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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "basepanel.h"
#include "savegamedialog.h"
#include "winlite.h" // FILETIME
#include "vgui/ILocalize.h"
#include "vgui/ISurface.h"
#include "vgui/ISystem.h"
#include "vgui/IVGui.h"
#include "vgui_controls/AnimationController.h"
#include "vgui_controls/ImagePanel.h"
#include "filesystem.h"
#include "keyvalues.h"
#include "modinfo.h"
#include "engineinterface.h"
#include "gameui_interface.h"
#include "vstdlib/random.h"
#include "savegamebrowserdialog.h"
extern const char *COM_GetModDirectory( void );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CGameSavePanel::CGameSavePanel( CSaveGameBrowserDialog *parent, SaveGameDescription_t *pSaveDesc, bool bCommandPanel ) : BaseClass( parent, "SaveGamePanel" ) { // Store our save description internally for reference later by our parent
m_SaveInfo = (*pSaveDesc); m_bNewSavePanel = bCommandPanel;
// Setup our main graphical elements
m_pLevelPicBorder = SETUP_PANEL( new ImagePanel( this, "LevelPicBorder" ) ); m_pLevelPic = SETUP_PANEL( new ImagePanel( this, "LevelPic" ) );
// Setup our various labels
m_pChapterTitle = new Label( this, "ChapterLabel", m_SaveInfo.szComment ); m_pTime = new Label( this, "TimeLabel", m_SaveInfo.szFileTime ); m_pElapsedTime = new Label( this, "ElapsedLabel", m_SaveInfo.szElapsedTime ); m_pType = new Label( this, "TypeLabel", m_SaveInfo.szType );
// Make sure we have a chapter description
char *pchChapterName = Q_stristr( m_SaveInfo.szComment, "chapter" ); if ( pchChapterName ) { char szChapterImage[ 256 ]; Q_snprintf( szChapterImage, sizeof(szChapterImage), "chapters/%s", Q_strlower( pchChapterName ) ); char *ext = Q_strrchr( szChapterImage, '_' ); if ( ext ) { *ext = '\0'; } m_pLevelPic->SetImage( szChapterImage ); } else { m_pLevelPic->SetImage( "ui_logo" ); }
// Setup our basic settings
KeyValues *pKeys = NULL; if ( GameUI().IsConsoleUI() ) { pKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "SaveGamePanel.res" ); } LoadControlSettings( "Resource/SaveGamePanel.res", NULL, pKeys );
int px, py; m_pLevelPicBorder->GetPos( px, py ); SetSize( m_pLevelPicBorder->GetWide(), py + m_pLevelPicBorder->GetTall() + ( m_pType->GetTall() + 16 ) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CGameSavePanel::~CGameSavePanel( void ) { if ( m_pLevelPicBorder ) delete m_pLevelPicBorder;
if ( m_pLevelPic ) delete m_pLevelPic;
if ( m_pChapterTitle ) delete m_pChapterTitle;
if ( m_pTime ) delete m_pTime;
if ( m_pElapsedTime ) delete m_pElapsedTime;
if ( m_pType ) delete m_pType; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameSavePanel::ApplySchemeSettings( IScheme *pScheme ) { m_TextColor = pScheme->GetColor( "NewGame.TextColor", Color(255, 255, 255, 255) ); m_FillColor = pScheme->GetColor( "NewGame.FillColor", Color(255, 255, 255, 255) ); m_DisabledColor = pScheme->GetColor( "NewGame.DisabledColor", Color(255, 255, 255, 4) ); m_SelectedColor = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) );
// Turn various labels off if we're the "stubbed" panel
if ( m_bNewSavePanel ) { m_pTime->SetVisible( false ); m_pElapsedTime->SetVisible( false ); m_pType->SetVisible( false ); }
// Setup our initial state
m_pChapterTitle->SetFgColor( m_TextColor ); m_pTime->SetFgColor( m_TextColor ); m_pElapsedTime->SetFgColor( m_TextColor );
m_pLevelPic->SetFillColor( Color( 0, 0, 0, 255 ) ); m_pLevelPicBorder->SetFillColor( Color( 0, 0, 0, 255 ) );
if ( m_bNewSavePanel ) { float flScaleAmount = m_pLevelPic->GetScaleAmount(); if ( flScaleAmount <= 0.0f ) flScaleAmount = 1.0f;
// TBD: Draw the game logo here!
int picWide = 64.0f * flScaleAmount; int picTall = 64.0f * flScaleAmount; int borderWide = m_pLevelPicBorder->GetWide(); int borderTall = m_pLevelPicBorder->GetTall(); int borderX, borderY; m_pLevelPicBorder->GetPos( borderX, borderY ); m_pLevelPic->SetPos( borderX + ( ( borderWide - picWide ) / 2 ), borderY + ( ( borderTall - picTall ) / 2 ) ); m_pLevelPic->SetFillColor( Color( 0, 0, 0, 0 ) ); }
BaseClass::ApplySchemeSettings( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose: Overwrite the level description
// Input : *pDesc - Description to use
//-----------------------------------------------------------------------------
void CGameSavePanel::SetDescription( SaveGameDescription_t *pDesc ) { // Store our save description internally for reference later by our parent
m_SaveInfo = (*pDesc);
// Setup our main graphical elements
m_pChapterTitle->SetText( m_SaveInfo.szComment ); m_pTime->SetText( m_SaveInfo.szFileTime ); m_pElapsedTime->SetText( m_SaveInfo.szElapsedTime ); m_pType->SetText( m_SaveInfo.szType );
// Make sure we have a chapter description
char *pchChapterName = Q_stristr( m_SaveInfo.szComment, "chapter" ); if ( pchChapterName ) { char szChapterImage[ 256 ]; Q_snprintf( szChapterImage, sizeof(szChapterImage), "chapters/%s", Q_strlower( pchChapterName ) ); char *ext = Q_strrchr( szChapterImage, '_' ); if ( ext ) { *ext = '\0'; } m_pLevelPic->SetImage( szChapterImage ); } }
//
//
//
//
//
//-----------------------------------------------------------------------------
// Purpose: new game chapter selection
//-----------------------------------------------------------------------------
CSaveGameBrowserDialog::CSaveGameBrowserDialog( vgui::Panel *parent ) : BaseClass( parent, "SaveGameDialog" ), m_bFilterAutosaves( false ), m_iSelectedSave( -1 ), m_bScrolling( false ), m_ScrollCt( 0 ), m_ScrollSpeed( 0.0f ), m_ButtonPressed( SCROLL_NONE ), m_ScrollDirection( SCROLL_NONE ), m_nDeletedPanel( INVALID_INDEX ), m_nAddedPanel( INVALID_INDEX ), m_nUsedStorageSpace( 0 ), m_bControlDisabled( false ) { // Setup basic attributes
SetDeleteSelfOnClose( true ); SetSizeable( false );
// Create the backer that highlights the currently selected save
m_pCenterBg = SETUP_PANEL( new Panel( this, "CenterBG" ) ); m_pCenterBg->SetPaintBackgroundType( 2 ); m_pCenterBg->SetVisible( true );
// Create our button footer
m_pFooter = new vgui::CFooterPanel( parent, "SaveGameFooter" );
// Load our res files from the keyvalue we're holding
KeyValues *pKeys = NULL; if ( GameUI().IsConsoleUI() ) { pKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "SaveGameDialog.res" ); } LoadControlSettings( "Resource/SaveGameDialog.res", NULL, pKeys ); }
//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CSaveGameBrowserDialog::~CSaveGameBrowserDialog( void ) { // Release all elements
m_SavePanels.PurgeAndDeleteElements(); // Kill the footer
if ( m_pFooter ) { delete m_pFooter; m_pFooter = NULL; }
if ( m_pCenterBg ) { delete m_pCenterBg; m_pCenterBg = NULL; } }
//-----------------------------------------------------------------------------
// Purpose: Show the "No save games to display" indication label and hide all browsing UI
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ShowNoSaveGameUI( void ) { // Show the "no save games" text
vgui::Label *pNoSavesLabel = dynamic_cast<vgui::Label *>(FindChildByName( "NoSavesLabel" )); if ( pNoSavesLabel ) { if ( m_bSaveGameIsCorrupt ) { pNoSavesLabel->SetText("#GameUI_SaveGame_CorruptFile"); } else { pNoSavesLabel->SetText("#GameUI_NoSaveGamesToDisplay"); } pNoSavesLabel->SetVisible( true ); }
if ( m_pCenterBg ) m_pCenterBg->SetVisible( false );
vgui::Panel *pLeftArrow = FindChildByName( "LeftArrow" ); if ( pLeftArrow ) pLeftArrow->SetVisible( false );
vgui::Panel *pRightArrow = FindChildByName( "RightArrow" ); if ( pRightArrow ) pRightArrow->SetVisible( false ); }
//-----------------------------------------------------------------------------
// Purpose: Hide all "No save games" UI
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::HideNoSaveGameUI( void ) { // Show the "no save games" text
vgui::Panel *pNoSavesLabel = FindChildByName( "NoSavesLabel" ); if ( pNoSavesLabel ) pNoSavesLabel->SetVisible( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::LayoutPanels( void ) { // Setup our panels depending on the mode we're in
if ( HasActivePanels() ) { // Hide any indicators about no save games
HideNoSaveGameUI();
// Layout panel positions relative to the dialog center.
int panelWidth = m_SavePanels[0]->GetWide() + 16; int dialogWidth = GetWide(); m_PanelXPos[2] = ( dialogWidth - panelWidth ) / 2 + 8; m_PanelXPos[1] = m_PanelXPos[2] - panelWidth; m_PanelXPos[0] = m_PanelXPos[1]; m_PanelXPos[3] = m_PanelXPos[2] + panelWidth; m_PanelXPos[4] = m_PanelXPos[3];
m_PanelAlpha[0] = 0; m_PanelAlpha[1] = 64; m_PanelAlpha[2] = 255; m_PanelAlpha[3] = 64; m_PanelAlpha[4] = 0;
int panelHeight; m_SavePanels[0]->GetSize( panelWidth, panelHeight ); m_pCenterBg->SetVisible( true ); m_pCenterBg->SetWide( panelWidth + 16 ); m_pCenterBg->SetPos( m_PanelXPos[2] - 8, m_PanelYPos[2] - (panelHeight - m_nCenterBgTallDefault) + 8 ); m_pCenterBg->SetBgColor( Color( 190, 115, 0, 255 ) ); } else { // Hide anything to do with browsing the saves
ShowNoSaveGameUI();
} // Do internal cleanup to make sure we present a correct state to the user
UpdateMenuComponents( SCROLL_NONE ); UpdateFooterOptions(); }
//-----------------------------------------------------------------------------
// Purpose: Do a fancy slide-out when we're first displayed
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateDialogStart( void ) { const float flAnimInTime = 0.5f; const float flOffset = 0.1f;
for ( int i = 0; i < NUM_SLOTS; i++ ) { if ( m_PanelIndex[i] == INVALID_INDEX ) continue;
// Start us at the "opening" position
CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[i] ]; if ( panel ) { panel->SetPos( m_PanelXPos[0], m_PanelYPos[0] ); panel->SetAlpha( m_PanelAlpha[0] ); panel->SetVisible( true ); panel->SetEnabled( true ); panel->SetZPos( NUM_SLOTS - i ); }
// Now make them slide out where they're going
GetAnimationController()->RunAnimationCommand( panel, "xpos", m_PanelXPos[i], 0, flAnimInTime + (flOffset*i), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); GetAnimationController()->RunAnimationCommand( panel, "ypos", m_PanelYPos[i], 0, flAnimInTime + (flOffset*i), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
// Panel alpha
GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[i], 0, flAnimInTime + (flOffset*i), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); }
// Move and fade the back label
m_pCenterBg->SetAlpha( 0 ); int nX, nY; m_pCenterBg->GetPos( nX, nY ); m_pCenterBg->SetPos( nX-m_pCenterBg->GetWide(), nY ); GetAnimationController()->RunAnimationCommand( m_pCenterBg, "xpos", nX, 0, flAnimInTime + (flOffset*2), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, (flAnimInTime+ (flOffset*2))*2.0f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
CGameSavePanel *selectedPanel = GetActivePanel(); if ( selectedPanel && selectedPanel->IsAutoSaveType() ) { m_pCenterBg->SetTall( m_nCenterBgTallDefault + 20 ); } else { m_pCenterBg->SetTall( m_nCenterBgTallDefault ); } }
//-----------------------------------------------------------------------------
// Purpose: Do our initial layout
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::Activate( void ) { // Start scanning for saved games
ScanSavedGames( m_bFilterAutosaves ); // Finish our layout depending on what the result of the scan was
LayoutPanels();
// Animate the opening animation
AnimateDialogStart();
BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose: Apply special properties of the menu
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ApplySettings( KeyValues *inResourceData ) { BaseClass::ApplySettings( inResourceData );
int ypos = inResourceData->GetInt( "chapterypos", 20 ); for ( int i = 0; i < NUM_SLOTS; ++i ) { m_PanelYPos[i] = ypos; }
m_nCenterBgTallDefault = inResourceData->GetInt( "centerbgtall", 0 ); m_pCenterBg->SetTall( m_nCenterBgTallDefault );
m_ScrollSpeedSlow = inResourceData->GetFloat( "scrollslow", 0.0f ); m_ScrollSpeedFast = inResourceData->GetFloat( "scrollfast", 0.0f ); SetFastScroll( false ); }
//-----------------------------------------------------------------------------
// Purpose: Apply scheme settings
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
UpdateMenuComponents( SCROLL_NONE ); }
//-----------------------------------------------------------------------------
// Purpose: sets the correct properties for visible components
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::UpdateMenuComponents( EScrollDirection dir ) { // This is called prior to any scrolling, so we need to look ahead to the post-scroll state
int centerIdx = SLOT_CENTER;
// Scroll given our direction of travel
if ( dir == SCROLL_LEFT ) { ++centerIdx; } else if ( dir == SCROLL_RIGHT ) { --centerIdx; } int leftIdx = centerIdx - 1; int rightIdx = centerIdx + 1;
// Update the state of the side arrows depending on whether or not we can scroll that direction
vgui::Panel *leftArrow = this->FindChildByName( "LeftArrow" ); vgui::Panel *rightArrow = this->FindChildByName( "RightArrow" ); if ( leftArrow ) { leftArrow->SetVisible( true ); if ( m_PanelIndex[leftIdx] != INVALID_INDEX ) { leftArrow->SetFgColor( Color( 255, 255, 255, 255 ) ); } else { leftArrow->SetFgColor( Color( 128, 128, 128, 64 ) ); } } if ( rightArrow ) { rightArrow->SetVisible( true ); if ( m_PanelIndex[rightIdx] != INVALID_INDEX ) { rightArrow->SetFgColor( Color( 255, 255, 255, 255 ) ); } else { rightArrow->SetFgColor( Color( 128, 128, 128, 64 ) ); } } }
//-----------------------------------------------------------------------------
// Purpose: sets a chapter as selected
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::SetSelectedSaveIndex( int index ) { m_iSelectedSave = index;
// If we have no panels, there's nothing to update
if ( HasActivePanels() == false ) return;
// Setup panels to the left of the selected panel
int currIdx = index; for ( int i = SLOT_CENTER; i >= 0 && currIdx >= 0; --i ) { m_PanelIndex[i] = currIdx; --currIdx; InitPanelIndexForDisplay( i ); }
// Setup panels to the right of the selected panel
currIdx = index + 1; for ( int i = SLOT_CENTER + 1; i < NUM_SLOTS && currIdx < m_SavePanels.Count(); ++i ) { m_PanelIndex[i] = currIdx; ++currIdx; InitPanelIndexForDisplay( i ); }
UpdateMenuComponents( SCROLL_NONE ); }
//-----------------------------------------------------------------------------
// Purpose: Remove the currently selected animation from the list with proper animations
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::RemoveActivePanel( void ) { // Kill the current panel
m_nDeletedPanel = m_PanelIndex[SLOT_CENTER];
// Start our current panel fading
CGameSavePanel *pPanel = m_SavePanels[ m_nDeletedPanel ]; GetAnimationController()->RunAnimationCommand( pPanel, "alpha", 0, 0, m_ScrollSpeedFast, vgui::AnimationController::INTERPOLATOR_ACCEL ); GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, m_ScrollSpeedFast, vgui::AnimationController::INTERPOLATOR_ACCEL ); PostMessage( this, new KeyValues( "FinishDelete" ), m_ScrollSpeed ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::CloseAfterSave( void ) { OnCommand( "CloseAndSelectResume" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishInsert( void ) { CGameSavePanel *panel = m_SavePanels[ m_nAddedPanel ];
const float flScrollSpeed = 0.75f;
// Run the actual movement
GetAnimationController()->RunAnimationCommand( panel, "xpos", m_PanelXPos[SLOT_RIGHT], 0, flScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); GetAnimationController()->RunAnimationCommand( panel, "ypos", m_PanelYPos[SLOT_RIGHT], 0, flScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
// Panel alpha
GetAnimationController()->RunAnimationCommand( panel, "alpha", 255, 0, flScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); PostMessage( this, new KeyValues( "CloseAfterSave" ), flScrollSpeed*2.0f ); }
//-----------------------------------------------------------------------------
// Purpose: Insert a new panel at the desired location
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateInsertNewPanel( const SaveGameDescription_t *pDesc ) { // This is the panel that's going to move
CGameSavePanel *pNewPanel = SETUP_PANEL( new CGameSavePanel( this, (SaveGameDescription_t *) pDesc ) ); pNewPanel->SetVisible( false ); // Tack this onto the list
m_nAddedPanel = m_SavePanels.InsertAfter( 0, pNewPanel );
// Set it up but turn it off immediately
pNewPanel->SetPos( m_PanelXPos[SLOT_CENTER], m_PanelYPos[SLOT_CENTER] ); pNewPanel->SetVisible( true ); pNewPanel->SetEnabled( true ); pNewPanel->SetZPos( 0 ); pNewPanel->SetAlpha( 0.0f );
// Increment our indices to reflect the change
for ( int i = 0; i < NUM_SLOTS; i++ ) { if ( m_PanelIndex[i] == INVALID_INDEX ) continue;
if ( m_PanelIndex[i] > 0 ) { m_PanelIndex[i]++; } }
// Fade the right panel away
if ( IsValidPanel( m_PanelIndex[ SLOT_RIGHT ] ) ) { CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[ SLOT_RIGHT ] ];
// Run the actual movement
GetAnimationController()->RunAnimationCommand( panel, "xpos", m_PanelXPos[SLOT_OFFRIGHT], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); GetAnimationController()->RunAnimationCommand( panel, "ypos", m_PanelYPos[SLOT_OFFRIGHT], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
// Panel alpha
GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[SLOT_OFFRIGHT], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
PostMessage( this, new KeyValues( "FinishInsert" ), m_ScrollSpeed ); } else { PostMessage( this, new KeyValues( "FinishInsert" ), 0.1f ); } }
//-----------------------------------------------------------------------------
// Purpose: Pop in the new description
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishOverwriteFadeDown( void ) { const float flFadeInTime = 0.25f;
// Fade the right panel away
CGameSavePanel *pActivePanel = GetActivePanel(); if ( pActivePanel ) { pActivePanel->SetDescription( &m_NewSaveGameDesc );
// Panel alpha
GetAnimationController()->RunAnimationCommand( pActivePanel, "alpha", m_PanelAlpha[SLOT_CENTER], 0, flFadeInTime, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); }
GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, flFadeInTime, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); PostMessage( this, new KeyValues( "CloseAfterSave" ), flFadeInTime + 0.1f ); }
//-----------------------------------------------------------------------------
// Purpose: Animate an overwrite event by fading out the old panel and bringing it back with a new description
// Input : *pNewDesc - The new description to display
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateOverwriteActivePanel( const SaveGameDescription_t *pNewDesc ) { // Save a copy of this description
m_NewSaveGameDesc = (*pNewDesc);
// Fade the right panel away
CGameSavePanel *pActivePanel = GetActivePanel(); if ( pActivePanel ) { // Panel alpha
GetAnimationController()->RunAnimationCommand( pActivePanel, "alpha", 0, 0, 0.5f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); }
GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, 0.5f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); PostMessage( this, new KeyValues( "FinishOverwriteFadeDown" ), 0.75f ); }
//-----------------------------------------------------------------------------
// Purpose: Called before a panel scroll starts.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PreScroll( EScrollDirection dir ) { int hideIdx = INVALID_INDEX; if ( m_nDeletedPanel != INVALID_INDEX ) { hideIdx = m_nDeletedPanel; } else if ( dir == SCROLL_LEFT ) { hideIdx = m_PanelIndex[SLOT_LEFT]; } else if ( dir == SCROLL_RIGHT ) { hideIdx = m_PanelIndex[SLOT_RIGHT]; } if ( hideIdx != INVALID_INDEX ) { // Push back the panel that's about to be hidden
// so the next panel scrolls over the top of it.
m_SavePanels[hideIdx]->SetZPos( 0 ); } }
//-----------------------------------------------------------------------------
// Purpose: Called after a panel scroll finishes.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PostScroll( EScrollDirection dir ) { // FIXME: Nothing to do here...
}
//-----------------------------------------------------------------------------
// Purpose: Initiates a panel scroll and starts the animation.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ScrollSelectionPanels( EScrollDirection dir ) { // Only initiate a scroll if panels aren't currently scrolling
if ( !m_bScrolling ) { // Handle any pre-scroll setup
PreScroll( dir );
if ( dir == SCROLL_LEFT) { m_ScrollCt += SCROLL_LEFT; } else if ( dir == SCROLL_RIGHT && m_PanelIndex[SLOT_CENTER] != 0 ) { m_ScrollCt += SCROLL_RIGHT; }
m_bScrolling = true; AnimateSelectionPanels();
// Update the arrow colors, help text, and buttons. Doing it here looks better than having
// the components change after the entire scroll animation has finished.
UpdateMenuComponents( m_ScrollDirection ); } }
//-----------------------------------------------------------------------------
// Purpose: Do all slide animation work here
// Input : nPanelIndex - Panel we're currently operating on
// nNextPanelIndex - Panel we're going to be moving over
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PerformSlideAction( int nPanelIndex, int nNextPanelIndex ) { CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[ nPanelIndex ] ];
// Run the actual movement
GetAnimationController()->RunAnimationCommand( panel, "xpos", m_PanelXPos[nNextPanelIndex], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); GetAnimationController()->RunAnimationCommand( panel, "ypos", m_PanelYPos[nNextPanelIndex], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
// Panel alpha
GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[nNextPanelIndex], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); }
//-----------------------------------------------------------------------------
// Purpose: Initiates the scripted scroll and fade effects of all five slotted panels
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateSelectionPanels( void ) { int idxOffset = 0; int startIdx = SLOT_LEFT; int endIdx = SLOT_RIGHT;
// Don't scroll outside the bounds of the panel list
if ( m_ScrollCt >= SCROLL_LEFT && m_PanelIndex[SLOT_CENTER] < m_SavePanels.Count() - 1 ) { if ( m_nDeletedPanel != INVALID_INDEX ) { startIdx = SLOT_RIGHT; }
idxOffset = -1; endIdx = SLOT_OFFRIGHT; m_ScrollDirection = SCROLL_LEFT; } else if ( m_ScrollCt <= SCROLL_RIGHT && m_PanelIndex[SLOT_CENTER] > 0 ) { idxOffset = 1; startIdx = SLOT_OFFLEFT; m_ScrollDirection = SCROLL_RIGHT; }
if ( 0 == idxOffset ) { // Kill the scroll, it's outside the bounds
m_ScrollCt = 0; m_bScrolling = false; m_ScrollDirection = SCROLL_NONE; vgui::surface()->PlaySound( "player/suit_denydevice.wav" ); return; }
// Should never happen
if ( startIdx > endIdx ) return;
for ( int i = startIdx; i <= endIdx; ++i ) { // Don't animate the special panel, just skip it
if ( m_PanelIndex[i] == m_nDeletedPanel ) continue;
int nNextIdx = i+idxOffset; if ( m_PanelIndex[i] != INVALID_INDEX ) { PerformSlideAction( i, nNextIdx ); } }
vgui::surface()->PlaySound( "UI/buttonclick.wav" );
// Animate the center background panel
GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, m_ScrollSpeed * 0.25f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
// Scrolling up through chapters, offset is negative
m_iSelectedSave -= idxOffset;
UpdateFooterOptions();
PostMessage( this, new KeyValues( "FinishScroll" ), m_ScrollSpeed ); }
//-----------------------------------------------------------------------------
// Purpose: After a scroll, each panel slot holds the index of a panel that has
// scrolled to an adjacent slot. This function updates each slot so
// it holds the index of the panel that is actually in that slot's position.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ShiftPanelIndices( int offset ) { // Shift all the elements over one slot, then calculate what the last slot's index should be.
int lastSlot = NUM_SLOTS - 1; // Handle the deletion case
if ( m_nDeletedPanel != INVALID_INDEX ) { // Scroll panels in from the right
Q_memmove( &m_PanelIndex[SLOT_CENTER], &m_PanelIndex[SLOT_RIGHT], 2* sizeof( m_PanelIndex[SLOT_CENTER] ) ); if ( m_PanelIndex[lastSlot] != INVALID_INDEX ) { int num = m_PanelIndex[ lastSlot ] + 1; if ( IsValidPanel( num ) ) { m_PanelIndex[lastSlot] = num; InitPanelIndexForDisplay( lastSlot ); } else { m_PanelIndex[lastSlot] = INVALID_INDEX; } } } else if ( offset > 0 ) { // Hide the panel that's dropping out of the slots
if ( IsValidPanel( m_PanelIndex[0] ) ) { m_SavePanels[ m_PanelIndex[0] ]->SetVisible( false ); }
// Scrolled panels to the right, so shift the indices one slot to the left
Q_memmove( &m_PanelIndex[0], &m_PanelIndex[1], lastSlot * sizeof( m_PanelIndex[0] ) ); if ( m_PanelIndex[lastSlot] != INVALID_INDEX ) { int num = m_PanelIndex[ lastSlot ] + 1; if ( IsValidPanel( num ) ) { m_PanelIndex[lastSlot] = num; InitPanelIndexForDisplay( lastSlot ); } else { m_PanelIndex[lastSlot] = INVALID_INDEX; } } } else { // Hide the panel that's dropping out of the slots
if ( IsValidPanel( m_PanelIndex[lastSlot] ) ) { m_SavePanels[ m_PanelIndex[lastSlot] ]->SetVisible( false ); }
// Scrolled panels to the left, so shift the indices one slot to the right
Q_memmove( &m_PanelIndex[1], &m_PanelIndex[0], lastSlot * sizeof( m_PanelIndex[0] ) ); if ( m_PanelIndex[0] != INVALID_INDEX ) { int num = m_PanelIndex[0] - 1; if ( IsValidPanel( num ) ) { m_PanelIndex[0] = num; InitPanelIndexForDisplay( 0 ); } else { m_PanelIndex[0] = INVALID_INDEX; } } } }
//-----------------------------------------------------------------------------
// Purpose: Validates an index into the selection panels vector
//-----------------------------------------------------------------------------
bool CSaveGameBrowserDialog::IsValidPanel( const int idx ) { if ( idx < 0 || idx >= m_SavePanels.Count() ) return false; return true; }
//-----------------------------------------------------------------------------
// Purpose: Sets up a panel's properties before it is displayed
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::InitPanelIndexForDisplay( const int idx ) { CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[idx] ]; if ( panel ) { panel->SetPos( m_PanelXPos[idx], m_PanelYPos[idx] ); panel->SetAlpha( m_PanelAlpha[idx] ); panel->SetVisible( true ); panel->SetEnabled( true ); if ( m_PanelAlpha[idx] ) { panel->SetZPos( NUM_SLOTS ); } } }
//-----------------------------------------------------------------------------
// Purpose: Sets which scroll speed should be used
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::SetFastScroll( bool fast ) { m_ScrollSpeed = fast ? m_ScrollSpeedFast : m_ScrollSpeedSlow; }
//-----------------------------------------------------------------------------
// Purpose: Checks if a button is being held down, and speeds up the scroll
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ContinueScrolling( void ) { if ( !GameUI().IsConsoleUI() ) { if ( m_PanelIndex[SLOT_CENTER-1] % 3 ) { ScrollSelectionPanels( m_ScrollDirection ); } return; }
if ( m_ButtonPressed == m_ScrollDirection ) { SetFastScroll( true ); ScrollSelectionPanels( m_ScrollDirection ); } else if ( m_ButtonPressed != SCROLL_NONE ) { // The other direction has been pressed - start a slow scroll
SetFastScroll( false ); ScrollSelectionPanels( (EScrollDirection)m_ButtonPressed ); } else { SetFastScroll( false ); } }
//-----------------------------------------------------------------------------
// Purpose: Fade animation has finished, now slide or be done
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishDelete( void ) { // Catch the case where all saves are now gone!
if ( m_SavePanels.Count() == 1 ) { m_nDeletedPanel = INVALID_INDEX; m_SavePanels.PurgeAndDeleteElements(); for ( int i = 0; i < NUM_SLOTS; i++ ) { m_PanelIndex[i] = INVALID_INDEX; } LayoutPanels(); return; }
EScrollDirection nDirection = ( IsValidPanel( m_nDeletedPanel + 1 ) ) ? SCROLL_LEFT : SCROLL_RIGHT; ScrollSelectionPanels( nDirection ); }
//-----------------------------------------------------------------------------
// Purpose: Called when a scroll distance of one slot has been completed
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishScroll( void ) { // Fade the center bg panel back in
GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, m_ScrollSpeed * 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR ); ShiftPanelIndices( m_ScrollDirection ); m_bScrolling = false; m_ScrollCt = 0;
// End of scroll step
PostScroll( m_ScrollDirection );
if ( m_nDeletedPanel != INVALID_INDEX ) { // Find where we're going next
int newSave = m_nDeletedPanel; if ( m_SavePanels.IsValidIndex( m_nDeletedPanel + 1 ) == false ) { newSave = m_nDeletedPanel - 1; }
// Remove it from our list
CGameSavePanel *pPanel = m_SavePanels[ m_nDeletedPanel ]; m_SavePanels.Remove( m_nDeletedPanel ); delete pPanel; // Decrement all the indices to reflect the change
for ( int i = 0; i < NUM_SLOTS; i++ ) { if ( m_PanelIndex[i] > m_nDeletedPanel ) m_PanelIndex[i]--; }
// Clear the spot and be done with it
SetSelectedSaveIndex( newSave ); m_nDeletedPanel = INVALID_INDEX; UpdateMenuComponents( SCROLL_NONE ); }
// Size the "autosave" blade if need-be
CGameSavePanel *selectedPanel = GetActivePanel(); if ( selectedPanel && selectedPanel->IsAutoSaveType() ) { m_pCenterBg->SetTall( m_nCenterBgTallDefault + 20 ); } else { m_pCenterBg->SetTall( m_nCenterBgTallDefault ); }
// Continue scrolling if necessary
ContinueScrolling(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::OnClose( void ) { SetControlDisabled( true );
BasePanel()->RunCloseAnimation( "CloseNewGameDialog_OpenMainMenu" );
BaseClass::OnClose(); }
//-----------------------------------------------------------------------------
// Purpose: Our save games have changed, so layout our panel again
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::RefreshSaveGames( void ) { // Close any pending messages
BasePanel()->CloseMessageDialog( DIALOG_STACK_IDX_WARNING );
// Don't leave us in a locked state
SetControlDisabled( false );
// Re-scan the saved games
ScanSavedGames( m_bFilterAutosaves ); // Re-layout the panels
LayoutPanels(); // Run our animation again
AnimateDialogStart(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PerformSelectedAction( void ) { // By default, do nothing
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PerformDeletion( void ) { // By default, do nothing
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::OnKeyCodePressed( vgui::KeyCode code ) { // If the console has UI up, then ignore it
if ( BasePanel()->IsWaitingForConsoleUI() ) return;
// Inhibit key activity during transitions
if ( GetAlpha() != 255 || m_bControlDisabled ) return;
switch( code ) { case KEY_XBUTTON_A: PerformSelectedAction(); break;
case KEY_XBUTTON_B: OnClose(); break;
case KEY_XBUTTON_X: PerformDeletion(); break;
case KEY_XBUTTON_Y: BasePanel()->OnChangeStorageDevice(); break;
// Move the selection up and down
case KEY_XSTICK1_LEFT: case KEY_XBUTTON_LEFT: ScrollSelectionPanels( SCROLL_RIGHT ); break;
case KEY_XSTICK1_RIGHT: case KEY_XBUTTON_RIGHT: ScrollSelectionPanels( SCROLL_LEFT ); break;
default: break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PaintBackground( void ) { int wide, tall; GetSize( wide, tall );
Color col = GetBgColor(); DrawBox( 0, 0, wide, tall, col, 1.0f );
int y = 32; // draw an inset
Color darkColor; darkColor.SetColor( 0.70f * (float)col.r(), 0.70f * (float)col.g(), 0.70f * (float)col.b(), col.a() ); vgui::surface()->DrawSetColor( darkColor ); vgui::surface()->DrawFilledRect( 8, y, wide - 8, tall - 8 ); }
//-----------------------------------------------------------------------------
// Purpose: Parses the save game info out of the .sav file header
//-----------------------------------------------------------------------------
bool CSaveGameBrowserDialog::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;
save->iSize = g_pFullFileSystem->Size( fh );
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); int hours = minutes / 60; minutes %= 60;
wchar_t wzHours[6]; wchar_t wzMins[4]; wchar_t wzSecs[4];
_snwprintf( wzHours, ARRAYSIZE(wzHours), L"%d", hours ); _snwprintf( wzMins, ARRAYSIZE(wzMins), L"%d", minutes ); _snwprintf( wzSecs, ARRAYSIZE(wzSecs), L"%d", seconds );
wchar_t buf[20];
// reformat
if ( hours ) { g_pVGuiLocalize->ConstructString( buf, sizeof( buf ), g_pVGuiLocalize->Find( "#GameUI_LoadDialog_Hr_Min" ), 2, wzHours, wzMins ); } else if ( minutes ) { g_pVGuiLocalize->ConstructString( buf, sizeof( buf ), g_pVGuiLocalize->Find( "#GameUI_LoadDialog_Min_Sec" ), 2, wzMins, wzSecs ); } else { g_pVGuiLocalize->ConstructString( buf, sizeof( buf ), g_pVGuiLocalize->Find( "#GameUI_LoadDialog_Sec" ), 1, wzSecs ); }
g_pVGuiLocalize->ConvertUnicodeToANSI( buf, szElapsedTime, sizeof(szElapsedTime) );
// Chop elapsed out of comment.
char *pChop = Q_stristr( szComment, " " ); if ( pChop != NULL ) { (*pChop) = '\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: Update our footer options depending on what we've selected
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::UpdateFooterOptions( void ) { // Do nothing
}
//-----------------------------------------------------------------------------
// Purpose: Sort our games by time
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::SortSaveGames( SaveGameDescription_t *pSaves, unsigned int nNumSaves ) { qsort( pSaves, nNumSaves, sizeof(SaveGameDescription_t), &CBaseSaveGameDialog::SaveGameSortFunc ); }
//-----------------------------------------------------------------------------
// Purpose: builds save game list from directory
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ScanSavedGames( bool bIgnoreAutosave ) { // Start with a clean slate
m_nUsedStorageSpace = 0; m_bSaveGameIsCorrupt = false;
// Clear all known panels I'm holding now
m_SavePanels.PurgeAndDeleteElements();
// Reset all indices
for ( int i = 0; i < NUM_SLOTS; ++i ) { m_PanelIndex[i] = INVALID_INDEX; }
// Clear our list
CUtlVector<SaveGameDescription_t> saveGames;
// Get the search path
char szDirectory[_MAX_PATH];
if ( IsGameConsole() ) Q_snprintf( szDirectory, sizeof( szDirectory ), "%s:/*", COM_GetModDirectory() ); else Q_snprintf( szDirectory, sizeof( szDirectory ), "save/*" );
Q_DefaultExtension( szDirectory, IsGameConsole() ? ".360.sav" : ".sav", sizeof( szDirectory ) ); Q_FixSlashes( szDirectory );
// 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];
if ( IsGameConsole() ) Q_snprintf(szFileName, sizeof( szFileName ), "%s:/%s", COM_GetModDirectory(), pFileName ); else Q_snprintf(szFileName, sizeof( szFileName ), "save/%s", pFileName);
Q_FixSlashes( szFileName );
// 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 ) ) { // Add on this file's size to the count
m_nUsedStorageSpace += save.iSize;
// Always ignore autosave dangerous (they're not considered safe until committed)
if ( Q_stristr( save.szShortName, "dangerous" ) ) { pFileName = g_pFullFileSystem->FindNext( handle ); continue; } // If we're ignoring autosaves, skip it here
if ( bIgnoreAutosave ) { if ( !Q_stricmp( save.szType, "#GameUI_Autosave" ) ) { pFileName = g_pFullFileSystem->FindNext( handle ); continue; } }
saveGames.AddToTail( save ); }
pFileName = g_pFullFileSystem->FindNext( handle ); }
g_pFullFileSystem->FindClose( handle );
// Sort the save list
SortSaveGames( saveGames.Base(), saveGames.Count() );
// Now add them in order
for ( int i = 0; i < saveGames.Count(); i++ ) { CGameSavePanel *savePanel = SETUP_PANEL( new CGameSavePanel( this, &saveGames[i] ) );
savePanel->SetVisible( false ); m_SavePanels.AddToTail( savePanel ); }
// Notify derived classes that save games are done being scanned
OnDoneScanningSaveGames(); // Always start with the first panel (as we're sorted in a specific order)
SetSelectedSaveIndex( 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Return the currently selected panel
//-----------------------------------------------------------------------------
CGameSavePanel *CSaveGameBrowserDialog::GetActivePanel( void ) { if ( IsValidPanel( m_iSelectedSave ) == false ) return NULL;
return m_SavePanels[ m_iSelectedSave ]; }
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