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

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#pragma once
#include "../loader/Mod.hpp"
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#include <Geode/binding/FLAlertLayer.hpp>
#include <Geode/ui/Popup.hpp>
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class ModPopup;
class ModItem;
class ModLogoSprite;
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class FLAlertLayer; // for macos :3
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namespace geode {
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/**
* Event posted whenever a popup is opened for a mod. Allows mods to modify
* the Geode UI. See the [tutorial on Geode UI modification](https://docs.geode-sdk.org/tutorials/modify-geode)
* for **very important notes on these events**!
*/
class GEODE_DLL ModPopupUIEvent final : public Event {
private:
class Impl;
std::unique_ptr<Impl> m_impl;
friend class ::ModPopup;
ModPopupUIEvent(std::unique_ptr<Impl>&& impl);
public:
virtual ~ModPopupUIEvent();
/**
* Get the popup itself
*/
FLAlertLayer* getPopup() const;
/**
* Get the ID of the mod this popup is for
*/
std::string getModID() const;
/**
* If this popup is of an installed mod, get it
*/
std::optional<Mod*> getMod() const;
};
/**
* Event posted whenever a logo sprite is created for a mod. Allows mods to modify
* the Geode UI. See the [tutorial on Geode UI modification](https://docs.geode-sdk.org/tutorials/modify-geode)
* for **very important notes on these events**!
*/
class GEODE_DLL ModItemUIEvent final : public Event {
private:
class Impl;
std::unique_ptr<Impl> m_impl;
friend class ::ModItem;
ModItemUIEvent(std::unique_ptr<Impl>&& impl);
public:
virtual ~ModItemUIEvent();
/**
* Get the item itself
*/
cocos2d::CCNode* getItem() const;
/**
* Get the ID of the mod this logo is for
*/
std::string getModID() const;
/**
* If this logo is of an installed mod, get it
*/
std::optional<Mod*> getMod() const;
};
/**
* Event posted whenever a logo sprite is created for a mod. Allows mods to modify
* the Geode UI. See the [tutorial on Geode UI modification](https://docs.geode-sdk.org/tutorials/modify-geode)
* for **very important notes on these events**!
*/
class GEODE_DLL ModLogoUIEvent final : public Event {
private:
class Impl;
std::unique_ptr<Impl> m_impl;
friend class ::ModLogoSprite;
ModLogoUIEvent(std::unique_ptr<Impl>&& impl);
public:
virtual ~ModLogoUIEvent();
/**
* Get the sprite itself
*/
cocos2d::CCNode* getSprite() const;
/**
* Get the ID of the mod this logo is for
*/
std::string getModID() const;
/**
* If this logo is of an installed mod, get it
*/
std::optional<Mod*> getMod() const;
};
/**
* Open the Geode mods list
*/
GEODE_DLL void openModsList();
/**
* Open the info popup for a mod
*/
GEODE_DLL void openInfoPopup(Mod* mod);
/**
* Open the info popup for a mod based on an ID. If the mod is installed,
* its installed popup is opened. Otherwise will check if the servers
* have this mod, or if not, show an error popup
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* @returns A Task that completes to `true` if the mod was found and a
* popup was opened, and `false` otherwise. If you wish to modify the
* created popup, listen for the Geode UI events listed in `GeodeUI.hpp`
*/
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GEODE_DLL Task<bool> openInfoPopup(std::string const& modID);
/**
* Open the info popup for a mod on the changelog page
*/
GEODE_DLL void openChangelogPopup(Mod* mod);
/**
* Open the issue report popup for a mod
*/
GEODE_DLL void openIssueReportPopup(Mod* mod);
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/**
* Open the support popup for a mod
*/
GEODE_DLL void openSupportPopup(Mod* mod);
GEODE_DLL void openSupportPopup(ModMetadata const& metadata);
/**
* Open the settings popup for a mod (if it has any settings)
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*/
GEODE_DLL void openSettingsPopup(Mod* mod);
/**
* Open the settings popup for a mod (if it has any settings)
* @param mod Mod the open the popup for
* @param disableGeodeTheme If false, the popup follows the user's chosen
* theme options. If true, the popup is always in the GD theme (not Geode's
* dark purple colors)
* @returns A pointer to the created Popup, or null if the mod has no
* settings
*/
GEODE_DLL Popup<Mod*>* openSettingsPopup(Mod* mod, bool disableGeodeTheme);
/**
* Create a default logo sprite
*/
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GEODE_DLL cocos2d::CCNode* createDefaultLogo();
/**
* Create a logo sprite for a mod
*/
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GEODE_DLL cocos2d::CCNode* createModLogo(Mod* mod);
/**
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* Create a logo sprite for a mod downloaded from the Geode servers. The
* logo is initially a loading circle, with the actual sprite downloaded
* asynchronously
*/
GEODE_DLL cocos2d::CCNode* createServerModLogo(std::string const& id);
}