Add right-click to open save options in world selection menu

On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.
This commit is contained in:
MrTheShy 2026-03-06 05:54:50 +01:00
parent ae38a6912b
commit 082e5a33b9

View file

@ -1168,6 +1168,43 @@ void UIScene_LoadOrJoinMenu::handleInput(int iPad, int key, bool repeat, bool pr
LaunchSaveTransfer();
}
}
#endif
#ifdef _WINDOWS64
// Right click on a save opens save options (same as RB / ACTION_MENU_RIGHT_SCROLL)
if(pressed && !repeat && ProfileManager.IsFullVersion() && !StorageManager.GetSaveDisabled())
{
if(DoesSavesListHaveFocus() && (m_iDefaultButtonsC > 0) && (m_iSaveListIndex >= m_iDefaultButtonsC))
{
m_bIgnoreInput = true;
if(StorageManager.EnoughSpaceForAMinSaveGame())
{
UINT uiIDA[3];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_TITLE_RENAMESAVE;
uiIDA[2]=IDS_TOOLTIPS_DELETESAVE;
ui.RequestAlertMessage(IDS_TOOLTIPS_SAVEOPTIONS, IDS_TEXT_SAVEOPTIONS, uiIDA, 3, iPad,&UIScene_LoadOrJoinMenu::SaveOptionsDialogReturned,this);
}
else
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestAlertMessage(IDS_TOOLTIPS_DELETESAVE, IDS_TEXT_DELETE_SAVE, uiIDA, 2, iPad,&UIScene_LoadOrJoinMenu::DeleteSaveDialogReturned,this);
}
ui.PlayUISFX(eSFX_Press);
}
else if(DoesMashUpWorldHaveFocus() && (m_iSaveListIndex != JOIN_LOAD_CREATE_BUTTON_INDEX))
{
LevelGenerationOptions *levelGen = m_generators.at(m_iSaveListIndex - 1);
if(!levelGen->isTutorial() && levelGen->requiresTexturePack())
{
m_bIgnoreInput = true;
app.HideMashupPackWorld(m_iPad, levelGen->getRequiredTexturePackId());
m_iState = e_SavesRepopulateAfterMashupHide;
}
ui.PlayUISFX(eSFX_Press);
}
}
#endif
break;
case ACTION_MENU_Y: