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Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
67 lines
1.8 KiB
JavaScript
67 lines
1.8 KiB
JavaScript
/**
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* This class obtains the current simulation state to be saved along the savegame,
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* asks the user whether to overwrite a savegame and performs the saving.
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*/
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class SavegameWriter
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{
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constructor(closePageCallback, savedGameData)
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{
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this.closePageCallback = closePageCallback;
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this.savedGameData = savedGameData;
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const saveNew = () =>
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{
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this.saveGame();
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};
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this.confirmButton = Engine.GetGUIObjectByName("confirmButton");
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this.confirmButton.caption = translate("Save");
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this.confirmButton.onPress = saveNew;
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this.saveGameDesc = Engine.GetGUIObjectByName("saveGameDesc");
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this.saveGameDesc.hidden = false;
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this.saveGameDesc.onPress = saveNew;
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this.descriptionChanged = false;
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this.saveGameDesc.onTextEdit = () =>
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{
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this.descriptionChanged = true;
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};
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}
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onSelectionChange(gameID, metadata, label)
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{
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if (!this.descriptionChanged && metadata && typeof metadata.description === "string")
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this.saveGameDesc.caption = metadata.description;
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this.confirmButton.onPress = () =>
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{
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this.saveGame(gameID, label);
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};
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}
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async saveGame(gameID, label)
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{
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const desc = this.saveGameDesc.caption;
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const name = gameID || "savegame";
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if (gameID)
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{
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const buttonIndex = await messageBox(
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500, 200,
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sprintf(translate("\"%(label)s\""), { "label": label }) + "\n" +
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translate("Saved game will be permanently overwritten, are you sure?"),
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translate("OVERWRITE SAVE"),
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[translate("No"), translate("Yes")]);
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if (buttonIndex === 0)
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return;
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}
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const simulationState = Engine.GuiInterfaceCall("GetSimulationState");
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this.savedGameData.timeElapsed = simulationState.timeElapsed;
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this.savedGameData.states = simulationState.players.map(pState => pState.state);
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Engine[gameID ? "SaveGame" : "SaveGamePrefix"](name, desc, this.savedGameData);
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this.closePageCallback();
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}
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}
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