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]>
This commit is contained in:
Ludovic MarieandClaude Opus 5.5 committed 2026-11-02 14:10:56 +01:00
1 parent 98dff424cf
commit fb3d0b8f6f
1 file changed
+2 -5
@@ -6,9 +6,6 @@
"target": "horizon_client::game::native_hooks::Game<'_>::native_instance_dir"
}
],
"rust_summary": "the title's own screens in the screen hooks, and the instance folder helper (`native_instance_dir`).",
"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@`.",
"comments": [
"crates/horizon-client/src/mod_api.rs"
]
"rust_summary": "the title's own screens to the screen hooks, and the instance folder helper (`native_instance_dir`).",
"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@`."
}