Some cleanup

Just a bit. i dont want to clean all the ifdef for consoles right now
This commit is contained in:
GabsPuNs
2026-05-28 18:52:42 -04:00
parent d1dbe882bb
commit 7c3e4fb0d5
24 changed files with 60 additions and 4112 deletions

View File

@@ -581,57 +581,9 @@ void UIScene_LoadMenu::tick()
ui.NavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_QuadrantSignin,&info);
}
#ifdef __ORBIS__
// check the status of the PSPlus common dialog
switch (sceNpCommerceDialogUpdateStatus())
{
case SCE_COMMON_DIALOG_STATUS_FINISHED:
{
SceNpCommerceDialogResult Result;
sceNpCommerceDialogGetResult(&Result);
sceNpCommerceDialogTerminate();
if(Result.authorized)
{
ProfileManager.PsPlusUpdate(ProfileManager.GetPrimaryPad(), &Result);
// they just became a PSPlus member
LoadDataComplete(this);
}
else
{
// continue offline?
UINT uiIDA[1];
uiIDA[0]=IDS_PRO_NOTONLINE_DECLINE;
// Give the player a warning about the texture pack missing
ui.RequestAlertMessage(IDS_PLAY_OFFLINE,IDS_NO_PLAYSTATIONPLUS, uiIDA, 1, ProfileManager.GetPrimaryPad(),&UIScene_LoadMenu::ContinueOffline,this);
}
}
break;
default:
break;
}
#endif
UIScene::tick();
}
#ifdef __ORBIS__
int UIScene_LoadMenu::ContinueOffline(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadMenu* pClass = (UIScene_LoadMenu*)pParam;
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultAccept)
{
pClass->m_MoreOptionsParams.bOnlineGame=false;
pClass->LoadDataComplete(pClass);
}
return 0;
}
#endif
void UIScene_LoadMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
if(m_bIgnoreInput) return;
@@ -1193,34 +1145,11 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
// If this is an online game but not all players are signed in to Live, stop!
if (isOnlineGame && !isSignedInLive)
{
#ifdef __ORBIS__
assert(iPadNotSignedInLive != -1);
// Check if PSN is unavailable because of age restriction
int npAvailability = ProfileManager.getNPAvailability(iPadNotSignedInLive);
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
pClass->m_bIgnoreInput = false;
// 4J Stu - This is a bit messy and is due to the library incorrectly returning false for IsSignedInLive if the npAvailability isn't SCE_OK
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPadNotSignedInLive);
}
else
{
pClass->m_bIgnoreInput=true;
UINT uiIDA[2];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1] = IDS_CANCEL;
ui.RequestAlertMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2, iPadNotSignedInLive, &UIScene_LoadMenu::MustSignInReturnedPSN, pClass);
}
return 0;
#else
pClass->m_bIgnoreInput=false;
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestAlertMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA,1,ProfileManager.GetPrimaryPad());
return 0;
#endif
}
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
@@ -1229,29 +1158,7 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
BOOL pccFriendsAllowed = TRUE;
bool bContentRestricted = false;
ProfileManager.AllowedPlayerCreatedContent(ProfileManager.GetPrimaryPad(),false,&pccAllowed,&pccFriendsAllowed);
#if defined(__PS3__) || defined(__PSVITA__)
if(isOnlineGame)
{
ProfileManager.GetChatAndContentRestrictions(ProfileManager.GetPrimaryPad(),false,nullptr,&bContentRestricted,nullptr);
}
#endif
#ifdef __ORBIS__
bool bPlayStationPlus=true;
int iPadWithNoPlaystationPlus=0;
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if(ProfileManager.IsSignedIn(i) && ((i == iPrimaryPad) || isLocalMultiplayerAvailable))
{
if(!ProfileManager.HasPlayStationPlus(i))
{
bPlayStationPlus=false;
iPadWithNoPlaystationPlus=i;
break;
}
}
}
#endif
noUGC = !pccAllowed && !pccFriendsAllowed;
if(!isOnlineGame || !isLocalMultiplayerAvailable)
@@ -1271,54 +1178,8 @@ int UIScene_LoadMenu::LoadDataComplete(void *pParam)
ui.RequestContentRestrictedMessageBox();
pClass->m_bIgnoreInput=false;
}
#ifdef __ORBIS__
else if(isOnlineGame && (bPlayStationPlus==false))
{
pClass->setVisible( true );
pClass->m_bIgnoreInput=false;
if(ProfileManager.RequestingPlaystationPlus(iPadWithNoPlaystationPlus))
{
// MGH - added this so we don't try and upsell when we don't know if the player has PS Plus yet (if it can't connect to the PS Plus server).
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestAlertMessage(IDS_ERROR_NETWORK_TITLE, IDS_ERROR_NETWORK, uiIDA, 1, ProfileManager.GetPrimaryPad(), nullptr, nullptr);
return 0;
}
// 4J-PB - we're not allowed to show the text Playstation Plus - have to call the upsell all the time!
// upsell psplus
int32_t iResult=sceNpCommerceDialogInitialize();
SceNpCommerceDialogParam param;
sceNpCommerceDialogParamInitialize(&param);
param.mode=SCE_NP_COMMERCE_DIALOG_MODE_PLUS;
param.features = SCE_NP_PLUS_FEATURE_REALTIME_MULTIPLAY;
param.userId = ProfileManager.getUserID(iPadWithNoPlaystationPlus);
iResult=sceNpCommerceDialogOpen(&param);
// UINT uiIDA[2];
// uiIDA[0]=IDS_PLAY_OFFLINE;
// uiIDA[1]=IDS_PLAYSTATIONPLUS_SIGNUP;
// ui.RequestMessageBox( IDS_FAILED_TO_CREATE_GAME_TITLE, IDS_NO_PLAYSTATIONPLUS, uiIDA,2,ProfileManager.GetPrimaryPad(),&UIScene_LoadMenu::PSPlusReturned,pClass, app.GetStringTable(),nullptr,0,false);
}
#endif
else
{
#if defined(__ORBIS__) || defined(__PSVITA__)
if(isOnlineGame)
{
bool chatRestricted = false;
ProfileManager.GetChatAndContentRestrictions(ProfileManager.GetPrimaryPad(),false,&chatRestricted,nullptr,nullptr);
if(chatRestricted)
{
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, ProfileManager.GetPrimaryPad() );
}
}
#endif
DWORD dwLocalUsersMask = CGameNetworkManager::GetLocalPlayerMask(ProfileManager.GetPrimaryPad());
// No guest problems so we don't need to force a sign-in of players here
@@ -1488,13 +1349,6 @@ void UIScene_LoadMenu::StartGameFromSave(UIScene_LoadMenu* pClass, DWORD dwLocal
}
bool isClientSide = ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && pClass->m_MoreOptionsParams.bOnlineGame;
#ifdef __PSVITA__
if(CGameNetworkManager::usingAdhocMode())
{
if(SQRNetworkManager_AdHoc_Vita::GetAdhocStatus())// && pClass->m_MoreOptionsParams.bOnlineGame)
isClientSide = true;
}
#endif // __PSVITA__
bool isPrivate = (app.GetGameSettings(pClass->m_iPad,eGameSetting_InviteOnly)>0)?true:false;
@@ -1630,35 +1484,11 @@ int UIScene_LoadMenu::StartGame_SignInReturned(void *pParam,bool bContinue, int
// If this is an online game but not all players are signed in to Live, stop!
if (isOnlineGame && !isSignedInLive)
{
#ifdef __ORBIS__
assert(iPadNotSignedInLive != -1);
// Check if PSN is unavailable because of age restriction
int npAvailability = ProfileManager.getNPAvailability(iPadNotSignedInLive);
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
pClass->m_bIgnoreInput = false;
// 4J Stu - This is a bit messy and is due to the library incorrectly returning false for IsSignedInLive if the npAvailability isn't SCE_OK
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, iPadNotSignedInLive);
}
else
{
pClass->m_bIgnoreInput=true;
UINT uiIDA[2];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1] = IDS_CANCEL;
ui.RequestAlertMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2, iPadNotSignedInLive, &UIScene_LoadMenu::MustSignInReturnedPSN, pClass);
}
return 0;
#else
pClass->m_bIgnoreInput=false;
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestAlertMessage( IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA,1,ProfileManager.GetPrimaryPad());
return 0;
#endif
}
// Check if user-created content is allowed, as we cannot play multiplayer if it's not
@@ -1727,50 +1557,4 @@ void UIScene_LoadMenu::handleGainFocus(bool navBack)
{
m_checkboxOnline.setChecked(m_MoreOptionsParams.bOnlineGame == TRUE);
}
}
#ifdef __ORBIS__
int UIScene_LoadMenu::MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_LoadMenu* pClass = (UIScene_LoadMenu *)pParam;
pClass->m_bIgnoreInput = false;
if(result==C4JStorage::EMessage_ResultAccept)
{
SQRNetworkManager_Orbis::AttemptPSNSignIn(&UIScene_LoadMenu::StartGame_SignInReturned, pClass, false, iPad);
}
return 0;
}
// int UIScene_LoadMenu::PSPlusReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
// {
// int32_t iResult;
// UIScene_LoadMenu *pClass = (UIScene_LoadMenu *)pParam;
//
// // continue offline, or upsell PS Plus?
// if(result==C4JStorage::EMessage_ResultDecline)
// {
// // upsell psplus
// iResult=sceNpCommerceDialogInitialize();
//
// SceNpCommerceDialogParam param;
// sceNpCommerceDialogParamInitialize(&param);
// param.mode=SCE_NP_COMMERCE_DIALOG_MODE_PLUS;
// param.features = SCE_NP_PLUS_FEATURE_REALTIME_MULTIPLAY;
// param.userId = ProfileManager.getUserID(pClass->m_iPad);
//
//
// iResult=sceNpCommerceDialogOpen(&param);
// }
// else if(result==C4JStorage::EMessage_ResultAccept)
// {
// // continue offline
// pClass->m_MoreOptionsParams.bOnlineGame=false;
// pClass->LoadDataComplete(pClass);
// }
//
// pClass->m_bIgnoreInput=false;
// return 0;
// }
#endif
}