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Pull request 326 split into general plugin APIs and contrib/plugins/fit-check: - reskate.capture (start, stop, discard, state, compare, kept, save): the screen recorded before the overlay draws, cut out by the game's depth or by colour, saved as GIF, APNG, PNG or WebM with an optional card; the "capture" permission. - reskate.room.turn: a stand-in pad's stick held over to turn the menu's preview. - reskate.menu.game and reskate.menu.grid: what the game's menu and its item grid show. - reskate.outfit.worn, board and title: what the skater wears, by name. - reskate.files.reveal: a data folder opened in Explorer. The plugin finds where the turn comes round, eases the stick off, picks evenly spaced frames and saves them with the board's parts or the outfit on the card.
20 lines
919 B
C++
20 lines
919 B
C++
#pragma once
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#include <string>
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#include <vector>
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// What the skater wears now, read from the selected skater preset (game thread): the clothes and
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// accessories by the kind of item, from head to foot, and the board's parts; an item's title as the
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// game shows it. For plugins (reskate.outfit.worn, board, title); from Fit Check (pull request 326).
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namespace dingosdk::worn_items {
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struct Worn {
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std::string slot; // "Headwear", "Top", ... "Shoes"; or "Deck", "Grip tape", "Grip cutout", "Trucks", "Wheels"
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std::string item; // its key
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std::string title; // as the game shows it
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};
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std::vector<Worn> worn_outfit();
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std::vector<Worn> worn_board();
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// Its catalog title, the title an item grid showed this session (a mod's item has no catalog
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// entry), or its key made readable the way the game does for a mod's item.
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std::string item_title(const std::string& asset);
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} // namespace dingosdk::worn_items
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