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GDevelop/Extensions/PathBehavior/PathBehavior.h
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/**
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