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TheSillyDoggo 2024-11-19 22:29:16 +02:00 committed by GitHub
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#pragma once
#include "../DefaultInclude.hpp"
#include <cocos2d.h>
#include <vector>
#include <span>
#include <Geode/utils/cocos.hpp>
namespace geode
{
/*
Because cocos only allows for one notification node (a node drawn last, above the fps counter and everything),
I added this, a simple class to add nodes to a general notification node so that mods dont interfere with each other.
*/
class GEODE_DLL OverlayManager : private cocos2d::CCNode
{
private:
std::vector<cocos2d::CCNode*> nodes;
public:
/// @brief Get the overlay manager instance, and if it doesnt exist, sets the notification node to it
static OverlayManager* get();
/// @brief Adds a node to the overlay manager, overlays are sorted by ZOrder, the higher the order is the later it draws. This will retain the node
void addNode(cocos2d::CCNode* node);
/// @brief Removes a node from the overlay manager, stopping it from being drawn. This will release the node
void removeNode(cocos2d::CCNode* node);
/// @brief Util to get the highest ZOrder of all nodes
int getHighestOverlayZOrder();
/// @brief Util to get the lowest ZOrder of all nodes
int getLowestOverlayZOrder();
/// @brief Gets all the overlays
std::vector<cocos2d::CCNode*> getOverlays();
};
};

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#include <Geode/ui/OverlayManager.hpp>
using namespace geode::prelude;
OverlayManager* OverlayManager::get()
{
static OverlayManager* instance;
if (!instance)
{
instance = new OverlayManager();
CCDirector::get()->setNotificationNode(instance);
}
return instance;
}
void OverlayManager::addNode(CCNode* node)
{
this->addChild(node);
nodes.push_back(node);
}
void OverlayManager::removeNode(CCNode* node)
{
this->removeChild(node);
std::erase(nodes, node);
}
int OverlayManager::getHighestOverlayZOrder()
{
int z = INT_MIN;
for (auto node : nodes)
{
if (node->getZOrder() > z)
z = node->getZOrder();
}
return z;
}
int OverlayManager::getLowestOverlayZOrder()
{
int z = INT_MAX;
for (auto node : nodes)
{
if (node->getZOrder() < z)
z = node->getZOrder();
}
return z;
}
std::vector<CCNode*> OverlayManager::getOverlays()
{
return nodes;
}