Ejemplo n.º 1
0
// FIXME: We use the empty string as domain name here. This tells the
// ConfigManager to use the 'default' domain for all its actions. We do that
// to get as close as possible to editing the 'active' settings.
//
// However, that requires bad & evil hacks in the ConfigManager code,
// and even then still doesn't work quite correctly.
// For example, if the transient domain contains 'false' for the 'fullscreen'
// flag, but the user used a hotkey to switch to windowed mode, then the dialog
// will display the wrong value anyway.
//
// Proposed solution consisting of multiple steps:
// 1) Add special code to the open() code that reads out everything stored
//    in the transient domain that is controlled by this dialog, and updates
//    the dialog accordingly.
// 2) Even more code is added to query the backend for current settings, like
//    the fullscreen mode flag etc., and also updates the dialog accordingly.
// 3) The domain being edited is set to the active game domain.
// 4) If the dialog is closed with the "OK" button, then we remove everything
//    stored in the transient domain (or at least everything corresponding to
//    switches in this dialog.
//    If OTOH the dialog is closed with "Cancel" we do no such thing.
//
// These changes will achieve two things at once: Allow us to get rid of using
//  "" as value for the domain, and in fact provide a somewhat better user
// experience at the same time.
ConfigDialog::ConfigDialog(bool subtitleControls)
	: GUI::OptionsDialog("", "GlobalConfig") {

	//
	// Sound controllers
	//

	addVolumeControls(this, "GlobalConfig.");
	setVolumeSettingsState(true); // could disable controls by GUI options

	//
	// Subtitle speed and toggle controllers
	//

	if (subtitleControls) {
		// Global talkspeed range of 0-255
		addSubtitleControls(this, "GlobalConfig.", 255);
		setSubtitleSettingsState(true); // could disable controls by GUI options
	}

	//
	// Add the buttons
	//

	new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), 0, GUI::kOKCmd);
	new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), 0, GUI::kCloseCmd);

#ifdef SMALL_SCREEN_DEVICE
	new GUI::ButtonWidget(this, "GlobalConfig.Keys", _("~K~eys"), 0, kKeysCmd);
	_keysDialog = NULL;
#endif
}
Ejemplo n.º 2
0
ConfigDialog::ConfigDialog() : GUI::OptionsDialog("", "GlobalConfig") {
	//
	// Sound controllers
	//

	addVolumeControls(this, "GlobalConfig.");
	setVolumeSettingsState(true); // could disable controls by GUI options

	//
	// Add the buttons
	//

	new GUI::ButtonWidget(this, "GlobalConfig.Ok", _("~O~K"), 0, GUI::kOKCmd);
	new GUI::ButtonWidget(this, "GlobalConfig.Cancel", _("~C~ancel"), 0, GUI::kCloseCmd);
}
Ejemplo n.º 3
0
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 kCmdGlobalMT32Override:
		setMT32SettingsState(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...
			Common::FSNode file(browser.getResult());
			_soundFont->setLabel(file.getPath());

			if (!file.getPath().empty() && (file.getPath() != _c("None", "path")))
				_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...
			Common::FSNode 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(FSNode::kListFilesOnly);

			_gamePathWidget->setLabel(dir.getPath());
			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...
			Common::FSNode dir(browser.getResult());
			_extraPathWidget->setLabel(dir.getPath());
			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...
			Common::FSNode dir(browser.getResult());
			_savePathWidget->setLabel(dir.getPath());
#ifdef USE_LIBCURL
			MessageDialog warningMessage(_("Saves sync feature doesn't work with non-default directories. If you want your saves to sync, use default directory."));
			warningMessage.runModal();
#endif
			draw();
		}
		draw();
		break;
	}

	case kCmdExtraPathClear:
		_extraPathWidget->setLabel(_c("None", "path"));
		break;

	case kCmdSavePathClear:
		_savePathWidget->setLabel(_("Default"));
		break;

	case kOKCmd:
	{
		// Write back changes made to config object
		String newDomain(_domainWidget->getEditString());
		if (newDomain != _domain) {
			if (newDomain.empty()
				|| newDomain.hasPrefix("_")
				|| newDomain == ConfigManager::kApplicationDomain
				|| 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);
	}
}