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openmw-tes3mp/apps/openmw/mwgui/savegamedialog.cpp
scrawl e8662bea31 Change the way that image origin is converted to OpenGL's lower-left convention
Flip the texture coordinates instead of flipping textures.

This simplifies the TextureManager (no need to worry if the caller wants flipping or not), should make it easier to generalize & multithread it.
2016-02-05 21:03:11 +01:00

427 lines
15 KiB
C++

#include "savegamedialog.hpp"
#include <sstream>
#include <iomanip>
#include <MyGUI_ComboBox.h>
#include <MyGUI_ImageBox.h>
#include <MyGUI_ListBox.h>
#include <MyGUI_InputManager.h>
#include <osgDB/ReadFile>
#include <osg/Texture2D>
#include <components/myguiplatform/myguitexture.hpp>
#include <components/misc/stringops.hpp>
#include <components/settings/settings.hpp>
#include <components/files/memorystream.hpp>
#include "../mwbase/statemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwstate/character.hpp"
#include "confirmationdialog.hpp"
#include "widgets.hpp"
namespace MWGui
{
SaveGameDialog::SaveGameDialog()
: WindowModal("openmw_savegame_dialog.layout")
, mSaving(true)
, mCurrentCharacter(NULL)
, mCurrentSlot(NULL)
{
getWidget(mScreenshot, "Screenshot");
getWidget(mCharacterSelection, "SelectCharacter");
getWidget(mInfoText, "InfoText");
getWidget(mOkButton, "OkButton");
getWidget(mCancelButton, "CancelButton");
getWidget(mDeleteButton, "DeleteButton");
getWidget(mSaveList, "SaveList");
getWidget(mSaveNameEdit, "SaveNameEdit");
getWidget(mSpacer, "Spacer");
mOkButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SaveGameDialog::onOkButtonClicked);
mCancelButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SaveGameDialog::onCancelButtonClicked);
mDeleteButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SaveGameDialog::onDeleteButtonClicked);
mCharacterSelection->eventComboAccept += MyGUI::newDelegate(this, &SaveGameDialog::onCharacterSelected);
mSaveList->eventListChangePosition += MyGUI::newDelegate(this, &SaveGameDialog::onSlotSelected);
mSaveList->eventListMouseItemActivate += MyGUI::newDelegate(this, &SaveGameDialog::onSlotMouseClick);
mSaveList->eventListSelectAccept += MyGUI::newDelegate(this, &SaveGameDialog::onSlotActivated);
mSaveList->eventKeyButtonPressed += MyGUI::newDelegate(this, &SaveGameDialog::onKeyButtonPressed);
mSaveNameEdit->eventEditSelectAccept += MyGUI::newDelegate(this, &SaveGameDialog::onEditSelectAccept);
mSaveNameEdit->eventEditTextChange += MyGUI::newDelegate(this, &SaveGameDialog::onSaveNameChanged);
}
void SaveGameDialog::onSlotActivated(MyGUI::ListBox *sender, size_t pos)
{
onSlotSelected(sender, pos);
accept();
}
void SaveGameDialog::onSlotMouseClick(MyGUI::ListBox* sender, size_t pos)
{
onSlotSelected(sender, pos);
if (pos != MyGUI::ITEM_NONE && MyGUI::InputManager::getInstance().isShiftPressed())
confirmDeleteSave();
}
void SaveGameDialog::confirmDeleteSave()
{
ConfirmationDialog* dialog = MWBase::Environment::get().getWindowManager()->getConfirmationDialog();
dialog->askForConfirmation("#{sMessage3}");
dialog->eventOkClicked.clear();
dialog->eventOkClicked += MyGUI::newDelegate(this, &SaveGameDialog::onDeleteSlotConfirmed);
dialog->eventCancelClicked.clear();
}
void SaveGameDialog::onDeleteSlotConfirmed()
{
MWBase::Environment::get().getStateManager()->deleteGame (mCurrentCharacter, mCurrentSlot);
mSaveList->removeItemAt(mSaveList->getIndexSelected());
onSlotSelected(mSaveList, MyGUI::ITEM_NONE);
// The character might be deleted now
size_t previousIndex = mCharacterSelection->getIndexSelected();
open();
if (mCharacterSelection->getItemCount())
{
size_t nextCharacter = std::min(previousIndex, mCharacterSelection->getItemCount()-1);
mCharacterSelection->setIndexSelected(nextCharacter);
onCharacterSelected(mCharacterSelection, nextCharacter);
}
}
void SaveGameDialog::onSaveNameChanged(MyGUI::EditBox *sender)
{
// This might have previously been a save slot from the list. If so, that is no longer the case
mSaveList->setIndexSelected(MyGUI::ITEM_NONE);
onSlotSelected(mSaveList, MyGUI::ITEM_NONE);
}
void SaveGameDialog::onEditSelectAccept(MyGUI::EditBox *sender)
{
accept();
}
void SaveGameDialog::open()
{
WindowModal::open();
mSaveNameEdit->setCaption ("");
if (mSaving)
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mSaveNameEdit);
center();
mCharacterSelection->setCaption("");
mCharacterSelection->removeAllItems();
mCurrentCharacter = NULL;
mCurrentSlot = NULL;
mSaveList->removeAllItems();
onSlotSelected(mSaveList, MyGUI::ITEM_NONE);
MWBase::StateManager* mgr = MWBase::Environment::get().getStateManager();
if (mgr->characterBegin() == mgr->characterEnd())
return;
mCurrentCharacter = mgr->getCurrentCharacter (false);
std::string directory =
Misc::StringUtils::lowerCase (Settings::Manager::getString ("character", "Saves"));
size_t selectedIndex = MyGUI::ITEM_NONE;
for (MWBase::StateManager::CharacterIterator it = mgr->characterBegin(); it != mgr->characterEnd(); ++it)
{
if (it->begin()!=it->end())
{
std::stringstream title;
title << it->getSignature().mPlayerName;
// For a custom class, we will not find it in the store (unless we loaded the savegame first).
// Fall back to name stored in savegame header in that case.
std::string className;
if (it->getSignature().mPlayerClassId.empty())
className = it->getSignature().mPlayerClassName;
else
{
// Find the localised name for this class from the store
const ESM::Class* class_ = MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().search(
it->getSignature().mPlayerClassId);
if (class_)
className = class_->mName;
else
className = "?"; // From an older savegame format that did not support custom classes properly.
}
title << " (Level " << it->getSignature().mPlayerLevel << " " << className << ")";
mCharacterSelection->addItem (title.str());
if (mCurrentCharacter == &*it ||
(!mCurrentCharacter && !mSaving && directory==Misc::StringUtils::lowerCase (
it->begin()->mPath.parent_path().filename().string())))
{
mCurrentCharacter = &*it;
selectedIndex = mCharacterSelection->getItemCount()-1;
}
}
}
mCharacterSelection->setIndexSelected(selectedIndex);
if (selectedIndex == MyGUI::ITEM_NONE)
mCharacterSelection->setCaption("Select Character ...");
fillSaveList();
}
void SaveGameDialog::exit()
{
setVisible(false);
}
void SaveGameDialog::setLoadOrSave(bool load)
{
mSaving = !load;
mSaveNameEdit->setVisible(!load);
mCharacterSelection->setUserString("Hidden", load ? "false" : "true");
mCharacterSelection->setVisible(load);
mSpacer->setUserString("Hidden", load ? "false" : "true");
mDeleteButton->setUserString("Hidden", load ? "false" : "true");
mDeleteButton->setVisible(load);
if (!load)
{
mCurrentCharacter = MWBase::Environment::get().getStateManager()->getCurrentCharacter (false);
}
center();
}
void SaveGameDialog::onCancelButtonClicked(MyGUI::Widget *sender)
{
exit();
}
void SaveGameDialog::onDeleteButtonClicked(MyGUI::Widget *sender)
{
if (mCurrentSlot)
confirmDeleteSave();
}
void SaveGameDialog::onConfirmationGiven()
{
accept(true);
}
void SaveGameDialog::accept(bool reallySure)
{
// Remove for MyGUI 3.2.2
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(NULL);
if (mSaving)
{
// If overwriting an existing slot, ask for confirmation first
if (mCurrentSlot != NULL && !reallySure)
{
ConfirmationDialog* dialog = MWBase::Environment::get().getWindowManager()->getConfirmationDialog();
dialog->askForConfirmation("#{sMessage4}");
dialog->eventOkClicked.clear();
dialog->eventOkClicked += MyGUI::newDelegate(this, &SaveGameDialog::onConfirmationGiven);
dialog->eventCancelClicked.clear();
return;
}
if (mSaveNameEdit->getCaption().empty())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage65}");
return;
}
}
setVisible(false);
MWBase::Environment::get().getWindowManager()->removeGuiMode (MWGui::GM_MainMenu);
if (mSaving)
{
MWBase::Environment::get().getStateManager()->saveGame (mSaveNameEdit->getCaption(), mCurrentSlot);
}
else
{
assert (mCurrentCharacter && mCurrentSlot);
MWBase::Environment::get().getStateManager()->loadGame (mCurrentCharacter, mCurrentSlot->mPath.string());
}
}
void SaveGameDialog::onKeyButtonPressed(MyGUI::Widget* _sender, MyGUI::KeyCode key, MyGUI::Char character)
{
if (key == MyGUI::KeyCode::Delete && mCurrentSlot)
confirmDeleteSave();
}
void SaveGameDialog::onOkButtonClicked(MyGUI::Widget *sender)
{
accept();
}
void SaveGameDialog::onCharacterSelected(MyGUI::ComboBox *sender, size_t pos)
{
MWBase::StateManager* mgr = MWBase::Environment::get().getStateManager();
unsigned int i=0;
const MWState::Character* character = NULL;
for (MWBase::StateManager::CharacterIterator it = mgr->characterBegin(); it != mgr->characterEnd(); ++it, ++i)
{
if (i == pos)
character = &*it;
}
assert(character && "Can't find selected character");
mCurrentCharacter = character;
mCurrentSlot = NULL;
fillSaveList();
}
void SaveGameDialog::fillSaveList()
{
mSaveList->removeAllItems();
if (!mCurrentCharacter)
return;
for (MWState::Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it)
{
mSaveList->addItem(it->mProfile.mDescription);
}
// When loading, Auto-select the first save, if there is one
if (mSaveList->getItemCount() && !mSaving)
{
mSaveList->setIndexSelected(0);
onSlotSelected(mSaveList, 0);
// Give key focus to save list so we can confirm the selection with Enter
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mSaveList);
}
else
onSlotSelected(mSaveList, MyGUI::ITEM_NONE);
}
std::string formatTimeplayed(const double timeInSeconds)
{
int timePlayed = (int)floor(timeInSeconds);
int days = timePlayed / 60 / 60 / 24;
int hours = (timePlayed / 60 / 60) % 24;
int minutes = (timePlayed / 60) % 60;
int seconds = timePlayed % 60;
std::stringstream stream;
stream << std::setfill('0') << std::setw(2) << days << ":";
stream << std::setfill('0') << std::setw(2) << hours << ":";
stream << std::setfill('0') << std::setw(2) << minutes << ":";
stream << std::setfill('0') << std::setw(2) << seconds;
return stream.str();
}
void SaveGameDialog::onSlotSelected(MyGUI::ListBox *sender, size_t pos)
{
mOkButton->setEnabled(pos != MyGUI::ITEM_NONE || mSaving);
mDeleteButton->setEnabled(pos != MyGUI::ITEM_NONE);
if (pos == MyGUI::ITEM_NONE || !mCurrentCharacter)
{
mCurrentSlot = NULL;
mInfoText->setCaption("");
mScreenshot->setImageTexture("");
return;
}
if (mSaving)
mSaveNameEdit->setCaption(sender->getItemNameAt(pos));
mCurrentSlot = NULL;
unsigned int i=0;
for (MWState::Character::SlotIterator it = mCurrentCharacter->begin(); it != mCurrentCharacter->end(); ++it, ++i)
{
if (i == pos)
mCurrentSlot = &*it;
}
if (!mCurrentSlot)
throw std::runtime_error("Can't find selected slot");
std::stringstream text;
time_t time = mCurrentSlot->mTimeStamp;
struct tm* timeinfo;
timeinfo = localtime(&time);
// Use system/environment locale settings for datetime formatting
char* oldLctime = setlocale(LC_TIME, NULL);
setlocale(LC_TIME, "");
const int size=1024;
char buffer[size];
if (std::strftime(buffer, size, "%x %X", timeinfo) > 0)
text << buffer << "\n";
// reset
setlocale(LC_TIME, oldLctime);
text << "#{sLevel} " << mCurrentSlot->mProfile.mPlayerLevel << "\n";
text << "#{sCell=" << mCurrentSlot->mProfile.mPlayerCell << "}\n";
int hour = int(mCurrentSlot->mProfile.mInGameTime.mGameHour);
bool pm = hour >= 12;
if (hour >= 13) hour -= 12;
if (hour == 0) hour = 12;
text
<< mCurrentSlot->mProfile.mInGameTime.mDay << " "
<< MWBase::Environment::get().getWorld()->getMonthName(mCurrentSlot->mProfile.mInGameTime.mMonth)
<< " " << hour << " " << (pm ? "#{sSaveMenuHelp05}" : "#{sSaveMenuHelp04}");
if (Settings::Manager::getBool("timeplayed","Saves"))
{
text << "\n" << "Time played: " << formatTimeplayed(mCurrentSlot->mProfile.mTimePlayed);
}
mInfoText->setCaptionWithReplacing(text.str());
// Decode screenshot
const std::vector<char>& data = mCurrentSlot->mProfile.mScreenshot;
Files::IMemStream instream (&data[0], data.size());
osgDB::ReaderWriter* readerwriter = osgDB::Registry::instance()->getReaderWriterForExtension("jpg");
if (!readerwriter)
{
std::cerr << "Can't open savegame screenshot, no jpg readerwriter found" << std::endl;
return;
}
osgDB::ReaderWriter::ReadResult result = readerwriter->readImage(instream);
if (!result.success())
{
std::cerr << "Failed to read savegame screenshot: " << result.message() << " code " << result.status() << std::endl;
return;
}
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setImage(result.getImage());
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setResizeNonPowerOfTwoHint(false);
texture->setUnRefImageDataAfterApply(true);
mScreenshotTexture.reset(new osgMyGUI::OSGTexture(texture));
mScreenshot->setRenderItemTexture(mScreenshotTexture.get());
mScreenshot->getSubWidgetMain()->_setUVSet(MyGUI::FloatRect(0.f, 0.f, 1.f, 1.f));
}
}