ENGINES: Factor adding games to ConfMan

This commit is contained in:
Bastien Bouclet 2018-02-04 08:46:12 +01:00
parent 1de5aca585
commit faa2534f46
7 changed files with 64 additions and 100 deletions

View file

@ -881,45 +881,6 @@ static GameList getGameList(const Common::FSNode &dir) {
return candidates;
}
namespace {
static void addStringToConf(const Common::String &key, const Common::String &value, const Common::String &domain) {
if (!value.empty())
ConfMan.set(key, value, domain);
}
} // End of anonymous namespace
static bool addGameToConf(const GameDescriptor &gd) {
const Common::String &domain = gd.preferredTarget;
// If game has already been added, don't add
if (ConfMan.hasGameDomain(domain))
return false;
// Add the name domain
ConfMan.addGameDomain(domain);
// Copy all non-empty relevant values into the new domain
// FIXME: Factor out
addStringToConf("gameid", gd.gameId, domain);
addStringToConf("description", gd.description, domain);
addStringToConf("language", Common::getLanguageCode(gd.language), domain);
addStringToConf("platform", Common::getPlatformCode(gd.platform), domain);
addStringToConf("path", gd.path, domain);
addStringToConf("extra", gd.extra, domain);
addStringToConf("guioptions", gd.getGUIOptions(), domain);
// Display added game info
printf("Game Added: \n GameID: %s\n Name: %s\n Language: %s\n Platform: %s\n",
gd.gameId.c_str(),
gd.description.c_str(),
Common::getLanguageDescription(gd.language),
Common::getPlatformDescription(gd.platform));
return true;
}
static GameList recListGames(const Common::FSNode &dir, const Common::String &gameId, bool recursive) {
GameList list = getGameList(dir);
@ -971,11 +932,12 @@ static int recAddGames(const Common::FSNode &dir, const Common::String &game, bo
for (GameList::iterator v = list.begin(); v != list.end(); ++v) {
if (v->gameId != game && !game.empty()) {
printf("Found %s, only adding %s per --game option, ignoring...\n", v->gameId.c_str(), game.c_str());
} else if (!addGameToConf(*v)) {
// TODO Is it reall the case that !addGameToConf iff already added?
} else if (ConfMan.hasGameDomain(v->preferredTarget)) {
// TODO Better check for game already added?
printf("Found %s, but has already been added, skipping\n", v->gameId.c_str());
} else {
printf("Found %s, adding...\n", v->gameId.c_str());
EngineMan.createTargetForGame(*v);
count++;
}
}

View file

@ -545,6 +545,57 @@ const PluginList &EngineManager::getPlugins() const {
return PluginManager::instance().getPlugins(PLUGIN_TYPE_ENGINE);
}
namespace {
void addStringToConf(const Common::String &key, const Common::String &value, const Common::String &domain) {
if (!value.empty())
ConfMan.set(key, value, domain);
}
} // End of anonymous namespace
Common::String EngineManager::createTargetForGame(const GameDescriptor &game) {
// 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).
Common::String domain = game.preferredTarget;
assert(!domain.empty());
if (ConfMan.hasGameDomain(domain)) {
int suffixN = 1;
Common::String gameid(domain);
while (ConfMan.hasGameDomain(domain)) {
domain = gameid + Common::String::format("-%d", suffixN);
suffixN++;
}
}
// Add the name domain
ConfMan.addGameDomain(domain);
// Copy all non-empty relevant values into the new domain
addStringToConf("gameid", game.gameId, domain);
addStringToConf("description", game.description, domain);
addStringToConf("language", Common::getLanguageCode(game.language), domain);
addStringToConf("platform", Common::getPlatformCode(game.platform), domain);
addStringToConf("path", game.path, domain);
addStringToConf("extra", game.extra, domain);
addStringToConf("guioptions", game.getGUIOptions(), domain);
// TODO: Setting the description field here has the drawback
// that the user does never notice when we upgrade our descriptions.
// It might be nice to leave this field empty, and only set it to
// a value when the user edits the description string.
// However, at this point, that's impractical. Once we have a method
// to query all backends for the proper & full description of a given
// game target, we can change this (currently, you can only query
// for the generic gameid description; it's not possible to obtain
// a description which contains extended information like language, etc.).
return domain;
}
// Music plugins
#include "audio/musicplugin.h"

View file

@ -271,6 +271,13 @@ public:
PlainGameDescriptor findGame(const Common::String &gameName, const Plugin **plugin = NULL) const;
DetectionResults detectGames(const Common::FSList &fslist) const;
const PluginList &getPlugins() const;
/**
* Create a target from the supplied game descriptor
*
* Returns the created target name.
*/
Common::String createTargetForGame(const GameDescriptor &game);
};
/** Convenience shortcut for accessing the engine manager. */

View file

@ -376,58 +376,6 @@ void LauncherDialog::addGame() {
} while (looping);
}
namespace {
static void addStringToConf(const Common::String &key, const Common::String &value, const Common::String &domain) {
if (!value.empty())
ConfMan.set(key, value, domain);
}
} // End of anonymous namespace
Common::String addGameToConf(const GameDescriptor &result) {
// 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).
Common::String domain = result.preferredTarget;
assert(!domain.empty());
if (ConfMan.hasGameDomain(domain)) {
int suffixN = 1;
Common::String gameid(domain);
while (ConfMan.hasGameDomain(domain)) {
domain = gameid + Common::String::format("-%d", suffixN);
suffixN++;
}
}
// Add the name domain
ConfMan.addGameDomain(domain);
// Copy all non-empty relevant values into the new domain
// FIXME: Factor out
addStringToConf("gameid", result.gameId, domain);
addStringToConf("description", result.description, domain);
addStringToConf("language", Common::getLanguageCode(result.language), domain);
addStringToConf("platform", Common::getPlatformCode(result.platform), domain);
addStringToConf("path", result.path, domain);
addStringToConf("extra", result.extra, domain);
addStringToConf("guioptions", result.getGUIOptions(), domain);
// TODO: Setting the description field here has the drawback
// that the user does never notice when we upgrade our descriptions.
// It might be nice ot leave this field empty, and only set it to
// a value when the user edits the description string.
// However, at this point, that's impractical. Once we have a method
// to query all backends for the proper & full description of a given
// game target, we can change this (currently, you can only query
// for the generic gameid description; it's not possible to obtain
// a description which contains extended information like language, etc.).
return domain;
}
void LauncherDialog::removeGame(int item) {
MessageDialog alert(_("Do you really want to remove this game configuration?"), _("Yes"), _("No"));
@ -623,7 +571,7 @@ bool LauncherDialog::doGameDetection(const Common::String &path) {
if (0 <= idx && idx < (int)candidates.size()) {
const GameDescriptor &result = candidates[idx].matchedGame;
Common::String domain = addGameToConf(result);
Common::String domain = EngineMan.createTargetForGame(result);
// Display edit dialog for the new entry
EditGameDialog editDialog(domain);

View file

@ -38,8 +38,6 @@ class StaticTextWidget;
class EditTextWidget;
class SaveLoadChooser;
Common::String addGameToConf(const GameDescriptor &result);
class LauncherDialog : public Dialog {
typedef Common::String String;
typedef Common::Array<Common::String> StringArray;

View file

@ -28,10 +28,7 @@
#include "common/taskbar.h"
#include "common/translation.h"
#include "gui/launcher.h" // For addGameToConf()
#include "gui/massadd.h"
#include "gui/widget.h"
#include "gui/widgets/list.h"
#ifndef DISABLE_MASS_ADD
namespace GUI {
@ -149,7 +146,7 @@ void MassAddDialog::handleCommand(CommandSender *sender, uint32 cmd, uint32 data
debug(1, " Added gameid '%s', desc '%s'\n",
iter->gameId.c_str(),
iter->description.c_str());
iter->gameId = addGameToConf(*iter);
iter->gameId = EngineMan.createTargetForGame(*iter);
}
// Write everything to disk

View file

@ -24,6 +24,7 @@
#define MASSADD_DIALOG_H
#include "gui/dialog.h"
#include "gui/widgets/list.h"
#include "common/fs.h"
#include "common/hashmap.h"
#include "common/stack.h"