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SaveLoadScreen.h
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SaveLoadScreen.h
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#ifndef _SAVE_LOAD_SCREEN__H_
#define _SAVE_LOAD_SCREEN__H_
#include "MessageBoxScreen.h"
#define NUM_SAVE_GAMES_OLD 11
#define NUM_SAVE_GAMES_NEW 19
#define NUM_SAVE_GAMES 255//19
extern BOOLEAN AutoSaveToSlot[5];
// WANNE: Used For auto save games
extern UINT32 lastLoadedSaveGameDay;
extern UINT8 lastLoadedSaveGameHour;
extern UINT16 NUM_SLOT;
extern UINT32 SLG_SAVELOCATION_HEIGHT;
extern UINT32 SLG_GAP_BETWEEN_LOCATIONS;
extern UINT32 SLG_DATE_OFFSET_Y;
extern UINT32 SLG_SELECTED_SLOT_GRAPHICS_NUMBER;
extern UINT32 SLG_UNSELECTED_SLOT_GRAPHICS_NUMBER;
extern void LoadSaveGameOldOrNew();
//This flag is used to diferentiate between loading a game and saveing a game.
// gfSaveGame=TRUE For saving a game
// gfSaveGame=FALSE For loading a game
extern BOOLEAN gfSaveGame;
//if there is to be a slot selected when entering this screen
extern INT32 gbSetSlotToBeSelected;
extern BOOLEAN gbSaveGameArray[ NUM_SAVE_GAMES ];
extern BOOLEAN gfCameDirectlyFromGame;
UINT32 SaveLoadScreenShutdown( void );
UINT32 SaveLoadScreenHandle( void );
UINT32 SaveLoadScreenInit( void );
//Kaiden : Trying to get Editor to work
extern BOOLEAN DoSaveLoadMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback );
BOOLEAN InitSaveGameArray();
void DoneFadeOutForSaveLoadScreen( void );
void DoneFadeInForSaveLoadScreen( void );
BOOLEAN DoQuickSave();
BOOLEAN DoQuickLoad();
BOOLEAN IsThereAnySavedGameFiles();
void DeleteSaveGameNumber( UINT8 ubSaveGameSlotID );
extern BOOLEAN DoAutoSave( int ubSaveGameID, STR16 pGameDesc );
extern BOOLEAN SaveDataSaveToSaveGameFile( HWFILE hFile );
extern BOOLEAN LoadDataSaveFromLoadGameFile( HWFILE hFile );
#endif