#include "native_menu_internal.h" // The pause menu's Multiplayer and Mod Options pages. The overlay draws everything in them // (their tabs and what each tab holds: Extension/UI/Overlay/hub_page.cpp), because the game's // menu widgets are a button, a text box and a line of text and cannot make a list with // columns. What is left here is the page the game needs for each hub tab: one body, empty. namespace dingosdk::multiplayer { using namespace menu_data; using namespace native_menu_detail; namespace native_menu_detail { void process_clipboard() noexcept {} void process_actions(const Context&, const MultiplayerModel&) { // Nothing on the page has an action; anything queued is from a page since replaced. auto& s = state(); std::lock_guard lock(s.mutex); s.pending.clear(); } void render_section(const Context& context, const MultiplayerModel&, Section section) { auto& s = state(); const auto index = static_cast(section); // One empty line in each column: a body with no rows at all is not one the game lays out, // and a line of text is nothing the game can put its focus on. std::vector main, side; s.row_width = main_width; add_text(context, main, "blank", " "); s.row_width = side_width; add_text(context, side, "blank-side", " "); publish_rows(context, s.lists[index], index * 2, main); publish_rows(context, s.side_lists[index], index * 2 + 1, side); } } // namespace native_menu_detail } // namespace dingosdk::multiplayer