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Changelogs. The launcher's main screen has a CHANGELOGS tile in the bottom-left corner. It opens a panel with the newest GitHub release: its tag, title, date and notes. The notes are the release's description, read as markdown and drawn like a mod's README (headings, bullets, code, rules). A release published without a description shows what its GitHub page shows, the tagged commit's message, taken from the releases feed. Fetched once, the first time the panel opens; "Open on GitHub" goes to the releases page. Download total. On GET MODS, the bar for ticked mods now gives the size of what installing them downloads: "3 mods selected / 1.27 GB to download". It is the sum of each mod's newest version as Thunderstore lists it. Discord joins. The command the game registers for Discord to start ReSkate now passes --no-gui, so pressing Join with the game closed goes straight into the game instead of stopping at the launcher window. --no-gui with no other launch flags now starts the game with the launcher's saved settings (window size, menu and console keys, loose files, GPU diagnostics, Discord status, offline, log level, extra launch options), as pressing PLAY does. With flags of its own it behaves as before. Mod Options. The pause menu's "Custom Stuff" page is renamed "Mod Options", in the menu, the READMEs and the comments. Not tested in game: the Discord join with the game closed, and the renamed page. The changelog panel has only been seen with the earlier API-only fetch.
33 lines
1.5 KiB
C++
33 lines
1.5 KiB
C++
#include "native_menu_internal.h"
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// The pause menu's Multiplayer and Mod Options pages. The overlay draws everything in them
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// (their tabs and what each tab holds: Extension/UI/Overlay/hub_page.cpp), because the game's
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// menu widgets are a button, a text box and a line of text and cannot make a list with
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// columns. What is left here is the page the game needs for each hub tab: one body, empty.
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namespace dingosdk::multiplayer {
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using namespace menu_data;
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using namespace native_menu_detail;
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namespace native_menu_detail {
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void process_clipboard() noexcept {}
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void process_actions(const Context&, const MultiplayerModel&) {
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// Nothing on the page has an action; anything queued is from a page since replaced.
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auto& s = state();
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std::lock_guard lock(s.mutex);
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s.pending.clear();
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}
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void render_section(const Context& context, const MultiplayerModel&, Section section) {
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auto& s = state();
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const auto index = static_cast<unsigned>(section);
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// One empty line in each column: a body with no rows at all is not one the game lays out,
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// and a line of text is nothing the game can put its focus on.
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std::vector<std::string> main, side;
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s.row_width = main_width;
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add_text(context, main, "blank", " ");
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s.row_width = side_width;
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add_text(context, side, "blank-side", " ");
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publish_rows(context, s.lists[index], index * 2, main);
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publish_rows(context, s.side_lists[index], index * 2 + 1, side);
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}
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} // namespace native_menu_detail
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} // namespace dingosdk::multiplayer
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