Files
GDevelop/Extensions/SkeletonObject/SkeletonObject.cpp
T
Wend1go 12c5df67fa Integrate experimental SkeletonObject into GD5 (#1138)
The object is looking for a maintainer! https://github.com/4ian/GDevelop/pull/1138

Flagged as experimental and added warning about this
2019-09-19 22:49:52 +01:00

100 lines
3.5 KiB
C++

/**
GDevelop - Skeleton Object Extension
Copyright (c) 2017-2018 Franco Maciel (francomaciel10@gmail.com)
This project is released under the MIT License.
*/
#include "SkeletonObject.h"
#include <SFML/Graphics.hpp>
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/String.h"
#include "GDCore/Tools/Localization.h"
#include "GDCpp/Runtime/CommonTools.h"
#include "GDCpp/Runtime/ImageManager.h"
#include "GDCpp/Runtime/Project/InitialInstance.h"
#include "GDCpp/Runtime/Project/Object.h"
#include "GDCpp/Runtime/Project/Project.h"
#include "GDCpp/Runtime/ResourcesLoader.h"
#include "GDCpp/Runtime/Serialization/Serializer.h"
#include "GDCpp/Runtime/Serialization/SerializerElement.h"
#include <iostream>
SkeletonObject::SkeletonObject(gd::String name_) : Object(name_) {
#if defined(GD_IDE_ONLY)
originalSize = sf::Vector2f(32.0f, 32.0f),
originOffset = sf::Vector2f(16.0f, 16.0f), sizeDirty = true;
#endif
}
void SkeletonObject::DoUnserializeFrom(gd::Project& project,
const gd::SerializerElement& element) {
skeletalDataFilename = element.GetStringAttribute("skeletalDataFilename");
rootArmatureName = element.GetStringAttribute("rootArmatureName");
textureDataFilename = element.GetStringAttribute("textureDataFilename");
textureName = element.GetStringAttribute("textureName");
apiName = element.GetStringAttribute("apiName");
debugPolygons = element.GetBoolAttribute("debugPolygons", false);
}
#if defined(GD_IDE_ONLY)
void SkeletonObject::DoSerializeTo(gd::SerializerElement& element) const {
element.SetAttribute("skeletalDataFilename", skeletalDataFilename);
element.SetAttribute("rootArmatureName", rootArmatureName);
element.SetAttribute("textureDataFilename", textureDataFilename);
element.SetAttribute("textureName", textureName);
element.SetAttribute("apiName", apiName);
element.SetAttribute("debugPolygons", debugPolygons);
}
std::map<gd::String, gd::PropertyDescriptor> SkeletonObject::GetProperties(
gd::Project& project) const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Skeletal data filename")]
.SetValue(skeletalDataFilename)
.SetType("resource")
.AddExtraInfo("json");
properties[_("Main armature name")].SetValue(rootArmatureName);
properties[_("Texture data filename")]
.SetValue(textureDataFilename)
.SetType("resource")
.AddExtraInfo("json");
properties[_("Texture")]
.SetValue(textureName)
.SetType("resource")
.AddExtraInfo("image");
properties[_("API")].SetValue(apiName).SetType("Choice").AddExtraInfo(
"DragonBones");
properties[_("Debug Polygons")]
.SetValue(debugPolygons ? "true" : "false")
.SetType("Boolean");
return properties;
}
bool SkeletonObject::UpdateProperty(const gd::String& name,
const gd::String& value,
gd::Project& project) {
if (name == _("Skeletal data filename")) {
skeletalDataFilename = value;
sizeDirty = true;
}
if (name == _("Main armature name")) {
rootArmatureName = value;
sizeDirty = true;
}
if (name == _("Texture data filename")) textureDataFilename = value;
if (name == _("Texture")) textureName = value;
if (name == _("API")) apiName = value;
if (name == _("Debug Polygons")) debugPolygons = value == "1";
return true;
}
#endif
gd::Object* CreateSkeletonObject(gd::String name) {
return new SkeletonObject(name);
}