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Plugins - Adjusted namespaces
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Artemis.Core.Models.Surface;
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using Artemis.Core.Plugins.DataModelExpansions;
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using Artemis.Core.Plugins.DataModelExpansions.Attributes;
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using Artemis.Core.Plugins.Modules.ActivationRequirements;
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using Artemis.Storage.Entities.Module;
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using SkiaSharp;
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namespace Artemis.Core.Plugins.Modules
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{
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/// <summary>
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/// Allows you to add support for new games/applications while utilizing your own data model
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/// </summary>
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public abstract class Module<T> : Module where T : DataModel
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{
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/// <summary>
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/// The data model driving this module
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/// </summary>
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public T DataModel
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{
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get => (T) InternalDataModel;
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internal set => InternalDataModel = value;
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}
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/// <summary>
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/// Gets or sets whether this module must also expand the main data model
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/// <para>
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/// Note: If expanding the main data model is all you want your plugin to do, create a
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/// <see cref="BaseDataModelExpansion{T}" /> plugin instead.
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/// </para>
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/// </summary>
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public bool ExpandsDataModel
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{
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get => InternalExpandsMainDataModel;
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set => InternalExpandsMainDataModel = value;
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}
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/// <summary>
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/// Override to provide your own data model description. By default this returns a description matching your plugin
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/// name and description
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/// </summary>
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/// <returns></returns>
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public virtual DataModelPropertyAttribute GetDataModelDescription()
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{
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return new DataModelPropertyAttribute {Name = PluginInfo.Name, Description = PluginInfo.Description};
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}
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internal override void InternalEnablePlugin()
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{
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DataModel = Activator.CreateInstance<T>();
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DataModel.PluginInfo = PluginInfo;
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DataModel.DataModelDescription = GetDataModelDescription();
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base.InternalEnablePlugin();
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}
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internal override void InternalDisablePlugin()
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{
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DataModel = null;
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base.InternalDisablePlugin();
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}
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}
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/// <summary>
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/// Allows you to add support for new games/applications
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/// </summary>
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public abstract class Module : Plugin
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{
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/// <summary>
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/// The modules display name that's shown in the menu
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/// </summary>
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public string DisplayName { get; protected set; }
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/// <summary>
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/// The modules display icon that's shown in the menu see <see href="https://materialdesignicons.com" /> for available
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/// icons
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/// </summary>
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public string DisplayIcon { get; set; }
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/// <summary>
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/// Gets whether this module is activated. A module can only be active while its <see cref="ActivationRequirements" />
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/// are met
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/// </summary>
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public bool IsActivated { get; internal set; }
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/// <summary>
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/// A list of activation requirements
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/// <para>Note: if empty the module is always activated</para>
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/// </summary>
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public List<IModuleActivationRequirement> ActivationRequirements { get; } = new List<IModuleActivationRequirement>();
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/// <summary>
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/// Gets or sets the activation requirement mode, defaults to <see cref="ActivationRequirementType.Any" />
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/// </summary>
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public ActivationRequirementType ActivationRequirementMode { get; set; } = ActivationRequirementType.Any;
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/// <summary>
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/// Gets or sets the default priority category for this module, defaults to
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/// <see cref="ModulePriorityCategory.Normal" />
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/// </summary>
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public ModulePriorityCategory DefaultPriorityCategory { get; set; } = ModulePriorityCategory.Normal;
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/// <summary>
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/// Gets the current priority category of this module
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/// </summary>
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public ModulePriorityCategory PriorityCategory { get; internal set; }
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/// <summary>
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/// Gets the current priority of this module within its priority category
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/// </summary>
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public int Priority { get; internal set; }
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internal DataModel InternalDataModel { get; set; }
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internal bool InternalExpandsMainDataModel { get; set; }
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internal ModuleSettingsEntity Entity { get; set; }
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/// <summary>
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/// A list of custom module tabs that show in the UI
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/// </summary>
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public IEnumerable<ModuleTab> ModuleTabs { get; protected set; }
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/// <summary>
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/// Called each frame when the module must update
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/// </summary>
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/// <param name="deltaTime">Time in seconds since the last update</param>
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public abstract void Update(double deltaTime);
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/// <summary>
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/// Called each frame when the module must render
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/// </summary>
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/// <param name="deltaTime">Time since the last render</param>
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/// <param name="surface">The RGB Surface to render to</param>
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/// <param name="canvas"></param>
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/// <param name="canvasInfo"></param>
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public abstract void Render(double deltaTime, ArtemisSurface surface, SKCanvas canvas, SKImageInfo canvasInfo);
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/// <summary>
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/// Called when the <see cref="ActivationRequirements" /> are met
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/// </summary>
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public abstract void ModuleActivated();
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/// <summary>
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/// Called when the <see cref="ActivationRequirements" /> are no longer met
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/// </summary>
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public abstract void ModuleDeactivated();
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/// <summary>
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/// Evaluates the activation requirements following the <see cref="ActivationRequirementMode" /> and returns the result
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/// </summary>
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/// <returns>The evaluated result of the activation requirements</returns>
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public bool EvaluateActivationRequirements()
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{
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if (!ActivationRequirements.Any())
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return true;
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if (ActivationRequirementMode == ActivationRequirementType.All)
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return ActivationRequirements.All(r => r.Evaluate());
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if (ActivationRequirementMode == ActivationRequirementType.Any)
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return ActivationRequirements.Any(r => r.Evaluate());
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return false;
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}
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internal virtual void Activate()
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{
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if (IsActivated)
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return;
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ModuleActivated();
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IsActivated = true;
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}
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internal virtual void Deactivate()
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{
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if (!IsActivated)
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return;
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IsActivated = false;
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ModuleDeactivated();
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}
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internal void ApplyToEntity()
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{
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if (Entity == null)
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Entity = new ModuleSettingsEntity();
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Entity.PluginGuid = PluginInfo.Guid;
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Entity.PriorityCategory = (int) PriorityCategory;
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Entity.Priority = Priority;
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}
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}
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/// <summary>
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/// Describes in what way the activation requirements of a module must be met
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/// </summary>
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public enum ActivationRequirementType
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{
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/// <summary>
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/// Any activation requirement must be met for the module to activate
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/// </summary>
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Any,
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/// <summary>
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/// All activation requirements must be met for the module to activate
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/// </summary>
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All
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}
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/// <summary>
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/// Describes the priority category of a module
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/// </summary>
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public enum ModulePriorityCategory
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{
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/// <summary>
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/// Indicates a normal render priority
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/// </summary>
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Normal,
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/// <summary>
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/// Indicates that the module renders for a specific application/game, rendering on top of normal modules
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/// </summary>
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Application,
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/// <summary>
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/// Indicates that the module renders an overlay, always rendering on top
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/// </summary>
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Overlay
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}
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}
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