabel) { _addButton->setLabel(newAddButtonLabel); _addButton->draw(); } } void LauncherDialog::reflowLayout() { #ifndef DISABLE_FANCY_THEMES if (g_gui.evaluator()->getVar("launcher_logo.visible") == 1 && g_gui.theme()->supportsImages()) { StaticTextWidget *ver = (StaticTextWidget*)findWidget("launcher_version"); if (ver) { ver->setAlign((Graphics::TextAlignment)g_gui.evaluator()->getVar("launcher_version.align")); ver->setLabel(gScummVMVersionDate); } if (!_logo) _logo = new GraphicsWidget(this, "launcher_logo"); _logo->useThemeTransparency(true); _logo->setGfx(g_gui.theme()->getImageSurface(Theme::kImageLogo)); } else { StaticTextWidget *ver = (StaticTextWidget*)findWidget("launcher_version"); if (ver) { ver->setAlign((Graphics::TextAlignment)g_gui.evaluator()->getVar("launcher_version.align")); ver->setLabel(gScummVMFullVersion); } if (_logo) { removeWidget(_logo); _logo->setNext(0); delete _logo; _logo = 0; } } #endif _w = g_system->getOverlayWidth(); _h = g_system->getOverlayHeight(); Dialog::reflowLayout(); } } // End of namespace GUI