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https://github.com/Heretek-AI/GDevelop.git
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9ccdd2a0fa
* New Dialog indicating how many assets are already in the project * Option to add only the remaining assets * Improved design/UX overall
212 lines
7.9 KiB
C++
212 lines
7.9 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#include "GDCore/Project/Object.h"
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#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
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#include "GDCore/Extensions/Metadata/MetadataProvider.h"
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#include "GDCore/Extensions/Platform.h"
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#include "GDCore/Project/Behavior.h"
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#include "GDCore/Project/Layout.h"
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#include "GDCore/Project/Project.h"
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#include "GDCore/Serialization/SerializerElement.h"
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#include "GDCore/Project/PropertyDescriptor.h"
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namespace gd {
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Object::~Object() {}
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Object::Object(const gd::String& name_) : name(name_) {}
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void Object::Init(const gd::Object& object) {
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name = object.name;
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assetStoreId = object.assetStoreId;
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type = object.type;
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objectVariables = object.objectVariables;
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tags = object.tags;
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effectsContainer = object.effectsContainer;
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behaviors.clear();
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for (auto& it : object.behaviors) {
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behaviors[it.first] = gd::make_unique<gd::BehaviorContent>(*it.second);
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}
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}
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std::vector<gd::String> Object::GetAllBehaviorNames() const {
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std::vector<gd::String> allNameIdentifiers;
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for (auto& it : behaviors) allNameIdentifiers.push_back(it.first);
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return allNameIdentifiers;
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}
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void Object::RemoveBehavior(const gd::String& name) { behaviors.erase(name); }
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bool Object::RenameBehavior(const gd::String& name, const gd::String& newName) {
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if (behaviors.find(name) == behaviors.end() ||
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behaviors.find(newName) != behaviors.end())
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return false;
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std::unique_ptr<BehaviorContent> aut =
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std::move(behaviors.find(name)->second);
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behaviors.erase(name);
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behaviors[newName] = std::move(aut);
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behaviors[newName]->SetName(newName);
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return true;
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}
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gd::BehaviorContent& Object::GetBehavior(const gd::String& name) {
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return *behaviors.find(name)->second;
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}
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const gd::BehaviorContent& Object::GetBehavior(const gd::String& name) const {
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return *behaviors.find(name)->second;
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}
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bool Object::HasBehaviorNamed(const gd::String& name) const {
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return behaviors.find(name) != behaviors.end();
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}
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gd::BehaviorContent& Object::AddBehavior(
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const gd::BehaviorContent& behaviorContent) {
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const gd::String& behaviorName = behaviorContent.GetName();
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auto newBehaviorContent =
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gd::make_unique<gd::BehaviorContent>(behaviorContent);
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behaviors[behaviorName] = std::move(newBehaviorContent);
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return *behaviors[behaviorName];
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}
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std::map<gd::String, gd::PropertyDescriptor> Object::GetProperties() const {
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std::map<gd::String, gd::PropertyDescriptor> nothing;
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return nothing;
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}
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gd::BehaviorContent* Object::AddNewBehavior(gd::Project& project,
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const gd::String& type,
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const gd::String& name) {
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const gd::BehaviorMetadata& behaviorMetadata =
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gd::MetadataProvider::GetBehaviorMetadata(project.GetCurrentPlatform(),
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type);
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if (gd::MetadataProvider::IsBadBehaviorMetadata(behaviorMetadata)) {
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return nullptr;
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}
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auto behaviorContent = gd::make_unique<gd::BehaviorContent>(name, type);
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behaviorMetadata.Get().InitializeContent(behaviorContent->GetContent());
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behaviors[name] = std::move(behaviorContent);
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return behaviors[name].get();
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}
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std::map<gd::String, gd::PropertyDescriptor>
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Object::GetInitialInstanceProperties(const gd::InitialInstance& instance,
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gd::Project& project,
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gd::Layout& layout) {
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std::map<gd::String, gd::PropertyDescriptor> nothing;
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return nothing;
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}
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void Object::UnserializeFrom(gd::Project& project,
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const SerializerElement& element) {
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type = element.GetStringAttribute("type");
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assetStoreId = element.GetStringAttribute("assetStoreId");
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name = element.GetStringAttribute("name", name, "nom");
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tags = element.GetStringAttribute("tags");
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objectVariables.UnserializeFrom(
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element.GetChild("variables", 0, "Variables"));
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behaviors.clear();
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if (element.HasChild("effects")) {
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const SerializerElement& effectsElement = element.GetChild("effects");
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effectsContainer.UnserializeFrom(effectsElement);
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}
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// Compatibility with GD <= 3.3
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if (element.HasChild("Automatism")) {
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for (std::size_t i = 0; i < element.GetChildrenCount("Automatism"); ++i) {
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SerializerElement& behaviorElement = element.GetChild("Automatism", i);
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gd::String type = behaviorElement.GetStringAttribute("type", "", "Type")
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.FindAndReplace("Automatism", "Behavior");
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gd::String name = behaviorElement.GetStringAttribute("name", "", "Name");
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auto behaviorContent = gd::make_unique<gd::BehaviorContent>(name, type);
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behaviorContent->UnserializeFrom(behaviorElement);
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behaviors[name] = std::move(behaviorContent);
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}
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}
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// End of compatibility code
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else {
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SerializerElement& behaviorsElement =
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element.GetChild("behaviors", 0, "automatisms");
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behaviorsElement.ConsiderAsArrayOf("behavior", "automatism");
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for (std::size_t i = 0; i < behaviorsElement.GetChildrenCount(); ++i) {
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SerializerElement& behaviorElement = behaviorsElement.GetChild(i);
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gd::String type =
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behaviorElement.GetStringAttribute("type").FindAndReplace(
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"Automatism", "Behavior"); // Compatibility with GD <= 4
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gd::String name = behaviorElement.GetStringAttribute("name");
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auto behaviorContent = gd::make_unique<gd::BehaviorContent>(name, type);
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// Compatibility with GD <= 4.0.98
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// If there is only one child called "content" (in addition to "type" and
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// "name"), it's the content of a JavaScript behavior. Move the content
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// out of the "content" object (to put it directly at the root of the
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// behavior element).
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if (behaviorElement.HasChild("content") &&
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behaviorElement.GetAllChildren().size() == 3) {
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SerializerElement& contentElement = behaviorElement.GetChild("content");
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// Physics2 Behavior was using "type" for the type of the body. The name
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// conflicts with the behavior "type". Rename it.
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if (contentElement.HasChild("type")) {
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contentElement.AddChild("bodyType")
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.SetValue(contentElement.GetChild("type").GetStringValue());
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contentElement.RemoveChild("type");
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}
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behaviorContent->UnserializeFrom(contentElement);
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}
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// end of compatibility code
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else {
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behaviorContent->UnserializeFrom(behaviorElement);
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}
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behaviors[name] = std::move(behaviorContent);
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}
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}
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DoUnserializeFrom(project, element);
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}
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void Object::SerializeTo(SerializerElement& element) const {
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element.SetAttribute("name", GetName());
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element.SetAttribute("assetStoreId", GetAssetStoreId());
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element.SetAttribute("type", GetType());
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element.SetAttribute("tags", GetTags());
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objectVariables.SerializeTo(element.AddChild("variables"));
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effectsContainer.SerializeTo(element.AddChild("effects"));
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SerializerElement& behaviorsElement = element.AddChild("behaviors");
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behaviorsElement.ConsiderAsArrayOf("behavior");
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std::vector<gd::String> allBehaviors = GetAllBehaviorNames();
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for (std::size_t i = 0; i < allBehaviors.size(); ++i) {
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const gd::BehaviorContent& behaviorContent = GetBehavior(allBehaviors[i]);
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SerializerElement& behaviorElement = behaviorsElement.AddChild("behavior");
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behaviorContent.SerializeTo(behaviorElement);
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behaviorElement.RemoveChild("type"); // The content can contain type or
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// name properties, remove them.
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behaviorElement.RemoveChild("name");
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behaviorElement.SetAttribute("type", behaviorContent.GetTypeName());
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behaviorElement.SetAttribute("name", behaviorContent.GetName());
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}
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DoSerializeTo(element);
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}
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} // namespace gd
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