Adding modding folder with a hacked build.
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@@ -0,0 +1,62 @@
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package project
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import (
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"time"
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"github.com/inkyblackness/imgui-go/v3"
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"github.com/sqweek/dialog"
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"github.com/inkyblackness/hacked/ui/gui"
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)
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type loadModWaitingState struct {
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machine gui.ModalStateMachine
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view *View
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failureTime time.Time
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}
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func (state *loadModWaitingState) Render() {
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if imgui.BeginPopupModalV("Load mod", nil,
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imgui.WindowFlagsNoResize|imgui.WindowFlagsNoMove|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsAlwaysAutoResize) {
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imgui.Text("Waiting for folder.")
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if !state.failureTime.IsZero() {
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imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1, Y: 0, Z: 0, W: 1})
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imgui.Text("Previous attempt failed, no usable data detected.\nPlease check and try again.")
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imgui.PopStyleColor()
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if time.Since(state.failureTime).Seconds() > 5 {
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state.failureTime = time.Time{}
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}
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}
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imgui.Text(`From your file browser drag'n'drop the folder
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of the mod you want to work on into the editor window.
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If you want to modify the main game files,
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use the main "data" directory of the game.
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`)
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imgui.Text("This action will clear the undo/redo buffer\nand you will lose any unsaved changes.")
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imgui.Separator()
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if imgui.Button("Browse...") {
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dlgBuilder := dialog.Directory()
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filename, err := dlgBuilder.Browse()
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if err == nil {
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state.HandleFiles([]string{filename})
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}
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}
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imgui.SameLine()
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if imgui.Button("Cancel") {
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state.machine.SetState(nil)
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imgui.CloseCurrentPopup()
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}
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imgui.EndPopup()
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} else {
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state.machine.SetState(nil)
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}
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}
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func (state *loadModWaitingState) HandleFiles(names []string) {
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err := state.view.tryLoadModFrom(names)
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if err != nil {
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state.failureTime = time.Now()
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} else {
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state.machine.SetState(nil)
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}
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}
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