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gui/massadd.cpp
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307
gui/massadd.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/metaengine.h"
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#include "common/algorithm.h"
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#include "common/config-manager.h"
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#include "common/debug.h"
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#include "common/system.h"
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#include "common/taskbar.h"
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#include "common/translation.h"
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#include "engines/advancedDetector.h"
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#include "gui/massadd.h"
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#ifndef DISABLE_MASS_ADD
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namespace GUI {
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/*
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TODO:
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- Themify this dialog
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- Add a ListWidget showing all the games we are going to add, and update it live
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- Add a 'busy' mouse cursor (animated?) which indicates to the user that
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something is in progress, and show this cursor while we scan
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*/
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enum {
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// Upper bound (im milliseconds) we want to spend in handleTickle.
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// Setting this low makes the GUI more responsive but also slows
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// down the scanning.
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kMaxScanTime = 50
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};
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enum {
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kOkCmd = 'OK ',
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kCancelCmd = 'CNCL'
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};
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MassAddDialog::MassAddDialog(const Common::FSNode &startDir)
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: Dialog("MassAdd"),
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_dirsScanned(0),
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_oldGamesCount(0),
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_dirTotal(0),
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_okButton(nullptr),
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_dirProgressText(nullptr),
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_gameProgressText(nullptr) {
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Common::U32StringArray l;
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// The dir we start our scan at
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_scanStack.push(startDir);
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// Removed for now... Why would you put a title on mass add dialog called "Mass Add Dialog"?
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// new StaticTextWidget(this, "massadddialog_caption", "Mass Add Dialog");
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_dirProgressText = new StaticTextWidget(this, "MassAdd.DirProgressText",
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_("... progress ..."));
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_gameProgressText = new StaticTextWidget(this, "MassAdd.GameProgressText",
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_("... progress ..."));
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_dirProgressText->setAlign(Graphics::kTextAlignCenter);
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_gameProgressText->setAlign(Graphics::kTextAlignCenter);
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_list = new MassAddListWidget(this, "MassAdd.GameList");
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_list->setEditable(false);
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_list->setNumberingMode(kListNumberingOff);
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_list->setList(l);
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_okButton = new ButtonWidget(this, "MassAdd.Ok", _("OK"), Common::U32String(), kOkCmd, Common::ASCII_RETURN);
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_okButton->setEnabled(false);
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new ButtonWidget(this, "MassAdd.Cancel", _("Cancel"), Common::U32String(), kCancelCmd, Common::ASCII_ESCAPE);
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// Build a map from all configured game paths to the targets using them
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const Common::ConfigManager::DomainMap &domains = ConfMan.getGameDomains();
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Common::ConfigManager::DomainMap::const_iterator iter;
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for (iter = domains.begin(); iter != domains.end(); ++iter) {
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Common::Path path(Common::Path::fromConfig(iter->_value.getVal("path")));
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// Remove trailing slash, so that "/foo" and "/foo/" match.
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// This works around a bug in the POSIX FS code (and others?)
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// where paths are not normalized (so FSNodes referring to identical
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// FS objects may return different values in path()).
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path.removeTrailingSeparators();
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if (!path.empty()) {
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_pathToTargets[path].push_back(iter->_key);
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}
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}
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}
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struct GameTargetLess {
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bool operator()(const DetectedGame &x, const DetectedGame &y) const {
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return x.preferredTarget.compareToIgnoreCase(y.preferredTarget) < 0;
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}
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};
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struct GameDescLess {
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bool operator()(const DetectedGame &x, const DetectedGame &y) const {
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return x.description.compareToIgnoreCase(y.description) < 0;
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}
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};
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void MassAddDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data) {
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#if defined(USE_TASKBAR)
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// Remove progress bar and count from taskbar
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g_system->getTaskbarManager()->setProgressState(Common::TaskbarManager::kTaskbarNoProgress);
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g_system->getTaskbarManager()->setCount(0);
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#endif
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// FIXME: It's a really bad thing that we use two arbitrary constants
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if (cmd == kOkCmd) {
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// Sort the detected games. This is not strictly necessary, but nice for
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// people who want to edit their config file by hand after a mass add.
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Common::sort(_games.begin(), _games.end(), GameTargetLess());
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// Add all the detected games to the config
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for (auto &game : _games) {
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// Make sure the game is selected
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if (game.isSelected) {
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debug(1, " Added gameid '%s', desc '%s'",
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game.gameId.c_str(),
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game.description.c_str());
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game.gameId = EngineMan.createTargetForGame(game);
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}
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}
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// Write everything to disk
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ConfMan.flushToDisk();
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// And scroll to first detected game
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if (!_games.empty()) {
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Common::sort(_games.begin(), _games.end(), GameDescLess());
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ConfMan.set("temp_selection", _games.front().gameId);
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}
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close();
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} else if (cmd == kCancelCmd) {
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// User cancelled, so we don't do anything and just leave.
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_games.clear();
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close();
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} else if (cmd == kListSelectionChangedCmd) {
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// Select / unselect game from list
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int curretScrollPos = _list->getCurrentScrollPos();
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_games[_list->getSelected()].isSelected = !_games[_list->getSelected()].isSelected;
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updateGameList();
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_list->scrollTo(curretScrollPos);
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} else {
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Dialog::handleCommand(sender, cmd, data);
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}
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}
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void MassAddDialog::updateGameList() {
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// Update list to correctly display selected / unselected games
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Common::U32StringArray l;
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_list->setList(l);
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_list->clearSelectedList();
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for (const auto &game : _games) {
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Common::U32String displayString = game.isSelected ? Common::String("[x] ") + game.description : Common::String("[\u2000] ") + game.description;
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_list->append(displayString);
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_list->appendToSelectedList(game.isSelected);
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}
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}
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void MassAddDialog::handleTickle() {
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if (_scanStack.empty())
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return; // We have finished scanning
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uint32 t = g_system->getMillis();
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// Perform a breadth-first scan of the filesystem.
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while (!_scanStack.empty() && (g_system->getMillis() - t) < kMaxScanTime) {
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Common::FSNode dir = _scanStack.pop();
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Common::FSList files;
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if (!dir.getChildren(files, Common::FSNode::kListAll)) {
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continue;
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}
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// Run the detector on the dir
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DetectionResults detectionResults = EngineMan.detectGames(files, (ADGF_WARNING | ADGF_UNSUPPORTED | ADGF_ADDON), true);
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if (detectionResults.foundUnknownGames()) {
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Common::U32String report = detectionResults.generateUnknownGameReport(false, 80);
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g_system->logMessage(LogMessageType::kInfo, report.encode().c_str());
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}
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// Just add all detected games / game variants. If we get more than one,
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// that either means the directory contains multiple games, or the detector
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// could not fully determine which game variant it was seeing. In either
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// case, let the user choose which entries he wants to keep.
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//
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// However, we only add games which are not already in the config file.
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DetectedGames candidates = detectionResults.listRecognizedGames();
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for (const auto &cand : candidates) {
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const DetectedGame &result = cand;
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Common::Path path = dir.getPath();
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path.removeTrailingSeparators();
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// Check for existing config entries for this path/engineid/gameid/lang/platform combination
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if (_pathToTargets.contains(path)) {
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Common::String resultPlatformCode = Common::getPlatformCode(result.platform);
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Common::String resultLanguageCode = Common::getLanguageCode(result.language);
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bool duplicate = false;
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const Common::StringArray &targets = _pathToTargets[path];
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for (const auto &target : targets) {
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// If the engineid, gameid, platform and language match -> skip it
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Common::ConfigManager::Domain *dom = ConfMan.getDomain(target);
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assert(dom);
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if ((!dom->contains("engineid") || (*dom)["engineid"] == result.engineId) &&
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(*dom)["gameid"] == result.gameId &&
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dom->getValOrDefault("platform") == resultPlatformCode &&
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parseLanguage(dom->getValOrDefault("language")) == parseLanguage(resultLanguageCode)) {
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duplicate = true;
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break;
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}
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}
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if (duplicate) {
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_oldGamesCount++;
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continue; // Skip duplicates
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}
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}
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_games.push_back(result);
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_list->append(result.description);
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}
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for (DetectedGame &game : _games) {
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game.isSelected = true;
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}
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updateGameList();
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// Recurse into all subdirs
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for (const auto &file : files) {
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if (file.isDirectory()) {
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_scanStack.push(file);
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_dirTotal++;
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}
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}
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_dirsScanned++;
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#if defined(USE_TASKBAR)
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g_system->getTaskbarManager()->setProgressValue(_dirsScanned, _dirTotal);
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g_system->getTaskbarManager()->setCount(_games.size());
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#endif
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}
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// Update the dialog
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Common::U32String buf;
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if (_scanStack.empty()) {
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// Enable the OK button
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_okButton->setEnabled(true);
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buf = _("Scan complete!");
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_dirProgressText->setLabel(buf);
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buf = Common::U32String::format(_("Discovered %d new games, ignored %d previously added games."), _games.size(), _oldGamesCount);
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_gameProgressText->setLabel(buf);
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} else {
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buf = Common::U32String::format(_("Scanned %d directories ..."), _dirsScanned);
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_dirProgressText->setLabel(buf);
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buf = Common::U32String::format(_("Discovered %d new games, ignored %d previously added games ..."), _games.size(), _oldGamesCount);
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_gameProgressText->setLabel(buf);
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}
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if (_games.size() > 0) {
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_list->scrollToEnd();
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}
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drawDialog(kDrawLayerForeground);
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}
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} // End of namespace GUI
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#endif // DISABLE_MASS_ADD
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