Files
GDevelop/Extensions/PathBehavior/PathBehavior.h
T
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

176 lines
5.2 KiB
C++

/**
GDevelop - Path Behavior Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#ifndef PATHBEHAVIOR_H
#define PATHBEHAVIOR_H
#include <SFML/System/Vector2.hpp>
#include <map>
#include "GDCpp/Runtime/Project/Behavior.h"
#include "GDCpp/Runtime/Project/Object.h"
class RuntimeScene;
namespace gd {
class SerializerElement;
}
namespace gd {
class Layout;
}
class PathBehaviorEditor;
class RuntimeScenePathDatas;
/**
* Behavior that position object on a predefined path.
*/
class GD_EXTENSION_API PathBehavior : public Behavior {
friend class PathBehaviorEditor;
public:
PathBehavior();
PathBehavior(const PathBehavior &cl);
PathBehavior &operator=(const PathBehavior &cl);
void Init(const PathBehavior &cl);
virtual ~PathBehavior();
virtual Behavior *Clone() const { return new PathBehavior(*this); }
#if defined(GD_IDE_ONLY)
/**
* Serialize the behavior
*/
virtual void SerializeTo(gd::SerializerElement &element) const;
void SerializePathsTo(gd::SerializerElement &element) const;
#endif
/**
* Unserialize the behavior
*/
virtual void UnserializeFrom(const gd::SerializerElement &element);
void UnserializePathsFrom(const gd::SerializerElement &element);
#if defined(GD_IDE_ONLY)
/**
* Called when user wants to edit the behavior.
*/
virtual void EditBehavior(wxWindow *parent,
gd::Project &game_,
gd::Layout *scene,
gd::MainFrameWrapper &mainFrameWrapper_);
#endif
void Reset();
void EnterSegment(std::size_t segmentNumber);
float GetOffsetX() const;
void SetOffsetX(float off);
float GetOffsetY() const;
void SetOffsetY(float off);
void SetReverseAtEnd(bool set = true) { reverseAtEnd = set; };
bool ReverseAtEnd() const { return reverseAtEnd; };
void SetStopAtEnd(bool set = true) { stopAtEnd = set; };
bool StopAtEnd() const { return stopAtEnd; };
void SetFollowAngle(bool set = true) { followAngle = set; };
bool FollowAngle() const { return followAngle; };
void SetSpeed(float sp);
float GetSpeed() const;
void SetAngleOffset(float off);
float GetAngleOffset() const;
void Reverse();
/**
Get a path stored by the behavior
*/
const std::vector<sf::Vector2f> &GetPath(const gd::String &_name) const;
/**
Modify a path of the behavior but doesn't change the current path
(note : need to call ChangeCurrentPath even if the path is the current.)
*/
void SetPath(const gd::String &_name, std::vector<sf::Vector2f> _path);
/**
Set a new path to the behavior
*/
void ChangeCurrentPath(const gd::String &_name);
const gd::String &GetCurrentPathName() const;
/**
Make a copy of the path to make it usable to the behavior.
Don't need to be called (already call by DoPreStepEvent and DoPostStepEvent if
the needed path isn't loaded).
*/
void LoadPath(RuntimeScene &scene);
void DeleteAllPaths(); ///< Only used by the editor
/**
Return a vector containing the name of all the local paths.
*/
std::vector<gd::String> GetListOfPathsNames() const;
void SetCurrentSegment(std::size_t seg);
int GetCurrentSegment();
float GetPositionOnSegment(); ///< position belongs to 0 to 1 (percentage of
///< the current segment)
void SetPositionOnSegment(float pos);
static gd::String GetStringFromCoordsVector(
const std::vector<sf::Vector2f> &vec,
char32_t coordsSep = U'\n',
char32_t composantSep = U';');
static std::vector<sf::Vector2f> GetCoordsVectorFromString(
const gd::String &str,
char32_t coordsSep = U'\n',
char32_t composantSep = U';');
private:
virtual void DoStepPreEvents(RuntimeScene &scene);
virtual void DoStepPostEvents(RuntimeScene &scene);
float GetAngleOfSegment(sf::Vector2f &seg);
// sf::Vector2f has been chosen to represent position, but any simple vector2
// class would do the job.
gd::String pathName; ///< Name of the current path (the path may be not
///< loaded, especially in Edit mode)
std::vector<sf::Vector2f> path; ///< Copy of current path (used for movement
///< to allow the behavior to reverse it)
sf::Vector2f offset; ///< Offset of the path relative to the scene's origin
float speed;
float timeOnSegment;
float totalSegmentTime;
std::size_t currentSegment;
bool stopAtEnd;
bool reverseAtEnd;
bool followAngle; ///< If true, the object is rotated according to the
///< current segment's angle.
float angleOffset; ///< Angle offset (added to the angle calculated with the
///< segment)
bool isPathLoaded; ///< True if the path is already loaded, otherwise false.
int futureSegment; ///< if the current segment has to be changed, it contains
///< a positive number, otherwise -1.
float futurePosition; ///< if the current position on segment has to be
///< changed, it contains a positive number, otherwise
///< -1.
std::map<gd::String, std::vector<sf::Vector2f> >
localePaths; ///< Contains all the object path
RuntimeScenePathDatas *runtimeScenesPathDatas;
};
#endif // PATHBEHAVIOR_H