//========= 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 #include #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(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 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 ); }