mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-15 06:08:35 +00:00
dec234c6a5
svn-id: r5658
283 lines
8.2 KiB
C++
283 lines
8.2 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "launcher.h"
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#include "browser.h"
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#include "chooser.h"
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#include "newgui.h"
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#include "ListWidget.h"
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#include "backends/fs/fs.h"
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#include "common/config-file.h"
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#include "common/engine.h"
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#include "common/gameDetector.h"
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enum {
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kStartCmd = 'STRT',
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kOptionsCmd = 'OPTN',
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kAddGameCmd = 'ADDG',
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kConfigureGameCmd = 'CONF',
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kQuitCmd = 'QUIT'
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};
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typedef ScummVM::List<const VersionSettings *> GameList;
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/*
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* TODO list
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* - add an text entry widget
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* - add an "Add Game..." button that opens a dialog where new games can be
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* configured and added to the list of games
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* - add an "Edit Game..." button that opens a dialog that allows to edit game
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* settings, i.e. the datapath/savepath/sound driver/... for that game
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* - add an "options" dialog
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* - ...
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*/
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LauncherDialog::LauncherDialog(NewGui *gui, GameDetector &detector)
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: Dialog(gui, 0, 0, 320, 200), _detector(detector)
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{
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Widget *bw;
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// Show game name
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new StaticTextWidget(this, 10, 8, 300, kLineHeight,
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"ScummVM "SCUMMVM_VERSION " (" SCUMMVM_CVS ")",
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kTextAlignCenter);
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// Add three buttons at the bottom
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bw = addButton(1*(_w - kButtonWidth)/6, _h - 24, "Quit", kQuitCmd, 'Q');
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bw = addButton(3*(_w - kButtonWidth)/6, _h - 24, "Options", kOptionsCmd, 'O');
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bw->setEnabled(false);
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_startButton = addButton(5*(_w - kButtonWidth)/6, _h - 24, "Start", kStartCmd, 'S');
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_startButton->setEnabled(false);
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// Add list with game titles
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_list = new ListWidget(this, 10, 28, 300, 112);
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_list->setEditable(false);
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_list->setNumberingMode(kListNumberingOff);
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// Populate the list
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updateListing();
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// TODO - make a default selection (maybe the game user played last?)
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//_list->setSelected(0);
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// Two more buttons directly below the list box
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bw = new ButtonWidget(this, 10, 144, 80, 16, "Add Game...", kAddGameCmd, 'A');
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// bw->setEnabled(false);
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_configureButton = new ButtonWidget(this, 320-90, 144, 80, 16, "Configure...", kConfigureGameCmd, 'C');
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_configureButton->setEnabled(false);
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// Create file browser dialog
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_browser = new BrowserDialog(_gui);
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}
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LauncherDialog::~LauncherDialog()
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{
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delete _browser;
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}
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void LauncherDialog::updateListing()
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{
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int i;
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const VersionSettings *v = version_settings;
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ScummVM::StringList l;
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// TODO - maybe only display those games for which settings are known
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// (i.e. a path to the game data was set and is accesible) ?
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// Retrieve a list of all games defined in the config file
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StringList domains = g_config->get_domains();
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for (i = 0; i < domains.size();i++) {
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String name = (char*)g_config->get("gameid", domains[i]);
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String description = (char*)g_config->get("description", domains[i]);
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if (name.isEmpty() || description.isEmpty()) {
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v = version_settings;
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while (v->filename && v->gamename) {
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if (!scumm_stricmp(v->filename, domains[i].c_str())) {
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name = domains[i];
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description = v->gamename;
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break;
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}
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v++;
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}
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}
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if (!name.isEmpty() && !description.isEmpty()) {
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// Insert the game into the launcher list
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int pos = 0, size = l.size();
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while (pos < size && (description > l[pos]))
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pos++;
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l.insert_at(pos, description);
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_filenames.insert_at(pos, domains[i]);
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}
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}
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if (l.size() > 0)
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_list->setList(l);
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}
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/*
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* Return a list of all games which might be the game in the specified directory.
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*/
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GameList findGame(FilesystemNode *dir)
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{
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GameList list;
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FSList *files = dir->listDir(FilesystemNode::kListFilesOnly);
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const int size = files->size();
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char detectName[256];
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int i;
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// Iterate over all known games and for each check if it might be
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// the game in the presented directory.
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const VersionSettings *v = version_settings;
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while (v->filename && v->gamename) {
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// Determine the 'detectname' for this game, that is, the name of a
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// file that *must* be presented if the directory contains the data
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// for this game. For example, FOA requires atlantis.000
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if (v->detectname)
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strcpy(detectName, v->detectname);
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else {
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strcpy(detectName, v->filename);
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if (v->features & GF_AFTER_V7)
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strcat(detectName, ".la0");
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else if (v->features & GF_HUMONGOUS)
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strcat(detectName, ".he0");
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else
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strcat(detectName, ".000");
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}
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// Iterate over all files in the given directory
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for (i = 0; i < size; i++) {
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const char *filename = (*files)[i].displayName().c_str();
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if (0 == scumm_stricmp(detectName, filename)) {
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// Match found, add to list of candidates, then abort inner loop.
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list.push_back(v);
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break;
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}
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}
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v++;
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}
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return list;
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}
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void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data)
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{
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int item;
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switch (cmd) {
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case kAddGameCmd: {
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// Allow user to add a new game to the list.
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// 1) show a dir selection dialog which lets
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// the user pick the directory the game data resides in.
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// 2) show the user a list of games to pick from, already narrowed
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// down to all possible choices
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if (_browser->runModal()) {
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// User did make a choice...
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FilesystemNode *dir = _browser->getResult();
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// ...so let's determine a list of candidates, games that
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// could be contained in the specified directory.
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GameList candidates = findGame(dir);
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const VersionSettings *v = 0;
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if (candidates.isEmpty()) {
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// TODO - display dialog telling user that no match was found?!?
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// Optionally, offer to let the user force a certain game?
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} else if (candidates.size() == 1) {
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// Exact match
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v = candidates[0];
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} else {
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// Display the candidates to the user and let her/him pick one
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StringList list;
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int i;
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for (i = 0; i < candidates.size(); i++)
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list.push_back(candidates[i]->gamename);
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ChooserDialog dialog(_gui, "Pick the game:", list);
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i = dialog.runModal();
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if (0 <= i && i < candidates.size())
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v = candidates[i];
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}
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if (v != 0) {
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// The auto detector or the user made a choice.
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// For now we just forcefully insert it into the config list, but
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// in the future we might want to check for an existing entry
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// first... of course the question is, what do we do if we find one?
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g_config->set("path", dir->path(), v->filename);
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// Write it to disk
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g_config->set_writing(true);
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g_config->flush();
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g_config->set_writing(false);
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// Update the ListWidget and force a redraw
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updateListing();
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draw();
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}
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}
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}
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break;
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case kConfigureGameCmd:
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// Set game specifc options. Most of these should be "optional", i.e. by
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// default set nothing and use the global ScummVM settings. E.g. the user
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// can set here an optional alternate music volume, or for specific games
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// a different music driver etc.
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// This is useful because e.g. MonkeyVGA needs Adlib music to have decent
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// music support etc.
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break;
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case kOptionsCmd:
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// TODO - show up a generic options dialog, loosely based upon the one
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// we have in scumm/dialogs.cpp. So we will be modifying the settings
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// in _detector, like which music engine to use, volumes, etc.
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//
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// We also allow the global save game path to be set here.
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break;
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case kStartCmd:
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case kListItemDoubleClickedCmd:
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// Print out what was selected
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item = _list->getSelected();
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assert(item >= 0);
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_detector.setGame(_filenames[item].c_str());
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close();
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break;
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case kListSelectionChangedCmd:
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_startButton->setEnabled(data >= 0);
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_startButton->draw();
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//_configureButton->setEnabled(data >= 0);
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//_configureButton->draw();
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break;
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case kQuitCmd:
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g_system->quit();
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break;
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default:
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Dialog::handleCommand(sender, cmd, data);
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}
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}
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