/* ScummVM - Scumm Interpreter * Copyright (C) 2002 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ #include "stdafx.h" #include "launcher.h" #include "browser.h" #include "chooser.h" #include "newgui.h" #include "message.h" #include "ListWidget.h" #include "backends/fs/fs.h" #include "common/config-file.h" #include "common/engine.h" #include "common/gameDetector.h" enum { kStartCmd = 'STRT', kOptionsCmd = 'OPTN', kAddGameCmd = 'ADDG', kEditGameCmd = 'EDTG', kRemoveGameCmd = 'REMG', kQuitCmd = 'QUIT' }; typedef ScummVM::List GameList; /* * TODO list * - add an text entry widget * - add an "Add Game..." button that opens a dialog where new games can be * configured and added to the list of games * - add an "Edit Game..." button that opens a dialog that allows to edit game * settings, i.e. the datapath/savepath/sound driver/... for that game * - add an "options" dialog * - ... */ LauncherDialog::LauncherDialog(NewGui *gui, GameDetector &detector) : Dialog(gui, 0, 0, 320, 200), _detector(detector) { // Show game name new StaticTextWidget(this, 10, 8, 300, kLineHeight, "ScummVM "SCUMMVM_VERSION " (" SCUMMVM_CVS ")", kTextAlignCenter); // Add three buttons at the bottom addButton(1*(_w - kButtonWidth)/6, _h - 24, "Quit", kQuitCmd, 'Q'); addButton(3*(_w - kButtonWidth)/6, _h - 24, "Options", kOptionsCmd, 'O'); _startButton = addButton(5*(_w - kButtonWidth)/6, _h - 24, "Start", kStartCmd, 'S'); _startButton->setEnabled(false); // Add list with game titles _list = new ListWidget(this, 10, 28, 300, 112); _list->setEditable(false); _list->setNumberingMode(kListNumberingOff); // Populate the list updateListing(); // TODO - make a default selection (maybe the game user played last?) //_list->setSelected(0); // Two more buttons directly below the list box const int kBigButtonWidth = 90; new ButtonWidget(this, 10, 144, kBigButtonWidth, 16, "Add Game...", kAddGameCmd, 'A'); _editButton = new ButtonWidget(this, (320-kBigButtonWidth)/2, 144, kBigButtonWidth, 16, "Edit Game...", kEditGameCmd, 'E'); _editButton->setEnabled(false); _removeButton = new ButtonWidget(this, 320-kBigButtonWidth-10, 144, kBigButtonWidth, 16, "Remove Game", kRemoveGameCmd, 'R'); _removeButton->setEnabled(false); // Create file browser dialog _browser = new BrowserDialog(_gui); } LauncherDialog::~LauncherDialog() { delete _browser; } void LauncherDialog::updateListing() { int i; const VersionSettings *v = version_settings; ScummVM::StringList l; // TODO - maybe only display those games for which settings are known // (i.e. a path to the game data was set and is accesible) ? // Retrieve a list of all games defined in the config file StringList domains = g_config->get_domains(); for (i = 0; i < domains.size();i++) { String name = (char*)g_config->get("gameid", domains[i]); String description = (char*)g_config->get("description", domains[i]); if (name.isEmpty() || description.isEmpty()) { v = version_settings; while (v->filename && v->gamename) { if (!scumm_stricmp(v->filename, domains[i].c_str())) { name = domains[i]; description = v->gamename; break; } v++; } } if (!name.isEmpty() && !description.isEmpty()) { // Insert the game into the launcher list int pos = 0, size = l.size(); while (pos < size && (description > l[pos])) pos++; l.insert_at(pos, description); _filenames.insert_at(pos, domains[i]); } } if (l.size() > 0) _list->setList(l); } /* * Return a list of all games which might be the game in the specified directory. */ GameList findGame(FilesystemNode *dir) { GameList list; FSList *files = dir->listDir(FilesystemNode::kListFilesOnly); const int size = files->size(); char detectName[256]; int i; // Iterate over all known games and for each check if it might be // the game in the presented directory. const VersionSettings *v = version_settings; while (v->filename && v->gamename) { // Determine the 'detectname' for this game, that is, the name of a // file that *must* be presented if the directory contains the data // for this game. For example, FOA requires atlantis.000 if (v->detectname) strcpy(detectName, v->detectname); else { strcpy(detectName, v->filename); if (v->features & GF_AFTER_V7) strcat(detectName, ".la0"); else if (v->features & GF_HUMONGOUS) strcat(detectName, ".he0"); else strcat(detectName, ".000"); } // Iterate over all files in the given directory for (i = 0; i < size; i++) { const char *filename = (*files)[i].displayName().c_str(); if (0 == scumm_stricmp(detectName, filename)) { // Match found, add to list of candidates, then abort inner loop. list.push_back(v); break; } } v++; } return list; } void LauncherDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { int item = _list->getSelected(); switch (cmd) { case kAddGameCmd: { // Allow user to add a new game to the list. // 1) show a dir selection dialog which lets // the user pick the directory the game data resides in. // 2) show the user a list of games to pick from, already narrowed // down to all possible choices if (_browser->runModal()) { // User did make a choice... FilesystemNode *dir = _browser->getResult(); // ...so let's determine a list of candidates, games that // could be contained in the specified directory. GameList candidates = findGame(dir); const VersionSettings *v = 0; if (candidates.isEmpty()) { // No game was found in the specified directory MessageDialog alert(_gui, "ScummVM could not find any game in the specified directory"); alert.runModal(); } else if (candidates.size() == 1) { // Exact match v = candidates[0]; } else { // Display the candidates to the user and let her/him pick one StringList list; int i; for (i = 0; i < candidates.size(); i++) list.push_back(candidates[i]->gamename); ChooserDialog dialog(_gui, "Pick the game:", list); i = dialog.runModal(); if (0 <= i && i < candidates.size()) v = candidates[i]; } if (v != 0) { // The auto detector or the user made a choice. // For now we just forcefully insert it into the config list, but // in the future we might want to check for an existing entry // first... of course the question is, what do we do if we find one? g_config->set("path", dir->path(), v->filename); // Write it to disk g_config->set_writing(true); g_config->flush(); g_config->set_writing(false); // Update the ListWidget and force a redraw updateListing(); draw(); } } } break; case kRemoveGameCmd: { // TODO - remove the currently selected game from the list assert(item >= 0); MessageDialog alert(_gui, "'Remove game' dialog not yet implemented!"); alert.runModal(); } break; case kEditGameCmd: { // Set game specifc options. Most of these should be "optional", i.e. by // default set nothing and use the global ScummVM settings. E.g. the user // can set here an optional alternate music volume, or for specific games // a different music driver etc. // This is useful because e.g. MonkeyVGA needs Adlib music to have decent // music support etc. assert(item >= 0); MessageDialog alert(_gui, "'Edit game' dialog not yet implemented!"); alert.runModal(); } break; case kOptionsCmd: { // TODO - show up a generic options dialog, loosely based upon the one // we have in scumm/dialogs.cpp. So we will be modifying the settings // in _detector, like which music engine to use, volumes, etc. // // We also allow the global save game path to be set here. MessageDialog alert(_gui, "Global game options dialog not yet implemented!"); alert.runModal(); } break; case kStartCmd: case kListItemDoubleClickedCmd: // Print out what was selected assert(item >= 0); _detector.setGame(_filenames[item].c_str()); close(); break; case kListSelectionChangedCmd: _startButton->setEnabled(data >= 0); _startButton->draw(); //_editButton->setEnabled(data >= 0); //_editButton->draw(); _removeButton->setEnabled(data >= 0); _removeButton->draw(); break; case kQuitCmd: g_system->quit(); break; default: Dialog::handleCommand(sender, cmd, data); } }