/* ** loadsavemenu.cpp ** The load game and save game menus ** **--------------------------------------------------------------------------- ** Copyright 2001-2010 Randy Heit ** Copyright 2010-2017 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ /* struct SavegameManager native { native int LastSaved; native int LastAccessed; native int WindowSize; //SaveGameNode quickSaveSlot = nullptr; //FBrokenLines *SaveComment = nullptr; void ClearSaveGames(); int InsertSaveNode(FSaveGameNode *node); int RemoveSaveSlot(int index); void ReadSaveStrings(); void NotifyNewSave(const char *file, const char *title, bool okForQuicksave); void LoadSavegame(int Selected); void DoSave(int Selected, const char *savegamestring); void DeleteEntry(int Selected); void ExtractSaveData(int index); void UnloadSaveData(); void ClearSaveStuff(); bool DrawSavePic(int x, int y, int w, int h); void SetFileInfo(int Selected); } */ class LoadSaveMenu : ListMenu native { //native SavegameManager manager; //native int TopItem; //native int Selected; } class SaveMenu : LoadSaveMenu native { } //============================================================================= // // // //============================================================================= class LoadMenu : LoadSaveMenu native { //============================================================================= // // // //============================================================================= /* override void Init(Menu parent, ListMenuDescriptor desc) { Super.Init(parent, desc); TopItem = 0; if (manager.LastAccessed != -1) { Selected = manager.LastAccessed; } manager.ExtractSaveData (Selected); } */ //============================================================================= // // // //============================================================================= /* override bool MenuEvent (int mkey, bool fromcontroller) { if (Super.MenuEvent(mkey, fromcontroller)) { return true; } if (Selected == -1 || manager.SaveGames.Size() == 0) { return false; } if (mkey == MKEY_Enter) { manager.LoadSavegame(Selected); return true; } return false; } */ }