Skip to content

Commit

Permalink
Add files via upload
Browse files Browse the repository at this point in the history
  • Loading branch information
Naxrin authored Feb 22, 2024
1 parent e9a0a7a commit e6a51ae
Show file tree
Hide file tree
Showing 9 changed files with 113 additions and 1 deletion.
55 changes: 55 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,55 @@
# Prerequisites
*.d

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch

# Compiled Dynamic libraries
*.so
*.dylib
*.dll

# Fortran module files
*.mod
*.smod

# Compiled Static libraries
*.lai
*.la
*.a
*.lib

# Executables
*.exe
*.out
*.app

# Macos be like
**/.DS_Store

# Cache files for Sublime Text
*.tmlanguage.cache
*.tmPreferences.cache
*.stTheme.cache

# Ignore build folders
**/build
# Ignore platform specific build folders
build-*/

# Workspace files are user-specific
*.sublime-workspace

# ILY vscode
**/.vscode
.idea/

# clangd
.cache/
22 changes: 22 additions & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
cmake_minimum_required(VERSION 3.21)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_OSX_ARCHITECTURES "x86_64")
set(CMAKE_CXX_VISIBILITY_PRESET hidden)

project(GarageinEditor VERSION 1.0.0)

add_library(${PROJECT_NAME} SHARED
src/main.cpp
# Add your cpp files here
)

if (NOT DEFINED ENV{GEODE_SDK})
message(FATAL_ERROR "Unable to find Geode SDK! Please define GEODE_SDK environment variable to point to Geode")
else()
message(STATUS "Found Geode: $ENV{GEODE_SDK}")
endif()

add_subdirectory($ENV{GEODE_SDK} ${CMAKE_CURRENT_BINARY_DIR}/geode)

setup_geode_mod(${PROJECT_NAME})
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,4 +10,4 @@ In the LevelInfoLayer Robtop sets the garageRope's position to (484, 295), but s
![img](desc.png)

### special Thanks
Huge Thanks to @TheSillyDoggo for helping with the callback function!
Huge Thanks to @TheSillyDoggo for helping with the callback function!
11 changes: 11 additions & 0 deletions about.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
# Garage In Editor

This mod does nothing but adds an extra entry rope button in *EditLevelLayer* (the layer menu where you edit&play&publish your level),
And the rope does wholly the same thing with the one in *LevelInfoLayer* (entrance of a saved level).

### Settings
The only mod option *Transparent Texture Fit* is meant to fit some texture packs which set the two deep blue frames to Transparent, the rope's position is set to (484, 295) if Enabled and (492, 295) if Disabled.
Brwose Readme.md in my Github Repo for detailed desc.

### special Thanks
Huge Thanks to @TheSillyDoggo for helping with the callback function!
Binary file added desc.psd
Binary file not shown.
Binary file added logo.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added logo.psd
Binary file not shown.
24 changes: 24 additions & 0 deletions mod.json
Original file line number Diff line number Diff line change
@@ -0,0 +1,24 @@
{
"geode": "2.0.0-beta.12",
"gd": "2.204",
"version": "v1.0.0",
"id": "naxrin.garage_in_editor",
"name": "Garage In Editor",
"developer": "Naxrin",
"description": "This mod does nothing but adding an extra icon garage entry at the Editor level entrance. Why not?",
"tags": ["performance"],
"repository": "https://github.com/Naxrin/Garage-in-Editor",
"dependencies": [
{
"id": "geode.node-ids",
"version": "v1.0.0"
}],
"settings":{
"left": {
"name": "Transparent Texture Fit",
"description": "Move the added Button 8 units left to fit some Transparent textures.\nRead mod description for more details",
"type": "bool",
"default": false
}
}
}
Binary file added sayori.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.

0 comments on commit e6a51ae

Please sign in to comment.