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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.7 kB · 104 lines
C
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105#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);};