Files
GDevelop/Extensions/TimedEvent/TimedEvent.cpp
T
Florian 41cc1214fe Corrected crash and non working Reset action.
Corrected bad names in debugger.

git-svn-id: svn://localhost@665 8062f311-0dae-4547-b526-b8ab9ac864a5
2012-03-03 15:51:15 +00:00

290 lines
9.9 KiB
C++

/**
Game Develop - Timed Event Extension
Copyright (c) 2011-2012 Florian Rival (Florian.Rival@gmail.com)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#if defined(GD_IDE_ONLY)
#include "GDL/OpenSaveGame.h"
#include "TimedEvent.h"
#include "GDL/RuntimeScene.h"
#include "GDL/tinyxml/tinyxml.h"
#include "GDL/Events/EventsCodeGenerator.h"
#include "GDL/Events/EventsCodeGenerationContext.h"
#include "GDL/Events/ExpressionsCodeGeneration.h"
#include "GDL/IDE/EventsRenderingHelper.h"
#include "GDL/IDE/EventsEditorItemsAreas.h"
#include "GDL/IDE/EventsEditorSelection.h"
#include "TimedEventEditorDlg.h"
std::vector< TimedEvent* > TimedEvent::codeGenerationCurrentParents;
TimedEvent::TimedEvent() :
BaseEvent()
{
}
TimedEvent::~TimedEvent()
{
}
std::string TimedEvent::GenerateEventCode(Game & game, Scene & scene, EventsCodeGenerator & codeGenerator, EventsCodeGenerationContext & context)
{
codeGenerator.AddIncludeFile("TimedEvent/TimedEventTools.h");
//Notify parent timed event that they have a child
for (unsigned int i = 0;i<codeGenerationCurrentParents.size();++i)
codeGenerationCurrentParents[i]->codeGenerationChildren.push_back(this);
//And register this event as potential parent
codeGenerationCurrentParents.push_back(this);
codeGenerationChildren.clear();
//Prepare code for computing timeout
std::string timeOutCode;
CallbacksForGeneratingExpressionCode callbacks(timeOutCode, game, scene, codeGenerator, context);
GDExpressionParser parser(timeout.GetPlainString());
if (!parser.ParseMathExpression(game, scene, callbacks) || timeOutCode.empty()) timeOutCode = "0";
//Prepare name
std::string codeName = !name.empty() ? "GDNamedTimedEvent_"+EventsCodeGenerator::ConvertToCppString(name) : "GDTimedEvent_"+ToString(this);
std::string outputCode;
outputCode += "if ( GDpriv::TimedEvents::UpdateAndGetTimeOf(*runtimeContext->scene, \""+codeName+"\")/1000.0 > "+timeOutCode+")";
outputCode += "{";
outputCode += codeGenerator.GenerateConditionsListCode(game, scene, conditions, context);
std::string ifPredicat;
for (unsigned int i = 0;i<conditions.size();++i)
{
if (i!=0) ifPredicat += " && ";
ifPredicat += "condition"+ToString(i)+"IsTrue";
}
if ( !ifPredicat.empty() ) outputCode += "if (" +ifPredicat+ ")\n";
outputCode += "{\n";
outputCode += codeGenerator.GenerateActionsListCode(game, scene, actions, context);
if ( !events.empty() ) //Sub events
{
outputCode += "\n{\n";
outputCode += codeGenerator.GenerateEventsListCode(game, scene, events, context);
outputCode += "}\n";
}
outputCode += "}\n";
outputCode += "}";
//This event cannot be a parent of other TimedEvent anymore
if (!codeGenerationCurrentParents.empty())
codeGenerationCurrentParents.pop_back();
else
std::cout << "Error! CodeGenerationCurrentParents cannot be empty!";
return outputCode;
}
vector < vector<Instruction>* > TimedEvent::GetAllConditionsVectors()
{
vector < vector<Instruction>* > allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector < vector<Instruction>* > TimedEvent::GetAllActionsVectors()
{
vector < vector<Instruction>* > allActions;
allActions.push_back(&actions);
return allActions;
}
vector < GDExpression* > TimedEvent::GetAllExpressions()
{
vector < GDExpression* > allExpressions;
allExpressions.push_back(&timeout);
return allExpressions;
}
void TimedEvent::SaveToXml(TiXmlElement * eventElem) const
{
TiXmlElement * objectElem = new TiXmlElement( "Name" );
eventElem->LinkEndChild( objectElem );
objectElem->SetAttribute("value", name.c_str());
TiXmlElement * timeoutElem = new TiXmlElement( "Timeout" );
eventElem->LinkEndChild( timeoutElem );
timeoutElem->SetAttribute("value", timeout.GetPlainString().c_str());
//Les conditions
TiXmlElement * conditionsElem = new TiXmlElement( "Conditions" );
eventElem->LinkEndChild( conditionsElem );
OpenSaveGame::SaveConditions(conditions, conditionsElem);
//Les actions
TiXmlElement * actionsElem = new TiXmlElement( "Actions" );
eventElem->LinkEndChild( actionsElem );
OpenSaveGame::SaveActions(actions, actionsElem);
//Sous évènements
if ( !GetSubEvents().empty() )
{
TiXmlElement * subeventsElem;
subeventsElem = new TiXmlElement( "Events" );
eventElem->LinkEndChild( subeventsElem );
OpenSaveGame::SaveEvents(events, subeventsElem);
}
}
void TimedEvent::LoadFromXml(const TiXmlElement * eventElem)
{
if ( eventElem->FirstChildElement( "Name" ) != NULL )
name = eventElem->FirstChildElement("Name")->Attribute("value");
if ( eventElem->FirstChildElement( "Timeout" ) != NULL )
timeout = GDExpression(eventElem->FirstChildElement("Timeout")->Attribute("value"));
//Conditions
if ( eventElem->FirstChildElement( "Conditions" ) != NULL )
OpenSaveGame::OpenConditions(conditions, eventElem->FirstChildElement( "Conditions" ));
else
cout << "Aucune informations sur les conditions d'un évènement";
//Actions
if ( eventElem->FirstChildElement( "Actions" ) != NULL )
OpenSaveGame::OpenActions(actions, eventElem->FirstChildElement( "Actions" ));
else
cout << "Aucune informations sur les actions d'un évènement";
//Subevents
if ( eventElem->FirstChildElement( "Events" ) != NULL )
OpenSaveGame::OpenEvents(events, eventElem->FirstChildElement( "Events" ));
}
/**
* Render the event in the bitmap
*/
void TimedEvent::Render(wxDC & dc, int x, int y, unsigned int width, EventsEditorItemsAreas & areas, EventsEditorSelection & selection)
{
EventsRenderingHelper * renderingHelper = EventsRenderingHelper::GetInstance();
int border = renderingHelper->instructionsListBorder;
const int functionTextHeight = 20;
//Draw header rectangle
wxRect headerRect(x, y, width, functionTextHeight);
renderingHelper->DrawNiceRectangle(dc, headerRect);
//Name
dc.SetFont( renderingHelper->GetNiceFont().Bold() );
dc.SetTextForeground(wxColour(0,0,0));
std::string nameTxt;
if ( !name.empty() ) nameTxt = _T(" (Nom : "+name + ")");
dc.DrawText( _T("Déclenchement retardé au bout de "+timeout.GetPlainString()+" secondes.")+" "+nameTxt, x + 4, y + 3 );
//Draw conditions rectangle
wxRect rect(x, y+functionTextHeight, renderingHelper->GetConditionsColumnWidth()+border, GetRenderedHeight(width)-functionTextHeight);
renderingHelper->DrawNiceRectangle(dc, rect);
//Draw actions and conditions
renderingHelper->DrawConditionsList(conditions, dc,
x+border,
y+functionTextHeight+border,
renderingHelper->GetConditionsColumnWidth()-border, this, areas, selection);
renderingHelper->DrawActionsList(actions, dc,
x+renderingHelper->GetConditionsColumnWidth()+border,
y+functionTextHeight+border,
width-renderingHelper->GetConditionsColumnWidth()-border*2, this, areas, selection);
}
unsigned int TimedEvent::GetRenderedHeight(unsigned int width) const
{
if ( eventHeightNeedUpdate )
{
EventsRenderingHelper * renderingHelper = EventsRenderingHelper::GetInstance();
int border = renderingHelper->instructionsListBorder;
const int functionTextHeight = 20;
//Get maximum height needed
int conditionsHeight = renderingHelper->GetRenderedConditionsListHeight(conditions, renderingHelper->GetConditionsColumnWidth()-border*2);
int actionsHeight = renderingHelper->GetRenderedActionsListHeight(actions, width-renderingHelper->GetConditionsColumnWidth()-border*2);
renderedHeight = (( conditionsHeight > actionsHeight ? conditionsHeight : actionsHeight ) + functionTextHeight)+border*2;
eventHeightNeedUpdate = false;
}
return renderedHeight;
}
BaseEvent::EditEventReturnType TimedEvent::EditEvent(wxWindow* parent, Game & game, Scene & scene, MainEditorCommand & mainEditorCommand)
{
TimedEventEditorDlg dialog(parent, *this, game, scene);
if ( dialog.ShowModal() == 0 ) return Cancelled;
return ChangesMade;
}
/**
* Initialize from another TimedEvent.
* Used by copy ctor and assignement operator
*/
void TimedEvent::Init(const TimedEvent & event)
{
events = CloneVectorOfEvents(event.events);
name = event.name;
timeout = event.timeout;
conditions = event.conditions;
actions = event.actions;
}
/**
* Custom copy operator
*/
TimedEvent::TimedEvent(const TimedEvent & event) :
BaseEvent(event)
{
Init(event);
}
/**
* Custom assignement operator
*/
TimedEvent& TimedEvent::operator=(const TimedEvent & event)
{
if ( this != &event )
{
BaseEvent::operator=(event);
Init(event);
}
return *this;
}
#endif