mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 02:30:46 +00:00
- update of load/save menu to latest GZDoom code.
Input in save menu working.
This commit is contained in:
parent
94b4044d95
commit
e266044391
12 changed files with 1109 additions and 861 deletions
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@ -830,6 +830,7 @@ set (PCH_SOURCES
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common/menu/imagescroller.cpp
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common/menu/joystickmenu.cpp
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common/menu/listmenu.cpp
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common/menu/savegamemanager.cpp
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common/menu/loadsavemenu.cpp
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common/menu/menu.cpp
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common/menu/menudef.cpp
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@ -901,3 +901,4 @@ void ScaleWithAspect(int& w, int& h, int Width, int Height)
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h = static_cast<int>(y);
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}
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@ -48,6 +48,7 @@ void DrawTexture(F2DDrawer *drawer, FTexture* img, double x, double y, int tags_
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void DrawChar (F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, int character, int tag_first, ...);
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void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char *string, int tag_first, ...);
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void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char32_t *string, int tag_first, ...);
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void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness);
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EXTERN_CVAR(Int, con_scaletext) // Scale notify text at high resolutions?
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EXTERN_CVAR(Int, con_scale)
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@ -246,3 +246,25 @@ void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double
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DrawTextCommon(drawer, font, normalcolor, x, y, string, parms);
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}
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//==========================================================================
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//
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// V_DrawFrame
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//
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// Draw a frame around the specified area using the view border
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// frame graphics. The border is drawn outside the area, not in it.
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//
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//==========================================================================
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void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness)
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{
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// Sanity check for incomplete gameinfo
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int offset = thickness == -1 ? screen->GetHeight() / 400 : thickness;
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int right = left + width;
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int bottom = top + height;
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// Draw top and bottom sides.
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twod->AddColorOnlyQuad(left, top - offset, width, offset, color);
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twod->AddColorOnlyQuad(left - offset, top - offset, offset, height + 2 * offset, color);
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twod->AddColorOnlyQuad(left, bottom, width, offset, color);
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twod->AddColorOnlyQuad(right, top - offset, offset, height + 2 * offset, color);
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}
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@ -684,7 +684,7 @@ int FFont::StringWidth(const uint8_t *string) const
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}
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else
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{
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w += NewSmallFont->CharWidth(chr) + GlobalKerning;
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w += CharWidth(chr) + GlobalKerning;
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}
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}
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File diff suppressed because it is too large
Load diff
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@ -569,6 +569,7 @@ bool M_SetMenu(FName menu, int param, FName caller)
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*/
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}
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Printf("Attempting to open menu of unknown type '%s'\n", menu.GetChars());
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M_ClearMenus();
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return false;
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}
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@ -974,7 +975,7 @@ CCMD(opensavemenu)
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{
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gi->MenuOpened();
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M_StartControlPanel(false);
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M_SetMenu(NAME_SaveMenu);
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M_SetMenu(NAME_SaveGameMenu);
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}
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}
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@ -982,5 +983,5 @@ CCMD(openloadmenu)
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{
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gi->MenuOpened();
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M_StartControlPanel(false);
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M_SetMenu(NAME_LoadMenu);
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M_SetMenu(NAME_LoadGameMenu);
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}
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@ -138,18 +138,6 @@ enum ENativeFontValues
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};
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extern FGameStartup GameStartupInfo;
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struct FSaveGameNode
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{
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FString Title;
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FString Filename;
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bool bOldVersion;
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bool bMissingWads;
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bool bNoDelete;
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FSaveGameNode() { bNoDelete = false; }
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};
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extern EMenuState menuactive;
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@ -682,29 +670,31 @@ public:
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class DTextEnterMenu : public DMenu
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{
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using Super = DMenu;
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TArray<char> mEnterString;
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FString* mOutString;
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unsigned int mEnterSize;
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unsigned int mEnterPos;
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int mSizeMode; // 1: size is length in chars. 2: also check string width
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bool mInputGridOkay;
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FString mEnterString;
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int mEnterSize;
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int mEnterPos;
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bool mInputGridOkay;
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int InputGridX;
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int InputGridY;
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// [TP]
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int CursorSize;
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bool AllowColors;
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FFont *displayFont;
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void AppendChar(int ch);
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public:
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// [TP] Added allowcolors
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DTextEnterMenu(DMenu *parent, FString &textbuffer, int sizemode, bool showgrid, bool allowcolors = false);
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DTextEnterMenu(DMenu *parent, FFont *dpf, FString textbuffer, int maxlen, bool showgrid, bool allowcolors = false);
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void Drawer ();
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bool MenuEvent (int mkey, bool fromcontroller);
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bool Responder(event_t *ev);
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bool TranslateKeyboardEvents();
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bool MouseEvent(int type, int x, int y);
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const char* GetText() { return mEnterString.GetChars(); }
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};
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@ -757,4 +747,56 @@ template<class Menu> struct TMenuClassDescriptor : public MenuClassDescriptor
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}
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};
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struct FSaveGameNode
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{
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FString SaveTitle;
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FString Filename;
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bool bOldVersion = false;
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bool bMissingWads = false;
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bool bNoDelete = false;
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};
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struct FSavegameManager
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{
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private:
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TArray<FSaveGameNode*> SaveGames;
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FSaveGameNode NewSaveNode;
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int LastSaved = -1;
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int LastAccessed = -1;
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TArray<char> SavePicData;
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FTexture *SavePic = nullptr;
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public:
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int WindowSize = 0;
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FString SaveCommentString;
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FSaveGameNode *quickSaveSlot = nullptr;
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~FSavegameManager();
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private:
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int InsertSaveNode(FSaveGameNode *node);
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public:
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void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave);
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void ClearSaveGames();
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void ReadSaveStrings();
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void UnloadSaveData();
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int RemoveSaveSlot(int index);
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void LoadSavegame(int Selected);
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void DoSave(int Selected, const char *savegamestring);
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unsigned ExtractSaveData(int index);
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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 DrawSaveComment(FFont *font, int cr, int x, int y, int scalefactor);
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void SetFileInfo(int Selected);
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unsigned SavegameCount();
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FSaveGameNode *GetSavegame(int i);
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void InsertNewSaveNode();
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bool RemoveNewSaveNode();
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};
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extern FSavegameManager savegameManager;
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#endif
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@ -47,8 +47,6 @@
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#include "optionmenuitems.h"
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void ClearSaveGames();
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// Menu-relevant content that gets filled in by scripts. This will get processed after the game has loaded.
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FString gSkillNames[MAXSKILLS];
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FString gVolumeNames[MAXVOLUMES];
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@ -94,7 +92,6 @@ static void DeinitMenus()
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OptionValues.Clear();
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DMenu::CurrentMenu = NULL;
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DefaultListMenuSettings.mItems.Clear();
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ClearSaveGames();
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}
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static FTexture* GetMenuTexture(const char* const name)
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@ -63,16 +63,13 @@ CVAR(Bool, m_showinputgrid, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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//=============================================================================
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// [TP] Added allowcolors
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DTextEnterMenu::DTextEnterMenu(DMenu *parent, FString &textbuffer, int sizemode, bool showgrid, bool allowcolors)
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DTextEnterMenu::DTextEnterMenu(DMenu *parent, FFont *dpf, FString textbuffer, int maxlen, bool showgrid, bool allowcolors)
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: DMenu(parent)
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{
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mOutString = &textbuffer;
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mEnterSize = 32; // this needs to calculate the size based on screen space (or scroll)
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mEnterString.Resize(mEnterSize + 1);
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mEnterPos = (unsigned)textbuffer.Len();
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mSizeMode = sizemode;
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mInputGridOkay = showgrid || m_showinputgrid;
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if (mEnterPos > 0)
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mEnterString = textbuffer;
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mEnterPos = maxlen;
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mInputGridOkay = (showgrid && (m_showinputgrid == 0)) || (m_showinputgrid >= 1);
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if (mEnterString.Len() > 0)
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{
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InputGridX = INPUTGRID_WIDTH - 1;
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InputGridY = INPUTGRID_HEIGHT - 1;
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@ -84,6 +81,8 @@ DTextEnterMenu::DTextEnterMenu(DMenu *parent, FString &textbuffer, int sizemode,
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InputGridY = 0;
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}
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AllowColors = allowcolors; // [TP]
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displayFont = dpf;
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CursorSize = displayFont->StringWidth(displayFont->GetCursor());
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}
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//=============================================================================
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@ -111,12 +110,7 @@ bool DTextEnterMenu::Responder(event_t *ev)
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if (ev->subtype == EV_GUI_Char)
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{
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mInputGridOkay = false;
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if (mEnterPos < mEnterSize &&
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(mSizeMode == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(mEnterString) < (mEnterSize-1)*8))
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{
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mEnterString[mEnterPos] = (char)ev->data1;
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mEnterString[++mEnterPos] = 0;
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}
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AppendChar(ev->data1);
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return true;
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}
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char ch = (char)ev->data1;
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@ -124,8 +118,7 @@ bool DTextEnterMenu::Responder(event_t *ev)
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{
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if (mEnterPos > 0)
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{
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mEnterPos--;
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mEnterString[mEnterPos] = 0;
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mEnterString.DeleteLastCharacter();
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}
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}
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else if (ev->subtype == EV_GUI_KeyDown)
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@ -133,17 +126,21 @@ bool DTextEnterMenu::Responder(event_t *ev)
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if (ch == GK_ESCAPE)
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{
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DMenu *parent = mParentMenu;
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Close();
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parent->MenuEvent(MKEY_Abort, false);
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Close();
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return true;
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}
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else if (ch == '\r')
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{
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if (mEnterString[0])
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if (mEnterString.Len() > 0)
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{
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// [TP] If we allow color codes, colorize the string now.
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//if (AllowColors)
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//mEnterString = mEnterString.Filter();
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DMenu *parent = mParentMenu;
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Close();
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parent->MenuEvent(MKEY_Input, false);
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Close();
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return true;
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}
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}
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@ -164,8 +161,8 @@ bool DTextEnterMenu::Responder(event_t *ev)
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bool DTextEnterMenu::MouseEvent(int type, int x, int y)
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{
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const int cell_width = 18 * CleanXfac;
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const int cell_height = 12 * CleanYfac;
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const int cell_width = 18 * CleanXfac_1;
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const int cell_height = 16 * CleanYfac_1;
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const int screen_y = screen->GetHeight() - INPUTGRID_HEIGHT * cell_height;
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const int screen_x = (screen->GetWidth() - INPUTGRID_WIDTH * cell_width) / 2;
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@ -177,11 +174,11 @@ bool DTextEnterMenu::MouseEvent(int type, int x, int y)
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{
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if (MenuEvent(MKEY_Enter, true))
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{
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//S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
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//M_MenuSound(CursorSound);
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if (m_use_mouse == 2) InputGridX = InputGridY = -1;
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return true;
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}
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}
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return true;
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}
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else
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{
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@ -190,8 +187,21 @@ bool DTextEnterMenu::MouseEvent(int type, int x, int y)
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return Super::MouseEvent(type, x, y);
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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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void DTextEnterMenu::AppendChar(int ch)
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{
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FStringf newstring("%s%c%c", mEnterString.GetChars(), ch, displayFont->GetCursor());
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if (mEnterSize < 0 || displayFont->StringWidth(newstring) < mEnterSize)
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{
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mEnterString.AppendCharacter(ch);
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}
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}
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//=============================================================================
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//
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//
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@ -237,9 +247,9 @@ bool DTextEnterMenu::MenuEvent (int key, bool fromcontroller)
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return true;
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case MKEY_Clear:
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if (mEnterPos > 0)
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{
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mEnterString[--mEnterPos] = 0;
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if (mEnterString.Len() > 0)
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{
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mEnterString.DeleteLastCharacter();
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}
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return true;
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@ -250,26 +260,24 @@ bool DTextEnterMenu::MenuEvent (int key, bool fromcontroller)
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ch = InputGridChars[InputGridX + InputGridY * INPUTGRID_WIDTH];
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if (ch == 0) // end
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{
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if (mEnterString[0] != '\0')
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if (mEnterString.Len() > 0)
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{
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DMenu *parent = mParentMenu;
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Close();
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parent->MenuEvent(MKEY_Input, false);
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Close();
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return true;
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}
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}
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else if (ch == '\b') // bs
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{
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if (mEnterPos > 0)
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if (mEnterString.Len() > 0)
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{
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mEnterString[--mEnterPos] = 0;
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mEnterString.DeleteLastCharacter();
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}
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}
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else if (mEnterPos < mEnterSize &&
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(mSizeMode == 2/*entering player name*/ || (size_t)SmallFont->StringWidth(mEnterString) < (mEnterSize-1)*8))
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else
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{
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mEnterString[mEnterPos] = ch;
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mEnterString[++mEnterPos] = 0;
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AppendChar(ch);
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}
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}
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return true;
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@ -294,7 +302,7 @@ void DTextEnterMenu::Drawer ()
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{
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const int cell_width = 18 * CleanXfac;
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const int cell_height = 12 * CleanYfac;
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const int top_padding = cell_height / 2 - SmallFont->GetHeight() * CleanYfac / 2;
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const int top_padding = cell_height / 2 - displayFont->GetHeight() * CleanYfac / 2;
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// Darken the background behind the character grid.
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// Unless we frame it with a border, I think it looks better to extend the
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@ -302,7 +310,7 @@ void DTextEnterMenu::Drawer ()
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twod.AddColorOnlyQuad(0 /*screen->GetWidth()/2 - 13 * cell_width / 2*/,
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screen->GetHeight() - INPUTGRID_HEIGHT * cell_height,
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screen->GetWidth() /*13 * cell_width*/,
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INPUTGRID_HEIGHT * cell_height, 0xff000000);
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INPUTGRID_HEIGHT * cell_height, 0xc8000000);
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if (InputGridX >= 0 && InputGridY >= 0)
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{
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@ -321,42 +329,42 @@ void DTextEnterMenu::Drawer ()
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int width;
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const int xx = x * cell_width - INPUTGRID_WIDTH * cell_width / 2 + screen->GetWidth() / 2;
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const int ch = InputGridChars[y * INPUTGRID_WIDTH + x];
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FTexture *pic = SmallFont->GetChar(ch, CR_DARKGRAY, &width);
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FTexture *pic = displayFont->GetChar(ch, CR_DARKGRAY, &width);
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EColorRange color;
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int remap;
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// The highlighted character is yellow; the rest are dark gray.
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color = (x == InputGridX && y == InputGridY) ? CR_YELLOW : CR_DARKGRAY;
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remap = SmallFont->GetColorTranslation(color);
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remap = displayFont->GetColorTranslation(color);
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if (pic != NULL)
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{
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// Draw a normal character.
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DrawTexture(&twod, pic, xx + cell_width/2 - width*CleanXfac/2, yy + top_padding,
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DrawTexture(&twod, pic, xx + cell_width/2 - width*CleanXfac_1/2, yy + top_padding,
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DTA_TranslationIndex, remap,
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DTA_CleanNoMove, true,
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DTA_CleanNoMove_1, true,
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TAG_DONE);
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}
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else if (ch == ' ')
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{
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// Draw the space as a box outline. We also draw it 50% wider than it really is.
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const int x1 = xx + cell_width/2 - width * CleanXfac * 3 / 4;
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const int x2 = x1 + width * 3 * CleanXfac / 2;
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const int x1 = xx + cell_width/2 - width * CleanXfac_1 * 3 / 4;
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const int x2 = x1 + width * 3 * CleanXfac_1 / 2;
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const int y1 = yy + top_padding;
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const int y2 = y1 + SmallFont->GetHeight() * CleanYfac;
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const int y2 = y1 + displayFont->GetHeight() * CleanYfac_1;
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auto palcolor = PalEntry(255, 160, 160, 160);
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twod.AddColorOnlyQuad(x1, y1, x2, y1+CleanYfac, palcolor); // top
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twod.AddColorOnlyQuad(x1, y2, x2, y2+CleanYfac, palcolor); // bottom
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twod.AddColorOnlyQuad(x1, y1+CleanYfac, x1+CleanXfac, y2, palcolor); // left
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twod.AddColorOnlyQuad(x2-CleanXfac, y1+CleanYfac, x2, y2, palcolor); // right
|
||||
twod.AddColorOnlyQuad(x1, y1, x2 - x1, CleanYfac_1, palcolor); // top
|
||||
twod.AddColorOnlyQuad(x1, y2, x2 - x1, CleanYfac_1, palcolor); // bottom
|
||||
twod.AddColorOnlyQuad(x1, y1+CleanYfac_1, CleanXfac_1, y2 - y1, palcolor); // left
|
||||
twod.AddColorOnlyQuad(x2-CleanXfac_1, y1+CleanYfac_1, CleanXfac_1, CleanYfac_1, palcolor); // right
|
||||
}
|
||||
else if (ch == '\b' || ch == 0)
|
||||
{
|
||||
// Draw the backspace and end "characters".
|
||||
const char *const str = ch == '\b' ? "BS" : "ED";
|
||||
DrawText(&twod, SmallFont, color,
|
||||
xx + cell_width/2 - SmallFont->StringWidth(str)*CleanXfac/2,
|
||||
yy + top_padding, str, DTA_CleanNoMove, true, TAG_DONE);
|
||||
DrawText(&twod, NewSmallFont, color,
|
||||
xx + cell_width/2 - displayFont->StringWidth(str)*CleanXfac_1/2,
|
||||
yy + top_padding, str, DTA_CleanNoMove_1, true, TAG_DONE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
507
source/common/menu/savegamemanager.cpp
Normal file
507
source/common/menu/savegamemanager.cpp
Normal file
|
@ -0,0 +1,507 @@
|
|||
/*
|
||||
** loadsavemenu.cpp
|
||||
** The load game and save game menus
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2001-2010 Randy Heit
|
||||
** Copyright 2010 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.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "menu/menu.h"
|
||||
#include "version.h"
|
||||
#include "m_png.h"
|
||||
#include "filesystem.h"
|
||||
#include "v_text.h"
|
||||
#include "d_event.h"
|
||||
#include "gstrings.h"
|
||||
#include "d_gui.h"
|
||||
#include "v_draw.h"
|
||||
#include "files.h"
|
||||
#include "resourcefile.h"
|
||||
#include "sjson.h"
|
||||
#include "cmdlib.h"
|
||||
#include "files.h"
|
||||
#include "savegamehelp.h"
|
||||
#include "i_specialpaths.h"
|
||||
#include "../../platform/win32/i_findfile.h" // This is a temporary direct path. Needs to be fixed when stuff gets cleaned up.
|
||||
|
||||
|
||||
FSavegameManager savegameManager;
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Save data maintenance
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::ClearSaveGames()
|
||||
{
|
||||
for (unsigned i = 0; i<SaveGames.Size(); i++)
|
||||
{
|
||||
if (!SaveGames[i]->bNoDelete)
|
||||
delete SaveGames[i];
|
||||
}
|
||||
SaveGames.Clear();
|
||||
}
|
||||
|
||||
FSavegameManager::~FSavegameManager()
|
||||
{
|
||||
ClearSaveGames();
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Save data maintenance
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
int FSavegameManager::RemoveSaveSlot(int index)
|
||||
{
|
||||
int listindex = SaveGames[0]->bNoDelete ? index - 1 : index;
|
||||
if (listindex < 0) return index;
|
||||
|
||||
remove(SaveGames[index]->Filename.GetChars());
|
||||
UnloadSaveData();
|
||||
|
||||
FSaveGameNode *file = SaveGames[index];
|
||||
|
||||
if (quickSaveSlot == SaveGames[index])
|
||||
{
|
||||
quickSaveSlot = nullptr;
|
||||
}
|
||||
if (!file->bNoDelete) delete file;
|
||||
|
||||
if (LastSaved == listindex) LastSaved = -1;
|
||||
else if (LastSaved > listindex) LastSaved--;
|
||||
if (LastAccessed == listindex) LastAccessed = -1;
|
||||
else if (LastAccessed > listindex) LastAccessed--;
|
||||
|
||||
SaveGames.Delete(index);
|
||||
if ((unsigned)index >= SaveGames.Size()) index--;
|
||||
ExtractSaveData(index);
|
||||
return index;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
int FSavegameManager::InsertSaveNode(FSaveGameNode *node)
|
||||
{
|
||||
if (SaveGames.Size() == 0)
|
||||
{
|
||||
return SaveGames.Push(node);
|
||||
}
|
||||
|
||||
if (node->bOldVersion)
|
||||
{ // Add node at bottom of list
|
||||
return SaveGames.Push(node);
|
||||
}
|
||||
else
|
||||
{ // Add node at top of list
|
||||
unsigned int i;
|
||||
for (i = 0; i < SaveGames.Size(); i++)
|
||||
{
|
||||
if (SaveGames[i]->bOldVersion || node->SaveTitle.CompareNoCase(SaveGames[i]->SaveTitle) <= 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
SaveGames.Insert(i, node);
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// M_ReadSaveStrings
|
||||
//
|
||||
// Find savegames and read their titles
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::ReadSaveStrings()
|
||||
{
|
||||
if (SaveGames.Size() == 0)
|
||||
{
|
||||
void *filefirst;
|
||||
findstate_t c_file;
|
||||
FString filter;
|
||||
|
||||
LastSaved = LastAccessed = -1;
|
||||
quickSaveSlot = nullptr;
|
||||
filter = G_BuildSaveName("*");
|
||||
filefirst = I_FindFirst(filter.GetChars(), &c_file);
|
||||
if (filefirst != ((void *)(-1)))
|
||||
{
|
||||
do
|
||||
{
|
||||
// I_FindName only returns the file's name and not its full path
|
||||
FString filepath = G_BuildSaveName(I_FindName(&c_file));
|
||||
|
||||
FResourceFile *savegame = FResourceFile::OpenResourceFile(filepath, true, true);
|
||||
if (savegame != nullptr)
|
||||
{
|
||||
FResourceLump *info = savegame->FindLump("info.json");
|
||||
if (info == nullptr)
|
||||
{
|
||||
// savegame info not found. This is not a savegame so leave it alone.
|
||||
delete savegame;
|
||||
continue;
|
||||
}
|
||||
auto fr = info->NewReader();
|
||||
FString title;
|
||||
int check = G_ValidateSavegame(fr, &title);
|
||||
delete savegame;
|
||||
if (check != 0)
|
||||
{
|
||||
FSaveGameNode *node = new FSaveGameNode;
|
||||
node->Filename = filepath;
|
||||
node->bOldVersion = true;
|
||||
node->bMissingWads = false;
|
||||
node->SaveTitle = title;
|
||||
InsertSaveNode(node);
|
||||
}
|
||||
}
|
||||
} while (I_FindNext (filefirst, &c_file) == 0);
|
||||
I_FindClose (filefirst);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave)
|
||||
{
|
||||
FSaveGameNode *node;
|
||||
|
||||
if (file.IsEmpty())
|
||||
return;
|
||||
|
||||
ReadSaveStrings();
|
||||
|
||||
// See if the file is already in our list
|
||||
for (unsigned i = 0; i<SaveGames.Size(); i++)
|
||||
{
|
||||
FSaveGameNode *node = SaveGames[i];
|
||||
#ifdef __unix__
|
||||
if (node->Filename.Compare(file) == 0)
|
||||
#else
|
||||
if (node->Filename.CompareNoCase(file) == 0)
|
||||
#endif
|
||||
{
|
||||
node->SaveTitle = title;
|
||||
node->bOldVersion = false;
|
||||
node->bMissingWads = false;
|
||||
if (okForQuicksave)
|
||||
{
|
||||
if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
|
||||
LastAccessed = LastSaved = i;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
node = new FSaveGameNode;
|
||||
node->SaveTitle = title;
|
||||
node->Filename = file;
|
||||
node->bOldVersion = false;
|
||||
node->bMissingWads = false;
|
||||
int index = InsertSaveNode(node);
|
||||
|
||||
if (okForQuicksave)
|
||||
{
|
||||
if (quickSaveSlot == nullptr || quickSaveSlot == (FSaveGameNode*)1 || forceQuicksave) quickSaveSlot = node;
|
||||
LastAccessed = LastSaved = index;
|
||||
}
|
||||
else
|
||||
{
|
||||
LastAccessed = ++LastSaved;
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
// Loads the savegame
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::LoadSavegame(int Selected)
|
||||
{
|
||||
//G_LoadGame(SaveGames[Selected]->Filename.GetChars(), true);
|
||||
if (quickSaveSlot == (FSaveGameNode*)1)
|
||||
{
|
||||
quickSaveSlot = SaveGames[Selected];
|
||||
}
|
||||
M_ClearMenus();
|
||||
LastAccessed = Selected;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::DoSave(int Selected, const char *savegamestring)
|
||||
{
|
||||
if (Selected != 0)
|
||||
{
|
||||
auto node = SaveGames[Selected];
|
||||
//G_SaveGame(node->Filename.GetChars(), savegamestring);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Find an unused filename and save as that
|
||||
FString filename;
|
||||
int i;
|
||||
|
||||
for (i = 0;; ++i)
|
||||
{
|
||||
filename = G_BuildSaveName(FStringf("save%04d", i));
|
||||
if (!FileExists(filename))
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
//G_SaveGame(filename, savegamestring);
|
||||
}
|
||||
M_ClearMenus();
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
unsigned FSavegameManager::ExtractSaveData(int index)
|
||||
{
|
||||
FResourceFile *resf;
|
||||
FSaveGameNode *node;
|
||||
|
||||
if (index == -1)
|
||||
{
|
||||
if (SaveGames.Size() > 0 && SaveGames[0]->bNoDelete)
|
||||
{
|
||||
index = LastSaved + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
index = LastAccessed < 0? 0 : LastAccessed;
|
||||
}
|
||||
}
|
||||
|
||||
UnloadSaveData();
|
||||
|
||||
if ((unsigned)index < SaveGames.Size() &&
|
||||
(node = SaveGames[index]) &&
|
||||
!node->Filename.IsEmpty() &&
|
||||
!node->bOldVersion &&
|
||||
(resf = FResourceFile::OpenResourceFile(node->Filename.GetChars(), true)) != nullptr)
|
||||
{
|
||||
FResourceLump *info = resf->FindLump("info.json");
|
||||
if (info == nullptr)
|
||||
{
|
||||
// this should not happen because the file has already been verified.
|
||||
return index;
|
||||
}
|
||||
auto fr = info->NewReader();
|
||||
auto data = fr.ReadPadded(1);
|
||||
sjson_context* ctx = sjson_create_context(0, 0, NULL);
|
||||
if (ctx)
|
||||
{
|
||||
sjson_node* root = sjson_decode(ctx, (const char*)data.Data());
|
||||
|
||||
|
||||
FString comment = sjson_get_string(root, "Creation Time", "");
|
||||
FString pcomment = sjson_get_string(root, "Comment", "");
|
||||
if (comment.Len() > 0) comment += "\n";
|
||||
comment += pcomment;
|
||||
SaveCommentString = comment;
|
||||
|
||||
// Extract pic (todo: let the renderer write a proper PNG file instead of a raw canvas dunp of the software renderer - and make it work for all games.)
|
||||
FResourceLump *pic = resf->FindLump("savepic.png");
|
||||
if (pic != nullptr)
|
||||
{
|
||||
FileReader picreader;
|
||||
|
||||
picreader.OpenMemoryArray([=](TArray<uint8_t> &array)
|
||||
{
|
||||
auto cache = pic->Lock();
|
||||
array.Resize(pic->LumpSize);
|
||||
memcpy(&array[0], cache, pic->LumpSize);
|
||||
pic->Unlock();
|
||||
return true;
|
||||
});
|
||||
PNGHandle *png = M_VerifyPNG(picreader);
|
||||
if (png != nullptr)
|
||||
{
|
||||
SavePic = nullptr; // not yet implemented: PNGTexture_CreateFromFile(png, node->Filename);
|
||||
delete png;
|
||||
if (SavePic && SavePic->GetWidth() == 1 && SavePic->GetHeight() == 1)
|
||||
{
|
||||
delete SavePic;
|
||||
SavePic = nullptr;
|
||||
SavePicData.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
delete resf;
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::UnloadSaveData()
|
||||
{
|
||||
if (SavePic != nullptr)
|
||||
{
|
||||
delete SavePic;
|
||||
}
|
||||
|
||||
SaveCommentString = "";
|
||||
SavePic = nullptr;
|
||||
SavePicData.Clear();
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::ClearSaveStuff()
|
||||
{
|
||||
UnloadSaveData();
|
||||
if (quickSaveSlot == (FSaveGameNode*)1)
|
||||
{
|
||||
quickSaveSlot = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
bool FSavegameManager::DrawSavePic(int x, int y, int w, int h)
|
||||
{
|
||||
if (SavePic == nullptr) return false;
|
||||
DrawTexture(&twod, SavePic, x, y, DTA_DestWidth, w, DTA_DestHeight, h, DTA_Masked, false, TAG_DONE);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::SetFileInfo(int Selected)
|
||||
{
|
||||
if (!SaveGames[Selected]->Filename.IsEmpty())
|
||||
{
|
||||
SaveCommentString.Format("File on disk:\n%s", SaveGames[Selected]->Filename.GetChars());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
unsigned FSavegameManager::SavegameCount()
|
||||
{
|
||||
return SaveGames.Size();
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
FSaveGameNode *FSavegameManager::GetSavegame(int i)
|
||||
{
|
||||
return SaveGames[i];
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void FSavegameManager::InsertNewSaveNode()
|
||||
{
|
||||
NewSaveNode.SaveTitle = GStrings["NEWSAVE"];
|
||||
NewSaveNode.bNoDelete = true;
|
||||
SaveGames.Insert(0, &NewSaveNode);
|
||||
}
|
||||
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
bool FSavegameManager::RemoveNewSaveNode()
|
||||
{
|
||||
if (SaveGames[0] == &NewSaveNode)
|
||||
{
|
||||
SaveGames.Delete(0);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
@ -20,8 +20,8 @@ xx(MainMenu)
|
|||
xx(IngameMenu)
|
||||
xx(HelpMenu)
|
||||
xx(CreditsMenu)
|
||||
xx(SaveMenu)
|
||||
xx(LoadMenu)
|
||||
xx(SaveGameMenu)
|
||||
xx(LoadGameMenu)
|
||||
xx(SoundMenu)
|
||||
xx(ConfirmPlayerReset)
|
||||
xx(EpisodeMenu)
|
||||
|
|
Loading…
Reference in a new issue