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https://github.com/wesnoth/wesnoth
synced 2025-05-02 04:16:37 +00:00
removed globally available parameters from oos_savegame() and...
...save_game_interactive()
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ae7aa4aed7
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@ -316,7 +316,7 @@ void play_controller::save_game(){
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if(save_blocker::try_block()) {
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save_blocker::save_unblocker unblocker;
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savegame::game_savegame save(gamestate_, *gui_, to_config(), preferences::compress_saves());
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save.save_game_interactive((*gui_).video(), "", gui::OK_CANCEL);
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save.save_game_interactive("", gui::OK_CANCEL);
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} else {
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save_blocker::on_unblock(this,&play_controller::save_game);
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}
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@ -326,7 +326,7 @@ void play_controller::save_replay(){
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if(save_blocker::try_block()) {
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save_blocker::save_unblocker unblocker;
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savegame::replay_savegame save(gamestate_, preferences::compress_saves());
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save.save_game_interactive((*gui_).video(), "", gui::OK_CANCEL);
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save.save_game_interactive("", gui::OK_CANCEL);
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} else {
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save_blocker::on_unblock(this,&play_controller::save_replay);
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}
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@ -1193,7 +1193,7 @@ void play_controller::process_oos(const std::string& msg) const
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message << "The game is out of sync. It might not make much sense to continue.\n\nDo you want to save your game?";
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message << "Error details:\n\n" << msg;
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savegame::oos_savegame save(*resources::state_of_game, *resources::screen, to_config(), preferences::compress_saves());
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save.save_game_interactive(resources::screen->video(), message.str(), gui::YES_NO); // can throw end_level_exception
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savegame::oos_savegame save(to_config());
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save.save_game_interactive(message.str(), gui::YES_NO); // can throw end_level_exception
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}
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@ -586,9 +586,7 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
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while(retry) {
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retry = false;
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retry = !save.save_game_interactive(disp,
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_("Do you want to save your game?"),
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gui::YES_NO)
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retry = !save.save_game_interactive(_("Do you want to save your game?"), gui::YES_NO)
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}
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#else
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save.save_game_automatic(disp.video());
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@ -526,8 +526,8 @@ void playmp_controller::process_oos(const std::string& err_msg) const {
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temp_buf << " \n";
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}
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savegame::oos_savegame save(gamestate_, *gui_, to_config(), preferences::compress_saves());
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save.save_game_interactive((*gui_).video(), temp_buf.str(), gui::YES_NO);
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savegame::oos_savegame save(to_config());
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save.save_game_interactive(temp_buf.str(), gui::YES_NO);
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}
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void playmp_controller::handle_generic_event(const std::string& name){
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@ -480,7 +480,8 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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}
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savegame::game_savegame save(gamestate_, *gui_, to_config(), preferences::compress_saves());
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save.save_game_interactive((*gui_).video(), _("A network disconnection has occurred, and the game\ncannot continue. Do you want to save the game?"), gui::YES_NO);
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/** @todo FIXME: remove the odd linebreak after the string freeze */
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save.save_game_interactive(_("A network disconnection has occurred, and the game\ncannot continue. Do you want to save the game?"), gui::YES_NO);
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if(disconnect) {
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throw network::error();
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} else {
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@ -222,8 +222,8 @@ void replay_controller::process_oos(const std::string& msg) const
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message << "The replay is corrupt/out of sync. It might not make much sense to continue.\n\nDo you want to save the game?";
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message << "Error details:\n\n" << msg;
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savegame::oos_savegame save(*resources::state_of_game, *resources::screen, to_config(), preferences::compress_saves());
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save.save_game_interactive(resources::screen->video(), message.str(), gui::YES_NO); // can throw end_level_exception
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savegame::oos_savegame save(to_config());
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save.save_game_interactive(message.str(), gui::YES_NO); // can throw end_level_exception
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}
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void replay_controller::replay_show_everything(){
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@ -19,6 +19,7 @@
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#include "foreach.hpp"
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#include "game_display.hpp"
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#include "game_end_exceptions.hpp"
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#include "game_preferences.hpp"
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#include "gettext.hpp"
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#include "gui/dialogs/game_load.hpp"
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#include "gui/dialogs/game_save.hpp"
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@ -28,6 +29,7 @@
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#include "map.hpp"
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#include "map_label.hpp"
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#include "replay.hpp"
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#include "resources.hpp"
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#include "serialization/binary_or_text.hpp"
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#include "serialization/parser.hpp"
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#include "statistics.hpp"
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@ -622,15 +624,16 @@ bool savegame::save_game_automatic(CVideo& video, bool ask_for_overwrite, const
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overwrite = check_overwrite(video);
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if (!overwrite)
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return save_game_interactive(video, "", gui::OK_CANCEL);
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return save_game_interactive("", gui::OK_CANCEL);
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}
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return save_game(&video);
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}
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bool savegame::save_game_interactive(CVideo& video, const std::string& message,
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bool savegame::save_game_interactive(const std::string& message,
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gui::DIALOG_TYPE dialog_type)
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{
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CVideo& video = resources::screen->video();
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show_confirmation_ = true;
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create_filename();
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@ -978,9 +981,8 @@ void autosave_savegame::create_filename()
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set_filename(filename);
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}
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oos_savegame::oos_savegame(game_state &gamestate,
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game_display& gui, const config& snapshot_cfg, const bool compress_saves)
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: game_savegame(gamestate, gui, snapshot_cfg, compress_saves)
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oos_savegame::oos_savegame(const config& snapshot_cfg)
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: game_savegame(*resources::state_of_game, *resources::screen, snapshot_cfg, preferences::compress_saves())
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{}
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int oos_savegame::show_save_dialog(CVideo& video, const std::string& message, const gui::DIALOG_TYPE /*dialog_type*/)
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@ -157,7 +157,7 @@ public:
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/** Save a game interactively through the savegame dialog. Used for manual midgame and replay
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saves. The return value denotes, if the save was successful or not. */
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bool save_game_interactive(CVideo& video, const std::string& message,
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bool save_game_interactive(const std::string& message,
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gui::DIALOG_TYPE dialog_type);
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const std::string& filename() const { return filename_; }
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@ -277,8 +277,7 @@ private:
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class oos_savegame : public game_savegame
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{
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public:
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oos_savegame(game_state &gamestate,
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game_display& gui, const config& snapshot_cfg, const bool compress_saves);
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oos_savegame(const config& snapshot_cfg);
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private:
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/** Display the save game dialog. */
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