Add: Message popup when trying to overwrite a different savegame
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@@ -265,6 +265,8 @@ static void SortSaveGameList(FileList &file_list)
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QSortT(file_list.Get(sort_start), s_amount, CompareFiosItems);
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}
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void SaveGameConfirmationCallback(Window *w, bool confirmed);
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struct SaveLoadWindow : public Window {
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private:
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static const uint EDITBOX_MAX_SIZE = 50;
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@@ -281,6 +283,8 @@ private:
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QueryString filter_editbox; ///< Filter editbox;
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SmallVector<bool, 32> fios_items_shown; ///< Map of the filtered out fios items
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friend void SaveGameConfirmationCallback(Window *w, bool confirmed);
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public:
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/** Generate a default save filename. */
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@@ -739,8 +743,15 @@ public:
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}
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} else if (this->IsWidgetLowered(WID_SL_SAVE_GAME)) { // Save button clicked
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if (this->abstract_filetype == FT_SAVEGAME || this->abstract_filetype == FT_SCENARIO) {
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_switch_mode = SM_SAVE_GAME;
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FiosMakeSavegameName(_file_to_saveload.name, this->filename_editbox.text.buf, lastof(_file_to_saveload.name));
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if (_load_check_data.settings.game_creation.generation_unique_id != 0 && /* Don't warn if the save has no id (old save) */
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_load_check_data.settings.game_creation.generation_unique_id != _settings_game.game_creation.generation_unique_id) {
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/* The save has a different id to the current game */
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/* Show a caption box asking whether the user is sure to overwrite the save */
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ShowQuery(STR_SAVEGAME_UNMATCHING_ID_CAPTION, STR_SAVEGAME_UNMATCHING_ID_CONFIRMATION_TEXT, this, SaveGameConfirmationCallback);
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} else {
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/* We can safely overwrite the save */
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SaveGameConfirmationCallback(this, true);
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}
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} else {
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_switch_mode = SM_SAVE_HEIGHTMAP;
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FiosMakeHeightmapName(_file_to_saveload.name, this->filename_editbox.text.buf, lastof(_file_to_saveload.name));
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@@ -872,6 +883,19 @@ static WindowDesc _save_dialog_desc(
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_nested_save_dialog_widgets, lengthof(_nested_save_dialog_widgets)
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);
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/**
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* Callback function for the savegame 'are you sure you want to overwrite save' window
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* @param w Window which is calling this callback
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* @param confirmed boolean value, true when yes was clicked, false otherwise
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*/
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void SaveGameConfirmationCallback(Window *w, bool confirmed)
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{
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if (confirmed) {
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_switch_mode = SM_SAVE_GAME;
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FiosMakeSavegameName(_file_to_saveload.name, dynamic_cast<SaveLoadWindow*>(w)->filename_editbox.text.buf, lastof(_file_to_saveload.name));
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}
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}
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/**
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* Launch save/load dialog in the given mode.
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* @param abstract_filetype Kind of file to handle.
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