scummvm/gui/launcher.cpp
Torbjörn Andersson 20638a0f97 Moved some stuff from the EditGameDialog constructor to its open() method to
avoid uninitialised variables. (This is similar to some bugs that were fixed
earlier today.)

svn-id: r35811
2009-01-10 23:38:30 +00:00

972 lines
28 KiB
C++

/* 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 "base/version.h"
#include "common/config-manager.h"
#include "common/events.h"
#include "common/fs.h"
#include "common/util.h"
#include "common/savefile.h"
#include "common/system.h"
#include "gui/about.h"
#include "gui/browser.h"
#include "gui/chooser.h"
#include "gui/launcher.h"
#include "gui/massadd.h"
#include "gui/message.h"
#include "gui/GuiManager.h"
#include "gui/options.h"
#include "gui/saveload.h"
#include "gui/EditTextWidget.h"
#include "gui/ListWidget.h"
#include "gui/TabWidget.h"
#include "gui/PopUpWidget.h"
#include "gui/ThemeEval.h"
#include "graphics/cursorman.h"
#include "sound/mididrv.h"
using Common::ConfigManager;
namespace GUI {
enum {
kStartCmd = 'STRT',
kAboutCmd = 'ABOU',
kOptionsCmd = 'OPTN',
kAddGameCmd = 'ADDG',
kEditGameCmd = 'EDTG',
kRemoveGameCmd = 'REMG',
kLoadGameCmd = 'LOAD',
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.xmlEval()->getVar("Globals.TabLabelWidth");
// 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");
//
// 1) The game tab
//
tab->addTab("Game");
// GUI: Label & edit widget for the game ID
new StaticTextWidget(tab, "GameOptions_Game.Id", "ID:");
_domainWidget = new DomainEditTextWidget(tab, "GameOptions_Game.Domain", _domain);
// GUI: Label & edit widget for the description
new StaticTextWidget(tab, "GameOptions_Game.Name", "Name:");
_descriptionWidget = new EditTextWidget(tab, "GameOptions_Game.Desc", description);
// Language popup
_langPopUp = new PopUpWidget(tab, "GameOptions_Game.Lang", "Language:", labelWidth);
_langPopUp->appendEntry("<default>");
_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_Game.Platform", "Platform:", labelWidth);
_platformPopUp->appendEntry("<default>");
_platformPopUp->appendEntry("");
const Common::PlatformDescription *p = Common::g_platforms;
for (; p->code; ++p) {
_platformPopUp->appendEntry(p->description, p->id);
}
//
// 3) The graphics tab
//
_graphicsTabId = tab->addTab(g_system->getOverlayWidth() > 320 ? "Graphics" : "GFX");
_globalGraphicsOverride = new CheckboxWidget(tab, "GameOptions_Graphics.EnableTabCheckbox", "Override global graphic settings", kCmdGlobalGraphicsOverride, 0);
addGraphicControls(tab, "GameOptions_Graphics.");
//
// 4) The audio tab
//
tab->addTab("Audio");
_globalAudioOverride = new CheckboxWidget(tab, "GameOptions_Audio.EnableTabCheckbox", "Override global audio settings", kCmdGlobalAudioOverride, 0);
addAudioControls(tab, "GameOptions_Audio.");
addSubtitleControls(tab, "GameOptions_Audio.");
//
// 5) The volume tab
//
tab->addTab("Volume");
_globalVolumeOverride = new CheckboxWidget(tab, "GameOptions_Volume.EnableTabCheckbox", "Override global volume settings", kCmdGlobalVolumeOverride, 0);
addVolumeControls(tab, "GameOptions_Volume.");
//
// 6) The MIDI tab
//
tab->addTab("MIDI");
_globalMIDIOverride = new CheckboxWidget(tab, "GameOptions_MIDI.EnableTabCheckbox", "Override global MIDI settings", kCmdGlobalMIDIOverride, 0);
addMIDIControls(tab, "GameOptions_MIDI.");
//
// 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_Paths.Gamepath", "Game Path:", kCmdGameBrowser, 0);
_gamePathWidget = new StaticTextWidget(tab, "GameOptions_Paths.GamepathText", gamePath);
// GUI: Button + Label for the additional path
new ButtonWidget(tab, "GameOptions_Paths.Extrapath", "Extra Path:", kCmdExtraBrowser, 0);
_extraPathWidget = new StaticTextWidget(tab, "GameOptions_Paths.ExtrapathText", extraPath);
// GUI: Button + Label for the save path
new ButtonWidget(tab, "GameOptions_Paths.Savepath", "Save Path:", kCmdSaveBrowser, 0);
_savePathWidget = new StaticTextWidget(tab, "GameOptions_Paths.SavepathText", savePath);
// Activate the first tab
tab->setActiveTab(0);
_tabWidget = tab;
// 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.xmlEval()->getVar("Globals.TabLabelWidth");
if (_langPopUp)
_langPopUp->changeLabelWidth(labelWidth);
if (_platformPopUp)
_platformPopUp->changeLabelWidth(labelWidth);
}
void EditGameDialog::open() {
OptionsDialog::open();
String extraPath(ConfMan.get("extrapath", _domain));
if (extraPath.empty() || !ConfMan.hasKey("extrapath", _domain)) {
_extraPathWidget->setLabel("None");
}
String savePath(ConfMan.get("savepath", _domain));
if (savePath.empty() || !ConfMan.hasKey("savepath", _domain)) {
_savePathWidget->setLabel("Default");
}
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...
Common::FSNode file(browser.getResult());
_soundFont->setLabel(file.getPath());
if (!file.getPath().empty() && (file.getPath() != "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...
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());
draw();
}
draw();
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);
}
}
#pragma mark -
LauncherDialog::LauncherDialog()
: Dialog(0, 0, 320, 200) {
_backgroundType = GUI::ThemeEngine::kDialogBackgroundMain;
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.xmlEval()->getVar("Globals.ShowLauncherLogo") == 1 && g_gui.theme()->supportsImages()) {
_logo = new GraphicsWidget(this, "Launcher.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(ThemeEngine::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.QuitButton", "Quit", kQuitCmd, 'Q');
new ButtonWidget(this, "Launcher.AboutButton", "About", kAboutCmd, 'B');
new ButtonWidget(this, "Launcher.OptionsButton", "Options", kOptionsCmd, 'O');
_startButton =
new ButtonWidget(this, "Launcher.StartButton", "Start", kStartCmd, 'S');
_loadButton =
new ButtonWidget(this, "Launcher.LoadGameButton", "Load", kLoadGameCmd, 'L');
// Above the lowest button rows: two more buttons (directly below the list box)
_addButton =
new ButtonWidget(this, "Launcher.AddGameButton", "Add Game", kAddGameCmd, 'A');
_editButton =
new ButtonWidget(this, "Launcher.EditGameButton", "Edit Game", kEditGameCmd, 'E');
_removeButton =
new ButtonWidget(this, "Launcher.RemoveGameButton", "Remove Game", kRemoveGameCmd, 'R');
// Add list with game titles
_list = new ListWidget(this, "Launcher.GameList");
_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);
// Create Load dialog
_loadDialog = new SaveLoadChooser("Load game:", "Load");
}
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;
delete _loadDialog;
}
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("");
CursorMan.popAllCursors();
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;
for (iter = domains.begin(); iter != domains.end(); ++iter) {
#ifdef __DS__
// DS port uses an extra section called 'ds'. This prevents the section from being
// detected as a game.
if (iter->_key == "ds") {
continue;
}
#endif
String gameid(iter->_value.get("gameid"));
String description(iter->_value.get("description"));
if (gameid.empty())
gameid = iter->_key;
if (description.empty()) {
GameDescriptor g = EngineMan.findGame(gameid);
if (g.contains("description"))
description = g.description();
}
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();
}
// We need to update the buttons here, so "Mass add" will revert to "Add game"
// without any additional event.
updateButtons();
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...
Common::FSNode dir(_browser->getResult());
Common::FSList files;
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
error("browser returned a node that is not a directory: '%s'",
dir.getPath().c_str());
}
// ...so let's determine a list of candidates, games that
// could be contained in the specified directory.
GameList candidates(EngineMan.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.getPath();
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).
Common::String domain = result.preferredtarget();
assert(!domain.empty());
if (ConfMan.hasGameDomain(domain)) {
int suffixN = 1;
char suffix[16];
Common::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], EngineMan.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::loadGame(int item) {
String gameId = ConfMan.get("gameid", _domains[item]);
if (gameId.empty())
gameId = _domains[item];
const EnginePlugin *plugin = 0;
EngineMan.findGame(gameId, &plugin);
String target = _domains[item];
target.toLowercase();
if (plugin) {
if ((*plugin)->hasFeature(MetaEngine::kSupportsListSaves) &&
(*plugin)->hasFeature(MetaEngine::kSupportsLoadingDuringStartup)) {
int slot = _loadDialog->runModal(plugin, target);
if (slot >= 0) {
ConfMan.setActiveDomain(_domains[item]);
ConfMan.setInt("save_slot", slot, Common::ConfigManager::kTransientDomain);
close();
}
} else {
MessageDialog dialog
("This game does not support loading games from the launcher.", "OK");
dialog.runModal();
}
} else {
MessageDialog dialog("ScummVM could not find any engine capable of running the selected game!", "OK");
dialog.runModal();
}
}
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 kLoadGameCmd:
loadGame(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 kListItemRemovalRequestCmd:
removeGame(item);
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();
}
if (enable != _loadButton->isEnabled()) {
_loadButton->setEnabled(enable);
_loadButton->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.xmlEval()->getVar("Globals.ShowLauncherLogo") == 1 && g_gui.theme()->supportsImages()) {
StaticTextWidget *ver = (StaticTextWidget*)findWidget("Launcher.Version");
if (ver) {
ver->setAlign((Graphics::TextAlign)g_gui.xmlEval()->getVar("Launcher.Version.Align", Graphics::kTextAlignCenter));
ver->setLabel(gScummVMVersionDate);
}
if (!_logo)
_logo = new GraphicsWidget(this, "Launcher.Logo");
_logo->useThemeTransparency(true);
_logo->setGfx(g_gui.theme()->getImageSurface(ThemeEngine::kImageLogo));
} else {
StaticTextWidget *ver = (StaticTextWidget*)findWidget("Launcher.Version");
if (ver) {
ver->setAlign((Graphics::TextAlign)g_gui.xmlEval()->getVar("Launcher.Version.Align", Graphics::kTextAlignCenter));
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