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.
570 lines
18 KiB
C++
570 lines
18 KiB
C++
#include "stdafx.h"
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#include <xuiresource.h>
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#include <xuiapp.h>
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#include <assert.h>
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#include "XUI_Ctrl_4JList.h"
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#include "XUI_Ctrl_4JIcon.h"
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#include "XUI_LoadSettings.h"
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#include "..\..\ProgressRenderer.h"
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#include "XUI_TransferToXboxOne.h"
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//----------------------------------------------------------------------------------
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// Performs initialization tasks - retrieves controls.
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//----------------------------------------------------------------------------------
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HRESULT CScene_TransferToXboxOne::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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m_iX=-1;
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m_params = (LoadMenuInitData *)pInitData->pvInitData;
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m_iPad=m_params->iPad;
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m_bRetrievingSaveInfo=false;
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m_bIgnoreInput=false;
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MapChildControls();
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VOID *pObj;
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XuiObjectFromHandle( m_SavesSlotList, &pObj );
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m_pSavesSlotList = (CXuiCtrl4JList *)pObj;
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m_pbImageData=NULL;
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m_dwImageBytes=0;
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StorageManager.GetSaveCacheFileInfo(m_params->iSaveGameInfoIndex,m_XContentData);
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StorageManager.GetSaveCacheFileInfo(m_params->iSaveGameInfoIndex,&m_pbImageData,&m_dwImageBytes);
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m_SavesSlotListTimer.SetShow(TRUE);
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XuiControlSetText(m_SavesSlotList,app.GetString(IDS_XBONE_SELECTSLOT));
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// insert the current save slot names
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m_MaxSlotC=app.m_uiTransferSlotC;
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m_pSlotDataA = new SLOTDATA [m_MaxSlotC];
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ZeroMemory(m_pSlotDataA,sizeof(SLOTDATA)*m_MaxSlotC);
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// saves will be called slot1 to slotx
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// there will be a details file with the names and png of each slot
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m_pbSlotListFile=NULL;
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m_uiSlotListFileBytes=0;
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if(StorageManager.TMSPP_InFileList(C4JStorage::eGlobalStorage_TitleUser,m_iPad,L"XboxOne/SlotList"))
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{
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// there is a slot list file with details of the saves
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C4JStorage::ETMSStatus status=StorageManager.TMSPP_ReadFile(m_iPad,C4JStorage::eGlobalStorage_TitleUser,C4JStorage::TMS_FILETYPE_BINARY,"XboxOne/SlotList",&CScene_TransferToXboxOne::TMSPPSlotListReturned,this);
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m_iX=IDS_TOOLTIPS_CLEARSLOTS;
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}
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else
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{
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CXuiCtrl4JList::LIST_ITEM_INFO ListInfo;
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ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
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// create dummy slots
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for(int i=0;i<m_MaxSlotC;i++)
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{
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memcpy(m_pSlotDataA[i].wchSaveTitle,app.GetString(IDS_XBONE_EMPTYSLOT),sizeof(WCHAR)*XCONTENT_MAX_DISPLAYNAME_LENGTH);
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ListInfo.pwszText = app.GetString(IDS_XBONE_EMPTYSLOT);
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ListInfo.fEnabled = TRUE;
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ListInfo.iData = -1;
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m_pSavesSlotList->AddData(ListInfo);
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}
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m_SavesSlotListTimer.SetShow(FALSE);
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}
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CXuiSceneBase::SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK, m_iX, -1,-1,-1,-1,-1,-1,true);
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// TMSPPSlotListReturned callback
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//----------------------------------------------------------------------------------
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int CScene_TransferToXboxOne::TMSPPWriteReturned(LPVOID pParam,int iPad,int iUserData)
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{
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CScene_TransferToXboxOne* pClass = (CScene_TransferToXboxOne *) pParam;
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pClass->m_bWaitingForWrite=false;
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return 0;
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}
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//----------------------------------------------------------------------------------
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// TMSPPSlotListReturned callback
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//----------------------------------------------------------------------------------
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int CScene_TransferToXboxOne::TMSPPDeleteReturned(LPVOID pParam,int iPad,int iUserData)
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{
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CScene_TransferToXboxOne* pClass = (CScene_TransferToXboxOne *) pParam;
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pClass->m_SavesSlotListTimer.SetShow(FALSE);
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pClass->m_bIgnoreInput=false;
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// update the slots
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delete pClass->m_pbSlotListFile;
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pClass->m_pbSlotListFile=NULL;
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pClass->m_uiSlotListFileBytes=0;
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pClass->m_pSavesSlotList->RemoveAllData();
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CXuiCtrl4JList::LIST_ITEM_INFO ListInfo;
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ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
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// clear our slot info
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ZeroMemory(pClass->m_pSlotDataA,sizeof(SLOTDATA)*pClass->m_MaxSlotC);
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for(int i=0;i<pClass->m_MaxSlotC;i++)
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{
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memcpy(pClass->m_pSlotDataA[i].wchSaveTitle,app.GetString(IDS_XBONE_EMPTYSLOT),sizeof(WCHAR)*XCONTENT_MAX_DISPLAYNAME_LENGTH);
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ListInfo.pwszText = app.GetString(IDS_XBONE_EMPTYSLOT);
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ListInfo.fEnabled = TRUE;
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ListInfo.iData = -1;
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pClass->m_pSavesSlotList->AddData(ListInfo);
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}
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return 0;
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}
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//----------------------------------------------------------------------------------
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// TMSPPSlotListReturned callback
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//----------------------------------------------------------------------------------
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int CScene_TransferToXboxOne::TMSPPSlotListReturned(LPVOID pParam,int iPad,int iUserData,C4JStorage::PTMSPP_FILEDATA pFileData, LPCSTR szFilename)
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{
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CScene_TransferToXboxOne* pClass = (CScene_TransferToXboxOne *) pParam;
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unsigned int uiSlotListFileSlots=*((unsigned int *)pFileData->pbData);
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pClass->m_pbSlotListFile=pFileData->pbData;
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pClass->m_uiSlotListFileBytes=pFileData->dwSize;
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// clear our slot info
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ZeroMemory(pClass->m_pSlotDataA,sizeof(SLOTDATA)*pClass->m_MaxSlotC);
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// set the empty slot strings
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for(int i=0;i<pClass->m_MaxSlotC;i++)
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{
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memcpy(pClass->m_pSlotDataA[i].wchSaveTitle,app.GetString(IDS_XBONE_EMPTYSLOT),sizeof(WCHAR)*XCONTENT_MAX_DISPLAYNAME_LENGTH);
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}
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// update our slot info with the data from the file - might have less slots
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unsigned int uiNewSlotsC=(pClass->m_MaxSlotC<uiSlotListFileSlots)?pClass->m_MaxSlotC:uiSlotListFileSlots;
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memcpy(pClass->m_pSlotDataA,pClass->m_pbSlotListFile + sizeof(unsigned int),sizeof(SLOTDATA)*uiNewSlotsC);
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CXuiCtrl4JList::LIST_ITEM_INFO ListInfo;
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ZeroMemory(&ListInfo,sizeof(CXuiCtrl4JList::LIST_ITEM_INFO));
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PBYTE pbImageData=pClass->m_pbSlotListFile + sizeof(unsigned int) + sizeof(SLOTDATA)*uiSlotListFileSlots;
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// fill out the slot info
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for(int i=0;i<pClass->m_MaxSlotC;i++)
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{
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if(i<uiNewSlotsC)
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{
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ListInfo.pwszText = pClass->m_pSlotDataA[i].wchSaveTitle;
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ListInfo.fEnabled = TRUE;
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ListInfo.iData = -1;
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pClass->m_pSavesSlotList->AddData(ListInfo);
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if(pClass->m_pSlotDataA[i].uiImageLength!=0)
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{
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XuiCreateTextureBrushFromMemory(pbImageData,pClass->m_pSlotDataA[i].uiImageLength,&pClass->m_hXuiBrush);
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pClass->m_pSavesSlotList->UpdateGraphic(i,pClass->m_hXuiBrush);
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// increment the image data pointer
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pbImageData+=pClass->m_pSlotDataA[i].uiImageLength;
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}
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}
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else
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{
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// make it blank
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ListInfo.pwszText = app.GetString(IDS_XBONE_EMPTYSLOT);
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ListInfo.fEnabled = TRUE;
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ListInfo.iData = -1;
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pClass->m_pSavesSlotList->AddData(ListInfo);
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}
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}
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pClass->m_SavesSlotListTimer.SetShow(FALSE);
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Handler for OnDestroy
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//----------------------------------------------------------------------------------
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HRESULT CScene_TransferToXboxOne::OnDestroy()
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{
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return S_OK;
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}
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//----------------------------------------------------------------------------------
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// Handler for the button press message.
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//----------------------------------------------------------------------------------
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HRESULT CScene_TransferToXboxOne::OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled)
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{
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if(m_bIgnoreInput) return S_OK;
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// if we're retrieving save info, ignore key presses
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if(m_bRetrievingSaveInfo)
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{
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return S_OK;
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}
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// This assumes all buttons can only be pressed with the A button
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ui.AnimateKeyPress(pNotifyPressData->UserIndex, VK_PAD_A);
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if(hObjPressed==m_SavesSlotList)
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{
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m_bIgnoreInput=true;
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// update the info in the SlotList file
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CXuiControl pItem;
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int iIndex;
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// get the selected item
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iIndex=m_SavesSlotList.GetCurSel(&pItem);
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// check if there is a save there
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CXuiCtrl4JList::LIST_ITEM_INFO info = m_pSavesSlotList->GetData(iIndex);
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if(info.pwszImage!=NULL)
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{
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// we have a save here
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// Are you sure, etc.
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}
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// update the data
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memcpy(m_pSlotDataA[iIndex].wchSaveTitle,m_XContentData.szDisplayName,sizeof(WCHAR)*XCONTENT_MAX_DISPLAYNAME_LENGTH);
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m_pSavesSlotList->UpdateText(iIndex,m_pSlotDataA[iIndex].wchSaveTitle);
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// if there is no thumbnail, retrieve the default one from the file.
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// Don't delete the image data after creating the xuibrush, since we'll use it in the rename of the save
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bool bHostOptionsRead = false;
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unsigned int uiHostOptions = 0;
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XuiCreateTextureBrushFromMemory(m_pbImageData,m_dwImageBytes,&m_hXuiBrush);
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m_pSavesSlotList->UpdateGraphic(iIndex,m_hXuiBrush);
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m_pSlotDataA[iIndex].uiImageLength=m_dwImageBytes;
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m_bIgnoreInput=false;
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// finished so navigate back
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//app.NavigateBack(XUSER_INDEX_ANY);
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BuildSlotFile(iIndex,m_pbImageData,m_dwImageBytes);
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}
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return S_OK;
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}
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HRESULT CScene_TransferToXboxOne::BuildSlotFile(int iIndexBeingUpdated,PBYTE pbImageData,DWORD dwImageBytes )
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{
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SLOTDATA *pCurrentSlotData=NULL;
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PBYTE pbCurrentSlotDataPtr=NULL;
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// there may be no slot file yet
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if(m_pbSlotListFile!=NULL)
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{
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pCurrentSlotData=(SLOTDATA *)(m_pbSlotListFile+sizeof(unsigned int));
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pbCurrentSlotDataPtr=m_pbSlotListFile + sizeof(unsigned int) + sizeof(SLOTDATA)*m_MaxSlotC;
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}
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m_uiSlotID=iIndexBeingUpdated;
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// memory required - first int is the number of slots in this file, in case that changes later
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unsigned int uiBytesRequired=sizeof(unsigned int) + sizeof(SLOTDATA)*m_MaxSlotC;
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for(int i=0;i<m_MaxSlotC;i++)
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{
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if(i==iIndexBeingUpdated)
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{
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uiBytesRequired+=dwImageBytes;
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}
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else
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{
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uiBytesRequired+=m_pSlotDataA[i].uiImageLength;
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}
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}
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PBYTE pbNewSlotFileData= new BYTE [uiBytesRequired];
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*((unsigned int *)pbNewSlotFileData)=m_MaxSlotC;
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PBYTE pbNewSlotFileDataSlots=pbNewSlotFileData + sizeof(unsigned int);
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PBYTE pbNewSlotImageDataPtr=pbNewSlotFileData + sizeof(unsigned int) + sizeof(SLOTDATA)*m_MaxSlotC;
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SLOTDATA *pNewSlotData=(SLOTDATA *)pbNewSlotFileDataSlots;
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// copy the slot info into the new memory, just after the first int
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memcpy(pbNewSlotFileDataSlots,m_pSlotDataA,sizeof(SLOTDATA)*m_MaxSlotC);
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for(int i=0;i<m_MaxSlotC;i++)
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{
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if(i==iIndexBeingUpdated)
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{
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memcpy(pbNewSlotImageDataPtr,pbImageData,dwImageBytes);
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pbNewSlotImageDataPtr+=dwImageBytes;
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// update the fields
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pNewSlotData[i].uiImageLength=dwImageBytes;
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// save title is already correct
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}
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else
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{
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if(pbCurrentSlotDataPtr!=NULL)
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{
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memcpy(pbNewSlotImageDataPtr,pbCurrentSlotDataPtr,pCurrentSlotData[i].uiImageLength);
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pbNewSlotImageDataPtr+=pCurrentSlotData[i].uiImageLength;
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}
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// fields are already correct
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}
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// move to the next image data in the current slot file
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if(pbCurrentSlotDataPtr!=NULL)
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{
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pbCurrentSlotDataPtr+=pCurrentSlotData[i].uiImageLength;
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}
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}
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// free the previous file data and the current file data
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delete m_pbSlotListFile;
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// reset the pointer until we have the exit from this scene running
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m_pbSlotListFile = pbNewSlotFileData;
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m_uiSlotListFileBytes = uiBytesRequired;
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m_pSlotDataA = (SLOTDATA *)pbNewSlotFileDataSlots;
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LoadingInputParams *loadingParams = new LoadingInputParams();
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loadingParams->func = &CScene_TransferToXboxOne::UploadSaveForXboxOneThreadProc;
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loadingParams->lpParam = (LPVOID)this;
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UIFullscreenProgressCompletionData *completionData = new UIFullscreenProgressCompletionData();
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completionData->bShowBackground=TRUE;
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completionData->bShowLogo=TRUE;
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completionData->iPad = m_iPad;
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completionData->type = e_ProgressCompletion_NavigateBackToScene;
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completionData->scene = eUIScene_LoadMenu;
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loadingParams->completionData = completionData;
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app.NavigateToScene(m_iPad,eUIScene_FullscreenProgress, loadingParams);
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return S_OK;
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}
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int CScene_TransferToXboxOne::UploadSaveForXboxOneThreadProc( LPVOID lpParameter )
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{
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HRESULT hr = S_OK;
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char szFilename[32];
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CScene_TransferToXboxOne* pClass = (CScene_TransferToXboxOne *) lpParameter;
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Minecraft *pMinecraft = Minecraft::GetInstance();
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unsigned int uiComplete=0;
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pClass->m_bWaitingForWrite=true;
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pMinecraft->progressRenderer->progressStart(IDS_XBONE_UPLOAD_SAVE_TITLE);
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pMinecraft->progressRenderer->progressStage( IDS_XBONE_UPLOAD_METADATA );
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// now write the new slot data file to global storage, and then write the save data
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C4JStorage::ETMSStatus eStatus=StorageManager.TMSPP_WriteFile(pClass->m_iPad,C4JStorage::eGlobalStorage_TitleUser,C4JStorage::TMS_FILETYPE_BINARY,C4JStorage::TMS_UGCTYPE_NONE,"XboxOne/SlotList",(PCHAR) pClass->m_pbSlotListFile, pClass->m_uiSlotListFileBytes,
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&CScene_TransferToXboxOne::TMSPPWriteReturned,lpParameter, 0);
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if(eStatus!=C4JStorage::ETMSStatus_WriteInProgress)
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{
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// failed
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pClass->m_bWaitingForWrite=false;
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}
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else
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{
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// loop waiting for the write to complete
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uiComplete=0;
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while(pClass->m_bWaitingForWrite && (hr == S_OK))
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{
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Sleep(50);
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uiComplete++;
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if(uiComplete>100) uiComplete=100;
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pMinecraft->progressRenderer->progressStagePercentage(uiComplete);
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if(app.GetChangingSessionType())
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{
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// 4J Stu - This causes the fullscreenprogress scene to ignore the action it was given
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hr = ERROR_CANCELLED;
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}
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}
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if(hr!=S_OK) return -1;
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// finish the bar
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for(int i=uiComplete;i<100;i++)
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{
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Sleep(5);
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pMinecraft->progressRenderer->progressStagePercentage(i);
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}
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// now upload the save data
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pMinecraft->progressRenderer->progressStage( IDS_XBONE_UPLOAD_SAVE );
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// write the save file, and increment the progress percentage
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pMinecraft->progressRenderer->progressStagePercentage(25);
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pClass->m_bSaveDataReceived=false;
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C4JStorage::ELoadGameStatus eLoadStatus=StorageManager.LoadSaveData(&pClass->m_XContentData,CScene_TransferToXboxOne::LoadSaveDataReturned,lpParameter);
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// sleep until we have the data
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while(pClass->m_bSaveDataReceived==false)
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{
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Sleep(50);
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}
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// write the save to user TMS
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// break the file up into 256K chunks
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unsigned int uiChunkSize=262144;
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unsigned int uiBytesLeft=pClass->m_uiStorageLength;
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C4JStorage::ETMSStatus eStatus;
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// max file size would be 100*256K
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unsigned int uiPercentageChunk=100/(pClass->m_uiStorageLength/uiChunkSize);
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uiComplete=0;
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if(uiPercentageChunk==0) uiPercentageChunk=1;
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for(int i=0;i<(pClass->m_uiStorageLength/uiChunkSize)+1;i++)
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{
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sprintf( szFilename, "XboxOne/Slot%.2d%.2d", pClass->m_uiSlotID,i );
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PCHAR pchData=((PCHAR)pClass->m_pvSaveMem)+i*uiChunkSize;
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pClass->m_bWaitingForWrite=true;
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if(uiBytesLeft>=uiChunkSize)
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{
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eStatus=StorageManager.TMSPP_WriteFile(pClass->m_iPad,C4JStorage::eGlobalStorage_TitleUser,C4JStorage::TMS_FILETYPE_BINARY,C4JStorage::TMS_UGCTYPE_NONE,szFilename,pchData, uiChunkSize,
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&CScene_TransferToXboxOne::TMSPPWriteReturned,lpParameter, 0);
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uiBytesLeft-=uiChunkSize;
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}
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else
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{
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// last bit of the file to upload is less than uiChunkSize
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eStatus=StorageManager.TMSPP_WriteFile(pClass->m_iPad,C4JStorage::eGlobalStorage_TitleUser,C4JStorage::TMS_FILETYPE_BINARY,C4JStorage::TMS_UGCTYPE_NONE,szFilename,pchData, uiBytesLeft,
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&CScene_TransferToXboxOne::TMSPPWriteReturned,lpParameter, 0);
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}
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// wait until
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if(eStatus!=C4JStorage::ETMSStatus_WriteInProgress)
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{
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// failed
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pClass->m_bWaitingForWrite=false;
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}
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else
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{
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// loop waiting for the write to complete
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while(pClass->m_bWaitingForWrite && (hr == S_OK))
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{
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Sleep(50);
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}
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uiComplete+=uiPercentageChunk;
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if(uiComplete>100) uiComplete=100;
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// update the progress
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pMinecraft->progressRenderer->progressStagePercentage(uiComplete);
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}
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}
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delete pClass->m_pvSaveMem;
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}
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return hr;
|
|
}
|
|
|
|
int CScene_TransferToXboxOne::LoadSaveDataReturned(void *pParam,bool bContinue)
|
|
{
|
|
CScene_TransferToXboxOne* pClass = (CScene_TransferToXboxOne*)pParam;
|
|
|
|
if(bContinue==true)
|
|
{
|
|
unsigned int uiFileSize = StorageManager.GetSaveSize();
|
|
pClass->m_pvSaveMem = new BYTE [uiFileSize];
|
|
pClass->m_uiStorageLength=0;
|
|
|
|
StorageManager.GetSaveData( pClass->m_pvSaveMem, &pClass->m_uiStorageLength );
|
|
|
|
pClass->m_bSaveDataReceived=true;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
HRESULT CScene_TransferToXboxOne::OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled)
|
|
{
|
|
if(m_bIgnoreInput) return S_OK;
|
|
|
|
// if we're retrieving save info, ignore key presses
|
|
if(m_bRetrievingSaveInfo)
|
|
{
|
|
return S_OK;
|
|
}
|
|
|
|
ui.AnimateKeyPress(pInputData->UserIndex, pInputData->dwKeyCode);
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
// Explicitly handle B button presses
|
|
switch(pInputData->dwKeyCode)
|
|
{
|
|
case VK_PAD_B:
|
|
case VK_ESCAPE:
|
|
|
|
app.NavigateBack(XUSER_INDEX_ANY);
|
|
rfHandled = TRUE;
|
|
break;
|
|
case VK_PAD_X:
|
|
// wipe the save slots
|
|
if(m_pbSlotListFile!=NULL)
|
|
{
|
|
m_SavesSlotListTimer.SetShow(TRUE);
|
|
m_bIgnoreInput=true;
|
|
|
|
C4JStorage::ETMSStatus eStatus=StorageManager.TMSPP_DeleteFile(m_iPad,"XboxOne/SlotList",C4JStorage::TMS_FILETYPE_BINARY,&CScene_TransferToXboxOne::TMSPPDeleteReturned,this, 0);
|
|
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
HRESULT CScene_TransferToXboxOne::OnNotifySelChanged(HXUIOBJ hObjSource, XUINotifySelChanged *pNotifySelChangedData, BOOL& bHandled)
|
|
{
|
|
|
|
//if(m_bReady)
|
|
{
|
|
CXuiSceneBase::PlayUISFX(eSFX_Focus);
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
HRESULT CScene_TransferToXboxOne::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
|
|
{
|
|
//if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
|
|
|
|
if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ||
|
|
pTransition->dwTransType == XUI_TRANSITION_FROM || pTransition->dwTransType == XUI_TRANSITION_BACKFROM)
|
|
{
|
|
// 4J Stu - We may have had to unload our font renderer in this scene if one of the save files
|
|
// uses characters not in our font (eg asian chars) so restore our font renderer
|
|
// This will not do anything if our font renderer is already loaded
|
|
app.OverrideFontRenderer(true,true);
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT CScene_TransferToXboxOne::OnFontRendererChange()
|
|
{
|
|
// update the tooltips
|
|
CXuiSceneBase::SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK, m_iX, -1,-1,-1,-1,-1,-1,true);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT CScene_TransferToXboxOne::OnNotifySetFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled)
|
|
{
|
|
// update the tooltips
|
|
CXuiSceneBase::SetTooltips( DEFAULT_XUI_MENU_USER, IDS_TOOLTIPS_SELECT, IDS_TOOLTIPS_BACK, m_iX, -1,-1,-1,-1,-1,-1,true);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
HRESULT CScene_TransferToXboxOne::OnNotifyKillFocus(HXUIOBJ hObjSource, XUINotifyFocus *pNotifyFocusData, BOOL& bHandled)
|
|
{
|
|
return S_OK;
|
|
}
|
|
|
|
|