/** 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. */ #include "GDL/OpenSaveGame.h" #include "FunctionEvent.h" #include "GDL/ObjectsConcerned.h" #include "GDL/RuntimeScene.h" #include "GDL/tinyxml.h" #if defined(GD_IDE_ONLY) #include "GDL/EventsRenderingHelper.h" #endif std::map < const Scene* , std::map < std::string, FunctionEvent* > > FunctionEvent::functionsList; std::map < const Scene* , std::vector < std::string >* > FunctionEvent::currentFunctionParameter; FunctionEvent::FunctionEvent() : BaseEvent(), name("MyFunction") #if defined(GD_IDE_ONLY) ,nameSelected(false) #endif { } /** * Check the conditions, and launch actions and subevents if necessary */ void FunctionEvent::Launch( RuntimeScene & scene, ObjectsConcerned & objectsConcerned, std::vector < string > parameters ) { std::vector < std::string > * parentFunctionParameters = currentFunctionParameter[&scene]; currentFunctionParameter[&scene] = ¶meters; if ( ExecuteConditions( scene, objectsConcerned) == true ) { ExecuteActions( scene, objectsConcerned); for (unsigned int i = 0;iExecute(scene, objectsConcernedForSubEvent); } } currentFunctionParameter[&scene] = parentFunctionParameters; } /** * Check if all conditions are true */ bool FunctionEvent::ExecuteConditions( RuntimeScene & scene, ObjectsConcerned & objectsConcerned ) { for ( unsigned int k = 0; k < conditions.size(); ++k ) { if ( conditions[k].function != NULL && !conditions[k].function( scene, objectsConcerned, conditions[k]) ) return false; //Return false as soon as a condition is false } return true; } /** * Run actions of the event */ void FunctionEvent::ExecuteActions( RuntimeScene & scene, ObjectsConcerned & objectsConcerned ) { for ( unsigned int k = 0; k < actions.size();k++ ) { if ( actions[k].function != NULL ) actions[k].function( scene, objectsConcerned, actions[k]); } return; } vector < vector* > FunctionEvent::GetAllConditionsVectors() { vector < vector* > allConditions; allConditions.push_back(&conditions); return allConditions; } vector < vector* > FunctionEvent::GetAllActionsVectors() { vector < vector* > allActions; allActions.push_back(&actions); return allActions; } #if defined(GD_IDE_ONLY) void FunctionEvent::SaveToXml(TiXmlElement * eventElem) const { TiXmlElement * objectElem = new TiXmlElement( "Name" ); eventElem->LinkEndChild( objectElem ); objectElem->SetAttribute("value", name.c_str()); //Les conditions TiXmlElement * conditionsElem = new TiXmlElement( "Conditions" ); eventElem->LinkEndChild( conditionsElem ); OpenSaveGame::SaveConditions(conditions, conditionsElem); //Les actions TiXmlElement * actionsElem = new TiXmlElement( "Actions" ); eventElem->LinkEndChild( actionsElem ); OpenSaveGame::SaveActions(actions, actionsElem); //Sous évènements if ( !GetSubEvents().empty() ) { TiXmlElement * subeventsElem; subeventsElem = new TiXmlElement( "Events" ); eventElem->LinkEndChild( subeventsElem ); OpenSaveGame::SaveEvents(events, subeventsElem); } } #endif void FunctionEvent::LoadFromXml(const TiXmlElement * eventElem) { if ( eventElem->FirstChildElement( "Name" ) != NULL ) name = eventElem->FirstChildElement("Name")->Attribute("value"); //Conditions if ( eventElem->FirstChildElement( "Conditions" ) != NULL ) OpenSaveGame::OpenConditions(conditions, eventElem->FirstChildElement( "Conditions" )); else cout << "Aucune informations sur les conditions d'un évènement"; //Actions if ( eventElem->FirstChildElement( "Actions" ) != NULL ) OpenSaveGame::OpenActions(actions, eventElem->FirstChildElement( "Actions" )); else cout << "Aucune informations sur les actions d'un évènement"; //Subevents if ( eventElem->FirstChildElement( "Events" ) != NULL ) OpenSaveGame::OpenEvents(events, eventElem->FirstChildElement( "Events" )); } /** * Register function during preprocessing */ void FunctionEvent::Preprocess(const Game & game, RuntimeScene & scene, std::vector < BaseEventSPtr > & eventList, unsigned int indexOfTheEventInThisList) { ReferenceFunction(&scene); } /** * Unregister function when object is destroyed */ FunctionEvent::~FunctionEvent() { UnreferenceFunction(); } /** * Add function to functions list */ void FunctionEvent::ReferenceFunction(Scene * scene) { functionsList[scene][name] = this; } /** * Suppress function from functions list */ void FunctionEvent::UnreferenceFunction() { std::map < const Scene* , std::map < std::string, FunctionEvent* > >::iterator siter = functionsList.begin(); std::map < const Scene* , std::map < std::string, FunctionEvent* > >::const_iterator send = functionsList.end(); for (;siter!=send;++siter) { std::map < std::string, FunctionEvent* >::iterator fiter = siter->second.begin(); std::map < std::string, FunctionEvent* >::const_iterator fend = siter->second.end(); for (;fiter!=fend;++fiter) { if ( fiter->second == this ) fiter->second = NULL; } } } #if defined(GD_IDE_ONLY) void FunctionEvent::OnSingleClick(int x, int y, vector < boost::tuple< vector < BaseEventSPtr > *, unsigned int, vector < Instruction > *, unsigned int > > & eventsSelected, bool & conditionsSelected, bool & instructionsSelected) { const int forEachTextHeight = 20; EventsRenderingHelper * renderingHelper = EventsRenderingHelper::getInstance(); //Test selection for the name if ( y >= 0 && y <= forEachTextHeight ) { nameSelected = true; return; } //Test selection of actions/conditions nameSelected = false; y -= forEachTextHeight; //Substract the height of the "For Each object ..." text so as to simplify the tests if ( x <= renderingHelper->GetConditionsColumnWidth()) { conditionsSelected = true; vector < Instruction > * conditionsListSelected = NULL; unsigned int conditionIdInList = 0; bool found = renderingHelper->GetConditionAt(conditions, x-0, y-0, conditionsListSelected, conditionIdInList); if ( found ) { //Update event and conditions selection information if ( conditionIdInList < conditionsListSelected->size() ) (*conditionsListSelected)[conditionIdInList].selected = true; //Update editor selection information instructionsSelected = true; boost::tuples::get<2>(eventsSelected.back()) = conditionsListSelected; boost::tuples::get<3>(eventsSelected.back()) = conditionIdInList; return; } else if ( y <= 18 ) { //Update selection information instructionsSelected = true; boost::tuples::get<2>(eventsSelected.back()) = &conditions; boost::tuples::get<3>(eventsSelected.back()) = 0; return; } } else { conditionsSelected = false; vector < Instruction > * actionsListSelected = NULL; unsigned int actionIdInList = 0; bool found = renderingHelper->GetActionAt(actions, x-0, y-0, actionsListSelected, actionIdInList); if ( found ) { //Update event and action selection information if ( actionIdInList < actionsListSelected->size() ) (*actionsListSelected)[actionIdInList].selected = true; //Update selection information instructionsSelected = true; boost::tuples::get<2>(eventsSelected.back()) = actionsListSelected; boost::tuples::get<3>(eventsSelected.back()) = actionIdInList; } else { //Update selection information instructionsSelected = true; boost::tuples::get<2>(eventsSelected.back()) = &actions; boost::tuples::get<3>(eventsSelected.back()) = 0; } } } /** * Render the event in the bitmap */ void FunctionEvent::Render(wxBufferedPaintDC & dc, int x, int y, unsigned int width) const { EventsRenderingHelper * renderingHelper = EventsRenderingHelper::getInstance(); const int functionTextHeight = 20; //Draw event rectangle dc.SetPen(*wxTRANSPARENT_PEN); dc.SetBrush(wxBrush(wxColour(255, 255, 255), wxBRUSHSTYLE_SOLID)); { wxRect rect(x, y, width, GetRenderedHeight(width)); wxColor color1 = selected ? renderingHelper->selectionColor : (IsDisabled() ? renderingHelper->disabledColor2 :renderingHelper->eventGradient1); wxColor color2 = IsDisabled() ? renderingHelper->disabledColor : renderingHelper->eventGradient2; wxColor color3 = IsDisabled() ? renderingHelper->disabledColor : renderingHelper->eventGradient3; wxColor color4 = selected ? renderingHelper->selectionColor : (IsDisabled() ? renderingHelper->disabledColor2 :renderingHelper->eventGradient4); renderingHelper->DrawNiceRectangle(dc, rect, color1, color2, color3, color4, renderingHelper->eventBorderColor); } //Name Selection if ( selected && nameSelected ) { dc.SetBrush(renderingHelper->GetSelectedRectangleFillBrush()); dc.SetPen(renderingHelper->GetSelectedRectangleOutlinePen()); dc.DrawRectangle(x+1, y+1, width-2, functionTextHeight-2); } //Name dc.SetFont( renderingHelper->GetBoldFont() ); dc.DrawText( _("Fonction") + " " + name, x + 2, y + 1 ); //Draw actions and conditions renderingHelper->DrawConditionsList(conditions, dc, x, y+functionTextHeight, renderingHelper->GetConditionsColumnWidth(), IsDisabled()); renderingHelper->DrawActionsList(actions, dc, x+renderingHelper->GetConditionsColumnWidth(), y+functionTextHeight, width-renderingHelper->GetConditionsColumnWidth(), IsDisabled()); } unsigned int FunctionEvent::GetRenderedHeight(unsigned int width) const { if ( eventHeightNeedUpdate ) { EventsRenderingHelper * renderingHelper = EventsRenderingHelper::getInstance(); const int functionTextHeight = 20; //Get maximum height needed int conditionsHeight = renderingHelper->GetRenderedConditionsListHeight(conditions, renderingHelper->GetConditionsColumnWidth()); int actionsHeight = renderingHelper->GetRenderedActionsListHeight(actions, width-renderingHelper->GetConditionsColumnWidth()); renderedHeight = (( conditionsHeight > actionsHeight ? conditionsHeight : actionsHeight ) + functionTextHeight); eventHeightNeedUpdate = false; } return renderedHeight; } void FunctionEvent::EditEvent(wxWindow* parent_, Game & game_, Scene & scene_, MainEditorCommand & mainEditorCommand_) { string newName = string(wxGetTextFromUser(_("Entrez le nom de la fonction"), _("Nom de la fonction"), name).mb_str()); if ( newName != "" ) name = newName; } #endif /** * Initialize from another FunctionEvent. * Used by copy ctor and assignement operator */ void FunctionEvent::Init(const FunctionEvent & event) { events = CloneVectorOfEvents(event.events); 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; }