view GUI/UI/UISaveLoad.cpp @ 2572:d87bfbd3bb3b

Step towards unification of Texture and RGBTexture (class Image)
author a.parshin
date Sat, 05 Mar 2016 01:51:54 +0200
parents fed97f15d1e1
children 0c67be4ec900
line wrap: on
line source

#define _CRTDBG_MAP_ALLOC
#define _CRT_SECURE_NO_WARNINGS
#include <stdlib.h>
#include <crtdbg.h>
#include <io.h>

#include "Engine/Engine.h"
#include "Engine/MapInfo.h"
#include "Engine/Graphics/Render.h"
#include "Engine/LOD.h"
#include "Engine/SaveLoad.h"
#include "Engine/texts.h"

#include "IO/Keyboard.h"

#include "GUI/GUIFont.h"
#include "GUI/UI/UISaveLoad.h"

#include "Game/MainMenu.h"

void UI_DrawSaveLoad(bool save);


GUIWindow_Save::GUIWindow_Save() :
    GUIWindow(0, 0, window->GetWidth(), window->GetHeight(), 0, nullptr)
{
    // ------------------------------------------------
    // 0045E93E SaveUI_Load(enum CURRENT_SCREEN screen)
    char *v3; // eax@7
    LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1

    ++pIcons_LOD->uTexturePacksCount;
    if (!pIcons_LOD->uNumPrevLoadedFiles)
        pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
    memset(&pSavegameUsedSlots, 0, sizeof(pSavegameUsedSlots));
    memset(&pSavegameThumbnails, 0, sizeof(pSavegameThumbnails));
    uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
    uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
    uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
    uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
    pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));

    //if (screen == SCREEN_SAVEGAME)
    {
        pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
        pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
        pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_save_up));
    }
    /*else
    {
    pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
    pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
    pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
    }*/

    //pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);//Read...(Чтение...)
    pRenderer->Present();
    pSavegameList->Initialize(1);
    pLODFile.AllocSubIndicesAndIO(300, 0);
    for (uint i = 0; i < 40; ++i)
    {
        v3 = pSavegameList->pFileList[i].pSaveFileName;
        if (!*pSavegameList->pFileList[i].pSaveFileName)
            v3 = "1.mm7";
        sprintf(pTmpBuf.data(), "saves\\%s", v3);
        if (_access(pTmpBuf.data(), 0) || _access(pTmpBuf.data(), 6))
        {
            pSavegameUsedSlots[i] = 0;
            strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]);
        }
        else
        {
            pLODFile.LoadFile(pTmpBuf.data(), 1);
            fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", 1));
            if (pLODFile.FindContainer("image.pcx", 1))
            {
                //pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", 1), 0, 1);
                pLODFile.CloseWriteFile();
                pSavegameUsedSlots[i] = 1;
            }
            else
                pSavegameUsedSlots[i] = 0;
        }
    }
    pLODFile.FreeSubIndexAndIO();
    uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
    uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
    uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);

// -----------------------------
// GUIWindow_Save c-tor --- part
    CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
    CreateButton(21, 218, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
    CreateButton(21, 238, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
    CreateButton(21, 258, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
    CreateButton(21, 278, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
    CreateButton(21, 298, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
    CreateButton(21, 318, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
    pBtnLoadSlot = CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
    pBtnCancel = CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
    pBtnArrowUp = CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
    pBtnDownArrow = CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, 34, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
}


void GUIWindow_Save::Update()
{
// -----------------------------------
// 004156F0 GUI_UpdateWindows --- part
// {
//     SaveUI_Draw();
// }

// ----- (004606FE) --------------------------------------------------------
// void SaveUI_Draw()
// {
    UI_DrawSaveLoad(true);
}




GUIWindow_Load::GUIWindow_Load(bool ingame) :
    GUIWindow(0, 0, 0, 0, 0, nullptr)
{
// ----- (0045E361) --------------------------------------------------------
// void LoadUI_Load(unsigned int uDialogueType)
// {
    current_screen_type = SCREEN_LOADGAME;

    LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1

    dword_6BE138 = -1;
    pIcons_LOD->_inlined_sub2();

    memset(pSavegameUsedSlots.data(), 0, sizeof(pSavegameUsedSlots));
    memset(pSavegameThumbnails.data(), 0, 45 * sizeof(Image *));
    uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
    uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
    uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
    uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
    uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
    if (ingame)
    {
        pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
        if (current_screen_type == SCREEN_SAVEGAME)
        {
            pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
            pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_save_up));
        }
        else
        {
            pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
            pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
        }
        pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
    }
    else
        pRenderer->DrawTextureNew(0, 0, main_menu_background);


    /*pGUIWindow_CurrentMenu = new GUIWindow_Load(
        saveload_dlg_xs[uDialogueType],
        saveload_dlg_ys[uDialogueType],
        saveload_dlg_zs[uDialogueType],
        saveload_dlg_ws[uDialogueType], 0, 0);*/

    // GUIWindow::GUIWindow
    this->uFrameX = saveload_dlg_xs[ingame ? 1 : 0];
    this->uFrameY = saveload_dlg_ys[ingame ? 1 : 0];
    this->uFrameWidth = saveload_dlg_zs[ingame ? 1 : 0];
    this->uFrameHeight = saveload_dlg_ws[ingame ? 1 : 0];
    this->uFrameZ = uFrameX + uFrameWidth - 1;
    this->uFrameW = uFrameY + uFrameHeight - 1;



    DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
    pRenderer->Present();
    pSavegameList->Initialize(0);
    if (pSaveListPosition > (signed int)uNumSavegameFiles)
    {
        pSaveListPosition = 0;
        uLoadGameUI_SelectedSlot = 0;
    }
    pLODFile.AllocSubIndicesAndIO(300, 0);
    Assert(sizeof(SavegameHeader) == 100);
    for (uint i = 0; i < uNumSavegameFiles; ++i)
    {
        sprintf(pTmpBuf.data(), "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
        if (_access(pTmpBuf.data(), 6))
        {
            pSavegameUsedSlots[i] = 0;
            strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
            continue;
        }
        pLODFile.LoadFile(pTmpBuf.data(), 1);
        if (pLODFile.FindContainer("header.bin", true))
            fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", true));
        if (!_stricmp(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]))// "AutoSave.MM7"
            strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
        if (!pLODFile.FindContainer("image.pcx", true))
        {
            pSavegameUsedSlots[i] = 0;
            strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
        }
        else
        {
            //pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", true), 0, true);
            pLODFile.CloseWriteFile();
            pSavegameUsedSlots[i] = 1;
        }
    }

    pLODFile.FreeSubIndexAndIO();
    if (current_screen_type == SCREEN_SAVEGAME)
    {
        uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
        uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
    }
    else
    {
        uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
        uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD", TEXTURE_16BIT_PALETTE);
    }
    uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
    uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
    CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
    CreateButton(21, 219, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
    CreateButton(21, 240, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
    CreateButton(21, 261, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
    CreateButton(21, 282, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
    CreateButton(21, 303, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
    CreateButton(21, 324, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
    pBtnLoadSlot = CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
    pBtnCancel = CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
    pBtnArrowUp = CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
    pBtnDownArrow = CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, uNumSavegameFiles, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
}


void GUIWindow_Load::Update()
{
// -----------------------------------
// 004156F0 GUI_UpdateWindows --- part
// {
//     LoadUI_Draw();
// }

// ----- (004606F7) --------------------------------------------------------
// void LoadUI_Draw()
// {
    UI_DrawSaveLoad(false);
}


//----- (004601B7) --------------------------------------------------------
static void UI_DrawSaveLoad(bool save)
{
//  const char *pSlotName; // edi@36
  GUIWindow save_load_window; // [sp+Ch] [bp-78h]@8
  unsigned int pSaveFiles; // [sp+70h] [bp-14h]@10
  unsigned __int64 full_hours;
  unsigned __int64 full_days;
  int full_weeks;
  int full_month;
  int current_year;
  int current_month;
  int current_day;
  int current_hour;
  int current_minutes;

  pRenderer->BeginScene();
  if ( GetCurrentMenuID() != MENU_SAVELOAD && GetCurrentMenuID() != MENU_LoadingProcInMainMenu )
  {
    pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
    if (save)
    {
      pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
      pRenderer->DrawTextureIndexed( 18, 139, pIcons_LOD->GetTexture(uTextureID_save_up));
    }
    else
    {
      pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
      pRenderer->DrawTextureIndexed( 18, 139, pIcons_LOD->GetTexture(uTextureID_load_up));
    }
    pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
  }
  if ( pSavegameUsedSlots[uLoadGameUI_SelectedSlot] )
  {
    memset(&save_load_window, 0, 0x54);
    save_load_window.uFrameX = pGUIWindow_CurrentMenu->uFrameX + 240;
    save_load_window.uFrameWidth = 220;
    save_load_window.uFrameY = (pGUIWindow_CurrentMenu->uFrameY - pFontSmallnum->uFontHeight) + 157;
    save_load_window.uFrameZ = save_load_window.uFrameX + 219;
    save_load_window.uFrameHeight = pFontSmallnum->uFontHeight;
    save_load_window.uFrameW = pFontSmallnum->uFontHeight + save_load_window.uFrameY - 1;
    if ( pSavegameThumbnails[uLoadGameUI_SelectedSlot] )
      pRenderer->DrawTextureNew((pGUIWindow_CurrentMenu->uFrameX + 276)/640.0f, (pGUIWindow_CurrentMenu->uFrameY + 171)/480.0f, pSavegameThumbnails[uLoadGameUI_SelectedSlot]);
//Draw map name
    save_load_window.DrawTitleText(pFontSmallnum, 0, 0, 0, pMapStats->pInfos[pMapStats->GetMapInfo(pSavegameHeader[uLoadGameUI_SelectedSlot].pLocationName)].pName, 3);
//Draw date
    full_hours = ((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) / 60i64;
    full_days = (unsigned int)full_hours / 24;
    full_weeks = (unsigned int)(full_days / 7);
    full_month = (unsigned int)full_weeks / 4;
    current_year = (full_month / 12) + game_starting_year;
    current_month = full_month % 12;
    current_day = full_days % 28;
    current_hour = full_hours % 24;
    current_minutes = (((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) % 60i64);

    save_load_window.uFrameY = pGUIWindow_CurrentMenu->uFrameY + 261;
    int am;
    if ( (signed int)current_hour >= 12 )
    {
      current_hour -= 12;
      if ( !current_hour )
        current_hour = 12;
      am = 1;
    }
    else
      am = 0;
    const char* day = aDayNames[full_days % 7];
    const char* ampm = aAMPMNames[am];
    const char* month = aMonthNames[current_month];

    sprintfex(pTmpBuf.data(), "%s %d:%02d %s\n%d %s %d", day, current_hour, current_minutes, aAMPMNames[am], current_day + 1, month, current_year);
    save_load_window.DrawTitleText(pFontSmallnum, 0, 0, 0, pTmpBuf.data(), 3);
  }
  if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_CONFIRMED)
  {
    pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE;
    strcpy((char *)&pSavegameHeader + 100 * uLoadGameUI_SelectedSlot, pKeyActionMap->pPressedKeysBuffer);
    pMessageQueue_50CBD0->AddGUIMessage(UIMSG_SaveGame, 0, 0);
  }
  else
  {
    if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_CANCELLED)
      pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE;
  }
  if (GetCurrentMenuID() == MENU_LoadingProcInMainMenu)
  {
    pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, pFontSmallnum->AlignText_Center(186, pGlobalTXT_LocalizationStrings[135]) + 25,
        220, 0, pGlobalTXT_LocalizationStrings[135], 0, 0, 0);//Загрузка
    pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, pFontSmallnum->AlignText_Center(186,
		pSavegameHeader[uLoadGameUI_SelectedSlot].pName) + 25, 0x106, 0, pSavegameHeader[uLoadGameUI_SelectedSlot].pName, 185, 0);
    pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, pFontSmallnum->AlignText_Center(186, pGlobalTXT_LocalizationStrings[165]) + 25,
        304, 0, pGlobalTXT_LocalizationStrings[165], 0, 0, 0);//"Пожалуйста, пожождите"
  }
  else
  {
    if ( save )
      pSaveFiles = 40;
    else
      pSaveFiles = uNumSavegameFiles;

    int slot_Y = 199;
    for ( uint i = pSaveListPosition; i < pSaveFiles; ++i )
    {
      if ( slot_Y >= 346 )
        break;
      if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 != WINDOW_INPUT_IN_PROGRESS || i != uLoadGameUI_SelectedSlot )
        pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 27, slot_Y, i == uLoadGameUI_SelectedSlot ? Color16(0xFF, 0xFF, 0x64) : 0, pSavegameHeader[i].pName, 185, 0);
      else
        pGUIWindow_CurrentMenu->DrawFlashingInputCursor(pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 27, slot_Y, i == uLoadGameUI_SelectedSlot ? Color16(0xFF, 0xFF, 0x64) : 0, (const char *)pKeyActionMap->pPressedKeysBuffer, 175, 1) + 27,
           slot_Y, pFontSmallnum);
      slot_Y += 21;
    }
  }
  pRenderer->EndScene();
}