/* =========================================================================== 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 . 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 "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; } } }