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/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2003 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 "gui/about.h"
#include "gui/browser.h"
#include "gui/chooser.h"
#include "gui/launcher.h"
#include "gui/message.h"
#include "gui/newgui.h"
#include "gui/options.h"
#include "gui/EditTextWidget.h"
#include "gui/ListWidget.h"
#include "gui/TabWidget.h"
#include "gui/PopUpWidget.h"
#include "backends/fs/fs.h"
#include "base/engine.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/config-manager.h"
using Common::ConfigManager;
enum {
kStartCmd = 'STRT',
kAboutCmd = 'ABOU',
kOptionsCmd = 'OPTN',
kAddGameCmd = 'ADDG',
kEditGameCmd = 'EDTG',
kRemoveGameCmd = 'REMG',
kQuitCmd = 'QUIT'
};
/*
* 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 (<Default> 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 Common::String String;
typedef Common::StringList StringList;
public:
EditGameDialog(const String &domain, GameSettings target);
virtual void handleCommand(CommandSender *sender, uint32 cmd, uint32 data);
protected:
const String &_domain;
EditTextWidget *_descriptionWidget;
EditTextWidget *_domainWidget;
CheckboxWidget *_fullscreenCheckbox;
};
EditGameDialog::EditGameDialog(const String &domain, GameSettings target)
: Dialog(8, 50, 320 - 2 * 8, 200 - 2 * 40),
_domain(domain) {
const int vBorder = 5; // Tab border
// GAME: Path to game data (r/o)
String path(ConfMan.get("path", _domain));
// GAME: Determine the description string
String description(ConfMan.get("description", domain));
if (description.isEmpty() && target.description) {
description = target.description;
}
// GUI: Add tab widget
TabWidget *tab = new TabWidget(this, 0, vBorder, _w, _h - 24 - 2*vBorder);
tab->addTab("Game");
// GUI: Label & edit widget for the game ID
new StaticTextWidget(tab, 10, 10, 40, kLineHeight, "ID: ", kTextAlignRight);
_domainWidget = new EditTextWidget(tab, 50, 10, _w - 50 - 10, kLineHeight, _domain);
// GUI: Label & edit widget for the description
new StaticTextWidget(tab, 10, 26, 40, kLineHeight, "Name: ", kTextAlignRight);
_descriptionWidget = new EditTextWidget(tab, 50, 26, _w - 50 - 10, kLineHeight, description);
// GUI: Label for the game path
// TODO: Allow editing, and clip to the RIGHT on long paths (to keep meaningful portions)
new StaticTextWidget(tab, 10, 42, 40, kLineHeight, "Path: ", kTextAlignRight);
new StaticTextWidget(tab, 50, 42, _w - 50 - 10, kLineHeight, path, kTextAlignLeft);
// TODO: Platform and language dropdowns (?)
// GUI: Add Graphics tab
tab->addTab("Graphics");
// The GFX mode popup & a label
// TODO - add an API to query the list of available GFX modes, and to get/set the mode
PopUpWidget *gfxPopUp;
gfxPopUp = new PopUpWidget(tab, 5, vBorder, 280, kLineHeight, "Graphics mode: ", 100);
gfxPopUp->appendEntry("<global default>");
gfxPopUp->appendEntry("");
gfxPopUp->appendEntry("Normal (no scaling)");
gfxPopUp->appendEntry("2x");
gfxPopUp->appendEntry("3x");
gfxPopUp->appendEntry("2xSAI");
gfxPopUp->appendEntry("Super2xSAI");
gfxPopUp->appendEntry("SuperEagle");
gfxPopUp->appendEntry("AdvMAME2x");
gfxPopUp->appendEntry("TV2x");
gfxPopUp->appendEntry("DotMatrix");
gfxPopUp->setSelected(0);
// FIXME - disable GFX popup for now
gfxPopUp->setEnabled(false);
// GUI: Full screen checkbox
_fullscreenCheckbox = new CheckboxWidget(tab, 15, 62, 200, 16, "Use Fullscreen Mode", 0, 'F');
_fullscreenCheckbox->setState(ConfMan.getBool("fullscreen", _domain));
// GUI: Add OK & Cancel buttons
addButton(_w - 2 * (kButtonWidth + 10), _h - 24, "Cancel", kCloseCmd, 0);
addButton(_w - (kButtonWidth + 10), _h - 24, "OK", kOKCmd, 0);
}
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() || ConfMan.hasGameDomain(newDomain)) {
MessageDialog alert("This game ID is already taken. Please choose another one.");
alert.runModal();
return;
}
ConfMan.renameGameDomain(_domain, newDomain);
}
ConfMan.set("description", _descriptionWidget->getLabel(), newDomain);
ConfMan.set("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(GameDetector &detector)
: Dialog(0, 0, 320, 200), _detector(detector) {
// Show game name
new StaticTextWidget(this, 10, 8, 300, kLineHeight, gScummVMFullVersion, kTextAlignCenter);
// Add three buttons at the bottom
const int border = 10;
const int space = 8;
const int buttons = 4;
const int width = (_w - 2 * border - space * (buttons - 1)) / buttons;
int x = border;
new ButtonWidget(this, x, _h - 24, width, 16, "Quit", kQuitCmd, 'Q'); x += space + width;
new ButtonWidget(this, x, _h - 24, width, 16, "About", kAboutCmd, 'B'); x += space + width;
new ButtonWidget(this, x, _h - 24, width, 16, "Options", kOptionsCmd, 'O'); x += space + width;
_startButton =
new ButtonWidget(this, x, _h - 24, width, 16, "Start", kStartCmd, 'S'); x += space + width;
// 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("Select directory with game data");
}
LauncherDialog::~LauncherDialog() {
delete _browser;
}
void LauncherDialog::open() {
Dialog::open();
/* FIXME / TODO: config rewrite
g_config->set_writing(true);
*/
}
void LauncherDialog::close() {
ConfMan.flushToDisk();
/* FIXME / TODO: config rewrite
g_config->set_writing(false);
*/
Dialog::close();
}
void LauncherDialog::updateListing() {
Common::StringList l;
// Retrieve a list of all games defined in the config file
_domains.clear();
const ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
ConfigManager::DomainMap::ConstIterator iter = domains.begin();
for (iter = domains.begin(); iter != domains.end(); ++iter) {
String name(iter->_value.get("gameid"));
String description(iter->_value.get("description"));
if (name.isEmpty())
name = iter->_key;
if (description.isEmpty()) {
GameSettings g = GameDetector::findGame(name);
if (g.description)
description = g.description;
}
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, iter->_key);
}
}
_list->setList(l);
updateButtons();
}
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 made his choice...
FilesystemNode *dir = _browser->getResult();
FSList *files = dir->listDir(FilesystemNode::kListFilesOnly);
// ...so let's determine a list of candidates, games that
// could be contained in the specified directory.
GameList candidates;
// Iterate over all known games and for each check if it might be
// the game in the presented directory.
const PluginList &plugins = PluginManager::instance().getPlugins();
PluginList::ConstIterator iter = plugins.begin();
for (iter = plugins.begin(); iter != plugins.end(); ++iter) {
candidates.push_back((*iter)->detectGames(*files));
}
int idx;
if (candidates.isEmpty()) {
// No game was found in the specified directory
MessageDialog alert("ScummVM could not find any game in the specified directory!");
alert.runModal();
idx = -1;
} else if (candidates.size() == 1) {
// Exact match
idx = 0;
} else {
// Display the candidates to the user and let her/him pick one
StringList list;
for (idx = 0; idx < candidates.size(); idx++)
list.push_back(candidates[idx].description);
ChooserDialog dialog("Pick the game:", list);
idx = dialog.runModal();
}
if (0 <= idx && idx < candidates.size()) {
GameSettings result = candidates[idx];
// 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(result.gameName);
if (ConfMan.hasGameDomain(domain)) {
char suffix = 'a';
domain += suffix;
while (ConfMan.hasGameDomain(domain)) {
assert(suffix < 'z');
domain.deleteLastChar();
suffix++;
domain += suffix;
}
ConfMan.set("gameid", result.gameName, domain);
ConfMan.set("description", result.description, domain);
}
ConfMan.set("path", dir->path(), domain);
// Display edit dialog for the new entry
EditGameDialog editDialog(domain, result);
if (editDialog.runModal()) {
// User pressed OK, so make changes permanent
// Write config to disk
ConfMan.flushToDisk();
// Update the ListWidget and force a redraw
updateListing();
draw();
} else {
// User aborted, remove the the new domain again
ConfMan.removeGameDomain(domain);
}
}
}
break;
case kRemoveGameCmd: {
MessageDialog alert("Do you really want to remove this game configuration?", "Yes", "No");
if (alert.runModal() == 1) {
// Remove the currently selected game from the list
assert(item >= 0);
ConfMan.removeGameDomain(_domains[item]);
// Write config to disk
ConfMan.flushToDisk();
// 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);
String gameId(ConfMan.get("gameid", _domains[item]));
if (gameId.isEmpty())
gameId = _domains[item];
EditGameDialog editDialog(_domains[item], GameDetector::findGame(gameId));
if (editDialog.runModal()) {
// User pressed OK, so make changes permanent
// Write config to disk
ConfMan.flushToDisk();
// 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)
GlobalOptionsDialog options(_detector);
options.runModal();
}
break;
case kAboutCmd: {
AboutDialog about;
about.runModal();
}
break;
case kStartCmd:
case kListItemDoubleClickedCmd:
// Print out what was selected
assert(item >= 0);
_detector.setTarget(_domains[item]);
close();
break;
case kListSelectionChangedCmd:
updateButtons();
break;
case kQuitCmd:
#ifdef __PALM_OS__
close();
#endif
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();
}
}
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