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Hook fragment for the title's screens: stampable
The stamp tool rejects mod_api.rs in `comments` (it stamps that file itself), so the stamp test failed; the summaries now read after its "API N adds". Co-Authored-By: Claude Opus 5.5 <[email protected]>
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"target": "horizon_client::game::native_hooks::Game<'_>::native_instance_dir"
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}
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],
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"rust_summary": "the title's own screens in the screen hooks, and the instance folder helper (`native_instance_dir`).",
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"doc_summary": "puts the title's own screens in the screen hooks. `NativeScreenView.id` gains one id per title state (`title`, `world_select`, `world_create`, `world_create_flat`, `world_create_buffet`, `world_edit`, `world_backup`, `world_backup_confirm`, `world_optimize_confirm`, `world_optimize`, `low_disk_space`, `world_delete`, `world_recover`, `world_recovered`, `error`, `multiplayer`, `add_server`, `edit_server`, `direct_connect`, `server_delete`, `friends_join`, `disconnected`, `multiplayer_warning`, `onboarding`, `ban_notice`), with no `menu`, no `title` and no `slots`, and the whole window as `rect`. `native_screen_render_post` fires after the title draws its screen (before its toasts), and the `_pre` input hooks — mouse buttons, drag, wheel, key press and release, character typed — fire on it and can cancel it as on any screen, so a mod draws its own button or browser over Create New World and takes the clicks. A dialog, a prompt or a server's pack prompt over the title keeps them away, and typing still goes to the title's own boxes (the key's text stays on the key there, as on Options, so `native_screen_char_typed_pre` does not fire from the keyboard on the title's own screens; the control socket's `type` now types into them too). `native_instance_dir()` is the instance folder, where `options.txt`, `saves/`, `resourcepacks/`, `shaderpacks/` and `horizon-mods/` are; a world's `datapacks/` is in that world's folder. Bundles that use them need `\"hooks\": @API:native_instance_dir@`.",
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"comments": [
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"crates/horizon-client/src/mod_api.rs"
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]
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"rust_summary": "the title's own screens to the screen hooks, and the instance folder helper (`native_instance_dir`).",
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"doc_summary": "the title's own screens to the screen hooks. `NativeScreenView.id` gains one id per title state (`title`, `world_select`, `world_create`, `world_create_flat`, `world_create_buffet`, `world_edit`, `world_backup`, `world_backup_confirm`, `world_optimize_confirm`, `world_optimize`, `low_disk_space`, `world_delete`, `world_recover`, `world_recovered`, `error`, `multiplayer`, `add_server`, `edit_server`, `direct_connect`, `server_delete`, `friends_join`, `disconnected`, `multiplayer_warning`, `onboarding`, `ban_notice`), with no `menu`, no `title` and no `slots`, and the whole window as `rect`. `native_screen_render_post` fires after the title draws its screen (before its toasts), and the `_pre` input hooks — mouse buttons, drag, wheel, key press and release, character typed — fire on it and can cancel it as on any screen, so a mod draws its own button or browser over Create New World and takes the clicks. A dialog, a prompt or a server's pack prompt over the title keeps them away, and typing still goes to the title's own boxes (the key's text stays on the key there, as on Options, so `native_screen_char_typed_pre` does not fire from the keyboard on the title's own screens; the control socket's `type` now types into them too). `native_instance_dir()` is the instance folder, where `options.txt`, `saves/`, `resourcepacks/`, `shaderpacks/` and `horizon-mods/` are; a world's `datapacks/` is in that world's folder. Bundles that use them need `\"hooks\": @API:native_instance_dir@`."
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}
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