the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#pragma once 2 3#include "UIScene.h" 4 5class UIScene_InGameSaveManagementMenu : public UIScene 6{ 7private: 8 enum EControls 9 { 10 eControl_SavesList, 11#if defined(_XBOX_ONE) || defined(__ORBIS__) 12 eControl_SpaceIndicator, 13#endif 14 }; 15 16 enum EState 17 { 18 e_SavesIdle, 19 e_SavesRepopulate, 20 e_SavesRepopulateAfterDelete 21 }; 22 23 static const int JOIN_LOAD_CREATE_BUTTON_INDEX = 0; 24 25 SaveListDetails *m_saveDetails; 26 int m_iSaveDetailsCount; 27 28protected: 29 UIControl_SaveList m_buttonListSaves; 30 UIControl_Label m_labelSavesListTitle; 31 UIControl m_controlSavesTimer; 32#if defined(_XBOX_ONE) || defined(__ORBIS__) 33 UIControl_SpaceIndicatorBar m_spaceIndicatorSaves; 34#endif 35 36private: 37 UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene) 38 UI_MAP_ELEMENT( m_buttonListSaves, "SavesList") 39 40 UI_MAP_ELEMENT( m_labelSavesListTitle, "SavesListTitle") 41 42 UI_MAP_ELEMENT( m_controlSavesTimer, "SavesTimer") 43 44#if defined(_XBOX_ONE) || defined(__ORBIS__) 45 UI_MAP_ELEMENT( m_spaceIndicatorSaves, "SaveSizeBar") 46#endif 47 UI_END_MAP_ELEMENTS_AND_NAMES() 48 49 int m_iState; 50 51 vector<File *> *m_saves; 52 53 bool m_bIgnoreInput; 54 bool m_bAllLoaded; 55 bool m_bRetrievingSaveThumbnails; 56 bool m_bSaveThumbnailReady; 57 int m_iRequestingThumbnailId; 58 SAVE_DETAILS *m_pSaveDetails; 59 bool m_bSavesDisplayed; 60 bool m_bExitScene; 61 int m_iSaveInfoC; 62 int m_iSaveListIndex; 63 //int *m_iConfigA; // track the texture packs that we don't have installed 64 65 bool m_bUpdateSaveSize; 66 67public: 68 UIScene_InGameSaveManagementMenu(int iPad, void *initData, UILayer *parentLayer); 69 virtual ~UIScene_InGameSaveManagementMenu(); 70 71 virtual void updateTooltips(); 72 73 virtual void handleReload(); 74 virtual void handleGainFocus(bool navBack); 75 // INPUT 76 virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); 77 virtual void handleFocusChange(F64 controlId, F64 childId); 78 virtual void handleInitFocus(F64 controlId, F64 childId); 79 80 virtual EUIScene getSceneType() { return eUIScene_LoadOrJoinMenu;} 81 82 // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden 83 virtual bool hidesLowerScenes() { return true; } 84 85 virtual bool hasFocus(int iPad); 86 87 virtual void tick(); 88 89private: 90 void Initialise(); 91 void GetSaveInfo(); 92 93protected: 94 // TODO: This should be pure virtual in this class 95 virtual wstring getMoviePath(); 96 97public: 98 99 static int LoadSaveDataThumbnailReturned(LPVOID lpParam,PBYTE pbThumbnail,DWORD dwThumbnailBytes); 100 static int DeleteSaveDialogReturned(void *pParam,int iPad,C4JStorage::EMessageResult result); 101 static int DeleteSaveDataReturned(LPVOID lpParam,bool bRes); 102protected: 103 void handlePress(F64 controlId, F64 childId); 104};