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GDevelop/Core/GDCore/Project/Object.cpp
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Florian Rival a8559bfbbc Add clang-format to format (C++) source files automatically (#491)
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files
2018-05-09 15:57:38 -07:00

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7.5 KiB
C++

/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Project/Object.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Project/Behavior.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Serialization/SerializerElement.h"
#if defined(GD_IDE_ONLY)
#include "GDCore/IDE/Dialogs/PropertyDescriptor.h"
#endif
#if !defined(GD_NO_WX_GUI)
#include <SFML/Graphics.hpp>
#endif
namespace gd {
Object::~Object() {}
Object::Object(const gd::String& name_) : name(name_) {}
void Object::Init(const gd::Object& object) {
name = object.name;
type = object.type;
objectVariables = object.objectVariables;
behaviors.clear();
for (auto it = object.behaviors.cbegin(); it != object.behaviors.cend(); ++it)
behaviors[it->first] = std::unique_ptr<Behavior>(it->second->Clone());
}
std::vector<gd::String> Object::GetAllBehaviorNames() const {
std::vector<gd::String> allNameIdentifiers;
for (std::map<gd::String, std::unique_ptr<gd::Behavior> >::const_iterator it =
behaviors.begin();
it != behaviors.end();
++it)
allNameIdentifiers.push_back(it->first);
return allNameIdentifiers;
}
void Object::RemoveBehavior(const gd::String& name) { behaviors.erase(name); }
bool Object::RenameBehavior(const gd::String& name, const gd::String& newName) {
if (behaviors.find(name) == behaviors.end() ||
behaviors.find(newName) != behaviors.end())
return false;
std::unique_ptr<Behavior> aut = std::move(behaviors.find(name)->second);
behaviors.erase(name);
behaviors[newName] = std::move(aut);
behaviors[newName]->SetName(newName);
return true;
}
gd::Behavior& Object::GetBehavior(const gd::String& name) {
return *behaviors.find(name)->second;
}
const gd::Behavior& Object::GetBehavior(const gd::String& name) const {
return *behaviors.find(name)->second;
}
bool Object::HasBehaviorNamed(const gd::String& name) const {
return behaviors.find(name) != behaviors.end();
}
bool Object::AddBehavior(Behavior* behavior) {
if (behavior && !HasBehaviorNamed(behavior->GetName())) {
behaviors[behavior->GetName()] = std::unique_ptr<Behavior>(behavior);
return true;
}
return false;
}
#if defined(GD_IDE_ONLY)
std::map<gd::String, gd::PropertyDescriptor> Object::GetProperties(
gd::Project& project) const {
std::map<gd::String, gd::PropertyDescriptor> nothing;
return nothing;
}
gd::Behavior* Object::AddNewBehavior(gd::Project& project,
const gd::String& type,
const gd::String& name) {
std::unique_ptr<gd::Behavior> behavior =
project.GetCurrentPlatform().CreateBehavior(type);
if (behavior) {
behavior->SetName(name);
behaviors[name] = std::move(behavior);
return behaviors[name].get();
} else {
return nullptr;
}
}
sf::Vector2f Object::GetInitialInstanceDefaultSize(
gd::InitialInstance& instance,
gd::Project& project,
gd::Layout& layout) const {
return sf::Vector2f(32, 32);
}
sf::Vector2f Object::GetInitialInstanceOrigin(gd::InitialInstance& instance,
gd::Project& project,
gd::Layout& layout) const {
return sf::Vector2f(0, 0);
}
std::map<gd::String, gd::PropertyDescriptor>
Object::GetInitialInstanceProperties(const gd::InitialInstance& instance,
gd::Project& project,
gd::Layout& layout) {
std::map<gd::String, gd::PropertyDescriptor> nothing;
return nothing;
}
void Object::DrawInitialInstance(gd::InitialInstance& instance,
sf::RenderTarget& renderTarget,
gd::Project& project,
gd::Layout& layout) {
#if !defined(GD_NO_WX_GUI)
sf::RectangleShape mask(
instance.HasCustomSize()
? sf::Vector2f(instance.GetCustomWidth(), instance.GetCustomHeight())
: GetInitialInstanceDefaultSize(instance, project, layout));
mask.setPosition(instance.GetX(), instance.GetY());
mask.setRotation(instance.GetAngle());
mask.setFillColor(sf::Color(147, 151, 255));
mask.setOutlineThickness(1);
mask.setOutlineColor(sf::Color(255, 48, 69));
renderTarget.draw(mask);
#endif
}
#endif
void Object::UnserializeFrom(gd::Project& project,
const SerializerElement& element) {
// Name and type are already loaded.
objectVariables.UnserializeFrom(
element.GetChild("variables", 0, "Variables"));
behaviors.clear();
// Compatibility with GD <= 3.3
if (element.HasChild("Automatism")) {
for (std::size_t i = 0; i < element.GetChildrenCount("Automatism"); ++i) {
SerializerElement& behaviorElement = element.GetChild("Automatism", i);
gd::String autoType =
behaviorElement.GetStringAttribute("type", "", "Type")
.FindAndReplace("Automatism", "Behavior");
gd::String autoName =
behaviorElement.GetStringAttribute("name", "", "Name");
std::unique_ptr<Behavior> behavior = project.CreateBehavior(autoType);
if (behavior) {
behavior->SetName(autoName);
behavior->UnserializeFrom(behaviorElement);
behaviors[autoName] = std::move(behavior);
} else
std::cout << "WARNING: Unknown behavior " << autoType << std::endl;
}
}
// End of compatibility code
else {
SerializerElement& behaviorsElement =
element.GetChild("behaviors", 0, "automatisms");
behaviorsElement.ConsiderAsArrayOf("behavior", "automatism");
for (std::size_t i = 0; i < behaviorsElement.GetChildrenCount(); ++i) {
SerializerElement& behaviorElement = behaviorsElement.GetChild(i);
gd::String autoType =
behaviorElement.GetStringAttribute("type").FindAndReplace(
"Automatism", "Behavior"); // Compatibility with GD <= 4
gd::String autoName = behaviorElement.GetStringAttribute("name");
std::unique_ptr<Behavior> behavior = project.CreateBehavior(autoType);
if (behavior) {
behavior->SetName(autoName);
behavior->UnserializeFrom(behaviorElement);
behaviors[autoName] = std::move(behavior);
} else
std::cout << "WARNING: Unknown behavior " << autoType << std::endl;
}
}
DoUnserializeFrom(project, element);
}
#if defined(GD_IDE_ONLY)
void Object::SerializeTo(SerializerElement& element) const {
element.SetAttribute("name", GetName());
element.SetAttribute("type", GetType());
objectVariables.SerializeTo(element.AddChild("variables"));
SerializerElement& behaviorsElement = element.AddChild("behaviors");
behaviorsElement.ConsiderAsArrayOf("behavior");
std::vector<gd::String> allBehaviors = GetAllBehaviorNames();
for (std::size_t i = 0; i < allBehaviors.size(); ++i) {
SerializerElement& behaviorElement = behaviorsElement.AddChild("behavior");
behaviorElement.SetAttribute("type",
GetBehavior(allBehaviors[i]).GetTypeName());
behaviorElement.SetAttribute("name",
GetBehavior(allBehaviors[i]).GetName());
GetBehavior(allBehaviors[i]).SerializeTo(behaviorElement);
}
DoSerializeTo(element);
}
#endif
} // namespace gd