scummvm/gui/massadd.cpp
athrxx b29b5acc0a COMMON: (MASS ADD) - fix language code comparison for obsolete lang codes
We now correctly recognize obsolete language codes.
(e. g. "jp" will be considered the same as "ja")

Another step to bring down the number of detected targets...
2022-05-15 18:50:13 +02:00

281 lines
8.8 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#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/massadd.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(nullptr),
_dirProgressText(nullptr),
_gameProgressText(nullptr) {
Common::U32StringArray 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"), Common::U32String(), kOkCmd, Common::ASCII_RETURN);
_okButton->setEnabled(false);
new ButtonWidget(this, "MassAdd.Cancel", _("Cancel"), Common::U32String(), 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) {
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 DetectedGame &x, const DetectedGame &y) const {
return x.preferredTarget.compareToIgnoreCase(y.preferredTarget) < 0;
}
};
struct GameDescLess {
bool operator()(const DetectedGame &x, const DetectedGame &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.
Common::sort(_games.begin(), _games.end(), GameTargetLess());
// Add all the detected games to the config
for (DetectedGames::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 = EngineMan.createTargetForGame(*iter);
}
// Write everything to disk
ConfMan.flushToDisk();
// And scroll to first detected game
if (!_games.empty()) {
Common::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
DetectionResults detectionResults = EngineMan.detectGames(files);
if (detectionResults.foundUnknownGames()) {
Common::U32String report = detectionResults.generateUnknownGameReport(false, 80);
g_system->logMessage(LogMessageType::kInfo, report.encode().c_str());
}
// 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.
DetectedGames candidates = detectionResults.listRecognizedGames();
for (DetectedGames::const_iterator cand = candidates.begin(); cand != candidates.end(); ++cand) {
const DetectedGame &result = *cand;
Common::String path = dir.getPath();
// Remove trailing slashes
while (path != "/" && path.lastChar() == '/')
path.deleteLastChar();
// Check for existing config entries for this path/engineid/gameid/lang/platform combination
if (_pathToTargets.contains(path)) {
Common::String resultPlatformCode = Common::getPlatformCode(result.platform);
Common::String resultLanguageCode = Common::getLanguageCode(result.language);
bool duplicate = false;
const Common::StringArray &targets = _pathToTargets[path];
for (Common::StringArray::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) {
// If the engineid, gameid, platform and language match -> skip it
Common::ConfigManager::Domain *dom = ConfMan.getDomain(*iter);
assert(dom);
if ((*dom)["engineid"] == result.engineId &&
(*dom)["gameid"] == result.gameId &&
dom->getValOrDefault("platform") == resultPlatformCode &&
parseLanguage(dom->getValOrDefault("language")) == parseLanguage(resultLanguageCode)) {
duplicate = true;
break;
}
}
if (duplicate) {
_oldGamesCount++;
continue; // Skip duplicates
}
}
_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::U32String buf;
if (_scanStack.empty()) {
// Enable the OK button
_okButton->setEnabled(true);
buf = _("Scan complete!");
_dirProgressText->setLabel(buf);
buf = Common::U32String::format(_("Discovered %d new games, ignored %d previously added games."), _games.size(), _oldGamesCount);
_gameProgressText->setLabel(buf);
} else {
buf = Common::U32String::format(_("Scanned %d directories ..."), _dirsScanned);
_dirProgressText->setLabel(buf);
buf = Common::U32String::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