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21 lines
1.1 KiB
C++
21 lines
1.1 KiB
C++
#pragma once
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#include <cstdint>
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#include <string>
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namespace dingosdk::overlay { struct CallbacksV3; }
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namespace dingosdk::multiplayer {
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// Call after the session tick, including while disconnected. All UI model
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// operations execute on the client thread under the native model lock.
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void tick_native_menu(std::uintptr_t base, bool loading) noexcept;
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// Run on the client thread BEFORE submitting a map load, while widget assets
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// and dynamic schemas still exist. Returns false if cleanup could not finish.
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bool prepare_native_menu_level_load(std::uintptr_t base) noexcept;
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// Register with the validated client-transition hook, before the native handler
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// releases assets. Suspends updates through native loads, permanently on exit.
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void native_menu_before_level_transition(std::uintptr_t base, unsigned next) noexcept;
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// Uses the same validated runtime queues as the overlay. The reader must be a
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// snapshot reader; it must not consume the overlay's console log cursor.
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void set_native_menu_callbacks(const overlay::CallbacksV3& callbacks);
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} // namespace dingosdk::multiplayer
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