|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "basesavegamedialog.h"
#include "filesystem.h"
#include "savegame_version.h"
#include "vgui_controls/PanelListPanel.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/tgaimagepanel.h"
#include "tier1/utlbuffer.h"
#include "tier2/resourceprecacher.h"
#include <stdio.h>
#include <stdlib.h>
#include "filesystem.h"
#include "mousemessageforwardingpanel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#define TGA_IMAGE_PANEL_WIDTH 180
#define TGA_IMAGE_PANEL_HEIGHT 100
#define MAX_LISTED_SAVE_GAMES 128
PRECACHE_REGISTER_BEGIN( GLOBAL, BaseSaveGameDialog ) PRECACHE( MATERIAL, "vgui/resource/autosave.vmt" ) PRECACHE_REGISTER_END()
//-----------------------------------------------------------------------------
// Purpose: Describes the layout of a same game pic
//-----------------------------------------------------------------------------
class CSaveGamePanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CSaveGamePanel, vgui::EditablePanel ); public: CSaveGamePanel( PanelListPanel *parent, const char *name, int saveGameListItemID ) : BaseClass( parent, name ) { m_iSaveGameListItemID = saveGameListItemID; m_pParent = parent; m_pSaveGameImage = new CTGAImagePanel( this, "SaveGameImage" ); m_pAutoSaveImage = new ImagePanel( this, "AutoSaveImage" ); m_pSaveGameScreenshotBackground = new ImagePanel( this, "SaveGameScreenshotBackground" ); m_pChapterLabel = new Label( this, "ChapterLabel", "" ); m_pTypeLabel = new Label( this, "TypeLabel", "" ); m_pElapsedTimeLabel = new Label( this, "ElapsedTimeLabel", "" ); m_pFileTimeLabel = new Label( this, "FileTimeLabel", "" );
CMouseMessageForwardingPanel *panel = new CMouseMessageForwardingPanel(this, NULL); panel->SetZPos(2);
SetSize( 200, 140 );
LoadControlSettings( "resource/SaveGamePanel.res" );
m_FillColor = m_pSaveGameScreenshotBackground->GetFillColor(); }
void SetSaveGameInfo( SaveGameDescription_t &save ) { // set the bitmap to display
char tga[_MAX_PATH]; Q_strncpy( tga, save.szFileName, sizeof(tga) ); char *ext = strstr( tga, ".sav" ); if ( ext ) { strcpy( ext, ".tga" ); }
// If a TGA file exists then it is a user created savegame
if ( g_pFullFileSystem->FileExists( tga ) ) { m_pSaveGameImage->SetTGAFilename( tga ); } // If there is no TGA then it is either an autosave or the user TGA file has been deleted
else { m_pSaveGameImage->SetVisible( false ); m_pAutoSaveImage->SetVisible( true ); m_pAutoSaveImage->SetImage( "resource\\autosave" ); }
// set the title text
m_pChapterLabel->SetText( save.szComment );
// type
SetControlString( "TypeLabel", save.szType ); SetControlString( "ElapsedTimeLabel", save.szElapsedTime ); SetControlString( "FileTimeLabel", save.szFileTime ); }
MESSAGE_FUNC_INT( OnPanelSelected, "PanelSelected", state ) { if ( state ) { // set the text color to be orange, and the pic border to be orange
m_pSaveGameScreenshotBackground->SetFillColor( m_SelectedColor ); m_pChapterLabel->SetFgColor( m_SelectedColor ); m_pTypeLabel->SetFgColor( m_SelectedColor ); m_pElapsedTimeLabel->SetFgColor( m_SelectedColor ); m_pFileTimeLabel->SetFgColor( m_SelectedColor ); } else { m_pSaveGameScreenshotBackground->SetFillColor( m_FillColor ); m_pChapterLabel->SetFgColor( m_TextColor ); m_pTypeLabel->SetFgColor( m_TextColor ); m_pElapsedTimeLabel->SetFgColor( m_TextColor ); m_pFileTimeLabel->SetFgColor( m_TextColor ); }
PostMessage( m_pParent->GetVParent(), new KeyValues("PanelSelected") ); }
virtual void OnMousePressed( vgui::MouseCode code ) { m_pParent->SetSelectedPanel( this ); }
virtual void ApplySchemeSettings( IScheme *pScheme ) { m_TextColor = pScheme->GetColor( "NewGame.TextColor", Color(255, 255, 255, 255) ); m_SelectedColor = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) );
BaseClass::ApplySchemeSettings( pScheme ); }
virtual void OnMouseDoublePressed( vgui::MouseCode code ) { // call the panel
OnMousePressed( code ); PostMessage( m_pParent->GetParent(), new KeyValues("Command", "command", "loadsave") ); }
int GetSaveGameListItemID() { return m_iSaveGameListItemID; }
private: vgui::PanelListPanel *m_pParent; vgui::Label *m_pChapterLabel; CTGAImagePanel *m_pSaveGameImage; ImagePanel *m_pAutoSaveImage; // things to change color when the selection changes
ImagePanel *m_pSaveGameScreenshotBackground; Label *m_pTypeLabel; Label *m_pElapsedTimeLabel; Label *m_pFileTimeLabel; Color m_TextColor, m_FillColor, m_SelectedColor;
int m_iSaveGameListItemID; };
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CBaseSaveGameDialog::CBaseSaveGameDialog( vgui::Panel *parent, const char *name ) : BaseClass( parent, name ) { CreateSavedGamesList(); ScanSavedGames();
new vgui::Button( this, "loadsave", "" ); SetControlEnabled( "loadsave", false ); }
//-----------------------------------------------------------------------------
// Purpose: Creates the load game display list
//-----------------------------------------------------------------------------
void CBaseSaveGameDialog::CreateSavedGamesList() { m_pGameList = new vgui::PanelListPanel( this, "listpanel_loadgame" ); m_pGameList->SetFirstColumnWidth( 0 ); }
//-----------------------------------------------------------------------------
// Purpose: returns the save file name of the selected item
//-----------------------------------------------------------------------------
int CBaseSaveGameDialog::GetSelectedItemSaveIndex() { CSaveGamePanel *panel = dynamic_cast<CSaveGamePanel *>(m_pGameList->GetSelectedPanel()); if ( panel ) { // find the panel in the list
for ( int i = 0; i < m_SaveGames.Count(); i++ ) { if ( i == panel->GetSaveGameListItemID() ) { return i; } } } return m_SaveGames.InvalidIndex(); }
//-----------------------------------------------------------------------------
// Purpose: builds save game list from directory
//-----------------------------------------------------------------------------
void CBaseSaveGameDialog::ScanSavedGames() { // populate list box with all saved games on record:
char szDirectory[_MAX_PATH]; Q_snprintf( szDirectory, sizeof( szDirectory ), "save/*.sav" );
// clear the current list
m_pGameList->DeleteAllItems(); m_SaveGames.RemoveAll(); // iterate the saved files
FileFindHandle_t handle; const char *pFileName = g_pFullFileSystem->FindFirst( szDirectory, &handle ); while (pFileName) { if ( StringHasPrefix( pFileName, "HLSave" ) ) { pFileName = g_pFullFileSystem->FindNext( handle ); continue; }
char szFileName[_MAX_PATH]; Q_snprintf(szFileName, sizeof( szFileName ), "save/%s", pFileName);
// Only load save games from the current mod's save dir
if( !g_pFullFileSystem->FileExists( szFileName, "MOD" ) ) { pFileName = g_pFullFileSystem->FindNext( handle ); continue; } SaveGameDescription_t save; if ( ParseSaveData( szFileName, pFileName, save ) ) { m_SaveGames.AddToTail( save ); } pFileName = g_pFullFileSystem->FindNext( handle ); } g_pFullFileSystem->FindClose( handle );
// notify derived classes that save games are being scanned (so they can insert their own)
OnScanningSaveGames();
// sort the save list
qsort( m_SaveGames.Base(), m_SaveGames.Count(), sizeof(SaveGameDescription_t), &SaveGameSortFunc );
// add to the list
for ( int saveIndex = 0; saveIndex < m_SaveGames.Count() && saveIndex < MAX_LISTED_SAVE_GAMES; saveIndex++ ) { // add the item to the panel
AddSaveGameItemToList( saveIndex ); }
// display a message if there are no save games
if ( !m_SaveGames.Count() ) { vgui::Label *pNoSavesLabel = SETUP_PANEL(new Label(m_pGameList, "NoSavesLabel", "#GameUI_NoSaveGamesToDisplay")); pNoSavesLabel->SetTextColorState(vgui::Label::CS_DULL); m_pGameList->AddItem( NULL, pNoSavesLabel ); }
SetControlEnabled( "loadsave", false ); SetControlEnabled( "delete", false ); }
//-----------------------------------------------------------------------------
// Purpose: Adds an item to the list
//-----------------------------------------------------------------------------
void CBaseSaveGameDialog::AddSaveGameItemToList( int saveIndex ) { // create the new panel and add to the list
CSaveGamePanel *saveGamePanel = new CSaveGamePanel( m_pGameList, "SaveGamePanel", saveIndex ); saveGamePanel->SetSaveGameInfo( m_SaveGames[saveIndex] ); m_pGameList->AddItem( NULL, saveGamePanel ); }
//-----------------------------------------------------------------------------
// Purpose: Parses the save game info out of the .sav file header
//-----------------------------------------------------------------------------
bool CBaseSaveGameDialog::ParseSaveData( char const *pszFileName, char const *pszShortName, SaveGameDescription_t &save ) { char szMapName[SAVEGAME_MAPNAME_LEN]; char szComment[SAVEGAME_COMMENT_LEN]; char szElapsedTime[SAVEGAME_ELAPSED_LEN];
if ( !pszFileName || !pszShortName ) return false;
Q_strncpy( save.szShortName, pszShortName, sizeof(save.szShortName) ); Q_strncpy( save.szFileName, pszFileName, sizeof(save.szFileName) );
FileHandle_t fh = g_pFullFileSystem->Open( pszFileName, "rb", "MOD" ); if (fh == FILESYSTEM_INVALID_HANDLE) return false;
int readok = SaveReadNameAndComment( fh, szMapName, szComment ); g_pFullFileSystem->Close(fh);
if ( !readok ) { return false; }
Q_strncpy( save.szMapName, szMapName, sizeof(save.szMapName) );
// Elapsed time is the last 6 characters in comment. (mmm:ss)
int i; i = strlen( szComment ); Q_strncpy( szElapsedTime, "??", sizeof( szElapsedTime ) ); if (i >= 6) { Q_strncpy( szElapsedTime, (char *)&szComment[i - 6], 7 ); szElapsedTime[6] = '\0';
// parse out
int minutes = atoi( szElapsedTime ); int seconds = atoi( szElapsedTime + 4);
// reformat
if ( minutes ) { Q_snprintf( szElapsedTime, sizeof(szElapsedTime), "%d %s %d seconds", minutes, minutes > 1 ? "minutes" : "minute", seconds ); } else { Q_snprintf( szElapsedTime, sizeof(szElapsedTime), "%d seconds", seconds ); }
// Chop elapsed out of comment.
int n;
n = i - 6; szComment[n] = '\0'; n--;
// Strip back the spaces at the end.
while ((n >= 1) && szComment[n] && szComment[n] == ' ') { szComment[n--] = '\0'; } }
// calculate the file name to print
const char *pszType = ""; if (strstr(pszFileName, "quick")) { pszType = "#GameUI_QuickSave"; } else if (strstr(pszFileName, "autosave")) { pszType = "#GameUI_AutoSave"; }
Q_strncpy( save.szType, pszType, sizeof(save.szType) ); Q_strncpy( save.szComment, szComment, sizeof(save.szComment) ); Q_strncpy( save.szElapsedTime, szElapsedTime, sizeof(save.szElapsedTime) );
// Now get file time stamp.
long fileTime = g_pFullFileSystem->GetFileTime(pszFileName); char szFileTime[32]; g_pFullFileSystem->FileTimeToString(szFileTime, sizeof(szFileTime), fileTime); char *newline = strstr(szFileTime, "\n"); if (newline) { *newline = 0; } Q_strncpy( save.szFileTime, szFileTime, sizeof(save.szFileTime) ); save.iTimestamp = fileTime; return true; }
//-----------------------------------------------------------------------------
// Purpose: timestamp sort function for savegames
//-----------------------------------------------------------------------------
int CBaseSaveGameDialog::SaveGameSortFunc( const void *lhs, const void *rhs ) { const SaveGameDescription_t *s1 = (const SaveGameDescription_t *)lhs; const SaveGameDescription_t *s2 = (const SaveGameDescription_t *)rhs;
if (s1->iTimestamp < s2->iTimestamp) return 1; else if (s1->iTimestamp > s2->iTimestamp) return -1;
// timestamps are equal, so just sort by filename
return strcmp(s1->szFileName, s2->szFileName); }
#define MAKEID(d,c,b,a) ( ((int)(a) << 24) | ((int)(b) << 16) | ((int)(c) << 8) | ((int)(d)) )
int SaveReadNameAndComment( FileHandle_t f, char *name, char *comment ) { int i, tag, size, tokenSize, tokenCount; char *pSaveData, *pFieldName, **pTokenList;
g_pFullFileSystem->Read( &tag, sizeof(int), f ); if ( tag != MAKEID('J','S','A','V') ) { return 0; } g_pFullFileSystem->Read( &tag, sizeof(int), f ); if ( tag != SAVEGAME_VERSION ) // Enforce version for now
{ return 0; }
name[0] = '\0'; comment[0] = '\0'; g_pFullFileSystem->Read( &size, sizeof(int), f ); g_pFullFileSystem->Read( &tokenCount, sizeof(int), f ); // These two ints are the token list
g_pFullFileSystem->Read( &tokenSize, sizeof(int), f ); size += tokenSize;
// Sanity Check.
if ( tokenCount < 0 || tokenCount > 1024*1024*32 ) { return 0; }
if ( tokenSize < 0 || tokenSize > 1024*1024*32 ) { return 0; }
pSaveData = (char *)new char[size]; g_pFullFileSystem->Read(pSaveData, size, f);
int nNumberOfFields;
char *pData; int nFieldSize; pData = pSaveData;
// Allocate a table for the strings, and parse the table
if ( tokenSize > 0 ) { pTokenList = new char *[tokenCount];
// Make sure the token strings pointed to by the pToken hashtable.
for( i=0; i<tokenCount; i++ ) { pTokenList[i] = *pData ? pData : NULL; // Point to each string in the pToken table
while( *pData++ ); // Find next token (after next null)
} } else pTokenList = NULL;
// short, short (size, index of field name)
nFieldSize = *(short *)pData; pData += sizeof(short); pFieldName = pTokenList[ *(short *)pData ];
if (stricmp(pFieldName, "GameHeader")) { delete[] pSaveData; return 0; };
// int (fieldcount)
pData += sizeof(short); nNumberOfFields = *(int*)pData; pData += nFieldSize;
// Each field is a short (size), short (index of name), binary string of "size" bytes (data)
for (i = 0; i < nNumberOfFields; i++) { // Data order is:
// Size
// szName
// Actual Data
nFieldSize = *(short *)pData; pData += sizeof(short);
pFieldName = pTokenList[ *(short *)pData ]; pData += sizeof(short);
if (!stricmp(pFieldName, "comment")) { Q_strncpy(comment, pData, nFieldSize); } else if (!stricmp(pFieldName, "mapName")) { Q_strncpy(name, pData, nFieldSize); };
// Move to Start of next field.
pData += nFieldSize; };
// Delete the string table we allocated
delete[] pTokenList; delete[] pSaveData; if (strlen(name) > 0 && strlen(comment) > 0) return 1; return 0; }
//-----------------------------------------------------------------------------
// Purpose: deletes an existing save game
//-----------------------------------------------------------------------------
void CBaseSaveGameDialog::DeleteSaveGame( const char *fileName ) { if ( !fileName || !fileName[0] ) return;
// delete the save game file
g_pFullFileSystem->RemoveFile( fileName, "MOD" );
// delete the associated tga
char tga[_MAX_PATH]; Q_strncpy( tga, fileName, sizeof(tga) ); char *ext = strstr( tga, ".sav" ); if ( ext ) { strcpy( ext, ".tga" ); } g_pFullFileSystem->RemoveFile( tga, "MOD" ); }
//-----------------------------------------------------------------------------
// Purpose: One item has been selected
//-----------------------------------------------------------------------------
void CBaseSaveGameDialog::OnPanelSelected() { SetControlEnabled( "loadsave", true ); SetControlEnabled( "delete", true ); }
|