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openmw-tes3mp/apps/openmw/mwgui/savegamedialog.cpp

400 lines
14 KiB
C++

#include "savegamedialog.hpp"
#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);
}
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
setlocale(LC_TIME, "");
const int size=1024;
char buffer[size];
if (std::strftime(buffer, size, "%x %X", timeinfo) > 0)
text << buffer << "\n";
text << "Level " << mCurrentSlot->mProfile.mPlayerLevel << "\n";
text << mCurrentSlot->mProfile.mPlayerCell << "\n";
// text << "Time played: " << slot->mProfile.mTimePlayed << "\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}");
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() << 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, 1.f, 1.f, 0.f));
}
}