//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "BasePanel.h" #include "LoadGameDialog.h" #include "winlite.h" #include "vgui/ISurface.h" #include "EngineInterface.h" #include "GameUI_Interface.h" #include "ixboxsystem.h" #include "filesystem.h" #include "SaveGameBrowserDialog.h" using namespace vgui; // memdbgon must be the last include file in a .cpp file!!! #include CLoadGameDialogXbox::CLoadGameDialogXbox( vgui::Panel *parent ) : BaseClass( parent ) { m_bFilterAutosaves = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CLoadGameDialogXbox::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); vgui::Label *pTitle = (Label *) FindChildByName( "TitleLabel" ); if ( pTitle ) { pTitle->SetText( "#GameUI_LoadGame" ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CLoadGameDialogXbox::PerformSelectedAction( void ) { BaseClass::PerformSelectedAction(); if ( !GetNumPanels() ) return; SetControlDisabled( true ); // Warn the player if they're already in a map if ( !GameUI().HasSavedThisMenuSession() && GameUI().IsInLevel() && engine->GetMaxClients() == 1 ) { BasePanel()->ShowMessageDialog( MD_SAVE_BEFORE_LOAD, this ); } else { // Otherwise just do it OnCommand( "LoadGame" ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CLoadGameDialogXbox::PerformDeletion( void ) { // Cannot delete autosaves! CGameSavePanel *pPanel = GetActivePanel(); if ( pPanel == NULL || ( pPanel && pPanel->IsAutoSaveType() ) ) return; BaseClass::PerformDeletion(); SetControlDisabled( true ); vgui::surface()->PlaySound( "UI/buttonclickrelease.wav" ); BasePanel()->ShowMessageDialog( MD_DELETE_SAVE_CONFIRM, this ); } //----------------------------------------------------------------------------- // Purpose: // Input : bNewSaveSelected - //----------------------------------------------------------------------------- void CLoadGameDialogXbox::UpdateFooterOptions( void ) { CFooterPanel *pFooter = GetFooterPanel(); // Show available buttons pFooter->ClearButtons(); // Make sure we have panels to show if ( HasActivePanels() ) { pFooter->AddNewButtonLabel( "#GameUI_Load", "#GameUI_Icons_A_BUTTON" ); // Don't allow deletions of autosaves! CGameSavePanel *pPanel = GetActivePanel(); if ( pPanel && pPanel->IsAutoSaveType() == false ) { pFooter->AddNewButtonLabel( "#GameUI_Delete", "#GameUI_Icons_X_BUTTON" ); } } // Always allow storage devices changes and cancelling pFooter->AddNewButtonLabel( "#GameUI_Close", "#GameUI_Icons_B_BUTTON" ); pFooter->AddNewButtonLabel( "#GameUI_Console_StorageChange", "#GameUI_Icons_Y_BUTTON" ); } //----------------------------------------------------------------------------- // Purpose: // Input : *command - //----------------------------------------------------------------------------- void CLoadGameDialogXbox::OnCommand( const char *command ) { m_KeyRepeat.Reset(); if ( !Q_stricmp( command, "LoadGame" ) ) { // Must have an active panel to perform this action if ( GetNumPanels() == 0 ) { SetControlDisabled( false ); return; } const SaveGameDescription_t *pSave = GetActivePanelSaveDescription(); // Load the saved game char szCmd[ 256 ]; Q_snprintf( szCmd, sizeof( szCmd ), "xload %s", pSave->szShortName ); engine->ClientCmd_Unrestricted( szCmd ); // Ignore all other input while we're open OnClose(); } else if ( !Q_stricmp( command, "DeleteGame" ) ) { // Must have an active panel to perform this action if ( GetNumPanels() == 0 ) { SetControlDisabled( false ); return; } // Delete the game they've selected const SaveGameDescription_t *pSave = GetActivePanelSaveDescription(); DeleteSaveGame( pSave ); RemoveActivePanel(); } else if ( !Q_stricmp( command, "RefreshSaveGames" ) ) { // FIXME: At this point the rug has been pulled out from undereath us! RefreshSaveGames(); } else if ( !Q_stricmp( command, "LoadGameCancelled" ) ) { SetControlDisabled( false ); } else if ( !Q_stricmp( command, "ReleaseModalWindow" ) ) { vgui::surface()->RestrictPaintToSinglePanel( NULL ); } else if ( !Q_stricmp( command, "DeleteGameCancelled" ) ) { SetControlDisabled( false ); } else { BaseClass::OnCommand(command); } } //----------------------------------------------------------------------------- // Purpose: deletes an existing save game //----------------------------------------------------------------------------- void CLoadGameDialogXbox::DeleteSaveGame( const SaveGameDescription_t *pSaveDesc ) { if ( pSaveDesc == NULL ) { SetControlDisabled( false ); return; } // If we're deleting our more recent save game, we need to make sure we setup the engine to properly load the last most recent if ( Q_stristr( engine->GetMostRecentSaveGame(), pSaveDesc->szShortName ) ) { // We must have at least two active save games that we know about if ( GetNumPanels() > 1 ) { // The panels are sorted by how recent they are, so the first element is the most recent const SaveGameDescription_t *pDesc = GetPanelSaveDecription( 0 ); if ( pDesc == pSaveDesc ) { // If we're deleting our most recent, we need to pick the next most recent pDesc = GetPanelSaveDecription( 1 ); } // Remember this filename for the next time we need to reload if ( pDesc ) { engine->SetMostRecentSaveGame( pDesc->szShortName ); } } } // Delete the save game file g_pFullFileSystem->RemoveFile( pSaveDesc->szFileName, "MOD" ); vgui::surface()->PlaySound( "UI/buttonclick.wav" ); // Return control SetControlDisabled( false ); }