geode/loader/include/Geode/utils/cocos.hpp
HJfod a39a79d8cb more stuff to SafeCreate + make last crash info popup not show again +
fix file utils on windows by using wstring instead of string
2022-10-01 11:14:51 +03:00

495 lines
16 KiB
C++

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