scummvm/engines/ags/detection.cpp
Thierry Crozat 65fa2fa61b AGS: Add engine option widget to select language
AGS games can have multiple languages by providing
additional translations as .tra files. The language
selection is done by setting the config "translation"
 key to the tra file name. This means that we cannot
easily use the standard ScummVM language selection
for this purpose as the tra file name may not map
to language names easily.

The approach in this commit does something similar
to the original games by detecting at runtime the
available tra files.
2021-02-18 22:17:03 +00:00

225 lines
7.7 KiB
C++

/* 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.
*
*/
#include "base/plugins.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/md5.h"
#include "common/str-array.h"
#include "common/translation.h"
#include "ags/detection.h"
#include "ags/detection_tables.h"
#include "gui/ThemeEval.h"
#include "gui/widget.h"
#include "gui/widgets/popup.h"
namespace AGS3 {
static const char *const HEAD_SIG = "CLIB\x1a";
static const char *const TAIL_SIG = "CLIB\x1\x2\x3\x4SIGE";
#define HEAD_SIG_SIZE 5
#define TAIL_SIG_SIZE 12
/**
* Detect the presence of an AGS game
* TODO: This is a compact version of MFLUtil::ReadSigsAndVersion. I didn't
* use the full version due to the complexities of including it when
* plugins are enabled. In the future, though, it would be nice to figure
* out, since the full version can handle not detecting on files that are
* AGS, but only contain sounds, etc. rather than a game
*/
static bool isAGSFile(Common::File &f) {
// Check for signature at beginning of file
char buffer[16];
if (f.read(buffer, HEAD_SIG_SIZE) == HEAD_SIG_SIZE &&
!memcmp(buffer, HEAD_SIG, HEAD_SIG_SIZE))
return true;
// Check for signature at end of EXE files
f.seek(-TAIL_SIG_SIZE, SEEK_END);
if (f.read(buffer, TAIL_SIG_SIZE) == TAIL_SIG_SIZE &&
!memcmp(buffer, TAIL_SIG, TAIL_SIG_SIZE))
return true;
return false;
}
class AGSOptionsWidget : public GUI::OptionsContainerWidget {
public:
explicit AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain);
// OptionsContainerWidget API
void load() override;
bool save() override;
private:
// OptionsContainerWidget API
void defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const override;
GUI::PopUpWidget *_langPopUp;
Common::StringArray _traFileNames;
};
AGSOptionsWidget::AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain) :
OptionsContainerWidget(boss, name, "AGSGameOptionsDialog", false, domain) {
GUI::StaticTextWidget *textWidget = new GUI::StaticTextWidget(widgetsBoss(), _dialogLayout + ".translation_desc", _("Game language:"), _("Language to use for multilingual games"));
textWidget->setAlign(Graphics::kTextAlignRight);
_langPopUp = new GUI::PopUpWidget(widgetsBoss(), _dialogLayout + ".translation");
_langPopUp->appendEntry(_("<default>"), (uint32)-1);
Common::String path = ConfMan.get("path", _domain);
Common::FSDirectory dir(path);
Common::ArchiveMemberList traFileList;
dir.listMatchingMembers(traFileList, "*.tra");
int i = 0;
for (Common::ArchiveMemberList::iterator iter = traFileList.begin(); iter != traFileList.end(); ++iter) {
Common::String traFileName = (*iter)->getName();
traFileName.erase(traFileName.size() - 4); // remove .tra extension
_traFileNames.push_back(traFileName);
_langPopUp->appendEntry(traFileName, i++);
}
}
void AGSOptionsWidget::defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const {
layouts.addDialog(layoutName, overlayedLayout);
layouts.addLayout(GUI::ThemeLayout::kLayoutVertical).addPadding(16, 16, 16, 16);
layouts.addLayout(GUI::ThemeLayout::kLayoutHorizontal).addPadding(0, 0, 0, 0);
layouts.addWidget("translation_desc", "OptionsLabel");
layouts.addWidget("translation", "PopUp").closeLayout();
layouts.closeLayout().closeDialog();
}
void AGSOptionsWidget::load() {
Common::ConfigManager::Domain *gameConfig = ConfMan.getDomain(_domain);
if (!gameConfig)
return;
uint32 curLangIndex = (uint32)-1;
Common::String curLang;
gameConfig->tryGetVal("translation", curLang);
if (!curLang.empty()) {
for (uint i = 0; i < _traFileNames.size(); ++i) {
if (_traFileNames[i].equalsIgnoreCase(curLang)) {
curLangIndex = i;
break;
}
}
}
_langPopUp->setSelectedTag(curLangIndex);
}
bool AGSOptionsWidget::save() {
uint langIndex = _langPopUp->getSelectedTag();
if (langIndex < _traFileNames.size())
ConfMan.set("translation", _traFileNames[langIndex], _domain);
else
ConfMan.removeKey("translation", _domain);
return true;
}
} // namespace AGS3
AGSMetaEngineDetection::AGSMetaEngineDetection() : AdvancedMetaEngineDetection(AGS::GAME_DESCRIPTIONS,
sizeof(AGS::AGSGameDescription), AGS::GAME_NAMES) {
}
ADDetectedGame AGSMetaEngineDetection::fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const {
// Set the default values for the fallback descriptor's ADGameDescription part.
AGS::g_fallbackDesc.desc.language = Common::UNK_LANG;
AGS::g_fallbackDesc.desc.platform = Common::kPlatformUnknown;
AGS::g_fallbackDesc.desc.flags = ADGF_NO_FLAGS;
// FIXME: Hack to return match without checking for game data,
// so that the command line game scanner will work
if (ConfMan.get("gameid") == "ags-scan") {
_gameid = "ags-scan";
AGS::g_fallbackDesc.desc.gameId = "ags-scan";
return ADDetectedGame(&AGS::g_fallbackDesc.desc);
}
// Set the defaults for gameid and extra
_gameid = "ags";
_extra.clear();
bool hasUnknownFiles = true;
// Scan for AGS games
for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
if (file->isDirectory())
continue;
Common::String filename = file->getName();
if (!filename.hasSuffixIgnoreCase(".exe") &&
!filename.hasSuffixIgnoreCase(".ags") &&
!filename.equalsIgnoreCase("ac2game.dat"))
// Neither, so move on
continue;
Common::File f;
if (!f.open(allFiles[filename]))
continue;
if (AGS3::isAGSFile(f)) {
_filename = filename;
f.seek(0);
_md5 = Common::computeStreamMD5AsString(f, 5000);
// Check whether the game is in the detection list with a different filename
for (const ::AGS::AGSGameDescription *gameP = ::AGS::GAME_DESCRIPTIONS;
gameP->desc.gameId; ++gameP) {
if (_md5 == gameP->desc.filesDescriptions[0].md5 &&
f.size() == gameP->desc.filesDescriptions[0].fileSize) {
hasUnknownFiles = false;
_gameid = gameP->desc.gameId;
break;
}
}
AGS::g_fallbackDesc.desc.gameId = _gameid.c_str();
AGS::g_fallbackDesc.desc.extra = _extra.c_str();
AGS::g_fallbackDesc.desc.filesDescriptions[0].fileName = _filename.c_str();
AGS::g_fallbackDesc.desc.filesDescriptions[0].fileSize = f.size();
AGS::g_fallbackDesc.desc.filesDescriptions[0].md5 = _md5.c_str();
ADDetectedGame game(&AGS::g_fallbackDesc.desc);
game.matchedFiles[_filename].md5 = _md5;
game.matchedFiles[_filename].size = f.size();
game.hasUnknownFiles = hasUnknownFiles;
return game;
}
}
return ADDetectedGame();
}
GUI::OptionsContainerWidget *AGSMetaEngineDetection::buildEngineOptionsWidgetStatic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const {
return new AGS3::AGSOptionsWidget(boss, name, target);
}
REGISTER_PLUGIN_STATIC(AGS_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, AGSMetaEngineDetection);