qzdoom/wadsrc/static/zscript/menu/loadsavemenu.txt

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/*
** 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 SaveGameNode native
{
native String SaveTitle;
native String Filename;
native bool bOldVersion;
native bool bMissingWads;
native bool bNoDelete;
}
struct SavegameManager native
{
native int WindowSize;
native SaveGameNode quickSaveSlot;
//void ReadSaveStrings();
//void UnloadSaveData();
//int RemoveSaveSlot(int index);
native void LoadSavegame(int Selected);
//void DoSave(int Selected, String savegamestring);
native int ExtractSaveData(int index);
//void ClearSaveStuff();
//bool DrawSavePic(int x, int y, int w, int h);
//void DrawSaveComment(Font font, int cr, int x, int y, int scalefactor);
//void SetFileInfo(int Selected);
native int SavegameCount();
//SaveGameNode GetSavegame(int i);
//void InsertNewSaveNode();
//bool RemoveNewSaveNode();
}
class LoadSaveMenu : ListMenu native
{
native SavegameManager manager;
native int TopItem;
native int Selected;
native int savepicLeft;
native int savepicTop;
native int savepicWidth;
native int savepicHeight;
native int rowHeight;
native int listboxLeft;
native int listboxTop;
native int listboxWidth;
native int listboxRows;
native int listboxHeight;
native int listboxRight;
native int listboxBottom;
native int commentLeft;
native int commentTop;
native int commentWidth;
native int commentHeight;
native int commentRight;
native int commentBottom;
native bool mEntering;
native TextEnterMenu mInput;
}
class SaveMenu : LoadSaveMenu native
{
}
//=============================================================================
//
//
//
//=============================================================================
class LoadMenu : LoadSaveMenu native
{
//=============================================================================
//
//
//
//=============================================================================
override void Init(Menu parent, ListMenuDescriptor desc)
{
Super.Init(parent, desc);
TopItem = 0;
Selected = manager.ExtractSaveData (-1);
}
//=============================================================================
//
//
//
//=============================================================================
override bool MenuEvent (int mkey, bool fromcontroller)
{
if (Super.MenuEvent(mkey, fromcontroller))
{
return true;
}
if (Selected == -1 || manager.SavegameCount() == 0)
{
return false;
}
if (mkey == MKEY_Enter)
{
manager.LoadSavegame(Selected);
return true;
}
return false;
}
}