Files
GDevelop/Extensions/Function/FunctionEvent.cpp
T
Florian 9f2ddc45e5 Exchanged all french messages with their English counterparts.
git-svn-id: svn://localhost@843 8062f311-0dae-4547-b526-b8ab9ac864a5
2012-09-20 19:55:21 +00:00

330 lines
13 KiB
C++

/**
Game Develop - Function Extension
Copyright (c) 2008-2012 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 "FunctionEvent.h"
#include "GDL/RuntimeScene.h"
#include "GDL/CommonTools.h"
#include "GDL/Events/EventsCodeGenerationContext.h"
#include "GDL/Events/EventsCodeGenerator.h"
#include "GDL/Events/EventsCodeNameMangler.h"
#include "GDL/XmlMacros.h"
#include "GDL/tinyxml/tinyxml.h"
#include "GDCore/IDE/EventsRenderingHelper.h"
#include "GDCore/IDE/EventsEditorItemsAreas.h"
#include "GDCore/IDE/EventsEditorSelection.h"
#include "GDL/ExtensionsManager.h"
#include "FunctionEventEditorDlg.h"
#include <wx/textdlg.h>
FunctionEvent::FunctionEvent() :
BaseEvent(),
name("MyFunction"),
nameSelected(false)
{
}
//Functions need some additionals "tools"
const std::string FunctionEvent::globalDeclaration = "std::vector<std::string> * currentFunctionParameters;\n";
std::string FunctionEvent::GenerateEventCode(Game & game, Scene & scene, EventsCodeGenerator & codeGenerator, EventsCodeGenerationContext & /* The function has nothing to do with the current context */ )
{
//Declaring the pointer to the function parameters
codeGenerator.AddGlobalDeclaration(globalDeclaration);
//Declaring function prototype.
codeGenerator.AddGlobalDeclaration("void "+MangleFunctionName(*this)+"(RuntimeContext *, std::map <std::string, std::vector<Object*> *>);\n");
//Generating function code:
std::string functionCode;
functionCode += "\nvoid "+MangleFunctionName(*this)+"(RuntimeContext * runtimeContext, std::map <std::string, std::vector<Object*> *> objectsListsMap)\n{\n";
EventsCodeGenerationContext callerContext;
{
vector< gd::ObjectGroup >::const_iterator globalGroup = find_if(game.GetObjectGroups().begin(), game.GetObjectGroups().end(), bind2nd(gd::GroupHasTheSameName(), GetObjectsPassedAsArgument()));
vector< gd::ObjectGroup >::const_iterator sceneGroup = find_if(scene.GetObjectGroups().begin(), scene.GetObjectGroups().end(), bind2nd(gd::GroupHasTheSameName(), GetObjectsPassedAsArgument()));
std::vector<std::string> realObjects;
if ( globalGroup != game.GetObjectGroups().end() )
realObjects = (*globalGroup).GetAllObjectsNames();
else if ( sceneGroup != scene.GetObjectGroups().end() )
realObjects = (*sceneGroup).GetAllObjectsNames();
else
realObjects.push_back(GetObjectsPassedAsArgument());
for (unsigned int i = 0;i<realObjects.size();++i)
{
callerContext.EmptyObjectsListNeeded(realObjects[i]);
functionCode += "std::vector<Object*> "+ManObjListName(realObjects[i]) + ";\n";
functionCode += "if ( objectsListsMap[\""+realObjects[i]+"\"] != NULL ) "+ManObjListName(realObjects[i])+" = *objectsListsMap[\""+realObjects[i]+"\"];\n";
}
}
functionCode += "{";
EventsCodeGenerationContext context;
context.InheritsFrom(callerContext);
//Generating function body code
std::string conditionsCode = codeGenerator.GenerateConditionsListCode(game, scene, conditions, context);
std::string actionsCode = codeGenerator.GenerateActionsListCode(game, scene, actions, context);
std::string subeventsCode = codeGenerator.GenerateEventsListCode(game, scene, events, context);
functionCode += context.GenerateObjectsDeclarationCode();
std::string ifPredicat = "true";
for (unsigned int i = 0;i<conditions.size();++i)
ifPredicat += " && condition"+ToString(i)+"IsTrue";
functionCode += conditionsCode;
functionCode += "if (" +ifPredicat+ ")\n";
functionCode += "{\n";
functionCode += actionsCode;
if ( !events.empty() ) //Sub events
{
functionCode += "\n{\n";
functionCode += subeventsCode;
functionCode += "}\n";
}
functionCode += "}\n";
functionCode += "}\n"; //Context end
functionCode += "}\n"; //Function end
codeGenerator.AddCustomCodeOutsideMain(functionCode);
return "";
}
vector < vector<gd::Instruction>* > FunctionEvent::GetAllConditionsVectors()
{
vector < vector<gd::Instruction>* > allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector < vector<gd::Instruction>* > FunctionEvent::GetAllActionsVectors()
{
vector < vector<gd::Instruction>* > allActions;
allActions.push_back(&actions);
return allActions;
}
void FunctionEvent::SaveToXml(TiXmlElement * elem) const
{
TiXmlElement * objectElem = new TiXmlElement( "Name" );
elem->LinkEndChild( objectElem );
objectElem->SetAttribute("value", name.c_str());
//Les conditions
TiXmlElement * conditionsElem = new TiXmlElement( "Conditions" );
elem->LinkEndChild( conditionsElem );
OpenSaveGame::SaveConditions(conditions, conditionsElem);
//Les actions
TiXmlElement * actionsElem = new TiXmlElement( "Actions" );
elem->LinkEndChild( actionsElem );
OpenSaveGame::SaveActions(actions, actionsElem);
//Sous évènements
if ( !GetSubEvents().empty() )
{
TiXmlElement * subeventsElem;
subeventsElem = new TiXmlElement( "Events" );
elem->LinkEndChild( subeventsElem );
OpenSaveGame::SaveEvents(events, subeventsElem);
}
GD_CURRENT_ELEMENT_SAVE_ATTRIBUTE_STRING("objectsPassedAsArgument", objectsPassedAsArgument);
}
void FunctionEvent::LoadFromXml(const TiXmlElement * elem)
{
if ( elem->FirstChildElement( "Name" ) != NULL )
name = elem->FirstChildElement("Name")->Attribute("value");
//Conditions
if ( elem->FirstChildElement( "Conditions" ) != NULL )
OpenSaveGame::OpenConditions(conditions, elem->FirstChildElement( "Conditions" ));
else
cout << "Aucune informations sur les conditions d'un évènement";
//Actions
if ( elem->FirstChildElement( "Actions" ) != NULL )
OpenSaveGame::OpenActions(actions, elem->FirstChildElement( "Actions" ));
else
cout << "Aucune informations sur les actions d'un évènement";
//Subevents
if ( elem->FirstChildElement( "Events" ) != NULL )
OpenSaveGame::OpenEvents(events, elem->FirstChildElement( "Events" ));
GD_CURRENT_ELEMENT_LOAD_ATTRIBUTE_STRING("objectsPassedAsArgument", objectsPassedAsArgument);
}
/**
* Render the event in the bitmap
*/
void FunctionEvent::Render(wxDC & dc, int x, int y, unsigned int width, EventsEditorItemsAreas & areas, EventsEditorSelection & selection)
{
gd::EventsRenderingHelper * renderingHelper = gd::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));
wxString caption = _("Function") + " " + name;
if ( !objectsPassedAsArgument.empty() ) caption += " "+_("( Objects passed as parameters : ")+objectsPassedAsArgument+_(")");
dc.DrawText( caption, 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, *ExtensionsManager::GetInstance());
renderingHelper->DrawActionsList(actions, dc,
x+renderingHelper->GetConditionsColumnWidth()+border,
y+functionTextHeight+border,
width-renderingHelper->GetConditionsColumnWidth()-border*2, this, areas, selection, *ExtensionsManager::GetInstance());
}
unsigned int FunctionEvent::GetRenderedHeight(unsigned int width) const
{
if ( eventHeightNeedUpdate )
{
gd::EventsRenderingHelper * renderingHelper = gd::EventsRenderingHelper::GetInstance();
int border = renderingHelper->instructionsListBorder;
const int functionTextHeight = 20;
//Get maximum height needed
int conditionsHeight = renderingHelper->GetRenderedConditionsListHeight(conditions, renderingHelper->GetConditionsColumnWidth()-border*2, *ExtensionsManager::GetInstance());
int actionsHeight = renderingHelper->GetRenderedActionsListHeight(actions, width-renderingHelper->GetConditionsColumnWidth()-border*2, *ExtensionsManager::GetInstance());
renderedHeight = (( conditionsHeight > actionsHeight ? conditionsHeight : actionsHeight ) + functionTextHeight)+border*2;
eventHeightNeedUpdate = false;
}
return renderedHeight;
}
gd::BaseEvent::EditEventReturnType FunctionEvent::EditEvent(wxWindow* parent_, Game & game_, Scene & scene_, gd::MainFrameWrapper & mainFrameWrapper_)
{
FunctionEventEditorDlg dialog(parent_, *this, game_, scene_);
if ( dialog.ShowModal() == 0 ) return Cancelled;
return ChangesMade;
}
/**
* Initialize from another FunctionEvent.
* Used by copy ctor and assignement operator
*/
void FunctionEvent::Init(const FunctionEvent & event)
{
events = CloneVectorOfEvents(event.events);
name = event.name;
objectsPassedAsArgument = event.objectsPassedAsArgument;
conditions = event.conditions;
actions = event.actions;
}
/**
* Custom copy operator
*/
FunctionEvent::FunctionEvent(const FunctionEvent & event) :
BaseEvent(event)
{
Init(event);
}
/**
* Custom assignement operator
*/
FunctionEvent& FunctionEvent::operator=(const FunctionEvent & event)
{
if ( this != &event )
{
BaseEvent::operator=(event);
Init(event);
}
return *this;
}
boost::shared_ptr<FunctionEvent> FunctionEvent::SearchForFunctionInEvents(const std::vector < boost::shared_ptr<gd::BaseEvent> > & events, const std::string & functionName)
{
for (unsigned int i = 0;i<events.size();++i)
{
boost::shared_ptr<FunctionEvent> functionEvent = boost::dynamic_pointer_cast<FunctionEvent>(events[i]);
if ( functionEvent != boost::shared_ptr<FunctionEvent>() )
{
if ( functionEvent->GetName() == functionName )
return functionEvent;
}
if ( events[i]->CanHaveSubEvents() )
{
boost::shared_ptr<FunctionEvent> result = SearchForFunctionInEvents(events[i]->GetSubEvents(), functionName);
if ( result != boost::shared_ptr<FunctionEvent>() ) return result;
}
}
return boost::shared_ptr<FunctionEvent>();
}
std::vector< boost::shared_ptr<FunctionEvent> > FunctionEvent::GetAllFunctionsInEvents(const std::vector < boost::shared_ptr<gd::BaseEvent> > & events)
{
std::vector< boost::shared_ptr<FunctionEvent> > results;
for (unsigned int i = 0;i<events.size();++i)
{
boost::shared_ptr<FunctionEvent> functionEvent = boost::dynamic_pointer_cast<FunctionEvent>(events[i]);
if ( functionEvent != boost::shared_ptr<FunctionEvent>() ) results.push_back(functionEvent);
if ( events[i]->CanHaveSubEvents() )
{
std::vector< boost::shared_ptr<FunctionEvent> > subResults = GetAllFunctionsInEvents(events[i]->GetSubEvents());
std::copy(subResults.begin(), subResults.end(), std::back_inserter(results));
}
}
return results;
}
#endif