scummvm/gui/massadd.cpp
Bastien Bouclet 4d0bb753e4 GUI: Remove the ThemeItem draw queues
Drawing nows happens directly when the Dialog or Widget draw methods are
called. This makes it easy to debug why a particular low level draw
method was called, by inspecting the call stack.

This replaces the notion of "buffering" by two independant ways to
control what is drawn and where:
- The active layer is used to select whether the foreground or
  background part of the dialogs are rendered by the draw calls.
- The active surface is used to select if the draw calls affect the back
  buffer or the screen.

The foreground layer of the active dialog is drawn directly to the
screen. Its background layer is drawn to the back buffer. This way
widgets can restore the back buffer in order to update without having to
redraw the dialog's background.

Dialogs lower in the dialog stack are drawn entirely to the back buffer.
2018-03-12 11:46:04 +01:00

284 lines
8.6 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.
*
*/
#include "engines/metaengine.h"
#include "common/algorithm.h"
#include "common/config-manager.h"
#include "common/debug.h"
#include "common/system.h"
#include "common/taskbar.h"
#include "common/translation.h"
#include "gui/launcher.h" // For addGameToConf()
#include "gui/massadd.h"
#include "gui/widget.h"
#include "gui/widgets/list.h"
#ifndef DISABLE_MASS_ADD
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),
_oldGamesCount(0),
_dirTotal(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) {
#if defined(USE_TASKBAR)
// Remove progress bar and count from taskbar
g_system->getTaskbarManager()->setProgressState(Common::TaskbarManager::kTaskbarNoProgress);
g_system->getTaskbarManager()->setCount(0);
#endif
// 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) {
_oldGamesCount++;
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);
_dirTotal++;
}
}
_dirsScanned++;
#if defined(USE_TASKBAR)
g_system->getTaskbarManager()->setProgressValue(_dirsScanned, _dirTotal);
g_system->getTaskbarManager()->setCount(_games.size());
#endif
}
// Update the dialog
Common::String buf;
if (_scanStack.empty()) {
// Enable the OK button
_okButton->setEnabled(true);
buf = _("Scan complete!");
_dirProgressText->setLabel(buf);
buf = Common::String::format(_("Discovered %d new games, ignored %d previously added games."), _games.size(), _oldGamesCount);
_gameProgressText->setLabel(buf);
} else {
buf = Common::String::format(_("Scanned %d directories ..."), _dirsScanned);
_dirProgressText->setLabel(buf);
buf = Common::String::format(_("Discovered %d new games, ignored %d previously added games ..."), _games.size(), _oldGamesCount);
_gameProgressText->setLabel(buf);
}
if (_games.size() > 0) {
_list->scrollToEnd();
}
drawDialog(kDrawLayerForeground);
}
} // End of namespace GUI
#endif // DISABLE_MASS_ADD