mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 04:11:53 +00:00
- made some of the load/save menu's data a bit more scripting friendly, this mostly means removal of static string buffers.
This commit is contained in:
parent
0ffd475d8c
commit
128dfdeee6
5 changed files with 145 additions and 25 deletions
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@ -120,8 +120,7 @@ int SavegameManager::InsertSaveNode(FSaveGameNode *node)
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unsigned int i;
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for (i = 0; i < SaveGames.Size(); i++)
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{
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if (SaveGames[i]->bOldVersion ||
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stricmp(node->Title, SaveGames[i]->Title) <= 0)
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if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0)
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{
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break;
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}
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@ -212,7 +211,7 @@ void SavegameManager::ReadSaveStrings()
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node->Filename = filepath;
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node->bOldVersion = oldVer;
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node->bMissingWads = missing;
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strncpy(node->Title, title.GetChars(), SAVESTRINGSIZE);
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node->SaveTitle = title;
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InsertSaveNode(node);
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delete savegame;
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}
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@ -287,7 +286,7 @@ void SavegameManager::ReadSaveStrings()
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node->Filename = filepath;
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node->bOldVersion = true;
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node->bMissingWads = false;
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memcpy(node->Title, title, SAVESTRINGSIZE);
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node->SaveTitle = title;
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InsertSaveNode(node);
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}
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fclose(file);
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@ -324,7 +323,7 @@ void SavegameManager::NotifyNewSave(const char *file, const char *title, bool ok
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if (node->Filename.CompareNoCase(file) == 0)
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#endif
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{
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strcpy(node->Title, title);
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node->SaveTitle = title;
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node->bOldVersion = false;
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node->bMissingWads = false;
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if (okForQuicksave)
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@ -337,7 +336,7 @@ void SavegameManager::NotifyNewSave(const char *file, const char *title, bool ok
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}
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node = new FSaveGameNode;
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strcpy(node->Title, title);
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node->SaveTitle = title;
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node->Filename = file;
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node->bOldVersion = false;
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node->bMissingWads = false;
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@ -597,7 +596,6 @@ protected:
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// this needs to be kept in memory so that the texture can access it when it needs to.
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bool mEntering;
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char savegamestring[SAVESTRINGSIZE];
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DTextEnterMenu *mInput = nullptr;
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DLoadSaveMenu(DMenu *parent = nullptr, DListMenuDescriptor *desc = nullptr);
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@ -756,7 +754,7 @@ void DLoadSaveMenu::Drawer ()
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if (!mEntering)
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{
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screen->DrawText (SmallFont, color,
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listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
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listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->SaveTitle.GetChars(),
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DTA_CleanNoMove, true, TAG_DONE);
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}
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else
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@ -770,7 +768,7 @@ void DLoadSaveMenu::Drawer ()
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else
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{
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screen->DrawText (SmallFont, color,
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listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
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listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->SaveTitle.GetChars(),
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DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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@ -936,7 +934,7 @@ bool DLoadSaveMenu::Responder (event_t *ev)
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{
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FString EndString;
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EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
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GStrings("MNU_DELETESG"), manager->SaveGames[Selected]->Title, GStrings("PRESSYN"));
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GStrings("MNU_DELETESG"), manager->SaveGames[Selected]->SaveTitle.GetChars(), GStrings("PRESSYN"));
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M_StartMessage (EndString, 0);
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}
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return true;
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@ -991,7 +989,7 @@ IMPLEMENT_CLASS(DSaveMenu, false, false)
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DSaveMenu::DSaveMenu(DMenu *parent, DListMenuDescriptor *desc)
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: DLoadSaveMenu(parent, desc)
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{
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strcpy (NewSaveNode.Title, GStrings["NEWSAVE"]);
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NewSaveNode.SaveTitle = GStrings["NEWSAVE"];
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NewSaveNode.bNoDelete = true;
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manager->SaveGames.Insert(0, &NewSaveNode);
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TopItem = 0;
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@ -1042,15 +1040,8 @@ bool DSaveMenu::MenuEvent (int mkey, bool fromcontroller)
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if (mkey == MKEY_Enter)
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{
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if (Selected != 0)
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{
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strcpy (savegamestring, manager->SaveGames[Selected]->Title);
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}
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else
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{
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savegamestring[0] = 0;
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}
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mInput = new DTextEnterMenu(this, savegamestring, SAVESTRINGSIZE, 1, fromcontroller);
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const char *SavegameString = (Selected != 0)? manager->SaveGames[Selected]->SaveTitle.GetChars() : "";
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mInput = new DTextEnterMenu(this, SavegameString, SAVESTRINGSIZE, 1, fromcontroller);
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M_ActivateMenu(mInput);
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mEntering = true;
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}
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@ -58,7 +58,7 @@ extern FGameStartup GameStartupInfo;
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struct FSaveGameNode
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{
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char Title[SAVESTRINGSIZE];
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FString SaveTitle;
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FString Filename;
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bool bOldVersion;
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bool bMissingWads;
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@ -548,7 +548,7 @@ DQuickSaveMenu::DQuickSaveMenu(bool playsound)
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{
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FString tempstring;
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tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->Title);
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tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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Init(NULL, tempstring, 0, playsound);
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}
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@ -562,7 +562,7 @@ void DQuickSaveMenu::HandleResult(bool res)
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{
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if (res)
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{
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G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
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G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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}
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@ -601,7 +601,7 @@ CCMD (quicksave)
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// [mxd]. Just save the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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return;
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}
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@ -644,7 +644,7 @@ DQuickLoadMenu::DQuickLoadMenu(bool playsound)
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{
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FString tempstring;
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tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->Title);
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tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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Init(NULL, tempstring, 0, playsound);
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}
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@ -15,6 +15,7 @@
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#include "zscript/menu/optionmenuitems.txt"
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#include "zscript/menu/colorpickermenu.txt"
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#include "zscript/menu/joystickmenu.txt"
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#include "zscript/menu/loadsavemenu.txt"
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#include "zscript/menu/playermenu.txt"
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#include "zscript/menu/playerdisplay.txt"
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#include "zscript/menu/playercontrols.txt"
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128
wadsrc/static/zscript/menu/loadsavemenu.txt
Normal file
128
wadsrc/static/zscript/menu/loadsavemenu.txt
Normal file
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@ -0,0 +1,128 @@
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/*
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** loadsavemenu.cpp
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** The load game and save game menus
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**
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**---------------------------------------------------------------------------
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** Copyright 2001-2010 Randy Heit
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** Copyright 2010-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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/*
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struct SavegameManager native
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{
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native int LastSaved;
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native int LastAccessed;
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native int WindowSize;
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//SaveGameNode quickSaveSlot = nullptr;
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//FBrokenLines *SaveComment = nullptr;
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void ClearSaveGames();
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int InsertSaveNode(FSaveGameNode *node);
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int RemoveSaveSlot(int index);
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void ReadSaveStrings();
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void NotifyNewSave(const char *file, const char *title, bool okForQuicksave);
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void LoadSavegame(int Selected);
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void DoSave(int Selected, const char *savegamestring);
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void DeleteEntry(int Selected);
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void ExtractSaveData(int index);
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void UnloadSaveData();
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void ClearSaveStuff();
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bool DrawSavePic(int x, int y, int w, int h);
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void SetFileInfo(int Selected);
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}
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*/
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class LoadSaveMenu : ListMenu native
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{
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//native SavegameManager manager;
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//native int TopItem;
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//native int Selected;
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}
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class SaveMenu : LoadSaveMenu native
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{
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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class LoadMenu : LoadSaveMenu native
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{
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//=============================================================================
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//
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//
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//
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//=============================================================================
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/*
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override void Init(Menu parent, ListMenuDescriptor desc)
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{
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Super.Init(parent, desc);
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TopItem = 0;
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if (manager.LastAccessed != -1)
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{
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Selected = manager.LastAccessed;
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}
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manager.ExtractSaveData (Selected);
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}
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*/
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//=============================================================================
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//
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//
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//
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//=============================================================================
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/*
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override bool MenuEvent (int mkey, bool fromcontroller)
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{
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if (Super.MenuEvent(mkey, fromcontroller))
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{
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return true;
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}
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if (Selected == -1 || manager.SaveGames.Size() == 0)
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{
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return false;
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}
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if (mkey == MKEY_Enter)
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{
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manager.LoadSavegame(Selected);
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return true;
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}
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return false;
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}
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*/
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}
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