commit 5e3314ddca27eb4ef5090b482b169d7e8f31690f
Author: Jonathan Dowland <jon+github@alcopop.org>
AuthorDate: Tue Mar 21 07:42:25 2017 +0000
Commit: Jonathan Dowland <jon+github@alcopop.org>
CommitDate: Tue Mar 21 14:01:23 2017 +0000
Adjustments to selecting save slots via joypad
Reorder to reduce dupliation in M_Responder and move "active" code
out and set flags instead.
Expand M_SaveSelect to check a joypadSave flag and set a more useful
default save name if its set.
Remaining bug: the fire action bleeds through into the game after
the save dialog is dismissed.
---
src/doom/m_menu.c | 54 ++++++++++++++++++++++++++++++++++++------------------
1 file changed, 36 insertions(+), 18 deletions(-)
diff --git a/src/doom/m_menu.c b/src/doom/m_menu.c
index 490e32a9..ea555b3b 100644
--- a/src/doom/m_menu.c
+++ b/src/doom/m_menu.c
@@ -112,6 +112,7 @@ char gammamsg[5][26] =
int saveStringEnter;
int saveSlot; // which slot to save in
int saveCharIndex; // which char we're editing
+static boolean joypadSave = false; // was the save action initiated by joypad?
// old save description before edit
char saveOldString[SAVESTRINGSIZE];
@@ -630,6 +631,17 @@ void M_DoSave(int slot)
quickSaveSlot = slot;
}
+//
+// Generate a default save slot name when the user saves to
+// an empty slot via the joypad.
+//
+static void SetDefaultSaveName(int slot)
+{
+ M_snprintf(savegamestrings[itemOn], SAVESTRINGSIZE - 1,
+ "JOYSTICK SLOT %i", itemOn + 1);
+ joypadSave = false;
+}
+
//
// User wants to save. Start string input for M_Responder
//
@@ -648,7 +660,14 @@ void M_SaveSelect(int choice)
saveSlot = choice;
M_StringCopy(saveOldString,savegamestrings[choice], SAVESTRINGSIZE);
if (!strcmp(savegamestrings[choice], EMPTYSTRING))
- savegamestrings[choice][0] = 0;
+ {
+ savegamestrings[choice][0] = 0;
+
+ if (joypadSave)
+ {
+ SetDefaultSaveName(choice);
+ }
+ }
saveCharIndex = strlen(savegamestrings[choice]);
}
@@ -1430,8 +1449,19 @@ boolean M_Responder (event_t* ev)
{
key = key_menu_confirm;
}
+ // Simulate pressing "Enter" when we are supplying a save slot name
+ else if (saveStringEnter)
+ {
+ key = KEY_ENTER;
+ // XXX: fire action bleeding into game
+ }
else
{
+ // if selecting a save slot via joypad, set a flag
+ if (currentMenu == &SaveDef)
+ {
+ joypadSave = true;
+ }
key = key_menu_forward;
}
joywait = I_GetTime() + 5;
@@ -1443,6 +1473,11 @@ boolean M_Responder (event_t* ev)
{
key = key_menu_abort;
}
+ // If user was entering a save name, back out
+ else if (saveStringEnter)
+ {
+ key = KEY_ESCAPE;
+ }
else
{
key = key_menu_back;
@@ -1454,23 +1489,6 @@ boolean M_Responder (event_t* ev)
key = key_menu_activate;
joywait = I_GetTime() + 5;
}
-
- // Fill-in the savegame name if user press Fire on the joystick
- if (saveStringEnter && joybmenu >= 0 && ev->data1&1)
- {
- // Create a savegame string
- char savestring[SAVESTRINGSIZE];
-
- memset(savestring, 0, SAVESTRINGSIZE);
- M_snprintf(savestring, SAVESTRINGSIZE - 1, "JOYSTICK SLOT %i", saveSlot);
- saveCharIndex = strlen(savestring);
- memcpy(savegamestrings[saveSlot], savestring, SAVESTRINGSIZE);
-
- // Simulate a KEY_ENTER press. Wait a log time to generate another
- // keypress.
- key = KEY_ENTER;
- joywait = I_GetTime() + 15;
- }
}
else
{