mirror of
https://github.com/geode-sdk/geode.git
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535 lines
16 KiB
C++
535 lines
16 KiB
C++
#pragma once
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#include <Geode/DefaultInclude.hpp>
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#include <cocos2d.h>
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#include <functional>
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#include <type_traits>
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#include "Ref.hpp"
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namespace geode::cocos {
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/**
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* Get child at index. Checks bounds. A negative
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* index will get the child starting from the end
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* @returns Child at index cast to the given type,
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* or nullptr if index exceeds bounds
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*/
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template<class T = cocos2d::CCNode>
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static T* getChild(cocos2d::CCNode* x, int i) {
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// start from end for negative index
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if (i < 0) i = x->getChildrenCount() + i;
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// check if backwards index is out of bounds
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if (i < 0) return nullptr;
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// check if forwards index is out of bounds
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if (static_cast<int>(x->getChildrenCount()) <= i) return nullptr;
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return reinterpret_cast<T*>(x->getChildren()->objectAtIndex(i));
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}
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/**
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* Get nth child that is a given type. Checks bounds.
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* @returns Child at index cast to the given type,
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* or nullptr if index exceeds bounds
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*/
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template<class Type = cocos2d::CCNode>
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static Type* getChildOfType(cocos2d::CCNode* node, size_t index) {
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size_t indexCounter = 0;
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for (size_t i = 0; i < node->getChildrenCount(); ++i) {
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auto obj = cast::typeinfo_cast<Type*>(
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node->getChildren()->objectAtIndex(i)
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);
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if (obj != nullptr) {
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if (indexCounter == index) {
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return obj;
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}
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++indexCounter;
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}
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}
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return nullptr;
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}
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/**
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* Return a node, or create a default one if it's
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* nullptr. Syntactic sugar function
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*/
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template<class T, class... Args>
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static T* nodeOrDefault(T* node, Args... args) {
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return node ? node : T::create(args...);
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}
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template<class T = cocos2d::CCNode>
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struct SafeCreate final {
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T* result;
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SafeCreate<T>& with(T* node) {
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result = node;
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return *this;
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}
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template<class... Args>
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SafeCreate<T>& make(Args... args) {
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result = T::create(args...);
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return *this;
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}
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// convenience for CCSprite
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template<class... Args>
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SafeCreate<T>& makeWithFrame(Args... args) {
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result = T::createWithSpriteFrameName(args...);
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return *this;
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}
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template<class... Args>
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SafeCreate<T>& makeUsing(T*(*func)(Args...), Args... args) {
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result = func(args...);
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return *this;
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}
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template<class O = T, class... Args>
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T* orMakeUsing(O*(*func)(Args...), Args... args) {
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if (result) return result;
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return func(args...);
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}
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template<class O = T, class... Args>
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T* orMake(Args... args) {
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if (result) return result;
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return O::create(args...);
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}
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template<class O = T, class... Args>
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T* orMakeWithFrame(Args... args) {
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if (result) return result;
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return O::createWithSpriteFrameName(args...);
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}
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};
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/**
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* Get bounds for a set of nodes. Based on content
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* size
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* @param nodes Nodes to calculate coverage of
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* @returns Rectangle fitting all nodes. Origin
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* will be <= 0 and size will be >= 0
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*/
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GEODE_DLL cocos2d::CCRect calculateNodeCoverage(std::vector<cocos2d::CCNode*> const& nodes);
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/**
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* Get bounds for a set of nodes. Based on content
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* size
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* @param nodes Nodes to calculate coverage of
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* @returns Rectangle fitting all nodes. Origin
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* will be <= 0 and size will be >= 0
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*/
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GEODE_DLL cocos2d::CCRect calculateNodeCoverage(cocos2d::CCArray* nodes);
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/**
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* Get bounds for a set of nodes. Based on content
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* size
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* @param parent Parent whose children to calculate
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* coverage of
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* @returns Rectangle fitting all the parent's children.
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* Origin will be <= 0 and size will be >= 0
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*/
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GEODE_DLL cocos2d::CCRect calculateChildCoverage(cocos2d::CCNode* parent);
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/**
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* Rescale node to fit inside given size
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* @param node Node to rescale
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* @param size Size to fit inside
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* @param def Default size
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* @param min Minimum size
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*/
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GEODE_DLL void limitNodeSize(
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cocos2d::CCNode* node,
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cocos2d::CCSize const& size,
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float def,
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float min
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);
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/**
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* Checks if a node is visible (recursively
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* checks parent visibility)
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* @param node Node to check if visible
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* @returns True if node is visibile. Does
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* not take into account if node is off-screen
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*/
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GEODE_DLL bool nodeIsVisible(cocos2d::CCNode* node);
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/**
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* Gets a node by tag by traversing
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* children recursively
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*
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* @param node Parent node
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* @param tag Target tag
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* @return Child node with specified tag, or
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* null if there is none
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*/
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GEODE_DLL cocos2d::CCNode* getChildByTagRecursive(cocos2d::CCNode* node, int tag);
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/**
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* Checks if a given file exists in CCFileUtils
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* search paths.
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* @param filename File to check
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* @returns True if file exists
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* @example if (fileExistsInSearchPaths("mySprite.png"_spr)) {
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* CCSprite::create("mySprite.png"_spr);
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* } else {
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* CCSprite::create("fallback.png");
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* }
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*/
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GEODE_DLL bool fileExistsInSearchPaths(const char* filename);
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template <typename T>
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struct CCArrayIterator {
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public:
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CCArrayIterator(T* p) : m_ptr(p) {}
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T* m_ptr;
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auto& operator*() {
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return *m_ptr;
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}
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auto& operator*() const {
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return *m_ptr;
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}
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auto operator->() {
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return m_ptr;
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}
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auto operator->() const {
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return m_ptr;
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}
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auto& operator++() {
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++m_ptr;
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return *this;
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}
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auto& operator--() {
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--m_ptr;
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return *this;
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}
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auto& operator+=(size_t val) {
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m_ptr += val;
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return *this;
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}
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auto& operator-=(size_t val) {
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m_ptr -= val;
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return *this;
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}
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auto operator+(size_t val) const {
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return CCArrayIterator<T>(m_ptr + val);
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}
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auto operator-(size_t val) const {
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return CCArrayIterator<T>(m_ptr - val);
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}
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auto operator-(CCArrayIterator<T> const& other) const {
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return m_ptr - other.m_ptr;
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}
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bool operator<(CCArrayIterator<T> const& other) const {
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return m_ptr < other.m_ptr;
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}
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bool operator>(CCArrayIterator<T> const& other) const {
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return m_ptr > other.m_ptr;
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}
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bool operator<=(CCArrayIterator<T> const& other) const {
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return m_ptr <= other.m_ptr;
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}
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bool operator>=(CCArrayIterator<T> const& other) const {
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return m_ptr >= other.m_ptr;
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}
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bool operator==(CCArrayIterator<T> const& other) const {
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return m_ptr == other.m_ptr;
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}
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bool operator!=(CCArrayIterator<T> const& other) const {
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return m_ptr != other.m_ptr;
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}
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};
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}
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namespace std {
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template <typename T>
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struct iterator_traits<geode::cocos::CCArrayIterator<T>> {
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using difference_type = ptrdiff_t;
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using value_type = T;
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using pointer = T*;
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using reference = T&;
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using iterator_category = std::random_access_iterator_tag; // its random access but im too lazy to implement it
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};
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}
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namespace geode::cocos {
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struct GEODE_DLL CCArrayInserter {
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public:
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CCArrayInserter(cocos2d::CCArray* p) : m_array(p) {}
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cocos2d::CCArray* m_array;
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auto& operator=(cocos2d::CCObject* value) {
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m_array->addObject(value);
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return *this;
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}
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auto& operator*() {
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return *this;
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}
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auto& operator++() {
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return *this;
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}
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};
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template <typename _Type>
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class CCArrayExt {
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protected:
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Ref<cocos2d::CCArray> m_arr;
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using T = std::remove_pointer_t<_Type>;
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public:
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CCArrayExt() : m_arr(cocos2d::CCArray::create()) {}
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CCArrayExt(cocos2d::CCArray* arr) : m_arr(arr) {}
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CCArrayExt(CCArrayExt const& a) : m_arr(a.m_arr) {}
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CCArrayExt(CCArrayExt&& a) : m_arr(a.m_arr) {
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a.m_arr = nullptr;
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}
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~CCArrayExt() {}
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auto begin() {
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return CCArrayIterator<T*>(reinterpret_cast<T**>(m_arr->data->arr));
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}
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auto end() {
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return CCArrayIterator<T*>(reinterpret_cast<T**>(m_arr->data->arr) + m_arr->count());
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}
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auto size() const {
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return m_arr->count();
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}
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T operator[](size_t index) {
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return reinterpret_cast<T*>(m_arr->objectAtIndex(index));
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}
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void push_back(T* item) {
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m_arr->addObject(item);
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}
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T* pop_back() {
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T ret = m_arr->lastObject();
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m_arr->removeLastObject();
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return ret;
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}
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cocos2d::CCArray* inner() {
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return m_arr;
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}
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};
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template <typename K, typename T>
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struct CCDictIterator {
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public:
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CCDictIterator(cocos2d::CCDictElement* p) : m_ptr(p) {}
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cocos2d::CCDictElement* m_ptr;
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std::pair<K, T> operator*() {
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if constexpr (std::is_same<K, std::string>::value) {
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return { m_ptr->getStrKey(), reinterpret_cast<T>(m_ptr->getObject()) };
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} else {
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return { m_ptr->getIntKey(), reinterpret_cast<T>(m_ptr->getObject()) };
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}
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}
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auto& operator++() {
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m_ptr = reinterpret_cast<decltype(m_ptr)>(m_ptr->hh.next);
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return *this;
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}
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friend bool operator== (const CCDictIterator<K, T>& a, const CCDictIterator<K, T>& b) { return a.m_ptr == b.m_ptr; };
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friend bool operator!= (const CCDictIterator<K, T>& a, const CCDictIterator<K, T>& b) { return a.m_ptr != b.m_ptr; };
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bool operator!= (int b) { return m_ptr != nullptr; }
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};
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template <typename K, typename T>
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struct CCDictEntry {
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K m_key;
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cocos2d::CCDictionary* m_dict;
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CCDictEntry(K key, cocos2d::CCDictionary* dict) : m_key(key), m_dict(dict) {}
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T operator->() {
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return reinterpret_cast<T>(m_dict->objectForKey(m_key));
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}
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operator T() {
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return reinterpret_cast<T>(m_dict->objectForKey(m_key));
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}
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CCDictEntry& operator=(T f) {
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m_dict->setObject(f, m_key);
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return *this;
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}
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};
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template <typename K, typename T>
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struct CCDictionaryExt {
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protected:
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cocos2d::CCDictionary* m_dict;
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public:
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CCDictionaryExt() : m_dict(cocos2d::CCDictionary::create()) {
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m_dict->retain();
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}
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CCDictionaryExt(cocos2d::CCDictionary* dict) : m_dict(dict) {
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m_dict->retain();
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}
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CCDictionaryExt(CCDictionaryExt const& d) : m_dict(d.m_dict) {
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m_dict->retain();
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}
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CCDictionaryExt(CCDictionaryExt&& d) : m_dict(d.m_dict) {
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d.m_dict = nullptr;
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}
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~CCDictionaryExt() {
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if (m_dict)
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m_dict->release();
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}
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CCDictionaryExt const& operator=(cocos2d::CCDictionary* d) {
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m_dict->release();
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m_dict = d;
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m_dict->retain();
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}
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auto begin() {
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return CCDictIterator<K, T*>(m_dict->m_pElements);
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}
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// do not use this
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auto end() {
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return nullptr;
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}
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size_t size() { return m_dict->count(); }
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auto operator[](K key) {
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auto ret = reinterpret_cast<T*>(m_dict->objectForKey(key));
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if (!ret)
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m_dict->setObject(cocos2d::CCNode::create(), key);
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return CCDictEntry<K, T*>(key, m_dict);
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}
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size_t count(K key) {
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return m_dict->allKeys(key)->count();
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}
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};
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// namespace for storing implementation stuff for
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// inline member functions
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namespace {
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// class that holds the lambda (probably should've just used
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// std::function but hey, this one's heap-free!)
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template<class F, class Ret, class... Args>
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struct LambdaHolder {
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bool m_assigned = false;
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// lambdas don't implement operator= so we
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// gotta do this wacky union stuff
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union {
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F m_lambda;
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};
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LambdaHolder() {}
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~LambdaHolder() {
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if (m_assigned) {
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m_lambda.~F();
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}
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}
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LambdaHolder(F&& func) {
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this->assign(std::forward<F>(func));
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}
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Ret operator()(Args... args) {
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if (m_assigned) {
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return m_lambda(std::forward<Args>(args)...);
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} else {
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return Ret();
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}
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}
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void assign(F&& func) {
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if (m_assigned) {
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m_lambda.~F();
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}
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new (&m_lambda) F(func);
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m_assigned = true;
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}
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};
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// Extract parameters and return type from a lambda
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template<class Func>
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struct ExtractLambda : public ExtractLambda<decltype(&Func::operator())> {};
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template<class C, class R, class... Args>
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struct ExtractLambda<R(C::*)(Args...) const> {
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using Ret = R;
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using Params = std::tuple<Args...>;
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};
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// Class for storing the member function
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template<class Base, class Func, class Args>
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struct InlineMemberFunction;
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template<class Base, class Func, class... Args>
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struct InlineMemberFunction<Base, Func, std::tuple<Args...>> : public Base {
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using Ret = typename ExtractLambda<Func>::Ret;
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using Selector = Ret(Base::*)(Args...);
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using Holder = LambdaHolder<Func, Ret, Args...>;
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static inline Holder s_selector {};
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Ret selector(Args... args) {
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return s_selector(std::forward<Args>(args)...);
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}
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static Selector get(Func&& function) {
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s_selector.assign(std::move(function));
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return static_cast<Selector>(&InlineMemberFunction::selector);
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}
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};
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}
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/**
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* Wrap a lambda into a member function pointer. Useful for creating
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* callbacks that have to be members of a class without having to deal
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* with all of the boilerplate associated with defining a new class
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* member function.
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*
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* Do note that due to implementation problems, captures may have
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* unexpected side-effects. In practice, lambda member functions with
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* captures do not work properly in loops. If you assign the same
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* member lambda to multiple different targets, they will share the
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* same captured values.
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*/
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template<class Base, class Func>
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[[deprecated(
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"Due to too many implementation problems, "
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"makeMemberFunction will be removed in the future."
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)]]
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static auto makeMemberFunction(Func&& function) {
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return InlineMemberFunction<
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Base, Func, typename ExtractLambda<Func>::Params
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>::get(std::move(function));
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}
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/**
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* Create a SEL_MenuHandler out of a lambda with optional captures. Useful
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* for adding callbacks to CCMenuItemSpriteExtras without needing to add
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* the callback as a member to a class. Use the GEODE_MENU_SELECTOR class
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* for even more concise code.
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*
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* Do note that due to implementation problems, captures may have
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* unexpected side-effects. In practice, **you should not expect to be able
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* to pass any more information than you can pass to a normal menu selector
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* through captures**. If you assign the same member lambda to multiple
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* different targets, they will share the same captured values.
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*/
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template<class Func>
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[[deprecated(
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"Due to too many implementation problems, "
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"makeMenuSelector will be removed in the future."
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)]]
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static cocos2d::SEL_MenuHandler makeMenuSelector(Func&& selector) {
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return reinterpret_cast<cocos2d::SEL_MenuHandler>(
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makeMemberFunction<cocos2d::CCObject, Func>(std::move(selector))
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);
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}
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#define GEODE_MENU_SELECTOR(senderArg, ...) \
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makeMenuSelector([this](senderArg) { __VA_ARGS__; })
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}
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