geode/loader/src/hooks/save.cpp
2024-01-28 17:52:25 -07:00

56 lines
1.5 KiB
C++

#include <Geode/loader/Loader.hpp>
using namespace geode::prelude;
#include <Geode/modify/AppDelegate.hpp>
#include <Geode/modify/CCApplication.hpp>
namespace {
void saveModData() {
log::info("Saving mod data...");
log::pushNest();
auto begin = std::chrono::high_resolution_clock::now();
(void)Loader::get()->saveData();
auto end = std::chrono::high_resolution_clock::now();
auto time = std::chrono::duration_cast<std::chrono::milliseconds>(end - begin).count();
log::info("Took {}s", static_cast<float>(time) / 1000.f);
log::popNest();
}
}
struct SaveLoader : Modify<SaveLoader, AppDelegate> {
GEODE_FORWARD_COMPAT_DISABLE_HOOKS("save moved to CCApplication::gameDidSave()")
void trySaveGame(bool p0) {
saveModData();
return AppDelegate::trySaveGame(p0);
}
};
#ifdef GEODE_IS_WINDOWS
struct FallbackSaveLoader : Modify<FallbackSaveLoader, CCApplication> {
GEODE_FORWARD_COMPAT_ENABLE_HOOKS("")
void gameDidSave() {
saveModData();
return CCApplication::gameDidSave();
}
};
#endif
#ifdef GEODE_IS_ANDROID
#include <Geode/modify/FileOperation.hpp>
// redirects the save path to what geode knows, in case launcher's fopen hook fails
struct FileOperationOverride : Modify<FileOperationOverride, FileOperation> {
gd::string getFilePath() {
return dirs::getSaveDir().string() + "/";
}
};
#endif