Improved 'Mass Detector': Now displays a dialog which displays the scan progress to the user, and can be cancelled (the whole thing still needs to be polished)

svn-id: r25697
This commit is contained in:
Max Horn 2007-02-18 18:23:52 +00:00
parent e0a7c6d7a7
commit 94507bb44d
5 changed files with 298 additions and 60 deletions

View File

@ -36,6 +36,7 @@
#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"
@ -47,6 +48,7 @@
#include "sound/mididrv.h"
using Common::ConfigManager;
namespace GUI {
@ -605,34 +607,6 @@ void LauncherDialog::updateListing() {
updateButtons();
}
void LauncherDialog::addGameRecursive(FilesystemNode dir) {
FSList files;
if (!dir.listDir(files, FilesystemNode::kListAll)) {
error("browser returned a node that is not a directory: '%s'",
dir.path().c_str());
}
// Run the detector on the dir
GameList candidates(PluginManager::instance().detectGames(files));
if (candidates.size() >= 1) {
// At least one match was found. For now we just take the first one...
// a more sophisticated solution would do something more clever here,
// e.g. ask the user which one to pick (make sure to display the
// path, too).
GameDescriptor result = candidates[0];
addGameToConf(dir, result, true);
}
// Recurse into all subdirs
for (FSList::const_iterator file = files.begin(); file != files.end(); ++file) {
if (file->isDirectory()) {
addGameRecursive(*file);
}
}
}
void LauncherDialog::addGame() {
bool massAdd = (_modifiers & OSystem::KBD_SHIFT) != 0;
@ -640,7 +614,8 @@ void LauncherDialog::addGame() {
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) {
addGameRecursive(_browser->getResult());
MassAddDialog massAddDlg(_browser->getResult());
massAddDlg.runModal();
}
return;
}
@ -690,13 +665,34 @@ void LauncherDialog::addGame() {
}
if (0 <= idx && idx < (int)candidates.size()) {
GameDescriptor result = candidates[idx];
addGameToConf(dir, result, false);
// 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);
}
}
}
}
void LauncherDialog::addGameToConf(const FilesystemNode &dir, const GameDescriptor &result, bool suppressEditDialog) {
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).
@ -733,39 +729,26 @@ void LauncherDialog::addGameToConf(const FilesystemNode &dir, const GameDescript
// for the generic gameid description; it's not possible to obtain
// a description which contains extended information like language, etc.).
if (!result.description().empty())
ConfMan.set("description", result.description(), domain);
ConfMan.set("description", result["description"], domain);
ConfMan.set("gameid", result.gameid(), domain);
ConfMan.set("path", dir.path(), domain);
// TODO: Instead of only setting a few selected keys, we could just copy *all*
// non-empty key/value pairs from result (with the exception of "preferredtarget")
// to the config domain. This way detectors could specify many more
// settings w/o any further changes needed in the launcher code!
ConfMan.set("gameid", result["gameid"], domain);
ConfMan.set("path", result["path"], domain);
// Set language if specified
if (result.language() != Common::UNK_LANG)
ConfMan.set("language", Common::getLanguageCode(result.language()), domain);
ConfMan.set("language", result["language"], domain);
// Set platform if specified
if (result.platform() != Common::kPlatformUnknown)
ConfMan.set("platform", Common::getPlatformCode(result.platform()), domain);
ConfMan.set("platform", result["platform"], domain);
// Display edit dialog for the new entry
bool saveit = true;
if (!suppressEditDialog) {
EditGameDialog editDialog(domain, result.description());
saveit = (editDialog.runModal() > 0);
}
if (saveit) {
// 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);
}
return domain;
}
void LauncherDialog::removeGame(int item) {

View File

@ -31,6 +31,10 @@ class BrowserDialog;
class ListWidget;
class GraphicsWidget;
Common::String addGameToConf(const GameDescriptor &result);
class LauncherDialog : public Dialog {
typedef Common::String String;
typedef Common::StringList StringList;
@ -68,9 +72,6 @@ protected:
void editGame(int item);
void selectGame(const String &name);
void addGameToConf(const FilesystemNode &dir, const GameDescriptor &result, bool suppressEditDialog);
void addGameRecursive(FilesystemNode dir);
};
} // End of namespace GUI

198
gui/massadd.cpp Normal file
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@ -0,0 +1,198 @@
/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2006 The ScummVM project
*
* 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 "gui/launcher.h" // For addGameToConf()
#include "gui/massadd.h"
#include "gui/newgui.h"
#include "gui/widget.h"
namespace GUI {
/*
TODO:
- Themify this dialog
- Add a ListWidget showing all the games we are going to add, and update it live
- Add a 'busy' mouse cursor (animated?) which indicates to the user that
something is in progress, and show this cursor while we scan
*/
enum {
// Upper bound (im milliseconds) we want to spend in handleTickle.
// Setting this low makes the GUI more responsive but also slows
// down the scanning.
kMaxScanTime = 50
};
enum {
kOkCmd = 'OK ',
kCancelCmd = 'CNCL'
};
MassAddDialog::MassAddDialog(const FilesystemNode &startDir)
: Dialog(10, 20, 300, 174),
_dirsScanned(0),
_okButton(0),
_dirProgressText(0),
_gameProgressText(0) {
// The dir we start our scan at
_scanStack.push(startDir);
int buttonWidth, buttonHeight;
if (g_gui.getWidgetSize() == kBigWidgetSize) {
buttonWidth = kBigButtonWidth;
buttonHeight = kBigButtonHeight;
} else {
buttonWidth = kButtonWidth;
buttonHeight = kButtonHeight;
}
// Create dialog items
// We need:
// - "OK" button, only enabled after the scan has finished
// - "Cancel" / "Abort" button, always active
// - static text as headline for the dialog
// - static text displaying the progress text
// - (future) a listbox showing all the games we added/are going to add
new StaticTextWidget(this, 10, 10 + 1 * kLineHeight, _w - 2*10, kLineHeight,
"Mass Add Dialog", kTextAlignCenter);
_dirProgressText = new StaticTextWidget(this, 10, 10 + 3 * kLineHeight, _w - 2*10, kLineHeight,
"... progress ...", kTextAlignCenter);
_gameProgressText = new StaticTextWidget(this, 10, 10 + 4 * kLineHeight, _w - 2*10, kLineHeight,
"... progress ...", kTextAlignCenter);
int okButtonPos = (_w - (buttonWidth * 2)) / 2;
int cancelButtonPos = ((_w - (buttonWidth * 2)) / 2) + buttonWidth + 10;
_okButton = addButton(this, okButtonPos, _h - buttonHeight - 8, "OK", kOkCmd, '\n');
_okButton->setEnabled(false);
addButton(this, cancelButtonPos, _h - buttonHeight - 8, "Cancel", kCancelCmd, '\27');
}
void MassAddDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
// FIXME: It's a really bad thing that we use two arbitrary constants
if (cmd == kOkCmd) {
// Add all the detected games to the config
for (GameList::const_iterator iter = _games.begin(); iter != _games.end(); ++iter) {
printf(" Added gameid '%s', desc '%s'\n",
(*iter)["gameid"].c_str(),
(*iter)["description"].c_str());
addGameToConf(*iter);
}
// Write everything to disk
ConfMan.flushToDisk();
close();
} else if (cmd == kCancelCmd) {
// User cancelled, so we don't do anything and just leave.
close();
} else {
Dialog::handleCommand(sender, cmd, data);
}
}
void MassAddDialog::handleTickle() {
if (_scanStack.empty())
return; // We have finished scanning
uint32 t = g_system->getMillis();
// Perform a breadth-first scan of the filesystem.
while (!_scanStack.empty() && (g_system->getMillis() - t) < kMaxScanTime) {
FilesystemNode dir = _scanStack.pop();
FSList files;
if (!dir.listDir(files, FilesystemNode::kListAll)) {
error("browser returned a node that is not a directory: '%s'",
dir.path().c_str());
}
// Run the detector on the dir
GameList candidates(PluginManager::instance().detectGames(files));
if (candidates.size() >= 1) {
// At least one match was found. For now we just take the first one...
// a more sophisticated solution would do something more clever here,
// e.g. ask the user which one to pick (make sure to display the
// path, too).
GameDescriptor result = candidates[0];
result["path"] = dir.path();
_games.push_back(result);
}
// Recurse into all subdirs
for (FSList::const_iterator file = files.begin(); file != files.end(); ++file) {
if (file->isDirectory()) {
_scanStack.push(*file);
}
}
_dirsScanned++;
}
// Update the dialog
char buf[256];
if (_scanStack.empty()) {
// Enable the OK button
_okButton->setEnabled(true);
snprintf(buf, sizeof(buf), "Scan complete!", _dirsScanned);
_dirProgressText->setLabel(buf);
snprintf(buf, sizeof(buf), "Discovered %d games.", _games.size());
_gameProgressText->setLabel(buf);
} else {
snprintf(buf, sizeof(buf), "Scanned %d directories ...", _dirsScanned);
_dirProgressText->setLabel(buf);
snprintf(buf, sizeof(buf), "Discovered %d games ...", _games.size());
_gameProgressText->setLabel(buf);
}
drawDialog();
}
} // end of namespace GUI

55
gui/massadd.h Normal file
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@ -0,0 +1,55 @@
/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*/
#ifndef MASSADD_DIALOG_H
#define MASSADD_DIALOG_H
#include "gui/dialog.h"
#include "common/fs.h"
#include "common/stack.h"
namespace GUI {
class StaticTextWidget;
class MassAddDialog : public Dialog {
public:
MassAddDialog(const FilesystemNode &startDir);
//void open();
void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
void handleTickle();
private:
Common::Stack<FilesystemNode> _scanStack;
GameList _games;
int _dirsScanned;
Widget *_okButton;
StaticTextWidget *_dirProgressText;
StaticTextWidget *_gameProgressText;
};
} // End of namespace GUI
#endif

View File

@ -12,6 +12,7 @@ MODULE_OBJS := \
eval.o \
launcher.o \
ListWidget.o \
massadd.o \
message.o \
newgui.o \
options.o \