Add geode

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Lncvrt committed 2025-01-05 13:56:22 -07:00
1 parent ceba3130ab
commit 9c61b0a7fd
421 files changed
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#pragma once
#include <Geode/binding/GJGameLevel.hpp>
#include <Geode/binding/GJLevelList.hpp>
#ifdef GEODE_IS_WINDOWS
#ifdef CVOLTON_EDITORIDS_EXPORTING
#define EDITORIDS_DLL __declspec(dllexport)
#else
#define EDITORIDS_DLL __declspec(dllimport)
#endif
#else
#define EDITORIDS_DLL __attribute__((visibility("default")))
#endif
namespace EditorIDs {
/**
* @brief Get the editor ID of a level or list.
*
* @param level The level to get the ID of.
*
* @return The ID of the level, or m_levelID if the level is not editor.
*/
EDITORIDS_DLL int getID(GJGameLevel* level);
/**
* @brief Get the editor ID of a level or list.
*
* @param list The list to get the ID of.
*
* @return The ID of the level, or m_levelID if the level is not editor.
*/
EDITORIDS_DLL int getID(GJLevelList* level);
/**
* @brief Get the editor ID of a level or list.
*
* @param level The level to get the ID of.
* @param autoAssign Whether to assign an ID if it has not been assigned automatically
*
* @return The ID of the level, or m_levelID if the level is not editor.
*/
EDITORIDS_DLL int getID(GJGameLevel* level, bool autoAssign);
/**
* @brief Get the editor ID of a level or list.
*
* @param level The level to get the ID of.
* @param autoAssign Whether to assign an ID if it has not been assigned automatically
*
* @return The ID of the level, or m_levelID if the level is not editor.
*/
EDITORIDS_DLL int getID(GJLevelList* level, bool autoAssign);
/**
* @brief Get a level by its editor ID.
*
* @param id The editor ID of the level.
*
* @return The level with the given ID, or nullptr if no level has that ID.
*/
EDITORIDS_DLL GJGameLevel* getLevelByID(int id);
/**
* @brief Get a list by its editor ID.
*
* @param id The editor ID of the list.
*
* @return The list with the given ID, or nullptr if no list has that ID.
*/
EDITORIDS_DLL GJLevelList* getListByID(int id);
}
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#pragma once
#include "EditorIDs.hpp"
namespace EditorIDs {
namespace Management {
EDITORIDS_DLL void assignNewID(GJGameLevel* level);
EDITORIDS_DLL void verifyIDAssignment(GJGameLevel* level);
EDITORIDS_DLL void verifyIDAssignmentDelayed(GJGameLevel* level);
EDITORIDS_DLL void queueCheck();
EDITORIDS_DLL void tryTransferID(GJGameLevel* source, GJGameLevel* dest);
EDITORIDS_DLL void levelIsDeleting(GJGameLevel* level);
EDITORIDS_DLL void handleLevelDupes(cocos2d::CCArray* array);
EDITORIDS_DLL void reset();
EDITORIDS_DLL void tryRaiseMaxID(int id);
EDITORIDS_DLL int getMaxID();
}
namespace ListManagement {
EDITORIDS_DLL void assignNewID(GJLevelList* level);
EDITORIDS_DLL void verifyIDAssignment(GJLevelList* level);
EDITORIDS_DLL void verifyIDAssignmentDelayed(GJLevelList* level);
EDITORIDS_DLL void queueCheck();
EDITORIDS_DLL void tryTransferID(GJLevelList* source, GJLevelList* dest);
EDITORIDS_DLL void listIsDeleting(GJLevelList* level);
EDITORIDS_DLL void handleListDupes(cocos2d::CCArray* array);
EDITORIDS_DLL void reset();
EDITORIDS_DLL void tryRaiseMaxID(int id);
EDITORIDS_DLL int getMaxID();
}
}