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98 lines
3.2 KiB
C++
98 lines
3.2 KiB
C++
/**
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Game Develop - Network Extension
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Copyright (c) 2010-2014 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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#ifndef NETWORKAUTOMATISM_H
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#define NETWORKAUTOMATISM_H
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#include "GDCpp/Automatism.h"
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#include "GDCpp/Object.h"
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#include "SceneNetworkDatas.h"
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#include <map>
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namespace gd { class SerializerElement; }
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namespace gd { class Layout; }
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class NetworkAutomatismEditor;
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class GD_EXTENSION_API NetworkAutomatism : public Automatism
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{
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friend class NetworkAutomatismEditor;
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public:
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NetworkAutomatism();
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virtual ~NetworkAutomatism();
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virtual Automatism * Clone() const { return (new NetworkAutomatism(*this));}
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#if defined(GD_IDE_ONLY)
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/**
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* Serialize the automatism
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*/
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virtual void SerializeTo(gd::SerializerElement & element) const;
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#endif
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/**
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* Unserialize the automatism
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*/
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virtual void UnserializeFrom(const gd::SerializerElement & element);
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#if defined(GD_IDE_ONLY)
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/**
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* Called when user wants to edit the automatism.
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*/
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virtual void EditAutomatism( wxWindow* parent, gd::Project & game_, gd::Layout * scene, gd::MainFrameWrapper & mainFrameWrapper_ );
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#endif
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static std::map < const gd::Layout* , SceneNetworkDatas > scenesNetworkDatas; ///< Static map associating scene to datas
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std::string dataPrefix;
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bool xPosition; ///< True if X position must be send/updated
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bool yPosition; ///< True if Y position must be send/updated
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bool angle; ///< True if agnle must be send/updated
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bool width; ///< True if width must be send/updated
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bool height; ///< True if height must be send/updated
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void SetAsSender() {sending=true;};
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void SetAsReceiver() {sending=false;};
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void SetIdentifier(unsigned int identifier) {objectNetworkId = identifier;};
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unsigned int GetIdentifier() const { return objectNetworkId; }
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/**
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* Generate a unique identifier for all objects of list, using automatism named automatismName.
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*/
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static void GenerateObjectNetworkIdentifier(std::map <std::string, std::vector<RuntimeObject*> *> objectsLists, const std::string & automatismName);
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private:
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virtual void DoStepPreEvents(RuntimeScene & scene);
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virtual void DoStepPostEvents(RuntimeScene & scene);
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bool sending;
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unsigned int objectNetworkId;
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boost::shared_ptr<RuntimeSceneNetworkDatas> runtimeScenesNetworkDatas;
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};
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#endif // NETWORKAUTOMATISM_H
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