/*
* 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 "ListSaveState.h"
#include "../Engine/CrossPlatform.h"
#include "../Engine/Game.h"
#include "../Engine/Action.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Unicode.h"
#include "../Engine/Options.h"
#include "../Interface/TextList.h"
#include "../Interface/TextEdit.h"
#include "../Interface/TextButton.h"
#include "SaveGameState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Save Game screen.
* @param game Pointer to the core game.
* @param origin Game section that originated this state.
*/
ListSaveState::ListSaveState(OptionsOrigin origin) : ListGamesState(origin, 1, false), _previousSelectedRow(-1), _selectedRow(-1)
{
// Create objects
_edtSave = new TextEdit(this, 168, 9, 0, 0);
_btnSaveGame = new TextButton(_game->getSavedGame()->isIronman() ? 200 : 80, 16, 60, 172);
add(_edtSave);
add(_btnSaveGame, "button", "saveMenus");
// Set up objects
_txtTitle->setText(tr("STR_SELECT_SAVE_POSITION"));
if (_game->getSavedGame()->isIronman())
{
_btnCancel->setVisible(false);
}
else
{
_btnCancel->setX(180);
}
_btnSaveGame->setText(tr("STR_SAVE_GAME"));
_btnSaveGame->onMouseClick((ActionHandler)&ListSaveState::btnSaveGameClick);
_edtSave->setColor(_lstSaves->getSecondaryColor());
_edtSave->setVisible(false);
_edtSave->onKeyboardPress((ActionHandler)&ListSaveState::edtSaveKeyPress);
centerAllSurfaces();
}
/**
*
*/
ListSaveState::~ListSaveState()
{
}
/**
* Updates the save game list with the current list
* of available savegames.
*/
void ListSaveState::updateList()
{
_lstSaves->addRow(1, tr("STR_NEW_SAVED_GAME_SLOT").c_str());
if (_origin != OPT_BATTLESCAPE)
_lstSaves->setRowColor(0, _lstSaves->getSecondaryColor());
ListGamesState::updateList();
}
/**
* Names the selected save.
* @param action Pointer to an action.
*/
void ListSaveState::lstSavesPress(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_RIGHT && _edtSave->isFocused())
{
_edtSave->setText("");
_edtSave->setVisible(false);
_edtSave->setFocus(false, false);
_lstSaves->setScrolling(true);
}
ListGamesState::lstSavesPress(action);
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
_previousSelectedRow = _selectedRow;
_selectedRow = _lstSaves->getSelectedRow();
switch (_previousSelectedRow)
{
case -1: // first click on the savegame list
break;
case 0:
_lstSaves->setCellText(_previousSelectedRow , 0, tr("STR_NEW_SAVED_GAME_SLOT"));
break;
default:
_lstSaves->setCellText(_previousSelectedRow , 0, _selected);
}
_selected = _lstSaves->getCellText(_lstSaves->getSelectedRow(), 0);
_lstSaves->setCellText(_lstSaves->getSelectedRow(), 0, "");
if (_lstSaves->getSelectedRow() == 0)
{
_edtSave->setText("");
_selected = "";
}
else
{
_edtSave->setText(_selected);
}
_edtSave->setX(_lstSaves->getColumnX(0));
_edtSave->setY(_lstSaves->getRowY(_selectedRow));
_edtSave->setVisible(true);
_edtSave->setFocus(true, false);
_lstSaves->setScrolling(false);
ListGamesState::disableSort();
}
}
/**
* Saves the selected save.
* @param action Pointer to an action.
*/
void ListSaveState::edtSaveKeyPress(Action *action)
{
if (action->getDetails()->key.keysym.sym == SDLK_RETURN ||
action->getDetails()->key.keysym.sym == SDLK_KP_ENTER)
{
saveGame();
}
}
/**
* Saves the selected save.
* @param action Pointer to an action.
*/
void ListSaveState::btnSaveGameClick(Action *)
{
if (_selectedRow != -1)
{
saveGame();
}
}
/**
* Saves the selected save.
*/
void ListSaveState::saveGame()
{
_game->getSavedGame()->setName(_edtSave->getText());
std::string oldFilename, newFilename;
newFilename = CrossPlatform::sanitizeFilename(Unicode::convUtf8ToPath(_edtSave->getText()));
if (_selectedRow > 0)
{
oldFilename = _saves[_selectedRow - 1].fileName;
if (oldFilename != newFilename + ".sav")
{
while (CrossPlatform::fileExists(Options::getMasterUserFolder() + newFilename + ".sav"))
{
newFilename += "_";
}
std::string oldPath = Options::getMasterUserFolder() + oldFilename;
std::string newPath = Options::getMasterUserFolder() + newFilename + ".sav";
CrossPlatform::moveFile(oldPath, newPath);
}
}
else
{
while (CrossPlatform::fileExists(Options::getMasterUserFolder() + newFilename + ".sav"))
{
newFilename += "_";
}
}
newFilename += ".sav";
_game->pushState(new SaveGameState(_origin, newFilename, _palette));
}
}
↑ V815 Decreased performance. Consider replacing the expression '_selected = ""' with '_selected.clear()'.