- separated the savegame menu code into an internal class managing the savegame data and the actual menu.

The manager class cannot be scriptified because it provides the internal implementation which may change at some point in the future. It also encapsulates all access to the file level because if that part is not protected, modders could write malware mods.
This commit is contained in:
Christoph Oelckers 2017-02-11 17:20:12 +01:00
parent 947b625c50
commit fc4e1ffcdf
5 changed files with 392 additions and 356 deletions

View file

@ -2307,7 +2307,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
WriteZip(filename, savegame_filenames, savegame_content);
M_NotifyNewSave (filename.GetChars(), description, okForQuicksave);
savegameManager.NotifyNewSave (filename.GetChars(), description, okForQuicksave);
// delete the JSON buffers we created just above. Everything else will
// either still be needed or taken care of automatically.

File diff suppressed because it is too large Load diff

View file

@ -22,6 +22,7 @@ class FFont;
enum EColorRange : int;
class FPlayerClass;
class FKeyBindings;
struct FBrokenLines;
enum EMenuKey
{
@ -66,7 +67,37 @@ struct FSaveGameNode
FSaveGameNode() { bNoDelete = false; }
};
struct SavegameManager
{
TArray<FSaveGameNode*> SaveGames;
int LastSaved = -1;
int LastAccessed = -1;
int WindowSize = 0;
FSaveGameNode *quickSaveSlot = nullptr;
FileReader *currentSavePic = nullptr;
TArray<char> SavePicData;
FTexture *SavePic = 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);
};
extern SavegameManager savegameManager;
//=============================================================================
//
@ -707,7 +738,6 @@ void M_StartupSkillMenu(FGameStartup *gs);
int M_GetDefaultSkill();
void M_StartControlPanel (bool makeSound);
void M_SetMenu(FName menu, int param = -1);
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave);
void M_StartMessage(const char *message, int messagemode, FName action = NAME_None);
DMenu *StartPickerMenu(DMenu *parent, const char *name, FColorCVar *cvar);
void M_RefreshModesList ();

View file

@ -148,7 +148,7 @@ static void DeinitMenus()
MenuDescriptors.Clear();
OptionValues.Clear();
DMenu::CurrentMenu = nullptr;
ClearSaveGames();
savegameManager.ClearSaveGames();
}
static FTextureID GetMenuTexture(const char* const name)

View file

@ -47,7 +47,6 @@
#include "g_game.h"
extern FSaveGameNode *quickSaveSlot;
EXTERN_CVAR (Bool, saveloadconfirmation) // [mxd]
class DMessageBoxMenu : public DMenu
@ -549,7 +548,7 @@ DQuickSaveMenu::DQuickSaveMenu(bool playsound)
{
FString tempstring;
tempstring.Format(GStrings("QSPROMPT"), quickSaveSlot->Title);
tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->Title);
Init(NULL, tempstring, 0, playsound);
}
@ -563,7 +562,7 @@ void DQuickSaveMenu::HandleResult(bool res)
{
if (res)
{
G_SaveGame (quickSaveSlot->Filename.GetChars(), quickSaveSlot->Title);
G_SaveGame (savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
M_ClearMenus();
}
@ -591,7 +590,7 @@ CCMD (quicksave)
if (gamestate != GS_LEVEL)
return;
if (quickSaveSlot == NULL)
if (savegameManager.quickSaveSlot == NULL)
{
S_Sound(CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
M_StartControlPanel(false);
@ -602,7 +601,7 @@ CCMD (quicksave)
// [mxd]. Just save the game, no questions asked.
if (!saveloadconfirmation)
{
G_SaveGame(quickSaveSlot->Filename.GetChars(), quickSaveSlot->Title);
G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->Title);
return;
}
@ -645,7 +644,7 @@ DQuickLoadMenu::DQuickLoadMenu(bool playsound)
{
FString tempstring;
tempstring.Format(GStrings("QLPROMPT"), quickSaveSlot->Title);
tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->Title);
Init(NULL, tempstring, 0, playsound);
}
@ -659,7 +658,7 @@ void DQuickLoadMenu::HandleResult(bool res)
{
if (res)
{
G_LoadGame (quickSaveSlot->Filename.GetChars());
G_LoadGame (savegameManager.quickSaveSlot->Filename.GetChars());
S_Sound (CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
M_ClearMenus();
}
@ -685,11 +684,11 @@ CCMD (quickload)
return;
}
if (quickSaveSlot == NULL)
if (savegameManager.quickSaveSlot == NULL)
{
M_StartControlPanel(true);
// signal that whatever gets loaded should be the new quicksave
quickSaveSlot = (FSaveGameNode *)1;
savegameManager.quickSaveSlot = (FSaveGameNode *)1;
M_SetMenu(NAME_Loadgamemenu);
return;
}
@ -697,7 +696,7 @@ CCMD (quickload)
// [mxd]. Just load the game, no questions asked.
if (!saveloadconfirmation)
{
G_LoadGame(quickSaveSlot->Filename.GetChars());
G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
return;
}