doom3-bfg/neo/d3xp/menus/MenuWidget_Shell_SaveInfo.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "../../idLib/precompiled.h"
#include "../Game_local.h"
/*
========================
idMenuWidget_Shell_SaveInfo::Update
========================
*/
void idMenuWidget_Shell_SaveInfo::Update() {
if ( GetSWFObject() == NULL ) {
return;
}
idSWFScriptObject & root = GetSWFObject()->GetRootObject();
if ( !BindSprite( root ) || GetSprite() == NULL ) {
return;
}
const saveGameDetailsList_t & saveGameInfo = session->GetSaveGameManager().GetEnumeratedSavegames();
saveGameDetailsList_t sortedSaves = saveGameInfo;
sortedSaves.Sort( idSort_SavesByDate() );
for ( int slot = 0; slot < sortedSaves.Num(); ++slot ) {
const idSaveGameDetails & details = sortedSaves[slot];
if ( forSaveScreen && details.slotName.Icmp( "autosave" ) == 0 ) {
sortedSaves.RemoveIndex( slot );
slot--;
}
}
idStr info;
if ( loadIndex >= 0 && sortedSaves.Num() != 0 && loadIndex < sortedSaves.Num() ) {
const idSaveGameDetails & details = sortedSaves[ loadIndex ];
info.Append( Sys_TimeStampToStr( details.date ) );
info.Append( "\n" );
// PS3 only strings that use the dict just set
const char * expansionStr = "";
switch ( details.GetExpansion() ) {
case GAME_D3XP: expansionStr = idLocalization::GetString( "#str_swf_resurrection" ); break;
case GAME_D3LE: expansionStr = idLocalization::GetString( "#str_swf_lost_episodes" ); break;
case GAME_BASE: expansionStr = idLocalization::GetString( "#str_swf_doom3" ); break;
default: expansionStr = idLocalization::GetString( "#str_savegame_title" ); break;
}
const char * difficultyStr = "";
switch ( details.GetDifficulty() ) {
case 0: difficultyStr = idLocalization::GetString( "#str_04089" ); break;
case 1: difficultyStr = idLocalization::GetString( "#str_04091" ); break;
case 2: difficultyStr = idLocalization::GetString( "#str_04093" ); break;
case 3: difficultyStr = idLocalization::GetString( "#str_02357" ); break;
}
idStr summary;
summary.Format( idLocalization::GetString( "#str_swf_save_info_format" ), difficultyStr, Sys_SecToStr( details.GetPlaytime() ), expansionStr );
info.Append( summary );
if ( details.damaged ) {
info.Append( "\n" );
info.Append( va( "^1%s^0", idLocalization::GetString( "#str_swf_damaged" ) ) );
} else if ( details.GetSaveVersion() > BUILD_NUMBER ) {
info.Append( "\n" );
info.Append( va( "^1%s^0", idLocalization::GetString( "#str_swf_wrong_version" ) ) );
}
}
idSWFTextInstance * infoSprite = GetSprite()->GetScriptObject()->GetNestedText( "txtDesc" );
if ( infoSprite != NULL ) {
infoSprite->SetText( info );
}
idSWFSpriteInstance * img = GetSprite()->GetScriptObject()->GetNestedSprite( "img" );
if ( img != NULL ) {
// TODO_SPARTY: until we have a thumbnail hide the image
img->SetVisible( false );
}
}
/*
========================
idMenuWidget_Help::ObserveEvent
========================
*/
void idMenuWidget_Shell_SaveInfo::ObserveEvent( const idMenuWidget & widget, const idWidgetEvent & event ) {
const idMenuWidget_Button * const button = dynamic_cast< const idMenuWidget_Button * >( &widget );
if ( button == NULL ) {
return;
}
const idMenuWidget * const listWidget = button->GetParent();
if ( listWidget == NULL ) {
return;
}
switch ( event.type ) {
case WIDGET_EVENT_FOCUS_ON: {
const idMenuWidget_DynamicList * const list = dynamic_cast< const idMenuWidget_DynamicList * const >( listWidget );
loadIndex = list->GetViewIndex();
const saveGameDetailsList_t & detailList = session->GetSaveGameManager().GetEnumeratedSavegames();
bool hasAutoSave = false;
for ( int i = 0; i < detailList.Num(); ++i ) {
if ( detailList[i].slotName.Icmp( "autosave" ) == 0 ) {
hasAutoSave = true;
}
}
if ( forSaveScreen && ( ( detailList.Num() < MAX_SAVEGAMES - 1 ) || ( ( detailList.Num() == MAX_SAVEGAMES - 1 ) && hasAutoSave ) ) ) {
loadIndex -= 1;
}
Update();
idMenuScreen_Shell_Load * loadScreen = dynamic_cast< idMenuScreen_Shell_Load * >( GetParent() );
if ( loadScreen ) {
loadScreen->UpdateSaveEnumerations();
}
idMenuScreen_Shell_Save * saveScreen = dynamic_cast< idMenuScreen_Shell_Save * >( GetParent() );
if ( saveScreen ) {
saveScreen->UpdateSaveEnumerations();
}
break;
}
}
}