/** Game Develop - Function Extension Copyright (c) 2008-2011 Florian Rival (Florian.Rival@gmail.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #if defined(GD_IDE_ONLY) #include "GDL/OpenSaveGame.h" #include "FunctionEvent.h" #include "GDL/RuntimeScene.h" #include "GDL/CommonTools.h" #include "GDL/EventsCodeGenerationContext.h" #include "GDL/EventsCodeGenerator.h" #include "GDL/EventsCodeNameMangler.h" #include "GDL/XmlMacros.h" #include "GDL/tinyxml.h" #include "GDL/EventsRenderingHelper.h" #include "GDL/EventsEditorItemsAreas.h" #include "GDL/EventsEditorSelection.h" #include "FunctionEventEditorDlg.h" #include FunctionEvent::FunctionEvent() : BaseEvent(), name("MyFunction"), useCallerContext(false) ,nameSelected(false) { } //Functions need some additionals "tools" const std::string FunctionEvent::globalDeclaration = "typedef void (*GDEventsFunctionsType)(RuntimeContext *, std::map *> &, std::vector &);\n" "std::map * functionEventsMap;\n" "std::vector * currentFunctionParameters;\n"; std::string FunctionEvent::GenerateEventCode(const Game & game, const Scene & scene, EventsCodeGenerationContext & callerContext) { //Declaring the maps containing pointers to functions. We can't use a global object directly ( The execution engine does not initialize static/global objects ), so we use a pointer. callerContext.AddGlobalDeclaration(globalDeclaration); //Declaring function prototype. callerContext.AddGlobalDeclaration("void GDEventsGeneratedFunction"+name+ToString(this)+"(RuntimeContext *, std::map *> & , std::vector &);\n"); //We take care of initializing ourselves the map and the pointer to current function parameters callerContext.AddCustomCodeInMain("if ( functionEventsMap == NULL ) functionEventsMap = new std::map ;\ncurrentFunctionParameters = NULL;"); //Registering the function. callerContext.AddCustomCodeInMain("(*functionEventsMap)[\""+name+"\"] = GDEventsGeneratedFunction"+name+ToString(this)+";"); //Generating function code : std::string functionCode; EventsCodeGenerationContext context; context.includeFiles = callerContext.includeFiles; //Function declaration if ( useCallerContext ) { context.NeedObjectListsDynamicDeclaration(); functionCode += "\nvoid GDEventsGeneratedFunction"+name+ToString(this)+"(RuntimeContext * runtimeContext, std::map *> & objectsListsMap, std::vector & objectsAlreadyDeclared)\n{\n"; } else functionCode += "\nvoid GDEventsGeneratedFunction"+name+ToString(this)+"(RuntimeContext * runtimeContext, std::map *> & , std::vector &)\n{\n"; //Generating function body code std::string conditionsCode = EventsCodeGenerator::GenerateConditionsListCode(game, scene, conditions, context); std::string actionsCode = EventsCodeGenerator::GenerateActionsListCode(game, scene, actions, context); std::string subeventsCode = EventsCodeGenerator::GenerateEventsListCode(game, scene, events, context); //Object declaration : if ( useCallerContext ) //Using functions parameters to initalize objects list if we use caller context { for (unsigned int i = 0;iGetName()) + ";\n"; functionCode += "if ( objectsListsMap[\""+game.globalObjects[i]->GetName()+"\"] != NULL ) "+ManObjListName(game.globalObjects[i]->GetName())+" = *objectsListsMap[\""+game.globalObjects[i]->GetName()+"\"];\n"; functionCode += "objectsListsMap[\""+game.globalObjects[i]->GetName()+"\"] = &"+ManObjListName(game.globalObjects[i]->GetName())+";\n"; } for (unsigned int i = 0;iGetName()) + ";\n"; functionCode += "if ( objectsListsMap[\""+scene.initialObjects[i]->GetName()+"\"] != NULL ) "+ManObjListName(scene.initialObjects[i]->GetName())+" = *objectsListsMap[\""+scene.initialObjects[i]->GetName()+"\"];\n"; functionCode += "objectsListsMap[\""+scene.initialObjects[i]->GetName()+"\"] = &"+ManObjListName(scene.initialObjects[i]->GetName())+";\n"; } } else //Or make standard declaration if we do not use the caller context functionCode += context.GenerateObjectsDeclarationCode(); std::string ifPredicat = "true"; for (unsigned int i = 0;i* > FunctionEvent::GetAllConditionsVectors() { vector < vector* > allConditions; allConditions.push_back(&conditions); return allConditions; } vector < vector* > FunctionEvent::GetAllActionsVectors() { vector < vector* > allActions; allActions.push_back(&actions); return allActions; } void FunctionEvent::SaveToXml(TiXmlElement * elem) const { TiXmlElement * objectElem = new TiXmlElement( "Name" ); elem->LinkEndChild( objectElem ); objectElem->SetAttribute("value", name.c_str()); //Les conditions TiXmlElement * conditionsElem = new TiXmlElement( "Conditions" ); elem->LinkEndChild( conditionsElem ); OpenSaveGame::SaveConditions(conditions, conditionsElem); //Les actions TiXmlElement * actionsElem = new TiXmlElement( "Actions" ); elem->LinkEndChild( actionsElem ); OpenSaveGame::SaveActions(actions, actionsElem); //Sous évènements if ( !GetSubEvents().empty() ) { TiXmlElement * subeventsElem; subeventsElem = new TiXmlElement( "Events" ); elem->LinkEndChild( subeventsElem ); OpenSaveGame::SaveEvents(events, subeventsElem); } GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_BOOL("useCallerContext", useCallerContext); } void FunctionEvent::LoadFromXml(const TiXmlElement * elem) { if ( elem->FirstChildElement( "Name" ) != NULL ) name = elem->FirstChildElement("Name")->Attribute("value"); //Conditions if ( elem->FirstChildElement( "Conditions" ) != NULL ) OpenSaveGame::OpenConditions(conditions, elem->FirstChildElement( "Conditions" )); else cout << "Aucune informations sur les conditions d'un évènement"; //Actions if ( elem->FirstChildElement( "Actions" ) != NULL ) OpenSaveGame::OpenActions(actions, elem->FirstChildElement( "Actions" )); else cout << "Aucune informations sur les actions d'un évènement"; //Subevents if ( elem->FirstChildElement( "Events" ) != NULL ) OpenSaveGame::OpenEvents(events, elem->FirstChildElement( "Events" )); GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_BOOL("useCallerContext", useCallerContext); if ( elem->FirstChildElement( "useCallerContext" ) == NULL ) useCallerContext = true; } /** * Unregister function when object is destroyed */ FunctionEvent::~FunctionEvent() { } /** * Render the event in the bitmap */ void FunctionEvent::Render(wxDC & dc, int x, int y, unsigned int width, EventsEditorItemsAreas & areas, EventsEditorSelection & selection) { EventsRenderingHelper * renderingHelper = EventsRenderingHelper::GetInstance(); int border = renderingHelper->instructionsListBorder; const int functionTextHeight = 20; //Draw header rectangle wxRect headerRect(x, y, width, functionTextHeight); renderingHelper->DrawNiceRectangle(dc, headerRect); //Name dc.SetFont( renderingHelper->GetNiceFont().Bold() ); dc.SetTextForeground(wxColour(0,0,0)); dc.DrawText( _("Fonction") + " " + name, x + 4, y + 3 ); //Draw conditions rectangle wxRect rect(x, y+functionTextHeight, renderingHelper->GetConditionsColumnWidth()+border, GetRenderedHeight(width)-functionTextHeight); renderingHelper->DrawNiceRectangle(dc, rect); //Draw actions and conditions renderingHelper->DrawConditionsList(conditions, dc, x+border, y+functionTextHeight+border, renderingHelper->GetConditionsColumnWidth()-border, this, areas, selection); renderingHelper->DrawActionsList(actions, dc, x+renderingHelper->GetConditionsColumnWidth()+border, y+functionTextHeight+border, width-renderingHelper->GetConditionsColumnWidth()-border*2, this, areas, selection); } unsigned int FunctionEvent::GetRenderedHeight(unsigned int width) const { if ( eventHeightNeedUpdate ) { EventsRenderingHelper * renderingHelper = EventsRenderingHelper::GetInstance(); int border = renderingHelper->instructionsListBorder; const int functionTextHeight = 20; //Get maximum height needed int conditionsHeight = renderingHelper->GetRenderedConditionsListHeight(conditions, renderingHelper->GetConditionsColumnWidth()-border*2); int actionsHeight = renderingHelper->GetRenderedActionsListHeight(actions, width-renderingHelper->GetConditionsColumnWidth()-border*2); renderedHeight = (( conditionsHeight > actionsHeight ? conditionsHeight : actionsHeight ) + functionTextHeight)+border*2; eventHeightNeedUpdate = false; } return renderedHeight; } void FunctionEvent::EditEvent(wxWindow* parent_, Game & game_, Scene & scene_, MainEditorCommand & mainEditorCommand_) { FunctionEventEditorDlg dialog(parent_, *this, game_, scene_); dialog.ShowModal(); } /** * Initialize from another FunctionEvent. * Used by copy ctor and assignement operator */ void FunctionEvent::Init(const FunctionEvent & event) { events = CloneVectorOfEvents(event.events); useCallerContext = event.useCallerContext; name = event.name; conditions = event.conditions; actions = event.actions; } /** * Custom copy operator */ FunctionEvent::FunctionEvent(const FunctionEvent & event) : BaseEvent(event) { Init(event); } /** * Custom assignement operator */ FunctionEvent& FunctionEvent::operator=(const FunctionEvent & event) { if ( this != &event ) { BaseEvent::operator=(event); Init(event); } return *this; } #endif