Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "LoadGameDialog.h"
#include "EngineInterface.h"
#include "vgui/ISystem.h"
#include "vgui/ISurface.h"
#include "vgui/IVGui.h"
#include "KeyValues.h"
#include "filesystem.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/PanelListPanel.h"
#include "vgui_controls/QueryBox.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:Constructor
//-----------------------------------------------------------------------------
CLoadGameDialog::CLoadGameDialog(vgui::Panel *parent) : BaseClass(parent, "LoadGameDialog")
{
SetDeleteSelfOnClose(true);
SetBounds(0, 0, 512, 384);
SetMinimumSize( 256, 300 );
SetSizeable( true );
SetTitle("#GameUI_LoadGame", true);
vgui::Button *cancel = new vgui::Button( this, "Cancel", "#GameUI_Cancel" );
cancel->SetCommand( "Close" );
LoadControlSettings("resource/LoadGameDialog.res");
SetControlEnabled( "delete", false );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CLoadGameDialog::~CLoadGameDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLoadGameDialog::OnCommand( const char *command )
{
if ( !stricmp( command, "loadsave" ) )
{
int saveIndex = GetSelectedItemSaveIndex();
if ( m_SaveGames.IsValidIndex(saveIndex) )
{
const char *shortName = m_SaveGames[saveIndex].szShortName;
if ( shortName && shortName[ 0 ] )
{
// Load the game, return to top and switch to engine
char sz[ 256 ];
Q_snprintf(sz, sizeof( sz ), "progress_enable\nload %s\n", shortName );
engine->ClientCmd_Unrestricted( sz );
// Close this dialog
OnClose();
}
}
}
else if ( !stricmp( command, "Delete" ) )
{
int saveIndex = GetSelectedItemSaveIndex();
if ( m_SaveGames.IsValidIndex(saveIndex) )
{
// confirm the deletion
QueryBox *box = new QueryBox( "#GameUI_ConfirmDeleteSaveGame_Title", "#GameUI_ConfirmDeleteSaveGame_Info" );
box->AddActionSignalTarget(this);
box->SetOKButtonText("#GameUI_ConfirmDeleteSaveGame_OK");
box->SetOKCommand(new KeyValues("Command", "command", "DeleteConfirmed"));
box->DoModal();
}
}
else if ( !stricmp( command, "DeleteConfirmed" ) )
{
int saveIndex = GetSelectedItemSaveIndex();
if ( m_SaveGames.IsValidIndex(saveIndex) )
{
DeleteSaveGame( m_SaveGames[saveIndex].szFileName );
// reset the list
ScanSavedGames();
m_pGameList->MoveScrollBarToTop();
}
}
else
{
BaseClass::OnCommand( command );
}
}