0ad/binaries/data/mods/public/gui/loadgame/SavegameWriter.js
Dunedan 93ce94655d
Use @stylistic/brace-style for eslint
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
2026-01-12 21:33:52 +01:00

67 lines
1.8 KiB
JavaScript

/**
* This class obtains the current simulation state to be saved along the savegame,
* asks the user whether to overwrite a savegame and performs the saving.
*/
class SavegameWriter
{
constructor(closePageCallback, savedGameData)
{
this.closePageCallback = closePageCallback;
this.savedGameData = savedGameData;
const saveNew = () =>
{
this.saveGame();
};
this.confirmButton = Engine.GetGUIObjectByName("confirmButton");
this.confirmButton.caption = translate("Save");
this.confirmButton.onPress = saveNew;
this.saveGameDesc = Engine.GetGUIObjectByName("saveGameDesc");
this.saveGameDesc.hidden = false;
this.saveGameDesc.onPress = saveNew;
this.descriptionChanged = false;
this.saveGameDesc.onTextEdit = () =>
{
this.descriptionChanged = true;
};
}
onSelectionChange(gameID, metadata, label)
{
if (!this.descriptionChanged && metadata && typeof metadata.description === "string")
this.saveGameDesc.caption = metadata.description;
this.confirmButton.onPress = () =>
{
this.saveGame(gameID, label);
};
}
async saveGame(gameID, label)
{
const desc = this.saveGameDesc.caption;
const name = gameID || "savegame";
if (gameID)
{
const buttonIndex = await messageBox(
500, 200,
sprintf(translate("\"%(label)s\""), { "label": label }) + "\n" +
translate("Saved game will be permanently overwritten, are you sure?"),
translate("OVERWRITE SAVE"),
[translate("No"), translate("Yes")]);
if (buttonIndex === 0)
return;
}
const simulationState = Engine.GuiInterfaceCall("GetSimulationState");
this.savedGameData.timeElapsed = simulationState.timeElapsed;
this.savedGameData.states = simulationState.players.map(pState => pState.state);
Engine[gameID ? "SaveGame" : "SaveGamePrefix"](name, desc, this.savedGameData);
this.closePageCallback();
}
}