Laserlicht пре 1 година
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ca99dfd12f

+ 2 - 0
Mods/vcmi/config/vcmi/english.json

@@ -163,6 +163,8 @@
 	"vcmi.systemOptions.townsGroup" : "Town Screen",
 
 	"vcmi.statisticWindow.statistic" : "Statistic",
+	"vcmi.statisticWindow.csvSave" : "Save as CSV",
+	"vcmi.statisticWindow.csvSaved" : "CSV saved!",
 
 	"vcmi.systemOptions.fullscreenBorderless.hover" : "Fullscreen (borderless)",
 	"vcmi.systemOptions.fullscreenBorderless.help"  : "{Borderless Fullscreen}\n\nIf selected, VCMI will run in borderless fullscreen mode. In this mode, game will always use same resolution as desktop, ignoring selected resolution.",

+ 2 - 0
Mods/vcmi/config/vcmi/german.json

@@ -163,6 +163,8 @@
 	"vcmi.systemOptions.townsGroup" : "Stadt-Bildschirm",
 
 	"vcmi.statisticWindow.statistic" : "Statistik",
+	"vcmi.statisticWindow.csvSave" : "Speichere als CSV",
+	"vcmi.statisticWindow.csvSaved" : "CSV gespeichert!",
 
 	"vcmi.systemOptions.fullscreenBorderless.hover" : "Vollbild (randlos)",
 	"vcmi.systemOptions.fullscreenBorderless.help"  : "{Randloses Vollbild}\n\nWenn diese Option ausgewählt ist, wird VCMI im randlosen Vollbildmodus ausgeführt. In diesem Modus wird das Spiel immer dieselbe Auflösung wie der Desktop verwenden und die gewählte Auflösung ignorieren.",

+ 17 - 0
client/mainmenu/CStatisticScreen.cpp

@@ -21,10 +21,14 @@
 #include "../widgets/GraphicalPrimitiveCanvas.h"
 #include "../widgets/TextControls.h"
 #include "../widgets/Buttons.h"
+#include "../windows/InfoWindows.h"
 
+#include "../../lib/VCMIDirs.h"
 #include "../../lib/gameState/GameStatistics.h"
 #include "../../lib/texts/CGeneralTextHandler.h"
 
+#include <vstd/DateUtils.h>
+
 CStatisticScreen::CStatisticScreen(StatisticDataSet stat)
 	: CWindowObject(BORDERED), statistic(stat)
 {
@@ -36,4 +40,17 @@ CStatisticScreen::CStatisticScreen(StatisticDataSet stat)
 	layout.push_back(std::make_shared<CMultiLineLabel>(Rect(0, 0, 800, 30), FONT_BIG, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->translate("vcmi.statisticWindow.statistic")));
 	layout.push_back(std::make_shared<TransparentFilledRectangle>(Rect(10, 30, 780, 530), ColorRGBA(0, 0, 0, 64), ColorRGBA(64, 80, 128, 255), 1));
 	layout.push_back(std::make_shared<CButton>(Point(725, 564), AnimationPath::builtin("MUBCHCK"), CButton::tooltip(), [this](){ close(); }, EShortcut::GLOBAL_ACCEPT));
+
+	buttonCsvSave = std::make_shared<CToggleButton>(Point(10, 564), AnimationPath::builtin("GSPBUT2"), CButton::tooltip(), [this](bool on){
+		const boost::filesystem::path outPath = VCMIDirs::get().userCachePath() / "statistic";
+		boost::filesystem::create_directories(outPath);
+
+		const boost::filesystem::path filePath = outPath / (vstd::getDateTimeISO8601Basic(std::time(nullptr)) + ".csv");
+		std::ofstream file(filePath.c_str());
+		std::string csv = statistic.toCsv();
+		file << csv;
+
+		CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.statisticWindow.csvSaved") + "\n\n" + filePath.string(), {});
+	});
+	buttonCsvSave->setTextOverlay(CGI->generaltexth->translate("vcmi.statisticWindow.csvSave"), EFonts::FONT_SMALL, Colors::YELLOW);
 }

+ 3 - 0
client/mainmenu/CStatisticScreen.h

@@ -12,6 +12,7 @@
 #include "../../lib/gameState/GameStatistics.h"
 
 class FilledTexturePlayerColored;
+class CToggleButton;
 
 class CStatisticScreen : public CWindowObject
 {
@@ -19,6 +20,8 @@ class CStatisticScreen : public CWindowObject
 
 	std::vector<std::shared_ptr<CIntObject>> layout;
 
+	std::shared_ptr<CToggleButton> buttonCsvSave;
+
 	StatisticDataSet statistic;
 public:
 	CStatisticScreen(StatisticDataSet stat);