Files
GDevelop/Core/GDCore/Project/BehaviorsContainer.cpp
D8H deb802cfec Allow to override behavior properties on object instances (#8171)
* For now, this is limited to instances inside custom objects. This will be made available in the future for all instances in scenes if this works well.
2026-02-09 16:21:24 +01:00

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7.9 KiB
C++

/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Project/BehaviorsContainer.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Project/Behavior.h"
#include "GDCore/Project/CustomBehavior.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/Project/QuickCustomization.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "GDCore/Tools/Log.h"
#include "GDCore/Tools/UUID/UUID.h"
namespace gd {
BehaviorsContainer::~BehaviorsContainer() {}
BehaviorsContainer::BehaviorsContainer(bool isOverriding_)
: isOverriding(isOverriding_) {}
void BehaviorsContainer::Init(const gd::BehaviorsContainer &behaviorsContainer) {
isOverriding = behaviorsContainer.isOverriding;
behaviors = gd::Clone(behaviorsContainer.behaviors);
}
std::vector<gd::String> BehaviorsContainer::GetAllBehaviorNames() const {
std::vector<gd::String> allNameIdentifiers;
for (auto &it : behaviors)
allNameIdentifiers.push_back(it.first);
return allNameIdentifiers;
}
void BehaviorsContainer::RemoveBehavior(const gd::String &name) {
behaviors.erase(name);
}
bool BehaviorsContainer::RenameBehavior(const gd::String &name,
const gd::String &newName) {
if (behaviors.find(name) == behaviors.end() ||
behaviors.find(newName) != behaviors.end())
return false;
std::unique_ptr<Behavior> aut = std::move(behaviors.find(name)->second);
behaviors.erase(name);
behaviors[newName] = std::move(aut);
behaviors[newName]->SetName(newName);
return true;
}
gd::Behavior &BehaviorsContainer::GetBehavior(const gd::String &name) {
return *behaviors.find(name)->second;
}
const gd::Behavior &
BehaviorsContainer::GetBehavior(const gd::String &name) const {
return *behaviors.find(name)->second;
}
bool BehaviorsContainer::HasBehaviorNamed(const gd::String &name) const {
return behaviors.find(name) != behaviors.end();
}
gd::Behavior *BehaviorsContainer::AddNewBehavior(const gd::Project &project,
const gd::String &type,
const gd::String &name) {
auto initializeAndAdd = [this,
&name](std::unique_ptr<gd::Behavior> behavior) {
if (isOverriding) {
// We don't call the Initialize method for behavior overridings because they
// should have no property value initially.
behavior->ClearContent();
}
else {
behavior->InitializeContent();
}
this->behaviors[name] = std::move(behavior);
return this->behaviors[name].get();
};
if (project.HasEventsBasedBehavior(type)) {
return initializeAndAdd(
gd::make_unique<CustomBehavior>(name, project, type));
} else {
const gd::BehaviorMetadata &behaviorMetadata =
gd::MetadataProvider::GetBehaviorMetadata(project.GetCurrentPlatform(),
type);
if (gd::MetadataProvider::IsBadBehaviorMetadata(behaviorMetadata)) {
gd::LogWarning("Tried to create a behavior with an unknown type: " +
type);
// It's probably an events-based behavior that was removed.
// Create a custom behavior to preserve the properties values.
return initializeAndAdd(
gd::make_unique<CustomBehavior>(name, project, type));
}
std::unique_ptr<gd::Behavior> behavior(behaviorMetadata.Get().Clone());
behavior->SetName(name);
return initializeAndAdd(std::move(behavior));
}
}
void BehaviorsContainer::UnserializeFrom(gd::Project &project,
const SerializerElement &element) {
element.ConsiderAsArrayOf("behavior", "automatism");
for (std::size_t i = 0; i < element.GetChildrenCount(); ++i) {
SerializerElement &behaviorElement = element.GetChild(i);
gd::String type = behaviorElement.GetStringAttribute("type").FindAndReplace(
"Automatism", "Behavior"); // Compatibility with GD <= 4
gd::String name = behaviorElement.GetStringAttribute("name");
auto behavior = gd::BehaviorsContainer::AddNewBehavior(project, type, name);
// Compatibility with GD <= 4.0.98
// If there is only one child called "content" (in addition to "type" and
// "name"), it's the content of a JavaScript behavior. Move the content
// out of the "content" object (to put it directly at the root of the
// behavior element).
if (behaviorElement.HasChild("content") &&
behaviorElement.GetAllChildren().size() == 3) {
SerializerElement &contentElement = behaviorElement.GetChild("content");
// Physics2 Behavior was using "type" for the type of the body. The name
// conflicts with the behavior "type". Rename it.
if (contentElement.HasChild("type")) {
contentElement.AddChild("bodyType")
.SetValue(contentElement.GetChild("type").GetStringValue());
contentElement.RemoveChild("type");
}
behavior->UnserializeFrom(contentElement);
}
// end of compatibility code
else {
behavior->UnserializeFrom(behaviorElement);
}
bool isFolded = behaviorElement.GetBoolAttribute("isFolded", false);
behavior->SetFolded(isFolded);
// Handle Quick Customization info.
if (behaviorElement.HasChild("propertiesQuickCustomizationVisibilities")) {
behavior->GetPropertiesQuickCustomizationVisibilities().UnserializeFrom(
behaviorElement.GetChild("propertiesQuickCustomizationVisibilities"));
}
if (behaviorElement.HasChild("quickCustomizationVisibility")) {
behavior->SetQuickCustomizationVisibility(
QuickCustomization::StringAsVisibility(
behaviorElement.GetStringAttribute(
"quickCustomizationVisibility")));
}
}
}
void BehaviorsContainer::SerializeTo(SerializerElement &element) const {
element.ConsiderAsArrayOf("behavior");
std::vector<gd::String> allBehaviors = GetAllBehaviorNames();
for (std::size_t i = 0; i < allBehaviors.size(); ++i) {
const gd::Behavior &behavior = GetBehavior(allBehaviors[i]);
// Default behaviors are added at the object creation according to
// metadata. They don't need to be serialized.
// During the export, all behaviors are set as not default by
// `BehaviorDefaultFlagClearer` because the Runtime needs all the behaviors.
if (behavior.IsDefaultBehavior()) {
continue;
}
SerializerElement &behaviorElement = element.AddChild("behavior");
behavior.SerializeTo(behaviorElement);
behaviorElement.RemoveChild("type"); // The content can contain type or
// name properties, remove them.
behaviorElement.RemoveChild("name");
behaviorElement.RemoveChild("isFolded");
behaviorElement.SetAttribute("type", behavior.GetTypeName());
behaviorElement.SetAttribute("name", behavior.GetName());
if (behavior.IsFolded())
behaviorElement.SetAttribute("isFolded", true);
// Handle Quick Customization info.
behaviorElement.RemoveChild("propertiesQuickCustomizationVisibilities");
const QuickCustomizationVisibilitiesContainer
&propertiesQuickCustomizationVisibilities =
behavior.GetPropertiesQuickCustomizationVisibilities();
if (!propertiesQuickCustomizationVisibilities.IsEmpty()) {
propertiesQuickCustomizationVisibilities.SerializeTo(
behaviorElement.AddChild("propertiesQuickCustomizationVisibilities"));
}
const QuickCustomization::Visibility visibility =
behavior.GetQuickCustomizationVisibility();
if (visibility != QuickCustomization::Visibility::Default) {
behaviorElement.SetAttribute(
"quickCustomizationVisibility",
QuickCustomization::VisibilityAsString(visibility));
}
}
}
} // namespace gd