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GDevelop/Core/GDCore/Project/InitialInstance.h
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2020-07-25 14:22:59 +01:00

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/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef GDCORE_INITIALINSTANCE_H
#define GDCORE_INITIALINSTANCE_H
#include <map>
#include "GDCore/Project/VariablesContainer.h"
#include "GDCore/String.h"
namespace gd {
class PropertyDescriptor;
class Project;
class Layout;
}
namespace gd {
/**
* \brief Represents an instance of an object to be created on a layout start
* up.
*/
class GD_CORE_API InitialInstance {
public:
/**
* \brief Create an initial instance pointing to no object, at position (0,0).
*/
InitialInstance();
virtual ~InitialInstance(){};
/**
* Must return a pointer to a copy of the object. A such method is needed to
* do polymorphic copies. Just redefine this method in your derived object
* class like this: \code return new MyInitialInstanceClass(*this); \endcode
*/
InitialInstance* Clone() const { return new InitialInstance(*this); }
/** \name Common properties
* Members functions related to common properties
*/
///@{
/**
* \brief Get the name of object instantiated on the layout.
*/
const gd::String& GetObjectName() const { return objectName; }
/**
* \brief Set the name of object instantiated on the layout.
*/
void SetObjectName(const gd::String& name) { objectName = name; }
/**
* \brief Get the X position of the instance
*/
float GetX() const { return x; }
/**
* \brief Set the X position of the instance
*/
void SetX(float x_) { x = x_; }
/**
* \brief Get the Y position of the instance
*/
float GetY() const { return y; }
/**
* \brief Set the Y position of the instance
*/
void SetY(float y_) { y = y_; }
/**
* \brief Get the rotation of the instance, in radians.
*/
float GetAngle() const { return angle; }
/**
* \brief Set the rotation of the instance, in radians.
*/
void SetAngle(float angle_) { angle = angle_; }
/**
* \brief Get the Z order of the instance.
*/
int GetZOrder() const { return zOrder; }
/**
* \brief Set the Z order of the instance.
*/
void SetZOrder(int zOrder_) { zOrder = zOrder_; }
/**
* \brief Get the layer the instance belongs to.
*/
const gd::String& GetLayer() const { return layer; }
/**
* \brief Set the layer the instance belongs to.
*/
void SetLayer(const gd::String& layer_) { layer = layer_; }
/**
* \brief Return true if the instance has a size which is different from its
* object default size.
*
* \see gd::Object
*/
bool HasCustomSize() const { return personalizedSize; }
/**
* \brief Set whether the instance has a size which is different from its
* object default size or not.
*
* \param hasCustomSize true if the size is different from the object's
* default size. \see gd::Object
*/
void SetHasCustomSize(bool hasCustomSize_) {
personalizedSize = hasCustomSize_;
}
float GetCustomWidth() const { return width; }
void SetCustomWidth(float width_) { width = width_; }
float GetCustomHeight() const { return height; }
void SetCustomHeight(float height_) { height = height_; }
/**
* \brief Return true if the instance is locked and cannot be selected by
* clicking on it in the IDE.
*/
bool IsLocked() const { return locked; };
/**
* \brief (Un)lock the initial instance.
*
* An instance which is locked cannot be selected by clicking on it in a
* layout editor canvas.
*/
void SetLocked(bool enable = true) { locked = enable; }
///@}
/** \name Variable management
* Members functions related to initial instance variables management.
*/
///@{
/**
* Must return a reference to the container storing the instance variables
* \see gd::VariablesContainer
*/
const gd::VariablesContainer& GetVariables() const {
return initialVariables;
}
/**
* Must return a reference to the container storing the instance variables
* \see gd::VariablesContainer
*/
gd::VariablesContainer& GetVariables() { return initialVariables; }
///@}
#if defined(GD_IDE_ONLY)
/** \name Others properties management
* Members functions related to exposing others properties of the instance.
*
* \note Extensions writers: even if we can define new types of object by
* inheriting from gd::Object class, we cannot define new gd::InitialInstance
* classes. However, objects can store custom properties for their associated
* initial instances: these properties can be stored into floatInfos and
* stringInfos members. When the IDE want to get the custom properties, it
* will call GetProperties and UpdateProperty methods. These
* methods are here defined to forward the call to the gd::Object associated
* to the gd::InitialInstance. (by looking at the value returned by
* GetObjectName()).
*
* \see gd::Object
*/
///@{
/**
* \brief Return a map containing the properties names (as keys) and their
* values. \note Common properties ( name, position... ) do not need to be
* inserted in this map
*/
std::map<gd::String, gd::PropertyDescriptor> GetCustomProperties(
gd::Project& project, gd::Layout& layout);
/**
* \brief Update the property called \a name with the new \a value.
*
* \return false if the property could not be updated.
*/
bool UpdateCustomProperty(const gd::String& name,
const gd::String& value,
gd::Project& project,
gd::Layout& layout);
/**
* \brief Get the value of a float property stored in the instance.
* \note Only use this when \a GetCustomProperties is too slow (when rendering
* instances for example).
* \return the value of the property, or 0 if it does
* not exists.
*/
float GetRawFloatProperty(const gd::String& name) const;
/**
* \brief Get the value of a string property stored in the instance.
* \note Only use this when \a GetCustomProperties is too slow (when rendering
* instances for example).
* \return the value of the propety, or an empty
* string if it does not exists.
*/
const gd::String& GetRawStringProperty(const gd::String& name) const;
/**
* \brief Set the value of a float property stored in the instance.
*/
void SetRawFloatProperty(const gd::String& name, float value);
/**
* \brief Set the value of a string property stored in the instance.
*/
void SetRawStringProperty(const gd::String& name, const gd::String& value);
///@}
#endif
/** \name Saving and loading
* Members functions related to serialization.
*/
///@{
/**
* \brief Serialize instances container.
*/
virtual void SerializeTo(SerializerElement& element) const;
/**
* \brief Unserialize the instances container.
*/
virtual void UnserializeFrom(const SerializerElement& element);
/**
* \brief Reset the persistent UUID used to recognize
* the same initial instance between serialization.
*/
InitialInstance& ResetPersistentUuid();
///@}
// More properties can be stored in floatInfos and stringInfos.
// These properties are then managed by the Object class.
std::map<gd::String, float>
floatInfos; ///< More data which can be used by the object
std::map<gd::String, gd::String>
stringInfos; ///< More data which can be used by the object
private:
gd::String objectName; ///< Object name
float x; ///< Object initial X position
float y; ///< Object initial Y position
float angle; ///< Object initial angle
int zOrder; ///< Object initial Z order
gd::String layer; ///< Object initial layer
bool personalizedSize; ///< True if object has a custom size
float width; ///< Object custom width
float height; ///< Object custom height
gd::VariablesContainer initialVariables; ///< Instance specific variables
bool locked; ///< True if the instance is locked
mutable gd::String persistentUuid; ///< A persistent random version 4 UUID, useful for hot reloading.
static gd::String*
badStringProperyValue; ///< Empty string returned by GetRawStringProperty
};
} // namespace gd
#endif // GDCORE_INITIALINSTANCE_H