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79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
/**
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GDevelop - Network Extension
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Copyright (c) 2010-2015 Florian Rival (Florian.Rival@gmail.com)
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This project is released under the MIT License.
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*/
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#ifndef NETWORKBEHAVIOR_H
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#define NETWORKBEHAVIOR_H
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#include "GDCpp/Project/Behavior.h"
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#include "GDCpp/Project/Object.h"
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#include "SceneNetworkDatas.h"
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#include <map>
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namespace gd { class SerializerElement; }
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namespace gd { class Layout; }
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class NetworkBehaviorEditor;
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class GD_EXTENSION_API NetworkBehavior : public Behavior
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{
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friend class NetworkBehaviorEditor;
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public:
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NetworkBehavior();
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virtual ~NetworkBehavior();
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virtual Behavior * Clone() const { return (new NetworkBehavior(*this));}
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#if defined(GD_IDE_ONLY)
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/**
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* Serialize the behavior
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*/
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virtual void SerializeTo(gd::SerializerElement & element) const;
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#endif
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/**
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* Unserialize the behavior
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*/
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virtual void UnserializeFrom(const gd::SerializerElement & element);
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#if defined(GD_IDE_ONLY)
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/**
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* Called when user wants to edit the behavior.
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*/
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virtual void EditBehavior( wxWindow* parent, gd::Project & game_, gd::Layout * scene, gd::MainFrameWrapper & mainFrameWrapper_ );
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#endif
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static std::map < const gd::Layout* , SceneNetworkDatas > scenesNetworkDatas; ///< Static map associating scene to datas
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gd::String dataPrefix;
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bool xPosition; ///< True if X position must be send/updated
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bool yPosition; ///< True if Y position must be send/updated
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bool angle; ///< True if agnle must be send/updated
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bool width; ///< True if width must be send/updated
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bool height; ///< True if height must be send/updated
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void SetAsSender() {sending=true;};
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void SetAsReceiver() {sending=false;};
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void SetIdentifier(unsigned int identifier) {objectNetworkId = identifier;};
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unsigned int GetIdentifier() const { return objectNetworkId; }
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/**
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* Generate a unique identifier for all objects of list, using behavior named behaviorName.
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*/
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static void GenerateObjectNetworkIdentifier(std::map <gd::String, std::vector<RuntimeObject*> *> objectsLists, const gd::String & behaviorName);
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private:
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virtual void DoStepPreEvents(RuntimeScene & scene);
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virtual void DoStepPostEvents(RuntimeScene & scene);
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bool sending;
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unsigned int objectNetworkId;
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std::shared_ptr<RuntimeSceneNetworkDatas> runtimeScenesNetworkDatas;
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};
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#endif // NETWORKBEHAVIOR_H
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