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301 lines
9.0 KiB
301 lines
9.0 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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#include "basepanel.h"
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#include "savegamedialog.h"
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#include "winlite.h" // FILETIME
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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/AnimationController.h"
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#include "vgui_controls/ImagePanel.h"
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#include "filesystem.h"
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#include "keyvalues.h"
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#include "modinfo.h"
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#include "engineinterface.h"
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#include "gameui_interface.h"
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#include "vstdlib/random.h"
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#include "basesavegamedialog.h"
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#include "savegamebrowserdialog.h"
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using namespace vgui;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include "vgui_controls/Frame.h"
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#include "utlvector.h"
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extern const char *COM_GetModDirectory();
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using namespace vgui;
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CSaveGameDialogXbox::CSaveGameDialogXbox( vgui::Panel *parent )
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: BaseClass( parent ),
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m_bGameSaving ( false ),
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m_bNewSaveAvailable( false )
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{
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m_bFilterAutosaves = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSaveGameDialogXbox::PerformSelectedAction( void )
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{
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BaseClass::PerformSelectedAction();
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// If there are no panels, don't allow this
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if ( GetNumPanels() == 0 )
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return;
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SetControlDisabled( true );
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// Decide if this is an overwrite or a new save game
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bool bNewSave = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
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if ( bNewSave )
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{
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OnCommand( "SaveGame" );
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}
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else
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{
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BasePanel()->ShowMessageDialog( MD_SAVE_OVERWRITE, this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bNewSaveSelected -
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//-----------------------------------------------------------------------------
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void CSaveGameDialogXbox::UpdateFooterOptions( void )
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{
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CFooterPanel *pFooter = GetFooterPanel();
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// Show available buttons
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pFooter->ClearButtons();
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bool bSavePanelsActive = ( GetNumPanels() != 0 );
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if ( bSavePanelsActive )
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{
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bool bNewSaveSelected = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
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if ( bNewSaveSelected )
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{
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pFooter->AddNewButtonLabel( "#GameUI_SaveGame_NewSave", "#GameUI_Icons_A_BUTTON" );
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}
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else
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{
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pFooter->AddNewButtonLabel( "#GameUI_SaveGame_Overwrite", "#GameUI_Icons_A_BUTTON" );
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}
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}
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// Always available
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pFooter->AddNewButtonLabel( "#GameUI_Close", "#GameUI_Icons_B_BUTTON" );
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pFooter->AddNewButtonLabel( "#GameUI_Console_StorageChange", "#GameUI_Icons_Y_BUTTON" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: perfrom the save on a separate thread
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//-----------------------------------------------------------------------------
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class CAsyncCtxSaveGame : public CBaseModPanel::CAsyncJobContext
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{
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public:
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explicit CAsyncCtxSaveGame( CSaveGameDialogXbox *pDlg );
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~CAsyncCtxSaveGame() {}
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public:
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virtual void ExecuteAsync();
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virtual void Completed();
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public:
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char m_szFilename[MAX_PATH];
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CSaveGameDialogXbox *m_pSaveGameDlg;
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};
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CAsyncCtxSaveGame::CAsyncCtxSaveGame( CSaveGameDialogXbox *pDlg ) :
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CBaseModPanel::CAsyncJobContext( 3.0f ), // Storage device info for at least 3 seconds
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m_pSaveGameDlg( pDlg )
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{
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NULL;
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}
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void CAsyncCtxSaveGame::ExecuteAsync()
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{
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// Sit and wait for the async save to finish
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for ( ; ; )
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{
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if ( !engine->IsSaveInProgress() )
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// Save operation is no longer in progress
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break;
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else
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ThreadSleep( 50 );
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}
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}
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void CAsyncCtxSaveGame::Completed()
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{
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m_pSaveGameDlg->SaveCompleted( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: kicks off the async save (called on the main thread)
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//-----------------------------------------------------------------------------
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void CSaveGameDialogXbox::InitiateSaving()
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{
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// Determine whether this is a new save or overwrite
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bool bNewSave = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
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// Allocate the async context for saving
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CAsyncCtxSaveGame *pAsyncCtx = new CAsyncCtxSaveGame( this );
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// If this is an overwrite then there was an overwrite warning displayed
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if ( !bNewSave )
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BasePanel()->CloseMessageDialog( DIALOG_STACK_IDX_WARNING );
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// Now display the saving warning
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BasePanel()->ShowMessageDialog( MD_SAVING_WARNING, this );
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// Kick off saving
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char *szFilename = pAsyncCtx->m_szFilename;
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const int maxFilenameLen = sizeof( pAsyncCtx->m_szFilename );
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char szCmd[MAX_PATH];
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// See if this is the "new save game" slot
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if ( bNewSave )
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{
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// dgoodenough - Stub out generation of a unique file name for now
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// PS3_BUILDFIX
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// FIXME - this will need a workover
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// @wge Same for OSX
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#if defined ( _PS3 ) || defined( _OSX ) || defined (LINUX)
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unsigned currentTime = 0;
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#else
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// Create a new save game (name is created from the current time, which should be pretty unique)
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FILETIME currentFileTime;
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GetSystemTimeAsFileTime( ¤tFileTime );
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unsigned currentTime = currentFileTime.dwLowDateTime;
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#endif
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Q_snprintf( szFilename, maxFilenameLen, "%s_%u", COM_GetModDirectory(), currentTime );
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Q_snprintf( szCmd, sizeof( szCmd ), "xsave %s", szFilename );
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engine->ExecuteClientCmd( szCmd );
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Q_strncat( szFilename, ".360.sav", maxFilenameLen );
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}
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else
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{
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const SaveGameDescription_t *pDesc = GetActivePanelSaveDescription();
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Q_strncpy( szFilename, pDesc->szShortName, maxFilenameLen );
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Q_snprintf( szCmd, sizeof( szCmd ), "xsave %s", szFilename );
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engine->ExecuteClientCmd( szCmd );
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}
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// Enqueue waiting
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BasePanel()->ExecuteAsync( pAsyncCtx );
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}
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//-----------------------------------------------------------------------------
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// Purpose: handles the end of async save (called on the main thread)
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//-----------------------------------------------------------------------------
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void CSaveGameDialogXbox::SaveCompleted( CAsyncCtxSaveGame *pCtx )
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{
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char const *szFilename = pCtx->m_szFilename;
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// We should now be saved so get the new desciption back from the file
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char szDirectory[MAX_PATH];
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Q_snprintf( szDirectory, sizeof( szDirectory ), "%s:/%s", COM_GetModDirectory(), szFilename );
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ParseSaveData( szDirectory, szFilename, &m_NewSaveDesc );
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// Close the progress dialog
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BasePanel()->CloseMessageDialog( DIALOG_STACK_IDX_WARNING );
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bool bNewSave = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
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if ( bNewSave )
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{
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AnimateInsertNewPanel( &m_NewSaveDesc );
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}
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else
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{
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AnimateOverwriteActivePanel( &m_NewSaveDesc );
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}
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m_bGameSaving = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: handles button commands
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//-----------------------------------------------------------------------------
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void CSaveGameDialogXbox::OnCommand( const char *command )
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{
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if ( !Q_stricmp( command, "SaveGame" ) )
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{
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if ( m_bGameSaving )
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return;
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m_bGameSaving = true;
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SetControlDisabled( true );
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// Initiate the saving operation
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InitiateSaving();
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}
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else if ( !Q_stricmp( command, "SaveSuccess" ) )
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{
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vgui::surface()->PlaySound( "UI/buttonclick.wav" );
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GameUI().SetSavedThisMenuSession( true );
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}
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else if ( !Q_stricmp( command, "CloseAndSelectResume" ) )
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{
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BasePanel()->ArmFirstMenuItem();
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OnCommand( "Close" );
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}
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else if ( !Q_stricmp( command, "OverwriteGameCancelled" ) )
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{
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SetControlDisabled( false );
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}
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else if ( !Q_stricmp( command, "RefreshSaveGames" ) )
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{
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RefreshSaveGames();
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}
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else if ( !Q_stricmp( command, "ReleaseModalWindow" ) )
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{
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vgui::surface()->RestrictPaintToSinglePanel( NULL );
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}
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else if ( !m_bGameSaving )
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{
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BaseClass::OnCommand(command);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: On completion of scanning, prepend a utility slot on the stack
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//-----------------------------------------------------------------------------
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void CSaveGameDialogXbox::OnDoneScanningSaveGames( void )
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{
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ConVarRef save_history_count("save_history_count" );
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m_bNewSaveAvailable = false;
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// dgoodenough - limit this to _X360 for now.
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// PS3_BUILDFIX
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// FIXME - do we need something here on PS3?
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#ifdef _X360
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#pragma message( __FILE__ "(" __LINE__AS_STRING ") : warning custom: Slamming controller for xbox storage id to 0" )
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if ( XBX_GetStorageDeviceId( 0 ) == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId( 0 ) == XBX_STORAGE_DECLINED )
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return;
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// We only allow 10 save games minus the number of autosaves, autosavedangerous, and autosave0?'s at once
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if ( GetNumPanels() >= 10 - ( 2 + (unsigned)save_history_count.GetInt() ) )
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return;
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if ( GetStorageSpaceUsed() + XBX_SAVEGAME_BYTES > XBX_PERSISTENT_BYTES_NEEDED )
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return;
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m_bNewSaveAvailable = true;
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SaveGameDescription_t bogusDesc = { "#GameUI_SaveGame_NewSavedGame", "#GameUI_SaveGame_NewSave", "#GameUI_SaveGame_NewSave", "#GameUI_SaveGame_NewSave", "#GameUI_SaveGame_NewSave", "#GameUI_SaveGame_NewSave", "#GameUI_SaveGame_NewSave", 0, 0 };
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CGameSavePanel *newSavePanel = SETUP_PANEL( new CGameSavePanel( this, &bogusDesc, true ) );
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AddPanel( newSavePanel );
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#endif // _GAMECONSOLE
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}
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