using System;
using System.IO;
using Godot;
using Theriapolis.Core;
using Theriapolis.Core.Persistence;
using Theriapolis.GodotHost.Platform;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
///
/// M7.3 — slot picker for *load*. Pushed by TitleScreen's "Continue"
/// when at least one compatible save exists. Lists the autosave row
/// followed by slots 1..; reads each
/// slot's header (cheap) for the label and disables incompatible /
/// unreadable rows.
///
/// On slot click: deserialise, stash the body + header + seed on
/// , swap to
/// which will hand off to with the
/// restore-from-save path.
///
/// Save-from-pause (write) is M7.4 territory and intentionally lives
/// in a separate widget — keeps each picker single-purpose.
///
public partial class SaveLoadScreen : Control
{
public override void _Ready()
{
Theme = CodexTheme.Build();
SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
AddChild(bg);
bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
MoveChild(bg, 0);
BuildUI();
}
private void BuildUI()
{
var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
AddChild(center);
center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
var col = new VBoxContainer { CustomMinimumSize = new Vector2(520, 0) };
col.AddThemeConstantOverride("separation", 10);
center.AddChild(col);
col.AddChild(new Label
{
Text = "LOAD GAME",
ThemeTypeVariation = "H2",
HorizontalAlignment = HorizontalAlignment.Center,
});
// Autosave row first; numbered slots after.
AddSlotRow(col, "Autosave", SavePaths.AutosavePath());
for (int i = 1; i <= C.SAVE_SLOT_COUNT; i++)
AddSlotRow(col, $"Slot {i:D2}", SavePaths.SlotPath(i));
var spacer = new Control { CustomMinimumSize = new Vector2(0, 12) };
col.AddChild(spacer);
var back = new Button
{
Text = "← Back",
CustomMinimumSize = new Vector2(220, 40),
SizeFlagsHorizontal = SizeFlags.ShrinkCenter,
};
back.Pressed += BackToTitle;
col.AddChild(back);
}
private void AddSlotRow(VBoxContainer parent, string label, string path)
{
string text;
bool clickable = false;
bool exists = File.Exists(path);
if (exists)
{
try
{
var bytes = File.ReadAllBytes(path);
var header = SaveCodec.DeserializeHeaderOnly(bytes);
if (SaveCodec.IsCompatible(header))
{
text = SaveSlotFormat.FormatRow(label, header);
clickable = true;
}
else
{
text = $"{label} — ";
}
}
catch (Exception ex)
{
text = $"{label} — ";
}
}
else
{
text = $"{label} — ";
}
var btn = new Button
{
Text = text,
CustomMinimumSize = new Vector2(0, 40),
SizeFlagsHorizontal = SizeFlags.ExpandFill,
Disabled = !clickable,
Alignment = HorizontalAlignment.Left,
};
if (clickable) btn.Pressed += () => LoadSlot(path);
parent.AddChild(btn);
}
private void LoadSlot(string path)
{
try
{
var bytes = File.ReadAllBytes(path);
var (header, body) = SaveCodec.Deserialize(bytes);
if (!SaveCodec.IsCompatible(header))
{
GD.PushError($"[saveload] Refused incompatible save at {path}: "
+ SaveCodec.IncompatibilityReason(header));
return;
}
var session = GameSession.From(this);
session.Seed = header.ParseSeed();
session.PendingRestore = body;
session.PendingHeader = header;
session.PendingCharacter = null; // restore path supplies it via body
// Swap Title → WorldGenProgress (which will swap to PlayScreen
// once the pipeline finishes and stage-hash drift is checked).
var parent = GetParent();
if (parent is null) return;
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
parent.AddChild(new WorldGenProgressScreen());
QueueFree();
}
catch (Exception ex)
{
GD.PushError($"[saveload] Failed to load {path}: {ex}");
}
}
private void BackToTitle()
{
var parent = GetParent();
if (parent is null) return;
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
parent.AddChild(new TitleScreen());
QueueFree();
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event is InputEventKey { Pressed: true, Keycode: Key.Escape })
{
GetViewport().SetInputAsHandled();
BackToTitle();
}
}
}