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.
225 lines
7.7 KiB
C++
225 lines
7.7 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "base/plugins.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/md5.h"
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#include "common/str-array.h"
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#include "common/translation.h"
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#include "ags/detection.h"
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#include "ags/detection_tables.h"
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#include "gui/ThemeEval.h"
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#include "gui/widget.h"
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#include "gui/widgets/popup.h"
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namespace AGS3 {
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static const char *const HEAD_SIG = "CLIB\x1a";
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static const char *const TAIL_SIG = "CLIB\x1\x2\x3\x4SIGE";
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#define HEAD_SIG_SIZE 5
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#define TAIL_SIG_SIZE 12
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/**
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* Detect the presence of an AGS game
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* TODO: This is a compact version of MFLUtil::ReadSigsAndVersion. I didn't
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* use the full version due to the complexities of including it when
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* plugins are enabled. In the future, though, it would be nice to figure
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* out, since the full version can handle not detecting on files that are
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* AGS, but only contain sounds, etc. rather than a game
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*/
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static bool isAGSFile(Common::File &f) {
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// Check for signature at beginning of file
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char buffer[16];
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if (f.read(buffer, HEAD_SIG_SIZE) == HEAD_SIG_SIZE &&
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!memcmp(buffer, HEAD_SIG, HEAD_SIG_SIZE))
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return true;
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// Check for signature at end of EXE files
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f.seek(-TAIL_SIG_SIZE, SEEK_END);
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if (f.read(buffer, TAIL_SIG_SIZE) == TAIL_SIG_SIZE &&
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!memcmp(buffer, TAIL_SIG, TAIL_SIG_SIZE))
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return true;
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return false;
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}
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class AGSOptionsWidget : public GUI::OptionsContainerWidget {
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public:
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explicit AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain);
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// OptionsContainerWidget API
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void load() override;
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bool save() override;
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private:
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// OptionsContainerWidget API
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void defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const override;
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GUI::PopUpWidget *_langPopUp;
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Common::StringArray _traFileNames;
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};
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AGSOptionsWidget::AGSOptionsWidget(GuiObject *boss, const Common::String &name, const Common::String &domain) :
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OptionsContainerWidget(boss, name, "AGSGameOptionsDialog", false, domain) {
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GUI::StaticTextWidget *textWidget = new GUI::StaticTextWidget(widgetsBoss(), _dialogLayout + ".translation_desc", _("Game language:"), _("Language to use for multilingual games"));
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textWidget->setAlign(Graphics::kTextAlignRight);
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_langPopUp = new GUI::PopUpWidget(widgetsBoss(), _dialogLayout + ".translation");
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_langPopUp->appendEntry(_("<default>"), (uint32)-1);
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Common::String path = ConfMan.get("path", _domain);
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Common::FSDirectory dir(path);
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Common::ArchiveMemberList traFileList;
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dir.listMatchingMembers(traFileList, "*.tra");
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int i = 0;
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for (Common::ArchiveMemberList::iterator iter = traFileList.begin(); iter != traFileList.end(); ++iter) {
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Common::String traFileName = (*iter)->getName();
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traFileName.erase(traFileName.size() - 4); // remove .tra extension
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_traFileNames.push_back(traFileName);
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_langPopUp->appendEntry(traFileName, i++);
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}
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}
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void AGSOptionsWidget::defineLayout(GUI::ThemeEval &layouts, const Common::String &layoutName, const Common::String &overlayedLayout) const {
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layouts.addDialog(layoutName, overlayedLayout);
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layouts.addLayout(GUI::ThemeLayout::kLayoutVertical).addPadding(16, 16, 16, 16);
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layouts.addLayout(GUI::ThemeLayout::kLayoutHorizontal).addPadding(0, 0, 0, 0);
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layouts.addWidget("translation_desc", "OptionsLabel");
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layouts.addWidget("translation", "PopUp").closeLayout();
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layouts.closeLayout().closeDialog();
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}
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void AGSOptionsWidget::load() {
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Common::ConfigManager::Domain *gameConfig = ConfMan.getDomain(_domain);
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if (!gameConfig)
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return;
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uint32 curLangIndex = (uint32)-1;
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Common::String curLang;
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gameConfig->tryGetVal("translation", curLang);
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if (!curLang.empty()) {
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for (uint i = 0; i < _traFileNames.size(); ++i) {
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if (_traFileNames[i].equalsIgnoreCase(curLang)) {
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curLangIndex = i;
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break;
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}
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}
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}
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_langPopUp->setSelectedTag(curLangIndex);
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}
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bool AGSOptionsWidget::save() {
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uint langIndex = _langPopUp->getSelectedTag();
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if (langIndex < _traFileNames.size())
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ConfMan.set("translation", _traFileNames[langIndex], _domain);
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else
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ConfMan.removeKey("translation", _domain);
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return true;
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}
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} // namespace AGS3
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AGSMetaEngineDetection::AGSMetaEngineDetection() : AdvancedMetaEngineDetection(AGS::GAME_DESCRIPTIONS,
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sizeof(AGS::AGSGameDescription), AGS::GAME_NAMES) {
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}
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ADDetectedGame AGSMetaEngineDetection::fallbackDetect(const FileMap &allFiles, const Common::FSList &fslist) const {
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// Set the default values for the fallback descriptor's ADGameDescription part.
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AGS::g_fallbackDesc.desc.language = Common::UNK_LANG;
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AGS::g_fallbackDesc.desc.platform = Common::kPlatformUnknown;
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AGS::g_fallbackDesc.desc.flags = ADGF_NO_FLAGS;
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// FIXME: Hack to return match without checking for game data,
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// so that the command line game scanner will work
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if (ConfMan.get("gameid") == "ags-scan") {
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_gameid = "ags-scan";
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AGS::g_fallbackDesc.desc.gameId = "ags-scan";
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return ADDetectedGame(&AGS::g_fallbackDesc.desc);
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}
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// Set the defaults for gameid and extra
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_gameid = "ags";
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_extra.clear();
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bool hasUnknownFiles = true;
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// Scan for AGS games
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for (Common::FSList::const_iterator file = fslist.begin(); file != fslist.end(); ++file) {
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if (file->isDirectory())
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continue;
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Common::String filename = file->getName();
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if (!filename.hasSuffixIgnoreCase(".exe") &&
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!filename.hasSuffixIgnoreCase(".ags") &&
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!filename.equalsIgnoreCase("ac2game.dat"))
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// Neither, so move on
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continue;
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Common::File f;
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if (!f.open(allFiles[filename]))
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continue;
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if (AGS3::isAGSFile(f)) {
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_filename = filename;
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f.seek(0);
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_md5 = Common::computeStreamMD5AsString(f, 5000);
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// Check whether the game is in the detection list with a different filename
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for (const ::AGS::AGSGameDescription *gameP = ::AGS::GAME_DESCRIPTIONS;
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gameP->desc.gameId; ++gameP) {
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if (_md5 == gameP->desc.filesDescriptions[0].md5 &&
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f.size() == gameP->desc.filesDescriptions[0].fileSize) {
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hasUnknownFiles = false;
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_gameid = gameP->desc.gameId;
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break;
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}
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}
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AGS::g_fallbackDesc.desc.gameId = _gameid.c_str();
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AGS::g_fallbackDesc.desc.extra = _extra.c_str();
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AGS::g_fallbackDesc.desc.filesDescriptions[0].fileName = _filename.c_str();
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AGS::g_fallbackDesc.desc.filesDescriptions[0].fileSize = f.size();
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AGS::g_fallbackDesc.desc.filesDescriptions[0].md5 = _md5.c_str();
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ADDetectedGame game(&AGS::g_fallbackDesc.desc);
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game.matchedFiles[_filename].md5 = _md5;
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game.matchedFiles[_filename].size = f.size();
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game.hasUnknownFiles = hasUnknownFiles;
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return game;
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}
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}
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return ADDetectedGame();
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}
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GUI::OptionsContainerWidget *AGSMetaEngineDetection::buildEngineOptionsWidgetStatic(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const {
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return new AGS3::AGSOptionsWidget(boss, name, target);
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}
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REGISTER_PLUGIN_STATIC(AGS_DETECTION, PLUGIN_TYPE_ENGINE_DETECTION, AGSMetaEngineDetection);
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