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17e22f6750
Changed sfml lib names on Linux. Switched back to default GCC compiler profile in Windows target. git-svn-id: svn://localhost@587 8062f311-0dae-4547-b526-b8ab9ac864a5
284 lines
13 KiB
C++
284 lines
13 KiB
C++
/**
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Game Develop - Function Extension
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Copyright (c) 2008-2011 Florian Rival (Florian.Rival@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "GDL/ExtensionBase.h"
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#include "GDL/Version.h"
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#include "GDL/StrExpressionInstruction.h"
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#include "GDL/EventsCodeGenerationContext.h"
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#include "GDL/ExpressionsCodeGeneration.h"
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#include "GDL/EventsCodeGenerator.h"
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#include "GDL/GDExpressionParser.h"
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#include "GDL/Instruction.h"
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#include "FunctionEvent.h"
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#include <boost/version.hpp>
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/**
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* This class declare information about the extension.
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*/
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class Extension : public ExtensionBase
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{
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public:
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/**
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* Constructor of an extension declares everything the extension contains : Objects, actions, conditions and expressions.
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*/
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Extension()
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{
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DECLARE_THE_EXTENSION("Function",
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_("Evenements fonctions"),
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_("Extension permettant d'utiliser des évènements agissant comme des fonctions."),
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"Compil Games",
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"zlib/libpng License ( Open Source )")
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#if defined(GD_IDE_ONLY)
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DECLARE_ACTION("LaunchFunction",
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_("Lancer une fonction"),
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_("Lance une fonction"),
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_("Lancer _PARAM0_ (_PARAM1_, _PARAM2_, _PARAM3_, _PARAM4_, _PARAM5_, _PARAM6_, _PARAM7_)"),
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_("Fonctions"),
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"res/actions/function24.png",
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"res/actions/function.png");
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instrInfo.AddParameter("", _("Nom de la fonction"), "", false);
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instrInfo.AddParameter("string", _("Paramètre 1"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 2"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 3"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 4"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 5"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 6"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 7"), "", true);
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instrInfo.AddCodeOnlyParameter("mapOfAllObjectLists", "");
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instrInfo.AddCodeOnlyParameter("listOfAlreadyPickedObjects", "");
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class CodeGenerator : public InstructionInfos::CppCallingInformation::CustomCodeGenerator
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{
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virtual std::string GenerateCode(const Game & game, const Scene & scene, Instruction & instruction, EventsCodeGenerationContext & context)
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{
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context.AddGlobalDeclaration(FunctionEvent::globalDeclaration);
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std::string functionName = instruction.GetParameterSafely(0).GetPlainString();
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std::string code;
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//Generate code for evaluating parameters
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code += "std::vector<std::string> functionParameters;\n";
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for (unsigned int i = 1;i<8;++i)
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{
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std::string parameterCode;
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CallbacksForGeneratingExpressionCode callbacks(parameterCode, game, scene, context);
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GDExpressionParser parser(instruction.GetParameterSafely(i).GetPlainString());
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parser.ParseTextExpression(game, scene, callbacks);
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if (parameterCode.empty()) parameterCode = "\"\"";
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code += "functionParameters.push_back("+parameterCode+");\n";
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}
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code += "std::vector<std::string> * oldFunctionParameters = currentFunctionParameters;\n";
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code += "currentFunctionParameters = &functionParameters;\n";
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context.MapOfAllObjectsNeeded(game, scene);
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context.NeedObjectListsDynamicDeclaration();
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code += "if(functionEventsMap->find(\""+functionName+"\") != functionEventsMap->end()) (*functionEventsMap)[\""+functionName+"\"](runtimeContext, objectsListsMap, objectsAlreadyDeclared);\n";
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code += "currentFunctionParameters = oldFunctionParameters;\n";
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return code;
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};
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};
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InstructionInfos::CppCallingInformation::CustomCodeGenerator * codeGenerator = new CodeGenerator; //Need for code to compile
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instrInfo.cppCallingInformation.SetCustomCodeGenerator(boost::shared_ptr<InstructionInfos::CppCallingInformation::CustomCodeGenerator>(codeGenerator));
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DECLARE_END_ACTION()
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DECLARE_ACTION("LaunchFunctionFromExpression",
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_("Lancer une fonction grâce à une expression"),
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_("Lance une fonction en retrouvant son nom depuis l'expression."),
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_("Lancer la fonction correspondant à _PARAM0_ (_PARAM2_, _PARAM3_, _PARAM4_, _PARAM5_, _PARAM6_, _PARAM7_)"),
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_("Fonctions"),
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"res/actions/function24.png",
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"res/actions/function.png");
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instrInfo.AddParameter("string", _("Expression donnant le nom de la fonction"), "", false);
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instrInfo.AddParameter("string", _("Paramètre 1"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 2"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 3"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 4"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 5"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 6"), "", true);
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instrInfo.AddParameter("string", _("Paramètre 7"), "", true);
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class CodeGenerator : public InstructionInfos::CppCallingInformation::CustomCodeGenerator
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{
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virtual std::string GenerateCode(const Game & game, const Scene & scene, Instruction & instruction, EventsCodeGenerationContext & context)
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{
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context.AddGlobalDeclaration(FunctionEvent::globalDeclaration);
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//Generate code for evaluating function name
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std::string functionNameCode;
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CallbacksForGeneratingExpressionCode callbacks(functionNameCode, game, scene, context);
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GDExpressionParser parser(instruction.GetParameterSafely(0).GetPlainString());
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parser.ParseTextExpression(game, scene, callbacks);
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if (functionNameCode.empty()) functionNameCode = "\"\"";
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std::string code;
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//Generate code for evaluating parameters
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code += "std::vector<std::string> functionParameters;\n";
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for (unsigned int i = 1;i<8;++i)
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{
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std::string parameterCode;
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CallbacksForGeneratingExpressionCode callbacks(parameterCode, game, scene, context);
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GDExpressionParser parser(instruction.GetParameterSafely(i).GetPlainString());
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parser.ParseTextExpression(game, scene, callbacks);
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if (parameterCode.empty()) parameterCode = "\"\"";
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code += "functionParameters.push_back("+parameterCode+");\n";
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}
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code += "std::vector<std::string> * oldFunctionParameters = currentFunctionParameters;\n";
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code += "currentFunctionParameters = &functionParameters;\n";
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context.MapOfAllObjectsNeeded(game, scene);
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context.NeedObjectListsDynamicDeclaration();
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code += "if(functionEventsMap->find("+functionNameCode+") != functionEventsMap->end()) (*functionEventsMap)["+functionNameCode+"](runtimeContext, objectsListsMap, objectsAlreadyDeclared);";
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code += "currentFunctionParameters = oldFunctionParameters;\n";
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return code;
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};
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};
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InstructionInfos::CppCallingInformation::CustomCodeGenerator * codeGenerator = new CodeGenerator; //Need for code to compile
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instrInfo.cppCallingInformation.SetCustomCodeGenerator(boost::shared_ptr<InstructionInfos::CppCallingInformation::CustomCodeGenerator>(codeGenerator));
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DECLARE_END_ACTION()
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DECLARE_EVENT("Function",
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_("Fonction"),
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_("Évènement fonction : L'évènement lancé uniquement grâce à l'action \"Lancer une fonction\""),
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"",
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"res/function.png",
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FunctionEvent)
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DECLARE_END_EVENT()
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DECLARE_STR_EXPRESSION("Parameter",
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_("Paramètre de la fonction actuel"),
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_("Renvoi le texte contenue dans un paramètre de la fonction actuellement lancée"),
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_("Fonction"),
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"res/function.png")
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instrInfo.AddParameter("expression", _("Numéro du paramètre ( Commence à 0 ! )"), "", false);
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class CodeGenerator : public StrExpressionInfos::CppCallingInformation::CustomCodeGenerator
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{
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virtual std::string GenerateCode(const Game & game, const Scene & scene, const StrExpressionInstruction & instruction, EventsCodeGenerationContext & context)
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{
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context.AddGlobalDeclaration(FunctionEvent::globalDeclaration);
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context.AddIncludeFile("Function/FunctionTools.h");
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//Generate code for evaluating index
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std::string expression;
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CallbacksForGeneratingExpressionCode callbacks(expression, game, scene, context);
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GDExpressionParser parser(instruction.parameters[0].GetPlainString());
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if (!parser.ParseMathExpression(game, scene, callbacks) || expression.empty()) expression = "0";
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std::string code;
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code += "GDpriv::FunctionTools::GetSafelyStringFromVector(currentFunctionParameters, "+expression+")";
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return code;
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};
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};
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StrExpressionInfos::CppCallingInformation::CustomCodeGenerator * codeGenerator = new CodeGenerator; //Need for code to compile
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instrInfo.cppCallingInformation.SetCustomCodeGenerator(boost::shared_ptr<StrExpressionInfos::CppCallingInformation::CustomCodeGenerator>(codeGenerator));
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DECLARE_END_STR_EXPRESSION()
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#endif
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CompleteCompilationInformation();
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};
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virtual ~Extension() {};
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protected:
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private:
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/**
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* This function is called by Game Develop so
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* as to complete information about how the extension was compiled ( which libs... )
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* -- Do not need to be modified. --
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*/
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void CompleteCompilationInformation()
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{
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#if defined(GD_IDE_ONLY)
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compilationInfo.runtimeOnly = false;
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#else
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compilationInfo.runtimeOnly = true;
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#endif
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#if defined(__GNUC__)
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compilationInfo.gccMajorVersion = __GNUC__;
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compilationInfo.gccMinorVersion = __GNUC_MINOR__;
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compilationInfo.gccPatchLevel = __GNUC_PATCHLEVEL__;
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#endif
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compilationInfo.boostVersion = BOOST_VERSION;
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compilationInfo.sfmlMajorVersion = 2;
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compilationInfo.sfmlMinorVersion = 0;
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#if defined(GD_IDE_ONLY)
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compilationInfo.wxWidgetsMajorVersion = wxMAJOR_VERSION;
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compilationInfo.wxWidgetsMinorVersion = wxMINOR_VERSION;
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compilationInfo.wxWidgetsReleaseNumber = wxRELEASE_NUMBER;
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compilationInfo.wxWidgetsSubReleaseNumber = wxSUBRELEASE_NUMBER;
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#endif
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compilationInfo.gdlVersion = RC_FILEVERSION_STRING;
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compilationInfo.sizeOfpInt = sizeof(int*);
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compilationInfo.informationCompleted = true;
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}
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};
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/**
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* Used by Game Develop to create the extension class
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* -- Do not need to be modified. --
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*/
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extern "C" ExtensionBase * GD_EXTENSION_API CreateGDExtension() {
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return new Extension;
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}
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/**
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* Used by Game Develop to destroy the extension class
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* -- Do not need to be modified. --
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*/
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extern "C" void GD_EXTENSION_API DestroyGDExtension(ExtensionBase * p) {
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delete p;
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}
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