#ifndef __URDE_CSAVEUI_HPP__ #define __URDE_CSAVEUI_HPP__ #include "RetroTypes.hpp" #include "CToken.hpp" #include "CIOWin.hpp" #include "CMemoryCardDriver.hpp" #include "CSaveGameScreenTouchBar.hpp" namespace urde { class CTexture; class CStringTable; class CGuiFrame; class CSaveWorld; class CFinalInput; class CGuiTextPane; class CGuiTableGroup; namespace MP1 { enum class ESaveContext { FrontEnd, InGame }; class CSaveGameScreen { public: enum class EUIType { Empty = 0, BusyReading = 1, BusyWriting = 2, NoCardFound = 3, NeedsFormatBroken = 4, NeedsFormatEncoding = 5, CardDamaged = 6, WrongDevice = 7, InsufficientSpaceBadCheck = 8, InsufficientSpaceOKCheck = 9, IncompatibleCard = 10, SaveCorrupt = 11, StillInsufficientSpace = 12, ProgressWillBeLost = 13, NotOriginalCard = 14, AllDataWillBeLost = 15, SaveReady = 16 }; bool IsHiddenFromFrontEnd() { switch (x10_uiType) { case EUIType::SaveReady: case EUIType::Empty: case EUIType::BusyReading: case EUIType::BusyWriting: return false; default: return true; } } private: ESaveContext x0_saveCtx; u64 x8_serial; EUIType x10_uiType = EUIType::Empty; TLockedToken x14_txtrSaveBanner; TLockedToken x20_txtrSaveIcon0; TLockedToken x2c_txtrSaveIcon1; TLockedToken x38_strgMemoryCard; TLockedToken x44_frmeGenericMenu; CGuiFrame* x50_loadedFrame = nullptr; CGuiTextPane* x54_textpane_message; CGuiTableGroup* x58_tablegroup_choices; CGuiTextPane* x5c_textpane_choice0; CGuiTextPane* x60_textpane_choice1; CGuiTextPane* x64_textpane_choice2; CGuiTextPane* x68_textpane_choice3; std::unique_ptr x6c_cardDriver; std::vector> x70_saveWorlds; CIOWin::EMessageReturn x80_iowRet = CIOWin::EMessageReturn::Normal; u32 x84_navConfirmSfx = 1460; u32 x88_navMoveSfx = 1461; u32 x8c_navBackSfx = 1459; bool x90_needsDriverReset = false; bool x91_uiTextDirty = false; bool x92_savingDisabled = false; bool x93_inGame; std::unique_ptr m_touchBar; void ContinueWithoutSaving(); public: static std::unique_ptr ConstructCardDriver(bool inGame); void ResetCardDriver(); CIOWin::EMessageReturn Update(float dt); void SetInGame(bool v) { x93_inGame = v; } bool PumpLoad(); EUIType SelectUIType() const; void SetUIText(); void SetUIColors(); void Draw() const; void DoAdvance(CGuiTableGroup* caller); void DoSelectionChange(CGuiTableGroup* caller, int oldSel); void ProcessUserInput(const CFinalInput& input); void StartGame(int idx); void SaveNESState(); void EraseGame(int idx); const CGameState::GameFileStateInfo* GetGameData(int idx) const; EUIType GetUIType() const { return x10_uiType; } bool IsSavingDisabled() const { return x92_savingDisabled; } CSaveGameScreen(ESaveContext saveCtx, u64 serial); }; } } #endif // __URDE_CSAVEUI_HPP__