corrections/improvements to game saving

This commit is contained in:
dborth 2009-04-15 06:01:08 +00:00
parent 2ea1ae5bdb
commit 884ccc90a6
3 changed files with 34 additions and 33 deletions

View File

@ -22,10 +22,10 @@ GuiSaveBrowser::GuiSaveBrowser(int w, int h, SaveList * s, int a)
action = a;
selectable = true;
if(action == 0) // save
if(action == 0) // load
listOffset = 0;
else
listOffset = -2;
listOffset = -2; // save - reserve -2 & -1 for new slots
selectedItem = 0;
focus = 0; // allow focus
@ -199,13 +199,13 @@ void GuiSaveBrowser::ResetState()
int GuiSaveBrowser::GetClickedSave()
{
int found = -1;
int found = -3;
for(int i=0; i<SAVELISTSIZE; i++)
{
if(saveBtn[i]->GetState() == STATE_CLICKED)
{
saveBtn[i]->SetState(STATE_SELECTED);
found = i;
found = listOffset+i;
break;
}
}

View File

@ -1494,7 +1494,7 @@ static int MenuGameSaves(int action)
ret = saveBrowser.GetClickedSave();
// load or save game
if(ret >= 0)
if(ret > -3)
{
int result = 0;
@ -1516,7 +1516,7 @@ static int MenuGameSaves(int action)
}
else // save
{
if(ret == 0) // new SRAM
if(ret == -2) // new SRAM
{
for(i=1; i < 100; i++)
if(saves.files[FILE_SRAM][i] == 0)
@ -1529,7 +1529,7 @@ static int MenuGameSaves(int action)
menu = MENU_GAME_SAVE;
}
}
else if(ret == 1) // new Snapshot
else if(ret == -1) // new Snapshot
{
for(i=1; i < 100; i++)
if(saves.files[FILE_SNAPSHOT][i] == 0)
@ -1544,8 +1544,8 @@ static int MenuGameSaves(int action)
}
else // overwrite SRAM/Snapshot
{
MakeFilePath(filepath, saves.type[ret-2], method, saves.filename[ret-2]);
switch(saves.type[ret-2])
MakeFilePath(filepath, saves.type[ret], method, saves.filename[ret]);
switch(saves.type[ret])
{
case FILE_SRAM:
SaveBatteryOrState(filepath, GCSettings.SaveMethod, FILE_SRAM, NOTSILENT);

View File

@ -368,6 +368,31 @@ bool SaveBatteryOrState(char * filepath, int method, int action, bool silent)
if(method == METHOD_AUTO)
return false;
// save screenshot - I would prefer to do this from gameScreenTex
if(action == FILE_SNAPSHOT && gameScreenTex2 != NULL && method != METHOD_MC_SLOTA && method != METHOD_MC_SLOTB)
{
AllocSaveBuffer ();
IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer);
if (pngContext != NULL)
{
imgSize = PNGU_EncodeFromGXTexture(pngContext, screenwidth, screenheight, gameScreenTex2, 0);
PNGU_ReleaseImageContext(pngContext);
}
if(imgSize > 0)
{
char screenpath[1024];
strncpy(screenpath, filepath, 1024);
screenpath[strlen(screenpath)-4] = 0;
sprintf(screenpath, "%s.png", screenpath);
SaveFile(screenpath, imgSize, method, silent);
}
FreeSaveBuffer ();
}
AllocSaveBuffer();
// set comments for Memory Card saves
@ -455,30 +480,6 @@ bool SaveBatteryOrState(char * filepath, int method, int action, bool silent)
FreeSaveBuffer();
// save screenshot - I would prefer to do this from gameScreenTex
if(offset > 0 && gameScreenTex2 != NULL && method != METHOD_MC_SLOTA && method != METHOD_MC_SLOTB)
{
AllocSaveBuffer ();
IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer);
if (pngContext != NULL)
{
imgSize = PNGU_EncodeFromGXTexture(pngContext, 640, 480, gameScreenTex2, 0);
PNGU_ReleaseImageContext(pngContext);
}
if(imgSize > 0)
{
char screenpath[1024];
filepath[strlen(filepath)-4] = 0;
sprintf(screenpath, "%s.png", filepath);
SaveFile(screenpath, imgSize, method, silent);
}
FreeSaveBuffer ();
}
return result;
}