/* ** loadsavemenu.cpp ** The load game and save game menus ** **--------------------------------------------------------------------------- ** Copyright 2001-2010 Randy Heit ** Copyright 2010-2017 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ struct SaveGameNode native { native String SaveTitle; native String Filename; native bool bOldVersion; native bool bMissingWads; native bool bNoDelete; } struct SavegameManager native { native int WindowSize; native SaveGameNode quickSaveSlot; //void ReadSaveStrings(); //void UnloadSaveData(); //int RemoveSaveSlot(int index); native void LoadSavegame(int Selected); //void DoSave(int Selected, String savegamestring); native int ExtractSaveData(int index); //void ClearSaveStuff(); //bool DrawSavePic(int x, int y, int w, int h); //void DrawSaveComment(Font font, int cr, int x, int y, int scalefactor); //void SetFileInfo(int Selected); native int SavegameCount(); //SaveGameNode GetSavegame(int i); //void InsertNewSaveNode(); //bool RemoveNewSaveNode(); } class LoadSaveMenu : ListMenu native { native SavegameManager manager; native int TopItem; native int Selected; native int savepicLeft; native int savepicTop; native int savepicWidth; native int savepicHeight; native int rowHeight; native int listboxLeft; native int listboxTop; native int listboxWidth; native int listboxRows; native int listboxHeight; native int listboxRight; native int listboxBottom; native int commentLeft; native int commentTop; native int commentWidth; native int commentHeight; native int commentRight; native int commentBottom; native bool mEntering; native TextEnterMenu mInput; } class SaveMenu : LoadSaveMenu native { } //============================================================================= // // // //============================================================================= class LoadMenu : LoadSaveMenu native { //============================================================================= // // // //============================================================================= override void Init(Menu parent, ListMenuDescriptor desc) { Super.Init(parent, desc); TopItem = 0; Selected = manager.ExtractSaveData (-1); } //============================================================================= // // // //============================================================================= override bool MenuEvent (int mkey, bool fromcontroller) { if (Super.MenuEvent(mkey, fromcontroller)) { return true; } if (Selected == -1 || manager.SavegameCount() == 0) { return false; } if (mkey == MKEY_Enter) { manager.LoadSavegame(Selected); return true; } return false; } }