0ad/binaries/data/mods/public/gui/savedgames/save.js
Gallaecio e05c8263c5 Internationalization of the public mod (JavaScript and GUI XML side)
It includes a marvelous language selection menu developed by Yves.

It also includes the introduction of a sprintf implementation for
JavaScript, as well as
translation helper functions that use JavaScript-side translation
caching.

This patch includes code by Yves, sanderd17, leper and Gallaecio.

Ref #67

This was SVN commit r14954.
2014-04-20 20:51:48 +00:00

109 lines
3.2 KiB
JavaScript

var g_Descriptions;
var savedGameData;
function selectDescription()
{
var gameSelection = Engine.GetGUIObjectByName("gameSelection");
if (gameSelection.selected != -1)
{
Engine.GetGUIObjectByName("deleteGameButton").enabled = true;
var gameID = gameSelection.list_data[gameSelection.selected];
Engine.GetGUIObjectByName("saveGameDesc").caption = g_Descriptions[gameID];
}
}
function init(data)
{
if (data)
{
if (data.savedGameData)
savedGameData = data.savedGameData;
}
var gameSelection = Engine.GetGUIObjectByName("gameSelection");
Engine.GetGUIObjectByName("deleteGameButton").enabled = false;
var savedGames = Engine.GetSavedGames();
if (savedGames.length == 0)
{
gameSelection.list = [translate("No saved games found")];
gameSelection.selected = -1;
return;
}
savedGames.sort(sortDecreasingDate);
var gameListIDs = [ game.id for each (game in savedGames) ];
var gameListLabels = [ generateLabel(game.metadata) for each (game in savedGames) ];
g_Descriptions = {};
[ g_Descriptions[game.id] = (game.metadata.description ? game.metadata.description : "") for each (game in savedGames) ];
gameSelection.list = gameListLabels;
gameSelection.list_data = gameListIDs;
gameSelection.selected = -1;
}
function saveGame()
{
var gameSelection = Engine.GetGUIObjectByName("gameSelection");
var gameLabel = gameSelection.list[gameSelection.selected];
var gameID = gameSelection.list_data[gameSelection.selected];
var desc = Engine.GetGUIObjectByName("saveGameDesc").caption;
var name = gameID ? gameID : "savegame";
if (gameSelection.selected != -1)
{
// Ask for confirmation
var btCaptions = [translate("Yes"), translate("No")];
var btCode = [function(){ reallySaveGame(name, desc, false); }, null];
messageBox(500, 200, sprintf(translate("\"%(label)s\""), { label: gameLabel }) + "\n" + translate("Saved game will be permanently overwritten, are you sure?"), translate("OVERWRITE SAVE"), 0, btCaptions, btCode);
}
else
reallySaveGame(name, desc, true);
}
function reallySaveGame(name, desc, nameIsPrefix)
{
if (nameIsPrefix)
Engine.SaveGamePrefix(name, desc, savedGameData);
else
Engine.SaveGame(name, desc, savedGameData);
closeSave();
}
function closeSave()
{
Engine.PopGuiPageCB(0);
}
function deleteGame()
{
var gameSelection = Engine.GetGUIObjectByName("gameSelection");
var gameLabel = gameSelection.list[gameSelection.selected];
var gameID = gameSelection.list_data[gameSelection.selected];
// Ask for confirmation
var btCaptions = [translate("Yes"), translate("No")];
var btCode = [function(){ reallyDeleteGame(gameID); }, null];
messageBox(500, 200, sprintf(translate("\"%(label)s\""), { label: gameLabel }) + "\n" + translate("Saved game will be permanently deleted, are you sure?"), translate("DELETE"), 0, btCaptions, btCode);
}
function reallyDeleteGame(gameID)
{
if (!Engine.DeleteSavedGame(gameID))
error(sprintf("Could not delete saved game '%(id)s'", { id: gameID }));
// Run init again to refresh saved game list
init();
}
// HACK: Engine.SaveGame* expects this function to be defined on the current page.
// That's why we have to pass the data to this page even if we don't need it.
function getSavedGameData()
{
return savedGameData;
}