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#pragma once
#include "IUIScene_StartGame.h"
class UIScene_LoadMenu : public IUIScene_StartGame
{
private:
enum EControls
{
eControl_GameMode,
eControl_Difficulty,
eControl_MoreOptions,
eControl_LoadWorld,
eControl_TexturePackList,
eControl_OnlineGame,
};
static int m_iDifficultyTitleSettingA[4];
UIControl m_controlMainPanel;
UIControl_Label m_labelGameName, m_labelSeed, m_labelCreatedMode;
UIControl_Button m_buttonGamemode, m_buttonMoreOptions, m_buttonLoadWorld;
UIControl_Slider m_sliderDifficulty;
UIControl_BitmapIcon m_bitmapIcon;
UIControl_CheckBox m_checkboxOnline;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(IUIScene_StartGame)
UI_MAP_ELEMENT( m_controlMainPanel, "MainPanel" )
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel )
UI_MAP_ELEMENT( m_labelGameName, "GameName")
UI_MAP_ELEMENT( m_labelCreatedMode, "CreatedMode")
UI_MAP_ELEMENT( m_labelSeed, "Seed")
UI_MAP_ELEMENT( m_texturePackList, "TexturePackSelector")
UI_MAP_ELEMENT( m_buttonGamemode, "GameModeToggle")
UI_MAP_ELEMENT( m_checkboxOnline, "CheckboxOnline")
UI_MAP_ELEMENT( m_buttonMoreOptions, "MoreOptions")
UI_MAP_ELEMENT( m_buttonLoadWorld, "LoadSettings")
UI_MAP_ELEMENT( m_sliderDifficulty, "Difficulty")
UI_MAP_ELEMENT( m_bitmapIcon, "LevelIcon")
UI_END_MAP_CHILD_ELEMENTS()
UI_END_MAP_ELEMENTS_AND_NAMES()
LevelGenerationOptions *m_levelGen;
DLCPack * m_pDLCPack;
int m_iSaveGameInfoIndex;
int m_CurrentDifficulty;
bool m_bGameModeCreative;
int m_iGameModeId;
bool m_bHasBeenInCreative;
bool m_bIsSaveOwner;
bool m_bRetrievingSaveThumbnail;
bool m_bSaveThumbnailReady;
bool m_bMultiplayerAllowed;
bool m_bShowTimer;
bool m_bAvailableTexturePacksChecked;
bool m_bRequestQuadrantSignin;
bool m_bIsCorrupt;
bool m_bThumbnailGetFailed;
int64_t m_seed;
wstring m_levelName;
#ifdef __PS3__
std::vector<SonyCommerce::ProductInfo>*m_pvProductInfo;
#endif
//int *m_iConfigA; // track the texture packs that we don't have installed
PBYTE m_pbThumbnailData;
unsigned int m_uiThumbnailSize;
wstring m_thumbnailName;
bool m_bRebuildTouchBoxes;
public:
UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLayer);
virtual void updateTooltips();
virtual void updateComponents();
virtual EUIScene getSceneType() { return eUIScene_LoadMenu;}
virtual void tick();
virtual UIControl* GetMainPanel();
virtual void handleTouchBoxRebuild();
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
public:
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
virtual void handleTimerComplete(int id);
protected:
void handlePress(F64 controlId, F64 childId);
void handleSliderMove(F64 sliderId, F64 currentValue);
virtual void handleGainFocus(bool navBack);
private:
void StartSharedLaunchFlow();
virtual void checkStateAndStartGame();
void LaunchGame(void);
#ifdef _DURANGO
static void checkPrivilegeCallback(LPVOID lpParam, bool hasPrivilege, int iPad);
#endif
static int ConfirmLoadReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static void StartGameFromSave(UIScene_LoadMenu* pClass, DWORD dwLocalUsersMask);
static int LoadSaveDataReturned(void *pParam,bool bIsCorrupt, bool bIsOwner);
static int TrophyDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int LoadDataComplete(void *pParam);
static int LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes);
static int CheckResetNetherReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int DeleteSaveDataReturned(void *pParam,bool bSuccess);
static int MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result);
#ifdef __ORBIS__
//static int PSPlusReturned(void *pParam,int iPad,C4JStorage::EMessageResult result);
static int ContinueOffline(void *pParam,int iPad,C4JStorage::EMessageResult result);
#endif
public:
static int StartGame_SignInReturned(LPVOID pParam, bool, int);
};
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