/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ListGamesState.h"
#include <algorithm>
#include "../Engine/Logger.h"
#include "../Savegame/SavedGame.h"
#include "../Engine/Game.h"
#include "../Engine/Action.h"
#include "../Engine/Exception.h"
#include "../Engine/Options.h"
#include "../Engine/Unicode.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Interface/ArrowButton.h"
#include "DeleteGameState.h"
namespace OpenXcom
{
struct compareSaveName : public std::binary_function<SaveInfo&, SaveInfo&, bool>
{
bool _reverse;
compareSaveName(bool reverse) : _reverse(reverse) {}
bool operator()(const SaveInfo &a, const SaveInfo &b) const
{
if (a.reserved == b.reserved)
{
return Unicode::naturalCompare(a.displayName, b.displayName);
}
else
{
return _reverse ? b.reserved : a.reserved;
}
}
};
struct compareSaveTimestamp : public std::binary_function<SaveInfo&, SaveInfo&, bool>
{
bool _reverse;
compareSaveTimestamp(bool reverse) : _reverse(reverse) {}
bool operator()(const SaveInfo &a, const SaveInfo &b) const
{
if (a.reserved == b.reserved)
{
return a.timestamp < b.timestamp;
}
else
{
return _reverse ? b.reserved : a.reserved;
}
}
};
/**
* Initializes all the elements in the Saved Game screen.
* @param game Pointer to the core game.
* @param origin Game section that originated this state.
* @param firstValidRow First row containing saves.
* @param autoquick Show auto/quick saved games?
*/
ListGamesState::ListGamesState(OptionsOrigin origin, int firstValidRow, bool autoquick) : _origin(origin), _firstValidRow(firstValidRow), _autoquick(autoquick), _sortable(true)
{
_screen = false;
// Create objects
_window = new Window(this, 320, 200, 0, 0, POPUP_BOTH);
_btnCancel = new TextButton(80, 16, 120, 172);
_txtTitle = new Text(310, 17, 5, 7);
_txtDelete = new Text(310, 9, 5, 23);
_txtName = new Text(150, 9, 16, 32);
_txtDate = new Text(110, 9, 204, 32);
_lstSaves = new TextList(288, 112, 8, 42);
_txtDetails = new Text(288, 16, 16, 156);
_sortName = new ArrowButton(ARROW_NONE, 11, 8, 16, 32);
_sortDate = new ArrowButton(ARROW_NONE, 11, 8, 204, 32);
// Set palette
setInterface("geoscape", true, _game->getSavedGame() ? _game->getSavedGame()->getSavedBattle() : 0);
add(_window, "window", "saveMenus");
add(_btnCancel, "button", "saveMenus");
add(_txtTitle, "text", "saveMenus");
add(_txtDelete, "text", "saveMenus");
add(_txtName, "text", "saveMenus");
add(_txtDate, "text", "saveMenus");
add(_lstSaves, "list", "saveMenus");
add(_txtDetails, "text", "saveMenus");
add(_sortName, "text", "saveMenus");
add(_sortDate, "text", "saveMenus");
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK01.SCR"));
_btnCancel->setText(tr("STR_CANCEL"));
_btnCancel->onMouseClick((ActionHandler)&ListGamesState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&ListGamesState::btnCancelClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtDelete->setAlign(ALIGN_CENTER);
_txtDelete->setText(tr("STR_RIGHT_CLICK_TO_DELETE"));
_txtName->setText(tr("STR_NAME"));
_txtDate->setText(tr("STR_DATE"));
_lstSaves->setColumns(3, 188, 60, 40);
_lstSaves->setSelectable(true);
_lstSaves->setBackground(_window);
_lstSaves->setMargin(8);
_lstSaves->onMouseOver((ActionHandler)&ListGamesState::lstSavesMouseOver);
_lstSaves->onMouseOut((ActionHandler)&ListGamesState::lstSavesMouseOut);
_lstSaves->onMousePress((ActionHandler)&ListGamesState::lstSavesPress);
_txtDetails->setWordWrap(true);
_txtDetails->setText(tr("STR_DETAILS").arg(""));
_sortName->setX(_sortName->getX() + _txtName->getTextWidth() + 5);
_sortName->onMouseClick((ActionHandler)&ListGamesState::sortNameClick);
_sortDate->setX(_sortDate->getX() + _txtDate->getTextWidth() + 5);
_sortDate->onMouseClick((ActionHandler)&ListGamesState::sortDateClick);
updateArrows();
}
/**
*
*/
ListGamesState::~ListGamesState()
{
}
/**
* Refreshes the saves list.
*/
void ListGamesState::init()
{
State::init();
if (_origin == OPT_BATTLESCAPE)
{
applyBattlescapeTheme();
}
try
{
_saves = SavedGame::getList(_game->getLanguage(), _autoquick);
_lstSaves->clearList();
sortList(Options::saveOrder);
}
catch (Exception &e)
{
Log(LOG_ERROR) << e.what();
}
}
/**
* Updates the sorting arrows based
* on the current setting.
*/
void ListGamesState::updateArrows()
{
_sortName->setShape(ARROW_NONE);
_sortDate->setShape(ARROW_NONE);
switch (Options::saveOrder)
{
case SORT_NAME_ASC:
_sortName->setShape(ARROW_SMALL_UP);
break;
case SORT_NAME_DESC:
_sortName->setShape(ARROW_SMALL_DOWN);
break;
case SORT_DATE_ASC:
_sortDate->setShape(ARROW_SMALL_UP);
break;
case SORT_DATE_DESC:
_sortDate->setShape(ARROW_SMALL_DOWN);
break;
}
}
/**
* Sorts the save game list.
* @param sort Order to sort the games in.
*/
void ListGamesState::sortList(SaveSort sort)
{
switch (sort)
{
case SORT_NAME_ASC:
std::sort(_saves.begin(), _saves.end(), compareSaveName(false));
break;
case SORT_NAME_DESC:
std::sort(_saves.rbegin(), _saves.rend(), compareSaveName(true));
break;
case SORT_DATE_ASC:
std::sort(_saves.begin(), _saves.end(), compareSaveTimestamp(false));
break;
case SORT_DATE_DESC:
std::sort(_saves.rbegin(), _saves.rend(), compareSaveTimestamp(true));
break;
}
updateList();
}
/**
* Updates the save game list with the current list
* of available savegames.
*/
void ListGamesState::updateList()
{
int row = 0;
int color = _lstSaves->getSecondaryColor();
for (std::vector<SaveInfo>::const_iterator i = _saves.begin(); i != _saves.end(); ++i)
{
_lstSaves->addRow(3, i->displayName.c_str(), i->isoDate.c_str(), i->isoTime.c_str());
if (i->reserved && _origin != OPT_BATTLESCAPE)
{
_lstSaves->setRowColor(row, color);
}
row++;
}
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void ListGamesState::btnCancelClick(Action *)
{
_game->popState();
}
/**
* Shows the details of the currently hovered save.
* @param action Pointer to an action.
*/
void ListGamesState::lstSavesMouseOver(Action *)
{
int sel = _lstSaves->getSelectedRow() - _firstValidRow;
std::string wstr;
if (sel >= 0 && sel < (int)_saves.size())
{
wstr = _saves[sel].details;
}
_txtDetails->setText(tr("STR_DETAILS").arg(wstr));
}
/**
* Clears the details.
* @param action Pointer to an action.
*/
void ListGamesState::lstSavesMouseOut(Action *)
{
_txtDetails->setText(tr("STR_DETAILS").arg(""));
}
/**
* Deletes the selected save.
* @param action Pointer to an action.
*/
void ListGamesState::lstSavesPress(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_RIGHT && _lstSaves->getSelectedRow() >= _firstValidRow)
{
_game->pushState(new DeleteGameState(_origin, _saves[_lstSaves->getSelectedRow() - _firstValidRow].fileName));
}
}
/**
* Sorts the saves by name.
* @param action Pointer to an action.
*/
void ListGamesState::sortNameClick(Action *)
{
if (_sortable)
{
if (Options::saveOrder == SORT_NAME_ASC)
{
Options::saveOrder = SORT_NAME_DESC;
}
else
{
Options::saveOrder = SORT_NAME_ASC;
}
updateArrows();
_lstSaves->clearList();
sortList(Options::saveOrder);
}
}
/**
* Sorts the saves by date.
* @param action Pointer to an action.
*/
void ListGamesState::sortDateClick(Action *)
{
if (_sortable)
{
if (Options::saveOrder == SORT_DATE_ASC)
{
Options::saveOrder = SORT_DATE_DESC;
}
else
{
Options::saveOrder = SORT_DATE_ASC;
}
updateArrows();
_lstSaves->clearList();
sortList(Options::saveOrder);
}
}
void ListGamesState::disableSort()
{
_sortable = false;
}
}
↑ V525 The code contains the collection of similar blocks. Check items '17', '9', '9', '9' in lines 92, 93, 94, 95.