aboutsummaryrefslogtreecommitdiff
path: root/gui/massadd.cpp
blob: 8a1206ee3187882d245a254217c64b06b2dfbb3c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
/* 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 "gui/launcher.h"	// For addGameToConf()
#include "gui/massadd.h"
#include "gui/GuiManager.h"
#include "gui/widget.h"
#include "gui/ListWidget.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) {

	Common::StringList 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", kOkCmd, Common::ASCII_RETURN);
	_okButton->setEnabled(false);

	new ButtonWidget(this, "MassAdd.Cancel", "Cancel", 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.get("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 Common::StringList &targets = _pathToTargets[path];
				for (Common::StringList::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), "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