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

@@ -160,13 +160,7 @@ void UIScene_MainMenu::handleGainFocus(bool navBack)
{
// For returning to menus after exiting a game.
if (ProfileManager.IsSignedIn(iPad) )
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MENUS, false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
ProfileManager.SetLockedProfile(-1);
@@ -538,108 +532,13 @@ int UIScene_MainMenu::MustSignInReturned(void *pParam, int iPad, C4JStorage::EMe
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(i, CONTEXT_PRESENCE_MENUS, false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
return 0;
}
#if defined(__PS3__) || defined(__PSVITA__) || defined(__ORBIS__)
int UIScene_MainMenu::MustSignInReturnedPSN(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_MainMenu* pClass = (UIScene_MainMenu*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
{
#ifdef __PS3__
// we need to specify local game here to display local and LIVE profiles in the list
switch(pClass->m_eAction)
{
case eAction_RunLeaderboardsPSN:
SQRNetworkManager_PS3::AttemptPSNSignIn(&UIScene_MainMenu::Leaderboards_SignInReturned, pClass);
break;
case eAction_RunGamePSN:
SQRNetworkManager_PS3::AttemptPSNSignIn(&UIScene_MainMenu::CreateLoad_SignInReturned, pClass);
break;
case eAction_RunUnlockOrDLCPSN:
SQRNetworkManager_PS3::AttemptPSNSignIn(&UIScene_MainMenu::UnlockFullGame_SignInReturned, pClass);
break;
}
#elif defined __PSVITA__
switch(pClass->m_eAction)
{
case eAction_RunLeaderboardsPSN:
//CD - Must force Ad-Hoc off if they want leaderboard PSN sign-in
//Save settings change
app.SetGameSettings(0, eGameSetting_PSVita_NetworkModeAdhoc, 0);
//Force off
CGameNetworkManager::setAdhocMode(false);
//Now Sign-in
SQRNetworkManager_Vita::AttemptPSNSignIn(&UIScene_MainMenu::Leaderboards_SignInReturned, pClass);
break;
case eAction_RunGamePSN:
if(CGameNetworkManager::usingAdhocMode())
{
SQRNetworkManager_AdHoc_Vita::AttemptAdhocSignIn(&UIScene_MainMenu::CreateLoad_SignInReturned, pClass);
}
else
{
SQRNetworkManager_Vita::AttemptPSNSignIn(&UIScene_MainMenu::CreateLoad_SignInReturned, pClass);
}
break;
case eAction_RunUnlockOrDLCPSN:
//CD - Must force Ad-Hoc off if they want commerce PSN sign-in
//Save settings change
app.SetGameSettings(0, eGameSetting_PSVita_NetworkModeAdhoc, 0);
//Force off
CGameNetworkManager::setAdhocMode(false);
//Now Sign-in
SQRNetworkManager_Vita::AttemptPSNSignIn(&UIScene_MainMenu::UnlockFullGame_SignInReturned, pClass);
break;
}
#else
switch(pClass->m_eAction)
{
case eAction_RunLeaderboardsPSN:
SQRNetworkManager_Orbis::AttemptPSNSignIn(&UIScene_MainMenu::Leaderboards_SignInReturned, pClass, true, iPad);
break;
case eAction_RunGamePSN:
SQRNetworkManager_Orbis::AttemptPSNSignIn(&UIScene_MainMenu::CreateLoad_SignInReturned, pClass, true, iPad);
break;
case eAction_RunUnlockOrDLCPSN:
SQRNetworkManager_Orbis::AttemptPSNSignIn(&UIScene_MainMenu::UnlockFullGame_SignInReturned, pClass, true, iPad);
break;
}
#endif
}
else
{
if( pClass->m_eAction == eAction_RunGamePSN )
{
if( result == C4JStorage::EMessage_Cancelled)
CreateLoad_SignInReturned(pClass, false, 0);
else
CreateLoad_SignInReturned(pClass, true, 0);
}
else
{
pClass->m_bIgnorePress=false;
}
}
return 0;
}
#endif
#ifdef _XBOX_ONE
int UIScene_MainMenu::HelpAndOptions_SignInReturned(void *pParam,bool bContinue,int iPad, int iController)
#else
@@ -651,11 +550,8 @@ int UIScene_MainMenu::HelpAndOptions_SignInReturned(void *pParam,bool bContinue,
if(bContinue)
{
// 4J-JEV: Don't we only need to update rich-presence if the sign-in status changes.
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MENUS, false);
#endif
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#if TO_BE_IMPLEMENTED
if(app.GetTMSDLCInfoRead())
#endif
@@ -695,13 +591,7 @@ int UIScene_MainMenu::HelpAndOptions_SignInReturned(void *pParam,bool bContinue,
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
@@ -729,12 +619,7 @@ int UIScene_MainMenu::CreateLoad_SignInReturned(void *pParam, bool bContinue, in
if(bContinue)
{
// 4J-JEV: We only need to update rich-presence if the sign-in status changes.
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MENUS, false);
#endif
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
UINT uiIDA[1] = { IDS_OK };
@@ -754,21 +639,6 @@ int UIScene_MainMenu::CreateLoad_SignInReturned(void *pParam, bool bContinue, in
if(ProfileManager.IsFullVersion())
{
bool bSignedInLive = ProfileManager.IsSignedInLive(iPad);
#ifdef __PSVITA__
if(CGameNetworkManager::usingAdhocMode())
{
if(SQRNetworkManager_AdHoc_Vita::GetAdhocStatus())
{
bSignedInLive = true;
}
else
{
// adhoc mode, but we didn't make the connection, turn off adhoc mode, and just go with whatever the regular online status is
CGameNetworkManager::setAdhocMode(false);
bSignedInLive = ProfileManager.IsSignedInLive(iPad);
}
}
#endif
// Check if we're signed in to LIVE
if(bSignedInLive)
@@ -916,13 +786,7 @@ int UIScene_MainMenu::CreateLoad_SignInReturned(void *pParam, bool bContinue, in
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(i, CONTEXT_PRESENCE_MENUS, false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
@@ -940,11 +804,7 @@ int UIScene_MainMenu::Leaderboards_SignInReturned(void *pParam,bool bContinue,in
if(bContinue)
{
// 4J-JEV: We only need to update rich-presence if the sign-in status changes.
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MENUS, false);
#endif
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
UINT uiIDA[1] = { IDS_OK };
@@ -994,13 +854,7 @@ int UIScene_MainMenu::Leaderboards_SignInReturned(void *pParam,bool bContinue,in
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(i, CONTEXT_PRESENCE_MENUS, false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
@@ -1019,11 +873,7 @@ int UIScene_MainMenu::Achievements_SignInReturned(void *pParam,bool bContinue,in
{
pClass->m_bIgnorePress=false;
// 4J-JEV: We only need to update rich-presence if the sign-in status changes.
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MENUS, false);
#endif
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
XShowAchievementsUI( ProfileManager.GetPrimaryPad() );
}
@@ -1036,13 +886,7 @@ int UIScene_MainMenu::Achievements_SignInReturned(void *pParam,bool bContinue,in
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(i, CONTEXT_PRESENCE_MENUS, false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
@@ -1060,11 +904,7 @@ int UIScene_MainMenu::UnlockFullGame_SignInReturned(void *pParam,bool bContinue,
if (bContinue)
{
// 4J-JEV: We only need to update rich-presence if the sign-in status changes.
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(iPad, CONTEXT_PRESENCE_MENUS, false);
#endif
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
pClass->RunUnlockOrDLC(iPad);
}
@@ -1077,13 +917,7 @@ int UIScene_MainMenu::UnlockFullGame_SignInReturned(void *pParam,bool bContinue,
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
#ifdef _WINDOWS64
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
#else
ProfileManager.SetCurrentGameActivity(i, CONTEXT_PRESENCE_MENUS, false);
#endif
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
@@ -1110,9 +944,7 @@ int UIScene_MainMenu::XboxHelp_SignInReturned(void *pParam, bool bContinue, int
{
// if the user is valid, we should set the presence
if(ProfileManager.IsSignedIn(i))
{
ProfileManager.SetCurrentGameActivity(i,CONTEXT_PRESENCE_MENUS,false);
}
g_DiscordPresence.SetCurrentGameActivity(CONTEXT_PRESENCE_MENUS);
}
}
@@ -1582,55 +1414,7 @@ void UIScene_MainMenu::RunLeaderboards(int iPad)
}
else if(!ProfileManager.IsSignedInLive(iPad))
{
#if defined __PS3__ || defined __PSVITA__
m_eAction=eAction_RunLeaderboardsPSN;
// get them to sign in to online
UINT uiIDA[1];
uiIDA[0]=IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(),&UIScene_MainMenu::MustSignInReturnedPSN,this);
/* 4J-PB - Add this after release
#elif defined __PSVITA__
m_eAction=eAction_RunLeaderboardsPSN;
// Determine why they're not "signed in live"
if (ProfileManager.IsSignedInPSN(iPad))
{
// Signed in to PSN but not connected (no internet access)
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestMessageBox(IDS_PRO_CURRENTLY_NOT_ONLINE_TITLE, IDS_PRO_PSNOFFLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &UIScene_MainMenu::MustSignInReturnedPSN, this, app.GetStringTable());
}
else
{
// Not signed in to PSN
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestMessageBox(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &UIScene_MainMenu::MustSignInReturnedPSN, this, app.GetStringTable());
return;
}*/
#elif defined __ORBIS__
m_eAction=eAction_RunLeaderboardsPSN;
// Determine why they're not "signed in live"
if (ProfileManager.isSignedInPSN(iPad))
{
// Signed in to PSN but not connected (no internet access)
assert(!ProfileManager.isConnectedToPSN(iPad));
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage( IDS_ERROR_NETWORK_TITLE, IDS_ERROR_NETWORK, uiIDA, 1, iPad);
}
else
{
// Not signed in to PSN
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &UIScene_MainMenu::MustSignInReturnedPSN, this);
return;
}
#else
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
#endif
}
else
{
@@ -1675,58 +1459,6 @@ void UIScene_MainMenu::RunUnlockOrDLC(int iPad)
// Check if this means downloadable content
if(ProfileManager.IsFullVersion())
{
#ifdef __ORBIS__
// 4J-PB - Check if there is a patch for the game
m_errorCode = ProfileManager.getNPAvailability(ProfileManager.GetPrimaryPad());
bool bPatchAvailable;
switch(m_errorCode)
{
case SCE_NP_ERROR_LATEST_PATCH_PKG_EXIST:
case SCE_NP_ERROR_LATEST_PATCH_PKG_DOWNLOADED:
bPatchAvailable=true;
break;
default:
bPatchAvailable=false;
break;
}
if(bPatchAvailable)
{
m_bIgnorePress=false;
int32_t ret=sceErrorDialogInitialize();
m_bErrorDialogRunning=true;
if ( ret==SCE_OK )
{
SceErrorDialogParam param;
sceErrorDialogParamInitialize( &param );
// 4J-PB - We want to display the option to get the patch now
param.errorCode = SCE_NP_ERROR_LATEST_PATCH_PKG_DOWNLOADED;//pClass->m_errorCode;
ret = sceUserServiceGetInitialUser( &param.userId );
if ( ret == SCE_OK )
{
ret=sceErrorDialogOpen( &param );
}
}
// UINT uiIDA[1];
// uiIDA[0]=IDS_OK;
// ui.RequestMessageBox(IDS_PATCH_AVAILABLE_TITLE, IDS_PATCH_AVAILABLE_TEXT, uiIDA, 1, XUSER_INDEX_ANY,nullptr,this);
return;
}
// Check if PSN is unavailable because of age restriction
if (m_errorCode == SCE_NP_ERROR_AGE_RESTRICTION)
{
m_bIgnorePress=false;
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, ProfileManager.GetPrimaryPad(), nullptr, this);
return;
}
#endif
// downloadable content
if(ProfileManager.IsSignedInLive(iPad))
{
@@ -1800,39 +1532,9 @@ void UIScene_MainMenu::RunUnlockOrDLC(int iPad)
}
else
{
#if defined(__PS3__) || defined(__PSVITA__)
m_eAction=eAction_RunUnlockOrDLCPSN;
// get them to sign in to online
UINT uiIDA[1];
uiIDA[0]=IDS_PRO_NOTONLINE_ACCEPT;
//uiIDA[1]=IDS_PRO_NOTONLINE_DECLINE;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(),&UIScene_MainMenu::MustSignInReturnedPSN,this);
#elif defined __ORBIS__
m_eAction=eAction_RunUnlockOrDLCPSN;
// Determine why they're not "signed in live"
if (ProfileManager.isSignedInPSN(iPad))
{
m_bIgnorePress=false;
// Signed in to PSN but not connected (no internet access)
assert(!ProfileManager.isConnectedToPSN(iPad));
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage( IDS_ERROR_NETWORK_TITLE, IDS_ERROR_NETWORK, uiIDA, 1, iPad);
}
else
{
// Not signed in to PSN
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &UIScene_MainMenu::MustSignInReturnedPSN, this);
return;
}
#else
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
#endif
}
}
else
@@ -1845,39 +1547,9 @@ void UIScene_MainMenu::RunUnlockOrDLC(int iPad)
}
else if(!ProfileManager.IsSignedInLive(iPad))
{
#if defined(__PS3__) || defined(__PSVITA__)
m_eAction=eAction_RunUnlockOrDLCPSN;
// get them to sign in to online
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(),&UIScene_MainMenu::MustSignInReturnedPSN,this);
#elif defined __ORBIS__
m_eAction=eAction_RunUnlockOrDLCPSN;
// Determine why they're not "signed in live"
if (ProfileManager.isSignedInPSN(iPad))
{
m_bIgnorePress=false;
// Signed in to PSN but not connected (no internet access)
assert(!ProfileManager.isConnectedToPSN(iPad));
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage( IDS_ERROR_NETWORK_TITLE, IDS_ERROR_NETWORK, uiIDA, 1, iPad);
}
else
{
// Not signed in to PSN
UINT uiIDA[1];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 1, ProfileManager.GetPrimaryPad(), &UIScene_MainMenu::MustSignInReturnedPSN, this);
return;
}
#else
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_XBOXLIVE_NOTIFICATION, uiIDA, 1);
#endif
}
else
{
@@ -2173,25 +1845,4 @@ void UIScene_MainMenu::LoadTrial(void)
void UIScene_MainMenu::handleUnlockFullVersion()
{
m_buttons[static_cast<int>(eControl_UnlockOrDLC)].setLabel(IDS_DOWNLOADABLECONTENT,true);
}
#ifdef __PSVITA__
int UIScene_MainMenu::SelectNetworkModeReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
UIScene_MainMenu* pClass = (UIScene_MainMenu*)pParam;
if(result==C4JStorage::EMessage_ResultAccept)
{
app.DebugPrintf("Setting network mode to PSN\n");
app.SetGameSettings(0, eGameSetting_PSVita_NetworkModeAdhoc, 0);
}
else if(result==C4JStorage::EMessage_ResultDecline)
{
app.DebugPrintf("Setting network mode to Adhoc\n");
app.SetGameSettings(0, eGameSetting_PSVita_NetworkModeAdhoc, 1);
}
pClass->updateTooltips();
return 0;
}
#endif //__PSVITA__
}