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add SceneManager::getPersistedNodes
requested by alphalaneous
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parent
a5ace74b75
commit
5009caa391
2 changed files with 31 additions and 21 deletions
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@ -3,28 +3,40 @@
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#include "../DefaultInclude.hpp"
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#include <cocos2d.h>
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namespace cocos2d {
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class CCArray;
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class CCNode;
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}
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#include <vector>
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#include <span>
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#include <Geode/utils/cocos.hpp>
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namespace geode {
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class GEODE_DLL SceneManager final {
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protected:
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cocos2d::CCArray* m_persistedNodes;
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std::vector<Ref<cocos2d::CCNode>> m_persistedNodes;
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cocos2d::CCScene* m_lastScene = nullptr;
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bool setup();
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virtual ~SceneManager();
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public:
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static SceneManager* get();
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/**
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* Adds a node to the list of persisted nodes, which are kept across scene changes.
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* @param node The node to keep across scenes.
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*/
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void keepAcrossScenes(cocos2d::CCNode* node);
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/**
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* Removes a node from the list of persisted nodes.
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* @param node The node to forget.
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*/
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void forget(cocos2d::CCNode* node);
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/**
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* Gets a span of the persisted nodes. To add new nodes to the list, use keepAcrossScenes.
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*/
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std::span<Ref<cocos2d::CCNode> const> getPersistedNodes();
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// This method should only be called by geode itself
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// TODO(v4): hide this
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void willSwitchToScene(cocos2d::CCScene* scene);
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};
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}
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@ -3,39 +3,37 @@
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using namespace geode::prelude;
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bool SceneManager::setup() {
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m_persistedNodes = CCArray::create();
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m_persistedNodes->retain();
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return true;
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}
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SceneManager* SceneManager::get() {
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static SceneManager* inst = nullptr;
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if (!inst) {
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inst = new SceneManager();
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inst->setup();
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}
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return inst;
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}
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SceneManager::~SceneManager() {
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m_persistedNodes->release();
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}
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SceneManager::~SceneManager() {}
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void SceneManager::keepAcrossScenes(CCNode* node) {
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if (ranges::contains(m_persistedNodes, node)) {
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return;
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}
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if (m_lastScene) {
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node->removeFromParentAndCleanup(false);
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m_lastScene->addChild(node);
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}
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m_persistedNodes->addObject(node);
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m_persistedNodes.push_back(node);
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}
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void SceneManager::forget(CCNode* node) {
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m_persistedNodes->removeObject(node);
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std::erase(m_persistedNodes, node);
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}
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std::span<Ref<CCNode> const> SceneManager::getPersistedNodes() {
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return m_persistedNodes;
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}
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void SceneManager::willSwitchToScene(CCScene* scene) {
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for (auto node : CCArrayExt<CCNode*>(m_persistedNodes)) {
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for (auto& node : m_persistedNodes) {
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// no cleanup in order to keep actions running
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node->removeFromParentAndCleanup(false);
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scene->addChild(node);
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