Class SettingNodeV3

#include <Geode/loader/SettingV3.hpp>
classSettingNodeV3:publiccocos2d::CCNode{ ... }
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Examples0
Public static methods0
Public member functions12
voidcommit()
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voidresetToDefault()
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virtualboolhasUncommittedChanges()const=0
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virtualboolhasNonDefaultValue()const=0
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voidsetDefaultBGColor()
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cocos2d::CCLabelBMFont*getNameLabel()const
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cocos2d::CCLabelBMFont*getStatusLabel()const
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cocos2d::CCMenu*getNameMenu()const
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cocos2d::CCMenu*getButtonMenu()const
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cocos2d::CCLayerColor*getBG()const
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virtualvoidsetContentSize()
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std::shared_ptr<geode::SettingV3>getSetting()const
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Fields0
Protected member functions7
boolinit(,
floatwidth
)
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virtualvoidupdateState()

Update the state of this setting node, bringing all inputs up-to-date with the current value. Derivatives of [SettingNodeV3](/classes/geode/SettingNodeV3) should set update the state (such as visibility, value, etc.) of all its controls, except for the one that’s passed as the invoker argument. Derivatives should remember to always call the base class’s updateState function, as it updates the built-in title label as well as the description and reset buttons!

Parameters

invoker

The button or other interactive element that caused this state update. If that element is for example a text input, it may wish to ignore the state update, as it itself is the source of truth for the node's value at that moment. May be nullptr to mark that no specific node requested this state update
voidmarkChanged()

Mark this setting as changed. This updates the UI for committing the value, as well as posts a [SettingNodeValueChangeEventV3](/classes/geode/SettingNodeValueChangeEventV3)

Parameters

invoker

The node to be passed onto `updateState`
virtualvoidonCommit()=0

When the setting value is committed (aka can’t be undone), this function will be called. This should take care of actually saving the value in some sort of global manager

virtualvoidonResetToDefault()=0
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voidonDescription()
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voidonReset()
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Protected fields0