Use unique thumbnail callback thunks in UI scenes

This commit is contained in:
notmatthewbeshay 2026-03-11 18:20:13 +11:00
parent 5f8c9c8a25
commit 50693bfc20
3 changed files with 9 additions and 9 deletions

View file

@ -8,7 +8,7 @@
namespace
{
int LoadSaveDataThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
int InGameSaveManagementThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
{
return UIScene_InGameSaveManagementMenu::LoadSaveDataThumbnailReturned(lpParam, thumbnailData, thumbnailBytes);
}
@ -266,7 +266,7 @@ void UIScene_InGameSaveManagementMenu::tick()
app.DebugPrintf("Requesting the first thumbnail\n");
// set the save to load
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&InGameSaveManagementThumbnailReturnedThunk,this);
if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
{
@ -331,7 +331,7 @@ void UIScene_InGameSaveManagementMenu::tick()
app.DebugPrintf("Requesting another thumbnail\n");
// set the save to load
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&InGameSaveManagementThumbnailReturnedThunk,this);
if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
{
// something went wrong

View file

@ -25,7 +25,7 @@
namespace
{
int LoadSaveDataThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
int LoadMenuThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
{
return UIScene_LoadMenu::LoadSaveDataThumbnailReturned(lpParam, thumbnailData, thumbnailBytes);
}
@ -233,9 +233,9 @@ UIScene_LoadMenu::UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLaye
#ifdef _DURANGO
// On Durango, we have an extra flag possible with LoadSaveDataThumbnail, which if true will force the loading of this thumbnail even if the save data isn't sync'd from
// the cloud at this stage. This could mean that there could be a pretty large delay before the callback happens, in this case.
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadSaveDataThumbnailReturnedThunk,this,true);
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadMenuThumbnailReturnedThunk,this,true);
#else
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadSaveDataThumbnailReturnedThunk,this);
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadMenuThumbnailReturnedThunk,this);
#endif
m_bShowTimer = true;
}

View file

@ -54,7 +54,7 @@ C4JStorage::SAVETRANSFER_FILE_DETAILS UIScene_LoadOrJoinMenu::m_debugTransferDet
namespace
{
int LoadSaveDataThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
int LoadOrJoinThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
{
return UIScene_LoadOrJoinMenu::LoadSaveDataThumbnailReturned(lpParam, thumbnailData, thumbnailBytes);
}
@ -648,7 +648,7 @@ void UIScene_LoadOrJoinMenu::tick()
app.DebugPrintf("Requesting the first thumbnail\n");
// set the save to load
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadOrJoinThumbnailReturnedThunk,this);
if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
{
@ -711,7 +711,7 @@ void UIScene_LoadOrJoinMenu::tick()
app.DebugPrintf("Requesting another thumbnail\n");
// set the save to load
PSAVE_DETAILS pSaveDetails=StorageManager.ReturnSavesInfo();
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadSaveDataThumbnailReturnedThunk,this);
C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iRequestingThumbnailId],&LoadOrJoinThumbnailReturnedThunk,this);
if(eLoadStatus!=C4JStorage::ESaveGame_GetSaveThumbnail)
{
// something went wrong