Fix: Fixed the double press sound on more options againg on the loadmenu and create world menu

and fix the bug where the save thumbnail wasn't displaying correctly in loadmenu
This commit is contained in:
Frcoxd 2026-04-21 00:38:41 -03:00
parent 117381951d
commit 637bcf7702
2 changed files with 9 additions and 12 deletions

View file

@ -437,9 +437,6 @@ void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
if (isDirectEditBlocking()) return;
#endif
//CD - Added for audio
ui.PlayUISFX(eSFX_Press);
switch(static_cast<int>(controlId))
{
case eControl_EditWorldName:
@ -492,11 +489,13 @@ void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
break;
case eControl_TexturePackList:
{
ui.PlayUISFX(eSFX_Press);
UpdateCurrentTexturePack(static_cast<int>(childId));
}
break;
case eControl_NewWorld:
{
ui.PlayUISFX(eSFX_Press);
#ifdef _DURANGO
if(m_MoreOptionsParams.bOnlineGame)
{

View file

@ -267,11 +267,10 @@ UIScene_LoadMenu::UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLaye
}
if (params->saveDetails != nullptr)
{
// Set thumbnail name from save filename (needed for texture display in tick)
wchar_t wFilename[MAX_SAVEFILENAME_LENGTH];
ZeroMemory(wFilename, sizeof(wFilename));
mbstowcs(wFilename, params->saveDetails->UTF8SaveFilename, MAX_SAVEFILENAME_LENGTH - 1);
m_thumbnailName = wFilename;
// Use a stable texture key for saves so the icon survives save/quit refreshes.
wchar_t textureName[64];
swprintf(textureName, 64, L"loadsave_large_%08x", m_iSaveGameInfoIndex);
m_thumbnailName = textureName;
if (params->saveDetails->pbThumbnailData && params->saveDetails->dwThumbnailSize > 0)
{
@ -742,9 +741,6 @@ void UIScene_LoadMenu::handlePress(F64 controlId, F64 childId)
{
if(m_bIgnoreInput) return;
//CD - Added for audio
ui.PlayUISFX(eSFX_Press);
switch(static_cast<int>(controlId))
{
// case eControl_GameMode:
@ -776,11 +772,13 @@ void UIScene_LoadMenu::handlePress(F64 controlId, F64 childId)
break;
case eControl_TexturePackList:
{
ui.PlayUISFX(eSFX_Press);
UpdateCurrentTexturePack(static_cast<int>(childId));
}
break;
case eControl_LoadWorld:
{
ui.PlayUISFX(eSFX_Press);
#ifdef _DURANGO
if(m_MoreOptionsParams.bOnlineGame)
{
@ -1962,4 +1960,4 @@ int UIScene_LoadMenu::MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EM
// pClass->m_bIgnoreInput=false;
// return 0;
// }
#endif
#endif