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Use unique thumbnail callback thunks in UI scenes
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@@ -25,7 +25,7 @@
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namespace
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{
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int LoadSaveDataThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
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int LoadMenuThumbnailReturnedThunk(void *lpParam, std::uint8_t *thumbnailData, unsigned int thumbnailBytes)
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{
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return UIScene_LoadMenu::LoadSaveDataThumbnailReturned(lpParam, thumbnailData, thumbnailBytes);
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}
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@@ -233,9 +233,9 @@ UIScene_LoadMenu::UIScene_LoadMenu(int iPad, void *initData, UILayer *parentLaye
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#ifdef _DURANGO
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// 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
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// the cloud at this stage. This could mean that there could be a pretty large delay before the callback happens, in this case.
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadSaveDataThumbnailReturnedThunk,this,true);
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadMenuThumbnailReturnedThunk,this,true);
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#else
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadSaveDataThumbnailReturnedThunk,this);
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C4JStorage::ESaveGameState eLoadStatus=StorageManager.LoadSaveDataThumbnail(&pSaveDetails->SaveInfoA[(int)m_iSaveGameInfoIndex],&LoadMenuThumbnailReturnedThunk,this);
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#endif
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m_bShowTimer = true;
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}
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