mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
296 lines
8.6 KiB
C++
296 lines
8.6 KiB
C++
//========= 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( ¤tTime );
|
|
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
|
|
}
|