Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BasePanel.h"
#include "SaveGameDialog.h"
#include "winlite.h" // FILETIME
#include "vgui/ILocalize.h"
#include "vgui/ISurface.h"
#include "vgui/ISystem.h"
#include "vgui/IVGui.h"
#include "vgui_controls/AnimationController.h"
#include "vgui_controls/ImagePanel.h"
#include "filesystem.h"
#include "KeyValues.h"
#include "ModInfo.h"
#include "EngineInterface.h"
#include "GameUI_Interface.h"
#include "vstdlib/random.h"
#include "BaseSaveGameDialog.h"
#include "SaveGameBrowserDialog.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "vgui_controls/Frame.h"
#include "utlvector.h"
extern const char *COM_GetModDirectory();
using namespace vgui;
CSaveGameDialogXbox::CSaveGameDialogXbox( vgui::Panel *parent )
: BaseClass( parent ),
m_bGameSaving ( false ),
m_bNewSaveAvailable( false )
{
m_bFilterAutosaves = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSaveGameDialogXbox::PerformSelectedAction( void )
{
BaseClass::PerformSelectedAction();
// If there are no panels, don't allow this
if ( GetNumPanels() == 0 )
return;
SetControlDisabled( true );
// Decide if this is an overwrite or a new save game
bool bNewSave = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
if ( bNewSave )
{
OnCommand( "SaveGame" );
}
else
{
BasePanel()->ShowMessageDialog( MD_SAVE_OVERWRITE, this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bNewSaveSelected -
//-----------------------------------------------------------------------------
void CSaveGameDialogXbox::UpdateFooterOptions( void )
{
CFooterPanel *pFooter = GetFooterPanel();
// Show available buttons
pFooter->ClearButtons();
bool bSavePanelsActive = ( GetNumPanels() != 0 );
if ( bSavePanelsActive )
{
bool bNewSaveSelected = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
if ( bNewSaveSelected )
{
pFooter->AddNewButtonLabel( "#GameUI_SaveGame_NewSave", "#GameUI_Icons_A_BUTTON" );
}
else
{
pFooter->AddNewButtonLabel( "#GameUI_SaveGame_Overwrite", "#GameUI_Icons_A_BUTTON" );
}
}
// Always available
pFooter->AddNewButtonLabel( "#GameUI_Close", "#GameUI_Icons_B_BUTTON" );
pFooter->AddNewButtonLabel( "#GameUI_Console_StorageChange", "#GameUI_Icons_Y_BUTTON" );
}
//-----------------------------------------------------------------------------
// Purpose: perfrom the save on a separate thread
//-----------------------------------------------------------------------------
class CAsyncCtxSaveGame : public CBasePanel::CAsyncJobContext
{
public:
explicit CAsyncCtxSaveGame( CSaveGameDialogXbox *pDlg );
~CAsyncCtxSaveGame() {}
public:
virtual void ExecuteAsync();
virtual void Completed();
public:
char m_szFilename[MAX_PATH];
CSaveGameDialogXbox *m_pSaveGameDlg;
};
CAsyncCtxSaveGame::CAsyncCtxSaveGame( CSaveGameDialogXbox *pDlg ) :
CBasePanel::CAsyncJobContext( 3.0f ), // Storage device info for at least 3 seconds
m_pSaveGameDlg( pDlg )
{
NULL;
}
void CAsyncCtxSaveGame::ExecuteAsync()
{
// Sit and wait for the async save to finish
for ( ; ; )
{
if ( !engine->IsSaveInProgress() )
// Save operation is no longer in progress
break;
else
ThreadSleep( 50 );
}
}
void CAsyncCtxSaveGame::Completed()
{
m_pSaveGameDlg->SaveCompleted( this );
}
//-----------------------------------------------------------------------------
// Purpose: kicks off the async save (called on the main thread)
//-----------------------------------------------------------------------------
void CSaveGameDialogXbox::InitiateSaving()
{
// Determine whether this is a new save or overwrite
bool bNewSave = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
// Allocate the async context for saving
CAsyncCtxSaveGame *pAsyncCtx = new CAsyncCtxSaveGame( this );
// If this is an overwrite then there was an overwrite warning displayed
if ( !bNewSave )
BasePanel()->CloseMessageDialog( DIALOG_STACK_IDX_WARNING );
// Now display the saving warning
BasePanel()->ShowMessageDialog( MD_SAVING_WARNING, this );
// Kick off saving
char *szFilename = pAsyncCtx->m_szFilename;
const int maxFilenameLen = sizeof( pAsyncCtx->m_szFilename );
char szCmd[MAX_PATH];
// See if this is the "new save game" slot
if ( bNewSave )
{
// Create a new save game (name is created from the current time, which should be pretty unique)
#ifdef WIN32
FILETIME currentTime;
GetSystemTimeAsFileTime( &currentTime );
Q_snprintf( szFilename, maxFilenameLen, "%s_%u", COM_GetModDirectory(), currentTime.dwLowDateTime );
#else
time_t currentTime = time( NULL );
Q_snprintf( szFilename, maxFilenameLen, "%s_%u", COM_GetModDirectory(), (unsigned)currentTime );
#endif
Q_snprintf( szCmd, sizeof( szCmd ), "xsave %s", szFilename );
engine->ExecuteClientCmd( szCmd );
Q_strncat( szFilename, ".360.sav", maxFilenameLen );
}
else
{
const SaveGameDescription_t *pDesc = GetActivePanelSaveDescription();
Q_strncpy( szFilename, pDesc->szShortName, maxFilenameLen );
Q_snprintf( szCmd, sizeof( szCmd ), "xsave %s", szFilename );
engine->ExecuteClientCmd( szCmd );
}
// Enqueue waiting
BasePanel()->ExecuteAsync( pAsyncCtx );
}
//-----------------------------------------------------------------------------
// Purpose: handles the end of async save (called on the main thread)
//-----------------------------------------------------------------------------
void CSaveGameDialogXbox::SaveCompleted( CAsyncCtxSaveGame *pCtx )
{
char const *szFilename = pCtx->m_szFilename;
// We should now be saved so get the new desciption back from the file
char szDirectory[MAX_PATH];
Q_snprintf( szDirectory, sizeof( szDirectory ), "%s:/%s", COM_GetModDirectory(), szFilename );
ParseSaveData( szDirectory, szFilename, &m_NewSaveDesc );
// Close the progress dialog
BasePanel()->CloseMessageDialog( DIALOG_STACK_IDX_WARNING );
bool bNewSave = ( GetActivePanelIndex() == 0 ) && m_bNewSaveAvailable;
if ( bNewSave )
{
AnimateInsertNewPanel( &m_NewSaveDesc );
}
else
{
AnimateOverwriteActivePanel( &m_NewSaveDesc );
}
m_bGameSaving = false;
}
//-----------------------------------------------------------------------------
// Purpose: handles button commands
//-----------------------------------------------------------------------------
void CSaveGameDialogXbox::OnCommand( const char *command )
{
m_KeyRepeat.Reset();
if ( !Q_stricmp( command, "SaveGame" ) )
{
if ( m_bGameSaving )
return;
m_bGameSaving = true;
SetControlDisabled( true );
// Initiate the saving operation
InitiateSaving();
}
else if ( !Q_stricmp( command, "SaveSuccess" ) )
{
vgui::surface()->PlaySound( "UI/buttonclick.wav" );
GameUI().SetSavedThisMenuSession( true );
}
else if ( !Q_stricmp( command, "CloseAndSelectResume" ) )
{
BasePanel()->ArmFirstMenuItem();
OnCommand( "Close" );
}
else if ( !Q_stricmp( command, "OverwriteGameCancelled" ) )
{
SetControlDisabled( false );
}
else if ( !Q_stricmp( command, "RefreshSaveGames" ) )
{
RefreshSaveGames();
}
else if ( !Q_stricmp( command, "ReleaseModalWindow" ) )
{
vgui::surface()->RestrictPaintToSinglePanel( NULL );
}
else if ( !m_bGameSaving )
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: On completion of scanning, prepend a utility slot on the stack
//-----------------------------------------------------------------------------
void CSaveGameDialogXbox::OnDoneScanningSaveGames( void )
{
ConVarRef save_history_count("save_history_count" );
m_bNewSaveAvailable = false;
#ifdef _X360
if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED )
return;
// We only allow 10 save games minus the number of autosaves, autosavedangerous, and autosave0?'s at once
if ( GetNumPanels() >= 10 - ( 2 + (unsigned)save_history_count.GetInt() ) )
return;
if ( GetStorageSpaceUsed() + XBX_SAVEGAME_BYTES > XBX_PERSISTENT_BYTES_NEEDED )
return;
m_bNewSaveAvailable = true;
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 };
CGameSavePanel *newSavePanel = SETUP_PANEL( new CGameSavePanel( this, &bogusDesc, true ) );
AddPanel( newSavePanel );
#endif // _X360
}