|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "savegamedialog.h"
#include "engineinterface.h"
#include "gameui_interface.h"
#include "vgui/ISystem.h"
#include "vgui/ISurface.h"
#include "vgui/IVGui.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/ListPanel.h"
#include "vgui_controls/QueryBox.h"
#include "keyvalues.h"
#include "filesystem.h"
#include <stdio.h>
#include <stdlib.h>
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define NEW_SAVE_GAME_TIMESTAMP 0xFFFFFFFF
//-----------------------------------------------------------------------------
// Purpose:Constructor
//-----------------------------------------------------------------------------
CSaveGameDialog::CSaveGameDialog(vgui::Panel *parent) : BaseClass(parent, "SaveGameDialog") { SetDeleteSelfOnClose(true); SetBounds(0, 0, 512, 384); SetSizeable( true );
SetTitle("#GameUI_SaveGame", true);
vgui::Button *cancel = new vgui::Button( this, "Cancel", "#GameUI_Cancel" ); cancel->SetCommand( "Close" );
LoadControlSettings("Resource\\SaveGameDialog.res"); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSaveGameDialog::~CSaveGameDialog() { }
//-----------------------------------------------------------------------------
// Purpose: Saves game
//-----------------------------------------------------------------------------
void CSaveGameDialog::OnCommand( const char *command ) { if ( !stricmp( command, "loadsave" ) ) { int saveIndex = GetSelectedItemSaveIndex(); if ( m_SaveGames.IsValidIndex(saveIndex) ) { // see if we're overwriting
if ( m_SaveGames[saveIndex].iTimestamp == NEW_SAVE_GAME_TIMESTAMP ) { // new save game, proceed
OnCommand( "SaveOverwriteConfirmed" ); } else { // open confirmation dialog
QueryBox *box = new QueryBox( "#GameUI_ConfirmOverwriteSaveGame_Title", "#GameUI_ConfirmOverwriteSaveGame_Info" ); box->AddActionSignalTarget(this); box->SetOKButtonText("#GameUI_ConfirmOverwriteSaveGame_OK"); box->SetOKCommand(new KeyValues("Command", "command", "SaveOverwriteConfirmed")); box->DoModal(); } } } else if ( !stricmp( command, "SaveOverwriteConfirmed" ) ) { int saveIndex = GetSelectedItemSaveIndex(); if ( m_SaveGames.IsValidIndex(saveIndex) ) { // delete any existing save
DeleteSaveGame( m_SaveGames[saveIndex].szFileName );
// save to a new name
char saveName[128]; FindSaveSlot( saveName, sizeof(saveName) ); if ( saveName && saveName[ 0 ] ) { // Load the game, return to top and switch to engine
char sz[ 256 ]; Q_snprintf(sz, sizeof( sz ), "save %s\n", saveName );
engine->ClientCmd_Unrestricted( sz );
// Close this dialog
Close();
// hide the UI
GameUI().HideGameUI(); } } } else { BaseClass::OnCommand( command ); } }
//-----------------------------------------------------------------------------
// Purpose: Opens the dialog and rebuilds the save list
//-----------------------------------------------------------------------------
void CSaveGameDialog::Activate() { BaseClass::Activate(); ScanSavedGames(); }
//-----------------------------------------------------------------------------
// Purpose: scans for save games
//-----------------------------------------------------------------------------
void CSaveGameDialog::OnScanningSaveGames() { // create dummy item for current saved game
SaveGameDescription_t save = { "NewSavedGame", "", "", "#GameUI_NewSaveGame", "", "", "Current", NEW_SAVE_GAME_TIMESTAMP }; m_SaveGames.AddToTail(save); }
//-----------------------------------------------------------------------------
// Purpose: generates a new save game name
//-----------------------------------------------------------------------------
void CSaveGameDialog::FindSaveSlot( char *buffer, int bufsize ) { buffer[0] = 0; char szFileName[512]; for (int i = 0; i < 1000; i++) { Q_snprintf(szFileName, sizeof( szFileName ), "save/Half-Life-%03i.sav", i );
FileHandle_t fp = g_pFullFileSystem->Open( szFileName, "rb" ); if (!fp) { // clean up name
Q_strncpy( buffer, szFileName + 5, bufsize ); char *ext = strstr( buffer, ".sav" ); if ( ext ) { *ext = 0; } return; } g_pFullFileSystem->Close(fp); }
Assert(!("Could not generate new save game file")); }
|