Ejemplo n.º 1
0
    void SaveGameDialog::onCharacterSelected(MyGUI::ComboBox *sender, size_t pos)
    {
        MWBase::StateManager* mgr = MWBase::Environment::get().getStateManager();

        unsigned int i=0;
        const MWState::Character* character = NULL;
        for (MWBase::StateManager::CharacterIterator it = mgr->characterBegin(); it != mgr->characterEnd(); ++it, ++i)
        {
            if (i == pos)
                character = &*it;
        }
        assert(character && "Can't find selected character");

        mCurrentCharacter = character;
        mCurrentSlot = NULL;
        fillSaveList();
    }
Ejemplo n.º 2
0
    void SaveGameDialog::open()
    {
        WindowModal::open();

        mSaveNameEdit->setCaption ("");
        if (mSaving)
            MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mSaveNameEdit);

        center();

        mCharacterSelection->setCaption("");
        mCharacterSelection->removeAllItems();
        mCurrentCharacter = NULL;
        mCurrentSlot = NULL;
        mSaveList->removeAllItems();
        onSlotSelected(mSaveList, MyGUI::ITEM_NONE);

        MWBase::StateManager* mgr = MWBase::Environment::get().getStateManager();
        if (mgr->characterBegin() == mgr->characterEnd())
            return;

        mCurrentCharacter = mgr->getCurrentCharacter (false);

        std::string directory =
            Misc::StringUtils::lowerCase (Settings::Manager::getString ("character", "Saves"));

        size_t selectedIndex = MyGUI::ITEM_NONE;

        for (MWBase::StateManager::CharacterIterator it = mgr->characterBegin(); it != mgr->characterEnd(); ++it)
        {
            if (it->begin()!=it->end())
            {
                std::stringstream title;
                title << it->getSignature().mPlayerName;

                // For a custom class, we will not find it in the store (unless we loaded the savegame first).
                // Fall back to name stored in savegame header in that case.
                std::string className;
                if (it->getSignature().mPlayerClassId.empty())
                    className = it->getSignature().mPlayerClassName;
                else
                {
                    // Find the localised name for this class from the store
                    const ESM::Class* class_ = MWBase::Environment::get().getWorld()->getStore().get<ESM::Class>().search(
                                it->getSignature().mPlayerClassId);
                    if (class_)
                        className = class_->mName;
                    else
                        className = "?"; // From an older savegame format that did not support custom classes properly.
                }

                title << " (Level " << it->getSignature().mPlayerLevel << " " << className << ")";

                mCharacterSelection->addItem (title.str());

                if (mCurrentCharacter == &*it ||
                    (!mCurrentCharacter && !mSaving && directory==Misc::StringUtils::lowerCase (
                    it->begin()->mPath.parent_path().filename().string())))
                {
                    mCurrentCharacter = &*it;
                    selectedIndex = mCharacterSelection->getItemCount()-1;
                }
            }
        }

        mCharacterSelection->setIndexSelected(selectedIndex);
        if (selectedIndex == MyGUI::ITEM_NONE)
            mCharacterSelection->setCaption("Select Character ...");

        fillSaveList();

    }