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a51c223c9c
* Still to do:
* Properly handle effects (disable 3D effects) for layers
* Handle hot reloading properly
* Avoid duplicating the configuration of the custom object inside each object created from it. Instead, only store the modified values.
* Add a "Extract as a custom object ("prefab")" when selecting instances in a scene.
* Add a dialog to give choice between 2D or 3D object when creating one.
* Make sure "behavior shared data" are properly handled (physics, pathfinding...)
* Check if we need to give an expression to translate coordinates from the parent to the local custom object.
* Ensure a deleted custom object does not break the editor
Co-authored-by: Davy Hélard <davy.helard@gmail.com>
45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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/**
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* @file Tests covering serialization to JSON.
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*/
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#include "GDCore/Project/Object.h"
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#include "DummyPlatform.h"
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#include "GDCore/CommonTools.h"
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#include "GDCore/Events/Builtin/StandardEvent.h"
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#include "GDCore/Events/Event.h"
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#include "GDCore/Events/EventsList.h"
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#include "GDCore/Events/Serialization.h"
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#include "GDCore/Extensions/Builtin/SpriteExtension/SpriteObject.h"
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#include "GDCore/Extensions/Platform.h"
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#include "GDCore/Project/CustomObjectConfiguration.h"
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#include "GDCore/Project/EventsFunctionsExtension.h"
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#include "GDCore/Project/Layout.h"
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#include "GDCore/Project/ObjectsContainer.h"
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#include "GDCore/Project/Project.h"
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#include "GDCore/Project/Variable.h"
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#include "GDCore/Serialization/Serializer.h"
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#include "GDCore/Tools/SystemStats.h"
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#include "GDCore/Tools/VersionWrapper.h"
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#include "catch.hpp"
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using namespace gd;
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TEST_CASE("Object", "[common]") {
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SECTION("Create an object with default behaviors") {
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gd::Platform platform;
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gd::Project project;
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SetupProjectWithDummyPlatform(project, platform);
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gd::Layout &layout = project.InsertNewLayout("Scene", 0);
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gd::Object &object = layout.GetObjects().InsertNewObject(
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project, "MyExtension::FakeObjectWithDefaultBehavior", "MyObject", 0);
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REQUIRE(object.HasBehaviorNamed("Effect"));
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REQUIRE(object.GetBehavior("Effect").IsDefaultBehavior());
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}
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} |