//========= 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 <time.h>

#include "SaveGameBrowserDialog.h"

extern const char *COM_GetModDirectory( void );

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CGameSavePanel::CGameSavePanel( CSaveGameBrowserDialog *parent, SaveGameDescription_t *pSaveDesc, bool bCommandPanel ) 
: BaseClass( parent, "SaveGamePanel" )
{
	// Store our save description internally for reference later by our parent
	m_SaveInfo = (*pSaveDesc);
	m_bNewSavePanel = bCommandPanel;

	// Setup our main graphical elements
	m_pLevelPicBorder = SETUP_PANEL( new ImagePanel( this, "LevelPicBorder" ) );
	m_pLevelPic = SETUP_PANEL( new ImagePanel( this, "LevelPic" ) );

	// Setup our various labels
	m_pChapterTitle = new Label( this, "ChapterLabel", m_SaveInfo.szComment );
	m_pTime = new Label( this, "TimeLabel", m_SaveInfo.szFileTime );
	m_pElapsedTime = new Label( this, "ElapsedLabel", m_SaveInfo.szElapsedTime );
	m_pType = new Label( this, "TypeLabel", m_SaveInfo.szType );

	// Make sure we have a chapter description
	char *pchChapterName = Q_stristr( m_SaveInfo.szComment, "chapter" );
	if ( pchChapterName )
	{
		char szChapterImage[ 256 ];
		Q_snprintf( szChapterImage, sizeof(szChapterImage), "chapters/%s", Q_strlower( pchChapterName ) );
		char *ext = Q_strrchr( szChapterImage, '_' );
		if ( ext )
		{
			*ext = '\0';
		}
		m_pLevelPic->SetImage( szChapterImage );
	}
	else
	{
		m_pLevelPic->SetImage( "ui_logo" );
	}

	// Setup our basic settings
	KeyValues *pKeys = NULL;
	if ( GameUI().IsConsoleUI() )
	{
		pKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "SaveGamePanel.res" );
	}
	LoadControlSettings( "Resource/SaveGamePanel.res", NULL, pKeys );

	int px, py;
	m_pLevelPicBorder->GetPos( px, py );
	SetSize( m_pLevelPicBorder->GetWide(), py + m_pLevelPicBorder->GetTall() + ( m_pType->GetTall() + 16 ) );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CGameSavePanel::~CGameSavePanel( void )
{
	if ( m_pLevelPicBorder ) 
		delete m_pLevelPicBorder;

	if ( m_pLevelPic )
		delete m_pLevelPic;

	if ( m_pChapterTitle )
		delete m_pChapterTitle;

	if ( m_pTime )
		delete m_pTime;

	if ( m_pElapsedTime )
		delete m_pElapsedTime;

	if ( m_pType )
		delete m_pType;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGameSavePanel::ApplySchemeSettings( IScheme *pScheme )
{
	m_TextColor = pScheme->GetColor( "NewGame.TextColor", Color(255, 255, 255, 255) );
	m_FillColor = pScheme->GetColor( "NewGame.FillColor", Color(255, 255, 255, 255) );
	m_DisabledColor = pScheme->GetColor( "NewGame.DisabledColor", Color(255, 255, 255, 4) );
	m_SelectedColor = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) );

	// Turn various labels off if we're the "stubbed" panel
	if ( m_bNewSavePanel )
	{
		m_pTime->SetVisible( false );
		m_pElapsedTime->SetVisible( false );
		m_pType->SetVisible( false );
	}

	// Setup our initial state
	m_pChapterTitle->SetFgColor( m_TextColor );
	m_pTime->SetFgColor( m_TextColor );
	m_pElapsedTime->SetFgColor( m_TextColor );

	m_pLevelPic->SetFillColor( Color( 0, 0, 0, 255 ) );
	m_pLevelPicBorder->SetFillColor( Color( 0, 0, 0, 255 ) );

	if ( m_bNewSavePanel )
	{
		float flScaleAmount = m_pLevelPic->GetScaleAmount();
		if ( flScaleAmount <= 0.0f )
			flScaleAmount = 1.0f;

		// TBD: Draw the game logo here!
		int picWide = 64.0f * flScaleAmount;
		int picTall = 64.0f * flScaleAmount;
		int borderWide = m_pLevelPicBorder->GetWide();
		int borderTall = m_pLevelPicBorder->GetTall();
		int borderX, borderY;
		m_pLevelPicBorder->GetPos( borderX, borderY );
		m_pLevelPic->SetPos( borderX + ( ( borderWide - picWide ) / 2 ), borderY + ( ( borderTall - picTall ) / 2 ) );
		m_pLevelPic->SetFillColor( Color( 0, 0, 0, 0 ) );
	}

	BaseClass::ApplySchemeSettings( pScheme );
}

//-----------------------------------------------------------------------------
// Purpose: Overwrite the level description
// Input  : *pDesc - Description to use
//-----------------------------------------------------------------------------
void CGameSavePanel::SetDescription( SaveGameDescription_t *pDesc )
{
	// Store our save description internally for reference later by our parent
	m_SaveInfo = (*pDesc);

	// Setup our main graphical elements
	m_pChapterTitle->SetText( m_SaveInfo.szComment );
	m_pTime->SetText( m_SaveInfo.szFileTime );
	m_pElapsedTime->SetText( m_SaveInfo.szElapsedTime );
	m_pType->SetText( m_SaveInfo.szType );

	// Make sure we have a chapter description
	char *pchChapterName = Q_stristr( m_SaveInfo.szComment, "chapter" );
	if ( pchChapterName )
	{
		char szChapterImage[ 256 ];
		Q_snprintf( szChapterImage, sizeof(szChapterImage), "chapters/%s", Q_strlower( pchChapterName ) );
		char *ext = Q_strrchr( szChapterImage, '_' );
		if ( ext )
		{
			*ext = '\0';
		}
		m_pLevelPic->SetImage( szChapterImage );
	}
}

//
//
//
//
//

//-----------------------------------------------------------------------------
// Purpose: new game chapter selection
//-----------------------------------------------------------------------------
CSaveGameBrowserDialog::CSaveGameBrowserDialog( vgui::Panel *parent ) 
:	BaseClass( parent, "SaveGameDialog" ),
	m_bFilterAutosaves( false ),
	m_iSelectedSave( -1 ),
	m_bScrolling( false ),
	m_ScrollCt( 0 ),
	m_ScrollSpeed( 0.0f ),
	m_ButtonPressed( SCROLL_NONE ),
	m_ScrollDirection( SCROLL_NONE ),
	m_nDeletedPanel( INVALID_INDEX ),
	m_nAddedPanel( INVALID_INDEX ),
	m_nUsedStorageSpace( 0 ),
	m_bControlDisabled( false )
{
	// Setup basic attributes
	SetDeleteSelfOnClose( true );
	SetSizeable( false );

	// Create the backer that highlights the currently selected save
	m_pCenterBg = SETUP_PANEL( new Panel( this, "CenterBG" ) );
	m_pCenterBg->SetPaintBackgroundType( 2 );
	m_pCenterBg->SetVisible( true );

	// Create our button footer
	m_pFooter = new CFooterPanel( parent, "SaveGameFooter" );

	// Load our res files from the keyvalue we're holding
	KeyValues *pKeys = NULL;
	if ( GameUI().IsConsoleUI() )
	{
		pKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "SaveGameDialog.res" );
	}
	
	LoadControlSettings( "Resource/SaveGameDialog.res", NULL, pKeys );
}

//-----------------------------------------------------------------------------
// Destructor
//-----------------------------------------------------------------------------
CSaveGameBrowserDialog::~CSaveGameBrowserDialog( void )
{
	// Release all elements
	m_SavePanels.PurgeAndDeleteElements();
	
	// Kill the footer
	if ( m_pFooter )
	{
		delete m_pFooter;
		m_pFooter = NULL;
	}

	if ( m_pCenterBg )
	{
		delete m_pCenterBg;
		m_pCenterBg = NULL;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Show the "No save games to display" indication label and hide all browsing UI
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ShowNoSaveGameUI( void )
{
	// Show the "no save games" text
	vgui::Label *pNoSavesLabel = dynamic_cast<vgui::Label *>(FindChildByName( "NoSavesLabel" ));
	if ( pNoSavesLabel )
	{
		if ( m_bSaveGameIsCorrupt )
		{
			pNoSavesLabel->SetText("#GameUI_SaveGame_CorruptFile");
		}
		else
		{
			pNoSavesLabel->SetText("#GameUI_NoSaveGamesToDisplay");
		}
		pNoSavesLabel->SetVisible( true );
	}

	if ( m_pCenterBg )
		m_pCenterBg->SetVisible( false );

	vgui::Panel *pLeftArrow = FindChildByName( "LeftArrow" );
	if ( pLeftArrow )
		pLeftArrow->SetVisible( false );

	vgui::Panel *pRightArrow = FindChildByName( "RightArrow" );
	if ( pRightArrow )
		pRightArrow->SetVisible( false );
}

//-----------------------------------------------------------------------------
// Purpose: Hide all "No save games" UI
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::HideNoSaveGameUI( void )
{
	// Show the "no save games" text
	vgui::Panel *pNoSavesLabel = FindChildByName( "NoSavesLabel" );
	if ( pNoSavesLabel )
		pNoSavesLabel->SetVisible( false );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::LayoutPanels( void )
{
	// Setup our panels depending on the mode we're in
	if ( HasActivePanels() )
	{
		// Hide any indicators about no save games
		HideNoSaveGameUI();

		// Layout panel positions relative to the dialog center.
		int panelWidth = m_SavePanels[0]->GetWide() + 16;
		int dialogWidth = GetWide();
		m_PanelXPos[2] = ( dialogWidth - panelWidth ) / 2 + 8;
		m_PanelXPos[1] = m_PanelXPos[2] - panelWidth;
		m_PanelXPos[0] = m_PanelXPos[1];
		m_PanelXPos[3] = m_PanelXPos[2] + panelWidth;
		m_PanelXPos[4] = m_PanelXPos[3];

		m_PanelAlpha[0] = 0;
		m_PanelAlpha[1] = 64;
		m_PanelAlpha[2] = 255;
		m_PanelAlpha[3] = 64;
		m_PanelAlpha[4] = 0;

		int panelHeight;
		m_SavePanels[0]->GetSize( panelWidth, panelHeight );
		m_pCenterBg->SetVisible( true );
		m_pCenterBg->SetWide( panelWidth + 16 );
		m_pCenterBg->SetPos( m_PanelXPos[2] - 8, m_PanelYPos[2] - (panelHeight - m_nCenterBgTallDefault) + 8 );
		m_pCenterBg->SetBgColor( Color( 190, 115, 0, 255 ) );
	}
	else
	{
		// Hide anything to do with browsing the saves
		ShowNoSaveGameUI();

	}
	
	// Do internal cleanup to make sure we present a correct state to the user
	UpdateMenuComponents( SCROLL_NONE );
	UpdateFooterOptions();
}

//-----------------------------------------------------------------------------
// Purpose: Do a fancy slide-out when we're first displayed
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateDialogStart( void )
{
	const float flAnimInTime = 0.5f;
	const float flOffset = 0.1f;

	for ( int i = 0; i < NUM_SLOTS; i++ )
	{
		if ( m_PanelIndex[i] == INVALID_INDEX )
			continue;

		// Start us at the "opening" position
		CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[i] ];
		if ( panel )
		{
			panel->SetPos( m_PanelXPos[0], m_PanelYPos[0] );
			panel->SetAlpha( m_PanelAlpha[0] );
			panel->SetVisible( true );
			panel->SetEnabled( true );		
			panel->SetZPos( NUM_SLOTS - i );
		}

		// Now make them slide out where they're going
		GetAnimationController()->RunAnimationCommand( panel, "xpos",  m_PanelXPos[i],  0, flAnimInTime + (flOffset*i), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
		GetAnimationController()->RunAnimationCommand( panel, "ypos",  m_PanelYPos[i],  0, flAnimInTime + (flOffset*i), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

		// Panel alpha
		GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[i], 0, flAnimInTime + (flOffset*i), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	}

	// Move and fade the back label
	m_pCenterBg->SetAlpha( 0 );
	int nX, nY;
	m_pCenterBg->GetPos( nX, nY );
	m_pCenterBg->SetPos( nX-m_pCenterBg->GetWide(), nY );
	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "xpos", nX, 0, flAnimInTime + (flOffset*2), vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, (flAnimInTime+ (flOffset*2))*2.0f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

	CGameSavePanel *selectedPanel = GetActivePanel();
	if ( selectedPanel && selectedPanel->IsAutoSaveType() )
	{
		m_pCenterBg->SetTall( m_nCenterBgTallDefault + 20 );
	}
	else
	{
		m_pCenterBg->SetTall( m_nCenterBgTallDefault );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Do our initial layout
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::Activate( void )
{
	// Start scanning for saved games
	ScanSavedGames( m_bFilterAutosaves );
	
	// Finish our layout depending on what the result of the scan was
	LayoutPanels();

	// Animate the opening animation
	AnimateDialogStart();

	BaseClass::Activate();
}

//-----------------------------------------------------------------------------
// Purpose: Apply special properties of the menu
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ApplySettings( KeyValues *inResourceData )
{
	BaseClass::ApplySettings( inResourceData );

	int ypos = inResourceData->GetInt( "chapterypos", 20 );
	for ( int i = 0; i < NUM_SLOTS; ++i )
	{
		m_PanelYPos[i] = ypos;
	}

	m_nCenterBgTallDefault = inResourceData->GetInt( "centerbgtall", 0 );
	m_pCenterBg->SetTall( m_nCenterBgTallDefault );

	m_ScrollSpeedSlow = inResourceData->GetFloat( "scrollslow", 0.0f );
	m_ScrollSpeedFast = inResourceData->GetFloat( "scrollfast", 0.0f );
	SetFastScroll( false );
}

//-----------------------------------------------------------------------------
// Purpose: Apply scheme settings
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
{
	BaseClass::ApplySchemeSettings( pScheme );

	UpdateMenuComponents( SCROLL_NONE );
}

//-----------------------------------------------------------------------------
// Purpose: sets the correct properties for visible components
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::UpdateMenuComponents( EScrollDirection dir )
{
	// This is called prior to any scrolling, so we need to look ahead to the post-scroll state
	int centerIdx = SLOT_CENTER;

	// Scroll given our direction of travel
	if ( dir == SCROLL_LEFT )
	{
		++centerIdx;
	}
	else if ( dir == SCROLL_RIGHT )
	{
		--centerIdx;
	}
	
	int leftIdx = centerIdx - 1;
	int rightIdx = centerIdx + 1;

	// Update the state of the side arrows depending on whether or not we can scroll that direction
	vgui::Panel *leftArrow = this->FindChildByName( "LeftArrow" );
	vgui::Panel *rightArrow = this->FindChildByName( "RightArrow" );
	if ( leftArrow )
	{
		leftArrow->SetVisible( true );
		if ( m_PanelIndex[leftIdx] != INVALID_INDEX )
		{
			leftArrow->SetFgColor( Color( 255, 255, 255, 255 ) );
		}
		else
		{
			leftArrow->SetFgColor( Color( 128, 128, 128, 64 ) );
		}
	}
	if ( rightArrow )
	{
		rightArrow->SetVisible( true );
		if ( m_PanelIndex[rightIdx] != INVALID_INDEX )
		{
			rightArrow->SetFgColor( Color( 255, 255, 255, 255 ) );
		}
		else
		{
			rightArrow->SetFgColor( Color( 128, 128, 128, 64 ) );
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: sets a chapter as selected
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::SetSelectedSaveIndex( int index )
{
	m_iSelectedSave = index;

	// If we have no panels, there's nothing to update
	if ( HasActivePanels() == false  )
		return;

	// Setup panels to the left of the selected panel
	int currIdx = index;
	for ( int i = SLOT_CENTER; i >= 0 && currIdx >= 0; --i )
	{
		m_PanelIndex[i] = currIdx;
		--currIdx;
		InitPanelIndexForDisplay( i );
	}

	// Setup panels to the right of the selected panel
	currIdx = index + 1;
	for ( int i = SLOT_CENTER + 1; i < NUM_SLOTS && currIdx < m_SavePanels.Count(); ++i )
	{
		m_PanelIndex[i] = currIdx;
		++currIdx;
		InitPanelIndexForDisplay( i );
	}

	UpdateMenuComponents( SCROLL_NONE );
}

//-----------------------------------------------------------------------------
// Purpose: Remove the currently selected animation from the list with proper animations
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::RemoveActivePanel( void )
{
	// Kill the current panel
	m_nDeletedPanel = m_PanelIndex[SLOT_CENTER];

	// Start our current panel fading
	CGameSavePanel *pPanel = m_SavePanels[ m_nDeletedPanel ];
	GetAnimationController()->RunAnimationCommand( pPanel, "alpha", 0, 0, m_ScrollSpeedFast, vgui::AnimationController::INTERPOLATOR_ACCEL );
	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, m_ScrollSpeedFast, vgui::AnimationController::INTERPOLATOR_ACCEL );
	PostMessage( this, new KeyValues( "FinishDelete" ), m_ScrollSpeed );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::CloseAfterSave( void )
{
	OnCommand( "CloseAndSelectResume" );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishInsert( void )
{
	CGameSavePanel *panel = m_SavePanels[ m_nAddedPanel ];

	const float flScrollSpeed = 0.75f;

	// Run the actual movement
	GetAnimationController()->RunAnimationCommand( panel, "xpos",  m_PanelXPos[SLOT_RIGHT],  0, flScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	GetAnimationController()->RunAnimationCommand( panel, "ypos",  m_PanelYPos[SLOT_RIGHT],  0, flScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

	// Panel alpha
	GetAnimationController()->RunAnimationCommand( panel, "alpha", 255, 0, flScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	PostMessage( this, new KeyValues( "CloseAfterSave" ), flScrollSpeed*2.0f );
}

//-----------------------------------------------------------------------------
// Purpose: Insert a new panel at the desired location
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateInsertNewPanel( const SaveGameDescription_t *pDesc )
{
	// This is the panel that's going to move
	CGameSavePanel *pNewPanel = SETUP_PANEL( new CGameSavePanel( this, (SaveGameDescription_t *) pDesc ) );
	pNewPanel->SetVisible( false );
	
	// Tack this onto the list
	m_nAddedPanel = m_SavePanels.InsertAfter( 0, pNewPanel );

	// Set it up but turn it off immediately
	pNewPanel->SetPos( m_PanelXPos[SLOT_CENTER], m_PanelYPos[SLOT_CENTER] );
	pNewPanel->SetVisible( true );
	pNewPanel->SetEnabled( true );
	pNewPanel->SetZPos( 0 );
	pNewPanel->SetAlpha( 0.0f );

	// Increment our indices to reflect the change
	for ( int i = 0; i < NUM_SLOTS; i++ )
	{
		if ( m_PanelIndex[i] == INVALID_INDEX )
			continue;

		if ( m_PanelIndex[i] > 0 )
		{
			m_PanelIndex[i]++;
		}
	}

	// Fade the right panel away
	if ( IsValidPanel( m_PanelIndex[ SLOT_RIGHT ] ) )
	{
		CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[ SLOT_RIGHT ] ];

		// Run the actual movement
		GetAnimationController()->RunAnimationCommand( panel, "xpos",  m_PanelXPos[SLOT_OFFRIGHT],  0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
		GetAnimationController()->RunAnimationCommand( panel, "ypos",  m_PanelYPos[SLOT_OFFRIGHT],  0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

		// Panel alpha
		GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[SLOT_OFFRIGHT], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

		PostMessage( this, new KeyValues( "FinishInsert" ), m_ScrollSpeed );
	}
	else
	{
		PostMessage( this, new KeyValues( "FinishInsert" ), 0.1f );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Pop in the new description
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishOverwriteFadeDown( void )
{
	const float flFadeInTime = 0.25f;

	// Fade the right panel away
	CGameSavePanel *pActivePanel = GetActivePanel();
	if ( pActivePanel )
	{
		pActivePanel->SetDescription( &m_NewSaveGameDesc );

		// Panel alpha
		GetAnimationController()->RunAnimationCommand( pActivePanel, "alpha", m_PanelAlpha[SLOT_CENTER], 0, flFadeInTime, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	}

	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, flFadeInTime, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	PostMessage( this, new KeyValues( "CloseAfterSave" ), flFadeInTime + 0.1f );
}

//-----------------------------------------------------------------------------
// Purpose: Animate an overwrite event by fading out the old panel and bringing it back with a new description
// Input  : *pNewDesc - The new description to display
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateOverwriteActivePanel( const SaveGameDescription_t *pNewDesc )
{
	// Save a copy of this description
	m_NewSaveGameDesc = (*pNewDesc);

	// Fade the right panel away
	CGameSavePanel *pActivePanel = GetActivePanel();
	if ( pActivePanel )
	{
		// Panel alpha
		GetAnimationController()->RunAnimationCommand( pActivePanel, "alpha", 0, 0, 0.5f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	}

	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, 0.5f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	PostMessage( this, new KeyValues( "FinishOverwriteFadeDown" ), 0.75f );
}

//-----------------------------------------------------------------------------
// Purpose: Called before a panel scroll starts.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PreScroll( EScrollDirection dir )
{
	int hideIdx = INVALID_INDEX;
	if ( m_nDeletedPanel != INVALID_INDEX )
	{
		hideIdx = m_nDeletedPanel;
	}
	else if ( dir == SCROLL_LEFT )
	{
		hideIdx = m_PanelIndex[SLOT_LEFT];
	}
	else if ( dir == SCROLL_RIGHT )
	{
		hideIdx = m_PanelIndex[SLOT_RIGHT];
	}
	
	if ( hideIdx != INVALID_INDEX )
	{
		// Push back the panel that's about to be hidden
		// so the next panel scrolls over the top of it.
		m_SavePanels[hideIdx]->SetZPos( 0 );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Called after a panel scroll finishes.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PostScroll( EScrollDirection dir )
{
	// FIXME: Nothing to do here...
}

//-----------------------------------------------------------------------------
// Purpose: Initiates a panel scroll and starts the animation.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ScrollSelectionPanels( EScrollDirection dir )
{
	// Only initiate a scroll if panels aren't currently scrolling
	if ( !m_bScrolling )
	{
		// Handle any pre-scroll setup
		PreScroll( dir );

		if ( dir == SCROLL_LEFT)
		{
			m_ScrollCt += SCROLL_LEFT;
		}
		else if ( dir == SCROLL_RIGHT && m_PanelIndex[SLOT_CENTER] != 0 )
		{
			m_ScrollCt += SCROLL_RIGHT;
		}

		m_bScrolling = true;
		AnimateSelectionPanels();

		// Update the arrow colors, help text, and buttons. Doing it here looks better than having
		// the components change after the entire scroll animation has finished.
		UpdateMenuComponents( m_ScrollDirection );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Do all slide animation work here
// Input  : nPanelIndex - Panel we're currently operating on
//			nNextPanelIndex - Panel we're going to be moving over
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PerformSlideAction( int nPanelIndex, int nNextPanelIndex )
{
	CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[ nPanelIndex ] ];

	// Run the actual movement
	GetAnimationController()->RunAnimationCommand( panel, "xpos",  m_PanelXPos[nNextPanelIndex],  0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
	GetAnimationController()->RunAnimationCommand( panel, "ypos",  m_PanelYPos[nNextPanelIndex],  0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

	// Panel alpha
	GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[nNextPanelIndex], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
}

//-----------------------------------------------------------------------------
// Purpose: Initiates the scripted scroll and fade effects of all five slotted panels 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::AnimateSelectionPanels( void )
{
	int idxOffset = 0;
	int startIdx = SLOT_LEFT;
	int endIdx = SLOT_RIGHT;

	// Don't scroll outside the bounds of the panel list
	if ( m_ScrollCt >= SCROLL_LEFT && m_PanelIndex[SLOT_CENTER] < m_SavePanels.Count() - 1 )
	{
		if ( m_nDeletedPanel != INVALID_INDEX )
		{
			startIdx = SLOT_RIGHT;
		}

		idxOffset = -1;
		endIdx = SLOT_OFFRIGHT;
		m_ScrollDirection = SCROLL_LEFT;
	}
	else if ( m_ScrollCt <= SCROLL_RIGHT && m_PanelIndex[SLOT_CENTER] > 0 )
	{
		idxOffset = 1;
		startIdx = SLOT_OFFLEFT;
		m_ScrollDirection = SCROLL_RIGHT;
	}

	if ( 0 == idxOffset )
	{
		// Kill the scroll, it's outside the bounds
		m_ScrollCt = 0;
		m_bScrolling = false;
		m_ScrollDirection = SCROLL_NONE;
		vgui::surface()->PlaySound( "player/suit_denydevice.wav" );
		return;
	}

	// Should never happen
	if ( startIdx > endIdx )
		return;

	for ( int i = startIdx; i <= endIdx; ++i )
	{
		// Don't animate the special panel, just skip it
		if ( m_PanelIndex[i] == m_nDeletedPanel )
			continue;

		int nNextIdx = i+idxOffset;
		if ( m_PanelIndex[i] != INVALID_INDEX )
		{
			PerformSlideAction( i, nNextIdx );
		}
	}

	vgui::surface()->PlaySound( "UI/buttonclick.wav" );

	// Animate the center background panel
	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, m_ScrollSpeed * 0.25f, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );

	// Scrolling up through chapters, offset is negative
	m_iSelectedSave -= idxOffset;

	UpdateFooterOptions();

	PostMessage( this, new KeyValues( "FinishScroll" ), m_ScrollSpeed );
}

//-----------------------------------------------------------------------------
// Purpose: After a scroll, each panel slot holds the index of a panel that has 
//			scrolled to an adjacent slot. This function updates each slot so
//			it holds the index of the panel that is actually in that slot's position.
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ShiftPanelIndices( int offset )
{
	// Shift all the elements over one slot, then calculate what the last slot's index should be.
	int lastSlot = NUM_SLOTS - 1;
	
	// Handle the deletion case
	if ( m_nDeletedPanel != INVALID_INDEX )
	{
		// Scroll panels in from the right
		Q_memmove( &m_PanelIndex[SLOT_CENTER], &m_PanelIndex[SLOT_RIGHT], 2* sizeof( m_PanelIndex[SLOT_CENTER] ) );
		
		if ( m_PanelIndex[lastSlot] != INVALID_INDEX )
		{
			int num = m_PanelIndex[ lastSlot ] + 1;
			if ( IsValidPanel( num ) )
			{
				m_PanelIndex[lastSlot] = num;
				InitPanelIndexForDisplay( lastSlot );
			}
			else
			{
				m_PanelIndex[lastSlot] = INVALID_INDEX;
			}
		}
	}
	else if ( offset > 0 )
	{
		// Hide the panel that's dropping out of the slots
		if ( IsValidPanel( m_PanelIndex[0] ) )
		{
			m_SavePanels[ m_PanelIndex[0] ]->SetVisible( false );
		}

		// Scrolled panels to the right, so shift the indices one slot to the left
		Q_memmove( &m_PanelIndex[0], &m_PanelIndex[1], lastSlot * sizeof( m_PanelIndex[0] ) );
		if ( m_PanelIndex[lastSlot] != INVALID_INDEX )
		{
			int num = m_PanelIndex[ lastSlot ] + 1;
			if ( IsValidPanel( num ) )
			{
				m_PanelIndex[lastSlot] = num;
				InitPanelIndexForDisplay( lastSlot );
			}
			else
			{
				m_PanelIndex[lastSlot] = INVALID_INDEX;
			}
		}
	}
	else
	{
		// Hide the panel that's dropping out of the slots
		if ( IsValidPanel( m_PanelIndex[lastSlot] ) )
		{
			m_SavePanels[ m_PanelIndex[lastSlot] ]->SetVisible( false );
		}

		// Scrolled panels to the left, so shift the indices one slot to the right
		Q_memmove( &m_PanelIndex[1], &m_PanelIndex[0], lastSlot * sizeof( m_PanelIndex[0] ) );
		if ( m_PanelIndex[0] != INVALID_INDEX )
		{
			int num = m_PanelIndex[0] - 1;
			if ( IsValidPanel( num ) )
			{
				m_PanelIndex[0] = num;
				InitPanelIndexForDisplay( 0 );
			}
			else
			{
				m_PanelIndex[0] = INVALID_INDEX;
			}
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Validates an index into the selection panels vector
//-----------------------------------------------------------------------------
bool CSaveGameBrowserDialog::IsValidPanel( const int idx )
{
	if ( idx < 0 || idx >= m_SavePanels.Count() )
		return false;
	
	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Sets up a panel's properties before it is displayed
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::InitPanelIndexForDisplay( const int idx )
{
	CGameSavePanel *panel = m_SavePanels[ m_PanelIndex[idx] ];
	if ( panel )
	{
		panel->SetPos( m_PanelXPos[idx], m_PanelYPos[idx] );
		panel->SetAlpha( m_PanelAlpha[idx] );
		panel->SetVisible( true );
		panel->SetEnabled( true );
		if ( m_PanelAlpha[idx] )
		{
			panel->SetZPos( NUM_SLOTS );
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Sets which scroll speed should be used
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::SetFastScroll( bool fast )
{
	m_ScrollSpeed = fast ? m_ScrollSpeedFast : m_ScrollSpeedSlow;
}

//-----------------------------------------------------------------------------
// Purpose: Checks if a button is being held down, and speeds up the scroll 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ContinueScrolling( void )
{
	if ( !GameUI().IsConsoleUI() )
	{
		if ( m_PanelIndex[SLOT_CENTER-1] % 3 )
		{
			ScrollSelectionPanels( m_ScrollDirection );
		}
		return;
	}

	if ( m_ButtonPressed == m_ScrollDirection )
	{
		SetFastScroll( true );
		ScrollSelectionPanels( m_ScrollDirection );
	}
	else if ( m_ButtonPressed != SCROLL_NONE )
	{
		// The other direction has been pressed - start a slow scroll
		SetFastScroll( false );
		ScrollSelectionPanels( (EScrollDirection)m_ButtonPressed );
	}
	else
	{
		SetFastScroll( false );
	}
}

//-----------------------------------------------------------------------------
// Purpose: Fade animation has finished, now slide or be done
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishDelete( void )
{
	// Catch the case where all saves are now gone!
	if ( m_SavePanels.Count() == 1 )
	{
		m_nDeletedPanel = INVALID_INDEX;
		m_SavePanels.PurgeAndDeleteElements();
	
		for ( int i = 0; i < NUM_SLOTS; i++ )
		{
			m_PanelIndex[i] = INVALID_INDEX;
		}
		
		LayoutPanels();
		return;
	}

	EScrollDirection nDirection = ( IsValidPanel( m_nDeletedPanel + 1 ) ) ? SCROLL_LEFT : SCROLL_RIGHT;
	ScrollSelectionPanels( nDirection );
}

//-----------------------------------------------------------------------------
// Purpose: Called when a scroll distance of one slot has been completed
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::FinishScroll( void )
{
	// Fade the center bg panel back in
	GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, m_ScrollSpeed * 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR );
	
	ShiftPanelIndices( m_ScrollDirection );
	m_bScrolling = false;
	m_ScrollCt = 0;

	// End of scroll step
	PostScroll( m_ScrollDirection );

	if ( m_nDeletedPanel != INVALID_INDEX )
	{
		// Find where we're going next
		int newSave = m_nDeletedPanel;
		if ( m_SavePanels.IsValidIndex( m_nDeletedPanel + 1 ) == false )
		{
			newSave = m_nDeletedPanel - 1;
		}

		// Remove it from our list
		CGameSavePanel *pPanel = m_SavePanels[ m_nDeletedPanel ];
		m_SavePanels.Remove( m_nDeletedPanel );
		delete pPanel;
		
		// Decrement all the indices to reflect the change
		for ( int i = 0; i < NUM_SLOTS; i++ )
		{
			if ( m_PanelIndex[i] > m_nDeletedPanel )
				m_PanelIndex[i]--;
		}

		// Clear the spot and be done with it
		SetSelectedSaveIndex( newSave );
		m_nDeletedPanel = INVALID_INDEX;
		UpdateMenuComponents( SCROLL_NONE );
	}

	// Size the "autosave" blade if need-be
	CGameSavePanel *selectedPanel = GetActivePanel();
	if ( selectedPanel && selectedPanel->IsAutoSaveType() )
	{
		m_pCenterBg->SetTall( m_nCenterBgTallDefault + 20 );
	}
	else
	{
		m_pCenterBg->SetTall( m_nCenterBgTallDefault );
	}

	// Continue scrolling if necessary
	ContinueScrolling();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::OnClose( void )
{
	SetControlDisabled( true );

	m_KeyRepeat.Reset();
	BasePanel()->RunCloseAnimation( "CloseNewGameDialog_OpenMainMenu" );			

	BaseClass::OnClose();
}

//-----------------------------------------------------------------------------
// Purpose: Our save games have changed, so layout our panel again
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::RefreshSaveGames( void )
{
	// Close any pending messages
	BasePanel()->CloseMessageDialog( DIALOG_STACK_IDX_WARNING );

	// Don't leave us in a locked state
	SetControlDisabled( false );

	// Re-scan the saved games
	ScanSavedGames( m_bFilterAutosaves );
	
	// Re-layout the panels
	LayoutPanels();
	
	// Run our animation again
	AnimateDialogStart();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PerformSelectedAction( void )
{
	// By default, do nothing
	m_KeyRepeat.Reset();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PerformDeletion( void )
{
	// By default, do nothing
	m_KeyRepeat.Reset();
}

//-----------------------------------------------------------------------------
// Purpose: Release our key repeater
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::OnKeyCodeReleased( vgui::KeyCode code )
{
	m_KeyRepeat.KeyUp( code );

	BaseClass::OnKeyCodeReleased( code );
}

//-----------------------------------------------------------------------------
// Purpose: Update our keypress repeater
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::OnThink( void )
{
	vgui::KeyCode code = m_KeyRepeat.KeyRepeated();
	if ( code )
	{
		OnKeyCodePressed( code );
	}

	BaseClass::OnThink();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::OnKeyCodePressed( vgui::KeyCode code )
{
	// If the console has UI up, then ignore it
	if ( BasePanel()->IsWaitingForConsoleUI() )
		return;

	// Inhibit key activity during transitions
	if ( GetAlpha() != 255 || m_bControlDisabled )
		return;

	m_KeyRepeat.KeyDown( code );

	switch( code )
	{
	case KEY_XBUTTON_A:
	case STEAMCONTROLLER_A:
		PerformSelectedAction();
		break;

	case KEY_XBUTTON_B:
	case STEAMCONTROLLER_B:
		OnClose();
		break;

	case KEY_XBUTTON_X:
	case STEAMCONTROLLER_X:
		PerformDeletion();
		break;

	case KEY_XBUTTON_Y:
	case STEAMCONTROLLER_Y:
		BasePanel()->OnChangeStorageDevice();
		break;

		// Move the selection up and down
	case KEY_XSTICK1_LEFT:
	case KEY_XBUTTON_LEFT:
	case STEAMCONTROLLER_DPAD_LEFT:
		ScrollSelectionPanels( SCROLL_RIGHT );
		break;

	case KEY_XSTICK1_RIGHT:
	case KEY_XBUTTON_RIGHT:
	case STEAMCONTROLLER_DPAD_RIGHT:
		ScrollSelectionPanels( SCROLL_LEFT );
		break;

	default:
		break;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::PaintBackground( void )
{
	int wide, tall;
	GetSize( wide, tall );

	Color col = GetBgColor();
	DrawBox( 0, 0, wide, tall, col, 1.0f );

	int y = 32;
	
	// draw an inset
	Color darkColor;
	darkColor.SetColor( 0.70f * (float)col.r(), 0.70f * (float)col.g(), 0.70f * (float)col.b(), col.a() );
	vgui::surface()->DrawSetColor( darkColor );
	vgui::surface()->DrawFilledRect( 8, y, wide - 8, tall - 8 );
}

//-----------------------------------------------------------------------------
// Purpose: Parses the save game info out of the .sav file header
//-----------------------------------------------------------------------------
bool CSaveGameBrowserDialog::ParseSaveData( char const *pszFileName, char const *pszShortName, SaveGameDescription_t *save )
{
	char    szMapName[SAVEGAME_MAPNAME_LEN];
	char    szComment[SAVEGAME_COMMENT_LEN];
	char    szElapsedTime[SAVEGAME_ELAPSED_LEN];

	if ( !pszFileName || !pszShortName )
		return false;

	Q_strncpy( save->szShortName, pszShortName, sizeof(save->szShortName) );
	Q_strncpy( save->szFileName, pszFileName, sizeof(save->szFileName) );

	FileHandle_t fh = g_pFullFileSystem->Open( pszFileName, "rb", "MOD" );
	if (fh == FILESYSTEM_INVALID_HANDLE)
		return false;

	save->iSize = g_pFullFileSystem->Size( fh );

	int readok = SaveReadNameAndComment( fh, szMapName, sizeof(szMapName), szComment, sizeof(szComment) );
	g_pFullFileSystem->Close(fh);

	if ( !readok )
	{
		return false;
	}

	Q_strncpy( save->szMapName, szMapName, sizeof(save->szMapName) );

	// Elapsed time is the last 6 characters in comment. (mmm:ss)
	int i;
	i = strlen( szComment );
	Q_strncpy( szElapsedTime, "??", sizeof( szElapsedTime ) );
	if (i >= 6)
	{
		Q_strncpy( szElapsedTime, (char *)&szComment[i - 6], 7 );
		szElapsedTime[6] = '\0';

		// parse out
		int minutes = atoi( szElapsedTime );
		int seconds = atoi( szElapsedTime + 4);
		int hours = minutes / 60;
		minutes %= 60;

		wchar_t wzHours[6];
		wchar_t wzMins[4];	
		wchar_t wzSecs[4];

		_snwprintf( wzHours, ARRAYSIZE(wzHours), L"%d", hours );
		_snwprintf( wzMins, ARRAYSIZE(wzMins), L"%d", minutes );
		_snwprintf( wzSecs, ARRAYSIZE(wzSecs), L"%d", seconds );

		wchar_t buf[20];

		// reformat
		if ( hours )
		{
			g_pVGuiLocalize->ConstructString( buf, sizeof( buf ), g_pVGuiLocalize->Find( "#GameUI_LoadDialog_Hr_Min" ), 2, wzHours, wzMins );
		}
		else if ( minutes )
		{
			g_pVGuiLocalize->ConstructString( buf, sizeof( buf ), g_pVGuiLocalize->Find( "#GameUI_LoadDialog_Min_Sec" ), 2, wzMins, wzSecs );
		}
		else
		{
			g_pVGuiLocalize->ConstructString( buf, sizeof( buf ), g_pVGuiLocalize->Find( "#GameUI_LoadDialog_Sec" ), 1, wzSecs );
		}

		g_pVGuiLocalize->ConvertUnicodeToANSI( buf, szElapsedTime, sizeof(szElapsedTime) );

		// Chop elapsed out of comment.
		char *pChop = Q_stristr( szComment, " " );
		if ( pChop != NULL )
		{
			(*pChop) = '\0';
		}
	}

	// calculate the file name to print
	const char *pszType = "";
	if (strstr(pszFileName, "quick"))
	{
		pszType = "#GameUI_QuickSave";
	}
	else if (strstr(pszFileName, "autosave"))
	{
		pszType = "#GameUI_AutoSave";
	}

	Q_strncpy( save->szType, pszType, sizeof(save->szType) );
	Q_strncpy( save->szComment, szComment, sizeof(save->szComment) );
	Q_strncpy( save->szElapsedTime, szElapsedTime, sizeof(save->szElapsedTime) );

	// Now get file time stamp.
	time_t fileTime = g_pFullFileSystem->GetFileTime(pszFileName);
	char szFileTime[32];
	g_pFullFileSystem->FileTimeToString(szFileTime, sizeof(szFileTime), fileTime);
	char *newline = strstr(szFileTime, "\n");
	if (newline)
	{
		*newline = 0;
	}
	Q_strncpy( save->szFileTime, szFileTime, sizeof(save->szFileTime) );
	save->iTimestamp = fileTime;
	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Update our footer options depending on what we've selected
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::UpdateFooterOptions( void )
{
	// Do nothing
}

//-----------------------------------------------------------------------------
// Purpose: Sort our games by time
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::SortSaveGames( SaveGameDescription_t *pSaves, unsigned int nNumSaves )
{
	qsort( pSaves, nNumSaves, sizeof(SaveGameDescription_t), &CBaseSaveGameDialog::SaveGameSortFunc );
}

//-----------------------------------------------------------------------------
// Purpose: builds save game list from directory
//-----------------------------------------------------------------------------
void CSaveGameBrowserDialog::ScanSavedGames( bool bIgnoreAutosave )
{
	// Start with a clean slate
	m_nUsedStorageSpace = 0;
	m_bSaveGameIsCorrupt = false;

	// Clear all known panels I'm holding now
	m_SavePanels.PurgeAndDeleteElements();

	// Reset all indices
	for ( int i = 0; i < NUM_SLOTS; ++i )
	{
		m_PanelIndex[i] = INVALID_INDEX;
	}

	// Clear our list
	CUtlVector<SaveGameDescription_t> saveGames;

	// Get the search path
	char szDirectory[_MAX_PATH];

	if ( IsX360() )
		Q_snprintf( szDirectory, sizeof( szDirectory ), "%s:/*", COM_GetModDirectory() );
	else
		Q_snprintf( szDirectory, sizeof( szDirectory ), "save/*" );

	Q_DefaultExtension( szDirectory, IsX360() ? ".360.sav" : ".sav", sizeof( szDirectory ) );
	Q_FixSlashes( szDirectory );

	// iterate the saved files
	FileFindHandle_t handle;
	const char *pFileName = g_pFullFileSystem->FindFirst( szDirectory, &handle );
	while (pFileName)
	{
		if ( !Q_strnicmp(pFileName, "HLSave", strlen( "HLSave" ) ) )
		{
			pFileName = g_pFullFileSystem->FindNext( handle );
			continue;
		}

		char szFileName[_MAX_PATH];

		if ( IsX360() )
			Q_snprintf(szFileName, sizeof( szFileName ), "%s:/%s", COM_GetModDirectory(), pFileName );
		else
			Q_snprintf(szFileName, sizeof( szFileName ), "save/%s", pFileName);

		Q_FixSlashes( szFileName );

		// Only load save games from the current mod's save dir
		if( !g_pFullFileSystem->FileExists( szFileName, "MOD" ) )
		{
			pFileName = g_pFullFileSystem->FindNext( handle );
			continue;
		}

		SaveGameDescription_t save;
		if ( ParseSaveData( szFileName, pFileName, &save ) )
		{
			// Add on this file's size to the count
			m_nUsedStorageSpace += save.iSize;

			// Always ignore autosave dangerous (they're not considered safe until committed)
			if ( Q_stristr( save.szShortName, "dangerous" ) )
			{
				pFileName = g_pFullFileSystem->FindNext( handle );
				continue;
			}
			
			// If we're ignoring autosaves, skip it here
			if ( bIgnoreAutosave )
			{
				if ( !Q_stricmp( save.szType, "#GameUI_Autosave" ) )
				{
					pFileName = g_pFullFileSystem->FindNext( handle );
					continue;
				}
			}

			saveGames.AddToTail( save );
		}

		pFileName = g_pFullFileSystem->FindNext( handle );
	}

	g_pFullFileSystem->FindClose( handle );

	// Sort the save list
	SortSaveGames( saveGames.Base(), saveGames.Count() );

	// Now add them in order
	for ( int i = 0; i < saveGames.Count(); i++ )
	{
		CGameSavePanel *savePanel = SETUP_PANEL( new CGameSavePanel( this, &saveGames[i] ) );

		savePanel->SetVisible( false );
		m_SavePanels.AddToTail( savePanel );
	}

	// Notify derived classes that save games are done being scanned
	OnDoneScanningSaveGames();
	
	// Always start with the first panel (as we're sorted in a specific order)
	SetSelectedSaveIndex( 0 );
}

//-----------------------------------------------------------------------------
// Purpose: Return the currently selected panel
//-----------------------------------------------------------------------------
CGameSavePanel *CSaveGameBrowserDialog::GetActivePanel( void )
{
	if ( IsValidPanel( m_iSelectedSave ) == false )
		return NULL;

	return m_SavePanels[ m_iSelectedSave ];
}