/* 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 "EditTextWidget.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; /* * A dialog that allows the user to edit a config game entry. * TODO: add widgets for some/all of the following * - Amiga/subtitles flag? Although those only make sense for Scumm games, not Simon * - The music driver for that game ( or custom) * Of course this means we need an API to query the available music drivers. * - Maybe scaler/graphics mode. But there are two problems: * 1) Different backends can have different scalers with different names, * so we first have to add a way to query those... no Ender, I don't * think a bitmasked property() value is nice for this, because we would * have to add to the bitmask values whenever a backends adds a new scaler). * 2) At the time the launcher is running, the GFX backend is already setup. * So when a game is run via the launcher, the custom scaler setting for it won't be * used. So we'd also have to add an API to change the scaler during runtime * (the SDL backend can already do that based on user input, but there is no API * to achieve it) * If the APIs for 1&2 are in place, we can think about adding this to the Edit&Option dialogs * - Maybe SFX/Master/Music volumes? */ enum { kOKCmd = 'OK ' }; class EditGameDialog : public Dialog { typedef ScummVM::String String; typedef ScummVM::StringList StringList; public: EditGameDialog(NewGui *gui, Config &config, const String &domain); virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data); protected: Config &_config; const String &_domain; EditTextWidget *_descriptionWidget; EditTextWidget *_domainWidget; CheckboxWidget *_fullscreenCheckbox; CheckboxWidget *_AmigaPalCheckbox; }; EditGameDialog::EditGameDialog(NewGui *gui, Config &config, const String &domain) : Dialog(gui, 8, 50, 320-2*8, 200-2*40), _config(config), _domain(domain) { // Determine the description string String gameid(_config.get("gameid", _domain)); String description(_config.get("description", _domain)); if (gameid.isEmpty()) gameid = _domain; if (description.isEmpty()) { const VersionSettings *v = version_settings; while (v->filename) { if (!scumm_stricmp(v->filename, gameid.c_str())) { description = v->gamename; break; } v++; } } // Label & edit widget for the game ID new StaticTextWidget(this, 10, 10, 40, kLineHeight, "ID: ", kTextAlignRight); _domainWidget = new EditTextWidget(this, 50, 10, _w-50-10, kLineHeight, _domain); // Label & edit widget for the description new StaticTextWidget(this, 10, 26, 40, kLineHeight, "Name: ", kTextAlignRight); _descriptionWidget = new EditTextWidget(this, 50, 26, _w-50-10, kLineHeight, description); // Path to game data (view only) String path(_config.get("path", _domain)); new StaticTextWidget(this, 10, 42, 40, kLineHeight, "Path: ", kTextAlignRight); new StaticTextWidget(this, 50, 42, _w-50-10, kLineHeight, path, kTextAlignLeft); // TODO - insert more widgets here; see comments before the class _fullscreenCheckbox = new CheckboxWidget(this, 15, 62, 200, 16, "Use Fullscreen Mode", 0, 'F'); _AmigaPalCheckbox = new CheckboxWidget(this, 15, 82, 200, 16, "Use Amiga Palette", 0, 'A'); // Add OK & Cancel buttons addButton(_w-2*(kButtonWidth+10), _h-24, "Cancel", kCloseCmd, 0); addButton(_w-(kButtonWidth+10), _h-24, "OK", kOKCmd, 0); // Load in settings for the checkboxs _fullscreenCheckbox->setState(_config.getBool("fullscreen", false, _domain)); _AmigaPalCheckbox->setState(_config.getBool("amiga", false, _domain)); } void EditGameDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) { if (cmd == kOKCmd) { // Write back changes made to config object String newDomain(_domainWidget->getLabel()); if (newDomain != _domain) { if (newDomain.isEmpty() || _config.has_domain(newDomain)) { MessageDialog alert(_gui, "This game ID is already taken. Please choose another one."); alert.runModal(); return; } _config.rename_domain(_domain, newDomain); } _config.set("description", _descriptionWidget->getLabel(), newDomain); _config.setBool("amiga", _AmigaPalCheckbox->getState(), newDomain); _config.setBool("fullscreen", _fullscreenCheckbox->getState(), newDomain); setResult(1); close(); } else { Dialog::handleCommand(sender, cmd, data); } } /* * 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'); // Add list with game titles _list = new ListWidget(this, 10, 28, 300, 112); _list->setEditable(false); _list->setNumberingMode(kListNumberingOff); // 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'); _removeButton = new ButtonWidget(this, 320-kBigButtonWidth-10, 144, kBigButtonWidth, 16, "Remove Game", kRemoveGameCmd, 'R'); // Populate the list updateListing(); // TODO - make a default selection (maybe the game user played last?) //_list->setSelected(0); // En-/Disable the buttons depending on the list selection updateButtons(); // Create file browser dialog _browser = new BrowserDialog(_gui); } LauncherDialog::~LauncherDialog() { delete _browser; } void LauncherDialog::open() { Dialog::open(); g_config->set_writing(true); } void LauncherDialog::close() { g_config->flush(); g_config->set_writing(false); Dialog::close(); } void LauncherDialog::updateListing() { int i; const VersionSettings *v = version_settings; ScummVM::StringList l; // Retrieve a list of all games defined in the config file _domains.clear(); StringList domains = g_config->get_domains(); for (i = 0; i < domains.size(); i++) { String name(g_config->get("gameid", domains[i])); String description(g_config->get("description", domains[i])); if (name.isEmpty()) name = domains[i]; if (description.isEmpty()) { v = version_settings; while (v->filename) { if (!scumm_stricmp(v->filename, name.c_str())) { 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); _domains.insert_at(pos, domains[i]); } } _list->setList(l); updateButtons(); } /* * 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) try to auto detect which game is in the directory, if we cannot // determine it uniquely preent a list of candidates to the user // to pick from // 3) Display the 'Edit' dialog for that item, letting the user specify // an alternate description (to distinguish multiple versions of the // game, e.g. 'Monkey German' and 'Monkey English') and set default // options for that game. 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. // Pick a domain name which does not yet exist (after all, we // are *adding* a game to the config, not replacing). String domain(v->filename); if (g_config->has_domain(domain)) { char suffix = 'a'; domain += suffix; while (g_config->has_domain(domain)) { domain.deleteLastChar(); suffix++; domain += suffix; } g_config->set("gameid", v->filename, domain); g_config->set("description", v->gamename, domain); } g_config->set("path", dir->path(), domain); // Display edit dialog for the new entry EditGameDialog editDialog(_gui, *g_config, domain); if (editDialog.runModal()) { // User pressed OK, so make changes permanent // Write config to disk g_config->flush(); // Update the ListWidget and force a redraw updateListing(); draw(); } else { // User aborted, remove the the new domain again g_config->delete_domain(domain); } } } break; case kRemoveGameCmd: // Remove the currently selected game from the list assert(item >= 0); g_config->delete_domain(_domains[item]); // Write config to disk g_config->flush(); // Update the ListWidget and force a redraw updateListing(); draw(); 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); EditGameDialog editDialog(_gui, *g_config, _domains[item]); if (editDialog.runModal()) { // User pressed OK, so make changes permanent // Write config to disk g_config->flush(); // Update the ListWidget and force a redraw updateListing(); draw(); } } break; case kOptionsCmd: { // TODO - show up a generic options dialog with global options, including: // - the save path (use _browser!) // - music & graphics driver (but see also the comments on EditGameDialog // for some techincal difficulties with this) // - default volumes (sfx/master/music) // - // // 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(_domains[item]); close(); break; case kListSelectionChangedCmd: updateButtons(); break; case kQuitCmd: g_system->quit(); break; default: Dialog::handleCommand(sender, cmd, data); } } void LauncherDialog::updateButtons() { bool enable = (_list->getSelected() >= 0); if (enable != _startButton->isEnabled()) { _startButton->setEnabled(enable); _startButton->draw(); } if (enable != _editButton->isEnabled()) { _editButton->setEnabled(enable); _editButton->draw(); } if (enable != _removeButton->isEnabled()) { _removeButton->setEnabled(enable); _removeButton->draw(); } }