This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
497 lines
14 KiB
C++
497 lines
14 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "UIScene_InGameSaveManagementMenu.h"
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#if defined(__ORBIS__) || defined(__PSVITA__)
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#include <ces.h>
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#endif
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int UIScene_InGameSaveManagementMenu::LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes)
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{
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UIScene_InGameSaveManagementMenu *pClass= (UIScene_InGameSaveManagementMenu *)lpParam;
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app.DebugPrintf("Received data for save thumbnail\n");
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if(pbThumbnail && dwThumbnailBytes)
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{
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pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].pbThumbnailData = new BYTE[dwThumbnailBytes];
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memcpy(pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].pbThumbnailData, pbThumbnail, dwThumbnailBytes);
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pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].dwThumbnailSize = dwThumbnailBytes;
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}
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else
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{
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pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].pbThumbnailData = NULL;
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pClass->m_saveDetails[pClass->m_iRequestingThumbnailId].dwThumbnailSize = 0;
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app.DebugPrintf("Save thumbnail data is NULL, or has size 0\n");
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}
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pClass->m_bSaveThumbnailReady = true;
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return 0;
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}
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UIScene_InGameSaveManagementMenu::UIScene_InGameSaveManagementMenu(int iPad, void *initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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m_iRequestingThumbnailId = 0;
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m_iSaveInfoC=0;
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m_bIgnoreInput = false;
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m_iState=e_SavesIdle;
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//m_bRetrievingSaveInfo=false;
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m_buttonListSaves.init(eControl_SavesList);
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m_labelSavesListTitle.init( app.GetString(IDS_SAVE_INCOMPLETE_DELETE_SAVES) );
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m_controlSavesTimer.setVisible( true );
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#if defined(_XBOX_ONE) || defined(__ORBIS__)
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m_spaceIndicatorSaves.init(L"",eControl_SpaceIndicator,0, (4LL *1024LL * 1024LL * 1024LL) );
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#endif
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m_bUpdateSaveSize = false;
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m_bAllLoaded = false;
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m_bRetrievingSaveThumbnails = false;
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m_bSaveThumbnailReady = false;
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m_bExitScene=false;
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m_pSaveDetails=NULL;
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m_bSavesDisplayed=false;
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m_saveDetails = NULL;
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m_iSaveDetailsCount = 0;
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__) || defined(_DURANGO)
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// Always clear the saves when we enter this menu
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StorageManager.ClearSavesInfo();
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#endif
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// block input if we're waiting for DLC to install, and wipe the saves list. The end of dlc mounting custom message will fill the list again
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if(app.StartInstallDLCProcess(m_iPad)==true || app.DLCInstallPending())
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{
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// if we're waiting for DLC to mount, don't fill the save list. The custom message on end of dlc mounting will do that
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m_bIgnoreInput = true;
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}
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else
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{
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Initialise();
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}
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#ifdef __PSVITA__
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if(CGameNetworkManager::usingAdhocMode() && SQRNetworkManager_AdHoc_Vita::GetAdhocStatus())
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{
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g_NetworkManager.startAdhocMatching(); // create the client matching context and clear out the friends list
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}
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#endif
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// If we're not ignoring input, then we aren't still waiting for the DLC to mount, and can now check for corrupt dlc. Otherwise this will happen when the dlc has finished mounting.
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if( !m_bIgnoreInput)
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{
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app.m_dlcManager.checkForCorruptDLCAndAlert();
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}
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parentLayer->addComponent(iPad,eUIComponent_MenuBackground);
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}
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UIScene_InGameSaveManagementMenu::~UIScene_InGameSaveManagementMenu()
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{
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m_parentLayer->removeComponent(eUIComponent_MenuBackground);
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if(m_saveDetails)
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{
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for(int i = 0; i < m_iSaveDetailsCount; ++i)
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{
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delete m_saveDetails[i].pbThumbnailData;
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}
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delete [] m_saveDetails;
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}
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app.LeaveSaveNotificationSection();
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StorageManager.SetSaveDisabled(false);
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StorageManager.ContinueIncompleteOperation();
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}
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void UIScene_InGameSaveManagementMenu::updateTooltips()
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{
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int iA = -1;
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if( m_bSavesDisplayed && m_iSaveDetailsCount > 0)
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{
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iA = IDS_TOOLTIPS_DELETESAVE;
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}
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ui.SetTooltips( m_parentLayer->IsFullscreenGroup()?XUSER_INDEX_ANY:m_iPad, iA, IDS_SAVE_INCOMPLETE_RETRY_SAVING);
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}
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//
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void UIScene_InGameSaveManagementMenu::Initialise()
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{
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m_iSaveListIndex = 0;
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// Check if we're in the trial version
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if(ProfileManager.IsFullVersion()==false)
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{
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}
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else if(StorageManager.GetSaveDisabled())
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{
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GetSaveInfo();
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}
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else
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{
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// 4J-PB - we need to check that there is enough space left to create a copy of the save (for a rename)
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bool bCanRename = StorageManager.EnoughSpaceForAMinSaveGame();
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GetSaveInfo();
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}
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m_bIgnoreInput=false;
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}
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void UIScene_InGameSaveManagementMenu::handleReload()
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{
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m_bIgnoreInput = false;
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m_iRequestingThumbnailId = 0;
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m_bAllLoaded=false;
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m_bRetrievingSaveThumbnails=false;
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m_bSavesDisplayed=false;
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m_iSaveInfoC=0;
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}
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void UIScene_InGameSaveManagementMenu::handleGainFocus(bool navBack)
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{
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UIScene::handleGainFocus(navBack);
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updateTooltips();
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if(navBack)
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{
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// re-enable button presses
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m_bIgnoreInput=false;
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}
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}
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wstring UIScene_InGameSaveManagementMenu::getMoviePath()
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{
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return L"SaveMenu";
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}
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void UIScene_InGameSaveManagementMenu::tick()
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{
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UIScene::tick();
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if(m_bExitScene) // navigate forward or back
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{
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if(!m_bRetrievingSaveThumbnails)
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{
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// need to wait for any callback retrieving thumbnail to complete
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navigateBack();
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}
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}
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// Stop loading thumbnails if we navigate forwards
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if(hasFocus(m_iPad))
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{
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if(m_bUpdateSaveSize)
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{
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m_spaceIndicatorSaves.selectSave(m_iSaveListIndex);
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m_bUpdateSaveSize = false;
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}
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// Display the saves if we have them
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if(!m_bSavesDisplayed)
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{
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m_pSaveDetails=StorageManager.ReturnSavesInfo();
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if(m_pSaveDetails!=NULL)
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{
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m_spaceIndicatorSaves.reset();
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m_bSavesDisplayed=true;
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if(m_saveDetails!=NULL)
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{
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for(unsigned int i = 0; i < m_pSaveDetails->iSaveC; ++i)
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{
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if(m_saveDetails[i].pbThumbnailData!=NULL)
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{
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delete m_saveDetails[i].pbThumbnailData;
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}
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}
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delete m_saveDetails;
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}
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m_saveDetails = new SaveListDetails[m_pSaveDetails->iSaveC];
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m_iSaveDetailsCount = m_pSaveDetails->iSaveC;
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for(unsigned int i = 0; i < m_pSaveDetails->iSaveC; ++i)
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{
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#if defined(_XBOX_ONE)
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m_spaceIndicatorSaves.addSave( m_pSaveDetails->SaveInfoA[i].totalSize );
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#elif defined(__ORBIS__)
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m_spaceIndicatorSaves.addSave( m_pSaveDetails->SaveInfoA[i].blocksUsed * (32 * 1024) );
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#endif
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#ifdef _DURANGO
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m_buttonListSaves.addItem(m_pSaveDetails->SaveInfoA[i].UTF16SaveTitle, L"");
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m_saveDetails[i].saveId = i;
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memcpy(m_saveDetails[i].UTF16SaveName, m_pSaveDetails->SaveInfoA[i].UTF16SaveTitle, 128);
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memcpy(m_saveDetails[i].UTF16SaveFilename, m_pSaveDetails->SaveInfoA[i].UTF16SaveFilename, MAX_SAVEFILENAME_LENGTH);
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#else
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m_buttonListSaves.addItem(m_pSaveDetails->SaveInfoA[i].UTF8SaveTitle, L"");
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m_saveDetails[i].saveId = i;
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memcpy(m_saveDetails[i].UTF8SaveName, m_pSaveDetails->SaveInfoA[i].UTF8SaveTitle, 128);
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memcpy(m_saveDetails[i].UTF8SaveFilename, m_pSaveDetails->SaveInfoA[i].UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH);
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#endif
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}
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m_controlSavesTimer.setVisible( false );
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// set focus on the first button
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}
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}
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if(!m_bExitScene && m_bSavesDisplayed && !m_bRetrievingSaveThumbnails && !m_bAllLoaded)
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{
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if( m_iRequestingThumbnailId < (m_buttonListSaves.getItemCount() ))
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{
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m_bRetrievingSaveThumbnails = true;
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app.DebugPrintf("Requesting the first thumbnail\n");
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// set the save to load
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PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturned,this);
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
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{
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// something went wrong
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m_bRetrievingSaveThumbnails=false;
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m_bAllLoaded = true;
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}
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}
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}
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else if (m_bSavesDisplayed && m_bSaveThumbnailReady)
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{
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m_bSaveThumbnailReady = false;
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// check we're not waiting to exit the scene
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if(!m_bExitScene)
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{
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// convert to utf16
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uint16_t u16Message[MAX_SAVEFILENAME_LENGTH];
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#ifdef _DURANGO
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// Already utf16 on durango
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memcpy(u16Message, m_saveDetails[m_iRequestingThumbnailId].UTF16SaveFilename, MAX_SAVEFILENAME_LENGTH);
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#elif defined(_WINDOWS64)
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int result = ::MultiByteToWideChar(
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CP_UTF8, // convert from UTF-8
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MB_ERR_INVALID_CHARS, // error on invalid chars
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m_saveDetails[m_iRequestingThumbnailId].UTF8SaveFilename, // source UTF-8 string
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MAX_SAVEFILENAME_LENGTH, // total length of source UTF-8 string,
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// in CHAR's (= bytes), including end-of-string \0
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(wchar_t *)u16Message, // destination buffer
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MAX_SAVEFILENAME_LENGTH // size of destination buffer, in WCHAR's
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);
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#else
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#ifdef __PS3
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size_t srcmax,dstmax;
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#else
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uint32_t srcmax,dstmax;
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uint32_t srclen,dstlen;
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#endif
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srcmax=MAX_SAVEFILENAME_LENGTH;
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dstmax=MAX_SAVEFILENAME_LENGTH;
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#if defined(__PS3__)
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L10nResult lres= UTF8stoUTF16s((uint8_t *)m_saveDetails[m_iRequestingThumbnailId].UTF8SaveFilename,&srcmax,u16Message,&dstmax);
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#else
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SceCesUcsContext context;
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sceCesUcsContextInit(&context);
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sceCesUtf8StrToUtf16Str(&context, (uint8_t *)m_saveDetails[m_iRequestingThumbnailId].UTF8SaveFilename,srcmax,&srclen,u16Message,dstmax,&dstlen);
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#endif
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#endif
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if( m_saveDetails[m_iRequestingThumbnailId].pbThumbnailData )
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{
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registerSubstitutionTexture((wchar_t *)u16Message,m_saveDetails[m_iRequestingThumbnailId].pbThumbnailData,m_saveDetails[m_iRequestingThumbnailId].dwThumbnailSize);
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}
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m_buttonListSaves.setTextureName(m_iRequestingThumbnailId, (wchar_t *)u16Message);
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++m_iRequestingThumbnailId;
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if( m_iRequestingThumbnailId < (m_buttonListSaves.getItemCount() ))
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{
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app.DebugPrintf("Requesting another thumbnail\n");
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// set the save to load
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PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturned,this);
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if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
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{
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// something went wrong
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m_bRetrievingSaveThumbnails=false;
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m_bAllLoaded = true;
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}
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}
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else
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{
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m_bRetrievingSaveThumbnails = false;
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m_bAllLoaded = true;
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}
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}
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else
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{
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// stop retrieving thumbnails, and exit
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m_bRetrievingSaveThumbnails = false;
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}
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}
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}
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switch(m_iState)
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{
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case e_SavesIdle:
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break;
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case e_SavesRepopulateAfterDelete:
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m_bIgnoreInput = false;
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m_iRequestingThumbnailId = 0;
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m_bAllLoaded=false;
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m_bRetrievingSaveThumbnails=false;
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m_bSavesDisplayed=false;
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m_iSaveInfoC=0;
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m_buttonListSaves.clearList();
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//StorageManager.ClearSavesInfo();
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//GetSaveInfo();
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m_iState=e_SavesIdle;
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break;
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}
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}
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void UIScene_InGameSaveManagementMenu::GetSaveInfo( )
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{
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unsigned int uiSaveC=0;
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// This will return with the number retrieved in uiSaveC
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// clear the saves list
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m_bSavesDisplayed = false; // we're blocking the exit from this scene until complete
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m_buttonListSaves.clearList();
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m_iSaveInfoC=0;
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m_controlSavesTimer.setVisible(true);
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m_pSaveDetails=StorageManager.ReturnSavesInfo();
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if(m_pSaveDetails==NULL)
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{
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C4JStorage::ESaveGameState eSGIStatus= StorageManager.GetSavesInfo(m_iPad,NULL,this,"save");
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}
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return;
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}
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void UIScene_InGameSaveManagementMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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if(m_bIgnoreInput) return;
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// if we're retrieving save info, ignore key presses
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if(!m_bSavesDisplayed) return;
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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switch(key)
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{
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case ACTION_MENU_CANCEL:
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if(pressed)
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{
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#if defined(__PS3__) || defined(__ORBIS__) || defined(__PSVITA__)
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m_bExitScene=true;
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#else
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navigateBack();
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#endif
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handled = true;
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}
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break;
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case ACTION_MENU_OK:
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#ifdef __ORBIS__
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case ACTION_MENU_TOUCHPAD_PRESS:
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#endif
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case ACTION_MENU_UP:
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case ACTION_MENU_DOWN:
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case ACTION_MENU_PAGEUP:
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case ACTION_MENU_PAGEDOWN:
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sendInputToMovie(key, repeat, pressed, released);
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handled = true;
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break;
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}
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}
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void UIScene_InGameSaveManagementMenu::handleInitFocus(F64 controlId, F64 childId)
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{
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app.DebugPrintf(app.USER_SR, "UIScene_InGameSaveManagementMenu::handleInitFocus - %d , %d\n", (int)controlId, (int)childId);
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}
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void UIScene_InGameSaveManagementMenu::handleFocusChange(F64 controlId, F64 childId)
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{
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app.DebugPrintf(app.USER_SR, "UIScene_InGameSaveManagementMenu::handleFocusChange - %d , %d\n", (int)controlId, (int)childId);
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m_iSaveListIndex = childId;
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if(m_bSavesDisplayed) m_bUpdateSaveSize = true;
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updateTooltips();
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}
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void UIScene_InGameSaveManagementMenu::handlePress(F64 controlId, F64 childId)
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{
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switch((int)controlId)
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{
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case eControl_SavesList:
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{
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m_bIgnoreInput = true;
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// delete the save game
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// Have to ask the player if they are sure they want to delete this game
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UINT uiIDA[2];
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uiIDA[0]=IDS_CONFIRM_CANCEL;
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uiIDA[1]=IDS_CONFIRM_OK;
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ui.RequestErrorMessage(IDS_TOOLTIPS_DELETESAVE, IDS_TEXT_DELETE_SAVE, uiIDA, 2,m_iPad,&UIScene_InGameSaveManagementMenu::DeleteSaveDialogReturned,this);
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ui.PlayUISFX(eSFX_Press);
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break;
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}
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}
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}
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int UIScene_InGameSaveManagementMenu::DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
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{
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UIScene_InGameSaveManagementMenu* pClass = (UIScene_InGameSaveManagementMenu*)pParam;
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// results switched for this dialog
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if(result==C4JStorage::EMessage_ResultDecline)
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{
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if(app.DebugSettingsOn() && app.GetLoadSavesFromFolderEnabled())
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{
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pClass->m_bIgnoreInput=false;
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}
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else
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{
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StorageManager.DeleteSaveData(&pClass->m_pSaveDetails->SaveInfoA[pClass->m_iSaveListIndex],UIScene_InGameSaveManagementMenu::DeleteSaveDataReturned,pClass);
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pClass->m_controlSavesTimer.setVisible( true );
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}
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}
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else
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{
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pClass->m_bIgnoreInput=false;
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}
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return 0;
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}
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int UIScene_InGameSaveManagementMenu::DeleteSaveDataReturned(LPVOID lpParam,bool bRes)
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{
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UIScene_InGameSaveManagementMenu* pClass = (UIScene_InGameSaveManagementMenu*)lpParam;
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if(bRes)
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{
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|
// wipe the list and repopulate it
|
|
pClass->m_iState=e_SavesRepopulateAfterDelete;
|
|
}
|
|
else pClass->m_bIgnoreInput=false;
|
|
|
|
pClass->updateTooltips();
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool UIScene_InGameSaveManagementMenu::hasFocus(int iPad)
|
|
{
|
|
return bHasFocus && (iPad == m_iPad || m_iPad == XUSER_INDEX_ANY);
|
|
} |