bitburner-src/electron/menu.js

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JavaScript
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/* eslint-disable @typescript-eslint/no-var-requires */
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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const { app, Menu, clipboard, dialog, shell } = require("electron");
const log = require("electron-log");
const Store = require("electron-store");
const api = require("./api-server");
const utils = require("./utils");
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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const storage = require("./storage");
const store = new Store();
function getMenu(window) {
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const canZoomIn = utils.getZoomFactor() <= 2;
const zoomIn = () => {
const currentZoom = utils.getZoomFactor();
const newZoom = currentZoom + 0.1;
if (newZoom <= 2.0) {
utils.setZoomFactor(window, newZoom);
refreshMenu(window);
} else {
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log.log("Max zoom out");
utils.writeToast(window, "Cannot zoom in anymore", "warning");
}
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};
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const canZoomOut = utils.getZoomFactor() >= 0.5;
const zoomOut = () => {
const currentZoom = utils.getZoomFactor();
const newZoom = currentZoom - 0.1;
if (newZoom >= 0.5) {
utils.setZoomFactor(window, newZoom);
refreshMenu(window);
} else {
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log.log("Max zoom in");
utils.writeToast(window, "Cannot zoom out anymore", "warning");
}
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};
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const canResetZoom = utils.getZoomFactor() !== 1;
const resetZoom = () => {
utils.setZoomFactor(window, 1);
refreshMenu(window);
log.log("Reset zoom");
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};
return Menu.buildFromTemplate([
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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{
label: "File",
submenu: [
{
label: "Save Game",
click: () => window.webContents.send("trigger-save"),
},
{
label: "Export Save",
click: () => window.webContents.send("trigger-game-export"),
},
{
label: "Export Scripts",
click: async () => window.webContents.send("trigger-scripts-export"),
},
{
type: "separator",
},
{
label: "Load Last Save",
click: async () => {
try {
const saveGame = await storage.loadLastFromDisk(window);
window.webContents.send("push-save-request", { save: saveGame });
} catch (error) {
log.error(error);
utils.writeToast(window, "Could not load last save from disk", "error", 5000);
}
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},
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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},
{
label: "Load From File",
click: async () => {
const defaultPath = await storage.getSaveFolder(window);
const result = await dialog.showOpenDialog(window, {
title: "Load From File",
defaultPath: defaultPath,
buttonLabel: "Load",
filters: [
{ name: "Game Saves", extensions: ["json", "json.gz", "txt"] },
{ name: "All", extensions: ["*"] },
],
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properties: ["openFile", "dontAddToRecent"],
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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});
if (result.canceled) return;
const file = result.filePaths[0];
try {
const saveGame = await storage.loadFileFromDisk(file);
window.webContents.send("push-save-request", { save: saveGame });
} catch (error) {
log.error(error);
utils.writeToast(window, "Could not load save from disk", "error", 5000);
}
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},
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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},
{
label: "Load From Steam Cloud",
enabled: storage.isCloudEnabled(),
click: async () => {
try {
const saveData = await storage.getSteamCloudSaveData();
await storage.pushSaveGameForImport(window, saveData, false);
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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} catch (error) {
log.error(error);
utils.writeToast(window, "Could not load from Steam Cloud", "error", 5000);
}
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},
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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},
{
type: "separator",
},
{
label: "Auto-Save to Disk",
type: "checkbox",
checked: storage.isAutosaveEnabled(),
click: (menuItem) => {
storage.setAutosaveConfig(menuItem.checked);
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utils.writeToast(window, `${menuItem.checked ? "Enabled" : "Disabled"} Auto-Save to Disk`, "info", 5000);
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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refreshMenu(window);
},
},
{
label: "Auto-Save to Steam Cloud",
type: "checkbox",
enabled: !global.greenworksError,
checked: storage.isCloudEnabled(),
click: (menuItem) => {
storage.setCloudEnabledConfig(menuItem.checked);
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utils.writeToast(
window,
`${menuItem.checked ? "Enabled" : "Disabled"} Auto-Save to Steam Cloud`,
"info",
5000,
);
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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refreshMenu(window);
},
},
{
label: "Restore Newest on Load",
type: "checkbox",
checked: store.get("onload-restore-newest", true),
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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click: (menuItem) => {
store.set("onload-restore-newest", menuItem.checked);
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utils.writeToast(
window,
`${menuItem.checked ? "Enabled" : "Disabled"} Restore Newest on Load`,
"info",
5000,
);
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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refreshMenu(window);
},
},
{
type: "separator",
},
{
label: "Open Directory",
submenu: [
{
label: "Open Game Directory",
click: () => shell.openPath(app.getAppPath()),
},
{
label: "Open Saves Directory",
click: async () => {
const path = await storage.getSaveFolder(window);
shell.openPath(path);
},
},
{
label: "Open Logs Directory",
click: () => shell.openPath(app.getPath("logs")),
},
{
label: "Open Data Directory",
click: () => shell.openPath(app.getPath("userData")),
},
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],
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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},
{
type: "separator",
},
{
label: "Quit",
click: () => app.quit(),
},
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],
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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},
{
label: "Edit",
submenu: [
{ label: "Undo", accelerator: "CmdOrCtrl+Z", selector: "undo:" },
{ label: "Redo", accelerator: "Shift+CmdOrCtrl+Z", selector: "redo:" },
{ type: "separator" },
{ label: "Cut", accelerator: "CmdOrCtrl+X", selector: "cut:" },
{ label: "Copy", accelerator: "CmdOrCtrl+C", selector: "copy:" },
{ label: "Paste", accelerator: "CmdOrCtrl+V", selector: "paste:" },
{ label: "Select All", accelerator: "CmdOrCtrl+A", selector: "selectAll:" },
],
},
{
label: "Reloads",
submenu: [
{
label: "Reload",
accelerator: "f5",
click: () => window.loadFile("index.html"),
},
{
label: "Reload && Kill All Scripts",
click: () => utils.reloadAndKill(window, true),
},
],
},
{
label: "Fullscreen",
submenu: [
{
label: "Toggle",
accelerator: "f9",
click: (() => {
let full = false;
return () => {
full = !full;
window.setFullScreen(full);
};
})(),
},
],
},
{
label: "API Server",
submenu: [
{
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label: api.isListening() ? "Disable Server" : "Enable Server",
click: async () => {
let success = false;
try {
await api.toggleServer();
success = true;
} catch (error) {
log.error(error);
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utils.showErrorBox("Error Toggling Server", error);
}
if (success && api.isListening()) {
utils.writeToast(window, "Started API Server", "success");
} else if (success && !api.isListening()) {
utils.writeToast(window, "Stopped API Server", "success");
} else {
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utils.writeToast(window, "Error Toggling Server", "error");
}
refreshMenu(window);
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},
},
{
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label: api.isAutostart() ? "Disable Autostart" : "Enable Autostart",
click: async () => {
api.toggleAutostart();
if (api.isAutostart()) {
utils.writeToast(window, "Enabled API Server Autostart", "success");
} else {
utils.writeToast(window, "Disabled API Server Autostart", "success");
}
refreshMenu(window);
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},
},
{
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label: "Copy Auth Token",
click: async () => {
const token = api.getAuthenticationToken();
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log.log("Wrote authentication token to clipboard");
clipboard.writeText(token);
utils.writeToast(window, "Copied Authentication Token to Clipboard", "info");
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},
},
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{
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type: "separator",
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},
{
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label: "Information",
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click: () => {
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dialog
.showMessageBox({
type: "info",
title: "Bitburner > API Server Information",
message: "The API Server is used to write script files to your in-game home.",
detail:
"There is an official Visual Studio Code extension that makes use of that feature.\n\n" +
"It allows you to write your script file in an external IDE and have them pushed over to the game automatically.\n" +
"If you want more information, head over to: https://github.com/bitburner-official/bitburner-vscode.",
buttons: ["Dismiss", "Open Extension Link (GitHub)"],
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defaultId: 0,
cancelId: 0,
noLink: true,
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})
.then(({ response }) => {
if (response === 1) {
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shell.openExternal("https://github.com/bitburner-official/bitburner-vscode");
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}
});
},
},
],
},
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{
label: "Zoom",
submenu: [
{
label: "Zoom In",
enabled: canZoomIn,
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accelerator: "CommandOrControl+numadd",
click: zoomIn,
},
{
label: "Zoom In (non numpad)",
enabled: canZoomIn,
visible: false,
accelerator: "CommandOrControl+Plus",
acceleratorWorksWhenHidden: true,
click: zoomIn,
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},
{
label: "Zoom Out",
enabled: canZoomOut,
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accelerator: "CommandOrControl+numsub",
click: zoomOut,
},
{
label: "Zoom Out (non numpad)",
enabled: canZoomOut,
accelerator: "CommandOrControl+-",
visible: false,
acceleratorWorksWhenHidden: true,
click: zoomOut,
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},
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{
label: "Reset Zoom",
enabled: canResetZoom,
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accelerator: "CommandOrControl+num0",
click: resetZoom,
},
{
label: "Reset Zoom (non numpad)",
enabled: canResetZoom,
accelerator: "CommandOrControl+0",
visible: false,
acceleratorWorksWhenHidden: true,
click: resetZoom,
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},
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],
},
{
label: "Debug",
submenu: [
{
label: "Activate",
accelerator: "f12",
click: () => window.webContents.openDevTools(),
},
Add support for Steam Cloud & local filesystem Adds actions to save the game's data directly in the filesystem and/or into Steam Cloud. Them game will push an event with the save data whenever the game is saved. Electron will use that data to persist it into the User Data folder, until the folder reaches a certain size. Once over the quota, it's going to remove previous saves. Files are grouped according the the player's identifier, ensuring backups off different playthroughs if importing. Optionally, the file will be gzipped before saving to disk, largely reducing file size. Adds a way to save & load from Steam Cloud, currently manually only. When loading a save, it'll trigger the new "Import Data Comparison" page to accept or cancel the import. When saving the game, it will save to Steam Cloud & to filesystem if the options are enabled. Add automatic game restore Detects when the player has access to a newer game that has been saved more recently than the one being loaded. It checks both in the Steam Cloud and on the local filesystem. Adds an option to disable the feature. - Adds a "Save Game" menu item that triggers the game's save. - Adds a "Export Game" menu item that triggers the download file popup. - Adds a "Export Scripts" menu item that triggers the "download *" terminal command. - Adds a "Load Last Save" menu item that loads the latest file modified in the user data folder. - Adds a "Load from Steam Cloud" menu item. - Adds a "Load From File" menu item that popups a file selector & loads the file. - Adds settings for "Saves Compression (.gz)", "Auto-save Backups" & "Auto-save to Steam", toggleable through the menu. - Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items. - Adds a "Quit" menu item.
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{
label: "Delete Steam Cloud Data",
enabled: !global.greenworksError,
click: async () => {
try {
await storage.deleteCloudFile();
} catch (error) {
log.error(error);
}
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},
},
],
},
]);
}
function refreshMenu(window) {
Menu.setApplicationMenu(getMenu(window));
}
module.exports = {
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getMenu,
refreshMenu,
};