scummvm/gui/massadd.cpp
Eugene Sandulenko 01f9006ee7 GUI: Implement tooltips. FR #2821513.
FR #2821513: "GUI: add tooltips".
Added tooltips for Add Game button, clear field buttons and couple
other.

Current problem: Only first call correctly restores text. I could
not find where restore information gets lost.

svn-id: r49774
2010-06-15 10:52:35 +00:00

268 lines
7.9 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 "engines/metaengine.h"
#include "common/algorithm.h"
#include "common/events.h"
#include "common/func.h"
#include "common/config-manager.h"
#include "common/translation.h"
#include "gui/launcher.h" // For addGameToConf()
#include "gui/massadd.h"
#include "gui/GuiManager.h"
#include "gui/widget.h"
#include "gui/ListWidget.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 Common::FSNode &startDir)
: Dialog("MassAdd"),
_dirsScanned(0),
_okButton(0),
_dirProgressText(0),
_gameProgressText(0) {
StringArray l;
// The dir we start our scan at
_scanStack.push(startDir);
// Removed for now... Why would you put a title on mass add dialog called "Mass Add Dialog"?
// new StaticTextWidget(this, "massadddialog_caption", "Mass Add Dialog");
_dirProgressText = new StaticTextWidget(this, "MassAdd.DirProgressText",
_("... progress ..."));
_gameProgressText = new StaticTextWidget(this, "MassAdd.GameProgressText",
_("... progress ..."));
_dirProgressText->setAlign(Graphics::kTextAlignCenter);
_gameProgressText->setAlign(Graphics::kTextAlignCenter);
_list = new ListWidget(this, "MassAdd.GameList");
_list->setEditable(false);
_list->setNumberingMode(kListNumberingOff);
_list->setList(l);
_okButton = new ButtonWidget(this, "MassAdd.Ok", _("OK"), 0, kOkCmd, Common::ASCII_RETURN);
_okButton->setEnabled(false);
new ButtonWidget(this, "MassAdd.Cancel", _("Cancel"), 0, kCancelCmd, Common::ASCII_ESCAPE);
// Build a map from all configured game paths to the targets using them
const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
Common::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
Common::String path(iter->_value.getVal("path"));
// Remove trailing slash, so that "/foo" and "/foo/" match.
// This works around a bug in the POSIX FS code (and others?)
// where paths are not normalized (so FSNodes refering to identical
// FS objects may return different values in path()).
while (path != "/" && path.lastChar() == '/')
path.deleteLastChar();
if (!path.empty())
_pathToTargets[path].push_back(iter->_key);
}
}
struct GameTargetLess {
bool operator()(const GameDescriptor &x, const GameDescriptor &y) const {
return x.preferredtarget().compareToIgnoreCase(y.preferredtarget()) < 0;
}
};
struct GameDescLess {
bool operator()(const GameDescriptor &x, const GameDescriptor &y) const {
return x.description().compareToIgnoreCase(y.description()) < 0;
}
};
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) {
// Sort the detected games. This is not strictly necessary, but nice for
// people who want to edit their config file by hand after a mass add.
sort(_games.begin(), _games.end(), GameTargetLess());
// Add all the detected games to the config
for (GameList::iterator iter = _games.begin(); iter != _games.end(); ++iter) {
debug(1, " Added gameid '%s', desc '%s'\n",
(*iter)["gameid"].c_str(),
(*iter)["description"].c_str());
(*iter)["gameid"] = addGameToConf(*iter);
}
// Write everything to disk
ConfMan.flushToDisk();
// And scroll to first detected game
if (!_games.empty()) {
sort(_games.begin(), _games.end(), GameDescLess());
ConfMan.set("temp_selection", _games.front().gameid());
}
close();
} else if (cmd == kCancelCmd) {
// User cancelled, so we don't do anything and just leave.
_games.clear();
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) {
Common::FSNode dir = _scanStack.pop();
Common::FSList files;
if (!dir.getChildren(files, Common::FSNode::kListAll)) {
continue;
}
// Run the detector on the dir
GameList candidates(EngineMan.detectGames(files));
// Just add all detected games / game variants. If we get more than one,
// that either means the directory contains multiple games, or the detector
// could not fully determine which game variant it was seeing. In either
// case, let the user choose which entries he wants to keep.
//
// However, we only add games which are not already in the config file.
for (GameList::const_iterator cand = candidates.begin(); cand != candidates.end(); ++cand) {
GameDescriptor result = *cand;
Common::String path = dir.getPath();
// Remove trailing slashes
while (path != "/" && path.lastChar() == '/')
path.deleteLastChar();
// Check for existing config entries for this path/gameid/lang/platform combination
if (_pathToTargets.contains(path)) {
bool duplicate = false;
const StringArray &targets = _pathToTargets[path];
for (StringArray::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) {
// If the gameid, platform and language match -> skip it
Common::ConfigManager::Domain *dom = ConfMan.getDomain(*iter);
assert(dom);
if ((*dom)["gameid"] == result["gameid"] &&
(*dom)["platform"] == result["platform"] &&
(*dom)["language"] == result["language"]) {
duplicate = true;
break;
}
}
if (duplicate)
break; // Skip duplicates
}
result["path"] = path;
_games.push_back(result);
_list->append(result.description());
}
// Recurse into all subdirs
for (Common::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!"));
_dirProgressText->setLabel(buf);
snprintf(buf, sizeof(buf), _("Discovered %d new games."), _games.size());
_gameProgressText->setLabel(buf);
} else {
snprintf(buf, sizeof(buf), _("Scanned %d directories ..."), _dirsScanned);
_dirProgressText->setLabel(buf);
snprintf(buf, sizeof(buf), _("Discovered %d new games ..."), _games.size());
_gameProgressText->setLabel(buf);
}
if (_games.size() > 0) {
_list->scrollToEnd();
}
drawDialog();
}
} // End of namespace GUI