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DevTools.hpp
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148 lines (126 loc) · 4.03 KB
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#pragma once
#include "platform/platform.hpp"
#include <imgui.h>
#include "themes.hpp"
#include <cocos2d.h>
#include <Geode/utils/cocos.hpp>
#include <Geode/utils/addresser.hpp>
#include <Geode/loader/Loader.hpp>
#include <Geode/loader/ModMetadata.hpp>
#include "nodes/DragButton.hpp"
using namespace geode::prelude;
enum class HighlightMode {
Selected,
Hovered,
Layout,
};
struct Settings {
bool GDInWindow = true;
bool attributesInTree = false;
bool alwaysHighlight = true;
bool highlightLayouts = false;
bool arrowExpand = false;
bool orderChildren = true;
bool advancedSettings = false;
bool showMemoryViewer = false;
bool showModGraph = false;
std::string theme = DARK_THEME;
ccColor4B themeColor = {2, 119, 189, 255};
CCPoint buttonPos = {50, 50};
bool buttonInEditor = false;
bool buttonInGame = false;
bool buttonEnabled = false;
bool treeDragReorder = false;
#ifdef GEODE_IS_MOBILE
float fontScale = 2.f;
#else
float fontScale = 1.f;
#endif
};
class DevTools {
protected:
bool m_visible = false;
bool m_setup = false;
bool m_reloadTheme = true;
bool m_shouldRelayout = false;
bool m_showModGraph = false;
bool m_pauseGame = false;
Settings m_settings;
ImGuiID m_dockspaceID;
ImFont* m_defaultFont = nullptr;
ImFont* m_smallFont = nullptr;
ImFont* m_monoFont = nullptr;
ImFont* m_boxFont = nullptr;
CCTexture2D* m_fontTexture = nullptr;
Ref<CCNode> m_selectedNode;
Ref<CCNode> m_draggedNode;
std::vector<std::pair<CCNode*, HighlightMode>> m_toHighlight;
std::vector<Function<void(CCNode*)>> m_customCallbacks;
std::string m_searchQuery;
std::string m_prevQuery;
std::unordered_map<CCNode*, bool> m_nodeOpen;
DragButton* m_dragButton = nullptr;
void setupFonts();
void setupPlatform();
void drawTree();
void drawTreeBranch(CCNode* node, size_t index, bool drag, bool visible);
void drawSettings();
void drawAdvancedSettings();
void drawNodeAttributes(CCNode* node);
void drawAttributes();
void drawBasicAttributes(CCNode* node);
void drawColorAttributes(CCNode* node);
void drawLabelAttributes(CCNode* node);
void drawAxisGapAttribute(CCNode* node);
void drawTextureAttributes(CCNode* node);
void drawMenuItemAttributes(CCNode* node);
void drawLayoutOptionsAttributes(CCNode* node);
void drawLayoutAttributes(CCNode* node);
void drawPreview();
void drawNodePreview(CCNode* node);
void drawHighlight(CCNode* node, HighlightMode mode);
void drawLayoutHighlights(CCNode* node);
void drawGD(GLRenderCtx* ctx);
void drawModGraph();
void drawModGraphNode(Mod* node);
ModMetadata inputMetadata(void* treePtr, ModMetadata metadata);
void drawPage(const char* name, void(DevTools::* fun)());
void drawPages();
void drawMemory();
void draw(GLRenderCtx* ctx);
void newFrame();
void renderDrawData(ImDrawData*);
void renderDrawDataFallback(ImDrawData*);
bool searchBranch(CCNode* node);
bool hasExtension(const std::string& ext) const;
DevTools() { loadSettings(); }
public:
static DevTools* get();
void loadSettings();
void saveSettings();
Settings getSettings();
void setBallPosition(CCPoint pos);
bool shouldUseGDWindow() const;
bool shouldPopGame() const;
bool pausedGame() const;
bool isSetup() const;
bool shouldOrderChildren() const;
CCNode* getSelectedNode() const;
void selectNode(CCNode* node);
void highlightNode(CCNode* node, HighlightMode mode);
CCNode* getDraggedNode() const;
void setDraggedNode(CCNode* node);
void addCustomCallback(Function<void(CCNode*)>&& callback);
DragButton* getDragButton();
void setupDragButton();
void removeDragButton();
bool isButtonEnabled();
void sceneChanged();
void render(GLRenderCtx* ctx);
// setup ImGui & DevTools
void setup();
void destroy();
void show(bool visible);
void toggle();
bool isVisible();
};