/* 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. * * $URL$ * $Id$ */ #include "engines/metaengine.h" #include "common/algorithm.h" #include "common/events.h" #include "common/func.h" #include "common/config-manager.h" #include "common/translation.h" #include "gui/launcher.h" // For addGameToConf() #include "gui/massadd.h" #include "gui/GuiManager.h" #include "gui/widget.h" #include "gui/widgets/list.h" 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), _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) { // 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) 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); } } _dirsScanned++; } // Update the dialog char buf[256]; if (_scanStack.empty()) { // Enable the OK button _okButton->setEnabled(true); snprintf(buf, sizeof(buf), "%s", _("Scan complete!")); _dirProgressText->setLabel(buf); snprintf(buf, sizeof(buf), _("Discovered %d new games."), _games.size()); _gameProgressText->setLabel(buf); } else { snprintf(buf, sizeof(buf), _("Scanned %d directories ..."), _dirsScanned); _dirProgressText->setLabel(buf); snprintf(buf, sizeof(buf), _("Discovered %d new games ..."), _games.size()); _gameProgressText->setLabel(buf); } if (_games.size() > 0) { _list->scrollToEnd(); } drawDialog(); } } // End of namespace GUI