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MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_InGameSaveManagementMenu.h
2026-03-01 12:16:08 +08:00

105 lines
2.6 KiB
C++

#pragma once
#include "UIScene.h"
class UIScene_InGameSaveManagementMenu : public UIScene
{
private:
enum EControls
{
eControl_SavesList,
#if defined(_XBOX_ONE) || defined(__ORBIS__)
eControl_SpaceIndicator,
#endif
};
enum EState
{
e_SavesIdle,
e_SavesRepopulate,
e_SavesRepopulateAfterDelete
};
static const int JOIN_LOAD_CREATE_BUTTON_INDEX = 0;
SaveListDetails *m_saveDetails;
int m_iSaveDetailsCount;
protected:
UIControl_SaveList m_buttonListSaves;
UIControl_Label m_labelSavesListTitle;
UIControl m_controlSavesTimer;
#if defined(_XBOX_ONE) || defined(__ORBIS__)
UIControl_SpaceIndicatorBar m_spaceIndicatorSaves;
#endif
private:
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT( m_buttonListSaves, "SavesList")
UI_MAP_ELEMENT( m_labelSavesListTitle, "SavesListTitle")
UI_MAP_ELEMENT( m_controlSavesTimer, "SavesTimer")
#if defined(_XBOX_ONE) || defined(__ORBIS__)
UI_MAP_ELEMENT( m_spaceIndicatorSaves, "SaveSizeBar")
#endif
UI_END_MAP_ELEMENTS_AND_NAMES()
int m_iState;
vector<File *> *m_saves;
bool m_bIgnoreInput;
bool m_bAllLoaded;
bool m_bRetrievingSaveThumbnails;
bool m_bSaveThumbnailReady;
int m_iRequestingThumbnailId;
SAVE_DETAILS *m_pSaveDetails;
bool m_bSavesDisplayed;
bool m_bExitScene;
int m_iSaveInfoC;
int m_iSaveListIndex;
//int *m_iConfigA; // track the texture packs that we don't have installed
bool m_bUpdateSaveSize;
public:
UIScene_InGameSaveManagementMenu(int iPad, void *initData, UILayer *parentLayer);
virtual ~UIScene_InGameSaveManagementMenu();
virtual void updateTooltips();
virtual void handleReload();
virtual void handleGainFocus(bool navBack);
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
virtual void handleFocusChange(F64 controlId, F64 childId);
virtual void handleInitFocus(F64 controlId, F64 childId);
virtual EUIScene getSceneType() { return eUIScene_LoadOrJoinMenu;}
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
virtual bool hidesLowerScenes() { return true; }
virtual bool hasFocus(int iPad);
virtual void tick();
private:
void Initialise();
void GetSaveInfo();
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
public:
static int LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes);
static int DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int DeleteSaveDataReturned(LPVOID lpParam,bool bRes);
protected:
void handlePress(F64 controlId, F64 childId);
};