void GameStateLoad::logic() { if (inpt->window_resized) refreshWidgets(); for (size_t i = 0; i < game_slots.size(); ++i) { if (static_cast<int>(i) == selected_slot) { if (game_slots[i]->preview_turn_ticks > 0) game_slots[i]->preview_turn_ticks--; if (game_slots[i]->preview_turn_ticks == 0) { game_slots[i]->preview_turn_ticks = GAMESLOT_PREVIEW_TURN_DURATION; game_slots[i]->stats.direction++; if (game_slots[i]->stats.direction > 7) game_slots[i]->stats.direction = 0; } } game_slots[i]->preview.logic(); } if (!confirm->visible) { tablist.logic(true); if (button_exit->checkClick() || (inpt->pressing[CANCEL] && !inpt->lock[CANCEL])) { inpt->lock[CANCEL] = true; showLoading(); setRequestedGameState(new GameStateTitle()); } if (loading_requested) { loading = true; loading_requested = false; logicLoading(); } bool outside_scrollbar = true; if (button_new->checkClick()) { // create a new game showLoading(); GameStateNew* newgame = new GameStateNew(); newgame->game_slot = (game_slots.empty() ? 1 : game_slots.back()->id+1); delete_items = false; setRequestedGameState(newgame); } else if (button_load->checkClick()) { loading_requested = true; } else if (button_delete->checkClick()) { // Display pop-up to make sure save should be deleted confirm->visible = true; confirm->render(); } else if (game_slots.size() > 0) { Rect scroll_area = slot_pos[0]; scroll_area.h = slot_pos[0].h * game_slot_max; if (isWithinRect(scroll_area, inpt->mouse)) { if (inpt->pressing[MAIN1] && !inpt->lock[MAIN1]) { for (int i=0; i<visible_slots; ++i) { if (isWithinRect(slot_pos[i], inpt->mouse)) { inpt->lock[MAIN1] = true; setSelectedSlot(i + scroll_offset); updateButtons(); break; } } } else if (inpt->scroll_up) { scrollUp(); } else if (inpt->scroll_down) { scrollDown(); } } else if (has_scroll_bar) { switch (scrollbar->checkClick(inpt->mouse.x, inpt->mouse.y)) { case 1: scrollUp(); outside_scrollbar = false; break; case 2: scrollDown(); outside_scrollbar = false; break; case 3: scroll_offset = scrollbar->getValue(); if (scroll_offset >= static_cast<int>(game_slots.size()) - visible_slots) { scroll_offset = static_cast<int>(game_slots.size()) - visible_slots; } outside_scrollbar = false; break; default: break; } } if (outside_scrollbar && inpt->pressing[MAIN1] && !inpt->lock[MAIN1]) { inpt->lock[MAIN1] = true; setSelectedSlot(-1); updateButtons(); } // Allow characters to be navigateable via up/down keys if (inpt->pressing[UP] && !inpt->lock[UP]) { inpt->lock[UP] = true; setSelectedSlot((selected_slot - 1 < 0) ? static_cast<int>(game_slots.size()) - 1 : selected_slot - 1); scroll_offset = std::min(static_cast<int>(game_slots.size()) - visible_slots, selected_slot); updateButtons(); } else if (inpt->pressing[DOWN] && !inpt->lock[DOWN]) { inpt->lock[DOWN] = true; setSelectedSlot((selected_slot + 1 == static_cast<int>(game_slots.size())) ? 0 : selected_slot + 1); scroll_offset = std::max(0, selected_slot-visible_slots+1); updateButtons(); } } } else if (confirm->visible) { confirm->logic(); if (confirm->confirmClicked) { removeSaveDir(game_slots[selected_slot]->id); delete game_slots[selected_slot]; game_slots[selected_slot] = NULL; game_slots.erase(game_slots.begin()+selected_slot); visible_slots = (game_slot_max > static_cast<int>(game_slots.size()) ? static_cast<int>(game_slots.size()) : game_slot_max); setSelectedSlot(-1); while (scroll_offset + visible_slots > static_cast<int>(game_slots.size())) { scroll_offset--; } updateButtons(); confirm->visible = false; confirm->confirmClicked = false; } } }
void GameStateLoad::logic() { frame_ticker++; if (frame_ticker == 64) frame_ticker = 0; if (frame_ticker < 32) current_frame = frame_ticker / 8; else current_frame = (63 - frame_ticker) / 8; if (button_exit->checkClick()) { requestedGameState = new GameStateTitle(screen, inp, font, msg); } if(loading_requested) { loading = true; loading_requested = false; logicLoading(); } if (button_action->checkClick()) { if (stats[selected_slot].name == "") { // create a new game GameStateNew* newgame = new GameStateNew(screen, inp, font, msg); newgame->game_slot = selected_slot + 1; requestedGameState = newgame; } else { loading_requested = true; } } if (button_alternate->checkClick()) { // Display pop-up to make sure save should be deleted confirm->visible = true; confirm->render(); } if (confirm->visible) { confirm->logic(); if(confirm->confirmClicked) { stringstream filename; filename << PATH_USER << "save" << (selected_slot+1) << ".txt"; if(remove(filename.str().c_str()) != 0) perror("Error deleting save from path"); stats[selected_slot] = StatBlock(); readGameSlot(selected_slot); loadPreview(selected_slot); loadPortrait(selected_slot); button_alternate->enabled = false; button_action->label = msg->get("new_game_button"); confirm->visible = false; confirm->confirmClicked = false; } } // check clicking game slot if (inp->pressing[MAIN1] && !inp->lock[MAIN1]) { for (int i=0; i<GAME_SLOT_MAX; i++) { if (isWithin(slot_pos[i], inp->mouse)) { selected_slot = i; inp->lock[MAIN1] = true; loadPortrait(selected_slot); button_action->enabled = true; if (stats[selected_slot].name == "") { button_action->label = msg->get("new_game_button"); button_alternate->enabled = false; } else { button_action->label = msg->get("load_game_button"); button_alternate->enabled = true; } } } } }