MassBuilderManager: move functionality to SaveTool.
And also improve the main menu too.
This commit is contained in:
parent
ec8a6b0c46
commit
2a617b3359
7 changed files with 108 additions and 191 deletions
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@ -36,8 +36,6 @@ add_executable(MassBuilderSaveTool WIN32
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SaveTool/SaveTool_drawMainMenu.cpp
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SaveTool/SaveTool_MainManager.cpp
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SaveTool/SaveTool_ProfileManager.cpp
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MassBuilderManager/MassBuilderManager.h
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MassBuilderManager/MassBuilderManager.cpp
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ProfileManager/ProfileManager.h
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ProfileManager/ProfileManager.cpp
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Profile/Profile.h
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@ -1,87 +0,0 @@
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// MassBuilderSaveTool
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// Copyright (C) 2021 Guillaume Jacquemin
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include "MassBuilderManager.h"
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#include <Corrade/Containers/ScopeGuard.h>
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#include <Corrade/Utility/Directory.h>
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#include <Corrade/Utility/Unicode.h>
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#include <shlobj.h>
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#include <wtsapi32.h>
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using namespace Corrade;
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MassBuilderManager::MassBuilderManager() {
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_ready = findSaveDirectory();
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}
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auto MassBuilderManager::ready() const -> bool {
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return _ready;
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}
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auto MassBuilderManager::lastError() -> std::string const& {
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return _lastError;
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}
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auto MassBuilderManager::saveDirectory() -> std::string const& {
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return _saveDirectory;
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}
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void MassBuilderManager::checkGameState() {
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WTS_PROCESS_INFOW* process_infos = nullptr;
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unsigned long process_count = 0;
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if(WTSEnumerateProcessesW(WTS_CURRENT_SERVER_HANDLE, 0, 1, &process_infos, &process_count)) {
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Containers::ScopeGuard guard{process_infos, WTSFreeMemory};
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for(unsigned long i = 0; i < process_count; ++i) {
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if(std::wcscmp(process_infos[i].pProcessName, L"MASS_Builder-Win64-Shipping.exe") == 0) {
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_gameState = GameState::Running;
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break;
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}
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else {
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_gameState = GameState::NotRunning;
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}
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}
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}
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else {
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_gameState = GameState::Unknown;
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}
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}
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auto MassBuilderManager::gameState() -> GameState {
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return _gameState;
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}
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auto MassBuilderManager::findSaveDirectory() -> bool {
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wchar_t* localappdata_path;
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Containers::ScopeGuard guard{localappdata_path, CoTaskMemFree};
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if(SHGetKnownFolderPath(FOLDERID_LocalAppData, KF_FLAG_NO_APPCONTAINER_REDIRECTION, nullptr, &localappdata_path) != S_OK)
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{
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_lastError = "SHGetKnownFolderPath() failed in MassBuilderManager::findSaveDirectory()";
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return false;
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}
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_saveDirectory = Utility::Directory::join(Utility::Directory::fromNativeSeparators(Utility::Unicode::narrow(localappdata_path)), "MASS_Builder");
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if(!Utility::Directory::exists(_saveDirectory)) {
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_lastError = _saveDirectory + " wasn't found.";
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return false;
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}
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return true;
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}
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@ -1,51 +0,0 @@
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#pragma once
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// MassBuilderSaveTool
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// Copyright (C) 2021 Guillaume Jacquemin
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <string>
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#include <Magnum/Magnum.h>
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using namespace Magnum;
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enum class GameState : UnsignedByte {
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Unknown, NotRunning, Running
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};
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class MassBuilderManager {
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public:
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MassBuilderManager();
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auto ready() const -> bool;
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auto lastError() -> std::string const&;
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auto saveDirectory() -> std::string const&;
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void checkGameState();
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auto gameState() -> GameState;
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private:
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auto findSaveDirectory() -> bool;
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bool _ready = false;
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std::string _lastError = "";
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std::string _saveDirectory = "";
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GameState _gameState = GameState::Unknown;
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};
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@ -18,6 +18,8 @@
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#include <cstring>
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#include <Corrade/Containers/ScopeGuard.h>
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#include <Corrade/Utility/Directory.h>
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#include <Corrade/Utility/FormatStl.h>
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#include <Corrade/Utility/String.h>
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#include <Corrade/Utility/Unicode.h>
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@ -32,6 +34,8 @@
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#include <winuser.h>
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#include <processthreadsapi.h>
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#include <shellapi.h>
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#include <shlobj.h>
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#include <wtsapi32.h>
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#include "../FontAwesome/IconsFontAwesome5.h"
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#include "../FontAwesome/IconsFontAwesome5Brands.h"
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@ -59,11 +63,11 @@ SaveTool::SaveTool(const Arguments& arguments):
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Utility::Debug{} << "Clickthrough is available.";
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}
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else {
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Utility::Debug{} << "Clickthrough is not available (hint couldn't be set).";
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Utility::Warning{} << "Clickthrough is not available (hint couldn't be set).";
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}
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}
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else {
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Utility::Debug{} << "Clickthrough is not available (SDL2 is too old).";
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Utility::Warning{} << "Clickthrough is not available (SDL2 is too old).";
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}
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GL::Renderer::enable(GL::Renderer::Feature::Blending);
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@ -79,7 +83,33 @@ SaveTool::SaveTool(const Arguments& arguments):
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if((_initEventId = SDL_RegisterEvents(1)) == UnsignedInt(-1)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error",
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"SDL_RegisterEvents failed in SaveTool::SaveTool(). Exiting...", nullptr);
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"SDL_RegisterEvents failed in SaveTool::SaveTool(). Exiting...", window());
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exit(EXIT_FAILURE);
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}
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if(!findGameDataDirectory()) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error initialising the app", _lastError.c_str(), window());
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exit(EXIT_FAILURE);
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}
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_configDir = Utility::Directory::join(_gameDataDir, "Saved/Config/WindowsNoEditor");
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_saveDir = Utility::Directory::join(_gameDataDir, "Saved/SaveGames");
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_screenshotsDir = Utility::Directory::join(_gameDataDir, "Saved/Screenshots/WindowsNoEditor");
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if(SDL_InitSubSystem(SDL_INIT_TIMER) != 0) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error initialising the app", SDL_GetError(), window());
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exit(EXIT_FAILURE);
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}
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checkGameState();
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_gameCheckTimerId = SDL_AddTimer(2000,
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[](UnsignedInt interval, void* param)->UnsignedInt{
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static_cast<SaveTool*>(param)->checkGameState();
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return interval;
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},
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this);
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if(_gameCheckTimerId == 0) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", SDL_GetError(), window());
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exit(EXIT_FAILURE);
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}
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}
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@ -215,22 +245,6 @@ void SaveTool::initEvent(SDL_Event& event) {
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case InitSuccess:
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_uiState = UiState::ProfileManager;
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ImGui::CloseCurrentPopup();
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SDL_InitSubSystem(SDL_INIT_TIMER);
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_mbManager->checkGameState();
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_gameCheckTimerId = SDL_AddTimer(2000,
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[](UnsignedInt interval, void* param)->UnsignedInt{
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static_cast<MassBuilderManager*>(param)->checkGameState();
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return interval;
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},
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_mbManager.get());
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if(_gameCheckTimerId == 0) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", SDL_GetError(), window());
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exit(EXIT_FAILURE);
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}
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break;
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case MbManagerFailure:
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error initialising MassBuilderManager", _mbManager->lastError().c_str(), window());
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exit(EXIT_FAILURE);
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break;
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case ProfileManagerFailure:
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error initialising ProfileManager", _profileManager->lastError().c_str(), window());
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@ -290,14 +304,7 @@ void SaveTool::initialiseManager() {
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SDL_zero(event);
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event.type = _initEventId;
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_mbManager.emplace();
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if(!_mbManager->ready()) {
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event.user.code = MbManagerFailure;
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SDL_PushEvent(&event);
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return;
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}
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_profileManager.emplace(_mbManager->saveDirectory());
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_profileManager.emplace(_gameDataDir);
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if(!_profileManager->ready()) {
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event.user.code = ProfileManagerFailure;
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SDL_PushEvent(&event);
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@ -308,6 +315,25 @@ void SaveTool::initialiseManager() {
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SDL_PushEvent(&event);
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}
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auto SaveTool::findGameDataDirectory() -> bool {
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wchar_t* localappdata_path = nullptr;
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Containers::ScopeGuard guard{localappdata_path, CoTaskMemFree};
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if(SHGetKnownFolderPath(FOLDERID_LocalAppData, KF_FLAG_NO_APPCONTAINER_REDIRECTION, nullptr, &localappdata_path) != S_OK)
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{
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_lastError = "SHGetKnownFolderPath() failed in SaveTool::findGameDataDirectory()";
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return false;
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}
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_gameDataDir = Utility::Directory::join(Utility::Directory::fromNativeSeparators(Utility::Unicode::narrow(localappdata_path)), "MASS_Builder");
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if(!Utility::Directory::exists(_gameDataDir)) {
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_lastError = _gameDataDir + " wasn't found. Make sure to play the game at least once.";
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return false;
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}
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return true;
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}
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void SaveTool::initialiseMassManager() {
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_currentProfile->refreshValues();
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@ -450,7 +476,7 @@ void SaveTool::drawGameState() {
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ImGui::TextUnformatted("Game state:");
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ImGui::SameLine();
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{
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switch(_mbManager->gameState()) {
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switch(_gameState) {
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case GameState::Unknown:
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ImGui::TextColored(ImColor{0xff00a5ff}, ICON_FA_CIRCLE);
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drawTooltip("unknown");
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@ -489,3 +515,25 @@ void SaveTool::drawTooltip(const char* text, Float wrap_pos) {
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void SaveTool::openUri(const std::string& uri) {
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ShellExecuteW(nullptr, nullptr, Utility::Unicode::widen(uri).c_str(), nullptr, nullptr, SW_SHOW);
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}
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void SaveTool::checkGameState() {
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WTS_PROCESS_INFOW* process_infos = nullptr;
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unsigned long process_count = 0;
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if(WTSEnumerateProcessesW(WTS_CURRENT_SERVER_HANDLE, 0, 1, &process_infos, &process_count)) {
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Containers::ScopeGuard guard{process_infos, WTSFreeMemory};
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for(unsigned long i = 0; i < process_count; ++i) {
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if(std::wcscmp(process_infos[i].pProcessName, L"MASS_Builder-Win64-Shipping.exe") == 0) {
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_gameState = GameState::Running;
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break;
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}
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else {
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_gameState = GameState::NotRunning;
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}
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}
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}
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else {
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_gameState = GameState::Unknown;
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}
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}
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@ -31,7 +31,6 @@
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#include <efsw/efsw.hpp>
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#include "../MassBuilderManager/MassBuilderManager.h"
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#include "../ProfileManager/ProfileManager.h"
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#include "../MassManager/MassManager.h"
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@ -68,7 +67,6 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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enum InitStatus: Int {
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InitSuccess,
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MbManagerFailure,
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ProfileManagerFailure
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};
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void initEvent(SDL_Event& event);
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@ -76,6 +74,7 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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// Initialisation methods
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void initialiseGui();
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void initialiseManager();
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auto findGameDataDirectory() -> bool;
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void initialiseMassManager();
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void initialiseFileWatcher();
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@ -106,7 +105,7 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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template<typename Functor, typename... Args>
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auto drawUnsafeWidget(Functor func, Args... args) -> bool {
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GameState game_state = _mbManager->gameState();
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GameState game_state = _gameState; // Copying the value to reduce the risk of a data race.
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if(!_unsafeMode && game_state != GameState::NotRunning) {
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::PushStyleVar(ImGuiStyleVar_Alpha, 0.5f);
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@ -125,7 +124,7 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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template<typename... Args>
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void drawUnsafeText(const char* text, Args... args) { // Alternative to the above, for ImGui::Text*() variants.
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if(!_unsafeMode && _mbManager->gameState() != GameState::NotRunning) {
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if(!_unsafeMode && _gameState != GameState::NotRunning) {
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ImGui::TextDisabled(text, std::forward<Args>(args)...);
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}
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else {
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@ -135,6 +134,8 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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void openUri(const std::string& uri);
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void checkGameState();
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Utility::Resource _rs{"assets"};
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// GUI-related members
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@ -145,8 +146,7 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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Initialising,
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ProfileManager,
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MainManager
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};
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UiState _uiState{UiState::Disclaimer};
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} _uiState{UiState::Disclaimer};
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bool _aboutPopup{false};
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#ifdef SAVETOOL_DEBUG_BUILD
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@ -158,8 +158,18 @@ class SaveTool: public Platform::Sdl2Application, public efsw::FileWatchListener
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std::thread _thread;
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UnsignedInt _initEventId;
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Containers::Pointer<MassBuilderManager> _mbManager;
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SDL_TimerID _gameCheckTimerId;
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std::string _lastError;
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std::string _gameDataDir;
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std::string _configDir;
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std::string _saveDir;
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std::string _screenshotsDir;
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enum class GameState : UnsignedByte {
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Unknown, NotRunning, Running
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} _gameState{GameState::Unknown};
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SDL_TimerID _gameCheckTimerId = 0;
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Containers::Pointer<ProfileManager> _profileManager;
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Profile* _currentProfile{nullptr};
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@ -161,9 +161,9 @@ auto SaveTool::drawRenamePopup(Containers::ArrayView<char> name_view) -> bool {
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ImGuiInputTextFlags_CallbackCharFilter,
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callback, nullptr);
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ImGui::SameLine();
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GameState game_state = _mbManager->gameState();
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GameState game_state = _gameState;
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if((!_unsafeMode && game_state != GameState::NotRunning) ||
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!(len >= 6 && len <= 32) ||
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!(len >= 6 && len <= 32) ||
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!(name_view[0] != ' ' && name_view[len - 1] != ' '))
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{
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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@ -176,7 +176,7 @@ auto SaveTool::drawRenamePopup(Containers::ArrayView<char> name_view) -> bool {
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}
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if((!_unsafeMode && game_state != GameState::NotRunning) ||
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!(len >= 6 && len <= 32) ||
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!(len >= 6 && len <= 32) ||
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!(name_view[0] != ' ' && name_view[len - 1] != ' '))
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{
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ImGui::PopItemFlag();
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@ -265,7 +265,7 @@ void SaveTool::drawGeneralInfo() {
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}
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drawTooltip("Story progress directly affects unlocked levels.");
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if(ImGui::BeginPopup("StoryProgressMenu")) {
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if(!_unsafeMode && _mbManager->gameState() != GameState::NotRunning) {
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if(!_unsafeMode && _gameState != GameState::NotRunning) {
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ImGui::CloseCurrentPopup();
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}
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for(const auto& sp : story_progress) {
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@ -441,7 +441,7 @@ void SaveTool::drawMassManager() {
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ImGui::EndDragDropSource();
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}
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if((!_unsafeMode && _mbManager->gameState() == GameState::NotRunning) && ImGui::BeginDragDropTarget()) {
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if((!_unsafeMode && _gameState == GameState::NotRunning) && ImGui::BeginDragDropTarget()) {
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if(const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("StagedMass")) {
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if(payload->DataSize != sizeof(std::string)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error",
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@ -595,7 +595,7 @@ auto SaveTool::drawDeleteMassPopup(int mass_index) -> ImGuiID {
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return 0;
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}
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if(_mbManager->gameState() != GameState::NotRunning) {
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if(_gameState != GameState::NotRunning) {
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ImGui::CloseCurrentPopup();
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ImGui::EndPopup();
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return 0;
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@ -24,18 +24,17 @@
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void SaveTool::drawMainMenu() {
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if(ImGui::BeginMainMenuBar()) {
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if(ImGui::BeginMenu("Save Tool##SaveToolMenu")) {
|
||||
if(ImGui::BeginMenu(ICON_FA_FOLDER_OPEN " Open game data directory", _mbManager != nullptr)) {
|
||||
if(ImGui::MenuItem(ICON_FA_COG " Configuration", nullptr, false, _mbManager != nullptr)) {
|
||||
openUri(Utility::Directory::toNativeSeparators(_mbManager->saveDirectory() + "/Saved/Config/WindowsNoEditor"));
|
||||
if(ImGui::BeginMenu(ICON_FA_FOLDER_OPEN " Open game data directory", Utility::Directory::exists(_gameDataDir))) {
|
||||
if(ImGui::MenuItem(ICON_FA_COG " Configuration", nullptr, false, Utility::Directory::exists(_configDir))) {
|
||||
openUri(Utility::Directory::toNativeSeparators(_configDir));
|
||||
}
|
||||
|
||||
if(ImGui::MenuItem(ICON_FA_SAVE " Saves", nullptr, false, _profileManager != nullptr)) {
|
||||
openUri(Utility::Directory::toNativeSeparators(_profileManager->saveDirectory()));
|
||||
if(ImGui::MenuItem(ICON_FA_SAVE " Saves", nullptr, false, Utility::Directory::exists(_saveDir))) {
|
||||
openUri(Utility::Directory::toNativeSeparators(_saveDir));
|
||||
}
|
||||
|
||||
static bool _screenshotsAvailable = Utility::Directory::exists(_mbManager->saveDirectory() + "/Saved/Screenshots/WindowsNoEditor");
|
||||
if(ImGui::MenuItem(ICON_FA_IMAGE " Screenshots", nullptr, false, _screenshotsAvailable)) {
|
||||
openUri(Utility::Directory::toNativeSeparators(_mbManager->saveDirectory() + "/Screenshots/WindowsNoEditor"));
|
||||
if(ImGui::MenuItem(ICON_FA_IMAGE " Screenshots", nullptr, false, Utility::Directory::exists(_screenshotsDir))) {
|
||||
openUri(Utility::Directory::toNativeSeparators(_screenshotsDir));
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
|
@ -105,7 +104,7 @@ void SaveTool::drawMainMenu() {
|
|||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if(_mbManager != nullptr) {
|
||||
if(_gameCheckTimerId != 0) {
|
||||
if(ImGui::BeginTable("##MainMenuLayout", 2)) {
|
||||
ImGui::TableSetupColumn("##Dummy", ImGuiTableColumnFlags_WidthStretch);
|
||||
ImGui::TableSetupColumn("##GameState", ImGuiTableColumnFlags_WidthFixed);
|
||||
|
|
Loading…
Reference in a new issue