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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../../idLib/precompiled.h"
- #include "../Game_local.h"
- /*
- ========================
- idMenuWidget_Shell_SaveInfo::Update
- ========================
- */
- void idMenuWidget_Shell_SaveInfo::Update() {
- if ( GetSWFObject() == NULL ) {
- return;
- }
- idSWFScriptObject & root = GetSWFObject()->GetRootObject();
- if ( !BindSprite( root ) || GetSprite() == NULL ) {
- return;
- }
- const saveGameDetailsList_t & saveGameInfo = session->GetSaveGameManager().GetEnumeratedSavegames();
- saveGameDetailsList_t sortedSaves = saveGameInfo;
- sortedSaves.Sort( idSort_SavesByDate() );
- for ( int slot = 0; slot < sortedSaves.Num(); ++slot ) {
- const idSaveGameDetails & details = sortedSaves[slot];
- if ( forSaveScreen && details.slotName.Icmp( "autosave" ) == 0 ) {
- sortedSaves.RemoveIndex( slot );
- slot--;
- }
- }
- idStr info;
- if ( loadIndex >= 0 && sortedSaves.Num() != 0 && loadIndex < sortedSaves.Num() ) {
- const idSaveGameDetails & details = sortedSaves[ loadIndex ];
-
- info.Append( Sys_TimeStampToStr( details.date ) );
- info.Append( "\n" );
- // PS3 only strings that use the dict just set
- const char * expansionStr = "";
- switch ( details.GetExpansion() ) {
- case GAME_D3XP: expansionStr = idLocalization::GetString( "#str_swf_resurrection" ); break;
- case GAME_D3LE: expansionStr = idLocalization::GetString( "#str_swf_lost_episodes" ); break;
- case GAME_BASE: expansionStr = idLocalization::GetString( "#str_swf_doom3" ); break;
- default: expansionStr = idLocalization::GetString( "#str_savegame_title" ); break;
- }
- const char * difficultyStr = "";
- switch ( details.GetDifficulty() ) {
- case 0: difficultyStr = idLocalization::GetString( "#str_04089" ); break;
- case 1: difficultyStr = idLocalization::GetString( "#str_04091" ); break;
- case 2: difficultyStr = idLocalization::GetString( "#str_04093" ); break;
- case 3: difficultyStr = idLocalization::GetString( "#str_02357" ); break;
- }
- idStr summary;
- summary.Format( idLocalization::GetString( "#str_swf_save_info_format" ), difficultyStr, Sys_SecToStr( details.GetPlaytime() ), expansionStr );
- info.Append( summary );
- if ( details.damaged ) {
- info.Append( "\n" );
- info.Append( va( "^1%s^0", idLocalization::GetString( "#str_swf_damaged" ) ) );
- } else if ( details.GetSaveVersion() > BUILD_NUMBER ) {
- info.Append( "\n" );
- info.Append( va( "^1%s^0", idLocalization::GetString( "#str_swf_wrong_version" ) ) );
- }
- }
- idSWFTextInstance * infoSprite = GetSprite()->GetScriptObject()->GetNestedText( "txtDesc" );
- if ( infoSprite != NULL ) {
- infoSprite->SetText( info );
- }
- idSWFSpriteInstance * img = GetSprite()->GetScriptObject()->GetNestedSprite( "img" );
- if ( img != NULL ) {
- // TODO_SPARTY: until we have a thumbnail hide the image
- img->SetVisible( false );
- }
- }
- /*
- ========================
- idMenuWidget_Help::ObserveEvent
- ========================
- */
- void idMenuWidget_Shell_SaveInfo::ObserveEvent( const idMenuWidget & widget, const idWidgetEvent & event ) {
- const idMenuWidget_Button * const button = dynamic_cast< const idMenuWidget_Button * >( &widget );
- if ( button == NULL ) {
- return;
- }
- const idMenuWidget * const listWidget = button->GetParent();
- if ( listWidget == NULL ) {
- return;
- }
- switch ( event.type ) {
- case WIDGET_EVENT_FOCUS_ON: {
- const idMenuWidget_DynamicList * const list = dynamic_cast< const idMenuWidget_DynamicList * const >( listWidget );
- loadIndex = list->GetViewIndex();
- const saveGameDetailsList_t & detailList = session->GetSaveGameManager().GetEnumeratedSavegames();
- bool hasAutoSave = false;
- for ( int i = 0; i < detailList.Num(); ++i ) {
- if ( detailList[i].slotName.Icmp( "autosave" ) == 0 ) {
- hasAutoSave = true;
- }
- }
- if ( forSaveScreen && ( ( detailList.Num() < MAX_SAVEGAMES - 1 ) || ( ( detailList.Num() == MAX_SAVEGAMES - 1 ) && hasAutoSave ) ) ) {
- loadIndex -= 1;
- }
- Update();
- idMenuScreen_Shell_Load * loadScreen = dynamic_cast< idMenuScreen_Shell_Load * >( GetParent() );
- if ( loadScreen ) {
- loadScreen->UpdateSaveEnumerations();
- }
- idMenuScreen_Shell_Save * saveScreen = dynamic_cast< idMenuScreen_Shell_Save * >( GetParent() );
- if ( saveScreen ) {
- saveScreen->UpdateSaveEnumerations();
- }
- break;
- }
- }
- }
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