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Add savestate undo UI #14676

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Aug 3, 2021
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4 changes: 2 additions & 2 deletions Core/SaveState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -531,8 +531,8 @@ namespace SaveState

bool HasUndoSaveInSlot(const Path &gameFilename, int slot)
{
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
return File::Exists(fn.WithExtraExtension(".undo"));
Path fn = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
return File::Exists(fn);
}

bool HasScreenshotInSlot(const Path &gameFilename, int slot)
Expand Down
76 changes: 58 additions & 18 deletions UI/PauseScreen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -157,10 +157,16 @@ void AsyncImageFileView::Draw(UIContext &dc) {
}
}

static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
}

class ScreenshotViewScreen : public PopupScreen {
public:
ScreenshotViewScreen(const Path &filename, std::string title, int slot, std::shared_ptr<I18NCategory> i18n)
: PopupScreen(title, i18n->T("Load State"), "Back"), filename_(filename), slot_(slot) {} // PopupScreen will translate Back on its own
ScreenshotViewScreen(const Path &filename, std::string title, int slot, std::shared_ptr<I18NCategory> i18n, Path gamePath)
: PopupScreen(title), filename_(filename), slot_(slot), gamePath_(gamePath) {} // PopupScreen will translate Back on its own

int GetSlot() const {
return slot_;
Expand All @@ -176,17 +182,62 @@ class ScreenshotViewScreen : public PopupScreen {
bool ShowButtons() const override { return true; }

void CreatePopupContents(UI::ViewGroup *parent) override {
UI::LinearLayout *content = new UI::LinearLayout(UI::ORIENT_VERTICAL);
parent->Add(content);
UI::Margins contentMargins(10, 0);
content->Add(new AsyncImageFileView(filename_, UI::IS_KEEP_ASPECT, new UI::LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
using namespace UI;
auto pa = GetI18NCategory("Pause");
auto di = GetI18NCategory("Dialog");

ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, 50, 1.0f));
LinearLayout *content = new LinearLayout(ORIENT_VERTICAL);
Margins contentMargins(10, 0);
content->Add(new AsyncImageFileView(filename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);

GridLayoutSettings gridsettings(240, 64, 5);
gridsettings.fillCells = true;
GridLayout *grid = content->Add(new GridLayoutList(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));

Choice *back = new Choice(di->T("Back"));
Choice *undoButton = new Choice(pa->T("Undo last save"));
undoButton->SetEnabled(SaveState::HasUndoSaveInSlot(gamePath_, slot_));

grid->Add(new Choice(pa->T("Save State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnSaveState);
grid->Add(new Choice(pa->T("Load State")))->OnClick.Handle(this, &ScreenshotViewScreen::OnLoadState);
grid->Add(back)->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
grid->Add(undoButton)->OnClick.Handle(this, &ScreenshotViewScreen::OnUndoState);

scroll->Add(content);
parent->Add(scroll);
}

private:
UI::EventReturn OnSaveState(UI::EventParams &e);
UI::EventReturn OnLoadState(UI::EventParams &e);
UI::EventReturn OnUndoState(UI::EventParams &e);

Path filename_;
Path gamePath_;
int slot_;
};

UI::EventReturn ScreenshotViewScreen::OnSaveState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK); //OK will close the pause screen as well
return UI::EVENT_DONE;
}

UI::EventReturn ScreenshotViewScreen::OnLoadState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK);
return UI::EVENT_DONE;
}

UI::EventReturn ScreenshotViewScreen::OnUndoState(UI::EventParams &e) {
SaveState::UndoSaveSlot(gamePath_, slot_);
TriggerFinish(DR_CANCEL);
return UI::EVENT_DONE;
}

class SaveSlotView : public UI::LinearLayout {
public:
SaveSlotView(const Path &gamePath, int slot, UI::LayoutParams *layoutParams = nullptr);
Expand Down Expand Up @@ -273,12 +324,6 @@ void SaveSlotView::Draw(UIContext &dc) {
UI::LinearLayout::Draw(dc);
}

static void AfterSaveStateAction(SaveState::Status status, const std::string &message, void *) {
if (!message.empty() && (!g_Config.bDumpFrames || !g_Config.bDumpVideoOutput)) {
osm.Show(message, status == SaveState::Status::SUCCESS ? 2.0 : 5.0);
}
}

UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
Expand Down Expand Up @@ -405,11 +450,6 @@ UI::EventReturn GamePauseScreen::OnState(UI::EventParams &e) {
void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
std::string tag = dialog->tag();
if (tag == "screenshot" && dr == DR_OK) {
ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog;
int slot = s->GetSlot();
g_Config.iCurrentStateSlot = slot;
SaveState::LoadSlot(gamePath_, slot, &AfterSaveStateAction);

finishNextFrame_ = true;
} else {
// There may have been changes to our savestates, so let's recreate.
Expand All @@ -425,7 +465,7 @@ UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
Path fn = v->GetScreenshotFilename();
std::string title = v->GetScreenshotTitle();
auto pa = GetI18NCategory("Pause");
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), pa);
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), pa, gamePath_);
screenManager()->push(screen);
}
return UI::EVENT_DONE;
Expand Down