- 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:
Christoph Oelckers 2017-02-18 12:36:31 +01:00
parent 0ffd475d8c
commit 128dfdeee6
5 changed files with 145 additions and 25 deletions

View file

@ -120,8 +120,7 @@ int SavegameManager::InsertSaveNode(FSaveGameNode *node)
unsigned int i;
for (i = 0; i < SaveGames.Size(); i++)
{
if (SaveGames[i]->bOldVersion ||
stricmp(node->Title, SaveGames[i]->Title) <= 0)
if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0)
{
break;
}
@ -212,7 +211,7 @@ void SavegameManager::ReadSaveStrings()
node->Filename = filepath;
node->bOldVersion = oldVer;
node->bMissingWads = missing;
strncpy(node->Title, title.GetChars(), SAVESTRINGSIZE);
node->SaveTitle = title;
InsertSaveNode(node);
delete savegame;
}
@ -287,7 +286,7 @@ void SavegameManager::ReadSaveStrings()
node->Filename = filepath;
node->bOldVersion = true;
node->bMissingWads = false;
memcpy(node->Title, title, SAVESTRINGSIZE);
node->SaveTitle = title;
InsertSaveNode(node);
}
fclose(file);
@ -324,7 +323,7 @@ void SavegameManager::NotifyNewSave(const char *file, const char *title, bool ok
if (node->Filename.CompareNoCase(file) == 0)
#endif
{
strcpy(node->Title, title);
node->SaveTitle = title;
node->bOldVersion = false;
node->bMissingWads = false;
if (okForQuicksave)
@ -337,7 +336,7 @@ void SavegameManager::NotifyNewSave(const char *file, const char *title, bool ok
}
node = new FSaveGameNode;
strcpy(node->Title, title);
node->SaveTitle = title;
node->Filename = file;
node->bOldVersion = false;
node->bMissingWads = false;
@ -597,7 +596,6 @@ protected:
// this needs to be kept in memory so that the texture can access it when it needs to.
bool mEntering;
char savegamestring[SAVESTRINGSIZE];
DTextEnterMenu *mInput = nullptr;
DLoadSaveMenu(DMenu *parent = nullptr, DListMenuDescriptor *desc = nullptr);
@ -756,7 +754,7 @@ void DLoadSaveMenu::Drawer ()
if (!mEntering)
{
screen->DrawText (SmallFont, color,
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->SaveTitle.GetChars(),
DTA_CleanNoMove, true, TAG_DONE);
}
else
@ -770,7 +768,7 @@ void DLoadSaveMenu::Drawer ()
else
{
screen->DrawText (SmallFont, color,
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->Title,
listboxLeft+1, listboxTop+rowHeight*i+CleanYfac, node->SaveTitle.GetChars(),
DTA_CleanNoMove, true, TAG_DONE);
}
}
@ -936,7 +934,7 @@ bool DLoadSaveMenu::Responder (event_t *ev)
{
FString EndString;
EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
GStrings("MNU_DELETESG"), manager->SaveGames[Selected]->Title, GStrings("PRESSYN"));
GStrings("MNU_DELETESG"), manager->SaveGames[Selected]->SaveTitle.GetChars(), GStrings("PRESSYN"));
M_StartMessage (EndString, 0);
}
return true;
@ -991,7 +989,7 @@ IMPLEMENT_CLASS(DSaveMenu, false, false)
DSaveMenu::DSaveMenu(DMenu *parent, DListMenuDescriptor *desc)
: DLoadSaveMenu(parent, desc)
{
strcpy (NewSaveNode.Title, GStrings["NEWSAVE"]);
NewSaveNode.SaveTitle = GStrings["NEWSAVE"];
NewSaveNode.bNoDelete = true;
manager->SaveGames.Insert(0, &NewSaveNode);
TopItem = 0;
@ -1042,15 +1040,8 @@ bool DSaveMenu::MenuEvent (int mkey, bool fromcontroller)
if (mkey == MKEY_Enter)
{
if (Selected != 0)
{
strcpy (savegamestring, manager->SaveGames[Selected]->Title);
}
else
{
savegamestring[0] = 0;
}
mInput = new DTextEnterMenu(this, savegamestring, SAVESTRINGSIZE, 1, fromcontroller);
const char *SavegameString = (Selected != 0)? manager->SaveGames[Selected]->SaveTitle.GetChars() : "";
mInput = new DTextEnterMenu(this, SavegameString, SAVESTRINGSIZE, 1, fromcontroller);
M_ActivateMenu(mInput);
mEntering = true;
}

View file

@ -58,7 +58,7 @@ extern FGameStartup GameStartupInfo;
struct FSaveGameNode
{
char Title[SAVESTRINGSIZE];
FString SaveTitle;
FString Filename;
bool bOldVersion;
bool bMissingWads;

View file

@ -548,7 +548,7 @@ DQuickSaveMenu::DQuickSaveMenu(bool playsound)
{
FString tempstring;
tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->Title);
tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
Init(NULL, tempstring, 0, playsound);
}
@ -562,7 +562,7 @@ void DQuickSaveMenu::HandleResult(bool res)
{
if (res)
{
G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
M_ClearMenus();
}
@ -601,7 +601,7 @@ CCMD (quicksave)
// [mxd]. Just save the game, no questions asked.
if (!saveloadconfirmation)
{
G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
return;
}
@ -644,7 +644,7 @@ DQuickLoadMenu::DQuickLoadMenu(bool playsound)
{
FString tempstring;
tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->Title);
tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
Init(NULL, tempstring, 0, playsound);
}

View file

@ -15,6 +15,7 @@
#include "zscript/menu/optionmenuitems.txt"
#include "zscript/menu/colorpickermenu.txt"
#include "zscript/menu/joystickmenu.txt"
#include "zscript/menu/loadsavemenu.txt"
#include "zscript/menu/playermenu.txt"
#include "zscript/menu/playerdisplay.txt"
#include "zscript/menu/playercontrols.txt"

View file

@ -0,0 +1,128 @@
/*
** 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;
}
*/
}