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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
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