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GDevelop/Core/GDCore/Project/Object.cpp
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/*
* 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/Object.h"
#include "GDCore/Project/Behavior.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Serialization/SerializerElement.h"
#if defined(GD_IDE_ONLY)
#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
#endif
#if !defined(GD_NO_WX_GUI)
#include <SFML/Graphics.hpp>
#endif
namespace gd
{
Object::~Object()
{
}
Object::Object(const gd::String & name_) :
name(name_)
{
}
void Object::Init(const gd::Object & object)
{
name = object.name;
type = object.type;
objectVariables = object.objectVariables;
behaviors.clear();
for (auto it = object.behaviors.cbegin() ; it != object.behaviors.cend(); ++it )
behaviors[it->first] = std::unique_ptr<Behavior>(it->second->Clone());
}
std::vector < gd::String > Object::GetAllBehaviorNames() const
{
std::vector < gd::String > allNameIdentifiers;
for (std::map<gd::String, std::unique_ptr<gd::Behavior> >::const_iterator it = behaviors.begin() ; it != behaviors.end(); ++it )
allNameIdentifiers.push_back(it->first);
return allNameIdentifiers;
}
void Object::RemoveBehavior(const gd::String & name)
{
behaviors.erase(name);
}
bool Object::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 & Object::GetBehavior(const gd::String & name)
{
return *behaviors.find(name)->second;
}
const gd::Behavior & Object::GetBehavior(const gd::String & name) const
{
return *behaviors.find(name)->second;
}
bool Object::HasBehaviorNamed(const gd::String & name) const
{
return behaviors.find(name) != behaviors.end();
}
bool Object::AddBehavior(Behavior * behavior)
{
if (behavior && !HasBehaviorNamed(behavior->GetName()))
{
behaviors[behavior->GetName()] = std::unique_ptr<Behavior>(behavior);
return true;
}
return false;
}
#if defined(GD_IDE_ONLY)
std::map<gd::String, gd::PropertyDescriptor> Object::GetProperties(gd::Project & project) const
{
std::map<gd::String, gd::PropertyDescriptor> nothing;
return nothing;
}
gd::Behavior * Object::AddNewBehavior(gd::Project & project, const gd::String & type, const gd::String & name)
{
std::unique_ptr<gd::Behavior> behavior = project.GetCurrentPlatform().CreateBehavior(type);
if ( behavior )
{
behavior->SetName(name);
behaviors[name] = std::move(behavior);
return behaviors[name].get();
}
else
{
return nullptr;
}
}
sf::Vector2f Object::GetInitialInstanceDefaultSize(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const
{
return sf::Vector2f(32,32);
}
sf::Vector2f Object::GetInitialInstanceOrigin(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const
{
return sf::Vector2f(0,0);
}
std::map<gd::String, gd::PropertyDescriptor> Object::GetInitialInstanceProperties(const gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout)
{
std::map<gd::String, gd::PropertyDescriptor> nothing;
return nothing;
}
void Object::DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout)
{
#if !defined(GD_NO_WX_GUI)
sf::RectangleShape mask(instance.HasCustomSize() ?
sf::Vector2f(instance.GetCustomWidth(),instance.GetCustomHeight()) :
GetInitialInstanceDefaultSize(instance, project, layout));
mask.setPosition(instance.GetX(), instance.GetY());
mask.setRotation(instance.GetAngle());
mask.setFillColor(sf::Color( 147,151,255 ));
mask.setOutlineThickness(1);
mask.setOutlineColor(sf::Color( 255, 48, 69));
renderTarget.draw(mask);
#endif
}
#endif
void Object::UnserializeFrom(gd::Project & project, const SerializerElement & element)
{
//Name and type are already loaded.
objectVariables.UnserializeFrom(element.GetChild("variables", 0, "Variables"));
behaviors.clear();
//Compatibility with GD <= 3.3
if (element.HasChild("Automatism"))
{
for (std::size_t i = 0; i < element.GetChildrenCount("Automatism"); ++i)
{
SerializerElement & behaviorElement = element.GetChild("Automatism", i);
gd::String autoType = behaviorElement.GetStringAttribute("type", "", "Type")
.FindAndReplace("Automatism", "Behavior");
gd::String autoName = behaviorElement.GetStringAttribute("name", "", "Name");
std::unique_ptr<Behavior> behavior = project.CreateBehavior(autoType);
if ( behavior )
{
behavior->SetName(autoName);
behavior->UnserializeFrom(behaviorElement);
behaviors[autoName] = std::move(behavior);
}
else
std::cout << "WARNING: Unknown behavior " << autoType << std::endl;
}
}
//End of compatibility code
else
{
SerializerElement & behaviorsElement = element.GetChild("behaviors", 0, "automatisms");
behaviorsElement.ConsiderAsArrayOf("behavior", "automatism");
for (std::size_t i = 0; i < behaviorsElement.GetChildrenCount(); ++i)
{
SerializerElement & behaviorElement = behaviorsElement.GetChild(i);
gd::String autoType = behaviorElement.GetStringAttribute("type")
.FindAndReplace("Automatism", "Behavior"); //Compatibility with GD <= 4
gd::String autoName = behaviorElement.GetStringAttribute("name");
std::unique_ptr<Behavior> behavior = project.CreateBehavior(autoType);
if ( behavior )
{
behavior->SetName(autoName);
behavior->UnserializeFrom(behaviorElement);
behaviors[autoName] = std::move(behavior);
}
else
std::cout << "WARNING: Unknown behavior " << autoType << std::endl;
}
}
DoUnserializeFrom(project, element);
}
#if defined(GD_IDE_ONLY)
void Object::SerializeTo(SerializerElement & element) const
{
element.SetAttribute( "name", GetName() );
element.SetAttribute( "type", GetType() );
objectVariables.SerializeTo(element.AddChild("variables"));
SerializerElement & behaviorsElement = element.AddChild("behaviors");
behaviorsElement.ConsiderAsArrayOf("behavior");
std::vector < gd::String > allBehaviors = GetAllBehaviorNames();
for (std::size_t i = 0;i<allBehaviors.size();++i)
{
SerializerElement & behaviorElement = behaviorsElement.AddChild("behavior");
behaviorElement.SetAttribute( "type", GetBehavior(allBehaviors[i]).GetTypeName() );
behaviorElement.SetAttribute( "name", GetBehavior(allBehaviors[i]).GetName() );
GetBehavior(allBehaviors[i]).SerializeTo(behaviorElement);
}
DoSerializeTo(element);
}
#endif
}