geode/loader/include/Geode/ui/SceneManager.hpp

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#pragma once
#include "../DefaultInclude.hpp"
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#include <cocos2d.h>
#include <vector>
#include <span>
#include <Geode/utils/cocos.hpp>
namespace geode {
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class GEODE_DLL SceneManager final {
protected:
std::vector<Ref<cocos2d::CCNode>> m_persistedNodes;
cocos2d::CCScene* m_lastScene = nullptr;
virtual ~SceneManager();
public:
static SceneManager* get();
/**
* Adds a node to the list of persisted nodes, which are kept across scene changes.
* @param node The node to keep across scenes.
*/
void keepAcrossScenes(cocos2d::CCNode* node);
/**
* Removes a node from the list of persisted nodes.
* @param node The node to forget.
*/
void forget(cocos2d::CCNode* node);
/**
* Gets a span of the persisted nodes. To add new nodes to the list, use keepAcrossScenes.
*/
std::span<Ref<cocos2d::CCNode> const> getPersistedNodes();
// This method should only be called by geode itself
// TODO(v4): hide this
void willSwitchToScene(cocos2d::CCScene* scene);
};
}