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Alpha's Geode Utils

Miscellaneous Geode utils to make development easier:

Modifying any CCObject

Familiar modify syntax as Geode, supporting fields. class $objectModify(SomeObject) or class $nodeModify(SomeNode) You can name the modified node/object the same way as well class $objectModify(MySomeObject, SomeObject) or class $nodeModify(MySomeNode, SomeNode)

$nodeModify and $objectModify do the same thing, except $nodeModify is a base of CCNode while $objectModify is a base of CCObject

There is also $classModify which will use the base class you pass in instead of a generic CCNode or CCObject. class $classModify(MyMenuLayer, MenuLayer)

To use this, you will create a void modify() method within that class and inside of there you can change the node to your hearts content. You can use the fields struct just like in Geode to add fields if needed.

To edit the priority (lets say another mod modifies the same node using this) you can add static int modifyPrio() to the class which should return an integer value that is the priority you wish to set.

Include ObjectModify.hpp to access these macros.

Full Example modifying BetterInfo's CustomCreatorLayer:

class $nodeModify(MyCustomCreatorLayer, CustomCreatorLayer) {

	static int modifyPrio() {
		return 10;
	}

	struct Fields {
		int m_number = 0;
	};

	void modify() {
		
		CCSprite* spr = CCSprite::createWithSpriteFrameName("GJ_playBtn_001.png");
		CCMenuItemSpriteExtra* btn = CCMenuItemSpriteExtra::create(spr, this, menu_selector(MyCustomCreatorLayer::onEpicButton));
		btn->setID("epic-button"_spr);

		if (CCMenu* creatorButtonsMenu = typeinfo_cast<CCMenu*>(getChildByID("cvolton.betterinfo/creator-buttons-menu"))) {
			creatorButtonsMenu->addChild(btn);
			creatorButtonsMenu->updateLayout();
		}
	}

	void onEpicButton(CCObject* obj) {
		log::info("m_number {}", m_fields->m_number);
		m_fields->m_number++;
	}
};

General Utils

Include Utils.hpp to access these utils.

alpha::utils::cocos namespace:

Getting sprites while ignoring Texture Loader fallback: std::optional<cocos2d::CCSprite*> getSprite(const char* sprName) std::optional<cocos2d::CCSprite*> getSpriteByFrameName(const char* sprFrameName)

Getting a layer from the scene even during transition: std::optional<cocos2d::CCNode*> getLayer() std::optional<cocos2d::CCNode*> getLayerByClassName(std::string className)

Setting a node color by hex code: bool setColorByHex(cocos2d::CCRGBAProtocol* node, std::string colorHex)

Checking if a parent node contains a node anywhere in a tree: bool hasNode(cocos2d::CCNode* child, cocos2d::CCNode* parent)

Getting a child by class name dynamically: std::optional<cocos2d::CCNode*> getChildByClassName(cocos2d::CCNode* node, std::string name, int index = 0)

Getting an objects class name by template: std::string_view getObjectName<T>()

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