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190 lines
6.0 KiB
190 lines
6.0 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SAVEGAMEBROWSERDIALOG_H
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#define SAVEGAMEBROWSERDIALOG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui/IScheme.h"
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#include "vgui/ILocalize.h"
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#include "vgui/ISurface.h"
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#include "vgui/ISystem.h"
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#include "vgui/IVGui.h"
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#include "vgui_controls/ImagePanel.h"
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#include "vgui_controls/footerpanel.h"
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#include "basepanel.h"
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class CSaveGameBrowserDialog;
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: selectable item with screenshot for an individual chapter in the dialog
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//-----------------------------------------------------------------------------
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class CGameSavePanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CGameSavePanel, vgui::EditablePanel );
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public:
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CGameSavePanel( CSaveGameBrowserDialog *parent, SaveGameDescription_t *pSaveDesc, bool bCommandPanel = false );
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~CGameSavePanel( void );
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virtual void ApplySchemeSettings( IScheme *pScheme );
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bool IsAutoSaveType( void ) { return ( Q_stristr( m_SaveInfo.szType, "autosave" ) != 0 ); }
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const SaveGameDescription_t *GetSaveInfo( void ) { return ( const SaveGameDescription_t * ) &m_SaveInfo; }
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void SetDescription( SaveGameDescription_t *pDesc );
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protected:
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SaveGameDescription_t m_SaveInfo; // Stored internally for easy access
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ImagePanel *m_pLevelPicBorder;
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ImagePanel *m_pLevelPic;
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ImagePanel *m_pCommentaryIcon;
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Label *m_pChapterTitle;
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Label *m_pTime;
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Label *m_pElapsedTime;
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Label *m_pType;
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Color m_TextColor;
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Color m_DisabledColor;
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Color m_SelectedColor;
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Color m_FillColor;
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bool m_bNewSavePanel;
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};
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// Slot indices in new game menu
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#define INVALID_INDEX -1
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#define SLOT_OFFLEFT 0
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#define SLOT_LEFT 1
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#define SLOT_CENTER 2
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#define SLOT_RIGHT 3
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#define SLOT_OFFRIGHT 4
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#define NUM_SLOTS 5
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//-----------------------------------------------------------------------------
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// Purpose: Handles starting a new game, skill and chapter selection
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//-----------------------------------------------------------------------------
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class CSaveGameBrowserDialog : public vgui::Frame
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{
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DECLARE_CLASS_SIMPLE( CSaveGameBrowserDialog, vgui::Frame );
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public:
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MESSAGE_FUNC( FinishScroll, "FinishScroll" );
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MESSAGE_FUNC( FinishDelete, "FinishDelete" );
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MESSAGE_FUNC( FinishInsert, "FinishInsert" );
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MESSAGE_FUNC( FinishOverwriteFadeDown, "FinishOverwriteFadeDown" );
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MESSAGE_FUNC( CloseAfterSave, "CloseAfterSave" );
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explicit CSaveGameBrowserDialog(vgui::Panel *parent );
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~CSaveGameBrowserDialog();
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virtual void OnKeyCodePressed( vgui::KeyCode code );
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virtual void Activate( void );
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virtual void ApplySettings( KeyValues *inResourceData );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void OnClose( void );
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virtual void PaintBackground();
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virtual void PerformSelectedAction( void );
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virtual void PerformDeletion( void );
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virtual void UpdateFooterOptions( void );
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virtual void SortSaveGames( SaveGameDescription_t *pSaves, unsigned int nNumSaves );
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virtual void OnDoneScanningSaveGames( void ) {}
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virtual void RefreshSaveGames( void );
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unsigned int GetNumPanels( void ) { return m_SavePanels.Count(); }
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bool HasActivePanels( void ) { return ( m_SavePanels.Count() != 0 ); }
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CGameSavePanel *GetActivePanel( void );
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int GetActivePanelIndex( void ) { return m_iSelectedSave; }
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CFooterPanel *GetFooterPanel( void ) { return m_pFooter; }
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const SaveGameDescription_t *GetPanelSaveDecription( int idx ) { return ( IsValidPanel(idx) ? m_SavePanels[idx]->GetSaveInfo() : NULL ); }
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const SaveGameDescription_t *GetActivePanelSaveDescription( void ) { return GetPanelSaveDecription( m_iSelectedSave ); }
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uint GetStorageSpaceUsed( void ) { return m_nUsedStorageSpace; }
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void SetSelectedSaveIndex( int index );
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void SetSelectedSave( const char *chapter );
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void AddPanel( CGameSavePanel *pPanel ) { m_SavePanels.AddToHead( pPanel ); }
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void RemoveActivePanel( void );
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void AnimateInsertNewPanel( const SaveGameDescription_t *pDesc );
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void AnimateOverwriteActivePanel( const SaveGameDescription_t *pNewDesc );
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void SetControlDisabled( bool bState ) { m_bControlDisabled = bState; }
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// Xbox: Defined values are also used to shift the slot indices
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enum EScrollDirection
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{
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SCROLL_RIGHT = -1,
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SCROLL_NONE = 0,
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SCROLL_LEFT = 1
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};
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EScrollDirection m_ScrollDirection;
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protected:
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bool m_bFilterAutosaves;
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bool ParseSaveData( char const *pszFileName, char const *pszShortName, SaveGameDescription_t *save );
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private:
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CUtlVector<CGameSavePanel *> m_SavePanels;
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int m_iSelectedSave;
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float m_ScrollSpeedSlow;
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float m_ScrollSpeedFast;
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int m_nDeletedPanel; // Panel being subtracted
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int m_nAddedPanel; // Panel being added
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SaveGameDescription_t m_NewSaveGameDesc; // Held for panel animations
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uint m_nUsedStorageSpace; // Amount of disk space used by save games
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vgui::Panel *m_pCenterBg;
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vgui::CFooterPanel *m_pFooter;
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// Xbox
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void ScrollSelectionPanels( EScrollDirection dir );
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void PreScroll( EScrollDirection dir );
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void PostScroll( EScrollDirection dir );
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void SetFastScroll( bool fast );
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void ContinueScrolling( void );
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void AnimateSelectionPanels( void );
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void ShiftPanelIndices( int offset );
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bool IsValidPanel( const int idx );
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void InitPanelIndexForDisplay( const int idx );
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void UpdateMenuComponents( EScrollDirection dir );
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void ScanSavedGames( bool bIgnoreAutosave );
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void LayoutPanels( void );
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// "No Save Games" label
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void ShowNoSaveGameUI( void );
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void HideNoSaveGameUI( void );
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void PerformSlideAction( int nPanelIndex, int nNextPanelIndex );
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void AnimateDialogStart( void );
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int m_nCenterBgTallDefault;
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int m_PanelXPos[ NUM_SLOTS ];
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int m_PanelYPos[ NUM_SLOTS ];
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float m_PanelAlpha[ NUM_SLOTS ];
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int m_PanelIndex[ NUM_SLOTS ];
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float m_ScrollSpeed;
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int m_ButtonPressed;
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int m_ScrollCt;
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bool m_bScrolling : 1;
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bool m_bSaveGameIsCorrupt : 1;
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bool m_bControlDisabled : 1;
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};
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#endif // SAVEGAMEBROWSERDIALOG_H
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