Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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[ 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"));
}