mirror of
https://github.com/Heretek-AI/GDevelop.git
synced 2026-07-23 02:25:52 -04:00
154 lines
5.0 KiB
C++
154 lines
5.0 KiB
C++
/**
|
|
|
|
GDevelop - Path Behavior Extension
|
|
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
|
|
This project is released under the MIT License.
|
|
*/
|
|
|
|
#ifndef PATHBEHAVIOR_H
|
|
#define PATHBEHAVIOR_H
|
|
|
|
#include "GDCpp/Runtime/Project/Behavior.h"
|
|
#include "GDCpp/Runtime/Project/Object.h"
|
|
#include <SFML/System/Vector2.hpp>
|
|
#include <map>
|
|
class RuntimeScene;
|
|
namespace gd { class SerializerElement; }
|
|
namespace gd { class Layout; }
|
|
class PathBehaviorEditor;
|
|
class RuntimeScenePathDatas;
|
|
|
|
/**
|
|
* Behavior that position object on a predefined path.
|
|
*/
|
|
class GD_EXTENSION_API PathBehavior : public Behavior
|
|
{
|
|
friend class PathBehaviorEditor;
|
|
|
|
public:
|
|
PathBehavior();
|
|
PathBehavior(const PathBehavior &cl);
|
|
PathBehavior& operator=(const PathBehavior &cl);
|
|
void Init(const PathBehavior &cl);
|
|
|
|
virtual ~PathBehavior();
|
|
|
|
virtual Behavior* Clone() const { return new PathBehavior(*this); }
|
|
|
|
#if defined(GD_IDE_ONLY)
|
|
/**
|
|
* Serialize the behavior
|
|
*/
|
|
virtual void SerializeTo(gd::SerializerElement & element) const;
|
|
void SerializePathsTo(gd::SerializerElement & element) const;
|
|
#endif
|
|
|
|
/**
|
|
* Unserialize the behavior
|
|
*/
|
|
virtual void UnserializeFrom(const gd::SerializerElement & element);
|
|
void UnserializePathsFrom(const gd::SerializerElement & element);
|
|
|
|
#if defined(GD_IDE_ONLY)
|
|
/**
|
|
* Called when user wants to edit the behavior.
|
|
*/
|
|
virtual void EditBehavior( wxWindow* parent, gd::Project & game_, gd::Layout * scene, gd::MainFrameWrapper & mainFrameWrapper_ );
|
|
#endif
|
|
|
|
void Reset();
|
|
void EnterSegment(std::size_t segmentNumber);
|
|
|
|
float GetOffsetX() const;
|
|
void SetOffsetX(float off);
|
|
float GetOffsetY() const;
|
|
void SetOffsetY(float off);
|
|
|
|
void SetReverseAtEnd(bool set = true) {reverseAtEnd = set;};
|
|
bool ReverseAtEnd() const { return reverseAtEnd;};
|
|
void SetStopAtEnd(bool set = true) {stopAtEnd = set;};
|
|
bool StopAtEnd() const { return stopAtEnd;};
|
|
|
|
void SetFollowAngle(bool set = true) {followAngle = set;};
|
|
bool FollowAngle() const { return followAngle;};
|
|
|
|
void SetSpeed(float sp);
|
|
float GetSpeed() const;
|
|
|
|
void SetAngleOffset(float off);
|
|
float GetAngleOffset() const;
|
|
|
|
void Reverse();
|
|
|
|
/**
|
|
Get a path stored by the behavior
|
|
*/
|
|
const std::vector<sf::Vector2f>& GetPath(const gd::String &_name) const;
|
|
|
|
/**
|
|
Modify a path of the behavior but doesn't change the current path
|
|
(note : need to call ChangeCurrentPath even if the path is the current.)
|
|
*/
|
|
void SetPath(const gd::String &_name, std::vector<sf::Vector2f> _path);
|
|
|
|
/**
|
|
Set a new path to the behavior
|
|
*/
|
|
void ChangeCurrentPath(const gd::String &_name);
|
|
const gd::String& GetCurrentPathName() const;
|
|
|
|
/**
|
|
Make a copy of the path to make it usable to the behavior.
|
|
Don't need to be called (already call by DoPreStepEvent and DoPostStepEvent if the needed path isn't loaded).
|
|
*/
|
|
void LoadPath(RuntimeScene & scene);
|
|
|
|
void DeleteAllPaths(); ///< Only used by the editor
|
|
|
|
/**
|
|
Return a vector containing the name of all the local paths.
|
|
*/
|
|
std::vector<gd::String> GetListOfPathsNames() const;
|
|
|
|
void SetCurrentSegment(std::size_t seg);
|
|
int GetCurrentSegment();
|
|
float GetPositionOnSegment(); ///< position belongs to 0 to 1 (percentage of the current segment)
|
|
void SetPositionOnSegment(float pos);
|
|
|
|
static gd::String GetStringFromCoordsVector(const std::vector<sf::Vector2f> &vec, char32_t coordsSep = U'\n', char32_t composantSep = U';');
|
|
static std::vector<sf::Vector2f> GetCoordsVectorFromString(const gd::String &str, char32_t coordsSep = U'\n', char32_t composantSep = U';');
|
|
|
|
private:
|
|
|
|
virtual void DoStepPreEvents(RuntimeScene & scene);
|
|
virtual void DoStepPostEvents(RuntimeScene & scene);
|
|
|
|
float GetAngleOfSegment(sf::Vector2f &seg);
|
|
|
|
//sf::Vector2f has been chosen to represent position, but any simple vector2 class would do the job.
|
|
gd::String pathName; ///< Name of the current path (the path may be not loaded, especially in Edit mode)
|
|
std::vector<sf::Vector2f> path; ///< Copy of current path (used for movement to allow the behavior to reverse it)
|
|
|
|
sf::Vector2f offset; ///< Offset of the path relative to the scene's origin
|
|
float speed;
|
|
float timeOnSegment;
|
|
float totalSegmentTime;
|
|
std::size_t currentSegment;
|
|
|
|
bool stopAtEnd;
|
|
bool reverseAtEnd;
|
|
|
|
bool followAngle; ///< If true, the object is rotated according to the current segment's angle.
|
|
float angleOffset; ///< Angle offset (added to the angle calculated with the segment)
|
|
|
|
bool isPathLoaded; ///< True if the path is already loaded, otherwise false.
|
|
int futureSegment; ///< if the current segment has to be changed, it contains a positive number, otherwise -1.
|
|
float futurePosition; ///< if the current position on segment has to be changed, it contains a positive number, otherwise -1.
|
|
|
|
std::map<gd::String, std::vector<sf::Vector2f> > localePaths; ///< Contains all the object path
|
|
|
|
RuntimeScenePathDatas * runtimeScenesPathDatas;
|
|
};
|
|
|
|
#endif // PATHBEHAVIOR_H
|