Add geode
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#pragma once
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#include <Geode/binding/GJGameLevel.hpp>
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#include <Geode/binding/GJLevelList.hpp>
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#ifdef GEODE_IS_WINDOWS
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#ifdef CVOLTON_EDITORIDS_EXPORTING
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#define EDITORIDS_DLL __declspec(dllexport)
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#else
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#define EDITORIDS_DLL __declspec(dllimport)
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#endif
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#else
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#define EDITORIDS_DLL __attribute__((visibility("default")))
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#endif
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namespace EditorIDs {
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/**
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* @brief Get the editor ID of a level or list.
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*
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* @param level The level to get the ID of.
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*
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* @return The ID of the level, or m_levelID if the level is not editor.
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*/
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EDITORIDS_DLL int getID(GJGameLevel* level);
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/**
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* @brief Get the editor ID of a level or list.
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*
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* @param list The list to get the ID of.
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*
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* @return The ID of the level, or m_levelID if the level is not editor.
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*/
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EDITORIDS_DLL int getID(GJLevelList* level);
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/**
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* @brief Get the editor ID of a level or list.
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*
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* @param level The level to get the ID of.
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* @param autoAssign Whether to assign an ID if it has not been assigned automatically
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*
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* @return The ID of the level, or m_levelID if the level is not editor.
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*/
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EDITORIDS_DLL int getID(GJGameLevel* level, bool autoAssign);
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/**
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* @brief Get the editor ID of a level or list.
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*
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* @param level The level to get the ID of.
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* @param autoAssign Whether to assign an ID if it has not been assigned automatically
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*
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* @return The ID of the level, or m_levelID if the level is not editor.
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*/
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EDITORIDS_DLL int getID(GJLevelList* level, bool autoAssign);
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/**
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* @brief Get a level by its editor ID.
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*
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* @param id The editor ID of the level.
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*
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* @return The level with the given ID, or nullptr if no level has that ID.
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*/
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EDITORIDS_DLL GJGameLevel* getLevelByID(int id);
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/**
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* @brief Get a list by its editor ID.
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*
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* @param id The editor ID of the list.
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*
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* @return The list with the given ID, or nullptr if no list has that ID.
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*/
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EDITORIDS_DLL GJLevelList* getListByID(int id);
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}
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@@ -0,0 +1,35 @@
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#pragma once
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#include "EditorIDs.hpp"
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namespace EditorIDs {
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namespace Management {
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EDITORIDS_DLL void assignNewID(GJGameLevel* level);
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EDITORIDS_DLL void verifyIDAssignment(GJGameLevel* level);
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EDITORIDS_DLL void verifyIDAssignmentDelayed(GJGameLevel* level);
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EDITORIDS_DLL void queueCheck();
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EDITORIDS_DLL void tryTransferID(GJGameLevel* source, GJGameLevel* dest);
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EDITORIDS_DLL void levelIsDeleting(GJGameLevel* level);
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EDITORIDS_DLL void handleLevelDupes(cocos2d::CCArray* array);
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EDITORIDS_DLL void reset();
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EDITORIDS_DLL void tryRaiseMaxID(int id);
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EDITORIDS_DLL int getMaxID();
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}
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namespace ListManagement {
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EDITORIDS_DLL void assignNewID(GJLevelList* level);
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EDITORIDS_DLL void verifyIDAssignment(GJLevelList* level);
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EDITORIDS_DLL void verifyIDAssignmentDelayed(GJLevelList* level);
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EDITORIDS_DLL void queueCheck();
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EDITORIDS_DLL void tryTransferID(GJLevelList* source, GJLevelList* dest);
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EDITORIDS_DLL void listIsDeleting(GJLevelList* level);
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EDITORIDS_DLL void handleListDupes(cocos2d::CCArray* array);
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EDITORIDS_DLL void reset();
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EDITORIDS_DLL void tryRaiseMaxID(int id);
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EDITORIDS_DLL int getMaxID();
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}
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}
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