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* This allows [custom behaviors](http://wiki.compilgames.net/doku.php/gdevelop5/behaviors/events-based-behaviors), that you can create in your project or get from extensions, to require the presence of one or multiple other behaviors on an object. * This is an advanced feature that is helpful to create behaviors that are based on other. For example, a behavior "Platformer enemy" using the "Platformer object" behavior and adding specific actions, conditions and logic to make an enemy chase the player. * If you create a behavior and want to use this, just go to the properties of this behavior and add a new property. Choose the type "Required Behavior" for this property. You can then use this new behavior in the events of the behavior you just edited. * To use a behavior based on another, you don't need to do anything special! Just add it to your object as usual: any missing behavior will be added to your object, so you can start using it immediately.
138 lines
4.9 KiB
C++
138 lines
4.9 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/IDE/Events/EventsBehaviorRenamer.h"
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#include <algorithm>
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#include "DummyPlatform.h"
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#include "GDCore/Events/Builtin/StandardEvent.h"
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#include "GDCore/Events/Event.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/Object.h"
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#include "GDCore/Project/Project.h"
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#include "catch.hpp"
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namespace {
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gd::StandardEvent &EnsureStandardEvent(gd::BaseEvent &baseEvent) {
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gd::StandardEvent *standardEvent =
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dynamic_cast<gd::StandardEvent *>(&baseEvent);
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INFO("The inspected event is "
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<< (standardEvent ? "a standard event" : "not a standard event"));
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REQUIRE(standardEvent != nullptr);
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return *standardEvent;
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}
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} // namespace
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TEST_CASE("EventsBehaviorRenamer (expressions)", "[common]") {
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gd::Project project;
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gd::Platform platform;
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SetupProjectWithDummyPlatform(project, platform);
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auto &layout1 = project.InsertNewLayout("Layout1", 0);
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auto &object1 =
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layout1.InsertNewObject(project, "MyExtension::Sprite", "Object1", 0);
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object1.AddNewBehavior(project, "MyExtension::MyBehavior", "MyBehavior");
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object1.AddNewBehavior(project, "MyExtension::MyBehavior", "MyBehavior2");
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// Add an event with an expression using the behaviors.
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gd::StandardEvent event;
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gd::Instruction instruction;
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instruction.SetType("MyExtension::DoSomething");
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instruction.SetParametersCount(1);
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instruction.SetParameter(
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0,
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gd::Expression("4 + "
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"Object1.MyBehavior::GetBehaviorNumberWith1Param(1) + "
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"Object1.MyBehavior2::GetBehaviorNumberWith1Param(1)"));
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event.GetActions().Insert(instruction);
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layout1.GetEvents().InsertEvent(event);
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// Rename the first behavior.
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gd::EventsBehaviorRenamer behaviorRenamer(
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platform, "Object1", "MyBehavior", "MyRenamedBehavior");
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behaviorRenamer.Launch(layout1.GetEvents(), project, layout1);
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// Verify the expression were updated.
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REQUIRE(EnsureStandardEvent(layout1.GetEvents().GetEvent(0))
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.GetActions()
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.Get(0)
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.GetParameter(0)
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.GetPlainString() ==
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"4 + Object1.MyRenamedBehavior::GetBehaviorNumberWith1Param(1) + "
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"Object1.MyBehavior2::GetBehaviorNumberWith1Param(1)");
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}
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TEST_CASE("EventsBehaviorRenamer (instructions)", "[common]") {
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gd::Project project;
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gd::Platform platform;
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SetupProjectWithDummyPlatform(project, platform);
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auto &layout1 = project.InsertNewLayout("Layout1", 0);
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auto &object1 =
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layout1.InsertNewObject(project, "MyExtension::Sprite", "Object1", 0);
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object1.AddNewBehavior(project, "MyExtension::MyBehavior", "MyBehavior");
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object1.AddNewBehavior(project, "MyExtension::MyBehavior", "MyBehavior2");
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// Add an action using MyBehavior.
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{
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gd::StandardEvent event;
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gd::Instruction instruction;
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instruction.SetType("MyExtension::BehaviorDoSomething");
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instruction.SetParametersCount(3);
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instruction.SetParameter(0, gd::Expression("Object1"));
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instruction.SetParameter(1, gd::Expression("MyBehavior"));
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instruction.SetParameter(2, gd::Expression("123"));
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event.GetActions().Insert(instruction);
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layout1.GetEvents().InsertEvent(event);
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}
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// Add an action using MyBehavior2.
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{
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gd::StandardEvent event;
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gd::Instruction instruction;
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instruction.SetType("MyExtension::BehaviorDoSomething");
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instruction.SetParametersCount(3);
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instruction.SetParameter(0, gd::Expression("Object1"));
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instruction.SetParameter(1, gd::Expression("MyBehavior2"));
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instruction.SetParameter(2, gd::Expression("123"));
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event.GetActions().Insert(instruction);
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layout1.GetEvents().InsertEvent(event);
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}
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// Rename MyBehavior.
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gd::EventsBehaviorRenamer behaviorRenamer(
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platform, "Object1", "MyBehavior", "MyRenamedBehavior");
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behaviorRenamer.Launch(layout1.GetEvents(), project, layout1);
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// Ensure the action using MyBehavior has its parameter renamed.
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REQUIRE(EnsureStandardEvent(layout1.GetEvents().GetEvent(0))
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.GetActions()
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.Get(0)
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.GetParameter(0)
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.GetPlainString() == "Object1");
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REQUIRE(EnsureStandardEvent(layout1.GetEvents().GetEvent(0))
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.GetActions()
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.Get(0)
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.GetParameter(1)
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.GetPlainString() == "MyRenamedBehavior");
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// Ensure MyBehavior2 is left untouched
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REQUIRE(EnsureStandardEvent(layout1.GetEvents().GetEvent(1))
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.GetActions()
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.Get(0)
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.GetParameter(0)
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.GetPlainString() == "Object1");
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REQUIRE(EnsureStandardEvent(layout1.GetEvents().GetEvent(1))
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.GetActions()
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.Get(0)
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.GetParameter(1)
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.GetPlainString() == "MyBehavior2");
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}
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