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add a bunch of documentation and an option to addChildAtPosition
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389c8b1bda
commit
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4 changed files with 47 additions and 10 deletions
12
loader/include/Geode/cocos/base_nodes/CCNode.h
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12
loader/include/Geode/cocos/base_nodes/CCNode.h
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@ -995,11 +995,17 @@ public:
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*/
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GEODE_DLL LayoutOptions* getLayoutOptions();
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/**
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* Adds a child at an anchored position
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* Overrides the current layout to AnchorLayout!
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* Adds a child at an anchored position with an offset. The node is placed
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* in its parent where the anchor specifies, and then the offset is used to
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* relatively adjust the node's position
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* @param child The child to add
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* @param anchor Where the place the child relative to this node
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* @param offset Where to place the child relative to the anchor
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* @param useAnchorLayout If true, sets this node's layout to `AnchorLayout`
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* if no other layout is already specified
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* @note Geode addition
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*/
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GEODE_DLL void addChildAtPosition(CCNode* child, Anchor anchor, CCPoint const& offset = CCPointZero);
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GEODE_DLL void addChildAtPosition(CCNode* child, Anchor anchor, CCPoint const& offset = CCPointZero, bool useAnchorLayout = true);
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/**
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* Swap two children
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28
loader/include/Geode/cocos/base_nodes/Layout.hpp
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28
loader/include/Geode/cocos/base_nodes/Layout.hpp
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@ -387,7 +387,7 @@ enum class Anchor {
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};
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/**
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* Options for customizing AnchorLayout
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* Options for customizing a node's position in an AnchorLayout
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*/
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class GEODE_DLL AnchorLayoutOptions : public LayoutOptions {
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protected:
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@ -404,6 +404,12 @@ public:
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AnchorLayoutOptions* setOffset(CCPoint const& offset);
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};
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/**
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* A layout for positioning nodes at specific positions relative to their
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* parent's content size. See `Anchor` for available anchoring options. Useful
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* for example for popups, where a popup using `AnchorLayout` can be
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* automatically resized without needing to manually shuffle nodes around
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*/
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class GEODE_DLL AnchorLayout : public Layout {
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public:
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static AnchorLayout* create();
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@ -411,9 +417,22 @@ public:
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void apply(CCNode* on) override;
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CCSize getSizeHint(CCNode* on) const override;
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/**
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* Get a position according to anchoring rules, with the same algorithm as
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* `AnchorLayout` uses to position its nodes
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* @param in The node whose content size to use as a reference
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* @param anchor The anchor position
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* @param offset Offset from the anchor
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* @returns A position in `in` for the anchored and offsetted location
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*/
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static CCPoint getAnchoredPosition(CCNode* in, Anchor anchor, CCPoint const& offset);
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};
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/**
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* A layout for automatically copying the content size of a node to other nodes.
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* Basically main use case is for FLAlertLayers (setting the size of the
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* background and `m_buttonMenu` based on `m_mainLayer`)
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*/
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class AutoSizeLayout : public cocos2d::AnchorLayout {
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protected:
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cocos2d::CCArray* m_targets;
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@ -422,7 +441,14 @@ public:
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static AutoSizeLayout* create();
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virtual ~AutoSizeLayout();
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/**
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* Add a target to be automatically resized. Any targets' layouts will
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* also be updated when this layout is updated
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*/
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AutoSizeLayout* add(cocos2d::CCNode* target);
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/**
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* Remove a target from being automatically resized
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*/
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AutoSizeLayout* remove(cocos2d::CCNode* target);
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void apply(cocos2d::CCNode* in) override;
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@ -22,7 +22,7 @@ namespace geode {
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void registerWithTouchDispatcher() override {
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cocos2d::CCTouchDispatcher::get()->addTargetedDelegate(this, -500, true);
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}
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private:
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bool initBase(
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float width, float height, InitArgs... args, char const* bg,
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@ -94,6 +94,11 @@ namespace geode {
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return this->initBase(width, height, std::forward<InitArgs>(args)..., bg, bgRect, false);
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}
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/**
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* Init with AnchorLayout and the content size of `m_buttonMenu` and
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* `m_bgSprite` being tied to the size of `m_mainLayer` (rather than
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* being the size of the window)
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*/
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bool initDynamic(
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float width, float height, InitArgs... args, char const* bg = "GJ_square01.png",
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cocos2d::CCRect bgRect = { 0, 0, 80, 80 }
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@ -237,15 +237,15 @@ size_t CCNode::getEventListenerCount() {
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GeodeNodeMetadata::set(this)->m_eventListeners.size();
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}
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void CCNode::addChildAtPosition(CCNode* child, Anchor anchor, CCPoint const& offset) {
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void CCNode::addChildAtPosition(CCNode* child, Anchor anchor, CCPoint const& offset, bool useAnchorLayout) {
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auto layout = this->getLayout();
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if (!layout) {
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if (!layout && useAnchorLayout) {
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this->setLayout(AnchorLayout::create());
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}
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// Setting the layout options always (even if the parent isn't AnchorLayout)
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// so if it set as AnchorLayout later it will auto-update
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child->setPosition(AnchorLayout::getAnchoredPosition(this, anchor, offset));
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child->setLayoutOptions(AnchorLayoutOptions::create()->setAnchor(anchor)->setOffset(offset));
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if (useAnchorLayout) {
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child->setLayoutOptions(AnchorLayoutOptions::create()->setAnchor(anchor)->setOffset(offset));
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}
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this->addChild(child);
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}
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