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GDevelop/Extensions/TimedEvent/TimedEvent.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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6.4 KiB
C++

/**
GDevelop - Timed Event Extension
Copyright (c) 2011-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#include "TimedEvent.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/CodeGeneration/ExpressionsCodeGeneration.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/IDE/Dialogs/EventsEditor/EventsEditorItemsAreas.h"
#include "GDCore/IDE/Dialogs/EventsEditor/EventsEditorSelection.h"
#include "GDCore/IDE/Dialogs/EventsEditor/EventsRenderingHelper.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "GDCore/Tools/Localization.h"
#include "GDCpp/Runtime/RuntimeScene.h"
#include "GDCpp/Runtime/TinyXml/tinyxml.h"
#include "TimedEventEditorDlg.h"
using namespace std;
std::vector<TimedEvent*> TimedEvent::codeGenerationCurrentParents;
TimedEvent::TimedEvent() : BaseEvent() {}
TimedEvent::~TimedEvent() {}
vector<gd::InstructionsList*> TimedEvent::GetAllConditionsVectors() {
vector<gd::InstructionsList*> allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector<gd::InstructionsList*> TimedEvent::GetAllActionsVectors() {
vector<gd::InstructionsList*> allActions;
allActions.push_back(&actions);
return allActions;
}
vector<gd::Expression*> TimedEvent::GetAllExpressions() {
vector<gd::Expression*> allExpressions;
allExpressions.push_back(&timeout);
return allExpressions;
}
vector<const gd::InstructionsList*> TimedEvent::GetAllConditionsVectors()
const {
vector<const gd::InstructionsList*> allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector<const gd::InstructionsList*> TimedEvent::GetAllActionsVectors() const {
vector<const gd::InstructionsList*> allActions;
allActions.push_back(&actions);
return allActions;
}
vector<const gd::Expression*> TimedEvent::GetAllExpressions() const {
vector<const gd::Expression*> allExpressions;
allExpressions.push_back(&timeout);
return allExpressions;
}
void TimedEvent::SerializeTo(gd::SerializerElement& element) const {
element.AddChild("name").SetValue(name);
element.AddChild("timeout").SetValue(timeout.GetPlainString());
gd::EventsListSerialization::SerializeInstructionsTo(
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void TimedEvent::UnserializeFrom(gd::Project& project,
const gd::SerializerElement& element) {
name = element.GetChild("name", 0, "Name").GetValue().GetString();
timeout = element.GetChild("timeout", 0, "Timeout").GetValue().GetString();
gd::EventsListSerialization::UnserializeInstructionsFrom(
project, conditions, element.GetChild("conditions", 0, "Conditions"));
gd::EventsListSerialization::UnserializeInstructionsFrom(
project, actions, element.GetChild("actions", 0, "Actions"));
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
/**
* Render the event in the bitmap
*/
void TimedEvent::Render(wxDC& dc,
int x,
int y,
unsigned int width,
gd::EventsEditorItemsAreas& areas,
gd::EventsEditorSelection& selection,
const gd::Platform& platform) {
#if !defined(GD_NO_WX_GUI)
gd::EventsRenderingHelper* renderingHelper = gd::EventsRenderingHelper::Get();
int border = renderingHelper->instructionsListBorder;
const int functionTextHeight = 20;
// Draw header rectangle
wxRect headerRect(x, y, width, functionTextHeight);
renderingHelper->DrawNiceRectangle(dc, headerRect);
// Name
dc.SetFont(renderingHelper->GetNiceFont().Bold());
dc.SetTextForeground(wxColour(0, 0, 0));
gd::String nameTxt;
if (!name.empty()) nameTxt = _(" (Name: ") + name + ")";
dc.DrawText(_("Delayed execution after ") + timeout.GetPlainString() +
_(" seconds.") + " " + nameTxt,
x + 4,
y + 3);
// Draw conditions rectangle
wxRect rect(x,
y + functionTextHeight,
renderingHelper->GetConditionsColumnWidth() + border,
GetRenderedHeight(width, platform) - functionTextHeight);
renderingHelper->DrawNiceRectangle(dc, rect);
// Draw actions and conditions
renderingHelper->DrawConditionsList(
conditions,
dc,
x + border,
y + functionTextHeight + border,
renderingHelper->GetConditionsColumnWidth() - border,
this,
areas,
selection,
platform);
renderingHelper->DrawActionsList(
actions,
dc,
x + renderingHelper->GetConditionsColumnWidth() + border,
y + functionTextHeight + border,
width - renderingHelper->GetConditionsColumnWidth() - border * 2,
this,
areas,
selection,
platform);
#endif
}
unsigned int TimedEvent::GetRenderedHeight(unsigned int width,
const gd::Platform& platform) const {
#if !defined(GD_NO_WX_GUI)
if (eventHeightNeedUpdate) {
gd::EventsRenderingHelper* renderingHelper =
gd::EventsRenderingHelper::Get();
int border = renderingHelper->instructionsListBorder;
const int functionTextHeight = 20;
// Get maximum height needed
int conditionsHeight = renderingHelper->GetRenderedConditionsListHeight(
conditions,
renderingHelper->GetConditionsColumnWidth() - border * 2,
platform);
int actionsHeight = renderingHelper->GetRenderedActionsListHeight(
actions,
width - renderingHelper->GetConditionsColumnWidth() - border * 2,
platform);
renderedHeight =
((conditionsHeight > actionsHeight ? conditionsHeight : actionsHeight) +
functionTextHeight) +
border * 2;
eventHeightNeedUpdate = false;
}
return renderedHeight;
#else
return 0;
#endif
}
gd::BaseEvent::EditEventReturnType TimedEvent::EditEvent(
wxWindow* parent,
gd::Project& game,
gd::Layout& scene,
gd::MainFrameWrapper& mainFrameWrapper) {
#if !defined(GD_NO_WX_GUI)
TimedEventEditorDlg dialog(parent, *this, game, scene);
if (dialog.ShowModal() == 0) return Cancelled;
#endif
return ChangesMade;
}
#endif