mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 21:12:03 +00:00
161 lines
5.7 KiB
C++
161 lines
5.7 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idLib/precompiled.h"
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#include "../Game_local.h"
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/*
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========================
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idMenuWidget_Shell_SaveInfo::Update
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========================
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*/
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void idMenuWidget_Shell_SaveInfo::Update() {
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if ( GetSWFObject() == NULL ) {
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return;
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}
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idSWFScriptObject & root = GetSWFObject()->GetRootObject();
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if ( !BindSprite( root ) || GetSprite() == NULL ) {
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return;
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}
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const saveGameDetailsList_t & saveGameInfo = session->GetSaveGameManager().GetEnumeratedSavegames();
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saveGameDetailsList_t sortedSaves = saveGameInfo;
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sortedSaves.Sort( idSort_SavesByDate() );
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for ( int slot = 0; slot < sortedSaves.Num(); ++slot ) {
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const idSaveGameDetails & details = sortedSaves[slot];
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if ( forSaveScreen && details.slotName.Icmp( "autosave" ) == 0 ) {
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sortedSaves.RemoveIndex( slot );
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slot--;
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}
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}
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idStr info;
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if ( loadIndex >= 0 && sortedSaves.Num() != 0 && loadIndex < sortedSaves.Num() ) {
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const idSaveGameDetails & details = sortedSaves[ loadIndex ];
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info.Append( Sys_TimeStampToStr( details.date ) );
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info.Append( "\n" );
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// PS3 only strings that use the dict just set
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const char * expansionStr = "";
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switch ( details.GetExpansion() ) {
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case GAME_D3XP: expansionStr = idLocalization::GetString( "#str_swf_resurrection" ); break;
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case GAME_D3LE: expansionStr = idLocalization::GetString( "#str_swf_lost_episodes" ); break;
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case GAME_BASE: expansionStr = idLocalization::GetString( "#str_swf_doom3" ); break;
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default: expansionStr = idLocalization::GetString( "#str_savegame_title" ); break;
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}
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const char * difficultyStr = "";
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switch ( details.GetDifficulty() ) {
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case 0: difficultyStr = idLocalization::GetString( "#str_04089" ); break;
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case 1: difficultyStr = idLocalization::GetString( "#str_04091" ); break;
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case 2: difficultyStr = idLocalization::GetString( "#str_04093" ); break;
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case 3: difficultyStr = idLocalization::GetString( "#str_02357" ); break;
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}
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idStr summary;
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summary.Format( idLocalization::GetString( "#str_swf_save_info_format" ), difficultyStr, Sys_SecToStr( details.GetPlaytime() ), expansionStr );
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info.Append( summary );
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if ( details.damaged ) {
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info.Append( "\n" );
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info.Append( va( "^1%s^0", idLocalization::GetString( "#str_swf_damaged" ) ) );
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} else if ( details.GetSaveVersion() > BUILD_NUMBER ) {
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info.Append( "\n" );
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info.Append( va( "^1%s^0", idLocalization::GetString( "#str_swf_wrong_version" ) ) );
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}
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}
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idSWFTextInstance * infoSprite = GetSprite()->GetScriptObject()->GetNestedText( "txtDesc" );
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if ( infoSprite != NULL ) {
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infoSprite->SetText( info );
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}
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idSWFSpriteInstance * img = GetSprite()->GetScriptObject()->GetNestedSprite( "img" );
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if ( img != NULL ) {
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// TODO_SPARTY: until we have a thumbnail hide the image
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img->SetVisible( false );
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}
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}
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/*
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========================
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idMenuWidget_Help::ObserveEvent
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========================
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*/
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void idMenuWidget_Shell_SaveInfo::ObserveEvent( const idMenuWidget & widget, const idWidgetEvent & event ) {
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const idMenuWidget_Button * const button = dynamic_cast< const idMenuWidget_Button * >( &widget );
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if ( button == NULL ) {
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return;
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}
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const idMenuWidget * const listWidget = button->GetParent();
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if ( listWidget == NULL ) {
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return;
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}
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switch ( event.type ) {
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case WIDGET_EVENT_FOCUS_ON: {
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const idMenuWidget_DynamicList * const list = dynamic_cast< const idMenuWidget_DynamicList * const >( listWidget );
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loadIndex = list->GetViewIndex();
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const saveGameDetailsList_t & detailList = session->GetSaveGameManager().GetEnumeratedSavegames();
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bool hasAutoSave = false;
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for ( int i = 0; i < detailList.Num(); ++i ) {
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if ( detailList[i].slotName.Icmp( "autosave" ) == 0 ) {
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hasAutoSave = true;
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}
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}
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if ( forSaveScreen && ( ( detailList.Num() < MAX_SAVEGAMES - 1 ) || ( ( detailList.Num() == MAX_SAVEGAMES - 1 ) && hasAutoSave ) ) ) {
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loadIndex -= 1;
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}
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Update();
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idMenuScreen_Shell_Load * loadScreen = dynamic_cast< idMenuScreen_Shell_Load * >( GetParent() );
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if ( loadScreen ) {
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loadScreen->UpdateSaveEnumerations();
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}
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idMenuScreen_Shell_Save * saveScreen = dynamic_cast< idMenuScreen_Shell_Save * >( GetParent() );
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if ( saveScreen ) {
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saveScreen->UpdateSaveEnumerations();
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}
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break;
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}
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}
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}
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