Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SAVEGAMEBROWSERDIALOG_H
#define SAVEGAMEBROWSERDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui/IScheme.h"
#include "vgui/ILocalize.h"
#include "vgui/ISurface.h"
#include "vgui/ISystem.h"
#include "vgui/IVGui.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/KeyRepeat.h"
#include "BasePanel.h"
class CSaveGameBrowserDialog;
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: selectable item with screenshot for an individual chapter in the dialog
//-----------------------------------------------------------------------------
class CGameSavePanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CGameSavePanel, vgui::EditablePanel );
public:
CGameSavePanel( CSaveGameBrowserDialog *parent, SaveGameDescription_t *pSaveDesc, bool bCommandPanel = false );
~CGameSavePanel( void );
virtual void ApplySchemeSettings( IScheme *pScheme );
bool IsAutoSaveType( void ) { return ( Q_stristr( m_SaveInfo.szType, "autosave" ) != 0 ); }
const SaveGameDescription_t *GetSaveInfo( void ) { return ( const SaveGameDescription_t * ) &m_SaveInfo; }
void SetDescription( SaveGameDescription_t *pDesc );
protected:
SaveGameDescription_t m_SaveInfo; // Stored internally for easy access
ImagePanel *m_pLevelPicBorder;
ImagePanel *m_pLevelPic;
ImagePanel *m_pCommentaryIcon;
Label *m_pChapterTitle;
Label *m_pTime;
Label *m_pElapsedTime;
Label *m_pType;
Color m_TextColor;
Color m_DisabledColor;
Color m_SelectedColor;
Color m_FillColor;
bool m_bNewSavePanel;
};
// Slot indices in new game menu
#define INVALID_INDEX -1
#define SLOT_OFFLEFT 0
#define SLOT_LEFT 1
#define SLOT_CENTER 2
#define SLOT_RIGHT 3
#define SLOT_OFFRIGHT 4
#define NUM_SLOTS 5
//-----------------------------------------------------------------------------
// Purpose: Handles starting a new game, skill and chapter selection
//-----------------------------------------------------------------------------
class CSaveGameBrowserDialog : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CSaveGameBrowserDialog, vgui::Frame );
public:
MESSAGE_FUNC( FinishScroll, "FinishScroll" );
MESSAGE_FUNC( FinishDelete, "FinishDelete" );
MESSAGE_FUNC( FinishInsert, "FinishInsert" );
MESSAGE_FUNC( FinishOverwriteFadeDown, "FinishOverwriteFadeDown" );
MESSAGE_FUNC( CloseAfterSave, "CloseAfterSave" );
CSaveGameBrowserDialog(vgui::Panel *parent );
~CSaveGameBrowserDialog();
virtual void OnKeyCodePressed( vgui::KeyCode code );
virtual void Activate( void );
virtual void ApplySettings( KeyValues *inResourceData );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnClose( void );
virtual void PaintBackground();
virtual void PerformSelectedAction( void );
virtual void PerformDeletion( void );
virtual void UpdateFooterOptions( void );
virtual void SortSaveGames( SaveGameDescription_t *pSaves, unsigned int nNumSaves );
virtual void OnThink( void );
virtual void OnKeyCodeReleased( vgui::KeyCode code );
virtual void OnDoneScanningSaveGames( void ) {}
virtual void RefreshSaveGames( void );
unsigned int GetNumPanels( void ) { return m_SavePanels.Count(); }
bool HasActivePanels( void ) { return ( m_SavePanels.Count() != 0 ); }
CGameSavePanel *GetActivePanel( void );
int GetActivePanelIndex( void ) { return m_iSelectedSave; }
CFooterPanel *GetFooterPanel( void ) { return m_pFooter; }
const SaveGameDescription_t *GetPanelSaveDecription( int idx ) { return ( IsValidPanel(idx) ? m_SavePanels[idx]->GetSaveInfo() : NULL ); }
const SaveGameDescription_t *GetActivePanelSaveDescription( void ) { return GetPanelSaveDecription( m_iSelectedSave ); }
uint GetStorageSpaceUsed( void ) { return m_nUsedStorageSpace; }
void SetSelectedSaveIndex( int index );
void SetSelectedSave( const char *chapter );
void AddPanel( CGameSavePanel *pPanel ) { m_SavePanels.AddToHead( pPanel ); }
void RemoveActivePanel( void );
void AnimateInsertNewPanel( const SaveGameDescription_t *pDesc );
void AnimateOverwriteActivePanel( const SaveGameDescription_t *pNewDesc );
void SetControlDisabled( bool bState ) { m_bControlDisabled = bState; }
// Xbox: Defined values are also used to shift the slot indices
enum EScrollDirection
{
SCROLL_RIGHT = -1,
SCROLL_NONE = 0,
SCROLL_LEFT = 1
};
EScrollDirection m_ScrollDirection;
protected:
bool m_bFilterAutosaves;
CKeyRepeatHandler m_KeyRepeat;
bool ParseSaveData( char const *pszFileName, char const *pszShortName, SaveGameDescription_t *save );
private:
CUtlVector<CGameSavePanel *> m_SavePanels;
int m_iSelectedSave;
float m_ScrollSpeedSlow;
float m_ScrollSpeedFast;
int m_nDeletedPanel; // Panel being subtracted
int m_nAddedPanel; // Panel being added
SaveGameDescription_t m_NewSaveGameDesc; // Held for panel animations
uint m_nUsedStorageSpace; // Amount of disk space used by save games
vgui::Panel *m_pCenterBg;
CFooterPanel *m_pFooter;
// Xbox
void ScrollSelectionPanels( EScrollDirection dir );
void PreScroll( EScrollDirection dir );
void PostScroll( EScrollDirection dir );
void SetFastScroll( bool fast );
void ContinueScrolling( void );
void AnimateSelectionPanels( void );
void ShiftPanelIndices( int offset );
bool IsValidPanel( const int idx );
void InitPanelIndexForDisplay( const int idx );
void UpdateMenuComponents( EScrollDirection dir );
void ScanSavedGames( bool bIgnoreAutosave );
void LayoutPanels( void );
// "No Save Games" label
void ShowNoSaveGameUI( void );
void HideNoSaveGameUI( void );
void PerformSlideAction( int nPanelIndex, int nNextPanelIndex );
void AnimateDialogStart( void );
int m_nCenterBgTallDefault;
int m_PanelXPos[ NUM_SLOTS ];
int m_PanelYPos[ NUM_SLOTS ];
float m_PanelAlpha[ NUM_SLOTS ];
int m_PanelIndex[ NUM_SLOTS ];
float m_ScrollSpeed;
int m_ButtonPressed;
int m_ScrollCt;
bool m_bScrolling : 1;
bool m_bSaveGameIsCorrupt : 1;
bool m_bControlDisabled : 1;
};
#endif // SAVEGAMEBROWSERDIALOG_H