/** Game Develop - Platform Automatism Extension Copyright (c) 2014 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. */ #include #include "PlatformAutomatism.h" #include "GDCpp/Scene.h" #include "GDCpp/Serialization/SerializerElement.h" #include "GDCpp/XmlMacros.h" #include "GDCpp/RuntimeScene.h" #include "GDCpp/RuntimeObject.h" #include "GDCpp/CommonTools.h" #include "ScenePlatformObjectsManager.h" #if defined(GD_IDE_ONLY) #include #include #include "GDCore/Tools/Localization.h" #include "GDCore/IDE/Dialogs/PropertyDescriptor.h" #endif PlatformAutomatism::PlatformAutomatism() : parentScene(NULL), sceneManager(NULL), registeredInManager(false), platformType(NormalPlatform) { } PlatformAutomatism::~PlatformAutomatism() { if ( sceneManager && registeredInManager ) sceneManager->RemovePlatform(this); } void PlatformAutomatism::DoStepPreEvents(RuntimeScene & scene) { if ( parentScene != &scene ) //Parent scene has changed { if ( sceneManager ) //Remove the object from any old scene manager. sceneManager->RemovePlatform(this); parentScene = &scene; sceneManager = parentScene ? &ScenePlatformObjectsManager::managers[&scene] : NULL; registeredInManager = false; } if (!activated && registeredInManager) { if ( sceneManager ) sceneManager->RemovePlatform(this); registeredInManager = false; } else if (activated && !registeredInManager) { if ( sceneManager ) { sceneManager->AddPlatform(this); registeredInManager = true; } } } void PlatformAutomatism::DoStepPostEvents(RuntimeScene & scene) { } void PlatformAutomatism::ChangePlatformType(const std::string & platformType_) { if ( platformType_ == "Ladder" ) platformType = Ladder; else if ( platformType_ == "Jumpthru" ) platformType = Jumpthru; else platformType = NormalPlatform; } void PlatformAutomatism::OnActivate() { if ( sceneManager ) { sceneManager->AddPlatform(this); registeredInManager = true; } } void PlatformAutomatism::OnDeActivate() { if ( sceneManager ) sceneManager->RemovePlatform(this); registeredInManager = false; } void PlatformAutomatism::UnserializeFrom(const gd::SerializerElement & element) { std::string platformTypeStr = element.GetStringAttribute("platformType"); platformType = platformTypeStr == "Ladder" ? Ladder : (platformTypeStr == "Jumpthru" ? Jumpthru : NormalPlatform); } #if defined(GD_IDE_ONLY) void PlatformAutomatism::SerializeTo(gd::SerializerElement & element) const { if ( platformType == Ladder) element.SetAttribute("platformType", "Ladder"); else if ( platformType == Jumpthru ) element.SetAttribute("platformType", "Jumpthru"); else element.SetAttribute("platformType", "NormalPlatform"); } std::map PlatformAutomatism::GetProperties(gd::Project & project) const { std::map properties; std::string platformTypeStr = ToString(_("Platform")); if ( platformType == Ladder) platformTypeStr = ToString(_("Ladder")); else if ( platformType == Jumpthru ) platformTypeStr = ToString(_("Jumpthru platform")); properties[ToString(_("Type"))] .SetValue(platformTypeStr) .SetType("Choice") .AddExtraInfo(ToString(_("Platform"))) .AddExtraInfo(ToString(_("Jumpthru platform"))) .AddExtraInfo(ToString(_("Ladder"))); return properties; } bool PlatformAutomatism::UpdateProperty(const std::string & name, const std::string & value, gd::Project & project) { if ( name == ToString(_("Type")) ) { if ( value == ToString(_("Jumpthru platform")) ) platformType = Jumpthru; else if ( value == ToString(_("Ladder")) ) platformType = Ladder; else platformType = NormalPlatform; return true; } return false; } #endif