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267 lines
7.9 KiB
C++
267 lines
7.9 KiB
C++
/* Residual - A 3D game interpreter
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*
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* Residual is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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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* $URL$
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* $Id$
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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/events.h"
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#include "common/func.h"
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#include "common/config-manager.h"
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#include "gui/launcher.h" // For addGameToConf()
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#include "gui/massadd.h"
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#include "gui/GuiManager.h"
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#include "gui/widget.h"
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#include "gui/ListWidget.h"
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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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_okButton(0),
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_dirProgressText(0),
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_gameProgressText(0) {
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Common::StringList 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", kOkCmd, Common::ASCII_RETURN);
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_okButton->setEnabled(false);
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new ButtonWidget(this, "MassAdd.Cancel", "Cancel", 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.get("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 GameDescriptor &x, const GameDescriptor &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 GameDescriptor &x, const GameDescriptor &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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// 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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sort(_games.begin(), _games.end(), GameTargetLess());
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// Add all the detected games to the config
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for (GameList::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"] = addGameToConf(*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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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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GameList candidates(EngineMan.detectGames(files));
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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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for (GameList::const_iterator cand = candidates.begin(); cand != candidates.end(); ++cand) {
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GameDescriptor 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/gameid/lang/platform combination
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if (_pathToTargets.contains(path)) {
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bool duplicate = false;
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const Common::StringList &targets = _pathToTargets[path];
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for (Common::StringList::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) {
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// If the 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)["gameid"] == result["gameid"] &&
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(*dom)["platform"] == result["platform"] &&
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(*dom)["language"] == result["language"]) {
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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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break; // Skip duplicates
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}
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result["path"] = path;
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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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}
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}
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_dirsScanned++;
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}
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// Update the dialog
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char buf[256];
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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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snprintf(buf, sizeof(buf), "Scan complete!");
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_dirProgressText->setLabel(buf);
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snprintf(buf, sizeof(buf), "Discovered %d new games.", _games.size());
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_gameProgressText->setLabel(buf);
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} else {
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snprintf(buf, sizeof(buf), "Scanned %d directories ...", _dirsScanned);
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_dirProgressText->setLabel(buf);
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snprintf(buf, sizeof(buf), "Discovered %d new games ...", _games.size());
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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();
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}
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} // End of namespace GUI
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