/*
* Copyright 2010 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 .
*/
#include "SaveGameState.h"
#include
#include "yaml.h"
#include "../Savegame/SavedGame.h"
#include "../Engine/Game.h"
#include "../Engine/Action.h"
#include "../Engine/Exception.h"
#include "../Resource/ResourcePack.h"
#include "../Engine/Language.h"
#include "../Engine/Font.h"
#include "../Engine/Palette.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Interface/TextEdit.h"
#include "../Geoscape/GeoscapeErrorState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Save Game screen.
* @param game Pointer to the core game.
*/
SaveGameState::SaveGameState(Game *game) : State(game), _selected("")
{
// Create objects
_window = new Window(this, 320, 200, 0, 0, POPUP_BOTH);
_btnCancel = new TextButton(80, 16, 120, 172);
_txtTitle = new Text(310, 16, 5, 8);
_txtName = new Text(150, 9, 16, 24);
_txtTime = new Text(30, 9, 184, 24);
_txtDate = new Text(30, 9, 214, 24);
_edtSave = new TextEdit(168, 9, 0, 0);
_lstSaves = new TextList(288, 128, 8, 32);
// Set palette
_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(6)), Palette::backPos, 16);
add(_window);
add(_btnCancel);
add(_txtTitle);
add(_txtName);
add(_txtTime);
add(_txtDate);
add(_edtSave);
add(_lstSaves);
// Set up objects
_window->setColor(Palette::blockOffset(8)+8);
_window->setBackground(game->getResourcePack()->getSurface("BACK01.SCR"));
_btnCancel->setColor(Palette::blockOffset(8)+8);
_btnCancel->setText(_game->getLanguage()->getString("STR_CANCEL_UC"));
_btnCancel->onMouseClick((ActionHandler)&SaveGameState::btnCancelClick);
_txtTitle->setColor(Palette::blockOffset(15)-1);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(_game->getLanguage()->getString("STR_SELECT_SAVE_POSITION"));
_txtName->setColor(Palette::blockOffset(15)-1);
_txtName->setText(_game->getLanguage()->getString("STR_NAME"));
_txtTime->setColor(Palette::blockOffset(15)-1);
_txtTime->setText(_game->getLanguage()->getString("STR_TIME"));
_txtDate->setColor(Palette::blockOffset(15)-1);
_txtDate->setText(_game->getLanguage()->getString("STR_DATE"));
_edtSave->setColor(Palette::blockOffset(8)+10);
_edtSave->setVisible(false);
_edtSave->onKeyboardPress((ActionHandler)&SaveGameState::edtSaveKeyPress);
_lstSaves->setColor(Palette::blockOffset(8)+10);
_lstSaves->setArrowColor(Palette::blockOffset(8)+8);
_lstSaves->setColumns(5, 168, 30, 30, 30, 30);
_lstSaves->setSelectable(true);
_lstSaves->setBackground(_window);
_lstSaves->setMargin(8);
_lstSaves->onMouseClick((ActionHandler)&SaveGameState::lstSavesClick);
_lstSaves->addRow(1, L"");
SavedGame::getList(_lstSaves, _game->getLanguage());
}
/**
*
*/
SaveGameState::~SaveGameState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SaveGameState::btnCancelClick(Action *action)
{
_game->popState();
}
/**
* Names the selected save.
* @param action Pointer to an action.
*/
void SaveGameState::lstSavesClick(Action *action)
{
Text *t = _lstSaves->getCell(_lstSaves->getSelectedRow(), 0);
_selected = Language::wstrToUtf8(t->getText());
t->setText(L"");
_lstSaves->draw();
if (_lstSaves->getSelectedRow() == 0)
{
_edtSave->setText(L"");
_selected = "";
}
else
{
_edtSave->setText(Language::utf8ToWstr(_selected));
}
_edtSave->setX(_lstSaves->getX() + t->getX());
_edtSave->setY(_lstSaves->getY() + t->getY());
_edtSave->setVisible(true);
_edtSave->focus();
}
/**
* Saves the selected save.
* @param action Pointer to an action.
*/
void SaveGameState::edtSaveKeyPress(Action *action)
{
if (action->getDetails()->key.keysym.sym == SDLK_RETURN)
{
try
{
if (_selected != "")
{
std::string oldName = USER_DIR + _selected + ".sav";
std::string newName = USER_DIR + Language::wstrToUtf8(_edtSave->getText()) + ".sav";
if (rename(oldName.c_str(), newName.c_str()) != 0)
{
throw Exception("Failed to overwrite save");
}
}
_game->getSavedGame()->save(Language::wstrToUtf8(_edtSave->getText()));
}
catch (Exception &e)
{
std::cerr << "ERROR: " << e.what() << std::endl;
_game->pushState(new GeoscapeErrorState(_game, "STR_SAVE_UNSUCCESSFUL"));
}
catch (YAML::Exception &e)
{
std::cerr << "ERROR: " << e.what() << std::endl;
_game->pushState(new GeoscapeErrorState(_game, "STR_SAVE_UNSUCCESSFUL"));
}
_game->popState();
}
}
}