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

@@ -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;
}