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bb813719b5
The engine ID identifies which engine should be used to launch the target. Also remove the 'single ID' system. Different games from engines that used that system now have different game IDs. Also-By: Matthew Hoops <clone2727@gmail.com>
291 lines
9.0 KiB
C++
291 lines
9.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "engines/metaengine.h"
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#include "common/algorithm.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/system.h"
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#include "common/taskbar.h"
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#include "common/translation.h"
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#include "gui/massadd.h"
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#ifndef DISABLE_MASS_ADD
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namespace GUI {
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/*
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TODO:
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- Themify this dialog
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- Add a ListWidget showing all the games we are going to add, and update it live
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- Add a 'busy' mouse cursor (animated?) which indicates to the user that
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something is in progress, and show this cursor while we scan
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*/
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enum {
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// Upper bound (im milliseconds) we want to spend in handleTickle.
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// Setting this low makes the GUI more responsive but also slows
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// down the scanning.
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kMaxScanTime = 50
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};
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enum {
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kOkCmd = 'OK ',
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kCancelCmd = 'CNCL'
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};
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MassAddDialog::MassAddDialog(const Common::FSNode &startDir)
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: Dialog("MassAdd"),
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_dirsScanned(0),
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_oldGamesCount(0),
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_dirTotal(0),
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_okButton(0),
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_dirProgressText(0),
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_gameProgressText(0) {
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StringArray l;
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// The dir we start our scan at
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_scanStack.push(startDir);
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// Removed for now... Why would you put a title on mass add dialog called "Mass Add Dialog"?
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// new StaticTextWidget(this, "massadddialog_caption", "Mass Add Dialog");
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_dirProgressText = new StaticTextWidget(this, "MassAdd.DirProgressText",
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_("... progress ..."));
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_gameProgressText = new StaticTextWidget(this, "MassAdd.GameProgressText",
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_("... progress ..."));
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_dirProgressText->setAlign(Graphics::kTextAlignCenter);
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_gameProgressText->setAlign(Graphics::kTextAlignCenter);
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_list = new ListWidget(this, "MassAdd.GameList");
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_list->setEditable(false);
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_list->setNumberingMode(kListNumberingOff);
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_list->setList(l);
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_okButton = new ButtonWidget(this, "MassAdd.Ok", _("OK"), 0, kOkCmd, Common::ASCII_RETURN);
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_okButton->setEnabled(false);
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new ButtonWidget(this, "MassAdd.Cancel", _("Cancel"), 0, kCancelCmd, Common::ASCII_ESCAPE);
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// Build a map from all configured game paths to the targets using them
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const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
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Common::ConfigManager::DomainMap::const_iterator iter;
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for (iter = domains.begin(); iter != domains.end(); ++iter) {
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#ifdef __DS__
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// DS port uses an extra section called 'ds'. This prevents the section from being
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// detected as a game.
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if (iter->_key == "ds") {
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continue;
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}
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#endif
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Common::String path(iter->_value.getVal("path"));
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// Remove trailing slash, so that "/foo" and "/foo/" match.
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// This works around a bug in the POSIX FS code (and others?)
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// where paths are not normalized (so FSNodes refering to identical
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// FS objects may return different values in path()).
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while (path != "/" && path.lastChar() == '/')
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path.deleteLastChar();
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if (!path.empty())
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_pathToTargets[path].push_back(iter->_key);
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}
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}
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struct GameTargetLess {
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bool operator()(const DetectedGame &x, const DetectedGame &y) const {
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return x.preferredTarget.compareToIgnoreCase(y.preferredTarget) < 0;
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}
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};
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struct GameDescLess {
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bool operator()(const DetectedGame &x, const DetectedGame &y) const {
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return x.description.compareToIgnoreCase(y.description) < 0;
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}
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};
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void MassAddDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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#if defined(USE_TASKBAR)
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// Remove progress bar and count from taskbar
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g_system->getTaskbarManager()->setProgressState(Common::TaskbarManager::kTaskbarNoProgress);
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g_system->getTaskbarManager()->setCount(0);
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#endif
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// FIXME: It's a really bad thing that we use two arbitrary constants
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if (cmd == kOkCmd) {
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// Sort the detected games. This is not strictly necessary, but nice for
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// people who want to edit their config file by hand after a mass add.
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Common::sort(_games.begin(), _games.end(), GameTargetLess());
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// Add all the detected games to the config
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for (DetectedGames::iterator iter = _games.begin(); iter != _games.end(); ++iter) {
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debug(1, " Added gameid '%s', desc '%s'\n",
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iter->gameId.c_str(),
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iter->description.c_str());
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iter->gameId = EngineMan.createTargetForGame(*iter);
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}
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// Write everything to disk
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ConfMan.flushToDisk();
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// And scroll to first detected game
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if (!_games.empty()) {
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Common::sort(_games.begin(), _games.end(), GameDescLess());
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ConfMan.set("temp_selection", _games.front().gameId);
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}
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close();
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} else if (cmd == kCancelCmd) {
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// User cancelled, so we don't do anything and just leave.
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_games.clear();
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close();
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} else {
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Dialog::handleCommand(sender, cmd, data);
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}
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}
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void MassAddDialog::handleTickle() {
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if (_scanStack.empty())
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return; // We have finished scanning
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uint32 t = g_system->getMillis();
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// Perform a breadth-first scan of the filesystem.
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while (!_scanStack.empty() && (g_system->getMillis() - t) < kMaxScanTime) {
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Common::FSNode dir = _scanStack.pop();
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Common::FSList files;
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if (!dir.getChildren(files, Common::FSNode::kListAll)) {
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continue;
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}
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// Run the detector on the dir
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DetectionResults detectionResults = EngineMan.detectGames(files);
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if (detectionResults.foundUnknownGames()) {
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Common::String report = detectionResults.generateUnknownGameReport(false, 80);
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g_system->logMessage(LogMessageType::kInfo, report.c_str());
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}
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// Just add all detected games / game variants. If we get more than one,
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// that either means the directory contains multiple games, or the detector
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// could not fully determine which game variant it was seeing. In either
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// case, let the user choose which entries he wants to keep.
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//
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// However, we only add games which are not already in the config file.
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DetectedGames candidates = detectionResults.listRecognizedGames();
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for (DetectedGames::const_iterator cand = candidates.begin(); cand != candidates.end(); ++cand) {
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const DetectedGame &result = *cand;
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Common::String path = dir.getPath();
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// Remove trailing slashes
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while (path != "/" && path.lastChar() == '/')
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path.deleteLastChar();
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// Check for existing config entries for this path/engineid/gameid/lang/platform combination
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if (_pathToTargets.contains(path)) {
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Common::String resultPlatformCode = Common::getPlatformCode(result.platform);
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Common::String resultLanguageCode = Common::getLanguageCode(result.language);
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bool duplicate = false;
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const StringArray &targets = _pathToTargets[path];
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for (StringArray::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) {
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// If the engineid, gameid, platform and language match -> skip it
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Common::ConfigManager::Domain *dom = ConfMan.getDomain(*iter);
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assert(dom);
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if ((*dom)["engineid"] == result.engineId &&
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(*dom)["gameid"] == result.gameId &&
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(*dom)["platform"] == resultPlatformCode &&
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(*dom)["language"] == resultLanguageCode) {
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duplicate = true;
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break;
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}
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}
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if (duplicate) {
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_oldGamesCount++;
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continue; // Skip duplicates
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}
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}
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_games.push_back(result);
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_list->append(result.description);
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}
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// Recurse into all subdirs
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for (Common::FSList::const_iterator file = files.begin(); file != files.end(); ++file) {
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if (file->isDirectory()) {
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_scanStack.push(*file);
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_dirTotal++;
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}
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}
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_dirsScanned++;
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#if defined(USE_TASKBAR)
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g_system->getTaskbarManager()->setProgressValue(_dirsScanned, _dirTotal);
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g_system->getTaskbarManager()->setCount(_games.size());
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#endif
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}
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// Update the dialog
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Common::String buf;
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if (_scanStack.empty()) {
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// Enable the OK button
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_okButton->setEnabled(true);
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buf = _("Scan complete!");
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_dirProgressText->setLabel(buf);
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buf = Common::String::format(_("Discovered %d new games, ignored %d previously added games."), _games.size(), _oldGamesCount);
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_gameProgressText->setLabel(buf);
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} else {
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buf = Common::String::format(_("Scanned %d directories ..."), _dirsScanned);
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_dirProgressText->setLabel(buf);
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buf = Common::String::format(_("Discovered %d new games, ignored %d previously added games ..."), _games.size(), _oldGamesCount);
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_gameProgressText->setLabel(buf);
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}
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if (_games.size() > 0) {
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_list->scrollToEnd();
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}
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drawDialog(kDrawLayerForeground);
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}
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} // End of namespace GUI
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#endif // DISABLE_MASS_ADD
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