72 lines
1.6 KiB
C
72 lines
1.6 KiB
C
![]() |
#ifndef __PAUSESTOREMENU_H__
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#define __PAUSESTOREMENU_H__
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// rage
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#include "atl/string.h"
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// game
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#include "frontend/CMenuBase.h"
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#include "frontend/WarningScreen.h"
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#include "network/SocialClubServices/SocialClubNewsStoryMgr.h"
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//Class to implement the store menu tab in the pause screen.
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// (very) small now, this is being implemented in this way to give quick flexibility in the unlikely event of redesigns.
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enum eStoreState
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{
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STATE_NONE,
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STATE_UNAVAILABLE,
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STATE_UNAVAILABLE_MP,
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STATE_DISCONNECTED,
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STATE_NOCONNECTION,
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#if RSG_ORBIS
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STATE_NP_UNAVAILABLE,
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#endif // RSG_ORBIS
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STATE_UNDERAGE
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};
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class CPauseStoreMenu : public CMenuBase
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{
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public:
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CPauseStoreMenu(CMenuScreen& owner);
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virtual ~CPauseStoreMenu();
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void Init();
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virtual void Update();
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// virtual void Render(const PauseMenuRenderDataExtra* renderData);
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virtual bool UpdateInput(s32 sInput);
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virtual bool Populate(MenuScreenId newScreenId);
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virtual void LoseFocus();
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eStoreState GetStoreState();
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bool IsStoreUnavailableMP();
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bool IsLinkNotConnected();
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bool IsNotConnected();
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bool IsStoreUnavailable();
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bool PopulateStoreNews();
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void PostStoreStory(CNetworkSCNewsStoryRequest* pNewsItem, bool bUpdateTexture);
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void UpdateStoreColumnScroll(int iNumStories, int iSelectedStory);
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void ConfirmDestructiveActionCallback();
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private:
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void DisplayUnderageWarning();
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void DisplayLeaveSessionWarning();
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void DisplayStoreUnavailableWarning();
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eStoreState m_storeState;
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int m_StoreSigninFrameCount;
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bool m_WaitingForLoginScreenReturn;
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bool m_WaitingForLoginScreenEntrance;
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bool m_bIsDisplayingNews;
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bool m_bStoryTextPosted;
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};
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#endif //__PAUSESTOREMENU_H__
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