fix: savegame date calculation was off by 1 (wrong weekday)
fix: empty savegames hidden from list feat: a basic savegame delete button
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8707ef9ecf
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bc91204aa2
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@ -51,7 +51,8 @@ var current_room_path: String:
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@export var is_demo: bool = OS.has_feature("Demo")
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@export var is_empty: bool = true:
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get():
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return not FileAccess.file_exists("%s.json:" % filepath)
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return not FileAccess.file_exists(filepath) or (current_room == State.rooms.NULL)
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@export var save_manually: bool = false:
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set(val):
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if val: save_to_file(thumbnail)
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@ -253,3 +253,6 @@ func pick_cards(id: Scenes.id, repeat: bool):
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await cards_picked
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hide()
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await get_tree().process_frame
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State.room.save_room()
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@ -1,5 +1,7 @@
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class_name SaveGameDisplay extends Button
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signal delete_requested
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var _is_built: bool = false
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@export var save: SaveGame:
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@ -53,7 +55,7 @@ func rebuild():
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match TranslationServer.get_locale():
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"de":
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localised_weekday = ["Montag", "Dienstag", "Mittwoch", "Donnerstag", "Freitag", "Samstag", "Sonntag"]
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localised_weekday = ["Sonntag", "Montag", "Dienstag", "Mittwoch", "Donnerstag", "Freitag", "Samstag"]
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localised_date_time = "%s, %d.%d.%d um %d:%02d" % [localised_weekday[date_time["weekday"]],
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date_time["day"],
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date_time["month"],
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@ -62,7 +64,7 @@ func rebuild():
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date_time["minute"]
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]
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_:
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localised_weekday = ["Monday", "Tuseday", "Wensday", "Thursday", "Friday", "Saturday", "Sunday"]
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localised_weekday = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"]
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localised_date_time = "%s, %d/%d/%d - %d:%02d (%s)" % [localised_weekday[date_time["weekday"]],
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date_time["day"],
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date_time["month"],
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@ -75,6 +77,7 @@ func rebuild():
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time_label.text = localised_date_time if not save.current_room == State.rooms.NULL else "Start new game"
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var info:= VBoxContainer.new()
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info.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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base_container.add_child(info)
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info.add_child(heading_split)
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@ -109,6 +112,16 @@ func rebuild():
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info.add_child(state)
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info.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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# Delete button anchored to bottom right
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var delete_button := Button.new()
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delete_button.text = "Delete"
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delete_button.size_flags_vertical = Control.SIZE_SHRINK_END
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delete_button.pressed.connect(func():
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delete_requested.emit()
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get_viewport().set_input_as_handled()
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)
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base_container.add_child(delete_button)
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theme_type_variation = "SaveButton"
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call_deferred("resize")
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@ -10,6 +10,7 @@ var save_buttons: Array[SaveGameDisplay]
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_load_games()
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@onready var list_container: VBoxContainer = %ListContainer
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@onready var back_button: Button = $MarginContainer/VBoxContainer/HBoxContainer/Button
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func _validate_property(property: Dictionary) -> void:
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if property.name == "saves":
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@ -21,6 +22,7 @@ func _ready() -> void:
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_load_games()
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hide()
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set_process_input(false)
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back_button.pressed.connect(cancel)
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func _ensure_directory() -> void:
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var dir := DirAccess.open(State.user_saves_path)
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@ -42,7 +44,10 @@ func _load_games():
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for path in filepaths:
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if path is String and path.ends_with(".json"):
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saves.append(SaveGame.new("%s/%s" % [State.user_saves_path, path.get_basename()]))
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var save := SaveGame.new("%s/%s" % [State.user_saves_path, path.get_basename()])
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# HACK: Skip empty saves (we decide later what to do with them)
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if not save.is_empty:
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saves.append(save)
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_sort_saves()
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_rebuild_buttons()
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@ -67,11 +72,34 @@ func _rebuild_buttons() -> void:
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save_box.add_child(new_button)
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save_buttons.append(new_button)
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new_button.pressed.connect(_on_game_picked.bind(i))
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new_button.delete_requested.connect(_on_delete_requested.bind(i))
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func _on_game_picked(id: int) -> void:
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_picked.emit(saves[id])
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func _on_delete_requested(id: int) -> void:
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var save_to_delete := saves[id]
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var save_path := save_to_delete.filepath
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var thumbnail_path := "%s/thumbnails/%s.png" % [save_path.get_base_dir(), save_to_delete.unique_save_name]
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# Delete the save file
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if FileAccess.file_exists(save_path):
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DirAccess.remove_absolute(save_path)
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print_debug("Deleted save file: %s" % save_path)
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# Delete the thumbnail
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if FileAccess.file_exists(thumbnail_path):
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DirAccess.remove_absolute(thumbnail_path)
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print_debug("Deleted thumbnail: %s" % thumbnail_path)
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# Reload the save list
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_load_games()
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# Refocus on a valid button if any exist
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if save_buttons.size() > 0:
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var focus_index := mini(id, save_buttons.size() - 1)
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save_buttons[focus_index].grab_focus()
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func get_most_recent_save() -> SaveGame:
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_sort_saves()
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