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1945 Commits

Author SHA1 Message Date
AlexandreS
a7760e975a Bump newIDE version (#5353) 2023-05-25 16:41:28 +02:00
AlexandreS
e2397cb0a4 Make sure dialogs are displayed full screen on mobiles landscape-oriented (#5350) 2023-05-25 14:54:45 +02:00
Aurélien Vivet
24ff670886 Make more visible the actions and condition to Save and Load the of a game.
- Replace the actions and conditions "Write a value" by "Save a value", and "Read a value" by "Load a value".
2023-05-25 13:39:06 +01:00
github-actions[bot]
d24b7497c9 Update translations [skip ci] (#5341) 2023-05-25 14:29:25 +02:00
supertree-wook
0ecaa342f9 Fix and improve GithHb action to see translations with coverage deltas (#5348) 2023-05-25 12:59:14 +02:00
D8H
141ac87c6e Convert animation list to functional component (#5342)
* Don't show in changelog
2023-05-25 09:35:43 +02:00
Aurélien Vivet
057e6dcfed Fix typos (#5347) 2023-05-24 22:41:49 +02:00
D8H
9c69c90a66 Fix object instance dimension values editor (#5346)
* Also fix default value for the "3D world top" property of directional lights
2023-05-24 21:21:35 +02:00
AlexandreS
4df6ecc654 Fix 3D model object not showing in preview when working on the web or mobile app (#5344) 2023-05-24 20:01:59 +02:00
AlexandreS
c106d05098 Use the native selector to select an object on mobile (#5343)
This should fix issues happening on mobile where the keyboard opens when one wants to select an object from the parameter of an event
2023-05-24 17:26:27 +02:00
Clément Pasteau
f3f426e949 Update icon for mac (#5340)
Don't show in changelog
2023-05-23 16:47:25 +02:00
github-actions[bot]
52d0ed1217 Update translations [skip ci] (#5337) 2023-05-23 16:04:49 +02:00
AlexandreS
511138269d Bump newIDE version (#5339) 2023-05-23 15:46:23 +02:00
AlexandreS
22dda6194c Add QR code when doing a network preview to facilitate accessing the testing url (#5338) 2023-05-23 15:45:20 +02:00
github-actions[bot]
aa2ef39f32 Update translations [skip ci] (#5335)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-05-23 14:23:06 +02:00
Clément Pasteau
a744b88c5c Rework objectGroupsContainer to contain references, avoiding possible wrong memory accesses (#5329)
Do not show in changelog
2023-05-23 14:22:39 +02:00
D8H
2847601fc5 Add an alert when event-functions only call themselves (#5324) 2023-05-23 12:09:56 +02:00
D8H
bfbdf1cd3f Fix outline style when drawing a path with the shape painter (#5336) 2023-05-23 10:33:53 +02:00
Clément Pasteau
ed1694a818 Update GitHub actions (#5279)
Only show in developer changelog

Co-authored-by: supertree-wook <phk09242@supertree.co>
2023-05-23 10:24:52 +02:00
AlexandreS
0ee121c014 Add a few missing things following 3D release (#5328)
- Restore Debug draw action in games with 3D
- Fix inspector not working on 3D objects with Z = 0
- Use magenta box when no model is specified for 3D model objects
- Add missing default names for 2 new 3D objects
2023-05-23 10:21:09 +02:00
D8H
312e96a881 Force the expression mode for parameter fields within an extension (#5318) 2023-05-23 10:00:42 +02:00
D8H
c169c5037a Use instance default size as default custom size (#5334) 2023-05-23 09:41:43 +02:00
github-actions[bot]
a82ae304a0 Update translations [skip ci] (#5310)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-05-23 09:17:53 +02:00
AlexandreS
adb30c5105 Fix default game slug on gd.games not long enough creating confusing errors (#5333) 2023-05-22 17:53:39 +02:00
Clément Pasteau
aad11f2518 Fix object group duplication crashing the app (#5331) 2023-05-22 16:11:15 +02:00
AlexandreS
737d389493 Prevent creating a global group with the same name as a default group and vice versa (#5332) 2023-05-22 16:05:13 +02:00
Clément Pasteau
4b071fbf17 Fix pixi js version (#5330)
Do not show in changelog
2023-05-22 15:48:10 +02:00
AlexandreS
982a0c6e53 Fix Z position tween not working on 3D model objects
Also fixes a missing icon for 3D model resource in the resources tab of the project
2023-05-22 09:55:36 +02:00
AlexandreS
91adaac722 Fix random color used in transparent sprites in 2D+3D rendering (#5314) 2023-05-19 17:39:17 +02:00
Clément Pasteau
138a7c9abe Fix format (#5313)
Don't show in changelog
2023-05-19 14:48:03 +02:00
AlexandreS
c7099d694e Improve build card name editing UX (#5312) 2023-05-19 14:47:38 +02:00
D8H
fde1039707 Fix the isCameraRotatedIn3D condition. (#5311)
Do not show in changelog
2023-05-19 12:13:40 +02:00
D8H
73e087936a Fix mouse and multitouch controls when 3D cameras are rotated (#5309) 2023-05-19 11:37:55 +02:00
AlexandreS
260fd5949e Upgrade posthog-js [skip ci] (#5308)
Only show in developer changelog
2023-05-19 11:29:17 +02:00
github-actions[bot]
a4939181a5 Update translations [skip ci] (#5307)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-05-19 11:12:15 +02:00
AlexandreS
cab56451ff Bump newIDE version (#5306) 2023-05-19 10:12:22 +02:00
github-actions[bot]
7b32bbacd6 Update translations [skip ci] (#5300) 2023-05-19 10:02:01 +02:00
AlexandreS
a15707d655 Use correct reference to layer (#5305)
[skip-ci]
2023-05-19 10:00:58 +02:00
Aurélien Vivet
714a9f1198 Add a condition to check if a scene exists (#5297) 2023-05-19 09:24:15 +02:00
AlexandreS
2a91c54b0e Remove forgotten ref (#5304)
Don't show in changelog
2023-05-18 17:33:31 +02:00
Florian Rival
3272b8eda7 Fix 2D rendering sometimes occluding/cutting semi transparent 3D objects 2023-05-18 16:58:42 +02:00
AlexandreS
cd432a22b6 Fix crash when working with instances in the scene editor (#5303) 2023-05-18 16:28:19 +02:00
AlexandreS
9ac483156e Unsubscribe effects and asynchronous tasks (#5301)
Only show in developer changelog
2023-05-17 17:44:18 +02:00
AlexandreS
d0f39027af Slightly lighten project file when lots of comments are present in the events sheets (#5299) 2023-05-17 16:45:19 +02:00
github-actions[bot]
5d8a59533d Update translations [skip ci] (#5294)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2023-05-17 14:48:23 +02:00
D8H
243a72008b Fix a key exception in the 3D model object editor (#5298)
* Don't show in changelog
2023-05-17 14:39:10 +02:00
Florian Rival
e56cdac96a Fix 3D rendering after loading a scene (#5296) 2023-05-17 13:12:27 +02:00
AlexandreS
cf374737fc Add support for built-in 3D games (#5285)
* This provides new 3D objects: 3D Box (perfect to create walls, floors, or billboards) and 3D Model (to import objects created in a 3D modeling app).
* 2D and 3D can be mixed in a same game. Each layer of a game can contain 2D objects, 3D objects or a mix of both.
* This allows to build 2D games, 2.5D games and full 3D games: platformers, racing games, FPS, hyper casual games. It's easy to start adding 3D objects to an existing 2D game.
* You can set up a light by adding an ambient light and/or directional light in the effects of a 3D layer. 3D objects can be configured to react to light or ignore it.
* In the future, support for 3D objects will be improved: light objects, animations, etc...
2023-05-16 17:37:49 +02:00
Florian Rival
3d043f5264 Update the GDevelop app icon on web and desktop (#5295) 2023-05-16 16:21:02 +02:00
AlexandreS
032f53e4e3 Bump newIDE version (#5293) 2023-05-16 10:34:20 +02:00
github-actions[bot]
f68ae4b8d8 Update translations [skip ci] (#5282) 2023-05-16 09:37:57 +02:00
Clément Pasteau
fa40381fb4 Fix design of login & register (#5280)
Do not show in changelog
2023-05-15 09:55:44 +02:00
Florian Rival
544b6243ba Add some tooltips in the Events Sheet (#5290) 2023-05-14 21:01:47 +02:00
supertree-wook
0a03cbb89c Add support for mouse "Forward" and "Back" buttons (#5278) 2023-05-13 16:52:30 +02:00
supertree-wook
c00d75f047 Fix typo in comments and message strings (#5287) 2023-05-12 22:20:27 +02:00
Aurélien Vivet
5dce0684f5 Fix typo (#5284)
Do not show in changelog
2023-05-12 17:47:26 +02:00
D8H
cb44999538 Fix extension refresh on a new project. (#5283)
Do not show in changelog
2023-05-12 14:12:36 +02:00
D8H
4a9de2edf3 Fix the tile map scale action (#5281)
* Operators +=, -=, *= and /= were making previews crash.
2023-05-11 18:00:52 +02:00
github-actions[bot]
8c3728f8b7 Update translations [skip ci] (#5274)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-05-10 10:36:09 +02:00
Clément Pasteau
212c58f67c Fix TextInput having extra margins on iOS (#5277) 2023-05-09 10:35:54 +02:00
github-actions[bot]
f5d89c66ea Update translations [skip ci] (#5271)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-05-04 09:22:40 +02:00
supertree-wook
8fb139ff63 Rename the readme and license files to match standard (#5272)
Do not show in changelog
2023-05-04 09:22:12 +02:00
Clément Pasteau
0c0fb5da1c Fix generated .exe not working if the project name contains special characters (#5254) 2023-05-03 11:48:17 +02:00
github-actions[bot]
65a33589c0 Update translations [skip ci] (#5251)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2023-05-02 09:37:54 +02:00
supertree-wook
7ec5a95de8 Improve bug report template on GitHub (#5261)
Do not show in changelog
2023-05-02 09:37:01 +02:00
Aurélien Vivet
26289eec99 Fix typo (#5263)
Don't show in the changelog
2023-05-02 09:36:21 +02:00
Aurélien Vivet
cc0a01bbdb Add an action to focus a text input object (#5268)
* Useful to let the player type something without having them manually clicking/touching the input on the screen.
2023-05-01 21:21:57 +02:00
supertree-wook
a0fb289aaf Update to the new forum URL in some part of the interface (#5264) 2023-04-28 13:13:55 +02:00
D8H
94045aec91 Fix typo in comments and message strings (thanks @st-Wook!) (#5262)
Co-authored-by: supertree-wook <phk09242@supertree.co>
2023-04-28 11:58:51 +02:00
supertree-wook
b70d4c54c1 Improve bug report template on GitHub (#5259)
Only show in developer changelog
2023-04-26 14:24:45 +02:00
Aurélien Vivet
f269b820fc Add 2 expressions for the Tiled Sprite to get X & Y offset of the displayed image. (#5252) 2023-04-25 10:45:59 +02:00
Clément Pasteau
f91bde1fca Limit bio and username size (#5257)
Do not show in changelog
2023-04-25 10:25:55 +02:00
AlexandreS
73ac71dadf Add possibility to open events context menu on iOS devices (#4793) 2023-04-21 16:54:26 +02:00
AlexandreS
52fcf52ecc Prevent loss of focus when editing the value of an object variable in the instance properties panel (#5247) 2023-04-21 13:39:56 +02:00
supertree-wook
55c7c4e8bf Change Bug report issue template to Github Forms (#5250) 2023-04-21 10:35:14 +02:00
github-actions[bot]
d6a15d4090 Update translations [skip ci] (#5241)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-04-21 09:46:29 +02:00
supertree-wook
21a87daf64 Clean markdown files and fix typos (#5248)
Only show in develop changelog
2023-04-20 16:22:46 +02:00
AlexandreS
c712ab3163 fix: Correctly detect project manager open to fix some stall guided lessons (#5246) 2023-04-20 13:34:54 +02:00
AlexandreS
6c27c3dcf8 Improve command palette on mobile (#5249) 2023-04-20 13:34:09 +02:00
AlexandreS
f8de6c2ea9 Fix resource opening on iOS and opening of urls (#5245) 2023-04-19 14:10:20 +02:00
AlexandreS
b2e8c23944 Add text field to search in wiki on home page learn section (#5243) 2023-04-19 12:29:17 +02:00
AlexandreS
bfc6a69d77 Decrease checkbox padding to have the same appearance as small icon buttons (#5242)
Don't show in changelog
2023-04-18 15:42:52 +02:00
D8H
3abf81fda2 Add a grab tool to the collision mask and points editors (#5235)
* It also fixes the Physics2 polygon editor that wasn't refreshed when dragging a vertex.
2023-04-18 12:19:43 +02:00
D8H
4caef9c7e6 Add an special object parameter to handle object creation in extensions (#5239)
* It allows extension users to apply actions to the created objects.
2023-04-18 09:55:19 +02:00
github-actions[bot]
f9edfdef72 Update translations [skip ci] (#5233)
Co-authored-by: Bouh <Bouh@users.noreply.github.com>
2023-04-17 10:13:26 +02:00
DaddyPluM
4e0e4b9184 Rename license.txt to license.md (#4783)
Don't show in the changelog
2023-04-15 16:00:16 +02:00
Clément Pasteau
908926bf73 Allow deleting your account from the profile (#5232) 2023-04-13 17:18:49 +02:00
github-actions[bot]
2ba81cc7d6 Update translations [skip ci] (#5231)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-04-13 14:06:56 +02:00
D8H
e77e1fb840 Allow event extensions to declare variable parameters (#5220) 2023-04-13 13:48:47 +02:00
D8H
f0f47ca2f0 Set collision mask zoom bounds relatively to the default zoom (#5229) 2023-04-13 13:48:10 +02:00
github-actions[bot]
07920fda9f Update translations [skip ci] (#5230)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-04-13 12:20:43 +02:00
D8H
48e4447212 Add a button to report extension issues (#5224) 2023-04-13 12:19:59 +02:00
Clément Pasteau
b69dcafcc6 Improve errors when registering game with translations (#5216) 2023-04-13 12:03:08 +02:00
D8H
89e06b0801 Fix collision mask editor image border size (#5228) 2023-04-13 11:52:36 +02:00
github-actions[bot]
5e1a6eb084 Update translations [skip ci] (#5225)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-04-13 10:22:32 +02:00
D8H
f89a48fb2c Allow to lock layers in the editor (#5226) 2023-04-13 10:18:54 +02:00
D8H
ddb65012ce Allow to copy and paste effects from one object or layer to another (#5207) 2023-04-12 10:39:11 +02:00
D8H
bb0fe0ea37 Allow to copy and paste behaviors from one object to another (#5205) 2023-04-12 10:38:27 +02:00
D8H
747cdf0243 Allow drag and drop or copy and paste of properties in the extension editor (#5222) 2023-04-11 18:14:27 +02:00
Clément Pasteau
385ec5e9ca Fix long touch not working on iOS Safari (#5223) 2023-04-11 16:45:16 +02:00
github-actions[bot]
bcbdc35d72 Update translations [skip ci] (#5221)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-04-11 12:10:17 +02:00
Clément Pasteau
6053369474 Rework multiple fields to have selects (#5208)
* External Layout, Animation, Effect and Effect Parameter
2023-04-11 09:25:41 +02:00
AlexandreS
ed1e0852b5 Check other scenes for conflicts when creating or manipulating global object and groups (#5215) 2023-04-11 09:09:35 +02:00
D8H
23ce46439a Show invalid resources errors in the event sheet (#5218) 2023-04-09 18:50:43 +02:00
github-actions[bot]
d9b35018e7 Update translations [skip ci] (#5200)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-04-07 17:38:03 +02:00
AlexandreS
571ab1313d Recompute full url to include a refreshed token (#5217)
Don't show in changelog
2023-04-07 16:55:23 +02:00
AlexandreS
aff82c4733 Add possibility to close preview window with Cmd/Ctrl + W (#5214)
- The previous announce about making this feature available was wrong
2023-04-07 12:05:59 +02:00
AlexandreS
2d4fc0af07 Update function configuration after toggling async function (#5212)
Don't show in changelog
2023-04-07 11:18:13 +02:00
AlexandreS
7cadf35642 Allow to open or download resources of a cloud project from the Resources editor 2023-04-06 10:17:21 +02:00
D8H
73e1ea5ff1 Fix missing errors when a variable name is used alone in an expression (#5203) 2023-04-05 12:01:43 +02:00
AlexandreS
bc87caf640 Handle cloud project opening errors better (#5202)
Don't show in changelog
2023-04-05 10:28:25 +02:00
Florian Rival
95dfb391c4 Revert Publish icon (#5201)
Don't show in changelog
2023-04-05 08:58:40 +02:00
AlexandreS
4b973c9655 Do not raise error if community link field is empty (#5199)
Don't show in changelog
2023-04-04 18:22:55 +02:00
Clément Pasteau
23f24a3939 Bump to 5.1.160 2023-04-04 16:47:53 +02:00
github-actions[bot]
b3ed22806b Update translations [skip ci] (#5192) 2023-04-04 16:47:02 +02:00
Clément Pasteau
4afefafc76 Fix Fling game tutorial being properly closed and restarted on the saved step (#5198) 2023-04-04 16:28:43 +02:00
Florian Rival
d2a1d8620f Handle management of subscriptions made on another platform (#5196) 2023-04-04 14:33:19 +02:00
AlexandreS
fdfc028a2c Scroll editor tabs when a new tab is activated or opened (#5194) 2023-04-04 10:22:26 +02:00
Peter Anderson
48cd42fee0 Fix Objects Panel button to show correct tooltip (#5195) 2023-04-04 09:21:09 +02:00
Clément Pasteau
b215eff444 Add more customization to the user profile (#5181)
* Community links can now be entered (Twitter, Reddit, Discord, etc...)
* Those links will be displayed on your GDevelop profile as well as your gd.games profile page!
2023-04-03 16:17:21 +02:00
AlexandreS
1bf66a97ae Improve the UI of the alert messages so that they are more noticeable (#5186) 2023-04-03 11:59:43 +02:00
github-actions[bot]
cc6890a495 Update translations [skip ci] (#5182)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-31 14:04:32 +02:00
AlexandreS
418dd834c0 Fix attempt: Check cloud project before sending it to avoid corrupt cloud project (#5183) 2023-03-31 13:45:45 +02:00
D8H
e52faae332 Test the create action picking (#5178)
* Useful for dev only
2023-03-31 13:27:34 +02:00
Clément Pasteau
31809fdf61 Add missing types (#5184)
Do not show in changelog
2023-03-31 12:32:50 +02:00
AlexandreS
17504c1713 Add possibility to revert cloud project to last sane version (#5180) 2023-03-31 11:25:15 +02:00
github-actions[bot]
e29b79fdc9 Update translations [skip ci] (#5172)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-31 11:23:40 +02:00
Clément Pasteau
b0009cc999 Fix too many aliases for analytics (#5177)
Do not show in changelog
2023-03-31 11:12:57 +02:00
Clément Pasteau
384eb2b8ee Add sounds packs category on the asset store (#5179) 2023-03-30 14:39:20 +02:00
AlexandreS
5fa0627218 Randomize private asset packs in asset home (#5176)
Don't show in changelog
2023-03-30 11:11:15 +02:00
D8H
e66660d2df Fix the creation of a new frame with the image editor when the animation doesn't have a name (#5175)
* Don't show in changelog
2023-03-29 12:32:25 +02:00
Clément Pasteau
df6320c39f Display lessons on Learn section on mobile (#5174)
Do not show in changelog
2023-03-29 10:44:25 +02:00
D8H
ca667c02be [Tilemap] Fix collision name between tilemap object and collision mask object (#5173)
* Projects that use actions and conditions of the wrong object should still work. To fix the red underling of object names, actions for the right object can now be selected.
2023-03-29 10:00:18 +02:00
AlexandreS
62d0754b33 Update properties panel after paste or duplication of instances (#5171) 2023-03-28 15:36:17 +02:00
Clément Pasteau
4c4ca0d202 Try to fix providers crashing the app if services return an unexpected response (#5170)
Do not show in changelog
2023-03-28 13:08:37 +02:00
github-actions[bot]
5c68d117c6 Update translations [skip ci] (#5168)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-28 11:51:21 +02:00
AlexandreS
21b9ae47ab Update icons bis (#5169)
Don't show in changelog
2023-03-28 11:33:07 +02:00
D8H
e8687119c9 Fix errors not being displayed in expressions when an object or a behavior doesn't exist (#5146)
* GDevelop will now warn when an object (or group of objects) written in an expression is misspelled or does not exist in the scene.
2023-03-27 13:55:23 +02:00
D8H
9c09e26aaa Fix the Not condition to handle its last sub condition correctly (#5074) 2023-03-27 13:29:27 +02:00
Tristan Rhodes
c223abad60 Add property a property to particle to "Jump the emitter forward in time" when it's created (#5039)
* This works like the action of the same name, and allow newly created particle emitters to act as if they were emitting since a bit of time - useful when starting a scene for example to avoid seeing the initial particles being emitted.
2023-03-27 13:27:03 +02:00
github-actions[bot]
769de55317 Update translations [skip ci] (#5166)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-03-27 13:22:37 +02:00
Clément Pasteau
0dfe765ae1 Increase allowed time to load the game in memory on Android before failing (#5110)
* This should help old or constrained devices to better run large games.
2023-03-27 13:21:50 +02:00
D8H
b94ce2b20d When renaming or removing an object, only refactor associated external events (#5155)
* The editor used to refactor every events that were used in the object layout even if they were associated to another layout which could result to errors.
2023-03-27 12:55:00 +02:00
Infokub
89eb61b4a6 Add a new expression to get the maximum of an inventory item (#5126) 2023-03-26 13:28:05 +02:00
Florian Rival
32ba55e726 Delete .devcontainer
Outdated and not working well

Don't show in changelog
2023-03-26 13:16:40 +02:00
Infokub
844ac23666 Add a warning about installing an extension from the store if it replaces an extension manually created (#5111) 2023-03-26 12:38:46 +02:00
github-actions[bot]
657036384d Update translations [skip ci] (#5161)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2023-03-24 19:21:52 +01:00
Florian Rival
b13ce5b17c Fix shape painter anti-aliasing select labels
Don't show in changelog
2023-03-24 18:30:12 +01:00
Clément Pasteau
8f0f5a5bc5 Fix the behavior fields crashing the app when edited inline in the Events Sheet (#5162) 2023-03-24 18:23:49 +01:00
AlexandreS
d23a064ca2 Update icons everywhere possible (#5160)
Don't show in changelog
2023-03-24 17:25:52 +01:00
github-actions[bot]
3b0dc66046 Update translations [skip ci] (#5159)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-24 17:00:00 +01:00
Clément Pasteau
356bde650b Improve selection of a Scene in an instruction with a drop-down list (#5154) 2023-03-24 16:27:38 +01:00
github-actions[bot]
6d25496f89 Update translations [skip ci] (#5157)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-24 16:19:39 +01:00
Oxey405
dfeeb864a5 Allow setting anti-aliasing on shape drawer (#4509)
* defaulted to "none", it allows 3 anti-aliasing options, from "low" to "high" increasing quality of the drawings.
2023-03-24 16:19:07 +01:00
Clément Pasteau
25c36d26db Fix drag preview causing a request without Origin (#5158)
* This request can be cached by Chrome and causing CORS issues for following requests.
2023-03-24 16:02:05 +01:00
Arthur Pacaud
36721c63e0 Improve various aspects of the Firebase extension (#5125)
* Update Firebase SDK to v8.10.0
* Fix small firebase usability issues
* Fix tracer stopping
* Fix a crash when using tracers
* Add password reset action to authentication
2023-03-24 15:32:10 +01:00
github-actions[bot]
69cd89ddb8 Update translations [skip ci] (#5153)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-23 18:27:22 +01:00
AlexandreS
2db4b54986 Add Algolia search results from the wiki to the command palette (#5148) 2023-03-23 16:31:58 +01:00
D8H
303a4d20ed Fix the default image name suggested to Piskel when the animation name is empty (#5152)
* The resource name was given with the extension which resulted to a file names with twice the extension.
2023-03-23 15:38:42 +01:00
Clément Pasteau
a09bfafd26 Improve guided lessons so they can be done on mobile (#5143) 2023-03-23 15:02:13 +01:00
github-actions[bot]
822329af63 Update translations [skip ci] (#5149)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-23 11:58:44 +01:00
Florian Rival
0b90e17307 Adapt the rendering of reference document to Markdown for the new wiki (#5112)
Don't show in changelog
2023-03-23 11:43:57 +01:00
github-actions[bot]
00817b4393 Update translations [skip ci] (#5140)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-22 11:26:46 +01:00
Clément Pasteau
2a5bbcb8d4 Add new guided lesson: Timer (#5144) 2023-03-22 11:05:41 +01:00
github-actions[bot]
7f03579855 Update translations [skip ci] (#5136)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-21 12:12:30 +01:00
Clément Pasteau
c7e42d1e88 Improve the selection of a layer in an instruction (#5119)
* The layer selection is now done via a dropdown by default, with the possibility to switch to an expression
2023-03-21 12:11:45 +01:00
AlexandreS
e3fd91681c Fix: Upgrade shifty to 2.20.4 to prevent tweens to be applied when a scene is resumed (#5139) 2023-03-21 11:07:24 +01:00
Clément Pasteau
c8392332c7 Block auto-translate tools to avoid unfixable crashes with React (#5138) 2023-03-21 10:12:41 +01:00
Clément Pasteau
14d7dafb79 Fix wrong props (#5137)
Do not show in changelog
2023-03-21 09:26:05 +01:00
Clément Pasteau
373d5e14b8 New guided lesson: Joystick (#5135) 2023-03-20 17:56:32 +01:00
github-actions[bot]
8b89896082 Update translations [skip ci] (#5133)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-20 17:50:01 +01:00
D8H
e7d213534e Revert: Report errors in expressions when an object or a behavior doesn't exist (#5118) (#5134)
Do not show in changelog
2023-03-20 15:08:40 +01:00
D8H
859b1d0a1c Refactor events when project elements are renamed (#5031)
* Project elements are: scenes, external layouts, external events, layers, layer effects, object effects, sprite animations and sprite points.
2023-03-20 12:02:36 +01:00
Clément Pasteau
2b6a14c612 Bump version to 5.1.159 (#5121) 2023-03-20 10:56:22 +01:00
github-actions[bot]
07051017b9 Update translations [skip ci] (#5131)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-20 10:51:29 +01:00
Clément Pasteau
0d5f238c75 Increase drag preview on touch screens (#5132)
Do not show in changelog
2023-03-20 10:43:45 +01:00
D8H
936c75b4ed Round dragged points and collision masks vertices of sprites (#5124) 2023-03-20 10:20:59 +01:00
AlexandreS
8d1bdfed25 Add possibility to scroll editor tabs horizontally with the mouse wheel (#5130) 2023-03-20 10:05:26 +01:00
github-actions[bot]
440205531f Update translations [skip ci] (#5123)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-03-20 09:28:04 +01:00
D8H
8f45642a25 Fix the "pick all" and "pick a random" conditions when they are used in functions (#5128) 2023-03-19 13:24:24 +01:00
D8H
1e6ca8c403 Fix a regression on extension loading (#5127)
* Don't show in changelog
2023-03-19 13:23:42 +01:00
D8H
113e329d7a Fix a collision mask compatibility issue with a breaking change of Tiled 1.10 (#5122)
* Handle the "type" attribute as an alias of "class".
2023-03-17 19:22:03 +01:00
D8H
48ae688873 Report errors in expressions when an object or a behavior doesn't exist (#5118) 2023-03-17 15:24:24 +01:00
Clément Pasteau
fe77180748 Improve preview of dragged items (#5076)
* This is valid for Groups & Objects, and allows seeing the item while dragging on the canvas
* This also allows having a preview visible on touchscreens while dragging an item with your finger
2023-03-17 12:07:12 +01:00
D8H
48b88b9d92 Add tests on loop events and boolean operator conditions (#5117)
* Show in developer logs only
2023-03-16 18:12:32 +01:00
D8H
f57a8bc6cd Fix behaviors that were staying in the list after switching of project with an extension tab opened (#5102) 2023-03-16 18:10:36 +01:00
Clément Pasteau
1b827eb67b Always scroll to the newly created items across the app (#5114)
* This allows always seeing the element that was just added
* Works for Object/Group/Behavior/Effect/Animation/Function
2023-03-16 15:24:13 +01:00
github-actions[bot]
c3521db5ba Update translations [skip ci] (#5108)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-16 15:11:23 +01:00
Clément Pasteau
b51e47233e Remove some unnecessary dismissable info messages (#5115)
Do not show in changelog
2023-03-16 14:58:54 +01:00
github-actions[bot]
1bf9d3c432 Update translations [skip ci] (#5106)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-14 18:30:48 +01:00
Clément Pasteau
1c47d12033 Allow opening any guided lesson from the URL (#5107)
Do not show in changelog
2023-03-14 18:30:14 +01:00
Clément Pasteau
1250060848 Rework sprites list to make button sticky and improve mobile view (#5096) 2023-03-14 18:03:25 +01:00
AlexandreS
4712c3d9ef Add new guided lesson about how to add a health bar prefab (#5095) 2023-03-14 17:02:21 +01:00
Clément Pasteau
56cf1cf18f Allow opening instance properties from instance right click on canvas (#5105) 2023-03-14 16:09:22 +01:00
github-actions[bot]
0427766b9d Update translations [skip ci] (#5094)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-03-14 15:18:18 +01:00
D8H
8cf20cdef2 [Tilemap] Fix the tile map resource property of the collision mask object to accept tilemap resources in addition to json ones (#5101) 2023-03-13 15:55:53 +01:00
D8H
b3f74a3e9b Keep example templates list order (#5103)
* Don't show in changelog
2023-03-13 15:04:44 +01:00
Clément Pasteau
38f15503e9 Improve Scene canvas interactions (#5072)
* Increase canvas FPS to 60 when interacting
* Reduce FPS to 10 when not using the canvas
* This should make the editor feel smoother when used, as well as save battery life when not using it!
* Also detect pinch zoom for trackpads
2023-03-10 18:09:51 +01:00
AlexandreS
47f15f6881 Keep scroll when navigating from page to page in the asset store (#5092) 2023-03-10 17:39:48 +01:00
Clément Pasteau
b0c8bf9625 Fix audio pack url download (#5093)
Do not show in changelog
2023-03-10 17:09:26 +01:00
github-actions[bot]
089c774ad6 Update translations [skip ci] (#5086)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-10 14:10:37 +01:00
Clément Pasteau
a2ca532749 Add new guided lesson: Camera Parallax (#5090) 2023-03-10 14:01:14 +01:00
AlexandreS
a6e7dd6160 Add possibility to close preview window with Cmd/Ctrl + W (#5088) 2023-03-10 11:33:55 +01:00
D8H
7b6f3c029d [Platformer] Fix horizontal speed losses when characters land or jump from a slope (#5077)
* It fixes a regression that was introduced in the 5.0.139 release.
2023-03-10 11:24:30 +01:00
D8H
6c31056be4 Fix the touch end condition to detect a touch that ends because the device can't handle more touches (#5079) 2023-03-09 17:39:29 +01:00
D8H
2f8287b017 Fix a white flash when opening a project with a tile map (#5084)
* Also allow atlas images to be bigger than expected as some artists extend them to add their names. The error was aiming to help to understand that rescaled atlas will not work without changing the tiles size, but artifacts can actually help figuring this out.
2023-03-09 16:31:55 +01:00
github-actions[bot]
0ef4012b03 Update translations [skip ci] (#5067)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-09 14:38:35 +01:00
Clément Pasteau
438d70e8ba Fix identifying correctly non auth users (#5085)
Do not show in changelog
2023-03-09 14:34:08 +01:00
AlexandreS
04214abc85 Update layers list when scene editor becomes active again (#5083)
Don't show in changelog
2023-03-09 12:21:29 +01:00
AlexandreS
32fa646e47 Better synchronize object groups between layout and external layout
- Also, in the project resources tab, refresh image preview when checking or unchecking the smooth image option.
2023-03-09 11:46:48 +01:00
AlexandreS
78952816b9 Fix: Change selected layer when it's removed (#5082) 2023-03-09 11:37:39 +01:00
Clément Pasteau
6057496ff8 Fix search results crashing if auto-translate is activated (#5081)
Do not show in changelog
2023-03-09 11:19:06 +01:00
AlexandreS
76f1832b4e Remove hard-coded color (#5075)
Don't show in changelog
2023-03-08 16:27:36 +01:00
Tristan Rhodes
d8e1c1ee8a Update wording for the "Create package for Android" button so that it is clearer (#5069) 2023-03-08 09:15:17 +01:00
D8H
3de8ec0759 Fix the unsupported instructions when a function is renamed (#5062)
* Extension creators no longer need to switch tabs to refresh the extension.
2023-03-07 16:28:05 +01:00
Arthur Pacaud
de3d5e6583 Update P2P hints/explanations shown in the editor (#5004)
* Add a mention to THNK as a multiplayer framework to try.
2023-03-07 16:06:17 +01:00
github-actions[bot]
a772c7baa9 Update translations [skip ci] (#5066)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-03-07 15:54:26 +01:00
Clément Pasteau
5730fcb611 Send additional info to analytics (#5061)
Do not show in changelog
2023-03-07 15:47:06 +01:00
Clément Pasteau
b601e94791 Add first mini guided lesson, Plinko Multiplier (#5051)
* This is the first lesson of many, with the goal of covering multiple game creation concepts
* The lessons are available in the Learn or Get Started sections of the homepage
* This lesson can be finished in just a few minutes, directly inside the app
* In this first lesson, we go through improving the score of a game, through variables
2023-03-07 14:51:50 +01:00
github-actions[bot]
b7bf4ea62b Update translations [skip ci] (#5064)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-07 12:52:47 +01:00
AlexandreS
46466d5c11 Warn user when adding an instance to a layer that is not visible (#5063) 2023-03-07 11:56:25 +01:00
github-actions[bot]
1892dc09c3 Update translations [skip ci] (#5057)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-03-06 10:03:52 +01:00
AlexandreS
e5a710d7d5 Fix offset between image and container for small images (#5056)
Don't show in changelog
2023-03-03 15:24:51 +01:00
D8H
561e18a044 Fix extension renaming (#5054)
* Behaviors of the extension with the old name no longer stay in the list.
2023-03-03 15:23:41 +01:00
github-actions[bot]
fb9c29af52 Update translations [skip ci] (#5048)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-02 18:04:44 +01:00
AlexandreS
dade3483be Fix points preview to give priority to selected point when dragging a point (#5049)
Co-authored-by: D8H <Davy.Helard@gmail.com>
2023-03-02 16:54:38 +01:00
AlexandreS
05e6c41ed3 Add possibility to select layer on which instances will be added by default (#5046) 2023-03-02 16:04:13 +01:00
Florian Rival
cd6a400fcb Fix filters panel always opening on small screens (#5047)
* Also fix a confusing warning message when opening link in a markdown text (like in the changelog or in the tutorials) on mobile with unsaved changes in the project.
2023-03-02 15:33:14 +01:00
AlexandreS
b648ecba45 Add color to example difficulty tag (#5045) 2023-03-02 15:31:55 +01:00
github-actions[bot]
681636a74a Update translations [skip ci] (#5041)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-02 09:25:51 +01:00
AlexandreS
d4e8a7a314 Display asset packs from the same creator when viewing a premium asset pack (#5044) 2023-03-01 17:25:52 +01:00
AlexandreS
56ed187eba Bump newIDE version (#5040) 2023-03-01 13:16:47 +01:00
AlexandreS
6c26d69a7b Prevent in app tutorial tooltip from overflowing (#5043)
Don't show in changelog
2023-03-01 13:13:52 +01:00
D8H
b2d13077a8 Fix the position of pasted object instances to always appear on screen (#5020) 2023-03-01 11:52:49 +01:00
D8H
399d9c2c14 Add an action to include or exclude a child from its parent collision mask (#5000)
* This is useful for custom objects.
2023-03-01 11:51:25 +01:00
D8H
1d5bb98233 Allow extensions to define measurement units (#5010) 2023-03-01 11:23:31 +01:00
Florian Rival
e6c0c23789 Move the filter button and panel in the assets store (#5038)
Don't show in changelog
2023-03-01 11:18:19 +01:00
github-actions[bot]
33ce33215b Update translations [skip ci] (#5034)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2023-03-01 10:11:41 +01:00
AlexandreS
8f547c63b2 Add support for premium asset pack that contains audio only (#5036)
- Also supports asset pack that contains sprites and audio and gives possibility to download the audio of the pack
2023-03-01 09:49:33 +01:00
Florian Rival
4ac404ccfc Fix homepage layout shifts at loading (#5035)
* This makes the opening of GDevelop less "jumpy".
2023-02-28 18:08:34 +01:00
Florian Rival
f04ebc0e19 Allow usage of toolbar buttons to add an event or a sub-event when an action or a condition is selected (#5032) 2023-02-28 12:22:35 +01:00
Clément Pasteau
ebabcd0ddc Fix font for lists and menu padding (#5033)
Do not show in changelog
2023-02-28 11:13:12 +01:00
github-actions[bot]
afc279dd8a Update translations [skip ci] (#5021)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2023-02-28 10:23:27 +01:00
D8H
5bd8da0b75 Pass a context to the top-down movement hook methods (#5023)
* Don't show in changelog
2023-02-28 10:17:13 +01:00
Tristan Rhodes
3195813a0b Update nightly build links in documentation to 5.1 (#5030) 2023-02-27 17:39:54 +01:00
Florian Rival
de28cebb67 Fix warnings
Don't show in changelog
2023-02-27 15:10:26 +01:00
Florian Rival
d0038ce536 Highlight the icons of the opened editors in the toolbars (#5027) 2023-02-27 14:16:40 +01:00
D8H
60c0a0c1a8 Adapt the events of a behavior when it is copied from one extension to another (#4812) 2023-02-27 12:42:49 +01:00
Clément Pasteau
1df03601f8 Update extension icons (#5029)
Do not show in changelog
2023-02-27 11:29:40 +01:00
AlexandreS
474b6b6d9d Image preview fixes (#5028)
Don't show in changelog
2023-02-27 11:12:10 +01:00
Florian Rival
c1fad4c123 Fix variables sometimes overflowing out of the screen on small screens 2023-02-25 23:48:05 +01:00
D8H
9690f1f195 Fix instance selection box buttons margin (#5022) 2023-02-25 11:02:37 +01:00
D8H
0eabd5aed3 Fix the instance duplication to occur only when they are dragged (#5018) 2023-02-24 20:30:32 +01:00
Florian Rival
e0e7037dd8 Improve colors and design of the panels in the editors 2023-02-24 19:15:20 +01:00
AlexandreS
412dc0b4ea Improve zoom on the points and collision masks editors 2023-02-24 18:53:12 +01:00
github-actions[bot]
111c6eb014 Update translations [skip ci] (#5012)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-02-24 18:15:43 +01:00
Florian Rival
1f0f62099b Fix parameters of an extension function overflowing on small screens 2023-02-24 18:14:41 +01:00
D8H
ea10467062 Fix Control and Shift handling in the instances editor (#5016) 2023-02-24 17:53:17 +01:00
Florian Rival
a6dac96db1 Adapt title sizes for small screens or small windows (#5017) 2023-02-24 17:00:53 +01:00
D8H
b8de8d4f15 Add missing group icons on the conditions and actions list (#5014) 2023-02-24 14:34:05 +01:00
Daniel R
d25cad5aaf Add shortcut (Ctrl+D or Cmd+D) to duplicate selected instance(s) on the scene editor (#5011) 2023-02-24 13:04:09 +01:00
D8H
f0583df184 Fix the note of the generated extension reference pages (#5013)
* Don't show in changelog
2023-02-24 12:47:27 +01:00
Arthur Pacaud
8d25904462 Allow to wait for Filesystem actions to finish before continuing the actions/sub-events following it (#5001)
* This means the Filesystem actions can optionally be set as being "waited for", like the "Wait X seconds" action.
2023-02-24 11:47:42 +01:00
github-actions[bot]
9e9db1fc4c Update translations [skip ci] (#5007)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-02-24 09:50:35 +01:00
Clément Pasteau
9047b5a4ec Improve objects panel design (#4997)
* Add button is more accessible, as well as search bar
* Slightly improve font-size and margins to fit more objects
* Also improve all listings in the app (Groups, Resources, Extensions objects)
2023-02-24 09:25:22 +01:00
Tristan Rhodes
4dbe90b9a2 Added new action "Jump emitter forward in time" (#4985)
* This is particularly useful to let emitters create lot of particles first then continue at a slower rate
2023-02-24 09:07:54 +01:00
Clément Pasteau
73b88b7d5e Activate gdevelop logo by default, with Watermark (#5009)
Do not show in changelog
2023-02-23 15:47:15 +01:00
D8H
e8bc3b7ee8 Allow JavaScript extensions to customize the top-down movement behavior (#4999)
* Only for developers
2023-02-23 14:34:20 +01:00
Clément Pasteau
baa3cad99a Remove yarn lock to avoid maintaining 2 lock files (#5008)
Do not show in changelog
2023-02-23 11:38:35 +01:00
Clément Pasteau
f477af7c6b Improve object dialog to display a warning if canceling after any change (#4989) 2023-02-23 11:22:52 +01:00
AlexandreS
f8cedfd357 Performance: Slightly reduce number of requests to server at app opening (#4990) 2023-02-23 10:45:30 +01:00
github-actions[bot]
1021447b02 Update translations [skip ci] (#5006)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-02-23 09:40:28 +01:00
Clément Pasteau
7567584ecd Fix yml indentation (#5005)
Do not show in changelog
2023-02-23 09:29:34 +01:00
Clément Pasteau
90f75fba42 Use Node16 for translations update to avoid package lock conflict (#5003)
Do not show in changelog
2023-02-22 17:33:38 +01:00
Florian Rival
fcc35f4e3c Fix outdated package-lock.json
Don't show in changelog
2023-02-22 14:28:29 +01:00
Florian Rival
01a7c48864 Don't show the Get Started page if the screen is too small when launching the app (#5002) 2023-02-22 14:21:27 +01:00
github-actions[bot]
be6a7753cf Update translations [skip ci] (#4966)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-02-21 18:23:37 +01:00
D8H
3b1e0a5750 Show function-related actions, conditions and expressions only when editing a function (#4992) 2023-02-21 18:23:01 +01:00
Clément Pasteau
4d2fd4752f Force node version 16 for storybook (#4996)
Do not show in changelog
2023-02-21 18:20:26 +01:00
Clément Pasteau
8e00e9615e Fix tutorial tooltip being translated and causing a crash on web (#4995) 2023-02-21 17:04:55 +01:00
D8H
68253017ee Add autocompletion for repeat events (#4993) 2023-02-21 16:01:51 +01:00
Florian Rival
35c91f6f99 Fix crash when closing a project after unsaved changes (#4994) 2023-02-21 14:55:11 +01:00
AlexandreS
803559fad8 Upgrade storybook (#4991)
Don't show in changelog
2023-02-21 12:14:29 +01:00
AlexandreS
e85229d38e Drag project manager items using icon and not label (#4988) 2023-02-20 16:51:54 +01:00
Clément Pasteau
e7381a7229 Simplify slug management so that is reads the cache value (#4973)
Do not show in changelog
2023-02-20 15:20:04 +01:00
D8H
257ba78486 Allow event-based objects to define a rotation center point (#4910)
* It will allow sliders to work vertically.
2023-02-20 11:55:53 +01:00
Aurélien Vivet
fb3d821368 Add a value range (#4877)
Don't show in changelog
2023-02-20 11:45:15 +01:00
Aurélien Vivet
a5068d8fcf Add a line about Silver plan unlocking the watermark & GD logo when the game loads. (#4979) 2023-02-20 10:58:22 +01:00
Florian Rival
d20b3228cf Fix Debugger crashing when GDevelop logo was enabled (#4980) 2023-02-19 19:29:06 +01:00
D8H
aae54ef331 Link the extension installation page on every extension page (#4974) 2023-02-18 16:07:20 +01:00
AlexandreS
caa5105651 Improve some things on mobile (#4971)
Don't show in changelog
2023-02-17 12:50:07 +01:00
Florian Rival
5eccdde332 Allow authentication to player accounts using an iframe in some exceptional cases (#4968)
Don't show in changelog
2023-02-17 11:49:23 +01:00
AlexandreS
c34d758ccf Fix display of Social network share buttons on mobile (#4969)
Don't show in changelog
2023-02-16 18:29:59 +01:00
AlexandreS
4e57d6aee9 Do not display importing resources dialog full screen (#4967)
Don't show in changelog
2023-02-16 16:52:00 +01:00
AlexandreS
74d208f736 Allow export dialog to only have the online web export (#4965)
Don't show in changelog
2023-02-16 16:19:10 +01:00
github-actions[bot]
d88b76becf Update translations [skip ci] (#4938)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2023-02-16 15:49:51 +01:00
D8H
4a0e2481e6 Fix author chips wrapping on small screens (#4943) 2023-02-16 12:59:25 +01:00
D8H
612b041da4 Add tags for the code size and difficulty level of examples (#4958) 2023-02-16 11:16:56 +01:00
AlexandreS
3df7cd8e80 Add check on project file content existence at opening (#4961)
Don't show in changelog
2023-02-16 11:01:32 +01:00
AlexandreS
7ba96ed0ab Use safe area only on portrait (#4962)
Don't show in changelog
2023-02-15 19:17:18 +01:00
AlexandreS
689cd14947 Use device orientation to define default scene editor layout (#4960) 2023-02-15 17:55:10 +01:00
AlexandreS
de50dc7967 Use safe area to correctly display a few elements (#4959)
Don't show in changelog
2023-02-15 15:39:58 +01:00
Florian Rival
1aa2afaf85 Fix "Insert new..." menu option not doing anything if objects list was closed 2023-02-15 11:58:28 +01:00
Clément Pasteau
9120a52a08 Rename Liluo.io to gd.games (#4954) 2023-02-14 17:42:46 +01:00
AlexandreS
b0ffaebe91 Fix subscription diamond svg not displaying on Safari and Firefox (#4948)
Don't show in changelog
2023-02-14 16:09:34 +01:00
D8H
64a4a0b3a1 Add a tool to count the number of instructions of examples (#4952)
* Only show in "Internal changes" changelog
2023-02-14 15:52:53 +01:00
AlexandreS
cdfd7a7ab1 Autotranslate improvements (#4951)
Don't show in changelog
2023-02-14 14:08:57 +01:00
Florian Rival
a944ac43db Update README
Don't show in changelog
2023-02-14 12:40:59 +01:00
Clément Pasteau
b7a1a96e7b Update storybook urls (#4949)
Do not show in changelog
2023-02-14 09:54:02 +01:00
Clément Pasteau
29d71796cc Remove unused ravenjs (sentry) (#4940)
Do not show in changelog
2023-02-13 16:41:28 +01:00
AlexandreS
78a1361897 Use form in account related actions to simplify mobile experience (#4917)
Don't show in changelog
2023-02-13 14:27:05 +01:00
AlexandreS
e340784ad6 Prevent google translate issue (#4937)
Don't show in changelog
2023-02-13 14:22:08 +01:00
github-actions[bot]
511466f0b8 Update translations [skip ci] (#4909)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2023-02-13 10:39:08 +01:00
Florian Rival
3f4e372acb Fix check of subscriptions
Don't show in changelog
2023-02-10 17:01:18 +01:00
D8H
a73a92d748 Fix tile map loading for collision mask objects (#4916) 2023-02-10 15:52:06 +01:00
AlexandreS
6e131d8a17 Display asset pack categories in asset store homepage (#4905) 2023-02-10 14:57:24 +01:00
D8H
9ac4c021e0 Fix the number parameter color in the events (#4915) 2023-02-10 11:37:38 +01:00
AlexandreS
a1fbf91ac7 Add Eye icon to switch password visibility (#4914) 2023-02-09 17:16:13 +01:00
Clément Pasteau
3f8d01e25e Improve subscription messages when a redeem code has been used (#4912) 2023-02-09 16:56:54 +01:00
AlexandreS
03b4170d74 Fix resource store display for extension icon (#4913)
Don't show in changelog
2023-02-09 15:34:13 +01:00
AlexandreS
0146ad9c38 Add error boundary at the app level (#4911)
Don't show in changelog
2023-02-09 12:19:26 +01:00
Clément Pasteau
fbb23f86cd Rename and add more actions, conditions and expressions to manipulate array variables (#4904) 2023-02-08 16:53:57 +01:00
github-actions[bot]
1fdaeea4f8 Update translations [skip ci] (#4893)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-02-08 11:21:06 +01:00
Clément Pasteau
32b97f2c40 Improve search accuracy in the app (instructions, examples, objects, tags) (#4906)
* Use tokenized search to improve search with multiple words looking into multiple keys (ex: name & description)
2023-02-08 09:41:27 +01:00
AlexandreS
d61f8336a8 Fix firebase extension tests (#4907)
Don't show in changelog
2023-02-07 17:11:16 +01:00
Clément Pasteau
3448cd57fe Allow showing an alertMessage without an icon (#4903) 2023-02-06 16:41:55 +01:00
Clément Pasteau
b7333612aa Prompt for email verification when logging in or signing up (#4898) 2023-02-06 11:45:32 +01:00
Aurélien Vivet
de82182b37 fix typo (#4899)
Do not show in changelog
2023-02-06 08:47:53 +01:00
Clément Pasteau
a8177b0e6f Upgrade electron-builder (#4892)
* This should fix the auto-updater uninstalling GDevelop without re-installing it on Windows, if installed "for all users"
2023-02-03 13:48:43 +01:00
AlexandreS
9716ff14ed Fix: Use correct default values for effects with color parameters (#4891) 2023-02-03 12:06:26 +01:00
Clément Pasteau
f0e1d7a6d9 Bump to 5.1.157 (#4886)
Do not show in changelog
2023-02-02 15:48:45 +01:00
github-actions[bot]
dd89562405 Update translations [skip ci] (#4887)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-02-02 15:48:29 +01:00
Clément Pasteau
f0e56c4513 Update tutorials for offline use (#4888)
Do not show in changelog
2023-02-02 15:47:59 +01:00
Clément Pasteau
ad2ea0abb8 Improve search accuracy for conditions and actions (#4885) 2023-02-02 15:38:42 +01:00
D8H
7ff71ea11f Make the button to open condition/action extensions easier to see (#4884) 2023-02-02 15:35:01 +01:00
github-actions[bot]
cd1d82f7ee Update translations [skip ci] (#4839)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2023-02-02 15:34:09 +01:00
Clément Pasteau
0724b7d113 Move save to toolbar (#4883)
Do not show in changelog
2023-02-02 15:26:26 +01:00
Clément Pasteau
c58ea73631 Upgrade AdMob extension (#4881)
* Updated internal Google Ads SDK version
* Added "App open" ads
* Added "Rewarded Interstitial" ads
2023-02-02 13:03:41 +01:00
Arthur Pacaud
b1039c6146 Add support for asynchronous actions in extensions in the editor (#4819)
* By marking an action as asynchronous, the actions and sub-events following it will wait for it to end. This is similar to the "Wait X seconds" action.
* Don't forget to use the action *"End asynchronous function"* in the events to mark the end of the action. Otherwise, the action will never end.
2023-02-02 12:30:17 +01:00
D8H
1b5acc9fa9 Fix the instruction group of event functions with operator (#4882) 2023-02-02 11:38:16 +01:00
Clément Pasteau
54cf91f180 Display new objects in the New Object Dialog (#4871)
* Buttons
* Toggles, Switches and Sliders
* Multitouch Joysticks
* Health and loading bars
* (Those objects were previously available through the asset store and are now visible when creating an object from scratch)
2023-02-02 11:27:49 +01:00
D8H
a434e4d9a9 Add a button to jump to behavior events (#4878)
---------

Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
2023-02-02 10:45:36 +01:00
Florian Rival
2f339dd170 Add a save icon button to the top left next to the app main menu 2023-02-01 22:33:07 +01:00
Florian Rival
e843ca67ad Update comment [skip ci]
Don't show in changelog
2023-02-01 15:32:30 +01:00
Florian Rival
e4286b2021 Show expiration date and clearer explanations when using a redemption code (#4879) 2023-02-01 09:37:45 +01:00
Florian Rival
4579568866 Fix formatting and improve namings
Don't show in changelog
2023-02-01 09:35:14 +01:00
Florian Rival
4543a03530 Render the grid of the scene in realtime when a change is made to the grid setup (#4880) 2023-02-01 09:26:33 +01:00
Florian Rival
5aed25a02f Hide labels from buttons to add objects (or other items) when a list is too narrow
Don't show in changelog
2023-01-31 22:16:09 +01:00
Florian Rival
6fd9cfe4c3 Fix Events Sheet crashes and inconsistent order or location of pasting (#4876)
* Fix extracting events to a function or to a group crashing sometimes the app
* Also ensure events are copied/pasted or moved in their order of selection
* Events or actions/conditions are now only pasted at a single location
  * We previously allowed pasted events/actions/conditions to be inserted multiple times for each selected event, but this was more confusing than useful.
  * Now, the pasted elements are only pasted on the last selected event/action/condition (usually the one you just right clicked)
2023-01-31 17:56:35 +01:00
D8H
091324d93b Add a condition to check if the player has just closed the leaderboard view (#4875) 2023-01-31 15:16:28 +01:00
D8H
d802bd14b9 Add an action to hide the player login banner (#4874) 2023-01-31 12:55:12 +01:00
D8H
f46a6dc421 Optimize the z-order action (#4868)
- Scenes should be faster to load
- Games that y-sort a lot of moving objects should run much faster.
2023-01-30 13:29:50 +01:00
Florian Rival
b09e783b06 Remove help buttons for each accordion in the editor of a custom object
Don't show in changelog
2023-01-30 12:43:27 +01:00
Florian Rival
e2a050b717 Reduce size of text alignment icons 2023-01-30 12:41:32 +01:00
Florian Rival
ae22d1b876 Fix warning
Don't show in changelog
2023-01-28 17:26:34 +01:00
Florian Rival
9e6e7166ef Allow to retry uploading a file that failed to be uploaded
Don't show in changelog
2023-01-28 16:56:29 +01:00
Florian Rival
22c71a8aef Fix regression in font loading
Don't show in changelog
2023-01-27 19:32:08 +01:00
Florian Rival
4908c84494 Adapt loading of resources to allow a token instead of a cookie (#4870)
Don't show in changelog
2023-01-27 18:11:39 +01:00
AlexandreS
e4f44f7899 Add possibility to display GDevelop watermark that opens Liluo creator page on click/touch (#4811) 2023-01-24 18:26:39 +01:00
AlexandreS
c441610123 Improve in app tutorial element highlighting (#4865)
Don't show in changelog
2023-01-24 17:48:55 +01:00
D8H
d724712aa4 Fix direction actions on Sprites after an animation change with custom origin (#4860)
* Impacted actions are "Turn toward a position" and "Add a force toward a position".
2023-01-24 15:04:36 +01:00
Florian Rival
08fc7d3e9f Fix typos in description of StartedTouchOrMouseId and StartedTouchOrMouseCount 2023-01-22 20:49:29 +01:00
Florian Rival
ba30665811 Open the file chooser when adding a sprite or choosing a resource with less clicks for Cloud projects (#4859)
*Choosing a file from the device/computer is also the default choice when adding any resource, like for local projects.
2023-01-22 19:17:27 +01:00
Florian Rival
c72658e2d6 Fix some missing extensions accepted for files for Cloud projects (#4858) 2023-01-22 18:35:19 +01:00
AlexandreS
a3fc7585b4 Show the number of instances on a layer in the dialog confirming its deletion (#4854) 2023-01-21 18:33:46 +01:00
Florian Rival
244bc7e274 Fix error when trying to save in Piskel immediately after saving a project in the cloud for the first time (#4857) 2023-01-21 17:06:35 +01:00
Florian Rival
5a5bf60aac Add a selector in external editors to choose if new files must be created, or existing files be edited (#4855) 2023-01-21 14:26:07 +01:00
Florian Rival
33a69849d9 Temporarily revert game with login template to use gdevelop-app.com to prevent CORS issue
Don't show in changelog
2023-01-20 16:56:07 +01:00
Florian Rival
131ee1534a Fix performance issue when pinching to zoom on the scene editor (#4852) 2023-01-20 16:54:40 +01:00
AlexandreS
614c324a63 Change SortableVirtualizedItemList ItemRow to use text field with same fontsize as when not editing (#4851)
Don't show in changelog
2023-01-20 15:12:31 +01:00
AlexandreS
ca4ff1fa6d Decrease line height in comments (#4850)
Don't show in changelog
2023-01-20 14:53:05 +01:00
AlexandreS
0e9ed86b4d Improved comment and group events display (#4846)
* Fix bug that added a new line when one typed Enter key to edit a comment event
* Focus comment or group event after adding it (so that one doesn't have to click on it after adding it)
* Keep the same style when editing a group or comment event
* Submit modifications of group or comment event with Ctrl/Cmd + Enter
2023-01-20 13:53:26 +01:00
Florian Rival
3961c2af4a Remove useless analytics event
Don't show in changelog
2023-01-20 10:33:22 +01:00
Daniel R
cc4d78b08a Don't snap to grid when resizing an instance if Alt key is pressed (#4847)
* This is similar to pressing Alt key when moving an object - it won't snap to the grid.
2023-01-20 09:12:46 +01:00
AlexandreS
8d13285c97 Fix GDJS tests (#4845)
Don't show in changelog
2023-01-19 09:36:21 +01:00
Florian Rival
7b7e13817c Hide the old, deprecated Text Entry object when creating a new object from scratch
* Instead, use the Text Input object to display a field to let the player write something.
2023-01-18 14:44:13 +01:00
Florian Rival
129ebeb4e4 Fix previews not automatically opened on iOS and Safari for the web-app (#4843) 2023-01-18 13:58:14 +01:00
Florian Rival
808f2bc802 Fix new images made with Piskel wrongly smoothed when the project is configured for pixel-art (#4844) 2023-01-18 13:35:43 +01:00
AlexandreS
c5935232f7 Add legacy flag on former plans (#4842)
Don't show in changelog
2023-01-18 12:37:06 +01:00
AlexandreS
35a8341964 Display former subscriptions (indie and pro) in user profile (#4841) 2023-01-18 11:02:24 +01:00
AlexandreS
95783fd58f Bump newIDE version 2023-01-17 15:49:19 +01:00
github-actions[bot]
a78aa4af6e Update translations [skip ci] (#4794) 2023-01-17 15:48:47 +01:00
D8H
4f4b2b7901 Replace touch conditions to also handle the mouse (#4785)
* Add expressions to get the mouse cursor position without touches moving it.
2023-01-17 15:27:58 +01:00
Tristan Rhodes
957f672b90 Add LinearVelocityAngle() expression for the Physics behavior (#4798) 2023-01-17 14:11:21 +01:00
AlexandreS
b9e932d0de Fix flaky animation frame setting action (#4835) 2023-01-17 14:04:11 +01:00
Florian Rival
fdd2362dae Show link to business plans in the subscription dialog (#4838)
As we're having more and more professionals (game designers, game studios), startups and large-scale companies using GDevelop, we're now providing dedicated plans for businesses: https://gdevelop.io/pricing. They come with dedicated support, ability to apply custom branding and more things for usage by enterprises or game studios.
2023-01-17 12:28:48 +01:00
AlexandreS
47583e3092 Fix: Display new resource created with Jfxr or Yarn in resource selector dropdown (#4834) 2023-01-16 15:24:58 +01:00
AlexandreS
8d7967d71a Commit variable name changes after build (#4833)
Do not show in changelog
2023-01-16 15:08:25 +01:00
AlexandreS
72142a62c4 Fix bug that prevented to close parameter popover on the event sheet (#4832) 2023-01-16 14:49:48 +01:00
D8H
619890a25f Fix extension life-cycle functions were not exported (#4830) 2023-01-16 14:39:55 +01:00
AlexandreS
debcd3045f Add autocompletions for some fields that can contain object groups (#4831)
* Effect name
* Effect parameter name
* Sprite point name
2023-01-16 14:37:46 +01:00
D8H
86635e4f66 Add a condition to check if the game has just resumed (#4824)
* It can be useful to display a pause menu when the player come back to the game.
2023-01-16 13:34:38 +01:00
D8H
eedc68b0f2 Fix pathfinding movement angle condition (#4825)
* Add a condition to check the movement angle of the top-down movement behavior.
2023-01-16 10:30:00 +01:00
Florian Rival
b1a6425ab8 Display, when available, video tutorials translated in other languages (#4829)
* For example, some French tutorials have been translated by https://www.youtube.com/@videogamecoder6395
* If you have some translated tutorials, please send them to us using this form: https://airtable.com/shrv295oHlsuS69el - the GDevelop team will review them and add them for your language.
2023-01-15 21:24:45 +01:00
Florian Rival
3d1ee5efcc Update yarn.lock
Don't show in changelog
2023-01-15 12:00:19 +01:00
Florian Rival
4d1fde608b Fix missing translation marker
Don't show in changelog
2023-01-14 14:19:06 +01:00
Florian Rival
e40666bd73 Improve wording of the action to set a Text Input read-only 2023-01-14 14:15:44 +01:00
Florian Rival
4a6c075e41 Fix plural in variable child count in the variables editor 2023-01-14 14:04:14 +01:00
Florian Rival
82426fa564 Fix tinting of deleted sprites sometimes wrongly used to render newly created objects (#4823)
Fix #4822
2023-01-13 14:35:37 +01:00
Florian Rival
a21eef6930 Rename the signing options to make clearer that the legacy options must not be used
Some users were trying to change the upload key when they wanted to update their app,
because they thought "new upload key" would generate a new upload key at every packaging,
instead of using the "default" key - while the other option uses a legacy key that must not
be used in 99.9% of cases

Don't show in changelog
2023-01-13 10:41:55 +01:00
D8H
c6112a1549 Allow custom objects to define an origin point (#4821)
*  Fix camera renderer position update when the center stays the same but dimensions change.
* Don't show in changelog.
2023-01-12 18:47:57 +01:00
D8H
d8350396df Add an action to toggle boolean property values (#4800) 2023-01-12 12:10:47 +01:00
Florian Rival
a8282aaf83 Add conditions to check if the game is exported as a native mobile or desktop app (#4820) 2023-01-12 11:27:47 +01:00
D8H
7de7fc7193 Allow anchored child-objects to scale with the child-object they target (#4818)
* Don't show in changelogs.
2023-01-11 23:49:08 +01:00
AlexandreS
81c5829267 Fix selection rectangle around an instance not displaying correctly for sprites with custom center (#4817) 2023-01-11 16:04:41 +01:00
D8H
07cf1a90a4 Fix a crash when an event-based object tries to access scene variables (#4816)
* Internal changes (for developers)
2023-01-11 14:11:19 +01:00
Florian Rival
3213985a81 Add two expressions to replace one or all occurrences of a text in another (#4809)
* `StrReplaceOne` can be used to replace one occurrence of a "pattern" in a text by another.
* `StrReplaceAll` can be used to replace all occurrences of a "pattern" in a text by another.
2023-01-10 12:39:59 +01:00
Clément Pasteau
d4441fda99 Disable player auth checkbox if offline and improve error message (#4810)
Do not show in changelog
2023-01-10 11:54:39 +01:00
Florian Rival
91c55fcf94 Ask for company name/size or goal when asking about GDevelop usage (#4807)
* Also ask for what's the goal for people using GDevelop for a personal/student usage. Useful to better understand the motivation of the user base.
2023-01-10 11:09:57 +01:00
D8H
6d7b5ac7d3 Add missing icons in the instruction tree (#4797) 2023-01-09 13:45:50 +01:00
Florian Rival
903b353b7b Fix LDtk maps not properly loaded when not having a IntGrid layer (#4806)
Fix #4803
2023-01-09 13:20:31 +01:00
Clément Pasteau
4dd189512b Show contact information from a feedback (#4804) 2023-01-09 12:42:09 +01:00
Clément Pasteau
535fa39a7b Fix renaming children objects of event-based Object (#4805)
Do not show in changelog
2023-01-09 12:41:41 +01:00
Daniel R
78c0cb944f Use F2 as a shortcut for renaming object in the Objects List Panel (#4682)
Thanks @danired!
Co-authored-by: Daniel Redondo <dani@easydevel.com>
2023-01-09 11:02:29 +01:00
Clément Pasteau
55e037484f Allow accessing user profile of a game feedback made by a connected player (#4796) 2023-01-09 10:58:49 +01:00
D8H
84392c08b2 Add an event that returns true when a new condition is added to an extension (#4802) 2023-01-09 09:25:47 +01:00
Florian Rival
0061b1cb8b Allow to close the Home page menu drawer by tapping outside
Don't show in changelog
2023-01-08 21:25:40 +01:00
github-actions[bot]
9e19aa8886 Update translations [skip ci] (#4750)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2023-01-06 14:40:33 +01:00
Clément Pasteau
f4b812ab29 Small fixes player auth (#4792)
* Prevent listening for liluo connection if not on web
* Catch any error when interacting with localstorage

Do not show in changelog
2023-01-06 14:39:21 +01:00
Florian Rival
106d9de47c Fix naming of filenames created from resources in an external editor (#4791)
Don't show in changelog
2023-01-05 22:52:29 +01:00
Florian Rival
ecbafe60d1 Fix crash sometimes happening when an action/condition was stored with more parameters than expected (#4786)
Don't show in changelog
2023-01-05 16:11:28 +01:00
D8H
c0ba26f1d5 Allow to add a vertex to a collision mask by pulling an edge (#4778)
* Vertices can also be removed by dropping them next to one of their neighbors.
2023-01-05 12:58:02 +01:00
AlexandreS
089be66e82 Fix top down behavior "Rotation speed" property keeping the value 180° for no reason (#4764) 2023-01-05 10:52:20 +01:00
Florian Rival
ffb8a399cd Add support for Piskel, Jfxr and Yarn on the web-app (#4779)
* When you're using the web version of GDevelop, be it on a mobile phone, tablet, Chromebook, traditional computer, on iOS, Android, Windows, Linux or macOS, you can now create and edit images with Piskel, sounds with Jfxr and dialogue trees with Yarn.
2023-01-04 22:42:50 +01:00
Clément Pasteau
63482a0cda Allow automatic player login when the game is hosted on Liluo (#4776)
Do not show in changelog
2023-01-03 16:49:25 +01:00
Clément Pasteau
4fe8dcaf0c Improve default build name (#4777)
Do not show in changelog
2023-01-03 15:35:22 +01:00
Florian Rival
9729461aa1 Add support for using Piskel (image editor), Jfxr (sound editor) and Yarn (dialogue editor) for Cloud projects on desktop (#4769) 2023-01-03 11:41:40 +01:00
D8H
26fcc9770b Add new collision mask vertices on the middle of edges (#4774) 2023-01-03 11:10:42 +01:00
D8H
c62f9c5c65 Fix missing export files for extensions (#4773) 2023-01-02 19:11:11 +01:00
Daniel R
9b199d5aa0 Fix missing space between "Add action" and "paste actions" labels (#4772) 2023-01-02 09:01:48 +01:00
AlexandreS
46e1a5c6e8 Fix Text object Scale X condition and action (#4768) 2022-12-30 11:39:03 +01:00
Aurélien Vivet
052a6240c5 Fix typo (#4766)
Don't show in changelog
2022-12-30 09:10:24 +01:00
AlexandreS
d081711838 Allow to use Escape key as way to cancel rename of object/group/scene/external layout (#4765)
* Also fix drag and drop of project manager items preventing to select text when renaming item
2022-12-30 09:05:03 +01:00
AlexandreS
f0151b2e1f Improve subscription panel and user experience (#4755) 2022-12-29 11:03:37 +01:00
AlexandreS
e2f42ca290 Fix unwelcome opening of keyboard on mobile on the app 2022-12-27 17:59:32 +01:00
Clément Pasteau
b7a3d85287 Allow opening the Game Dashboard from the Home Build page (#4730)
* This will work by default for new games
* For existing games, the option will appear the next time you save your project
2022-12-27 12:43:30 +01:00
Clément Pasteau
4b542e071a Allow navigating through asset packs of an Asset Creator from their profile (#4697) 2022-12-27 11:59:29 +01:00
Florian Rival
64cad25b81 Bump newIDE version (#4752) 2022-12-26 16:24:35 +01:00
Florian Rival
8472e30342 Show a warning about Piskel/Jfxr/Yarn not being available yet for cloud projects on desktop (#4751) 2022-12-26 16:23:29 +01:00
Clément Pasteau
1b7d258727 Remove mentions of "experimental" for features and tools widely used and supported (#4749) 2022-12-26 15:02:56 +01:00
github-actions[bot]
946b77093d Update translations [skip ci] (#4742)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-12-26 14:10:34 +01:00
Florian Rival
74c882f219 Fix wrong scrollbars in the Sprite editor 2022-12-26 12:50:40 +01:00
Florian Rival
abd417c494 Fix games crash because of some extensions not included in the generated games
Revert "Fix missing export files by including the free functions of every extension that is actually used (#4672)" (#4746) (commit 93121d1a1c)
2022-12-26 12:36:39 +01:00
Florian Rival
2005f9c37b Bump newIDE version 2022-12-24 11:30:25 +01:00
github-actions[bot]
b749ac1106 Update translations [skip ci] (#4736)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-12-24 11:21:40 +01:00
Baptiste Augrain
f34f901fa7 Add support for opacity of layers for Tiled tilemaps (#4739) 2022-12-24 11:21:03 +01:00
Florian Rival
c74110c058 Fix the storage provider default choice not being always the optimal one when running the tutorial 2022-12-23 23:29:44 +01:00
Baptiste Augrain
2a38be827c Add support for Tileset resources with .tsj extension (#4737) 2022-12-23 23:09:16 +01:00
D8H
7cd97e8cc4 Disable "missing shared data" error logs for custom objects. (#4735)
* Don't in changelog
2022-12-23 18:31:19 +01:00
github-actions[bot]
4c9445f6f5 Update translations [skip ci] (#4734)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-12-23 18:08:28 +01:00
Baptiste Augrain
b7772520b5 Add support for selecting directly .ldtk and .tmj files from the interface (#4733)
* Files saved from LDtk or from Tiled (using the .tmj format) can be now selected directly when choosing a Tilemap to be displayed by a Tilemap object.
2022-12-23 17:46:17 +01:00
D8H
93121d1a1c Fix missing export files by including the free functions of every extension that is actually used (#4672) 2022-12-23 17:33:52 +01:00
D8H
9f7c1a1748 Better display custom objects in the editor (#4643) 2022-12-23 17:21:47 +01:00
Florian Rival
f6fc2406a5 Fix missing menu items on web-app
Don't show in changelog
2022-12-23 15:32:37 +01:00
github-actions[bot]
daede19d0d Update translations [skip ci] (#4718)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-12-23 12:42:26 +01:00
Florian Rival
36e835c461 Don't enable player authentication if a tutorial is running when creating a new project
Don't show in changelog
2022-12-23 10:49:16 +01:00
Florian Rival
8d0b3ef53e Fix MarkdownText using a div instead of a span when not a standalone text
* Also add a missing translation
* Also enable player authentication by default when creating a new game
2022-12-23 10:13:58 +01:00
Florian Rival
7ccd2cd146 Update README with link to GDevelop-tutorials repository [skip ci]
* This is where the step-by-step onboarding is stored and future tutorials can be built by the community: https://github.com/GDevelopApp/GDevelop-tutorials

Only show in developer changelog
2022-12-22 22:59:40 +01:00
D8H
49974131d0 Improve installation of assets containing custom objects, like menu buttons, so that if an extension needs an update, a confirmation dialog is shown (#4724) 2022-12-22 19:27:54 +01:00
Baptiste Augrain
77320ce12e Add support for LDtk Tilemaps (#4575)
* Tilemaps made with [LDtk](https://ldtk.io/), a modern 2D level editor, can be now used directly. Make sure to save your map made in LDtk as a JSON file, create a new Tilemap object in GDevelop and in the Tilemap field, choose the LDtk file.
* Tilesets used by the LDtk Tilemap are automatically imported in your game - you don't need to import them separately.
* For more information, read about the [Tilemap object on the wiki](https://wiki.gdevelop.io/gdevelop5/objects/tilemap).

Co-authored-by: Davy Hélard <davy.helard@gmail.com>
Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
2022-12-22 18:44:27 +01:00
Clément Pasteau
35833e6e23 Allow adding default player authentication when creating a project (#4714)
* New checkbox in the Project Creation dialog, which will apply best practices for player authentication on the empty project
2022-12-22 16:20:13 +01:00
AlexandreS
7436032787 Fix asset store preview (#4729)
Do not show in changelog
2022-12-22 15:48:15 +01:00
AlexandreS
aa4fd1bda9 Prefer scroll in homepage header rather than uncontrolled wrap (#4728)
Do not show in changelog
2022-12-22 11:46:04 +01:00
AlexandreS
e10dd57fed In the scene editor, paste cut instances at highest z order (#4726) 2022-12-22 10:53:26 +01:00
Florian Rival
893257491a Launch automatically the search in the asset store when typing (#4725) 2022-12-21 22:12:05 +01:00
AlexandreS
b8f04515f3 Do not close context menu when clicking on checkbox items (#4690) 2022-12-21 12:46:45 +01:00
AlexandreS
4a807b6053 Fix editor that was setting the z order of a new instance a bit randomly 2022-12-21 12:41:49 +01:00
AlexandreS
dbfef27d2e Fix leaderboard admin closing when trying to remove a leaderboard (#4691) 2022-12-21 11:08:24 +01:00
D8H
72b69e4cdf Add a sprite editor for custom objects with a locked animation list (#4719) 2022-12-21 09:32:24 +01:00
D8H
2f11cd667b Add an expression to get the number of frames in the current animation of a sprite object (#4722) 2022-12-21 09:30:03 +01:00
Florian Rival
d9de2a3177 Fix the asset store search
Don't show in changelog
2022-12-20 17:52:21 +01:00
AlexandreS
53828a6b61 Add possibility to drag n drop items in the project manager (scenes, external layouts, external events, extensions) (#4720) 2022-12-20 16:54:58 +01:00
github-actions[bot]
eb797281cf Update translations [skip ci] (#4696)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-12-20 14:54:38 +01:00
Florian Rival
80f5a9a0d6 Add the asset store on the homepage (#4692)
* You can now browse free and premium asset packs from the home page, under the tab "Shop".
* When you have found great assets for your game, it's easy to add them in your game in a click. You can choose them to add them to a specific scene or to the whole project as global objects.
* If you're interested to sell your assets on the GDevelop asset store, check our wiki page to find how it works and the form to send us your assets: https://wiki.gdevelop.io/gdevelop5/community/sell-asset-pack-store
2022-12-20 14:49:54 +01:00
D8H
07ab4c938b Fix event-based objects properties that were changing for all instances at once (#4717)
* It was only affecting properties defined in the event-based objects not the one from child-object configurations.
2022-12-20 14:20:19 +01:00
AlexandreS
41fa153ddf Add description to a certain amount of parameters in actions and conditions (#4716) 2022-12-20 13:59:10 +01:00
Clément Pasteau
4cdac65944 Put beginner courses on top of Learn section (#4715) 2022-12-19 15:18:25 +01:00
AlexandreS
7b5036286f Fix scene background color setting via the textfield (#4713) 2022-12-19 12:42:27 +01:00
AlexandreS
fd4dd62f9b Allow text selection on game feedback cards (#4712) 2022-12-19 10:55:11 +01:00
Clément Pasteau
6701a52a88 Update shortcut to close project and quit app to match other app standards (#4711) 2022-12-19 10:51:42 +01:00
AlexandreS
0b61bb5053 Fix: Close all the dialogs at the same time when creating a project from an example (#4710) 2022-12-19 10:34:49 +01:00
AlexandreS
259e35d941 Use a constant zoom speed on the scene editor and on image preview, regardless of zoom factor (#4674) 2022-12-19 09:02:49 +01:00
Clément Pasteau
b9ac22208b Replace most float with double for better precision (#4689)
Do not show in changelog
2022-12-16 14:50:11 +01:00
Clément Pasteau
a991283bb5 Correctly display asset authors coming from premium asset packs (#4688) 2022-12-16 11:21:46 +01:00
Clément Pasteau
bf3ecceb06 Update service worker to put translations in cache (#4693)
* This should prevent unwanted {0} appearing on the web for each update
2022-12-16 09:24:32 +01:00
github-actions[bot]
b3bc1dd21b Update translations [skip ci] (#4685)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-12-15 12:34:23 +01:00
Clément Pasteau
d63b83b606 Improve instance number properties by hiding unnecessary decimals (#4557)
* "resize", "drag" or "rotate" of an instance in the editor will now round the properties to the nearest integer for ease of use.
  * This does not prevent entering digits in the instance properties directly
* The fields do not update the instance with "0" when a user is still typing (ex: "19," does not update the field)
* The "width/height/x/y/angle" properties can now correctly accept precise float numbers, avoiding excessive and inaccurate digits
2022-12-15 12:16:12 +01:00
AlexandreS
05e222c92d Bump newIDE version (#4684) 2022-12-14 14:56:53 +01:00
github-actions[bot]
d843a9e607 Update translations [skip ci] (#4670)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-12-14 14:51:53 +01:00
AlexandreS
5d3f1a502c Fix release 152 issues (#4683)
Do not show in changelog
2022-12-14 14:47:56 +01:00
AlexandreS
fbcc63a0d0 Add message in build section when unable to fetch cloud projects (#4681)
Don't show in changelog
2022-12-13 16:59:37 +01:00
D8H
46a459bdb4 Fix the authors list on extension wiki pages (#4680)
* Don't show in changelog
2022-12-13 14:15:57 +01:00
Florian Rival
86c8467cdc Fix export of cloud projects on Windows (#4679)
Don't show in changelog
2022-12-13 12:50:11 +01:00
AlexandreS
5426f656cb Refresh cloud project after save as [skip ci] (#4677)
Don't show in changelog
2022-12-13 12:47:38 +01:00
AlexandreS
b7f4f3166e Use non clickable project manager section title [skip ci] (#4678) 2022-12-13 12:46:35 +01:00
D8H
e62b90d5ff Fix the wiki extension page generator and make it use headers instead of extension files (#4676)
* Don't show in changelog
2022-12-13 12:08:56 +01:00
AlexandreS
45c1c6c38a Fix import issue (#4675)
Don't show in changelog
2022-12-13 10:19:32 +01:00
Florian Rival
82524fba12 Make the extension markdown document generator script fails if an error occurred
Only show in developer changelog
2022-12-12 22:46:22 +01:00
AlexandreS
40fb6e4874 Remove cloud projects feature flag (#4673)
Don't show in changelog
2022-12-12 17:37:09 +01:00
AlexandreS
52742cfa10 Remove unused import (#4671)
Do not show in changelog
2022-12-12 16:13:39 +01:00
AlexandreS
702c71390b Remove unused macro conditions (#4669)
Do not show in changelog
2022-12-12 15:32:35 +01:00
github-actions[bot]
1a6074b8ea Update translations [skip ci] (#4649) 2022-12-12 15:26:56 +01:00
AlexandreS
0e45d468ea Bump newIDE version
Don't show in changelog
2022-12-12 15:25:31 +01:00
AlexandreS
ed900befd4 Hide project settings in new project setup dialog if creating from example (#4663)
Do not show in changelog
2022-12-12 15:24:44 +01:00
Clément Pasteau
16ccd168e0 Embed in-app tutorials in the editor so that they're available offline (#4646) 2022-12-12 14:55:55 +01:00
D8H
74cc7ac684 Fix extension function missing code files when exporting a project (#4665)
* The issue happened when a behavior used a function from its extension which itself also used another function.
2022-12-12 14:32:23 +01:00
D8H
52278180ab Allow to set the text alignment for text objects by property (#4648) 2022-12-12 14:17:16 +01:00
D8H
471053da11 Add a tooltip on the button to open extension functions (#4666) 2022-12-12 13:26:48 +01:00
AlexandreS
237786b0a0 Add lerp angle expression which takes the shortest path between two angles (#4664)
Co-authored-by: Tristan Rhodes <tristan.rhodes@gmail.com>
2022-12-12 11:37:43 +01:00
AlexandreS
ba52577c24 Use same design for open from dialog as for save to dialog (#4655)
Do not show in changelog
2022-12-12 09:58:25 +01:00
D8H
e99c3800e4 Fix the required behavior type field that were missing (#4659)
* Don't show in changelog
2022-12-12 09:30:40 +01:00
Florian Rival
c780b6c6d6 Alternate paid and free asset packs (#4656)
Don't show in changelog
2022-12-09 18:32:42 +01:00
AlexandreS
70380dc056 Support possibility to deprecate an in-app tutorial step (#4653)
Do not show in changelog
2022-12-09 16:25:48 +01:00
Daniel R
c1bed2ebb2 Fix picking a folder not updating the input field when creating a new project (#4654)
Co-authored-by: Daniel Redondo <dani@easydevel.com>
2022-12-09 16:05:45 +01:00
Florian Rival
d639f87f31 Improve the design of the project manager (#4652)
Don't show in changelog
2022-12-09 15:47:59 +01:00
Florian Rival
e8888bbe76 Fix context menus not working anymore on mobile/touchscreens (#4650)
Don't show in changelog
2022-12-09 13:58:52 +01:00
AlexandreS
4797ce3a8a Update translations post translation bug (#4651)
Don't show in changelog
2022-12-09 11:03:22 +01:00
AlexandreS
a44a20d1d5 Add a few setup options when creating a new project (#4645) 2022-12-09 09:41:21 +01:00
Florian Rival
5f717643b3 Display just icons in the toolbar for preview/publish on small screens
Don't show in changelog
2022-12-08 18:51:43 +01:00
github-actions[bot]
346e08192c Update translations [skip ci] (#4641)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-12-08 17:18:10 +01:00
Florian Rival
f2eddd9c88 Add back the project manager icon in the home page for now
To avoid disturbing existing users too much and because otherwise it's super hidden in the main menu.
Will be better once "existing projects" listing is improved with a button to open the project manager.

Don't show in changelog
2022-12-08 17:04:26 +01:00
Florian Rival
d6e21d0854 Improve menus on the web-app (#4644)
* Faster navigation: submenus open when their item is hovered.
* Shortcuts are now shown like on the desktop app.
* Menu items height are fixed and always the same.
2022-12-08 16:01:39 +01:00
Florian Rival
db11465b87 Improve the split buttons and the preview button to make it clearer (#4642)
Don't show in changelog
2022-12-08 15:33:04 +01:00
AlexandreS
48c532ad71 Add object name in instruction keys and ids to avoid duplicates (#4623)
Do not show in changelog
2022-12-08 14:59:00 +01:00
AlexandreS
72319df6f1 Add possibility to install any resource in project (#4640)
Do not show in changelog
2022-12-08 12:23:14 +01:00
Florian Rival
c596335b7b Add some space to drag the titlebar even if a lot of tabs are opened
Don't show in changelog
2022-12-08 11:21:00 +01:00
github-actions[bot]
a9b42de64b Update translations [skip ci] (#4639)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-12-08 10:40:17 +01:00
AlexandreS
64ea3461d0 Make autocomplete dropdowns more visible (#4634)
Do not show in changelog
2022-12-08 09:34:25 +01:00
Florian Rival
cef473ca0e Update GitHub screenshot [skip ci]
Don't show in changelog
2022-12-07 18:12:14 +01:00
github-actions[bot]
9378b325d0 Update translations [skip ci] (#4635)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-12-07 17:56:45 +01:00
Clément Pasteau
238043655c Send gdevelopVersion for in-app-tutorials (#4636)
Do not show in changelog
2022-12-07 17:39:52 +01:00
Florian Rival
731a64aa0f Redesign the top tabs and toolbars in the app, so the app looks modern and takes less space on the top of the screens (#4630)
* On desktop, the titlebar is now gone and replaced by the tabs and a button to open the main menu of the app.
* On the web-app, if installed (available on Chrome and Edge), the titlebar can also be retracted. Whatever your system or device, the menu can be accessed from the top left.
* The top toolbars have been entirely redesigned to be integrated below the tabs - which is more intuitive for new users. All the icons have been reworked to be cleaner, take less space, and be more modern.
* The debugger toolbar was also improved to display just Play/Pause according to the game state.
* Finally, the project manager was slightly redesigned to use new icons.
2022-12-07 17:22:38 +01:00
github-actions[bot]
e1e7344ca5 Update translations [skip ci] (#4617)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-12-07 17:04:51 +01:00
Clément Pasteau
a5d5f0b7a5 Fix allowing to type "/" inside the path for project folder (#4633)
Do not show in changelog
2022-12-07 16:49:02 +01:00
Clément Pasteau
3dcbe46fc7 Improve warning when a project autosave is detected on Desktop (#4632)
* Autosave will not be displayed if the files are the same
* Prevent showing a warning when a project with an autosave is opened after being zipped
* Improve overall wording and dialogs
2022-12-07 16:46:38 +01:00
Florian Rival
4d3d96a889 Fix SemiControlledAutoComplete not using the value entered when pressing Enter in a InlineParameterEditor
Don't show in changelog
2022-12-07 12:03:10 +01:00
Clément Pasteau
23631cc2ce Allow entering a donation link on the user profile (#4628)
* Accepts any type of donation page, Ko-fi, Patreon, Paypal, Github...
* Once entered, it will appear on your Liluo.io Game and Profile pages
2022-12-06 17:21:34 +01:00
AlexandreS
3937b59d73 Use same border radius between command palette and autocomplete picker (#4629)
Do not show in changelog
2022-12-06 11:44:54 +01:00
Florian Rival
3b594ded7d Add Enter as a key to validate changes to a parameter in an event sheet (#4621)
* Shift+Enter can be used to enter new lines in expressions when editing a parameter inline
2022-12-06 10:37:55 +01:00
AlexandreS
e8a7cad17c Restore possibility to search texts with parenthesis in events parameters (#4625) 2022-12-06 10:30:18 +01:00
Clément Pasteau
2557cf556c Allow leaderboard color customisation (#4612)
* Silver and Gold subscribers can now customize their leaderboard with 4 different colors
2022-12-05 18:05:37 +01:00
AlexandreS
7c51f0af81 Add link to asset store license + Add message when no projects in the list (#4624)
Do not show in changelog
2022-12-05 16:56:41 +01:00
D8H
dc146a7411 Add a command to generate an action and an expression for a custom object property (#4620)
* Don't show in changelog
2022-12-04 20:27:17 +01:00
D8H
7620bac88a Enable serialization of JS code events and extension descriptions as arrays of strings (#4613)
* Only show in developer changelog
2022-12-04 13:38:08 +01:00
AlexandreS
c51e4be22d Display password prompt when requesting checkout session for asset pack (#4616)
Do not show in changelog
2022-12-02 18:17:38 +01:00
github-actions[bot]
98499dfc53 Update translations [skip ci] (#4610)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-12-02 12:17:48 +01:00
AlexandreS
36de82c93f Few fixes (#4611)
Do not show in changelog
2022-12-02 11:55:43 +01:00
Daniel R
7e97edcad0 Add a new tab "Folders" in Preferences to allow to choose the default folder where local projects are created (#4582) 2022-12-02 11:50:58 +01:00
D8H
5abb0fd9e3 Fix boolean property condition sentences (#4605) 2022-12-02 11:45:13 +01:00
D8H
d80c21244f Boolean property generated actions no longer miss the "Value" parameter (#4594) 2022-12-02 11:44:17 +01:00
D8H
70f4d545b4 Display some behavior properties in one row (#4606) 2022-12-02 11:37:32 +01:00
github-actions[bot]
85355c3f17 Update translations [skip ci] (#4609)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-12-01 17:27:19 +01:00
github-actions[bot]
044cc5354f Update translations [skip ci] (#4607)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-12-01 17:11:46 +01:00
AlexandreS
5ff02b11fc Fix a few MUI component imports (#4608)
Do not show in changelog
2022-12-01 17:05:23 +01:00
github-actions[bot]
9bf24f9baf Update translations [skip ci] (#4604)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-12-01 16:30:12 +01:00
AlexandreS
958482ee44 Suggest a new and more complete 3-chapter in-app tutorial (#4476) 2022-12-01 16:18:42 +01:00
AlexandreS
7a1fb5b033 Improve loading of Home Build section to reduce layout shifts (#4603) 2022-12-01 11:28:49 +01:00
D8H
33b2fb0168 Show unit of measurements on properties of built-in extensions (#4576) 2022-11-30 21:18:54 +01:00
Clément Pasteau
5cad2be194 Improve Toggle styling (#4602) 2022-11-30 15:23:43 +01:00
Clément Pasteau
2b38aa5445 Simplify assets loading to prevent unnecessary calls (#4601)
Do not show in changelog
2022-11-30 14:26:38 +01:00
D8H
32279f02e9 Fix function name collision between event-based objects from the same extension (#4598) 2022-11-30 14:10:52 +01:00
Clément Pasteau
7452358656 Trigger Rename & Focus for Object, Group, Layout, Events (#4591) 2022-11-30 10:52:15 +01:00
D8H
d2ec483d71 Changing custom object opacity now works (#4597) 2022-11-29 10:43:17 +01:00
github-actions[bot]
4cb62d15bf Update translations [skip ci] (#4589)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-28 15:53:08 +01:00
AlexandreS
96bdbfc70b Correctly deactivate cloud projects on desktop app in prod (#4592)
Do not show in changelog
2022-11-28 15:47:55 +01:00
Clément Pasteau
a64815f500 Fix missing text formatting (#4587)
Do not show in changelog
2022-11-28 15:47:39 +01:00
Clément Pasteau
5ab8a3cd73 Improve initial dialog logic to avoid opening tab on subsequent profile openings. (#4590)
Do not show in changelog
2022-11-28 15:45:12 +01:00
D8H
7d0ecf113a Add a command to generate an action and an expression for a property (#4565) 2022-11-28 14:30:03 +01:00
D8H
de30049182 Show parameters description in expression documentations (#4585) 2022-11-28 13:19:42 +01:00
Clément Pasteau
c2a1fb63e1 Fix opening initial dialog again after closing it (#4588) 2022-11-28 12:34:22 +01:00
github-actions[bot]
8562019953 Update translations [skip ci] (#4572)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-11-28 10:34:59 +01:00
Florian Rival
f8232953b5 Add support for cloud projects to the desktop app (#4240)
* Also add support for the asset store in the objects editors - like on the web-app.
2022-11-27 18:09:27 +01:00
AlexandreS
d52ac6fc3e Send subscription dialog opening reason (#4586)
Do not show in changelog
2022-11-25 18:12:03 +01:00
Clément Pasteau
be4aab6d5c Allow opening up the feedback tab from URL query params (#4574)
Do not show in changelog
2022-11-25 17:18:32 +01:00
Clément Pasteau
4ed8ff15dd Improve Asset pack install dialog (#4583)
Do not show in changelog
2022-11-25 11:33:00 +01:00
Clément Pasteau
2dd1105a10 Improve Game Feedback management (#4579)
* Display the average game ratings at the top
* Add an option to mark all as read
* improve readability by adding a number for each rating
2022-11-25 10:12:11 +01:00
Clément Pasteau
0fce6aaaaa Fix missing scroll on points and collision mask editors (#4578) 2022-11-24 15:51:22 +01:00
Florian Rival
29797b7a2f Add analytics data when opening an asset pack or an asset (#4573)
Don't show in changelog
2022-11-24 09:41:24 +01:00
Clément Pasteau
7df7f9f458 Remove help button on additional info dialog (#4570)
Do not show in changelog
2022-11-23 15:20:52 +01:00
github-actions[bot]
fc61fa2c54 Update translations [skip ci] (#4571)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-23 15:20:36 +01:00
D8H
fccd3b8f2e Fix the drag and drop of the extension editor. (#4568)
* Items were not drop at the right position when they were moved down.
2022-11-23 15:08:33 +01:00
github-actions[bot]
5ca91cfac4 Update translations [skip ci] (#4569)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-23 15:08:17 +01:00
Clément Pasteau
628d18ac5a Improve login and signup flow (#4566)
* Small design improvements to the Log in & Sign up flows
* A dialog is now shown for every user on signup to gather a bit of information about who they are.
  * This information stays of course private and is helpful to gather information about GDevelop's usage
2022-11-23 14:58:17 +01:00
github-actions[bot]
61d5c08549 Update translations [skip ci] (#4555)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-23 14:54:05 +01:00
Clément Pasteau
34497c2783 Fix cleaning the resource URL when added from the resource store (#4567)
Do not show in changelog
2022-11-22 19:11:18 +01:00
Clément Pasteau
4627facfd5 Improve Searchbar's design and usability (#4553) 2022-11-21 16:16:07 +01:00
D8H
aee15424f2 Save the scroll position of the asset store (#4528) 2022-11-18 17:06:10 +01:00
D8H
6c44f6e937 Physics2 behavior no longer step before the first frame (#4559)
* It allows events to access to the initial object positions.
2022-11-18 17:05:28 +01:00
Clément Pasteau
a115df260f Revert time before showing warning in object edition (#4558)
Do not show in changelog
2022-11-18 10:24:56 +01:00
Clément Pasteau
6e7bc9c809 Improve the snackbar messages when saving a cloud project (#4554) 2022-11-16 16:42:23 +01:00
Clément Pasteau
57ce8dcbbf Bump to 5.1.151 (#4552) 2022-11-15 14:50:36 +01:00
Clément Pasteau
f86d0197c1 Fix stories crashing storybook (#4551)
Do not show in changelog
2022-11-15 14:49:05 +01:00
github-actions[bot]
c7b0f345c7 Update translations [skip ci] (#4549)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-15 14:44:40 +01:00
Clément Pasteau
9803b4b8f4 Fix points and collision editor not showing scrollbars (#4550)
Do not show in changelog
2022-11-15 14:30:59 +01:00
D8H
ef4815a37e Tabs no longer disappear when scrolling in the extension editor dialogs (#4545) 2022-11-15 12:00:34 +01:00
D8H
fd7d27e727 Include tags in the search for extensions and examples (#4544) 2022-11-15 11:55:52 +01:00
D8H
ce94c6ae2f Fix a typo in the "Related expression and condition" field (#4548)
* Don't show in changelog
2022-11-15 11:46:10 +01:00
Florian Rival
c638a38275 Add a button to redeem a code for subscriptions (#4542) 2022-11-14 17:57:25 +01:00
github-actions[bot]
e539fdb0e9 Update translations (#4536)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-14 11:22:27 +01:00
Clément Pasteau
2a9193e4c2 Hide warning if backdrop behavior is set to cancel (#4543)
Do not show in changelog
2022-11-14 11:13:35 +01:00
github-actions[bot]
cf8361be0c Update translations (#4534)
Do not show in changelog
2022-11-10 15:57:05 +01:00
Clément Pasteau
2ba5f03e67 Fix animation preview not taking full space (#4535)
Do not show in changelog
2022-11-10 15:53:14 +01:00
Clément Pasteau
d9435eda5a Bump version to 5.1.150 (#4530) 2022-11-10 13:28:04 +01:00
github-actions[bot]
bc807acf8a Update translations [skip ci] (#4512)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-11-10 13:27:52 +01:00
Clément Pasteau
194b60aa72 Rework Dialogs and tabs design (#4520)
* Overall redesign or the dialogs to display a title and more margins, helping buttons be more discernable from the content + cross at the top to close them easily.
* Redesign of the tabs to be more intuitive.
2022-11-10 12:59:54 +01:00
D8H
02bbdfecd4 Allow event-based behaviors to declare scene properties (#4464) 2022-11-10 11:43:16 +01:00
D8H
bf19ec5a68 [PathFinding] Improve pathfinding with a property to smooth the path. (#4515) 2022-11-10 11:40:07 +01:00
Florian Rival
59094110ca Serialize JS code events and extension descriptions as arrays of strings to make collaboration/reviews easier (#4468)
Only show in developer changelog
2022-11-09 18:39:23 +01:00
D8H
a35ead0ab2 Panel sprite objects now respect the resource smoothing option (#4526) 2022-11-09 15:21:31 +01:00
Clément Pasteau
669c10c462 Slightly improve animation preview zoom for the image to fit the canvas (#4527) 2022-11-09 14:16:57 +01:00
Clément Pasteau
2859f2a3b6 Improve Selection of resources in parameters (#4524)
* A button is now available to pick a file
* When there is only 1 external editor like Piskel, the button is made more visible
2022-11-09 10:41:35 +01:00
D8H
be675fc5e6 [Platformer] Make tests with events side effects more realistic (#4518)
* Don't show in changelog
2022-11-08 12:41:48 +01:00
Aurélien Vivet
2be238bc9e Fix Inconsistency in JSON Parsing events wording (#4514) 2022-11-08 11:26:36 +01:00
AlexandreS
5c08fb06d8 Display leaderboard limit in leaderboard admin for free accounts (#4497) 2022-11-07 16:52:18 +01:00
D8H
8ec96a7446 Fix the color property definition editor layout (#4513)
* Don't show in changelog
2022-11-07 15:30:25 +01:00
D8H
792ce82a28 Add a setting to show the custom object editor (#4503) 2022-11-07 12:06:33 +01:00
github-actions[bot]
da444d53cd Update translations [skip ci] (#4511)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-11-07 10:38:28 +01:00
D8H
62a6d42488 Add autocompletion for choices and color property private actiton and condition parameters (#4481) 2022-11-07 10:24:53 +01:00
D8H
53e70c5a8f Add conditions to compare function parameter values (#4498) 2022-11-07 10:21:55 +01:00
Clément Pasteau
74ffba0f17 Fix Posthog alias (#4496)
Do not show in changelog
2022-11-07 10:18:26 +01:00
Clément Pasteau
4e03cf559d Handle new format for public asset resources (#4457)
Do not show in changelog
2022-11-07 10:16:12 +01:00
github-actions[bot]
4f5690503e Update translations [skip ci] (#4459)
* Don't show in changelog
2022-11-06 13:30:23 +01:00
D8H
8ac7284118 Allow to declare private event-based behaviors (#4479)
* It allows event-based objects to use behaviors internally without showing them to extension users.
2022-11-05 20:45:29 +01:00
D8H
16cdc9a047 Fix: parameter default value changes were not saved (#4489)
* Don't show in changelog
2022-11-04 18:16:46 +01:00
Clément Pasteau
ee43afa301 Show a warning when closing an editor dialog with a few unsaved changes (#4490)
* Applies on multiple editors: Object, Object group, Project properties, Variables list and Layers
2022-11-04 16:20:43 +01:00
AlexandreS
92bc846190 Add possibility to use markdown for asset descriptions (#4492)
Do not show in changelog
2022-11-04 14:18:38 +01:00
D8H
beb832be8b Fix flip instruction icons for custom objects (#4482)
* Don't show in changlog
2022-11-03 21:30:43 +01:00
D8H
961c78b468 Fix number expression field. (#4483)
* Don't show in changelog
2022-11-03 21:30:00 +01:00
D8H
2d7467bc27 Avoid to use regex look ahead as Safari doesn't support it. (#4480) 2022-11-03 09:33:16 +01:00
Clément Pasteau
0a9d9b940b Fix Animation Preview not taking full height and being stuck when duplicating an image (#4470) 2022-11-02 13:41:35 +01:00
D8H
f8bd457346 Translate event-based extension categories (#4471) 2022-11-02 10:21:35 +01:00
AlexandreS
6deeae76c5 Do not prevent inline parameter editor to be opened after dragging an action/condition 2022-11-02 10:18:31 +01:00
Clément Pasteau
473b16bbc1 Introduce no-unused-vars ts rule for GDJS & Extensions (#4469)
Do not show in changelog
2022-10-31 14:52:03 +01:00
Clément Pasteau
20a328dcd6 Fix Changelog displaying extensions bullet points properly (#4472) 2022-10-31 14:49:34 +01:00
AlexandreS
578aae7a69 Fix animation finished condition firing too early (#4444)
The condition was firing as soon as the animation was entering its last frame.
It now waits for the last frame to be displayed long enough (based on frame interval duration).
This fix applies to all future "Animation finished" conditions, current ones are not affected.
2022-10-31 09:06:15 +01:00
D8H
27f89b1b0f Fix events sheet warping when it contains a JS event (#4466) 2022-10-30 19:51:13 +01:00
D8H
bc75d6003c Add back parts of a revert for the TextImput fix (#4453)
* Don't show in changelog
2022-10-30 14:20:53 +01:00
D8H
fd03deb4ea Allow event extensions to define conditions and actions with an operator (#3909) 2022-10-29 23:20:10 +02:00
D8H
71f20d7852 Refactor to make some ParameterMetadata attributes private (type, supplementaryInformation and optional) (#4437) 2022-10-29 13:02:18 +02:00
D8H
9d121d0085 Suffix properties private instruction names with "property" to avoid them to overlap public ones (#4436) 2022-10-29 13:01:07 +02:00
Clément Pasteau
6292e338bc Fix importing path correctly on web (#4458) 2022-10-28 17:58:24 +02:00
Clément Pasteau
c5eb0bcc00 Bump version to 5.1.149 (#4451) 2022-10-28 11:23:50 +02:00
github-actions[bot]
a732fda4d9 Update translations [skip ci] (#4430)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-10-28 11:20:33 +02:00
Clément Pasteau
398bff8492 Fix input not being positioned properly (#4450) 2022-10-28 11:11:24 +02:00
D8H
f30e92a953 Make scene properties look the same as behavior properties (#4448)
* For instance, scene properties are used by the Physics2 behavior.
2022-10-27 21:48:52 +02:00
AlexandreS
8210c25acb UI improvements (#4440)
- Make some popovers and panels more discernable from the background
- Use the same drag and drop behavior for layers list as for the objects list on the scene editor
- Add object icons in the list of objects in a group
2022-10-27 10:23:05 +02:00
AlexandreS
6a13940e17 Add possibility to send instances to back or to front (Z order) in context menu (#4443) 2022-10-27 09:47:54 +02:00
AlexandreS
622aa7c08c Add warning message when updating liluo.io thumbnail from the project icons dialog (#4438) 2022-10-26 11:52:49 +02:00
Clément Pasteau
a71558a490 Create condition to know when a draggable object was just dropped (#4441) 2022-10-26 09:31:14 +02:00
Clément Pasteau
37539aa788 Rename Panel actions for consistency (#4439) 2022-10-25 18:45:23 +02:00
AlexandreS
789f819f25 Fix events sheet not wrapping on small screens (#4434) 2022-10-25 10:43:27 +02:00
AlexandreS
52ebfb8100 Remove starting value in tween variable actions
Also:
- Change phrasing for object tweens
2022-10-25 08:53:37 +02:00
Clément Pasteau
ecc5c689d2 Revert service worker update (#4432)
Do not show in changelog
2022-10-24 18:48:30 +02:00
Florian Rival
5b1e169557 Show variables that were used in the events, but not defined, in the autocompletions by default
* If you've not activated this since this was introduced, you can do so in the preferences.
2022-10-24 17:43:30 +02:00
Clément Pasteau
386e23b042 Bump version to 5.1.148 (#4429) 2022-10-24 12:11:18 +02:00
github-actions[bot]
fc76bafc7c Update translations [skip ci] (#4393)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-10-24 12:11:00 +02:00
AlexandreS
de53f4df4f Fix project name not updating in recent project files after saving (#4428) 2022-10-24 12:02:16 +02:00
D8H
9fedf124db Allow assets to declare extension dependencies without behaviors (#4354) 2022-10-22 14:40:47 +02:00
Clément Pasteau
2c68bb4bdd Modify the asset store to handle priced asset packs 2022-10-21 18:16:38 +02:00
AlexandreS
2360cf899f Performance optimization: Prevent pixi from rendering if any dialog is opened (#4415) 2022-10-21 15:01:04 +02:00
AlexandreS
3fc57c2b06 Add some particle emitter actions conditions and expressions (#4419)
- Max number of displayed particles
- Particle rotation min and max speeds
- Additive rendering setting
2022-10-21 14:04:44 +02:00
AlexandreS
b4f41e96ae Fix: Set line particle emitter origin at 0 to prevent rotation offset (#4421) 2022-10-21 12:29:09 +02:00
AlexandreS
b20108ddcb Fix particle emitter incoherent rotation speed of the particles (#4417) 2022-10-21 12:28:09 +02:00
AlexandreS
a58b039994 Update instance properties panel after a layer was created or renamed (#4420) 2022-10-21 12:13:57 +02:00
D8H
a7f218622e Add a button to export custom objects for the asset store (#4363)
* Don't show in changelog
2022-10-21 11:38:32 +02:00
AlexandreS
8d95eb4269 Fix: Ensure particle max force is not zero to prevent PIXI bug (#4418) 2022-10-20 18:20:27 +02:00
AlexandreS
4e46690418 Create homemade solution to display in app tutorials (#4394)
Do not show in changelog
2022-10-20 15:39:12 +02:00
Florian Rival
db1737281e Add word wrap in the code editors to avoid horizontal scrolling (#4413)
* Also fix some text overflowing out of the screen for some languages.

Fix #4412
2022-10-19 14:38:57 +02:00
AlexandreS
d5eecda570 Improve new scrollbars on scene editor canvas (#4411)
Do not show in changelog
2022-10-19 11:22:07 +02:00
D8H
80cb6d697c Handle custom objects at runtime (#4294)
* Don't show in changelog
2022-10-18 13:36:48 +02:00
Clément Pasteau
6b08fec747 Add missing translation for pasting an object (#4408) 2022-10-18 12:31:00 +02:00
D8H
2c92ce74ce Fix custom object configurations copy constructor (#4404)
* Don't show in changelog
2022-10-17 16:26:27 +02:00
D8H
30643ced07 Add some stories for event-based objects (#4401)
* Don't show in changelog
2022-10-16 23:57:18 +02:00
Peter Anderson
bf27761cff Fix grammar: change 'let' to 'leave'. (#4399) 2022-10-16 13:43:14 +02:00
Florian Rival
58df3aeca1 Show an error message if a sentence of a function of an extension is using a parameter that does not exist (#4395) 2022-10-14 23:15:30 +02:00
AlexandreS
69f8961e9e Fix: Keep variable name checks only for top level variables (#4392) 2022-10-14 15:57:59 +02:00
github-actions[bot]
1abb39ec17 Update translations [skip ci] (#4360)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-10-14 14:31:07 +02:00
Clément Pasteau
c5226c1e45 Fix clearing storage provider on project close (#4390)
Do not show in changelog
2022-10-14 14:06:02 +02:00
Florian Rival
d40789005b Add link to Liluo.io in the README
Don't show in changelog
2022-10-13 18:24:02 +02:00
D8H
fcbe5c364e Add a field to define behavior property descriptions (#4389) 2022-10-13 15:38:09 +02:00
D8H
df3433c55f Add autocompletion for timers, tweens and other extensions identifiers (#4386) 2022-10-13 13:39:53 +02:00
D8H
7d892fd976 Update extension field hints to fit the good practices (#4375) 2022-10-13 13:19:51 +02:00
D8H
56320d7253 Move some stories to LayoutEditor and ObjectEditor (#4388)
* Add a story for a custom object property editor.
* Add a story for the particle emitter editor.
2022-10-13 09:51:49 +02:00
AlexandreS
05acd061bd Fix leaderboard entry creation duplicate conditions to avoid spamming servers 2022-10-12 18:03:01 +02:00
Clément Pasteau
7991ceb351 Improve the editor scrollbars to be more intuitive (#4377) 2022-10-12 16:35:27 +02:00
Clément Pasteau
bf6d18ccbe Notify when a new version is available to be automatically installed on the web (#4371) 2022-10-12 16:31:58 +02:00
AlexandreS
536b7dcc62 Fix: Wrap text of game feedback when it's a single really long word 2022-10-12 11:45:51 +02:00
AlexandreS
a157f32d4a Fix: Update window border in scene editor when the project resolution is changed 2022-10-12 11:02:37 +02:00
Clément Pasteau
49f579f32d Allow using private assets in the asset store (#4355)
* Once a pack is bought, the assets are visible in the asset store directly
* The asset can be added when the project is saved locally, or on the cloud
* Fix Storage Provider being correctly reset when closing/opening a project
2022-10-11 13:59:40 +02:00
Clément Pasteau
8f4ecd373f Get Game categories from backend allowing more flexibility for jams (#4370)
Do not show in changelog
2022-10-07 18:32:33 +02:00
Aurélien Vivet
a3a53415b1 Add missing id for the onboarding (#4369)
Don't show in changelog
2022-10-07 15:49:13 +02:00
Aurélien Vivet
c278c0a432 Fix parameters order in the events sheet sentence of "Change the gradient of the text" action (#4368) 2022-10-07 10:40:39 +02:00
AlexandreS
862f270b83 Fix extension icon store displaying white hard-to-see icons on light theme 2022-10-07 09:56:55 +02:00
AlexandreS
7232dbc2fa Fix: Reinitialize object default hitboxes when reinitializing it (#4362) 2022-10-06 17:38:39 +02:00
AlexandreS
78cbe48718 Fix points editor not updating correctly when deleting points 2022-10-06 12:40:04 +02:00
Florian Rival
e153d295de Bump newIDE version 2022-10-06 10:35:33 +02:00
AlexandreS
1b8510655e Revert "Add expression and condition to get highest z order of a layer (#4346)" (#4359)
Don't show in changelog
2022-10-06 10:34:41 +02:00
github-actions[bot]
bd88127563 Update translations [skip ci] (#4342)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-10-06 10:25:39 +02:00
AlexandreS
01b9f09604 Fix: Add parameter to file reading actions to remove CR characters from files (#4352)
⚠️ If you had encountered an issue linked to this and changed your events to fix it, you might need to update your project and set this new parameter to "No"
2022-10-05 14:11:21 +02:00
Florian Rival
0db30f02c9 Add support for opening onboarding directly on the web-app
https://editor.gdevelop.io/?initial-dialog=onboarding

Don't show in changelog
2022-10-04 16:03:12 +02:00
D8H
a852e91690 Add missing expression group icons (#4353) 2022-10-04 14:56:59 +02:00
AlexandreS
79d6281061 Add expression and condition to get highest z order of a layer (#4346) 2022-10-04 14:31:49 +02:00
AlexandreS
eba6b2540c Add price to assets home private asset packs thumbnails and display them in their dialog (#4350)
Don't show in changelog
2022-10-04 12:13:25 +02:00
D8H
0706a54305 Reorganize extensions categories (#4345) 2022-10-04 10:37:27 +02:00
D8H
d929fd6e48 Add a test on sprite hit-boxes after a camera displacement (#4349)
* Don't show in changelog
2022-10-03 14:17:01 +02:00
Florian Rival
4dbabab052 Bump newIDE version 2022-09-30 15:43:18 +02:00
D8H
827c5d6442 Add an extension category filter (#4341) 2022-09-30 15:14:23 +02:00
Florian Rival
46be0e0ffc Change previews so that they use the development environment for GDevelop APIs if running GDevelop development version (#4343)
Only show in developer changelog
2022-09-30 14:55:50 +02:00
github-actions[bot]
72e3cf5b99 Update translations (#4313) 2022-09-30 10:12:34 +02:00
D8H
54f32a2542 Add new categories for extensions (#4331) 2022-09-29 18:24:06 +02:00
D8H
b826f66455 Make the custom object renderer works better with 9-patch and text child-objects (#4335)
* Don't show in changelogs.
2022-09-29 17:16:41 +02:00
D8H
6fc03cccc6 Add help buttons in the expression editor and the extension details dialog (#4337) 2022-09-29 15:44:16 +02:00
AlexandreS
ed7313a330 Add invert condition shortcut (J key by default - configurable in your preferences) (#4334) 2022-09-29 11:18:33 +02:00
D8H
7390f7cd6a Ensure required behavior properties can't be hidden (#4336) 2022-09-29 09:54:01 +02:00
D8H
4619ae824b Allow event-based objects to define a default name for created objects (#4329)
* Don't show in changelogs
2022-09-28 17:43:51 +02:00
D8H
0f69ee435f Add tests on behavior properties initialization and unserialization (#4314)
* Don't show in changelogs
2022-09-28 17:43:18 +02:00
AlexandreS
f46241d5a2 Fix bug that prevented converting a variable to JSON when one previously tried to access an out-of-index child in a variable array (#4333) 2022-09-28 17:39:53 +02:00
D8H
4c8ec48004 Add subsections for extensions categories in the Wiki (#4332)
* Add a warning message on pages for extensions from the community list.
2022-09-28 15:34:03 +02:00
AlexandreS
3ac121be4c Add asset packs that can be purchased in the Asset store home (#4328)
Do not show in changelog
2022-09-28 15:29:45 +02:00
D8H
3aa636861c Custom objects take the icon of one of their sprite child (#4316)
* Don't show in changelogs.
2022-09-27 16:19:12 +02:00
D8H
6d4b422be6 Fix extension description links on the Wiki (#4325) 2022-09-27 16:18:18 +02:00
Clément Pasteau
b8ee27f62c Improve player authentication
* Improve player authentication by indicating when the game is not registered
* Show a link to open the window if blocked

Do not show in changelog
2022-09-27 15:19:06 +02:00
AlexandreS
6996ff452d Fix various memory leaks when using the app (#4323) 2022-09-23 18:34:34 +02:00
AlexandreS
da7934c6ac Add context menu items to manipulate the view on the scene editor (#4307)
- Return to initial position (view matches the game resolution)
- Fit zoom to selected instances
- Fit zoom to the whole scene
- Select all instances of an object on the scene (in the context menu of an object)
2022-09-23 13:27:40 +02:00
Clément Pasteau
90bebcb404 Create GDevelop Authentication extension
* This is an experimental extension!
* It allows you to provide a login/register form to your players, with 1 action
* It connects the player automatically when they launch your game again
* It also provides a new action to submit a leaderboard entry without having to enter a username
* This is the beginning of Player Authentication and more features will come allowing creators to interact with their players
2022-09-23 10:44:58 +02:00
D8H
a29e7aae44 Bump newIDE version (#4317) 2022-09-22 12:22:11 +02:00
D8H
52201e2a36 Fix tiles rotation that was no longer applied in tile maps (#4315) 2022-09-22 10:25:38 +02:00
Florian Rival
50465badd7 Bump newIDE version 2022-09-21 10:01:17 +02:00
D8H
6e1bfb0190 Fix properties on the scene of the Physics behavior not working ("shared data" of behaviors not handled properly) (#4310) 2022-09-21 09:56:38 +02:00
Aurélien Vivet
40c7c57670 Add issue template for Asset Store Submission [skip ci] (#4309)
Don't show in changelog
2022-09-20 21:43:43 +02:00
github-actions[bot]
e51c73b293 Update translations [skip ci] (#4306)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-09-19 11:16:17 +02:00
Florian Rival
29d5d5fe75 Bump newIDE version 2022-09-19 10:23:17 +02:00
AlexandreS
6e1f2c4eee Fix parameter fields being reset to their old value after being changed (#4308) 2022-09-19 09:28:50 +02:00
Florian Rival
2f2a89faf6 Use a purple heart instead of a red one to look less like an error
Don't show in changelog
2022-09-16 12:23:15 +02:00
AlexandreS
4100b24dfd Improve display of black icons on dark themes (#4302) 2022-09-16 12:22:11 +02:00
AlexandreS
c616abe1c5 Bump newIDE version 2022-09-16 10:45:10 +02:00
Aurélien Vivet
35084de4f6 Add a new expression: Pi number (3.1415...) (#4304) 2022-09-16 10:30:46 +02:00
github-actions[bot]
6ecb5e9d8c Update translations [skip ci] (#4291)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-09-16 10:09:03 +02:00
D8H
9532a8f6de Fix extension upgrades that was leaving duplicated behaviors. (#4301)
- Don't show in changelogs (the regression is between the 140 and the 141)
2022-09-15 15:43:28 +02:00
D8H
00a5b0b402 Fix events-based behavior default name. (#4300)
* Don't show in changelogs (the regression is between the 140 and the 141)
2022-09-15 11:57:28 +02:00
D8H
629567ad21 Fix tile maps with rectangular tiles (#4299) 2022-09-14 19:04:42 +02:00
D8H
5f21229ccc Remove a file commited by mistake (#4296) 2022-09-14 18:40:48 +02:00
Florian Rival
27cf2ef596 Remove shadow on home page menu buttons
Don't show in changelog
2022-09-14 16:44:47 +02:00
AlexandreS
2bc9a6d19d Fix previews on private navigation for cloud projects
Do not show in changelog
2022-09-14 16:29:15 +02:00
Florian Rival
c6c586459c Update the subscriptions plans to reflect the new ones and their updated benefits (#4290)
* Read [the blog post](https://gdevelop.io/blog/new-premium-subscriptions-online-services) for a full description of the updates and online services unlocked by the updated (and the existing) plans.
2022-09-14 11:33:37 +02:00
AlexandreS
a930011d8d Bump newIDE version 2022-09-14 10:24:54 +02:00
github-actions[bot]
51d723bd3d Update translations [skip ci] (#4284) 2022-09-14 10:21:23 +02:00
D8H
b63f968011 Fix resource refactoring for child-objects (#4289)
* Don't show in changelogs.
2022-09-14 09:41:07 +02:00
Florian Rival
3387c553d8 Fix previews not loading audio/font/json resources uploaded with the web-app (#4285)
Don't show in changelog
2022-09-13 16:41:33 +02:00
D8H
441cd20846 Fix a crash when renaming a child-object (#4281)
* Add tests for object renaming in events.
* Don't show in changelogs.
2022-09-13 12:46:20 +02:00
AlexandreS
f9871bd63d Add supported formats mimtypes to resource selector input accept attributes (#4283)
[skip-ci]
2022-09-13 11:51:22 +02:00
github-actions[bot]
bac11b3818 Update translations [skip ci] (#4230)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-09-13 10:37:01 +02:00
D8H
3e32cb8cea Fix the events-based objects editor that were never showing up in dev mode (#4279)
* Don't show in changelogs
2022-09-12 10:48:22 +02:00
Florian Rival
db74a59730 Add support for markdown in announcements (#4280)
Don't show in changelog
2022-09-12 10:28:32 +02:00
D8H
e7d09531b7 Fix event-based behavior properties default values that were ignored (#4276)
* Don't show in changelogs
2022-09-09 17:56:27 +02:00
Florian Rival
97cf19180b Rename Behaviors/Functions to Extensions in the project manager (#4272)
Don't show in changelog
2022-09-09 14:08:13 +02:00
Florian Rival
5cc999c0a3 Add announcements and news in the homepage community tab (#4273)
* Also display "urgent" announcements at the top of the home page (which can be dismissed).
2022-09-09 10:50:49 +02:00
D8H
5eb0aa9e14 Add an instance render for custom objects (#4251)
* Don't show in changelogs
2022-09-06 12:41:38 +02:00
D8H
7f528649d7 Revert the RendererInstance parameter for the tile map extension (#4260)
* Don't show in changelogs
2022-09-05 19:38:47 +02:00
D8H
c4f44daa8c Expose a gdObject constructor for the asset script (#4268)
* Don't show in changelogs.
2022-09-05 16:14:54 +02:00
AlexandreS
7d00e78628 Change the name of exports to be based on the name and version of the game 2022-09-05 12:12:39 +02:00
Aurélien Vivet
887ced270a Add the possibility to receive the GDevelop newsletter from the Profile and on Signup (#4256) 2022-09-05 10:32:30 +02:00
D8H
b8e9bc801a Add a properties editor for custom objects (#4227)
* Don't show in changelogs
2022-09-02 14:13:41 +02:00
D8H
7f023e1a58 Remove useless SetIncludeFile call. (#4255)
- Most of them has a wrong path anyway.
- Don't show in changelogs.
2022-09-01 14:30:24 +02:00
AlexandreS
6606ddb260 Improve SVG display in Resource Store for dark themes 2022-09-01 09:31:04 +02:00
Clément Pasteau
a682c1baa8 Update "Submit New Extension" link with new format (#4254) 2022-08-31 14:47:32 +02:00
Clément Pasteau
d581af20e1 Improve Signup and Edit profile to show when a username is not available 2022-08-31 13:59:14 +02:00
Florian Rival
2abf636283 Fix tests on Windows
Don't show in changelog
2022-08-30 18:15:08 +02:00
D8H
7d09853c12 Fix tile maps layer filtering (#4249) 2022-08-30 14:31:28 +02:00
AlexandreS
bb88f3ae4d Add button to release notes in about dialog
Do not show in changelog
2022-08-30 13:52:10 +02:00
D8H
44b06039e1 Upgrade the Pixi tile map extension to 3.2.2 (#4212)
* It also lifts the 16,000 tiles limit.
2022-08-30 13:11:59 +02:00
Clément Pasteau
9c7f2e4293 Remove user public profile search type (#4243)
Do not show in changelog
2022-08-30 11:26:12 +02:00
AlexandreS
facbbe614d Add button in changelog dialog to read on Github to benefit from browser translator 2022-08-30 11:09:15 +02:00
AlexandreS
d5cadadf82 Fix browser translator crashing the app 2022-08-29 11:30:52 +02:00
D8H
aed4b76a3f Refactor behavior configuration model (#4217)
* Merge BehaviorContent into Behavior and add CustomBehavior
* Don't show in changelogs
2022-08-29 09:21:21 +02:00
Florian Rival
b1e03f4555 Add support for uploading your own files from your device for cloud project on the web-app (#4225)
* You can now upload your own files when working on the web-app, when your project is saved as a Cloud project.
* This means the web-app can be used without limits to build any game you could build on the desktop app.
* Support for Cloud projects on the desktop app will be available soon. You will also be able to save an existing project on your computer as a cloud project, or vice versa.
2022-08-28 22:30:58 +02:00
D8H
93be3153b5 Fix useless "Change" prefix in some actions name (#4238) 2022-08-28 21:44:23 +02:00
Aurélien Vivet
d0c9ff6754 Fix the action to tween the number of a scene variable (#4235) 2022-08-28 16:53:16 +02:00
AlexandreS
a5cf0896bc Fix the wording of the layer field when the layer is not optional (though it has a default value: the base layer) (#4232) 2022-08-26 17:12:40 +02:00
Clément Pasteau
7f6ce26c43 Handle players logging in to GDevelop and becoming creators (#4231)
Do not show in changelog
2022-08-26 13:51:45 +02:00
AlexandreS
eda9db6b40 Fix points coordinates inputs not losing focus when moving points on the preview 2022-08-26 09:55:37 +02:00
github-actions[bot]
b9405f5e7d Update translations [skip ci] (#4220)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-08-26 09:26:08 +02:00
Clément Pasteau
ca591f60d6 Improve game templates visibility
* Change "Create a new project" action from the command palette to directly open a blank project
* Add 2 new actions in the Desktop menu "Create an empty project" and "Create a project from a template"
* Templates are now displayed at the top of the Build section
* The button "Create a project" in the Build section now directly opens a blank project
2022-08-25 16:49:37 +02:00
Peter Anderson
214e012ec4 Rename object variables expression names to differentiate number and text variables. 2022-08-25 15:32:39 +02:00
Aurélien Vivet
9cc0172a60 Add Educational tag for games on Liluo.io (#4222) 2022-08-25 10:20:34 +02:00
Florian Rival
6e01228ae6 Fix Safari/iOS unable to load some images in the app (#4148) 2022-08-24 12:25:33 +02:00
github-actions[bot]
e22611625e Update translations [skip ci] (#4205)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-08-22 14:58:20 +02:00
Clément Pasteau
28ccb55a06 Improve onboarding banner (#4216)
Do not show in changelog
2022-08-22 14:41:07 +02:00
D8H
7893b892a3 Add an events-based object editor prototype (#4208)
* don't show in change logs
2022-08-22 14:05:58 +02:00
Arthur Pacaud
10b3c50a42 Fix parameter to specify the P2P port not being an expression (#4215) 2022-08-22 12:00:09 +02:00
D8H
8c5fbc6e34 Add missing translations for some messages shown when renaming an object (#4213) 2022-08-21 19:00:10 +02:00
Aurélien Vivet
a40382333b Fix the name of the "End Opacity" condition of the particle emitters (#4214) 2022-08-21 16:47:43 +02:00
Florian Rival
fb95f26fbb Update artifacts download script to include arm64 build artifacts [skip ci] [ci skip]
Don't show in changelog
2022-08-18 10:14:08 +02:00
Florian Rival
48a90ae86d Display a super thin or invisible scrollbars for the toolbar and tabs, according to the browser 2022-08-18 09:16:49 +02:00
Florian Rival
6303a50a9d Enable macOS build for Apple Silicon and arm64 builds for Linux (#4031) 2022-08-17 16:02:25 +02:00
D8H
a47ec5199e Limit the number of autocompletion elements displayed for extensions search tags. (#4207)
Don't show in changelog
2022-08-17 11:43:24 +02:00
D8H
a6921c2de3 Fix the extensions search bar that was only using the first 30 tags alphabetically (#4206) 2022-08-17 10:17:57 +02:00
Florian Rival
b21b6f0dfb Bump newIDE version 2022-08-16 18:01:34 +02:00
Florian Rival
c0d4480099 Update AdMob to declare AD_ID permission on Android, as required for Android 13 2022-08-16 17:50:53 +02:00
github-actions[bot]
56277ff5d3 Update translations [skip ci] (#4204)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-08-16 17:04:22 +02:00
Florian Rival
4fa1fbd5e2 Remove useless files being scanned for translations
Don't show in changelog
2022-08-16 16:51:30 +02:00
Florian Rival
f61ef1be2e Add monetization tab in game dashboard
* Allow to enable or disable ads on the game page if published on Liluo.io
* In the future, games that generate enough revenue will be able to opt-in into "revenue share", so that as a creator you can start earning from your game sessions.
* This also this allows to maintain free publishing on Liluo.io for all.
2022-08-16 16:40:52 +02:00
github-actions[bot]
bf387631ec Update translations [skip ci] (#4173)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-08-16 14:18:32 +02:00
Florian Rival
981752af26 Make compile-translations script more robust
Don't show in changelog
2022-08-16 14:09:52 +02:00
Florian Rival
58e5933c75 Update GDevelop logo in the about dialog
Don't show in changelog
2022-08-12 22:47:23 +02:00
Florian Rival
237ad8ce39 Show the full version number in the About dialog, and the update status for the web-app (#4202) 2022-08-12 20:41:23 +02:00
Florian Rival
02225cb0ec Move the preferences button in the home page (#4201)
* Also display the full GDevelop version number in the "About GDevelop" button in the home page - useful to check if you're on the latest version when using the web-app
2022-08-12 19:26:09 +02:00
Florian Rival
b34426e084 Add support for Android 12 splashscreen icon (#4200) 2022-08-12 18:48:10 +02:00
Florian Rival
23c09f3472 Fix buttons to download exported games not shown as primary buttons 2022-08-12 17:01:59 +02:00
D8H
59a7690748 Fix the "move parameter" refactor for expressions in the extension editor (#3968) 2022-08-12 14:04:12 +02:00
Aurélien Vivet
3e97d4b878 Clarify the name of the actions to resume a paused sound/music (#4199) 2022-08-12 12:20:27 +02:00
Florian Rival
d710dd0335 Fix sourcemap of Box2D wasm source wrongly included when exporting
Don't show in changelog
2022-08-11 21:53:13 +02:00
Aurélien Vivet
78695b6b17 Fix wrong description of Firebase "Check for a document's existence" action (#4198) 2022-08-11 21:48:24 +02:00
Florian Rival
4e3dec4356 Upgrade Admob so that it works with the latest Android SDK, required to publish apps on the Play Store (#4197) 2022-08-11 17:33:40 +02:00
D8H
f373e3b8d1 Fix the export of game using Box2d WASM library (#4195)
Don't show in changelog
2022-08-11 15:42:47 +02:00
Clément Pasteau
3e71c3a63f Fix saving project after creation (#4194)
Do not show in changelog
2022-08-10 11:31:49 +02:00
Clément Pasteau
86cad044d4 Add a test button to display staging assets in dev (#4170)
Do not show in changelog
2022-08-10 11:18:03 +02:00
Florian Rival
21b525ab98 Fix raycast condition not working properly on objects with multiple hitboxes (#4186) 2022-08-09 11:21:57 +02:00
Clément Pasteau
fb328fd0f5 Install fixes (#4190)
Do not show in changelog
2022-08-09 10:06:49 +02:00
Aurélien Vivet
afdb934a8a Fix typo (#4191) 2022-08-08 17:56:41 +02:00
AlexandreS
530f756e47 Add possibility to seal an instance (impossible to select it on the canvas) 2022-08-08 14:20:11 +02:00
Sebastian Krzyszkowiak
b1fb207a08 Minimize in game/real cursor flickering when showing/hiding the cursor (#4184) 2022-08-05 23:17:35 +02:00
Florian Rival
5f87213ccd Improve messages when reaching the maximum count of cloud projects 2022-08-05 22:56:21 +02:00
Florian Rival
9065454bfe Add more cloud projects for GDevelop online subscribers (#4183)
Don't show in changelog
2022-08-05 18:33:14 +02:00
Florian Rival
801fbb4b10 Fix orange outline sometimes appearing around the scene editor canvas 2022-08-05 18:29:22 +02:00
D8H
cfa538ec3d Fix the collision mask of rotated tiles that were sometimes misplaced (#4181) 2022-08-05 18:10:06 +02:00
D8H
504443dea4 Fix a game analytics test (#4182)
It was building data with fixed dates that were processed using the real today date.
Don't show in change logs.
2022-08-05 16:56:39 +02:00
Florian Rival
bdbc665d2e Fix exported WebManifest file having a syntax error when the game description has line breaks
Fix #4180
2022-08-05 09:13:25 +02:00
D8H
1d77f2da23 Replace the Box2D library with a WebAssembly one (#4153)
* It fixes a crash of the old Box2D library when a lot of objects with the Physics2 behavior were created.
* The same version of Box2d (2.3.1) is still used so there should not be any behavior change.
2022-08-04 18:11:00 +02:00
AlexandreS
7b6aa78aeb Fix memory leak at the end of a cloud project save (#4178)
Do not show in changelog
2022-08-04 16:19:09 +02:00
AlexandreS
e9aaed9d41 Fix json resource removed from project resources although it is used in event 2022-08-04 14:05:42 +02:00
Florian Rival
982c9e38c1 Add support for subscribing to GDevelop premium accounts with PayPal (#4166)
* You can now get a subscription, support GDevelop development and get more one-click online exports every day, using PayPal (or using credit cards as done previously).
2022-08-03 23:00:08 +02:00
Arthur Pacaud
c86388018c Add tween actions for camera zoom and camera rotation (#4174) 2022-08-03 22:21:45 +02:00
AlexandreS
6ae1b62df7 Add possibility to remove a project from the recent project list
Do not show in changelog
2022-08-03 17:42:33 +02:00
AlexandreS
ea745a49d7 Set storage provider before opening file metadata (#4175)
Do not show in changelog
2022-08-03 17:28:16 +02:00
AlexandreS
48fc2f640b Fix google drive project display in build section
Do not show in changelog
2022-08-03 16:31:15 +02:00
github-actions[bot]
a86ee8c338 Update translations [skip ci] (#4139)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-08-03 15:52:37 +02:00
AlexandreS
1787b3c5c8 Improve communication around cloud projects
Do not show in changelog
2022-08-03 15:42:20 +02:00
D8H
3e246e3cf0 Fix the loading of tile map atlases that was aborted when the image contains unused pixels at the right or bottom. (#4167) 2022-08-02 10:53:04 +02:00
AlexandreS
5035d16bd4 Improve game dashboard naming
Do not show in changelog
2022-08-01 17:04:41 +02:00
AlexandreS
2f6109a21c Display a custom error message when user has too may cloud projects
Do not show in changelog
2022-08-01 14:42:21 +02:00
D8H
0792fdadc7 Fix the tile map collision mask debug rendering that wasn't refreshed when there was no collision condition nor bahavior (#4162) 2022-08-01 10:21:17 +02:00
Clément Pasteau
0ca596e287 Remove scrolling on liluo iframe (#4159) 2022-07-29 18:13:27 +02:00
Florian Rival
899a252ddd Fix starters shown at the bottom of the example list on Firefox 2022-07-29 17:32:50 +02:00
AlexandreS
d92bf23e58 Fix double opening of project
Do not show in changelog
2022-07-29 15:11:20 +02:00
AlexandreS
37ae451178 Improve Homepage project list with more context actions and better display for local projects 2022-07-29 14:30:36 +02:00
Clément Pasteau
9c47a92ea6 Move asset store actions to be at the bottom of the dialog 2022-07-29 13:22:34 +02:00
Aurélien Vivet
1afd4b94be Fix a typo: Remove a double from (#4154)
Don't show in the changelog
2022-07-29 10:47:07 +02:00
Clément Pasteau
4d5a3f499f Rework play section to display Liluo games (#4151)
* Rework play section to display Liluo games

* ensure message origin
2022-07-29 10:12:02 +02:00
AlexandreS
13da1c56fd Add GDevelop own Cloud storage for web-app project
In order to make the life easier for our users on the web-app, we created GDevelop's cloud storage.
With a GDevelop account on the web-app, you can now save your project online and retrieve it from any device.
2022-07-28 15:26:41 +02:00
Clément Pasteau
8131ffcdb5 Fix Asset cards text color to be visible on light theme (#4152) 2022-07-28 14:55:39 +02:00
AlexandreS
77f948bfbf Improve search and replace in event sheet
- Fix a bug that hangs GDevelop when replacing with an empty search text
- Allow to replace with an empty string to mimic a "Delete search text" feature
2022-07-27 15:33:28 +02:00
D8H
c6abfc5433 Add type definitions on the Physics2 extension (#4147) 2022-07-27 09:47:32 +02:00
Florian Rival
2777e458ae Fix Add condition/action buttons overflowing outside of their column on small screens 2022-07-26 23:13:19 +02:00
Florian Rival
1d0695d722 Improve again rendering of the examples list on small screens
Don't show in changelog
2022-07-26 23:00:33 +02:00
Florian Rival
1820575f52 Fix display of the examples/starters on small screens (#4146) 2022-07-26 18:16:41 +02:00
Arthur Pacaud
f62236788d Add various improvements to the P2P extension (#4145)
- Updated PeerJS.
- Fixes for Safari.
- Improved typings.
- New default TURN server.
- Add a JavaScript API to get access to the raw connection.
  This allows to send custom messages from JavaScript. This allows to use a binary protocol from JavaScript.
- Use Map instead of JavaScript objects in places where it makes sense (more performant and less error prone).
- Avoid making a redundant get for every connection on the map containing the connections.

Only show in developer changelog
2022-07-26 14:25:08 +02:00
D8H
247e2f39e0 Add actions to change the tile map dimensions (#4141) 2022-07-26 09:20:27 +02:00
D8H
30898058a4 Fix layer names in drop-down lists were translated even though they are defined by users (#4130) 2022-07-25 18:53:30 +02:00
D8H
4e5d268f63 Handle tile maps with invalid resources (#4140)
* Fix an uncatched exceptions when a tile map resource is not set.
* Show place-holders for tile map with invalid resources in the instances editor.
* Give a better default name to tile map collision mask objects.
* Add a border around the tile map collision mask objects in the instance editor.
2022-07-25 17:33:08 +02:00
github-actions[bot]
fc4072b055 Update translations [skip ci] (#4132)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-07-25 11:18:38 +02:00
Clément Pasteau
9adec3ac72 Fix manual export URLs crashing the app on web (#4138) 2022-07-25 11:17:35 +02:00
D8H
95c2efbe07 Fix tilemaps object boxes to keep the empty tiles margins (#4133)
* It makes the same boxes as the tilemaps collision mask object to ease positioning.
* If the extra margin is not intended the right size can be set with Tiled.
2022-07-25 10:51:20 +02:00
Florian Rival
5a71b3a05f Add the unit (milliseconds) in the Tween behavior action parameters (#4137) 2022-07-24 22:23:35 +02:00
Florian Rival
fe87150cd4 Fix rendering of the home page on Safari (#4136) 2022-07-24 20:14:10 +02:00
Florian Rival
ddd3dc095a Fix wrong colors on the progress bar of the leaderboard creation dialog (#4135)
Don't show in changelog
2022-07-24 18:49:19 +02:00
Florian Rival
43bd02f99f Fix groups being redlined in the events sheet (#4134)
Do not show in changelog
2022-07-24 16:05:47 +02:00
github-actions[bot]
7ebf3c559b Update translations [skip ci] (#4122)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-07-22 14:04:30 +02:00
D8H
a5dca5fcb7 Fix: tilemaps were making the webapp crash due to a broken link. (#4131) 2022-07-22 14:03:19 +02:00
VegeTato
179a130d30 Update AboutDialog.js (#4127)
Added my twitter link beside my name :)
2022-07-22 11:00:50 +02:00
Peter Anderson
9953d33764 Issue #4119: Fix colours of expanded/collapsed arrows on event sheet. (#4129) 2022-07-22 10:58:58 +02:00
Clément Pasteau
5cb8603b56 Reduce max size of get started tiles (#4126)
Do not show in changelog
2022-07-22 10:10:04 +02:00
D8H
5278628480 Show typing errors of object parameters directly on the event sheet (#4121) 2022-07-21 09:23:40 +02:00
github-actions[bot]
99b615c573 Update translations [skip ci] (#4117)
Co-authored-by: ClementPasteau <ClementPasteau@users.noreply.github.com>
2022-07-19 11:34:30 +02:00
Clément Pasteau
0ffc88a470 Small fixes (#4116)
Do not show in changelog
2022-07-18 18:25:27 +02:00
Clément Pasteau
b389b3cc90 Fix onboarding flow for web (#4115) 2022-07-18 16:22:50 +02:00
Clément Pasteau
41a70ec1e7 Bump IDE version to 139 (#4113) 2022-07-18 12:26:07 +02:00
D8H
1844d826f9 [PathFinding] Add a warn for too long searches (#4112)
* Don't show in changelogs
2022-07-18 12:25:54 +02:00
github-actions[bot]
e7e45e9c9b Update translations [skip ci] (#4102)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-07-18 12:14:34 +02:00
Clément Pasteau
7f7dc0e07f Final fixes release 139 (#4111)
* Fix MultiAutoComplete resetting after each input
* Always open a scene when opening a project
2022-07-18 12:13:43 +02:00
D8H
7af0153ceb [Platformer] Fix: platformer characters can now jump when moving against a wall that is part of the same object as the floor. (#4106)
* This bug could happen when using a tilemap collision mask object and not sustaining the jump.
2022-07-18 12:07:15 +02:00
D8H
9aaabbcc1d Fix the box of collision masks in the editor (#4105)
* Don't show in changelogs
2022-07-18 10:14:56 +02:00
Florian Rival
55cc75e990 Update wording of games not visible on Liluo on the games dashboard
Don't show in changelog
2022-07-13 18:47:19 +02:00
AlexandreS
d3d6c50790 Fix custom tooltip crashing when payload is undefined (#4101)
Don't show in changelog
2022-07-13 18:04:05 +02:00
github-actions[bot]
c7f2e4312c Update translations [skip ci] (#4058)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-07-13 15:49:36 +02:00
Peter Anderson
38cff7bbce Fix typos: replace 'Musics' with 'Music' (#4099) 2022-07-13 15:36:27 +02:00
AlexandreS
761de213ac Fix tabs and links colors
Do not show in changelog
2022-07-13 15:14:05 +02:00
D8H
f871b64011 [TileMap] Collision mask object (#3313)
* The collision mask is read from the tile maps exported by Tiled 1.9+.
* Several collision masks can be used for instance to have platforms and ladders.
* Take a look to the wiki for more details https://wiki.gdevelop.io/gdevelop5/objects/tilemap
2022-07-13 15:12:12 +02:00
AlexandreS
9441d3a2d2 Adapt themes' colors for better contrast across the app 2022-07-13 11:31:36 +02:00
Florian Rival
e86348727e Add a button, in the Profile, to manage online the subscription to GDevelop services (#4096)
This allows to easily update a payment method or switch to another plan/cancel (though this can already be done from the interface)
2022-07-13 10:59:41 +02:00
Peter Anderson
754845e5cd Fix grammar for the description of the Platform behavior (#4098) 2022-07-13 10:49:50 +02:00
Fannie Yan
1b86c23b92 Replace leaderboards when a user opens a game template (#4094)
* Replace leaderboards when a user opens a game template
2022-07-12 15:33:55 +02:00
AlexandreS
3c44602486 Fix Physics2 behaviors (#4074)
* Make it possible to activate and reactivate physics 2 behaviour
* Fix behaviour for objects modified or destroyed during events life cycle
* Make Physics2 Collision condition valid in any step of behaviour life cycles
2022-07-12 14:46:49 +02:00
D8H
b0f1e962a4 Automatically select and rename new behaviors or functions in the extension editor (#4092) 2022-07-11 16:27:22 +02:00
D8H
c48c86a51f Make radian or degree explicit in descriptions for angles (#4091) 2022-07-11 14:47:21 +02:00
Florian Rival
2b83ec9871 Revert color changes in themes (#4089)
* Primary color is the one that is displaying well, with good contrast, on the background.
* Secondary is the "accent" one that works well for raised button, selected buttons, etc...

Don't show in changelog
2022-07-11 10:36:15 +02:00
Florian Rival
c340f8ad06 Fix display of games showcase
Don't show in changelog
2022-07-08 17:53:41 +02:00
Clément Pasteau
07341f1e00 Improve the new Homepage Learn section by categorising tutorials
* Tutorials are now organised into Full Games, Game Mechanics, and official videos from Beginner to Advanced!
2022-07-08 16:06:57 +02:00
Sebastian Krzyszkowiak
7402d4f29f Add an option in the Resources editor to preload audio files in cache without decoding (#4010)
* This is helpful to load the audio files at the loading of the game (so even if the internet connection is lost, they will be available in the "browser cache") but without decoding them in memory (which could make too much work for low end devices, resulting in crashes)
2022-07-07 12:56:32 +02:00
AlexandreS
8599a1cfa7 Allow to display up to 50 leaderboard entries in Liluo/in-game 2022-07-06 15:39:59 +02:00
Clément Pasteau
98bfc7a4e0 Revamp GDevelop Homepage
* New "Get Started" section, to guide newcomers on where to start with GDevelop
* New "Build" section, the entry point for your projects
* New "Learn" section, the entry point to tutorials and future help tools
* New "Play" section, the entry point for all games created with GDevelop
* New "Community" section, the entry point to stay informed with the GDevelop world
2022-07-06 14:00:46 +02:00
D8H
cef352276d Add a duplicate action in the functions lists contextual menu. (#4085) 2022-07-06 12:33:52 +02:00
Fannie Yan
49ea27fd54 Slightly rework games dashboard (#4084)
Don't show in changelog
2022-07-06 12:12:24 +02:00
D8H
23b5b16bdf Select copied element on behaviors and functions lists (#4083) 2022-07-06 11:06:12 +02:00
Arthur Pacaud
2124133b4a Add an option to wait for a network request action to end before running other actions (#4023)
* In the future, there will be other actions where you can optionally wait for their tasks to be finished before running the rest of the actions. It makes logic easier and more straightforward to express in events.
* This is similar to the Wait action, except that it's optional.
2022-07-05 23:58:08 +02:00
Florian Rival
905344f396 Fix contrast of expressions in Rosé Pine theme 2022-07-05 15:08:43 +02:00
Florian Rival
84b78dfe0f Order extensions according to what is specified in the extensions repository (#4080)
Don't show in changelog
2022-07-03 22:47:18 +02:00
Ehan
1d8086b2f4 Add a new "Rosé Pine" theme (Code Editor & UI Theme) (#4079)
* Based on https://rosepinetheme.com/ and adapted by @EhanAhamed for GDevelop.
2022-07-03 18:20:19 +02:00
Florian Rival
22d5d46601 Add a toggle to display community extensions (#4078)
* Community extensions are extensions made by a community member, but which are not reviewed by the GDevelop extension team.
  They can be useful, but also need to be carefully reviewed if you use some (inspect them or reach out to their author in case of doubt).
* If you want to submit an extension, see the [GitHub repository of community extensions](https://github.com/gdevelopapp/gdevelop-extensions).
2022-07-02 13:36:37 +02:00
Fannie Yan
a5d56c37c9 Allow user to manage builds (#4075)
* In build tab:
  - Allow users to edit build names
  - Allow users to delete builds
* In feedback tab:
  - Display build name if a feedback is linked to one and allow users to filter feedbacks on builds
2022-07-01 10:44:29 +02:00
Florian Rival
5025ad9fb9 Avoid bad expression warnings in the console when using force actions without changing the force type (#4073) 2022-06-30 19:20:32 +02:00
D8H
daae78e802 Add version locks for rechart. (#4076)
Don't show in changelogs.
2022-06-30 16:28:02 +02:00
Florian Rival
9ee4b704da Clean more deprecated include files in extensions (#4072)
Don't show in changelog
2022-06-30 12:09:17 +02:00
D8H
a8991b7c9b Add game analytics charts (#4046)
The game dash board shows new charts to understand how well a game is doing on several aspects:
* the popularity (number of players)
* the player engagement (how long the game is played)

Note that players data are anonymized.
2022-06-30 12:06:03 +02:00
Florian Rival
cf061638b8 Avoid warnings in the console during preview/export by cleaning old C++ include files (#4070)
Only show in developer changelog
2022-06-28 19:26:25 +02:00
Arthur Pacaud
0686e02e27 Don't show objects already in a group in the selector to add a new object to this group (#4069) 2022-06-28 10:52:46 +02:00
Arthur Pacaud
e65b576e4b Adding actions to tween the value of a scene variable or a layer camera position (#4022)
* Like tweens added on objects, these tweens can be manipulated: paused, resumed or stopped.
2022-06-27 23:56:16 +02:00
Florian Rival
aacfed02a1 Allow the web-app to use relative resources if found when the project is opened from a public URL (#4066)
* For example, this can be useful to open a desktop project stored on a public space like GitHub (using the "raw" raw.githubusercontent.com/... urls given by GitHub)

Only show in developer changelog
2022-06-27 15:59:13 +02:00
Fannie Yan
6a25a9ad77 Allow user to open their games for feedbacks (#4045)
* Rework slighlty the game dashboard to allow users to make their game discoverable on Liluo.io, add a banner asking for feedback on their game pages on Liluo.io and add a banner asking for feedback on their build pages
* Add a tab Feedback when managing games, accessible through the games dashboard that allows users to see and process the feedbacks given to their game.
2022-06-27 15:23:43 +02:00
Clément Pasteau
e1140609d0 Add a button to start (or redo) the onboarding on the homepage
* Also add new languages FR, PT & ES
2022-06-27 15:18:15 +02:00
AlexandreS
81ef11163d Bump newIDE version 2022-06-21 16:41:38 +02:00
AlexandreS
fcc19a6dcf Fix collision bug introduced when fixing a collision bug 2022-06-21 16:41:18 +02:00
github-actions[bot]
bcad2d5667 Update translations [skip ci] (#4042)
Co-authored-by: D8H <D8H@users.noreply.github.com>
2022-06-21 16:01:54 +02:00
D8H
3c83e5d24a No longer count pauses (when the tab is hidden) for the players session duration statistics (#4054) 2022-06-21 15:04:41 +02:00
Florian Rival
d07088900f Bump newIDE version 2022-06-16 18:28:13 +02:00
github-actions[bot]
fcb0c27e23 Update translations [skip ci] (#4030) 2022-06-16 17:06:43 +02:00
Fannie Yan
a6ee1c3e1c Allow more freedom on horizontal movements in events sheet (#4037)
* Allow more freedom on horizontal movements in events sheet
2022-06-16 11:09:26 +02:00
D8H
5669eae198 [Physics] Add mass and moment of inertia expressions (#4000) 2022-06-16 10:29:28 +02:00
AlexandreS
8f97a5ba69 Fix: Detect Physics2 contacts between objects that happen between frames 2022-06-16 10:12:15 +02:00
D8H
d57a755b2f Extract the analytics panel from the game detail dialog (#4038)
* Don't show in changelogs
2022-06-15 19:33:14 +02:00
Fannie Yan
5118421de7 Suggest all expression types in Text fields (#4033)
* Suggest all expressions in autocompletion suggestion and in expression selector for Text parameter fields
* Automatically convert number expressions to Text (using ToString()) when needed
2022-06-15 15:58:06 +02:00
Arthur Pacaud
ff15a37da7 Add WebManifest to exported web games (#4021)
* This allows a game hosted on a website to have a proper icon and orientation when a shortcut to it is added to the home screen on Android or iOS
2022-06-14 15:15:35 +02:00
Florian Rival
beac19089f Upgrade gh-pages to avoid history of the published web-app to take useless space
* history option was not working previously

Don't show in changelog
2022-06-13 15:45:37 +02:00
Florian Rival
e86e4ef9f5 Update all dark themes and rework the light theme to use the modern look'n'feel (#4028) 2022-06-13 12:54:10 +02:00
github-actions[bot]
693a2dbd2c Update translations [skip ci] (#4006)
Co-authored-by: AlexandreSi <AlexandreSi@users.noreply.github.com>
2022-06-13 12:32:11 +02:00
AlexandreS
23318c2c28 Fix: Remove clicks on checkboxes that are far from the label on the same line 2022-06-13 10:55:11 +02:00
Clément Pasteau
3e811f1b9d Fix asset thumbnail sometimes having a wrong size when navigating the Asset store 2022-06-13 10:26:46 +02:00
Florian Rival
9ea6c034c3 Fix category of "Error of last save attempt" leaderboard expression 2022-06-12 17:47:24 +02:00
Sebastian Krzyszkowiak
b0ac0b1254 Fix music files staying muted after loading after upgrading to Howler.js 2.2.3 (#4011)
* This is caused by a bug in recent versions of Howler.js. Since there's no fix in Howler yet, this change reverts the problematic commit (0323af9b84) on top of v2.2.3 release.
* See https://github.com/goldfire/howler.js/issues/1603 for more details.

Only show in developer changelog
2022-06-09 10:19:42 +02:00
Florian Rival
e8b34ca535 Fix camera actions/conditions/expressions broken since introducing new expressions (#4012)
Removed some logs so that it's easier to spot errors reported.

Don't show in changelog
2022-06-09 10:09:14 +02:00
Clément Pasteau
70226f45aa Rework Asset Pack add to a list of filtered assets
Do not show in changelog
2022-06-08 17:10:58 +02:00
Clément Pasteau
b1572102c7 Bump IDE to 5.0.136
Do not show in changelog
2022-06-08 15:10:49 +02:00
Sebastian Krzyszkowiak
63da874469 Preload sounds sequentially to avoid overloading the browser
- Trying to preload all sounds at once can overwhelm the browser
in case of projects with many big sound files. Load the files
sequentially, the same way images are being preloaded.
2022-06-08 15:02:54 +02:00
Sebastian Krzyszkowiak
0963f2b8f6 Fix sounds being looped correctly on Firefox
- Upgrading Howler.js to v2.2.3 fixes sounds not being looped under recent Firefox versions (see https://github.com/goldfire/howler.js/issues/1442)
2022-06-08 15:00:01 +02:00
github-actions[bot]
5aa4fd5739 Update translations [skip ci] (#3924) 2022-06-08 14:57:29 +02:00
Oxey405
11c0248df5 Added an option to remove all unused resources 2022-06-08 14:53:11 +02:00
Fannie Yan
5bdc9769df Add camera borders expressions and conditions (#3999)
* Add CameraBorderLeft, CameraBorderRight, CameraBorderTop and CameraBorderBottom expressions and conditions
* Add CameraCenterX and CameraCenterY expressions and hide CameraX and CameraY expressions
2022-06-08 10:01:45 +02:00
Clément Pasteau
998ea7aa40 improve small things for Asset store and Events drag and drop (#3993)
* Hide Cancel action while installing

* Reset Pack Install disabled status on homepage

* Remove pointer from SelectField

* Create Chip component to harmonize cursor behavior to default

* Fix InlineCheckbox random cursors

* Improve drop indicator style

* Fix chip delete icon hover cursor

* Change drop indicator for multiple themes to be more visible
2022-06-07 10:32:42 +02:00
Fannie Yan
124003b4ac Save template slug in project (#3988)
only show in developer changelog
2022-06-07 10:26:30 +02:00
Florian Rival
96435530cd Set search bars to be rounded in the modern theme (#3994)
* Search bar have rounding and margins in most dialogs
* In lists, they stay "integrated" (no rounding, no margins)
* Also fix an icon that was too big

Don't show in changelog
2022-06-06 14:42:34 +02:00
D8H
8013ff0d7d Show the tag name as the asset page title (#3992)
Don't show in changelog
2022-06-06 10:43:59 +02:00
D8H
763aa0aa25 Show expression errors directly in the event sheet (#3823) 2022-06-03 23:02:51 +02:00
D8H
46dfb57859 Allow to go back to previous asset pages (#3986) 2022-06-03 19:16:35 +02:00
Fannie Yan
186eb4fcf0 Fix undo and redo in events sheet (#3981)
* Scroll to last change
* Select all events where a change occured
2022-06-03 16:28:27 +02:00
Florian Rival
c78c5def05 Add support for displaying external (optionally, paid) asset packs in the Asset Store (#3987)
* If you're an author of a paid asset pack, feel free to reach out to the GDevelop team on Discord or on the forum to get your pack listed!
2022-06-03 16:20:08 +02:00
Clément Pasteau
d694458fae Update all dialogs to have a way to close, except the ones with significant change (#3985) 2022-06-03 15:20:21 +02:00
D8H
74d6e51a2d Give asset suggestions after selecting an asset in the store 2022-06-03 15:12:31 +02:00
AlexandreS
ca5c3a27b0 Fix leaderboard reset action that used to timeout 2022-06-03 11:05:27 +02:00
Clément Pasteau
9ccdd2a0fa Give the possibility to add an asset pack as a whole
* New Dialog indicating how many assets are already in the project
* Option to add only the remaining assets
* Improved design/UX overall
2022-06-02 18:28:37 +02:00
D8H
9ec7fc71a8 The asset store remembers the opened page (#3982) 2022-06-02 12:41:53 +02:00
D8H
0f0a4034b9 Fix the hook dependency of the search. (#3980)
Don't show in changelog
2022-06-01 22:43:03 +02:00
D8H
6f831fe471 Cleanup filters context (#3979)
Don't show in changelogs.
2022-06-01 19:21:27 +02:00
D8H
0403882a18 Keep assets from a pack in order (#3978) 2022-06-01 18:30:21 +02:00
Florian Rival
318b1a62c9 Display the modern Dark theme by default for new users 2022-06-01 17:04:07 +02:00
Aurélien Vivet
41c9069289 Disable the autocomplete for Text Input objects (#3895) 2022-06-01 16:56:19 +02:00
Florian Rival
e98c96b5a4 Add a new "Modern" dark theme (#3974)
* This theme brings some changes to make the interface more readable to new users (outlined buttons) and a more modern approach (vibrant color, rounded buttons). It's still based on Material Design and similar to other themes, but is a first step toward an improved interface.
2022-06-01 14:36:07 +02:00
AlexandreS
893013e102 Fix loss of data when editing variables from the instance properties panel 2022-06-01 11:58:32 +02:00
D8H
dc41ec862c Sort asset search results and make the color filter not excluding. (#3965) 2022-06-01 10:39:10 +02:00
Florian Rival
5495257732 Reduce size of events in JSON by not writing empty events/sub-instructions arrays (#3975)
Only show in developer changelog
2022-05-31 17:24:01 +02:00
D8H
8c0a3221de Update the mouse buttons status when the cursor comes back inside the game view (#3970) 2022-05-30 13:35:55 +02:00
Florian Rival
70db787161 Automatically removing smoothing on pixel art assets added from the Asset Store 2022-05-27 15:06:10 +02:00
Florian Rival
cfd5a4b99e Fix asset store details page Link size and hrefs
Don't show in changelog
2022-05-27 13:11:02 +02:00
Clément Pasteau
fbb7f16d29 Rework the Asset Store details page to show a preview of the animation(s) of the object (#3930) 2022-05-27 12:58:42 +02:00
Fannie Yan
2c5374b87a Rework events Drag&Drop in events sheet (#3936) 2022-05-27 10:41:43 +02:00
Florian Rival
20075411bf Add links to extension creators public profile pages in the extension pages on the wiki (#3963) 2022-05-25 17:34:47 +02:00
Fannie Yan
a07efcd94e Clear authors and publishers when opening project after creation (#3964) 2022-05-25 17:06:28 +02:00
D8H
fcef430784 Add filters on animation, viewpoint, dimension, object type, color and license to the assets store (#3915) 2022-05-25 16:34:39 +02:00
AlexandreS
b9d27184b2 Enable backdrop click on new behavior dialog
Do not show in changelog
2022-05-25 14:58:29 +02:00
LuniMoon
1ae0ddbf66 Optimise copy of the new feature issue template (#3961)
Modified copy to send the user to the optimised channel for feature request and user feedback (Forum).

Don't show in changelog
2022-05-25 14:26:03 +02:00
Fannie Yan
1ec60f9d55 Add context in search placeholder (#3958)
* Specify search scope in search placeholder
2022-05-25 14:09:21 +02:00
Clément Pasteau
ecef111981 Update yarn editor folder hash (#3959)
Do not show in changelog
2022-05-25 11:23:52 +02:00
Fannie Yan
33ddda1070 Remove "Create functions or behavior" from project manager tab (#3953)
* Move "+ Create functions or behavior" button in extension search dialog
2022-05-25 10:37:28 +02:00
Clément Pasteau
029c9c853b Bump version to 135
Do not show in changelog
2022-05-25 09:54:52 +02:00
Clément Pasteau
e38a70ad10 Fix Yarn editor not saving anymore
* Pass down remote to Yarn to fix saving with Electron > 18
2022-05-25 09:43:09 +02:00
AlexandreS
78b48601a1 Fix: Allow use of debugger when not connected to Internet 2022-05-24 17:01:00 +02:00
AlexandreS
e91a794d91 Fix: Prevent runtime from trying to parse js map files to avoid Chrome logging warnings 2022-05-24 13:59:03 +02:00
Florian Rival
6fefd6d36e Fix formatting
Don't show in changelog
2022-05-24 13:45:48 +02:00
Florian Rival
0cf05b71ba Fix various links to docs and update links to new domain
Don't show in changelog
2022-05-24 11:44:55 +02:00
Florian Rival
1ab023e211 Add a comment explaining how to generate latest.yml files if necessary (#3946)
Don't show in changelog
2022-05-23 11:14:20 +02:00
AlexandreS
aa4e9e25bf Bump newIDE version 2022-05-23 11:02:13 +02:00
Clément Pasteau
bc235ef492 Revert publish declaration in package.json for latest.yml generation (#3944)
Do not show in changelog
2022-05-23 10:40:39 +02:00
AlexandreS
eabd1a4f23 Compute object variable suggestions on each object change in the expression builder 2022-05-23 08:58:30 +02:00
Florian Rival
62ef3e729b Speed up the editor development server startup time by 3x (#3941)
* Patch Webpack config to avoid processing the locale message files (translation files)

Only show in developer changelog
2022-05-22 21:24:49 +02:00
Florian Rival
802ee0c03f Upgrade Electron to 18.2 and React dev tools to latest version (#3893)
Only show in developer changelog
2022-05-21 17:00:47 +02:00
Florian Rival
7ef2050de7 Normalise imports to avoid .js suffix (#3938)
Don't show in changelog
2022-05-21 12:54:50 +02:00
AlexandreS
eeea1b99f4 New variables list improvements
* Fix drop down styling on light theme for selected rows
* Make sure the toolbar is fixed on every dialog the dialog is used in
* When adding a variable, scroll to the new row and focus name
* When searching, display children of collections to enable the user path "Search by collection name > Find child of interest > change child value".
  * If one changes a variable name that justifies its display during the search, the row does not disappear as soon as one is done with editing the name
2022-05-20 15:33:09 +02:00
Florian Rival
e75d49ea51 Upgrade to latest React v16 and react-scripts v4 (#3934)
* This enables "Fast Refresh" of React components (hot reloading after a change is made)
* This prepares the codebase for a migration to React v17/v18 later.

Only show in developer changelog
2022-05-20 15:04:23 +02:00
Florian Rival
048674a7d0 Fix ObjectGroupsList story not working
Don't show in changelog
2022-05-20 13:18:23 +02:00
Florian Rival
0502bd1f7a Fix properties of a custom behavior edited in an extension not taking the full width of the dialog 2022-05-20 13:01:53 +02:00
Florian Rival
66b84441ea Fix the GDJS development watcher making the electron renderer process crash when reloading (#3931)
Only show in developer changelog
2022-05-19 21:46:16 +02:00
D8H
d9e27dc4f3 Review change: rename the function (#3926)
Do not show in changelog
2022-05-19 14:20:39 +02:00
D8H
a3c3ffc3bb Fix missing exported extension functions (#3908) 2022-05-19 11:36:39 +02:00
Fannie Yan
dc33b6cc01 Fix typo in Leaderboard sort order (#3925)
Don't show in changelog
2022-05-19 11:16:23 +02:00
github-actions[bot]
4a0c1c5ad2 Update translations [skip ci] (#3891)
Do not show in changelog
2022-05-19 10:14:29 +02:00
AlexandreS
5820c5dd3e Bump newIDE version 2022-05-19 10:13:04 +02:00
D8H
606f5aff1b Fix: resource folder won't open on Windows (#3922)
Don't show in changelogs
2022-05-18 17:56:51 +02:00
AlexandreS
1f42374417 Reorder effects with drag n drop
Effects are applied in order and different orders may give different results, so ordering them is important. You can now do it with drag n drop.
Also, when renaming effects, a few checks are now done in order to prevent unexpected results.
2022-05-18 16:25:11 +02:00
AlexandreS
3356400026 Redesign of the variables editor
* Each row should be easier to read in a glance
* You can now collapse collection variables for a better readability
* Reorder and move of variables is now available with drag n drop
* You can now undo and redo changes
* Paste one or more variables at any level of depth you want
* Search in the names and values of each variables with a filter effect
2022-05-18 15:18:54 +02:00
Clément Pasteau
b811b1e873 Track asset packs opening analytics (#3919) 2022-05-18 14:24:13 +02:00
Florian Rival
e985b11971 Prevent layout shift when opening the asset store
Don't show in changelog
2022-05-16 21:16:48 +02:00
Florian Rival
aefc5e2fed Fix warning
Don't show in changelog
2022-05-16 20:57:43 +02:00
Clément Pasteau
0ccb7c3216 Add an asset pack gallery in the asset store (#3896) 2022-05-16 19:09:07 +02:00
Florian Rival
33c2c9c6cf Make GDevelop.js build happen on branches/Pull Requests (but not from forks) (#3914) 2022-05-16 19:04:44 +02:00
AlexandreS
55a6306f05 Fix range of volume on fade sound/music action
* ⚠️ This action was introduced with a buggy range (0 to 1 instead of 0 to 100). If you happen to use it, please update the range of volume used once the GDevelop new version is installed
2022-05-16 17:00:02 +02:00
AlexandreS
d766e32a18 Fix: Align image frame and full-size collision mask in collision mask editor 2022-05-16 16:47:39 +02:00
AlexandreS
7cdf4e1184 Fix: Prevent users to type a game slug longer than the limit 2022-05-16 16:19:29 +02:00
Fannie Yan
2540bf3c3e Allow user to limit score values saved in leaderboards (#3910)
Add a Dialog in a game's dashboard leaderboard tab allowing users to chose sort direction and limit possible scores for their games.
2022-05-16 16:10:59 +02:00
Florian Rival
6adec363d5 Enable C++ tests by default in CMake
Only show in developer changelog
2022-05-13 17:47:16 +00:00
D8H
91a02d132f Remove the dependency to SFML (#3865)
* This allows to run Core tests more easily.
2022-05-13 13:27:41 +02:00
Florian Rival
67718a364b Fix missing https in wiki links
Don't show in changelog
2022-05-13 12:49:02 +02:00
Florian Rival
e9b600d885 Update links to the new wiki
Don't show in changelog
2022-05-13 12:43:25 +02:00
Florian Rival
696dfcb746 Allow to choose installation directory when installing GDevelop on Windows (#3889)
* Also allow to choose if GDevelop must be installed system-wide or just for the user.
2022-05-13 12:06:33 +02:00
Fannie Yan
437edd1fe7 Make anchor behavior more intuitive (#3892)
* Anchor an edge of an object to set its distance from the window edges. Single anchor will not stretch the object anymore; you will need to set anchors to object's opposite edges for this effect.
* Add a button to switch between legacy and new behavior.
2022-05-13 10:50:40 +02:00
Florian Rival
48599ae9ca Improve consistency of some dialogs
Don't show in changelog
2022-05-12 22:30:57 +02:00
Florian Rival
c288700f2d Fix warnings
Don't show in changelog
2022-05-12 21:55:08 +02:00
Florian Rival
fbfb5dbaa6 Improve design of the alerts/messages and make margins consistent in the app (#3897) 2022-05-12 21:50:18 +02:00
Florian Rival
dfa27df64b Fix parameters of extensions actions/conditions made in the editor not having a default proper name
* This was creating a crash, because of infinite warnings, if clicking on a parameter with an empty name and then clicking on another parameter also having an empty name.

Fix #3888
2022-05-12 15:44:05 +02:00
Florian Rival
1ef404b9a9 Update the preview to create the BrowserWindow from the electron main process (#3890)
Only show in the developer changelog
2022-05-11 16:58:40 +02:00
github-actions[bot]
785dd6f08b Update translations [skip ci] (#3867)
Co-authored-by: fannieyan <fannieyan@users.noreply.github.com>
2022-05-11 10:33:46 +02:00
Fannie Yan
59bc76e144 Add tutorials in app (#3870)
- Added dismissable tutorials in events sheet, variable editors and object variable tab, add object dialog, sprite animations tab, export game for web tab, add new extension dialog.

- Added a tutorial button.
2022-05-10 17:42:45 +02:00
Florian Rival
d873d9747a Display all autocompletions in the expression editor when listing them (#3886)
* The list is not truncated anymore so you can scroll or use the arrow keys to browse all the completions (useful to see everything: objects, expressions, but also the available easing for tweens, etc...)
2022-05-10 13:07:38 +02:00
Florian Rival
a7fe36f351 Fix web-app recent files wrongly containing URLs to examples (#3885) 2022-05-10 09:15:52 +02:00
Florian Rival
252eeb86b1 Upgrade the underlying runtime running the desktop app, and exported desktop games, to Electron 18 (#3806) (#3854)
* This brings improved performance and compatibility for the desktop app with Windows, macOS and Linux.
* In particular, tilemap performance should be greatly improved both in the scene editor, the preview and exported games on Linux.
* This should also improve performance of both the editor and games on macOS when running on Apple Silicon (M1 cpus).
* Thanks to @nilaymajorwar for the ground work on this upgrade.

Only show the rest in developer changelog:

* More work is needed to isolate the Electron "renderer" process from the "main" process (both for the editor and for games), by using `contextBridge` and preload scripts (https://www.electronjs.org/docs/latest/tutorial/process-model). Your help is welcome to progressively do this migration.

Co-authored-by: Nilay Majorwar <nilaymajorwar@gmail.com>
2022-05-08 17:24:49 +02:00
Clément Pasteau
66145ce506 Specify supported languages for the Microsoft Store version (appx) (#3873) 2022-05-07 22:23:49 +02:00
Clément Pasteau
0dd10d2fce Fix history not working well on the Events Sheet
* Fix changes not being detected for history when editing an event Inline
* Fix losing focus when switching tabs
2022-05-06 12:15:31 +02:00
Clément Pasteau
5d35241c4c Fix not setting authors correctly when publishing to Liluo
* Also fix project being correctly saved
* And disabled the fields while publishing
2022-05-06 12:07:53 +02:00
AlexandreS
ba368d9eed Improve points and collision masks editors
- Make coordinates inputs more user friendly
  - Removal of unnecessary decimal places
  - Do not replace empty value with 0 to allow whole value erasing
- Better understanding of which point is which
  - Add possibility to select points in the list so that it is highlighted in the preview (same for hovered points)
  - Allow drag n drop for custom collision mask points
- Open image preview at a zoom factor that is adapted to the sprite size so that one doesn't have to zoom at each opening.
2022-05-06 09:56:06 +02:00
Florian Rival
fbeeb589a2 Fix package-lock.json
Don't show in changelog
2022-05-05 15:04:34 +02:00
Florian Rival
3ec4e3b6dd Add missing metric about desktop or web-app
* Also fix the dev version sending analytics

Don't show in changelog
2022-05-05 12:13:32 +02:00
Florian Rival
11ccaf2ea4 Add Posthog for following app usage analytics
* Fix UUID not reset when a user was logging out
* This should allow to create public dashboard showing various app usage (like popular extensions), with more accurate numbers than using Keen.io
2022-05-05 11:40:38 +02:00
Florian Rival
274d31f563 Update help links for the Time extension
Don't show in changelog
2022-05-04 18:56:40 +02:00
AlexandreS
c37049cd72 Add new settings to leaderboards
* Add parameter to control number of entries to display
* Add possibility to set a default leaderboard, displayed on Liluo game page by default
2022-05-04 10:37:01 +02:00
Florian Rival
7cdc92c776 Introduce the "Wait X seconds" action (#3852)
* This action allow to wait for a few seconds before continuing to run the next actions and sub-events.
* It is perfect to create cut scenes, advanced logic or just run things progressively without relying on timers. In a lot of cases, it's simpler and faster to use this new action.
* The action remember the picked objects: it works like an usual event, but run the actions (and sub-events) a bit later in time. While the action wait, other events continue to run as usual.
* Thanks to @arthuro555 for the ground work and follow up on this new feature.

Only show the rest in developer changelog:

* Add support for asynchronous actions (including for objects).
* Add exhaustive test cases for asynchronous actions. 

Co-authored-by: Arthur Pacaud <arthur.pacaud@hotmail.fr>
2022-05-02 19:44:15 +02:00
Florian Rival
471cd61d82 Add test for "Or" condition with objects
Don't show in changelog
2022-05-02 18:23:56 +02:00
Fannie Yan
afb66f213d Add tutorials in behavior, objects, conditions and actions (#3869)
* Add tutorials in behavior, objects, conditions and actions
2022-05-02 17:49:48 +02:00
Clément Pasteau
8ad70e57cc Encode thumbnail URL before sending it to the GDevelop services
* This prevents a bug where the thumbnail would not work when the filename has non-conventional characters
2022-04-29 15:40:54 +02:00
Arthur Pacaud
d9ea04e059 Allow webp images to be selected for object resources, and webm for videos (#3862)
* These formats are providing better compression than PNG or MP4, but they might not work on older devices - be sure to double check if the devices or browsers of your audience support them.
2022-04-29 11:40:07 +02:00
github-actions[bot]
bb3abdb1fa Update translations [skip ci] (#3831)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-04-28 16:40:10 +02:00
Oxey405
cdddcafa68 Add an action to fade a sound or a music on a channel to a new volume (#3724) 2022-04-28 11:17:46 +02:00
AlexandreS
14175c334e Do not show in changelog - Trim player name when formatting it 2022-04-28 11:02:12 +02:00
D8H
6bd4dff03e Remove variable parameters from SavePlayerScore action (#3860)
Do not show in changelog
2022-04-28 11:01:36 +02:00
Clément Pasteau
ceec39f6a2 Bump version to 5.0.132
Do not show in changelog
2022-04-27 17:59:58 +02:00
AlexandreS
5abf80a0c9 Add possibility to customize leaderboard score column appearance (#3857) 2022-04-27 17:46:15 +02:00
AlexandreS
7f955d8703 Add expressions to specify decimal place where to round, floor and ceil 2022-04-27 16:47:14 +02:00
D8H
781dd42ccb Add analytics for extensions (#3848) 2022-04-26 09:16:01 +02:00
Fannie Yan
e584fa952d Make loader screen cover input fields (#3850)
Don't show in changelog
2022-04-25 09:57:21 +02:00
Florian Rival
5681667dde Add a gitpod.io configuration file (experimental)
* This is useful to edit some part of the codebase on gitpod.io

Only show in developer changelog
2022-04-24 14:29:11 +00:00
Florian Rival
d16f04f4a2 Change AlertMessage design to be flat
Avoid shadows if not really needed.

Don't show in changelog
2022-04-24 14:23:08 +00:00
Aurélien Vivet
e9b464beba Improve wording consistency (#3851) 2022-04-23 16:35:51 +02:00
Florian Rival
7597dbe0d1 Add (new) conditions and expressions to compare the number of instances picked or living on the scene (#3842)
* Add `PickedInstancesCount` and `SceneInstancesCount` expressions, to replace `Count`. These expressions don't do any "picking" of instances, so they are safe to use anywhere without "weird" side effects.
* Equivalent conditions are available for all objects. These conditions allow to check at any point in your events the number of instances living on the scene or picked by actions/conditions.
  * This is useful to check if enough objects are picked by a condition before launching an action. 
  * Because this condition does not change the already picked objects, it's safe to use anywhere without any side effect.

Only show the rest in the developer changelog:
* Allow to read events missing some fields (like `disabled`, `folded`).
* Reduce the useless information stored in project JSON files by not storing the fields if they have their default value.
2022-04-23 16:35:10 +02:00
Clément Pasteau
4777f0a824 Save project after creation on Desktop app 2022-04-22 19:11:34 +02:00
AlexandreS
5b2532f8f3 Remove unused variables
Do not show in changelog
2022-04-21 15:02:41 +02:00
AlexandreS
2c43de5120 Improve objects and groups lists
* Use same drag and drop effect for both lists
* Add possibility to duplicate group
* Add possibility to move multiple objects at once
2022-04-21 14:26:42 +02:00
Florian Rival
124ce1101d Fix leaderboards category icon 2022-04-20 14:27:38 +02:00
AlexandreS
eb3d6c2670 Send events when opening and finalizing events extraction as function
Don't show in changelog
2022-04-20 12:17:09 +02:00
Clément Pasteau
f737fa479f Don't allow picking image URLs that will fail when building the game on the web application
- targeting specifically images with failed CORS
2022-04-19 17:45:48 +02:00
Florian Rival
f93b3bc3b4 Fix crash when an empty effect is added to a layer
Fix #3835
2022-04-19 12:47:20 +02:00
Elairyx
5c6eb2dadb Polish the wording of particle emitter actions, conditions and expressions (#3829) 2022-04-15 16:24:51 +01:00
AlexandreS
3e6ca186f8 Add action to change image for particle emitter using project resources 2022-04-15 15:37:38 +02:00
github-actions[bot]
860e9d36e4 Update translations [skip ci] (#3808)
Co-authored-by: fannieyan <fannieyan@users.noreply.github.com>
2022-04-14 11:40:38 +02:00
Fannie Yan
c8b461cc5f Merge game management buttons in games dashboard (#3826)
* Merge game management button into one in Games dashboard
2022-04-14 10:51:48 +02:00
AlexandreS
36cdc5720a Bump newIDE version 2022-04-14 10:47:33 +02:00
AlexandreS
a7cd53b921 Add built-in leaderboard feature (actions, conditions, administration) (#3759) 2022-04-14 10:25:48 +02:00
D8H
01a25400ff New touch event functions that allow to get them several times (#3820)
* It allows extensions to handle touch events without conflicting with the scene event sheets.
* Existing touch functions continue to work and can be used alongside new ones without any issue.
2022-04-13 12:00:33 +02:00
D8H
2b484c0cf1 The url slug of a game can be verified and changed right before publication (#3811) 2022-04-12 20:39:34 +02:00
Fannie Yan
13204e4b53 Add a button "Access public profile" in one's profile details (#3819)
Add a button in profile details that opens the user's public profile on Liluo.io
2022-04-11 14:41:08 +02:00
D8H
c6d6466d54 Fix the input checkboxes "Playable with [...]" randomly checked when publishing a game for the first time (#3818) 2022-04-08 11:45:20 +01:00
Clément Pasteau
6cf737ac70 Remove unused imports (#3809)
Do not show in changelog
2022-04-06 15:00:04 +02:00
Arthur Pacaud
5b8cdbbace Update the button label in the dialog of an extension to show if the extension will be updated or (re)installed (#3777) 2022-04-06 13:47:36 +01:00
Clément Pasteau
a7df37a0dc Bump version to 131 (#3807) 2022-04-06 14:47:20 +02:00
D8H
7721f56dde Allow to specify a slug to be used in liluo.io games URL
* From the Game Details Dashboard, you can now select a username and a game name to create a custom unique URL for your game on Liluo.io, which can look like this: liluo.io/your-username/your-game-name
2022-04-06 14:35:50 +02:00
github-actions[bot]
08ada4f595 Update translations [skip ci] (#3764) 2022-04-06 13:21:28 +01:00
D8H
caa46a2fb0 Allow to define a default value for a "string with options" property (#3803) 2022-04-06 09:49:50 +02:00
D8H
660cdd753c [TopDownMovement] Add a condition to check which key was used or simulated and actions to change the current velocity (#3800) 2022-04-05 19:32:31 +02:00
D8H
3b9a1354ee [TopDownMovement] Fix the velocity value that wasn't exactly 0 when moving horizontally or vertically (#3799) 2022-04-04 23:47:17 +02:00
D8H
02fce4132a Add a condition to check if the mouse is inside the window. (#3787) 2022-04-01 12:01:53 +02:00
D8H
41241d75e1 Fix the camera rounding to work when following objects with even dimensions and pixel perfect mode is enabled (#3789) 2022-04-01 12:00:47 +02:00
Clément Pasteau
fc3e73f360 Rework the Game publishing on Liluo
* Display a summary of the Game that will be published when pushing a new build
* Add a helper message to change the game thumbnail
* Add option to save project by default when publishing to Liluo.io
* Allow defining if your game should be discoverable on Liluo.io or not
2022-04-01 10:50:05 +02:00
Florian Rival
230493039c Display an icon for the Home tab (instead of the label "Home") (#3792) 2022-04-01 09:40:22 +01:00
Florian Rival
50326e4d21 Add missing Text Input to the web-app (#3785)
Don't show in changelog
2022-03-29 13:17:44 +02:00
Florian Rival
cec7960a7d Add slug to ExampleShortHeader and Example type
Don't show in changelog
2022-03-28 16:22:49 +02:00
Florian Rival
cec901d4c2 Fix npm not installing git:// dependencies (#3780)
Don't show in changelog
2022-03-28 14:55:01 +02:00
Florian Rival
29f0567140 Add Linux zip and deb target to the packaged desktop app (#3776)
Only show in developer changelog
2022-03-27 12:55:50 +02:00
Clément Pasteau
94af33c815 Switch game metrics from live ones to cached ones for performance
Do not show in changelog
2022-03-25 14:19:14 +01:00
Florian Rival
3ad7585f92 Add a linter rule to avoid importing prop-types
Don't show in changelog
2022-03-24 11:48:07 +01:00
AlexandreS
acb69c447d Improve events sheet search with new shortcuts and put back the "Edit variable" row in variable editor 2022-03-23 15:40:57 +01:00
Elairyx
fa928b35cb Add autocompletion for the "Simulate control" action of the Top Down movement behavior (#3767) 2022-03-21 23:15:02 +01:00
Florian Rival
67810b79ce Refactor some redundant code in Text Input tests (#3768)
Don't show in changelog
2022-03-21 23:08:54 +01:00
Clément Pasteau
0a77e0264d Bump version to 5.0.130 2022-03-21 11:53:52 +01:00
Clément Pasteau
4cc8d15f4b Fix invalid game thumbnail URL 2022-03-21 11:42:36 +01:00
Clément Pasteau
a2f0b3384e Bump newIDE version to 5.0.129 2022-03-17 14:57:32 +01:00
github-actions[bot]
432ffebf80 Update translations [skip ci] (#3695)
Co-authored-by: Bouh <Bouh@users.noreply.github.com>
2022-03-17 14:40:24 +01:00
Aurélien Vivet
165470d9c1 Add D as shortcut to toggle disabled event, also added in right click context menu in the event sheet (#3751) 2022-03-17 11:35:38 +01:00
D8H
53eab0ed62 Fix the "Is moving" condition of platformer characters by removing the 1 pixel per frame detection limit (#3730)
This can be important for games with low resolution.
2022-03-16 19:09:14 +01:00
Florian Rival
649a36ac30 Fix text input wrongly staying visible even if hidden or layer visibility turned off (#3755) 2022-03-16 18:56:11 +01:00
Aurélien Vivet
a3afd983ba Add OG meta tags to the web-app (#3756)
Don't show in changelog
2022-03-16 11:01:24 +01:00
D8H
f8c0417210 Allow game owners to share their ownership with other users (#3744) 2022-03-16 10:15:06 +01:00
D8H
8f5fe159d7 Fix rendering so that sprites no longer bounce by one pixel when the camera is moving and pixel perfect is activated (#3754) 2022-03-15 22:26:57 +01:00
D8H
3daebaeb05 Add an action to ensure the camera is inside specified boundaries (#3703) 2022-03-13 12:55:09 +00:00
Florian Rival
1ba1e8a2b7 Update name of project manager "Icons and thumbnail" item
Don't show in changelog
2022-03-11 23:11:18 +00:00
Fannie Yan
36679eb76b Add size actions and conditions for sprite and tiled sprite objects (#3748)
* Add condition on height and width for sprite objects
* Add action to set the size of sprite object
* Add action to set the size of tiled sprite object
2022-03-11 16:53:26 +01:00
Aurélien Vivet
c8132ba864 Fix typo (#3747)
Don't show in changelog
2022-03-11 12:49:52 +00:00
Fannie Yan
141a3d2b61 Allow users to reorder editor tabs (#3745)
Allow users to reorder editor tabs by dragging them (not available on touchscreens)
2022-03-11 10:55:42 +01:00
Florian Rival
dbe0343c67 Fix extensions scene lifecycle events launched more than once after a hot reloading (#3742) 2022-03-10 12:42:09 +00:00
Aurélien Vivet
0983ac59a8 Allow extensions to use the Audio category (#3741) 2022-03-10 12:38:10 +00:00
MyNameIsRinax
9710360180 Fix typo in firebase action
Do not show in changelog
2022-03-10 09:31:57 +01:00
D8H
43af1f34df Make Liluo.io thumbnail configurable in the icons dialog (#3732) 2022-03-09 15:16:07 +01:00
Fannie Yan
fd193e89fc Add possibility to use custom collision masks for draggable behavior (#3738)
* Added a toggle in draggable behavior parameters so that users can chose to use custom collision mask or not
2022-03-09 13:39:57 +01:00
Clément Pasteau
19dcaacafb Improve wording for builds dialog when game is not registered (#3737)
do not show in changelog
2022-03-08 11:18:38 +01:00
Fannie Yan
90721c4059 Add possibility to replace text in text events (Comments and Groups) (#3735)
* Add possibility to replace text in text events (Comments and Group names) with search and replace
2022-03-08 09:35:32 +01:00
Florian Rival
6c118eaa53 Make clearer that the publishing is an export (#3733)
Don't show in changelog
2022-03-07 15:27:58 +00:00
D8H
2b00c90356 Fix some missing translations in the Pathfinding behavior (#3728) 2022-03-07 08:57:25 +00:00
Florian Rival
efe37cc3bf Fix warning
Don't show in changelog
2022-03-04 15:52:14 +00:00
Fannie Yan
bcedbdc0c3 Fix resource list not updated when adding some with tab opened (#3723)
Refresh resource list in Resource tab when it becomes active
2022-03-04 15:50:08 +01:00
Clément Pasteau
f63a16161f Add Liluo Link on homepage (#3720) 2022-03-04 13:35:09 +01:00
Florian Rival
c215a8c6bf Fix spacing in the EmptyPlaceholder (#3722)
Don't show in changelog
2022-03-04 10:57:55 +00:00
Clément Pasteau
225884dfe4 Allow defining up to 4 genres for a game 2022-03-04 09:35:44 +01:00
Fannie Yan
5d42956669 Fix duplicated extension after rename (#3718)
Fix duplicated extension after rename
2022-03-03 17:23:27 +01:00
Clément Pasteau
977bbdde89 Fix a crash on Windows when the Documents folder is missing 2022-03-03 12:24:02 +01:00
D8H
73357c830d Add a "get started" button at the center of empty lists for variables, behaviors, effects and events (#3708) 2022-03-02 18:04:22 +01:00
AlexandreS
c619f94277 Make context menus in scene editor and in object list consistent 2022-03-02 12:08:10 +01:00
Clément Pasteau
c5dabf9b6e Optimise onboarding flow to show to all web users 2022-03-02 10:24:36 +01:00
Arthur Pacaud
cc4303e21e Fine tune search in instruction selector and stores to better handle short words in main field 2022-03-01 13:54:54 +01:00
Florian Rival
566aadafd9 Fix initial language setup when only a language match exists (#3713)
Don't show in changelog
2022-03-01 12:50:09 +00:00
Elairyx
9cd96461d7 Fix various typos (#3711) 2022-03-01 11:34:28 +00:00
AlexandreS
0395b73f4a Clarify separation between object and instance in instance properties panel 2022-03-01 12:10:05 +01:00
Clément Pasteau
bcc40d4728 Show warning when accessing builds for a game you don't own 2022-02-28 16:39:40 +01:00
Clément Pasteau
60088ebafd Bump newIDE version (#3694) 2022-02-25 16:44:52 +00:00
github-actions[bot]
35b654841c Update translations [skip ci] (#3586) 2022-02-25 17:41:25 +01:00
D8H
e7b8741c29 Let game creators define an orientation on mobile for Liluo.io 2022-02-25 17:34:46 +01:00
Florian Rival
9e10f4191b Add chosen language and browser language in the analytics to understand the user language repartition
Don't show in changelog
2022-02-25 10:17:24 +00:00
Aurélien Vivet
c573695853 Fix typo (#3692) 2022-02-24 22:09:56 +00:00
Florian Rival
7496093e63 Fix text input not properly removed when a scene stops or is paused (#3689)
Don't show in changelog
2022-02-24 16:13:08 +00:00
D8H
5f1787f1b5 Let game creators define if their game can be played with a keybord, a gamepad or a mobile (#3682) 2022-02-23 14:55:26 +01:00
Florian Rival
b988d55c8c Add data in analytics to know if a tutorial is running or not
Don't show in changelog
2022-02-22 15:14:38 +00:00
Florian Rival
942dc0a539 Add analytics events to know behaviors usage (#3683)
Don't show in changelog
2022-02-22 13:46:13 +00:00
Florian Rival
d8a241502e Update urls of cache purge for the web-app
Don't show in changelog
2022-02-22 11:38:37 +00:00
D8H
8bf8c3efff Add autocompletion for external layout fields (#3673) 2022-02-22 11:44:24 +01:00
D8H
527b2566b7 Fix the platformer extension to avoid characters to be pushed downward when colliding a jumpthru while landing on another platform at the exact same time (#3677) 2022-02-22 11:40:17 +01:00
AlexandreS
9b436f7f31 Add link to discussions in the Development Roadmap section of the readme
Do not show in changelog
2022-02-22 10:03:56 +01:00
Davy Hélard
0818d56d45 Send the application language to user service. 2022-02-21 10:54:11 +01:00
Clément Pasteau
567b9e24dd Fix displaying the "game update" link when the user is not the owner of the game (#3678) 2022-02-21 09:39:10 +00:00
AlexandreS
69d63649c3 Clarify actions in object removal dialog regarding references 2022-02-21 10:32:47 +01:00
D8H
5ef23c0c70 Fix usage of the legacy trajectory for platformer objects for old project files. (#3676) 2022-02-20 19:21:18 +00:00
Florian Rival
533c6d7fce Update the CNAME used for the web-app
Also update a comment

Don't show in changelog
2022-02-19 17:48:09 +00:00
AlexandreS
0438000543 Do not select sprite when using mouse middle click to pan in the scene editor (#3662)
* Also select the instance under the cursor when doing a right click in the scene editor
2022-02-18 18:28:51 +00:00
AlexandreS
bae8520405 Improve copy pasting objects on the scene
- When pasting objects, the pasted objects are selected
- Fix the possibility to undo/redo an object paste
2022-02-18 16:06:24 +01:00
Florian Rival
78559f439a Protect against crashes in case of a null author in a public game
Don't show in changelog
2022-02-17 22:04:32 +00:00
Florian Rival
ba2389a8eb Move the deprecated property of the platformer object behavior into a specific group (#3661) 2022-02-17 18:33:58 +00:00
AlexandreS
14f4da8fc3 Select parameter content when editing it form the event sheet 2022-02-17 12:08:08 +01:00
AlexandreS
342f06b024 Improve user experience with translation
* Disable auto translating in search results to prevent crashes due to conflicts between search results highlight and dom handling by translators
* Add language selector in Preferences dialog
* Automatically set gdevelop language on first use based on browser language
2022-02-17 09:19:42 +01:00
Clément Pasteau
4d7514c2bf Improve wording and design across the publishing flow to Liluo
+ display game consolidated analytics on the analytics page
2022-02-16 17:48:09 +01:00
AlexandreS
582e71e9d3 UI minor improvements and fixes
- Change help link for light object
- Set new object default name depending on its type
- Make object input sticky at the bottom in ObjectGroupEditor
- Force loss of focus on sliders when mouse is up
- Add possibility to close editor tabs with mouse middle click
- Use user preferred theme to set IDE loading screen background color
2022-02-16 17:38:54 +01:00
Florian Rival
f0822e38e1 Show a warning message and a warning underline in the events sheet when a variable name looks wrong (quotes, spaces, wrongly looking expression) (#3652) 2022-02-16 14:34:47 +01:00
Florian Rival
03a9d9f9c8 Add HTML id to various buttons and elements to allow for an in-app tutorial
Do not show in changelog
2022-02-16 10:34:59 +01:00
Nilay Majorwar
942a3117f9 Fix shortcuts removed by user still displayed, even if not working (#3618) 2022-02-14 14:40:09 +01:00
D8H
ca19076b01 Use the extension name as file name when saving it (#3622) 2022-02-13 23:11:42 +01:00
Florian Rival
267842d8e2 Fix various UI alignment issues
* Action/condition icon aligment
* Aligment of true/false or yes/no switches
* Fix scrollbars shown when the action/condition parameters editor is too tight
2022-02-13 18:55:45 +01:00
Florian Rival
71e3b65134 Add a new "Text input" object (#3508)
* This object displays a field where the player can type a text.
* The cursor can be moved and the text can be selected and entered like any other input field according to the platform. For example, you can use all the usual keyboard shortcuts or emoji pickers on desktop. On mobile, all the usual gestures are supported, emoji pickers, text selection, clipboard...
* You can choose between different input field types: text, text area, email, password, phone number... This allows the keyboards to be adapted on mobile devices. The password field will also hide what is entered by the user.
  * Because the object is way more convenient to use (and actually works on mobile devices) than the Text Entry object, it is recommended you use it almost always instead of the Text Entry object.
* This object has 2 limitations, because it's using the native capabilities of the platform to display a "native" input field: the Z order can't be changed (the object is *always* displayed on top of the game) and no effects can be displayed. Because it's handled by the operating system, it may also slightly differ on each platform.
  * It's recommended you avoid displaying the object outside of a menu or a static UI, as it may not always display exactly at a position synchronised with the rest of the rendering of the game, especially if used in a fast paced or moving scene.
2022-02-13 15:18:31 +01:00
Florian Rival
00393f50c8 Fix again broken instructions
Don't show in changelog
2022-02-11 20:16:51 +01:00
Clément Pasteau
a107ff4e17 Allow entering a project description for your project/game 2022-02-11 10:53:31 +01:00
Aurélien Vivet
0da59cc4e0 Typo fix (#3614) 2022-02-11 08:22:55 +00:00
AlexandreS
46a12e6758 When browsing search results in event sheet, start from currently selected event 2022-02-11 09:22:13 +01:00
Florian Rival
41c9753268 Fix compatibility with instructions broken in #3583 (#3611)
Don't show in changelog
2022-02-10 17:16:27 +01:00
Florian Rival
ab619bdd2a Rework slightly the true/false and yes/no fields to make clearer they are switches 2022-02-10 16:44:57 +01:00
D8H
7258da9927 [Tween] Fix the icon of the expression. (#3606)
Don't show in changelog
2022-02-09 18:23:01 +01:00
D8H
83a390089d Add an expression to use Tween easing functions (#3605)
* This is useful to do easing with other formulas rather than the classic "lerp".
2022-02-09 10:05:42 +01:00
Aurélien Vivet
f4c730f5fd Fix help buttons for some objects (#3601) 2022-02-07 19:49:42 +01:00
AlexandreS
67776108f9 Improve search and highlight results when searching for a condition/action/object/group 2022-02-04 18:31:07 +01:00
Florian Rival
9997e9246a Fix resources sometimes duplicated when scanning resources in the project folder on Windows (#3598)
Fix #3590
2022-02-04 18:04:48 +01:00
Florian Rival
2c4fa1d1c2 Switch the game engine documentation to TypeDoc (#3593)
* This adds link between types, a more readable rendering, a better search and, more generally, makes the [game engine documentation](https://docs.gdevelop-app.com/GDJS%20Runtime%20Documentation/index.html) much easier to browse.
2022-02-03 13:58:44 +01:00
Florian Rival
5d2e0786ee Sort actions/conditions in categories add icons to their groups (#3583)
* This should make it easier to identify and find actions/conditions. Categories give more clarity and icons help to identify what's available without reading everything.
2022-02-03 11:45:53 +01:00
AlexandreSi
8be39f1a3e Increase contrast of the buttons to add events 2022-02-02 11:26:30 +00:00
Clément Pasteau
7d8120d9ff Improve the web export to warn when the game is too big to be uploaded 2022-02-02 11:30:35 +01:00
D8H
1b417a4f27 [Light] Remove the dependency from LightRuntimeObjectPixiRenderer to BehaviorRBushAABB (#3580)
Only show in developer changelog
2022-02-02 09:02:00 +01:00
D8H
aabe249ffb [PathFinding] Remove the dependency from PathfindingRuntimeBehavior to BehaviorRBushAABB (#3579)
Only show in developer changelog
2022-02-02 08:59:58 +01:00
AlexandreS
fff09fdbd0 Fix search highlights that made disappear non exact matches (#3587)
Do not show in changelog
2022-02-01 13:15:41 +01:00
AlexandreS
04ff0620e6 Bump newIDE version
Do not show in changelog
2022-02-01 10:23:23 +01:00
github-actions[bot]
33d5130cd1 Update translations
Do not show in changelog
2022-02-01 10:19:02 +01:00
AlexandreS
9b21b78ae7 Allow the possibility to chose a start scene in the project manager 2022-02-01 10:02:05 +01:00
github-actions[bot]
b16497497d Update translations [skip ci] (#3489)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-01-31 17:08:52 +00:00
Florian Rival
53a2c2c4e9 Add a button to open events from the scene editor context menu (#3577) 2022-01-31 16:32:43 +00:00
Clément Pasteau
c5a709fee2 Fix builds timed out being correctly displayed
do not show in changelog
2022-01-31 17:05:00 +01:00
D8H
7d2ac0da38 Allow to set an empty color property value in custom behaviors (#3558)
* Also fix the color property condition in behaviors.
2022-01-31 12:43:08 +00:00
Florian Rival
920a808c8d Fix warnings
Don't show in changelog
2022-01-29 17:55:29 +00:00
Florian Rival
43d55112cc Display objects in categories when creating a new object (#3562)
Don't show in changelog
2022-01-29 16:02:34 +00:00
Florian Rival
8191fe0610 Use "Untitled Xxx" instead of "New Xxx" in the project manager for default names (#3561)
Make it clearer these are items to be renamed, rather than buttons

Don't show in changelog
2022-01-28 17:35:46 +00:00
Leo_Red
218faba473 Improve the display of the list of functions (and behavior methods) in an extension (#3501)
* Show an icon when a condition, action or expression is set to be private.
* Show icons according to the kind of function.
* Disable the button to make lifecycle functions private (this was not making sense).
2022-01-28 16:35:37 +00:00
Florian Rival
d55392bd74 Fix typo
Don't show in changelog
2022-01-27 20:09:35 +00:00
D8H
7d8b9190af Add an option for Platformer objects to automatically grab platform ledges (#3555)
* Platform ledges can be grabbed without having the left or right key pressed when this option is activated
2022-01-27 15:07:43 +00:00
Florian Rival
7f3289d5a1 Remove the popup at the startup of the web-app
Don't show in changelog
2022-01-27 11:58:46 +00:00
Florian Rival
c2fbd173e1 Rework titles and button styles in the home page
Don't show in changelog
2022-01-27 11:40:21 +00:00
D8H
88e307d6f0 Allow to set a default value for boolean parameters in extensions functions (or custom behavior methods) (#3557) 2022-01-27 11:11:27 +00:00
Clément Pasteau
e7a063ed2c Remove the ability to install extension via shortcut or click outside to prevent mistakes 2022-01-27 11:28:04 +01:00
AlexandreS
1777ed6c2d Improve search accuracy and speed for the Example & Extension Stores with text highlights 2022-01-27 10:56:34 +01:00
Clément Pasteau
1e73122633 Allow editing Game Public Info from Game Dashboard 2022-01-26 18:26:52 +01:00
D8H
22b117d2b3 Add an option to allow the platformer objects to go down from a jumpthru (#3546)
* When activated, you can press the Down key and the character will fall from the jumpthru.
2022-01-26 15:42:23 +00:00
D8H
22f66c3297 Add developer documentation about jump trajectory theory in the Platform extension (#3550)
Only show in developer changelog
2022-01-25 15:17:58 +00:00
D8H
bd2ff786e2 Add an action to change the current horizontal speed of a Platformer object (#3539) 2022-01-24 16:44:47 +00:00
D8H
55852f478b Always stop the character vertically when the jump is aborted (#3544)
* Also add a small test on abortJump.
* Also try to make descriptions more standard.

Don't show in changelog
2022-01-23 22:56:19 +00:00
D8H
f93ce55125 Add actions to abort a jump and change the fall speed immediately of a platformer object. (#3537)
* This is useful to allow to "dash" toward the ground.
2022-01-23 14:47:34 +00:00
D8H
1c18beb68f Add a parameter "try to preserve the current air speed" in the "max falling speed" action for Platformer object. (#3534)
* This is useful to allow "gliding" or reducing the fall speed (for wall sliding) without riskying the object to go back up in the air.
2022-01-23 13:19:50 +00:00
D8H
6da11cf0ed Fix jumping again disallowed when a platformer object is falling, even if jumping was allowed again at the beginning of the jump (#3495) 2022-01-23 12:29:17 +00:00
Nilay Majorwar
342a690fa6 Fix Physics2 behavior editor overflowing on small screens (#3540) 2022-01-23 11:51:06 +00:00
Florian Rival
7aa35495cb Fix typo [skip ci]
Don't show in changelog
2022-01-23 00:13:30 +00:00
Florian Rival
260246fe1b Fix README images [skip ci]
Don't show in changelog
2022-01-23 00:12:06 +00:00
Florian Rival
3b1a860d7b Update README with new designs [skip ci] 2022-01-23 00:08:42 +00:00
Florian Rival
d85ca66eed Fix tests 2022-01-22 23:15:45 +00:00
Florian Rival
62835a8465 Fix the "Animation" field not shown as a number field in the instance properties editor 2022-01-22 23:13:43 +00:00
AlexandreS
b6e9a472b2 Fix wrong values displayed in the "Animation" field in the instances properties editor (#3527) 2022-01-22 22:27:32 +00:00
Florian Rival
16b4c76d8e Remove duplicate "Angle" action and condition for Tiled Sprite objects
Fix #3522
2022-01-22 22:22:35 +00:00
Nilay Majorwar
a217565919 Fix buttons layout on mobile or small screens in the behaviors editor (#3538) 2022-01-22 21:08:21 +00:00
Florian Rival
e583556a4d Group fields inside some object editors to make it easier to find them and quickly understand their usage 2022-01-22 19:49:52 +00:00
Tristan Rhodes
95d78521d2 Update sentence of "Start (or reset) the timer" in the events sheet to make them clearer (#3526) 2022-01-21 09:45:20 +00:00
AlexandreS
d5955e0c67 [Network tools] Fix: Set error var to predefined value if web request couldn't be sent 2022-01-20 10:57:35 +01:00
AlexandreS
4393cc0820 Fix: Only move unlocked instances when using keyboard in the scene editor 2022-01-19 18:07:08 +01:00
Florian Rival
b28f738112 Simplify the description of the collision condition
It was outdated and confusing.
Also ran autoformatting on the file.

Don't show in changelog
2022-01-19 12:18:41 +00:00
AlexandreS
dd76abd9d4 Fix focus loss when editing the name or path of a new project 2022-01-19 12:08:50 +01:00
AlexandreS
a92b613435 Remove offending name from project name generator (#3511) 2022-01-18 12:27:15 +00:00
D8H
0fd9173069 Improve consistency of behavior descriptions by starting them with a verb. (#3484) 2022-01-17 17:05:37 +00:00
Florian Rival
2a214e0997 Add warnings that timers must be started using an action 2022-01-16 11:53:34 +00:00
D8H
d1a68aa0be Reorganise some platformer actions/conditions/expressions in different groups (#3491) 2022-01-15 11:41:14 +00:00
Clément Pasteau
d49d765ec0 Bump newIDE version (#3494) 2022-01-14 17:29:00 +00:00
D8H
d2f98deb63 Fix the new key pressed condition in the Platformer behavior (#3492) 2022-01-14 17:10:58 +00:00
AlexandreS
2e86f5d512 Display error for too many request error from firebase and translate errors
Do not show in changelog
2022-01-14 14:18:39 +01:00
Florian Rival
e5158bc8bb Revert the product name (#3488)
Working well on Windows (code signing is passing), so reverting this to avoid disrupting auto update out of caution.

Don't show in changelog
2022-01-14 10:00:58 +00:00
AlexandreS
d9af6d7316 Bump newIDE version 2022-01-13 14:23:56 +01:00
github-actions[bot]
7cf3f698cd Update translations
Do not show in changelog
2022-01-13 14:14:54 +01:00
AlexandreS
6e81058a80 Fix crash on web-app for users using automatic page translations 2022-01-13 12:15:52 +01:00
D8H
e0ab0d1f01 Improve the timer conditions to allow to check if the value of the timer is greater or less than a value (#3450) 2022-01-13 00:08:20 +00:00
Aurélien Vivet
4bd770a61e Fix some typo in the interface or codebase (#3483) 2022-01-12 21:39:37 +00:00
AlexandreS
518bb9a164 Add github action to complete update translation pr with coverage deltas
Do not show in changelog
2022-01-12 15:57:33 +01:00
Clément Pasteau
550687afec Change UX for Build and Games dialogs
Do not show in changelog
2022-01-12 15:44:28 +01:00
AlexandreS
95c785bb67 Open extension details first when clicking on a downloaded extension in the project manager 2022-01-12 11:55:33 +01:00
D8H
fa40299343 Remove an only in tests (#3474)
Don't show in changelog
2022-01-11 13:28:50 +00:00
Florian Rival
61d2c7e580 Fix issues with npm install and npm version on AppVeyor and Travis (#3473)
Don't show in changelog
2022-01-11 13:27:39 +00:00
Clément Pasteau
ab25f3b2cf Display timed out builds instead of infinite loader 2022-01-11 14:21:42 +01:00
D8H
a1f0bbf25f Add autocompletion for fields and expressions asking for a function parameter name (#3470) 2022-01-10 21:42:20 +00:00
AlexandreS
8af84bf3a4 Only run auto closes and comments on issue opening (#3468)
Do not show in changelog
2022-01-10 18:48:03 +01:00
Florian Rival
1ebe50a30c Fix npm install on Travis (#3455) 2022-01-10 17:47:03 +00:00
AlexandreS
370e20fc97 Attempt to solve special characters use issue 3 - Remove escaping first set to escape quotes (#3465)
Do not show in changelog
2022-01-10 18:39:12 +01:00
AlexandreS
fb407848be Attempt to solve special characters use issue 3 - Use issue number instead of its id (#3462)
Do not show in changelog
2022-01-10 18:23:30 +01:00
AlexandreS
d2f53edb2c Attempt to solve special characters use issue 3
Do not show in changelog
2022-01-10 18:14:12 +01:00
AlexandreS
34a75a29c7 Improve a few things Bis repetita
Do not show in changelog
2022-01-10 18:06:18 +01:00
AlexandreS
3acd76ff02 Close ExtensionInstallDialog if successfully installed
Do not show in changelog
2022-01-10 16:33:37 +01:00
AlexandreS
0c6ffc23ed Few export fixes (#3452)
Do not show in changelog
2022-01-10 14:30:18 +01:00
Clément Pasteau
323809228a Update Games Platform local URL to use Liluo
Do not show in changelog
2022-01-10 14:08:28 +01:00
github-actions[bot]
145764bfdb Update translations [skip ci] (#3364)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2022-01-09 17:06:17 +00:00
Leo_Red
dba4b7aeb7 Update new behavior method dialog step icon to be hollow (#3441) 2022-01-09 12:59:34 +00:00
AlexandreS
1f19be3ec2 Fixes presence of ghost collision masks for objects with platform behavior
Co-authored-by: D8H <Davy.Helard@gmail.com>
2022-01-08 11:55:33 +00:00
Florian Rival
bf60470c3d Make the GDevelop Windows version signed with a certificate to avoid warnings when opening the installer (#3435)
* The Windows warning should be gone once a sufficient number of people install the app
2022-01-07 23:57:23 +00:00
Florian Rival
2afa702080 Bump newIDE version (testing)
Don't show in changelog
2022-01-07 17:13:33 +00:00
AlexandreS
365bc56940 Change the way one can apply filters when searching for extensions/behaviors/examples in the stores
Co-authored-by: Bouh <bouhvivez@gmail.com>
2022-01-07 15:28:36 +00:00
Clément Pasteau
8aaa3bcbb6 Introduce stable URLs for games
* A unique URL is now available for each game, on liluo.io
* The list of builds has been improved to allow opening web builds and decide which one to publish live
* Web export is now split in 2 steps, providing an instant-build URL, and the stable game URL
2022-01-06 16:45:08 +01:00
Clément Pasteau
90c3195b5e Improve the mouse conditions to autocomplete possible values (#3433) 2022-01-06 10:26:48 +01:00
Aurélien Vivet
ad3c7e4fad Fix typo (#3434)
Do not show in changelog
2022-01-06 10:05:13 +01:00
AlexandreS
ba50c73485 Add possibility to add an extension or a behavior when adding an instruction in the event sheet 2022-01-05 15:36:03 +01:00
AlexandreS
933287ec6b Add notion of origin to extensions (#3429)
Do not show in changelog.
2022-01-04 15:14:52 +01:00
Florian Rival
e2afa946a2 Fix the SerializedExtension type, which is not a type containing the same fields as the extension "headers" coming from the extensions store.
Don't show in changelog
2022-01-04 12:35:20 +01:00
D8H
ae6a77da9f Improve calculations for the Platformer to make it more precise (#3417)
* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2022-01-03 16:19:17 +01:00
Clément Pasteau
25453b70eb Fix Extension Install dialog being functional to use hooks
Do not show in changelog
2022-01-03 09:51:25 +01:00
D8H
cff585ed55 Improve calculations for the Pathfinding to make it more precise (#3421)
* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2022-01-02 19:28:03 +01:00
Arthur Pacaud
79a4162ad0 Add logs to audio actions when trying to manipulate a sound/music on a non-existing channel (#3241)
Only show in developer changelog
2022-01-02 14:59:42 +01:00
Florian Rival
9e21cf0a08 Add options and logos to build properly the AppX (#3015)
* Fix wrong executable name because of the space in "GDevelop 5.exe" in the generated appx.
* Use Node.js 16 on Linux CI
* Update version [skip ci]
* Upgrade to electron-builder 22.11.11

Only show in developer changelog
2021-12-30 10:22:43 +01:00
AlexandreS
63332f8123 Add possibility to use Cmd+Enter/Ctrl+Enter to submit a dialog 2021-12-29 11:27:03 +01:00
Florian Rival
ce986fe1d3 Add a test game for shape painter transformations
Don't show in changelog
2021-12-28 10:11:46 +01:00
D8H
439d185ce8 Add a condition to the Platformer character behavior to check if a control is pressed (or simulated) (#3406) 2021-12-28 10:09:04 +01:00
AlexandreS
ec42219d2f Remove tendentious adjective from project name generator
Do not show in changelog
2021-12-28 10:06:47 +01:00
D8H
fa5671a3ee Improve calculations for the Top Down movement behavior to make it more precise when accelerating or decelerating (#3412)
* This makes the movement less prone to approximations when there is a drop in FPS, making your game more precise.
2021-12-28 09:57:10 +01:00
Clément Pasteau
399c4c5edd Make Builds list consistent across the app
Do not show in changelog
2021-12-27 19:37:26 +01:00
Clément Pasteau
3cc3f612e6 Display the list of builds per game in the game dashboard 2021-12-27 14:42:03 +01:00
Clément Pasteau
3e1799dddb Send gameId when creating a build
Do not show in changelog
2021-12-27 09:14:00 +01:00
D8H
eb6628af49 Add 2 tests for Platformer jump at 30 fps and 120 fps. (#3408)
Only show in developer changelog
2021-12-27 09:03:04 +01:00
D8H
fc6082c35b Add support for rotating, scaling and flipping a Shape Painter object (#3402)
* A custom center point can be set (and will be at the center of the drawing if not specified).
* The collision mask is now a rectangle surrounding what is drawn on screen. 
* If this changes something in your game, or you want another collision mask, you can use the action to set a custom rectangle as the collision mask of the object.
2021-12-26 22:13:51 +00:00
D8H
819ffc52c7 Show objects position instead of origin in the in-game debugging view (#3403)
* Still show the "origin" point for rotated/scaled Sprite objects.
2021-12-25 18:51:57 +01:00
Arthur Pacaud
f36c9940ed Fix the special 'Not' condition not working with some conditions related to objects (#3367) 2021-12-24 13:36:58 +01:00
Florian Rival
cd8901a524 Fix typo 2021-12-24 10:56:22 +01:00
Aurélien Vivet
5693b257c0 Fix the expression to get the user home path (#3400) 2021-12-23 15:14:42 +01:00
Clément Pasteau
48467e4654 Add missing keys in the keyboard expression autocomplete 2021-12-23 11:09:10 +01:00
Rahul Saini
78dfedf66b Allow multi-selection and sorting in the instances list (#3343)
* Also allow to lock/unlock by clicking on the lock icon
2021-12-23 11:08:53 +01:00
AlexandreS
d3ef6fe729 Add context menu items to collapse all events and expand events to certain levels (#3396) 2021-12-23 09:49:08 +01:00
D8H
b3e0540fed Group properties in some behaviors for enhanced clarity (#3373)
* Also allow custom behaviors made in the editor to define property groups.
2021-12-22 17:10:06 +00:00
Clément Pasteau
510d8d7c1d Fix user profile being refreshed too often when building
Do not show in changelog
2021-12-22 10:13:47 +01:00
AlexandreS
650975ba6e Improve homepage layout and Create project dialog options (#3386) 2021-12-21 14:28:13 +01:00
Aurélien Vivet
6bf293bcb5 Add backdrop click on create new project dialog
Don't show in changelog
2021-12-21 04:15:52 +01:00
D8H
dac4b3ba51 Improve clarity of code (#3375)
Don't show in changelog
2021-12-17 16:38:37 +01:00
D8H
b344f5b956 Allow actions/conditions/expressions created in the editor to be sorted in groups (#3366) 2021-12-17 15:43:58 +01:00
AlexandreS
44db5362d3 Add notification badge on user chip and achievements 2021-12-17 10:59:11 +01:00
Clément Pasteau
cca0e6e66f Fix toolbar not centered on the extensions screen (#3374) 2021-12-17 10:37:11 +01:00
Arthur Pacaud
81c65f7ff7 Fix wrong network preview address shown when running in VirtualBox/VMware (#3368) 2021-12-16 10:20:58 +01:00
Clément Pasteau
b3ea46d7e6 Fix sharing buttons
Do not show in changelog
2021-12-15 13:57:25 +01:00
github-actions[bot]
0e8adaab92 Update translations 2021-12-15 13:01:35 +01:00
D8H
c055fbcb3c Split the Platformer tests in 5 files (#3360)
Only show in developer changelog
2021-12-15 11:57:43 +01:00
AlexandreS
5051de0787 Add Tutorial Opened event when clicking on tutorial on homepage
Do not show in changelog
2021-12-15 11:22:32 +01:00
Clément Pasteau
4976d8ef8b Bump IDE version
Do not show in changelog
2021-12-15 10:48:30 +01:00
Clément Pasteau
bf1ffd3e65 Improve layer visibility toggle with an explanation text 2021-12-15 10:44:52 +01:00
Clément Pasteau
9163e998f9 Improve web export with multiple sharing capabilities 2021-12-15 10:25:41 +01:00
AlexandreS
a4d0c591a8 Add possibility to choose project name before it is created
A random and fun name is generated as a suggestion
2021-12-14 17:51:26 +01:00
Florian Rival
8c717ba910 Fix videos wrongly removed removing unused resources in the resources editor
Fix #3356
2021-12-14 10:15:55 +01:00
Leo_Red
be0f760f02 Add minor UI improvements to the profile dialog (#3351) 2021-12-12 11:45:14 +00:00
Florian Rival
919d596d07 Move the copy button for the web export link to the end of the input (#3350)
Also use a component doing the layout of the button on the right.

Don't show in changelog
2021-12-11 13:06:39 +00:00
AlexandreS
35cfd627ad Clean up after new homepage
Do not show in changelog
2021-12-10 16:24:06 +01:00
D8H
ba687aa60c Allow grid based object to optimise collision checks (#3245)
* Allow to get the hit boxes for a given area.
* Also remove useless array and wrong sharing of vertices in Light object renderers

Only show in developer changelog
2021-12-10 15:16:12 +00:00
Clément Pasteau
4d8e835b9a Fix light textures sometimes not behaving properly when close to an obstacle 2021-12-10 14:45:02 +01:00
Clément Pasteau
834a28ddbc Improve the whole export flow
* The Preview & Publish buttons are now centred in the interface
* The automated web upload with a provided link is put forward in the Export home dialog
* The export flow has been reworked to be split into "Automated" and "Manual'
2021-12-10 12:36:48 +01:00
AlexandreS
945555a8e9 Fix switch case condition in showcased game buttons
Don't show in changelog
2021-12-10 10:32:05 +00:00
AlexandreS
ad3d1dd8c3 Change homepage to display starters, tutorials and the game showcase
Additionally:
- Add button with split menu to open recent projects
- Remove starters tab in the dialog to create a project
2021-12-09 17:46:52 +01:00
Florian Rival
fd47282456 Improve resilience of resources fetching of the desktop app (#3342)
Do more requests at the same time but retry the failing ones.

Don't show in changelog
2021-12-08 09:54:20 +00:00
Florian Rival
dff1c88ef7 Increase parallel requests when fetching resources in the desktop app
Don't show in changelog
2021-12-07 22:35:27 +00:00
Florian Rival
4ea622ff99 Fix typo 2021-12-05 13:04:40 +00:00
Florian Rival
17ea918a91 Bump newIDE version 2021-12-03 11:23:32 +00:00
Leo_Red
cc6af8979d Animate opening of lists in the Project Manager, action/condition selector and in the Debugger (#3310) 2021-12-03 11:16:56 +00:00
github-actions[bot]
132e20fd24 Update translations [skip ci] (#3289)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-12-03 11:11:31 +00:00
Florian Rival
fb6a88785a Add Pandako to the list of contributors (Japanese translations, extensions and blog)
Don't show in changelog
2021-12-03 09:43:02 +00:00
Clément Pasteau
8a159d7ff5 Remove unused var
Do not show in changelog
2021-12-03 09:30:50 +00:00
Florian Rival
13c85bbe45 Improve custom behavior new function dialog to show a button for making an action, condition or expression instead of a single one for action
Don't show in changelog
2021-12-02 22:20:08 +00:00
Florian Rival
ce8323e8e1 Fix crash when modifying the operator for an action or condition of a "color" property of a behavior (#3327) 2021-12-02 15:54:00 +00:00
Clément Pasteau
dbc7a74e45 Fix debugger actions not hiding properly after opening it 2021-12-02 15:53:25 +01:00
Clément Pasteau
cfb1d6888e Fix sounds sometimes not playing after the first time being played (#3325) 2021-12-02 10:48:10 +00:00
Florian Rival
816dc8cc74 Fix tweens automatically deleting the object sometimes affecting newly created objects (#3321) 2021-12-02 09:40:14 +00:00
Arthur Pacaud
106549e5fa Allow usage of custom ICE servers in the P2P extension (#3301) 2021-12-01 20:08:25 +00:00
Clément Pasteau
f8ca06d530 Fix web debugger icon not updating properly
Do not show in changelog
2021-12-01 19:32:18 +01:00
AlexandreS
34cbcdbc3a Add carousel component for new start page (don't show in changelog) 2021-12-01 15:11:56 +01:00
Clément Pasteau
3b208502ae Improve DismissableTutorialMessage story
Do not show in changelog
2021-11-30 15:50:28 +01:00
Clément Pasteau
e3654fca99 improve tutorials to be fetched from backend services
Do not show in changelog
2021-11-30 14:43:57 +01:00
Florian Rival
2a386cdcf1 Fix the layer of the created object not shown for the "Create object" action in the events sheet 2021-11-29 23:43:50 +00:00
Leo_Red
b134896687 Fix wrong mention of extensions instead of examples in a text (#3306) 2021-11-29 13:16:34 +00:00
Leo_Red
705dff43bc Move scene variables into their own category in actions/conditions/expressions (#3300) 2021-11-27 16:33:31 +00:00
Leo_Red
d9eaf71ed1 Fix tabs in preference dialog disappearing when scrolling in the dialog (#3299) 2021-11-27 16:06:20 +00:00
D8H
008b4291ab Fix the "separate" action when there are several obstacles (#3236)
* Previously an object colliding with multiple objects would have been "pushed" too far from the two colliding objects. Now, it gets properly separated, in a much more natural way, avoiding some shaking/flickering on corners or when involving multiple obstacles.
2021-11-25 17:45:38 +00:00
Clément Pasteau
3596896b16 Bump IDE version 2021-11-24 17:12:25 +01:00
Clément Pasteau
db05e98bc8 Improve object lock behavior in the editor
* The objects are now selectable, to simplify unlocking them
2021-11-24 17:12:01 +01:00
Florian Rival
98c1a93da5 Update a wording the instance properties editor
Don't show in changelog
2021-11-24 15:26:44 +00:00
Florian Rival
c39d3ee35c Fix a React warning
Don't show in changelog
2021-11-24 15:13:05 +00:00
Florian Rival
c68a25573d Hide direction related actions/conditions/expressions
The builtin "8 directions" is not officially supported anymore and we should re-enable it later with an improved interface/more flexible choices.

Don't shoe in changelog
2021-11-24 15:05:18 +00:00
github-actions[bot]
2b72b6b3e7 Update translations [skip ci] (#3285)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-11-24 14:24:53 +00:00
Clément Pasteau
db60151150 Fix Tiled Sprite being incorrectly displayed (pixelated) when the X/Y offset was too large (#3287) 2021-11-24 14:05:04 +00:00
Leo_Red
0971a4b464 Move the object variables editor into the objects editor (easier to find and faster to access) (#3263)
* Also rework the other variables editor dialogs to have the toolbar buttons always at the bottom of the window.
2021-11-24 13:21:38 +00:00
Clément Pasteau
93a57b1a31 Fix the display of the decreased build limits after exporting a game (#3284) 2021-11-24 09:40:27 +00:00
github-actions[bot]
d0f7e2517d Update translations [skip ci] (#3262)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-11-23 21:48:25 +00:00
AlexandreS
9523c98cad Add multiple achievements ("badges") that can be earned while using GDevelop (#3256)
* These achievements are visible in your user profile.
* They are all for now fairly simple to collect, but we'll also later add some a bit more complex to win, to reward contributors, people invested in the community and people building great games!
2021-11-23 21:29:27 +00:00
Florian Rival
ea38a2ff0f Add conditions and expressions to compare the coordinates of the bounding box of an object (#3275) 2021-11-23 14:56:49 +00:00
Clément Pasteau
3065ba53b1 Fix arrow keys wrongly triggering page scroll when playing a game embedded in a web page (#3280) 2021-11-23 10:57:09 +00:00
Clément Pasteau
dc19f030fc Improve scene editor scrolling speed to be faster/slower according to the zoom level (#3279) 2021-11-23 10:33:21 +00:00
Florian Rival
9fb36a375f Add minor UI changes
* Don't open asset categories in the asset store
* Remove a button redirecting to the asset store as there is already a tab for it
* Make the new object dialog always take the full height of the window
2021-11-21 18:03:09 +00:00
D8H
a366934fdb Avoid to fetch again a JSON in the game engine when it's already being fetched (#3261) 2021-11-21 12:30:59 +00:00
Florian Rival
9626ea6dcf Indicate on link events that they can't be used in an extension/custom behavior 2021-11-20 17:18:21 +00:00
Oxey405
08388893bf Don't list the current scene/external event name in a Link event when choosing what to include (#3228)
* This prevents an infinite loop/crash if launching a preview after selecting the current scene/external events in a link of the same scene/external events.
2021-11-20 15:20:45 +00:00
Arthur Pacaud
2f933f2cad Refactor the implementation of the Tween behavior (#3218)
Only show in developer changelog
2021-11-20 12:37:32 +00:00
Clément Pasteau
2517b47401 Feature/allow user receive game stats (#3259)
Add a checkbox to user profile to receive weekly game stats via email
2021-11-19 16:03:23 +01:00
D8H
86cad60194 Fix platforms sometimes not properly detected when rotated and at the edge of the scene (#3260) 2021-11-19 09:32:24 +00:00
github-actions[bot]
b1658d4619 Update translations [skip ci] (#3253)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-11-16 21:24:17 +01:00
Florian Rival
c72026e8cd Show the usernames of the contributors on the wiki pages for extensions 2021-11-16 16:07:05 +00:00
Florian Rival
4936b4b104 Fix compilation on MinGW
Don't show in changelog
2021-11-16 14:50:05 +00:00
Florian Rival
5623d12eac Fix TimeScale expression not shown in expressions autocompletion
* Also fix inconsistent naming of time scale related actions/conditions and expressions.

Fix #3248
2021-11-16 11:18:29 +00:00
Clément Pasteau
8757cfe8b2 Fix autocomplete not displaying options if only translatable values (#3254)
Do not show in changelog
2021-11-16 10:51:51 +00:00
MyNameIsRinax
968402e99f Fix a typo for rotate toward angle and position in the event sheet sentence (#3252) 2021-11-16 08:21:43 +01:00
github-actions[bot]
6f59a0921d Update translations [skip ci] (#3239)
Don't show in changelog
Co-authored-by: Bouh <Bouh@users.noreply.github.com>
2021-11-15 17:26:12 +01:00
Leo_Red
167307f1c4 Fix a typo for rotate action in the event sheet sentence (#3249) 2021-11-15 17:17:04 +01:00
Florian Rival
36fb4ec9b2 Bump newIDE version 2021-11-12 11:47:21 +00:00
Florian Rival
124e1f3683 Improve changelog extraction script
Don't show in changelog
2021-11-12 11:46:57 +00:00
github-actions[bot]
9c350729a8 Update translations [skip ci] (#3235) 2021-11-12 11:43:27 +00:00
Florian Rival
9186daa782 Update Platformer starter to allow the character to walk on rotated platforms
Don't show in changelog
2021-11-11 17:18:14 +00:00
Florian Rival
c6161c4752 Add an option in the Sprite editor to allow animations to play even when the object is hidden/outside the screen 2021-11-11 17:08:40 +00:00
D8H
5d3f207216 Add major improvements to the platformer engine to better handle slopes and moving platforms (#3009)
* The characters on platform are no long stopping when going from one rotated platform to another.
* Platforms going up and down are now properly handled by characters - they won't fall or vibrate like before. You can now freely use platforms doing any movement and characters will stay on them and can move freely on them.
* Characters Y position will now stay stable when moving on a flat platform and between jumps.
* Note that if you use the collision condition to check if an object is touching a platform, you should instead use the condition "Is object on given floor": this will always work consistently.
2021-11-11 16:11:02 +00:00
Florian Rival
cf462f6c6e Fix volume sounds and musics not clamped at exactly 0 and 1 (#3234)
Don't show in changelog
2021-11-10 11:36:20 +00:00
github-actions[bot]
bc979031e3 Update translations (#3202) 2021-11-09 16:08:14 +00:00
Clément Pasteau
406bae5e12 Fix a glitch where a sound being played at a low volume can actually be heard at a high volume for a split second 2021-11-09 16:00:56 +00:00
Florian Rival
5f5f50e039 Fix wording
Don't show in changelog
2021-11-09 14:43:53 +00:00
Florian Rival
394fb4c587 Fix warning
Don't show in changelog
2021-11-08 15:24:07 +00:00
Florian Rival
599d48afca Refactor scan/removal of unused resources
Don't show in changelog
2021-11-07 19:38:50 +00:00
Florian Rival
bccef185cb Clean up some code
Don't show in changelog
2021-11-07 19:38:50 +00:00
Florian Rival
d0f4370026 Add support for blob urls in the web-app export/preview
Experimental support - just so the behavior of the export/preview are correct.

Don't show in changelog
2021-11-07 19:38:50 +00:00
Florian Rival
77d6f0310c Add support for using arbitrary URLs for images/sounds/resources in the web-app 2021-11-07 19:38:50 +00:00
Florian Rival
c73a5a046f Fix semaphore CI npm cache not working because of npm 7+ upgrading the package-lock.json
Using "npm ci" to allow clean installation without changes to the lock files.

Don't show in changelog
2021-11-04 11:48:04 +00:00
Florian Rival
c37e129a5b Implement support for the Debugger in the web-app
* One or more preview windows can be launched and used with the GDevelop Debugger, like on the desktop app.
  * To run the Debugger, click on the button next to the Play button in the toolbar and choose "Start Preview with Debugger and Performance Profiler"
* This is useful to inspect instances of objects, inspect internal messages or run the performance profiler.
* A right click on the Play button will also allow to launch a new preview, in a new window.
* Also fix the loading screen not shown in the preview on the web-app even when asked to be shown (using the game properties preview button)
2021-11-04 11:48:04 +00:00
Florian Rival
aeecb0e29f Revert Rectangle to Line in the Particle Emitter editor
Don't show in changelog
2021-11-02 10:26:57 +00:00
Tristan Rhodes
a6525e5617 Clarify names of particle types in the Particle Emitter editor (#3217) 2021-11-01 14:35:10 +00:00
Arthur Pacaud
f67aeedaeb Update esbuild (#3220)
Only show in developer changelog
2021-11-01 10:01:52 +00:00
Leo_Red
0c2f023c63 Fix contributors list (#3221) 2021-11-01 09:55:03 +00:00
Leo_Red
d6d4569dbf Update naming of events in the menus to make them easier to understand (#3212) 2021-10-29 14:47:09 +01:00
Florian Rival
965ec330cf Improve preview in the web-app so that it opens in a separate window using the size from the game properties 2021-10-28 22:51:27 +01:00
Arthur Pacaud
c09d29a959 Show the preview window, when corresponding preference is enabled, above the editor but not above all windows on the screen (#3203) 2021-10-28 20:11:03 +01:00
Florian Rival
67612009d1 Add CrazyGames.com in the links where to publish a HTML5 game (#3211) 2021-10-28 18:05:35 +01:00
Florian Rival
2da5194672 Fix crash in the Debugger
Don't show in the changelog
2021-10-28 17:32:42 +01:00
Florian Rival
7f5821a299 Fix user not always logged when opening export after relaunching the app (#3205)
* Also fix signup/login dialog closing before the signup/login is entirely finished
2021-10-27 15:43:39 +01:00
Florian Rival
a3fdeec6a7 Refactor gdjs.Logger to allow disabling specific log groups in the console (#3204)
* This reduces the logs during GDJS tests, as this was cluttering the
terminal.

Only show in developer changelog
2021-10-27 11:39:36 +01:00
Florian Rival
852ad1d92b Do not make the preview window always on top by default in preferences
Don't show in changelog
2021-10-25 22:30:21 +01:00
Florian Rival
8fdba503ab Fix potential crash in the scene editor 2021-10-25 22:21:17 +01:00
Florian Rival
50d7bec375 Bump newIDE version 2021-10-25 15:30:31 +01:00
Clément Pasteau
0c85e9bf30 Prevent sending session hits if the session is not correctly created 2021-10-25 15:58:30 +02:00
github-actions[bot]
08c41ece71 Update translations (#3197) 2021-10-25 14:27:17 +01:00
Aurélien Vivet
bd9fffba3f Remove unused test games from GDevelop 4 (#3192)
Don't show in changelog
2021-10-24 19:22:31 +01:00
github-actions[bot]
413caf6f62 Update translations (#3182) 2021-10-22 22:15:43 +01:00
Aurélien Vivet
530d0baffe Remove beta term from the docs (#3187)
Don't show in changelog
2021-10-22 22:13:14 +01:00
Aurélien Vivet
e78d2c6962 Add automation to automatically close stale issues (#3184)
Only show in developer changelog
2021-10-22 11:26:31 +01:00
Arthur Pacaud
bc606ed1be Add a console to the games debugger (#2770)
* When launching the Debugger to inspect a game, open the Console to see internal messages sent by the game, JavaScript code or the game engine.
* This is an advanced feature that is useful to find issues in your game or to see if your game is displaying any internal error.
2021-10-21 19:47:28 +01:00
Clément Pasteau
c705f89de8 Feature/external layout options (#3178)
Improve scene selection and help text for an external layout
2021-10-21 14:18:44 +02:00
github-actions[bot]
3b73b5eb6d Update translations 2021-10-21 12:40:29 +01:00
D8H
107410f0a4 Improve typing and simplify implementation of Linked Objects' getObjectsLinkedWith function (#3180)
Only show in developer changelog
2021-10-21 09:42:34 +01:00
D8H
b7b95d5e09 Add new tests for the platformer engine to prepare for the upcoming changes (#3176)
Only show in developer changelog
2021-10-20 15:40:01 +02:00
AlexandreS
a470e9b86c Fixes an issue with ghost instances of behaviors (light obstacle and pathfinder obstacle) 2021-10-20 10:45:01 +02:00
Clément Pasteau
cf5c8ae631 Improve Expression autocomplete for functions 2021-10-18 13:22:01 +02:00
AlexandreS
8f8ac2fd1e Show index of current focused result in Event Sheet 2021-10-15 09:34:48 +02:00
Clément Pasteau
cdac70425e Prevent debugger server being launched twice, causing a crash
Do not show in changelog
2021-10-14 16:58:46 +02:00
AlexandreS
378f0a48ad Add possibility to search in events sentences
* Better highlight of search results
* Remove highlights when closing the search panel
2021-10-14 15:52:30 +02:00
Clément Pasteau
e653639366 Improve Expression autocomplete (#3167)
Improve Expression Autocomplete to be more intuitive
2021-10-14 15:08:18 +02:00
Florian Rival
e105d4c9f6 Disable history when publishing the web-app to GitHub pages
Don't show in changelog
2021-10-11 16:43:33 +01:00
Florian Rival
5b80bed305 Fix crash happening when modifying "dead" instances after removing a layer and instances that were on it
Fix #3164
2021-10-11 16:39:35 +01:00
AlexandreS
a4ac323e63 Only show the operators that can be actually used in actions/conditions for strings (#3156)
* For strings/texts, only = and ≠ can be used for comparisons, and "set to"/"add to" for modifications.
2021-10-08 17:14:02 +01:00
Clément Pasteau
bc23d6a084 Fix effects being applied multiple times on objects when creating and destroying a lot of them (#3149)
* Effects from destroyed objects could be cleaned incorrectly and applied to new objects, creating glitches on newly created objects.
2021-10-08 16:14:23 +01:00
Florian Rival
2c24359fba Skip CI for Pull Request automatically open to update translations
We can always remove this tag before merging. This is to avoid doubling the usage of Travis/Semaphore CIs at every commit on master.

Don't show in changelog
2021-10-08 11:48:32 +01:00
Clément Pasteau
a6b01fc01d Add conditions for mouse key pressed from text 2021-10-08 12:15:35 +02:00
github-actions[bot]
44b81f52ea Update translations (#3154)
Co-authored-by: 4ian <4ian@users.noreply.github.com>
2021-10-07 23:06:41 +01:00
Florian Rival
cfdf13538e Automate update of translations (#3153)
* Automatically download and build latest translations from Crowdin at each commit on master, opening a PR with the changes (if any).
2021-10-07 22:58:50 +01:00
Florian Rival
7ee38a50bf Fix translations
Launched npm run compile-translations *after* launching npm run extract-all-translations, so that the English .po file was up-to-date to avoid missing translations in English language.

Don't show in changelog
2021-10-07 19:28:01 +01:00
Florian Rival
e2b8620b83 Fix translations
Don't show in changelog
2021-10-07 17:18:57 +01:00
AlexandreS
7ed8660edc Fix translations - Don't show in changelog 2021-10-07 18:10:18 +02:00
AlexandreS
75cc70368c Bump newIDE version and update translations 2021-10-07 16:38:19 +02:00
AlexandreS
0d3dfe5cf4 Display another user's profile when clicking their badge 2021-10-07 15:57:49 +02:00
Clément Pasteau
e7aa75bcd7 Add possibility to change one's email with confirmation 2021-10-07 13:28:44 +02:00
Clément Pasteau
c5ad127e83 Fix opening up the parameters dialog for object or behaviors expressions having no parameters 2021-10-07 12:28:27 +02:00
Clément Pasteau
acfdebfc0f Prevent calling a user update on every authState change
This fixes a race condition where the fetchUser would be called too early, causing a conflict with the signup function while creating the user in the database.

Do not show in changelog
2021-10-06 12:15:56 +02:00
Leo_Red
d3f8b410b0 Fix wording of "empty game" to "empty project" for consistency (#3136) 2021-10-06 09:04:53 +01:00
Florian Rival
4b7d67ce97 Fix very long object names overflowing or messing up some dialogs in the editor 2021-10-05 23:46:08 +01:00
Florian Rival
46a81ef4be Fix icons aligment and text ellipsis for long resource names in resources selector 2021-10-05 23:46:08 +01:00
Florian Rival
fe2812b8e8 Update caching by service worker of libGD.js/wasm
Don't show in changelog
2021-10-05 23:46:08 +01:00
Clément Pasteau
042cf49b3b Allow user to verify their email (#3132)
Allow users to verify their email
2021-10-05 18:23:29 +02:00
Florian Rival
7cf334ad1c Fix Edit My Profile and Logout buttons not working anymore
This was because of a stale "state" used by React. Fix by using the functional version of setState.

Also fix some Flow types that are not stricts.

Don't show in changelog
2021-10-04 17:47:10 +01:00
AlexandreS
f999bee387 Fix loss of user login between IDE refreshes 2021-10-04 17:09:43 +02:00
AlexandreS
0627d4b865 Show user's bio on My Profile window 2021-10-04 16:12:22 +02:00
Clément Pasteau
92e6a5e67f Improve user autocomplete (#3129)
Prevent saving projects and extensions with non-existing authors
2021-10-04 11:44:40 +02:00
Aurélien Vivet
d980400c2b Add "FontSize" expression for Text objects (#2974) 2021-10-03 15:50:30 +01:00
MechanicalPen
e235694fac Fix conditions comparing Dialogue Tree variables to work even if the dialogue is not running (#3127) 2021-10-03 12:07:33 +01:00
AlexandreS
cdf00d10f1 Give possibility to enter one's bio 2021-10-01 17:07:40 +02:00
Clément Pasteau
218520b836 Update translations (#3124) 2021-10-01 15:56:10 +01:00
Clément Pasteau
3ce71813ba Bump newIDE version (#3122) 2021-10-01 14:03:39 +01:00
Clément Pasteau
90300f895c Validate the username format in the create & edit forms 2021-10-01 14:56:14 +02:00
Florian Rival
9c8aa57fb6 Fix alignment of a background text in profile dialog
Don't show in changelog
2021-10-01 13:50:03 +01:00
Clément Pasteau
84876a1dff Display contributions (examples & extensions) on the user profile (#3110)
Display contributions (examples & extensions) on the user profile
2021-10-01 13:27:03 +02:00
Florian Rival
19ef8742f0 Extract translation sources and upload them to Crowdin at each commit on master (#3114)
* Extract but without upload for other branches

Don't show in changelog
2021-10-01 11:25:36 +01:00
Clément Pasteau
567efafa70 Display error if username is not valid 2021-10-01 11:41:59 +02:00
AlexandreS
c70685ccc7 Improve changelog extraction
Don't show in changelog
2021-09-30 17:10:15 +02:00
ClementPasteau
ec8daa7d8d Change profile.id calls to firebaseUser.id (#3112)
This ensures we don't prevent an action because the profile is
not fetched yet

Don't show in changelog
2021-09-30 12:32:43 +01:00
Florian Rival
0d817f4dae Fix warning
Don't show in changelog
2021-09-30 10:44:14 +01:00
AlexandreS
9dbbaada01 Update translations 2021-09-30 10:10:37 +01:00
AlexandreSi
342a6dc56f Bump newIDE version 2021-09-30 09:24:17 +01:00
Florian Rival
baae910fe8 Remove useless postfixing of the libGD.js/wasm files
Don't show in changelog
2021-09-30 09:06:38 +01:00
Florian Rival
2c6d30b28e Fix warning
Don't show in changelog
2021-09-29 22:49:35 +01:00
AlexandreS
9321f0ec7c Do not open expression parameters dialog if no parameters to configure 2021-09-29 18:23:46 +02:00
AlexandreS
e463f352b7 Add several UI improvements on the IDE 2021-09-29 18:16:47 +02:00
AlexandreS
5e3430aea5 Don't show in changelog - Remove unused #ifdef 2021-09-29 16:26:03 +02:00
AlexandreS
2d899d7c52 Add possibility to start and stop particle emitter 2021-09-29 09:25:03 +02:00
Florian Rival
0b933a569e Fix Bitmap Text objects crashing the editor if the font was renamed in resources 2021-09-24 20:24:06 +01:00
Florian Rival
4904e7e7fb Fix crash at game loading when a resource file was not found 2021-09-24 19:23:55 +01:00
Florian Rival
bfb1b6b15d Fix crash when moving a parameter of a function of an extension (or a custom behavior) after adding it
Fix #3093, fix #2729
2021-09-24 18:12:35 +01:00
ClementPasteau
9364a485cd Fix Folder being set for both Examples and Starters 2021-09-24 17:02:28 +02:00
ClementPasteau
176a2a0b47 Modify calls to Example & Extension with new endpoints
Do not show in changelog
2021-09-24 16:42:28 +02:00
AlexandreS
a10c9362dd Add condition to test if platformer is on a given platform 2021-09-24 14:15:06 +02:00
AlexandreS
3a0f55ee1b Fix windows notifications title 2021-09-24 14:01:54 +02:00
ClementPasteau
0b6bddc5a4 Feature/display authors on examples (#3090)
Display Examples authors on the search list and the details popup
2021-09-24 13:55:18 +02:00
Florian Rival
bf910e0cba Fix Scan for Images/Fonts/Audios in the resources editor wrongly adding resources with files already in other resources
* This could be visible when using the asset store or resources that have been renamed.
2021-09-24 00:09:32 +01:00
Florian Rival
763d8e8175 Fix renaming resources breaking objects or events using it
* Also fix the Bitmap Font field not shown in the parameters of the action to change it.
2021-09-24 00:09:32 +01:00
D8H
135ba2b4df Add expressions for properties of type "color" for custom behaviors (#3086) 2021-09-23 17:39:55 +01:00
ClementPasteau
d4a3722ec8 Fix authorIds being saved in the prop elements of a project (#3084) 2021-09-23 13:01:35 +00:00
ClementPasteau
477e88d4ce Allow entering the authors usernames in the Project properties 2021-09-23 12:46:31 +02:00
AlexandreS
023ed8f7b5 Add possibility to zoom in or out on events sheet 2021-09-23 09:37:33 +02:00
Florian Rival
55020a3d15 Fix the deployed storybook not properly loading libGD.js
Don't show in changelog
2021-09-22 17:24:07 +01:00
Florian Rival
552219e48f Add CI to deploy automatically the Storybook for each commit (#3081)
* Useful to quickly test components without having to fetch and build locally a branch.
* Can optionally be deployed to Chromatic if the GitHub action is launched manually.

Only show in developer changelog
2021-09-22 16:58:47 +01:00
ClementPasteau
4dfac41d81 Improve userAutocomplete help text (#3079) 2021-09-22 17:28:52 +02:00
Florian Rival
33deca92e3 Upgrade to Storybook v6 (#3078)
* Add a dropdown to choose the theme in the stories, useful to quickly check a component with all themes.
* Add support for build-storybook (to build a static version of the Storybook). Will be useful to share the storybook on PRs later or even do visual regression testing.

Test: yarn && yarn start, yarn storybook and yarn build-storybook works
Test: npm i && npm start, npm run storybook and npm run build-storybook works
Test: npm run build in newIDE/app works

Only show in developer changelog
2021-09-22 16:10:34 +01:00
AlexandreS
adc7584981 Fix particle emitter unused parameter friction removing it 2021-09-22 13:13:13 +02:00
ClementPasteau
23d5296a52 Feature/authors extension autocomplete (#3073)
Allow authors to be specified when creating an Extension
2021-09-22 12:57:01 +02:00
AlexandreS
2febbf439f Fix some particle emitter actions and conditions 2021-09-22 10:49:47 +02:00
D8H
169a49a246 Optimize Linked Objects actions/conditions, up to 80% faster on games using it extensively with a lot of objects (#3022) 2021-09-21 22:21:16 +01:00
ClementPasteau
c8c4322ece Feature/display extension username (#3056)
Display Authors on Extensions list and details popup
2021-09-20 09:16:14 +02:00
Florian Rival
349703e287 Add a test checking that groups are working correctly inside functions.
Don't show in changelog
2021-09-19 21:43:35 +01:00
D8H
1326ffd3b6 Fix regression in Draggable behavior (objects could be dragged only vertically or horizontally) (#3068)
Don't show in changelog
2021-09-19 12:42:47 +01:00
Florian Rival
baff4d3cb0 Fix long description fields for parameters shown when changing from one function to another after adding a long description
Fix #3067
2021-09-19 10:09:28 +01:00
D8H
b40e2d3fdf Improve Draggable behavior to drag the frontmost object under the cursor/touch (#3066)
* In previous versions, the order was not guaranteed, which could result in a non intuitive result for the player.
2021-09-19 01:36:49 +01:00
Florian Rival
8e6ba3abce Add autocompletion for effect and effect parameter names in actions and conditions (#3060) 2021-09-19 00:36:39 +01:00
D8H
aaebbe47d5 Improve the Draggable behavior to reduce memory usage. (#3064) 2021-09-19 00:25:10 +01:00
AlexandreS
a51003040c Set the default dimensions of a new collision mask to the dimensions of the sprite 2021-09-16 16:48:08 +02:00
Florian Rival
cfce635419 Add automatic addition of extensions, examples and assets commits in the changelog (#3051)
* Also ensure scripts are type checked.

Don't show in changelog
2021-09-16 14:49:03 +01:00
Florian Rival
3d299c5a14 Add back debug task to launch the editor in Chrome (and debug from VSCode) [skip ci]
Don't show in changelog
2021-09-16 09:48:48 +01:00
AlexandreS
f33196dc85 Fix unexpected custom loading screen image removal when removing unused images 2021-09-15 17:06:25 +02:00
AlexandreS
7b2dc2223c Merge pull request #3045 from 4ian/tween-object-color-parameter-type
Add color picker to Add Object Color Tween action 'To color' parameter
2021-09-14 11:48:01 +02:00
AlexandreSi
b37d05f78c Add color picker to Add Object Color Tween action 'To color' parameter 2021-09-14 11:11:52 +02:00
Florian Rival
dcba0b45a6 Remove an ignored (though innocuous) clang warning 2021-09-13 20:29:24 +02:00
Florian Rival
f2ec46ca1e Enable more warnings from Clang when compiling C++ sources (#3042)
Only show in developer changelog
2021-09-13 20:02:03 +02:00
ClementPasteau
5c33e9e8d0 Allow user to enter their username when registering (#3024)
Allow user to add their username when registering
2021-09-13 18:06:16 +02:00
ClementPasteau
fc23517bae Upgrade Pixi.js to 6.1.2 (#3026) 2021-09-13 17:45:27 +02:00
Florian Rival
24c74af79b Fix effects of objects not always working, depending on layers/object position in the list 2021-09-13 13:35:26 +02:00
Florian Rival
2a19ea5182 Bump newIDE version 2021-09-09 12:30:40 +01:00
Florian Rival
705c7af134 Improve typings in the extract changelog script
Don't show in changelog
2021-09-09 12:25:25 +01:00
Florian Rival
028eebefab Fix the regression when using Linked Objects in behaviors by temporarily removing the optimization (#3023) 2021-09-09 12:23:35 +01:00
Florian Rival
25acb603b4 Bump newIDE version 2021-09-07 19:29:02 +01:00
Florian Rival
27d4ead51e Update translations 2021-09-07 19:22:13 +01:00
Florian Rival
1704d196f9 Add script to easily download artifacts (useful when deploying a new release)
Don't show in changelog
2021-09-07 19:19:04 +01:00
D8H
d40e360b8a Add support for behaviors based on other behaviors ("behavior composition") (#2781)
* 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.
2021-09-06 19:51:42 +01:00
ClementPasteau
183a0bd08e Increase shader precision, allowing lights to be displayed correctly on iOS (#3017) 2021-09-06 17:43:45 +01:00
D8H
8780f2f415 Add tests for platformer objects on slope junctions (#3016)
Only show in developer changelog
2021-09-06 10:57:56 +01:00
Aurélien Vivet
5adb3c92ee Add "object" term in timer action for object (#3002)
* Add "object" term in timer action for object

* Change for other actions and conditions
2021-09-03 08:04:18 +00:00
D8H
a54ee812bd Improve performance of conditions of "Linked Objects" (#2995) 2021-08-31 21:29:11 +02:00
Aurélien Vivet
f8db01706d Increase the extension description text field height (#2997)
Don't show in changelog
2021-08-31 13:51:01 +02:00
Florian Rival
d9368921af Clean old examples JSON files (#2996)
Not used anymore (the web-app uses examples from resources.gdevelop-app.com)

Don't show in changelog
2021-08-30 16:17:20 +02:00
Florian Rival
12743f6f7e Prevent instances to have a negative width or height in the instances editor
* Note that this does not affect existing games that would use this incorrect behavior (which can create bugs)
2021-08-30 13:20:41 +02:00
Florian Rival
3d3048906e Fix crash when instances were resized on the scene editor after being set to a size of 0
Fix #2983, fix #2829
2021-08-30 12:16:47 +02:00
Ulises Freitas
413fbc529e Updated URL in credits (#2985)
Don't show in changelog
2021-08-28 16:48:28 +02:00
ClementPasteau
287ebd4244 Allow colors to be used for Behavior properties (#2980) 2021-08-27 15:45:46 +02:00
Florian Rival
f2199c8ab4 Clean unused exports/functions (#2978)
Don't show in changelog
2021-08-27 11:17:01 +02:00
ClementPasteau
64b63d4efa Rework the color fields to allow to enter colors as R;G;B directly in the field (#2972) 2021-08-27 10:34:55 +02:00
ClementPasteau
3820c2613a Allow behaviors to have a "string list" property like functions (#2968) 2021-08-25 10:05:30 +02:00
Arthur Pacaud
c42603bb29 Add multiple contributors to the credits (#2967) 2021-08-25 07:47:13 +02:00
ClementPasteau
b879d3043f Increase Flow hash table to avoid memory limitations (#2966)
Only show in developer changelog
2021-08-24 11:21:32 +02:00
ClementPasteau
8be448fd0e Allow rounding pixels when rendering on a project level (#2965) 2021-08-24 10:44:06 +02:00
Florian Rival
9535fbca0f Fix S3 upload on CircleCI (#2960)
aws cli was not properly installed even with the last fix. Now using the "official" commandline: https://docs.aws.amazon.com/cli/latest/userguide/install-cliv2-mac.html

Don't show in changelog
2021-08-23 14:03:01 +02:00
Harsimran Singh Virk
6667a0005c Remove deprecated/unmaintained Cocos2d-JS renderer files (#2956)
Only show in developer changelog
2021-08-23 12:27:47 +02:00
ClementPasteau
860faae853 Update newIDE deployment docs (#2900)
Don't show in changelog
2021-08-23 09:57:43 +02:00
Florian Rival
dd47c7f6c4 Fix installation of awscli on macOS on CircleCI for automatic builds (#2955)
Don't show in changelog
2021-08-20 16:42:48 +02:00
Aurélien Vivet
c4f76efbcd Fix some missing translations (#2953) 2021-08-20 16:23:02 +02:00
Florian Rival
56d9dc05f1 Add command to open the extension search in the command palette 2021-08-20 16:15:37 +02:00
Harsimran Singh Virk
599ccb677f Add support for visual effects ("shaders") on objects. (#2901)
* This allows to generate interesting visual effects, which can be controlled by events. For example, you can use an outline on an object to highlight, make the player glow when launching a spell, blur objects, etc...
* A new "effects" tab is now present in the objects editor. From there, you can add visual effects, that were already available for layers, customize them from this editor.
* Actions and conditions are available to manipulate effects and change their parameters during the game.
* Learn more on the wiki: http://wiki.compilgames.net/doku.php/gdevelop5/objects/effects

Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
2021-08-20 15:01:06 +02:00
Florian Rival
b97f716c09 Improve events sheet wording for object boolean variables 2021-08-19 14:58:22 +02:00
Florian Rival
58917aec02 Improve typing of TestRuntimeObject (#2943)
Only show in developer changelog
2021-08-19 10:11:16 +02:00
Florian Rival
fdaba4a6d5 Auto cancel Semaphore builds on newer commits, even when running, for faster tests [skip ci]
Don't show in changelog
2021-08-19 10:01:09 +02:00
Florian Rival
d1f49cd1f7 Update Semaphore links [skip ci] 2021-08-18 15:39:32 +02:00
Florian Rival
71a9a3f1d0 Use Semaphore 2 to run the fast tests for each commit/PR (#2935)
Only show in developer changelog
2021-08-18 12:05:00 +02:00
Arthur Pacaud
9173e704be Move variable event tools to their own file (#2870)
Only show in developer changelog
2021-08-17 21:17:58 +02:00
Florian Rival
1a27f689e0 Remove deprecated/unused/unmaintained GDCpp code (#2930)
* This also includes extensions code.

Only show in developer changelog
2021-08-17 14:34:58 +02:00
Aurélien Vivet
ef198b2c64 Fix missing translations in the main menu bar (#2933) 2021-08-17 14:09:02 +02:00
Arthur Pacaud
d5039b5b51 Prevent variable value to be set to an invalid number ("NaN" ) in the variables editor 2021-08-17 12:19:08 +02:00
Florian Rival
4b19696523 Add missing extensions on the web-app (Screenshot, AdvancedWindow)
Don't show in changelog
2021-08-16 20:43:06 +02:00
Florian Rival
32978c22e8 Fix games crashing when an unknown action/condition was used (could come from a deleted extension) 2021-08-16 19:36:52 +02:00
Florian Rival
1f6f2701ff Fix variable dropdown not updated in the action/condition editor after editing variables 2021-08-16 16:42:43 +02:00
Florian Rival
fbf2340f00 Fix a crash when drag'n'dropping actions/conditions in custom behaviors 2021-08-16 16:37:59 +02:00
Florian Rival
4ff208b39f Allow again to choose the opacity of the grid in the scene editor
* Also fix an issue where a grid with the black color was not persisted properly.

Fix #2922 and fix #2918
2021-08-16 11:33:56 +02:00
Florian Rival
3d0a893c1c Autoclose beta 114 upgrade issue [skip ci] 2021-08-13 15:03:59 +02:00
Clément Pasteau
2581021a57 Ensure the deployment script stops on error 2021-08-13 10:39:23 +02:00
Clément Pasteau
e4fc065dc1 Bump newIDE Version 2021-08-12 17:27:30 +02:00
Florian Rival
d1f4d26e49 Fix color of grids in scene editor not properly persisted
* Also make the update real time (any change in the settings are shown directly in the editor)

Don't show the rest in the changelog:

* Add various Flow typings where missing (SetupGridDialog and various InstancesEditor files)
* Serialize the settings into a generic "EditorSetting" (so that the Project is agnostic of any editor related stuff)
* Rename uiSettings/options/LayoutEditorCanvasOptions to InstancesEditorSettings
  * Handle everything inside the IDE (so that the Project remains agnostic of any editor related stuff)

Note that in the future, this kind of EditorSetting that is stored inside the project could be moved to its own structure (living outside of the project file).
2021-08-12 17:05:32 +02:00
ClementPasteau
a1b840a4fa Add Release Ladder action to Platformer Object Behavior (#2892)
Allow a Platformer Object to simulate a "Release Ladder" action
2021-08-12 15:54:19 +02:00
Florian Rival
465629b688 Add a way to set the "extra info" of a parameter without automatic namespace addition for objects/behaviors
Don't show in changelog
2021-08-12 10:28:01 +02:00
ClementPasteau
38758c62c6 Improve Actions and Conditions search allowing typing mistakes (fuzzy) (#2891) 2021-08-11 17:40:20 +02:00
Aurélien Vivet
26f6e95e46 Show previews of image resources properly pixelated when smoothing is deactivated (#2882) 2021-08-09 17:09:58 +02:00
Aurélien Vivet
34abf8290e Bump newIDE version (#2880) 2021-08-07 14:33:54 +02:00
Aurélien Vivet
52677f5512 Show pixel art assets in the asset store as pixelated and larger (#2838) 2021-08-05 20:27:47 +02:00
ClementPasteau
df2b51bb1b Increase the NewIDE tests jest timeout (#2878)
Don't show in changelog
2021-08-05 15:12:52 +02:00
ClementPasteau
6b0ff984f2 Fix Panel Sprite initial opacity not being correctly applied (#2873)
Fix Panel Sprite initial opacity not being correctly applied
2021-08-05 14:25:43 +02:00
D8H
f4512242e4 Add an action to clear the shapes of a Shape Painter object on demand (#2868) 2021-08-04 13:10:29 +02:00
D8H
8beabbadef Add an action to forbid to jump again while in the air to the Platformer behavior. (#2872)
* This is useful if you want to allow to jump again in the air for a bit of time, and then forbid to jump again later (for example, to implement a "Coyote Time" feature to your player character)
2021-08-04 12:29:38 +02:00
Todor Imreorov
9491a8ed45 Fix buttons to save/load/change the file in Piskel sometimes not displayed properly (#2844) 2021-08-04 11:29:35 +02:00
D8H
f945dfd987 Fix an error log when the new instruction dialog opens (#2869)
Don't show in changelog
2021-08-04 09:35:04 +02:00
Florian Rival
ff42591354 Increase the GDJS tests Karma timeout (#2861)
Semaphore CI tests were sometimes timing out, notably the ones involving PixiJS and real resources to load.

Don't show in changelog
2021-08-03 16:20:35 +02:00
D8H
21fb93c66a Improve TypeScript types for the Shape Painter object (#2860)
Only show in developer changelog
2021-08-03 16:17:11 +02:00
Arthur Pacaud
068fbe653a Add new lines between functions back in TS files (#2859)
Only show in developer changelog
2021-08-03 14:35:07 +02:00
Florian Rival
80891dcc59 Fix readme link
[skip ci]
Don't show in changelog
2021-08-02 19:57:24 +02:00
ClementPasteau
34155d65f1 Fix color picker not shown for the action setting the color of a light object (#2857) 2021-08-02 19:01:16 +02:00
Florian Rival
18f22470ca Fix wrong icon shown intermittently in the extensions store 2021-08-01 20:22:24 +02:00
Florian Rival
92a8ebc58b Fix extra scrollbar on small screens when selecting an object or an action/condition in the events sheet 2021-08-01 19:11:29 +02:00
Florian Rival
565384e270 Fix unability to scroll when a lot of parameters were shown for an action or a condition 2021-08-01 19:11:29 +02:00
Florian Rival
8335b2edf9 Add continuous delivery: automatic macOS and Windows builds (#2854)
* This automatically builds the signed macOS app, the Windows exe and AppX, the Linux AppImage.
* This is only for master and any "experimental-build/xxx" branches.
* Only Travis CI and Semaphore CI are running tests, for all branches.
2021-07-31 18:12:19 +02:00
Aurélien Vivet
12c77d0455 Add thumbnails in the resources list (#2842) 2021-07-27 15:59:06 +02:00
Florian Rival
13b62a06eb Add option to allow building Android App Bundles that can be uploaded if you already published APKs with Play App Signing enabled for your game
* If you already opted in for "Play App Signing" in the Play Developer Console and published some APKs like this, you need to enable the new "Old upload key" option, in the Signing Option, before *each* packaging for Android.
* Read this [page to learn more](http://wiki.compilgames.net/doku.php/gdevelop5/publishing/android_and_ios/play-store/upgrading-from-apk-to-aab#done_you_can_now_upload_your_aab) and have step by step details of what to do to update your game.
* If you publish a new game with Android App Bundles, there is nothing to do!
2021-07-22 15:09:58 +01:00
Florian Rival
d27119d8ea Remove deprecated examples upload script from web-app deployment
Don't show in changelog
2021-07-21 17:25:40 +01:00
Florian Rival
dd3ff554d5 Upgrade AppVeyor CI to Node.js 14 (#2826)
[ci skip] [skip ci]
2021-07-20 23:36:56 +01:00
Florian Rival
287a17b634 Add a maximum size for the GDevelop logo so that it's not too big on large resolutions 2021-07-20 18:13:42 +01:00
Florian Rival
7dc477e29e Bump newIDE version 2021-07-20 15:53:20 +01:00
Florian Rival
8174bca3b1 Fix progress bar not shown if GDevelop logo was hidden
Don't show in changelog
2021-07-19 21:41:24 +01:00
Florian Rival
7f6388c6f5 Make the loading screen customizable (#2814)
* Allow to choose the style of the GDevelop logo (light, dark, colored or plain)
* Allow to choose the background color and an optional background image
* Allow to choose the size of the progress bar (with a minimum and maximum size)
* Allow to choose the duration of the fade in animations and the minimum time the loading screen is shown
* Use the **new preview button in the game properties** dialog to run a preview with the loading screen shown
2021-07-19 19:52:25 +01:00
Florian Rival
da3a099ff2 Fix increasing size of the project file whenever changes on a layer were cancelled
* This was because of a duplication of the "cameras" stored in the layer.
* Also add a check to clean project files with the problem.

Fix #2812
2021-07-17 11:56:04 +01:00
Florian Rival
7b2c7b4a00 Bump newIDE version 2021-07-15 18:06:49 +01:00
Florian Rival
f750a356c3 Add missing Flow annotations
Don't show in changelog
2021-07-15 14:50:02 +01:00
Florian Rival
611a72aee1 Fix focus not set when editing a mouse button field in the events sheet
* Also fix various missing Flow annotations
2021-07-14 22:46:18 +01:00
Florian Rival
1b965b65a4 Fix variables not shown properly in the debugger
* This removes toJSON method on gdjs.Variable. This was just introduced in beta 111, if you're using it, please use toJSObject instead and JSON.stringify.
2021-07-14 22:08:00 +01:00
Florian Rival
c077628eb4 Bump newIDE version 2021-07-14 18:12:06 +01:00
Leo_Red
f1a6da0cb2 Remove example issues auto close workflow (#2806)
Don't show in changelog
2021-07-14 14:42:35 +01:00
Aurélien Vivet
df4a780311 Give more consistency to the order of the buttons in the behaviors editor (#2803) 2021-07-13 22:48:58 +01:00
Florian Rival
8c955cf77a Remove useless "Behavior" text in the behaviors editor
Don't show in changelog
2021-07-13 16:15:51 +01:00
Florian Rival
17efae037c Fix crash when analyzing unused variables when a scene is depending on another scene 2021-07-13 16:09:01 +01:00
Florian Rival
f1120238ec Slightly improve rendering scheduling for games 2021-07-13 13:51:32 +01:00
Florian Rival
5d6a2bb3a0 Fix GDJS tests (regression since rework of GDJS build in the editor)
Don't show in changelog
2021-07-13 13:46:32 +01:00
Florian Rival
f3a49ad2cf Speed up GDJS build (including at editor startup) in development
This reduces the number of copied files (let esbuild build directly in the proper output folder).
Also avoid copying the source files after every change (avoiding ~3-4 seconds of copy).

Overall, a change in GDJS/Extensions results in 1-3 seconds of build, instead of almost 10 sometimes due to the large number of file copies.

Only show in developer changelog
2021-07-12 18:11:17 +01:00
Florian Rival
aac3379f59 Remove more deprecated strings from translations
Don't show in changelog
2021-07-12 14:30:28 +01:00
Florian Rival
49949189cf Remove deprecated strings from translations
Don't show in changelog
2021-07-12 11:50:29 +01:00
Florian Rival
977daa50fa Remove gcc from Travis CI matrix as too costly in build minutes
Don't show in changelog
2021-07-11 18:21:48 +01:00
Florian Rival
fd8a7df868 Fix wording 2021-07-11 17:16:04 +01:00
Florian Rival
303110ade5 Fix long description not shown for Yes/No and True/False parameter fields
Fix #2794
2021-07-11 17:16:04 +01:00
Florian Rival
cb15111d03 Display behavior icons in the behaviors editor
* Also better align some icons
* Show button to open the help page for all behaviors
2021-07-11 17:16:04 +01:00
Florian Rival
9db4d603a0 Refactor access to behavior/behavior shared data in the editor
Avoid having getters in the gd::Platform or the gd::Project, as they should not be responsible for this.
Instead, use gd::MetadataProvider to fetch the BehaviorMetadata.

Don't show in changelog
2021-07-11 17:16:04 +01:00
Florian Rival
6c7db9a948 Display extension icons in the project manager 2021-07-11 14:26:57 +01:00
Florian Rival
6b9a8f14e3 Center images in extension generated documentation pages
Don't show in changelog
2021-07-10 18:51:31 +01:00
Florian Rival
2f3a18046a Fix rendering of lists and author names in extensions generated documentation
Don't show in changelog
2021-07-10 18:46:17 +01:00
Florian Rival
812ff43905 Automatically generate pages on the wiki for the community extensions 2021-07-10 18:19:02 +01:00
Florian Rival
1a113004be Update extensions registry loading to use the GDevelop asset API instead of using GitHub directly
Don't show in changelog
2021-07-10 14:18:26 +01:00
Florian Rival
0dd10a7955 Improve extract changelog script
Don't show in changelog
2021-07-09 23:05:27 +01:00
Florian Rival
00b25461ed Fix "X" and "Y" expression for sprite objects (regression)
The default point being passed was incorrectly set as 0 instead of "" (empty string), which was misunderstood by the game engine as the origin point (which would be flipped)

Don't show in changelog
2021-07-09 15:32:48 +01:00
Florian Rival
9e28068e4f Fix Debugger Tools extension not available in the web-app 2021-07-08 20:01:07 +01:00
D8H
6b231f3eb6 Fix: instances editor no longer give unnecessary floating positions (#2790)
* Fix: Moving instances and resizing one instance no longer give floating positions or dimensions on 0° rotated instances.
Don't show in changelog
2021-07-07 20:12:14 +02:00
Florian Rival
2dd2c85f12 Update translations 2021-07-06 17:20:43 +01:00
Florian Rival
c61faa7e05 Clean up some dead code
Don't show in changelog
2021-07-06 17:13:00 +01:00
Florian Rival
1840f6f45a Save a bit of time at startup by avoiding to pre-fetch resources
Don't show in changelog
2021-07-06 15:54:12 +01:00
Florian Rival
b11eccfa22 Clarify in the list of effects that Kawase blur should be preferred over the classic Gaussian blur for performance 2021-07-06 15:53:37 +01:00
Florian Rival
9236608502 Fix broken sortable list of animations (regression)
Fix #2784

Don't show in changelog
2021-07-06 15:32:35 +01:00
Florian Rival
12a6bc23c3 Add an option to package games as Android App Bundles, to publish them on Google Play
* Starting from August, it will be mandatory to upload Android App Bundles to Google Play - APK files won't be accepted anymore.
2021-07-04 19:29:13 +01:00
Florian Rival
23c2b84707 Fix animation scrolling in the Sprite object editor on small screens 2021-07-03 13:00:32 +01:00
Florian Rival
adb4f2a6cf Fix animation editor preview speed being too fast on monitors with high refresh rate
* Also fix scrolling/zooming in the preview

Fix #2779
2021-07-03 12:03:18 +01:00
D8H
aa3ed78eda Improve selection in the scene editor so that multiple instances can be properly rotated and resized (#2751)
* When resizing or rotating multiple instances, they will keep their relative positions.
* When resizing rotated instances, their aspect ratio will be kept to avoid an unintuitive resize effect 
* This makes it easier to edit chunks of levels, scale them, resize them and rotate them.
2021-07-01 23:26:26 +01:00
Aurélien Vivet
efb8668077 Allow popups in the events sheet to be validated after a change using Ctrl+Enter (or Cmd+Enter on macOS) (#2569)
* Also add a preference to choose if Escape should cancel any changes made (like in a dialog) or not (like previously).
2021-06-30 22:03:19 +01:00
Florian Rival
8d763d4600 Put the button to restore the default collision mask in a split menu
This is because its usage is less frequent, so it does not eat the bottom space.
We can also now delete all polygons to restore the default masks, so its usage will decrease.
2021-06-25 14:11:30 +02:00
Aurélien Vivet
0cc1e57450 Put the button "add a behavior to the object" at the bottom of the list of behaviors (#2760)
* Also restore the default collision mask if all polygons are removed in the custom mask
2021-06-25 13:47:01 +02:00
Florian Rival
24c13e1022 Make the buttons at the bottom of the list of animations always visible in the Sprite editor 2021-06-22 11:52:52 +02:00
Florian Rival
965f7aab32 Fix getting the length of an object array always returning 0 2021-06-22 10:16:43 +02:00
Florian Rival
23c1f2423d Update badge to use travis-ci.com
Don't show in changelog
2021-06-17 09:30:49 +02:00
Arthur Pacaud
1d5eb8e529 Move JSON and JS variable conversions to gdjs.Variable (#2740)
Only show in developer changelog
2021-06-16 16:59:12 +01:00
D8H
8968ef34e2 Add Flow typing to the instances editor (#2745)
Only show in developer changelog
2021-06-16 16:50:51 +01:00
Arthur Pacaud
736ba023ff Add various DX improvements (#2741)
Only show in developer changelog
2021-06-16 16:22:30 +01:00
D8H
ade075f076 Reorganize pathfinding behavior actions and conditions in 2 groups (#2738) 2021-06-16 14:58:47 +01:00
Florian Rival
049c36b081 Fix tests 2021-06-16 08:44:46 +02:00
Florian Rival
3977e2b6f2 Fix formatting 2021-06-14 15:12:11 +01:00
Aurélien Vivet
f08f38bc3b Fix "NAN" shown for the cursor position when opening the scene editor (#2743) 2021-06-14 15:10:53 +01:00
D8H
127a881416 Add a condition and expression to check the movement angle for the pathfinding behavior (#2737) 2021-06-12 18:39:31 +01:00
Florian Rival
606143ff36 Fix typings 2021-06-12 15:53:17 +01:00
Florian Rival
05a68cb17f Fix behavior not always set correctly when editing parameters using the inline popover in the events sheet 2021-06-12 15:52:01 +01:00
Florian Rival
280377cc98 Fix RGB colors with a component at 0 not applied to the ambient light color
Fix #2734
2021-06-12 15:02:49 +01:00
Florian Rival
3c88c150d5 Fix effects container of an object not copied properly (and so erased when previewing)
This is a good example of why custom assignment ctor/copy operator should be avoided. In the case of gd::Object, it would have been better to encapsulate the behaviors in a "gd::BehaviorContentContainer", that would have custom assignement ctor/copy operator, so that we could then avoid specifying those for gd::Object.

Don't show in changelog
2021-06-12 02:08:34 +01:00
D8H
13471ad40a Add actions/conditions/expressions to specify an offset for the virtual grid used by the Pathfinding behavior (#2730) 2021-06-12 00:14:24 +01:00
Florian Rival
0d7d574f1b Fix action and condition to change the movement angle offset of the Top Down Movement behavior 2021-06-12 00:05:02 +01:00
D8H
19a10d7dab Add autocompletions for animation and points of Sprite objects (#2722)
* Both for the parameters of actions and inside expressions.
2021-06-11 23:27:44 +01:00
Arthur Pacaud
84e096f85d Update the IDE to Firebase v9 (to reduce the size of the Firebase module) (#2724)
Only show in developer changelog
2021-06-11 23:13:50 +01:00
Aurélien Vivet
40f5eb3e23 Remove unused argument (#2731)
Don't show in changelog
2021-06-11 11:17:00 +01:00
Arthur Pacaud
4948e16dd5 Add disconnection actions to the p2p extension (#2723) 2021-06-09 22:45:20 +01:00
D8H
2b38325d96 Ensure variables referenced in external events are shown in the autocompletions in the variables editor (#2717) 2021-06-09 21:29:20 +01:00
D8H
9a10caeeac Add autocompletion for variable names in expressions (#2692) 2021-06-07 09:16:12 +01:00
Florian Rival
a4be56a24b Add links when creating issues 2021-06-06 17:47:57 +01:00
Arthur Pacaud
fc8b724e3c Export extension dependencies exported when the extension is used (#2671)
* This for example allow to export the vibration extension only if it's used in events.

Only show in developer changelog
2021-06-06 16:45:47 +01:00
Aurélien Vivet
7e61419a36 Clean the examples folder (#2713)
Only show in developer changelog
2021-06-06 15:37:47 +01:00
Florian Rival
473661b8a2 Fix typings 2021-06-06 15:36:01 +01:00
Florian Rival
350fea08bf Enable serialization of effects in gd::Object
Don't show in changelog
2021-06-05 16:55:28 +01:00
D8H
4f9154549b Add autocompletion in expressions for scene names, layer names and parameters with choices (#2702) 2021-06-05 14:27:28 +01:00
Florian Rival
d9172ded36 Replace the list of examples by an "Example Library" (#2697)
* You can contribute to the examples library by submitting your new (or improved) examples on https://github.com/GDevelopApp/GDevelop-examples
2021-06-05 00:57:23 +01:00
Aurélien Vivet
aef8271a4e Specify type of variables in the events sheet sentences (#2701) 2021-06-02 21:33:29 +01:00
Harsimran Singh Virk
83db8ce272 Added Effects Container in gd::Object (#2683)
Only show in developer changelog
2021-05-31 22:22:08 +01:00
Florian Rival
e26c1470c1 Upgrade to Flow 0.131 (#2695)
Don't show in changelog
2021-05-31 22:19:13 +01:00
Florian Rival
4b382cb191 Allow to pass the path to GDJS to the extensions loader (#2694)
Useful for third party/external tools.

Don't show in changelog
2021-05-30 19:21:42 +01:00
Aurélien Vivet
6c631410f2 Fix the opacity value for BBText and Bitmap Text object, value is now clamped between 0 and 255 (#2693) 2021-05-30 18:44:04 +02:00
D8H
516b1d978c Fix platformer objects so that they can always grab a platform ledge even when multiple platforms are overlapping (#2686) 2021-05-28 22:09:50 +01:00
Arthur Pacaud
822146e5f1 Add an action to add a document in Firestore without having to specify a name (#2687) 2021-05-27 21:58:26 +01:00
Florian Rival
7b3987bae4 Upgrade TypeScript to version 4.3.2 for GDJS game engine (#2688)
Only show in developer changelog
2021-05-27 12:37:54 +01:00
Aurélien Vivet
506c029690 Fix events sheet showing "unknown instruction" when the action/condition editor is dismissed with a backdrop click (#2684) 2021-05-27 09:36:09 +01:00
Aurélien Vivet
b28e4e1230 Hide preferences in the web-app when they are not applicable for it (#2681) 2021-05-26 15:44:36 +01:00
Arthur Pacaud
c1edcbfa19 Add support for running queries in Firebase (#2610) 2021-05-26 09:48:16 +01:00
D8H
3125956dfc In the variables editor, add autocompletion for variables that are used in events but not yet defined in the list (#2665)
* This means that if you use a scene, global or object variable in your events, it will be suggested the next time you open the variables editor of the scene, project or of an object, when you enter the name of a new variable.
* Note that this works only for now for variables that are not arrays or structures.
2021-05-25 23:37:25 +01:00
Florian Rival
633c7bbd9d Fix color field warning
Don't show in changelog
2021-05-25 20:51:03 +01:00
Florian Rival
df92ea1ac9 Add a warning when trying to enter a color text with an extra quote
* See as an example: #2675
2021-05-25 20:41:04 +01:00
Aurélien Vivet
3eb571a03a Fix AABB and the positioning of the bitmap text object. 2021-05-25 20:57:41 +02:00
Aurélien Vivet
98303f7f50 Fix BitmapText height when the text is finishing with new lines (#2670) 2021-05-25 08:44:40 +01:00
Arthur Pacaud
34dfbbc294 Remove misleading descriptions of subscriptions (#2544)
Don't show in changelog
2021-05-24 21:49:32 +02:00
Harsimran Singh Virk
afbb316bd2 Refactor gd::Layer to use a gd::EffectsContainer (#2645)
Only show in developer changelog
2021-05-22 00:22:58 +01:00
Arthur Pacaud
b75945869c Add autocompletions for scene, layers and some parameter fields (#2663)
* Both display the scene names (or layer names, or valid choices, according to the field) and the autocompletions like a usual text expression - making it more obvious that you can use an expression here.
2021-05-22 00:07:34 +01:00
Aurélien Vivet
efb3f55885 Add a preference to display the preview window always on top of other windows (#2667) 2021-05-20 23:14:42 +02:00
Aurélien Vivet
82d2a4b5e4 Add padding option for effects on layers (#2658) 2021-05-18 16:25:01 +01:00
aphoenixholland
7748f3c48e Add support for tweening object color using Hue/Saturation/Lightness (HSL) (#2571)
* This is useful to make some effects or have a more natural color change.
2021-05-17 23:23:03 +01:00
D8H
80ddc9c1b7 Fix grid snapping at the object creation when the grid position is not an integer (#2648) 2021-05-15 20:22:50 +01:00
Arthur Pacaud
5d50c31e55 Add code snippets for Visual Studio Code (#2647)
Only show in developer changelog
2021-05-15 19:05:56 +01:00
Florian Rival
61a969fdb1 Bump newIDE version 2021-05-13 19:42:05 +01:00
Florian Rival
a14b8e8bcd Merge branch 'master' of github.com:4ian/GDevelop 2021-05-13 19:41:51 +01:00
D8H
faa37a4fd2 Update Link Tools examples to use the new link action (#2646) 2021-05-13 19:21:00 +01:00
Florian Rival
176efafe43 Increase the size before warning in the service worker
Don't show in changelog
2021-05-12 23:30:49 +01:00
Aurélien Vivet
c242e1747b Fix "debug draw" not taking into account camera zoom and rotation (#2636) 2021-05-12 18:55:37 +01:00
Florian Rival
fe74ec0c49 Fix collision masks overriden if not shared by all animations when opening their editor
Don't show in changelog
2021-05-11 21:07:48 +01:00
Florian Rival
2b5a9b8254 Bump newIDE version 2021-05-11 18:58:47 +01:00
Nilay Majorwar
d352c28003 Fix collision masks and points overriden if not shared by all animations when opening their editor (#2635) 2021-05-11 18:48:06 +01:00
Florian Rival
1991cc634a Change the default behavior when clicking outside a window: it won't be closed anymore.
* This avoids a recurring issue where misclicking outside a window would cancel any changes made in the window.
* You can still press Escape to quickly close a dialog.
* Note that this behavior can be customized in the preferences. You can choose to cancel the changes, apply any changes or do nothing.
2021-05-09 23:10:59 +01:00
Florian Rival
d653f846b6 Update Bitmap Text description/wording
Don't show in changelog
2021-05-09 22:58:32 +01:00
Florian Rival
9a8ec971f2 Update translations 2021-05-09 20:37:45 +01:00
Florian Rival
87c5007a25 Add Bitmap Text example
Don't show in changelog
2021-05-09 19:45:29 +01:00
Florian Rival
666a9c747a Add Bim Bam (Bust-a-Move clone) example (thanks D8H) 2021-05-09 12:48:17 +01:00
Florian Rival
cf59e6fb1e Add Tactical Game Grid Movement example (thanks D8H) 2021-05-09 12:36:01 +01:00
Florian Rival
ab04db387a Add "Menu with tweens" example (thanks Dreamkingmovies) 2021-05-09 12:05:50 +01:00
aphoenixholland
7a7a0d0eec Add an option to Tween behavior scale actions to scale an object from its center (#2611) 2021-05-09 11:44:23 +01:00
Arthur Pacaud
a27d1e97bc Rework GetUsedExtensions (#2588)
Only show in developer changelog
2021-05-07 22:46:02 +02:00
Aurélien Vivet
076732abd9 Automatically disable smoothing of assets from asset store if the project is using the "nearest" scale mode ("pixel-perfect") (#2620) 2021-05-07 15:10:13 +01:00
Aurélien Vivet
9d09ad4dd9 Add Bitmap Text objects, an efficient way to display texts using custom "bitmap fonts" (#2432)
* This allows to display texts on screen that use a "bitmap font", generated with softwares like [BMFont](https://www.angelcode.com/products/bmfont/) or [bmGlyph](http://www.bmglyph.com/).
* Bitmap fonts allow advanced effects and custom design of each character, with complete control over the appearance of the text. This is useful for making a custom score counter, titles, button labels...
* They also render very well in a pixel-perfect, pixel-art or retro-like game.
* Finally, these Bitmap Texts are fast and efficient to render on screen: useful for scores or texts that are updated frequently.
2021-05-07 14:57:00 +01:00
Oxey405
c16d155066 Fix multi-user compatibility on Linux (previews/exports not generated in same folders anymore) (#2590) 2021-05-06 19:31:10 +01:00
Florian Rival
cbdfd344e3 Fix shortcut in preview and text entry not working anymore
Fix #2605

Don't show in changelog
2021-05-06 19:29:18 +01:00
Henrik Hedlund
8cce4ab9f2 Add warning hint about overriding the Peer ID in P2P extension (#2606) 2021-05-04 08:54:38 +01:00
Florian Rival
3266559cb6 Add actions, conditions and expressions to get the position of an object center or set its position using its center (#2593)
* This is useful for making concise actions or conditions.
* This is also useful because for some objects, the center is not located at half the width and the height of the object.
* You can use `Object.CenterX()` and `Object.CenterY()` to get the position of the center of an object in an expression.
2021-05-02 18:43:28 +01:00
Henrik Hedlund
990b04d629 Allow setting the client ID in the peer-to-peer extension (#2598)
* By default, a long unique ID is generated. If you use your own broker server, a game could generate a simple, but unique, ID for each game (e.g. 639239), and then specify that as the client ID. Other players can then connect to that peer using the simpler ID.
2021-05-02 11:04:30 +01:00
Florian Rival
c295456231 Fix sprite objects updating their displayed image one frame too late (#2597)
* This fixes some "flickering" when a sprite is just created, when a scene is changed or when external layout objects are created on a scene.

Fixes #1285
2021-05-01 18:05:25 +01:00
Florian Rival
79e033d57b Increase timeout for GDJS tests and fix a type issue
Don't show in changelog
2021-04-30 11:48:08 +02:00
Florian Rival
f0fc709a84 Fix tests (fix regression due to inexact rad/deg conversion) 2021-04-30 09:57:31 +02:00
D8H
b80ed7e6f5 Improve the type definitions of LinkedObjects (#2594)
Only show in developer changelog
2021-04-30 08:40:16 +01:00
D8H
f23936a6c4 Add tests on moving platforms (#2581)
Only show in developer changelog
2021-04-29 20:53:26 +01:00
Arthur Pacaud
1dff166df0 Add network and persistence configuration to firestore in Firebase (#2582) 2021-04-28 21:35:22 +02:00
Aurélien Vivet
50278b1ab2 Fix page scrolling when keyboard was used in games embedded in web pages (#2589) 2021-04-27 21:38:53 +01:00
Aurélien Vivet
5f4fde7a56 Add new expressions XFromAngleAndDistance and YFromAngleAndDistance (#2558) 2021-04-25 21:08:29 +01:00
Aurélien Vivet
5384225a9b Fix typo and mobile controls on Platformer project example (#2578)
Don't show in changelog
2021-04-24 18:12:05 +02:00
Arthur Pacaud
5ecdfa1c7f Convert Firebase extension to TypeScript (#2417)
Only show in developer changelog
2021-04-24 17:58:36 +02:00
Nilay Majorwar
df6910e062 Rework the behaviors list with collapsible panels (#2553)
* This is useful to hide behaviors when they are too many of them
* This also creates a more visible distinction between each behavior
2021-04-23 12:05:53 +01:00
D8H
5a42d6b94c Add more type definitions and new tests for on moving platforms for the Platformer behavior (#2573)
Only show in developer changelog
2021-04-23 11:55:18 +01:00
Arthur Pacaud
afa9b2a2ae Fix invalid values ("NaN") being potentially stored in variables and corrupting the project files (#2568) 2021-04-20 16:47:20 +01:00
Florian Rival
1dae099be9 Fix a potential crash when instances are selected and an object is deleted (#2557) 2021-04-18 18:37:06 +01:00
Arthur Pacaud
6f64fd3d1c Fix "Sound is playing" condition not consistent when an audio file is being loaded (#2555)
* Because of this, this could create some glitches when playing sounds using the condition to check if a sound was already playing (for example, it could trigger multiple times a sound).
2021-04-18 18:34:05 +01:00
Florian Rival
6c0bd92b24 Fix crash when adding an instance of a global object on the scene 2021-04-17 12:01:05 +01:00
Arthur Pacaud
0bcaa835e6 Improve the file watcher in development mode (#2554)
* Use chokidar for a more reliable and robust change detection
2021-04-17 11:06:26 +01:00
Nilay Majorwar
32ca97650c Rework the collisions editor and points editor (#2481)
* Show the preview and the polygons/points side by side (on large screens), so it's easier to edit.
* The split can be dragged to give more space to the preview or to the tables.
* Show point name in tooltip when hovering on point.
* Improve the dragging of points and polygon vertices so that they continue to follow the cursor even if dragging outside of the image bounds.
* Allow to collapse polygon tables, useful if you have lots of polygons in an object.
* The checkered background in the editors are now also using different colors following the selected theme.
2021-04-14 22:26:31 +01:00
Arthur Pacaud
e19d63ce96 Improve spacing of descriptions for checkboxes in properties (#2542) 2021-04-13 10:25:01 +01:00
Aurélien Vivet
352e5daf1e Addition of the version number under the name of the extension in the presentation panel. (#2540) 2021-04-13 11:08:01 +02:00
Aurélien Vivet
003f56e9bc Remove the rest of the skeleton object (#2539)
Don't show in changelog
2021-04-13 00:22:36 +01:00
D8H
4b3fa9fc39 Fix hitboxes not invalidated in TestRuntimeObject (#2534)
Only show in developer changelog
2021-04-11 20:22:54 +01:00
Florian Rival
e3fa31c4a4 Merge branch 'master' of github.com:4ian/GDevelop 2021-04-11 15:49:51 +01:00
Florian Rival
1ad0ab9881 Add Goose Bomberman example (thanks D8H) 2021-04-11 15:48:33 +01:00
Aurélien Vivet
355c53cb12 Fix Video object wrongly starting to play automatically (#2533) 2021-04-11 14:40:58 +01:00
Florian Rival
2a9b27b503 Add a new Dialogue Tree example (thanks potato-gamer-coder and Midhil457!) 2021-04-11 13:26:32 +01:00
D8H
2fa2824ca2 Add a test for platformer object to fall when a platform is removed (#2529)
Only show in developer changelog
2021-04-11 03:07:33 +01:00
Florian Rival
85e3ed42fa Add experimental configuration for GitHub workspaces
Don't show in changelog
2021-04-11 01:58:12 +00:00
Aurélien Vivet
8a178a85fb Add a preference to choose if clicking outside a dialog is cancelling changes, applying changes or doing nothing (#2484) 2021-04-10 19:36:42 +01:00
Florian Rival
54ef7482cf Fix performance issues on iOS by upgrading internal rendering engine to PixiJS v6 (#2447)
* Thanks @Bouh and @arthuro555 for the help!

Co-authored-by: Bouh <bouh.vivez@gmail.com>
2021-04-09 23:58:18 +01:00
Aurélien Vivet
c846a7a068 Change the wording of the button to "Edit collision masks" (#2525) 2021-04-09 15:46:29 +01:00
Florian Rival
86eff4e408 Fix sounds/musics playing for a very short time at the default volume instead of the specified one
Fix #2490
2021-04-08 23:59:34 +01:00
D8H
916938b4a8 [Top-down] Stick controls now comply with the "allow diagonals" setting (#2518)
* Test cases on stick controls for forbidden diagonals


add tests

* Fix: stick controls now comply with allowDiagonals setting

* Remove only
2021-04-07 19:01:40 +00:00
D8H
49827984ac Allow an object moving vertically to change direction when diagonals are forbidden in the Top-down behavior. (#2516)
* If multiple keys are pressed, the last one is used to move the object.
2021-04-07 00:19:05 +01:00
Aurélien Vivet
02eac6ba5e Small fixes (#2514)
* Remove useless type

* Fix type
2021-04-06 22:43:09 +00:00
Arthur Pacaud
479167638b Update the discord invite URL (#2511) 2021-04-05 22:00:04 +02:00
Florian Rival
fada85d41d Fix export to Android/iOS failing if AdMob id was containing invalid characters (#2510) 2021-04-05 13:31:12 +01:00
Florian Rival
3017798283 Remove deprecated/unmaintained SkeletonObject extension (#2509)
This should probably be restarted from scratch with a well known/battle tested library.

Don't show in changelog
2021-04-03 23:58:02 +01:00
Florian Rival
515308ed9d Add Titan Souls Demo game (Thanks @HelperWesley and @arthuro555) 2021-04-03 22:36:50 +01:00
Tristan Rhodes
7369e05e01 Improve wording on some movement related action sentences (#2501) 2021-04-02 20:09:51 +01:00
Aurélien Vivet
55da9eb2ef Add an action to display collision hitboxes and points of objects during the game (#2394)
* This is useful to check the proper set up of objects and check the position of points of objects during the game.
2021-04-02 00:11:22 +01:00
Arthur Pacaud
01a45a10df Improve the p2p chat example (#2488) 2021-04-01 23:54:38 +01:00
Florian Rival
32d313f538 Bump newIDE version 2021-03-30 00:14:05 +01:00
Arthur Pacaud
1640ca49d7 Fix games hanging when using an empty While event (#2480) 2021-03-28 16:55:22 +01:00
D8H
654b8d0bc1 Change zoom in the scene editor so that it's centered on the cursor (#2478)
* This makes it easier to navigate in the scene by zooming in and out
2021-03-28 15:46:37 +01:00
Florian Rival
2a47d2f630 Auto close issues related to b105 web-app update
Don't show in changelog
2021-03-28 15:40:02 +01:00
Nilay Majorwar
e1423e0b90 Add One Dark theme (for the editor and for JavaScript code blocks) (#2476) 2021-03-28 15:28:56 +01:00
D8H
458430bbfb Fix platformer objects wrongly able to jump after falling (#2477) 2021-03-28 14:37:22 +01:00
Florian Rival
2a5c18474e Fix warning 2021-03-27 17:51:02 +00:00
D8H
827c53e9d5 Add an option to display an isometric grid in the scene editor (#2445) 2021-03-27 17:13:39 +00:00
Florian Rival
019920009a Fix ToJSON wrongly transforming an empty string to a variable containing the number 0 (#2475) 2021-03-27 15:44:45 +00:00
Nilay Majorwar
aaed10a598 Fix bug in theme creation script (#2474)
Only show in developer changelog
2021-03-27 12:20:22 +00:00
Arthur Pacaud
193ce8bcf8 Add VS Code debug configuration (#2466)
This allows to use breakpoints and debug the react app from inside the IDE.

Only show in developer changelog
2021-03-25 21:49:12 +00:00
Florian Rival
fd020fd2a3 Bump newIDE version 2021-03-25 20:16:20 +00:00
Florian Rival
802f67f5b7 Update translations 2021-03-23 23:32:49 +00:00
Florian Rival
945386ce56 Add comment about function duplication
Don't show in changelog
2021-03-23 22:52:22 +00:00
Florian Rival
a221acf875 Fix variable and child variables with special characters not suggested with a valid syntax in the events sheet
* Also fix game freeze when trying to use certain actions on an invalid variable name

Fix #2457
2021-03-23 22:43:53 +00:00
Florian Rival
35bf3861a5 Fix raycast conditions failing in some conditions
Fix #2450
2021-03-20 16:06:43 +00:00
Florian Rival
df8fb9678a Update examples for the web-app and fix UUID regenerated every time they are updated.
Don't show in changelog
2021-03-20 15:08:24 +00:00
Florian Rival
acffff0bca Fix download of libGD.js not downloading the .wasm file (#2448)
Don't show in changelog
2021-03-18 23:09:26 +00:00
D8H
ca3e0c8c18 Refactor the whole Platformer Object behavior internals (#2396)
* Use the State pattern to make more understandable the transitions between state and understand the different state that an object can have and what it can do in each.

Only show in developer changelog
2021-03-17 22:10:07 +00:00
Florian Rival
fa15276ffa Fix sentence of the action "Append variable to a scene array" 2021-03-15 18:31:32 +00:00
D8H
d98915090a Imrpove visibility and type definitions in the top-down behavior (#2436)
Only show in developer changelog
2021-03-15 18:18:42 +00:00
Arthur Pacaud
bdee666992 Update "For each child variable" event description (#2435) 2021-03-15 09:20:44 +00:00
Florian Rival
8cb55b6e8e Change some wordings in the Physics behavior actions
* Actions to apply a polar force (or impulse) are now called "Apply a force (angle)"
* Also added synonym to actions adding torque (rotational force) or angular impulse (rotational impulse)
2021-03-14 22:17:03 +00:00
Arthur Pacaud
4e21a29c9b Allow to use any scene variable (including variables in structure) as the "child" variables in For Each event (#2428) 2021-03-14 15:54:38 +00:00
Florian Rival
91b7d56219 Bump newIDE version 2021-03-14 15:53:12 +00:00
Florian Rival
00c887bb70 Add minor changes in README
Don't show in changelog
2021-03-14 13:47:31 +00:00
Florian Rival
cc9338eb3a Update translations 2021-03-14 12:32:00 +00:00
Florian Rival
b34fad7950 Build the Core with WebAssembly even in production
* This should speed up CPU intensive operations (saving/loading).
* WebAssembly is now supported by all modern browsers, including on iOS and Android.

Only show in developer changelog
2021-03-13 23:50:23 +00:00
Florian Rival
0acb11f9e5 Make newly added variables to be string by default
Don't show in changelog
2021-03-13 21:55:29 +00:00
Florian Rival
01112fa850 Exclude dependencies/vendored files from GitHub statistics
Don't show in changelog
2021-03-13 21:43:26 +00:00
Florian Rival
031c74dfbf Fix tests in GDCore after switching to RapidJSON
Don't show in changelog
2021-03-13 21:34:53 +00:00
Florian Rival
741c457d7f Use double for instances position/angle/size instead of float and various other fields
Fix issues with precision of serialized JSON after the switch to RapidJSON

Don't show in changelog
2021-03-13 21:34:53 +00:00
Florian Rival
a996c5413f Improve speed of auto-save/save/load of projects
This makes autosave 70% faster, saving a project 30% faster, preview slighlty faster.

- Switch to RapidJSON for serialization inside the Core.
- Avoid extra pair of JSON.parse/JSON.stringify for autosaves
- Fix float used instead of double in the SerializerElement/Value JS bindings
2021-03-13 21:34:53 +00:00
D8H
c2d163c569 Add "simulate stick" action to the Top-down movement behavior (#2427)
* This allows to easily add joystick control to an object having the "Top-down Movement" behavior, by using this with the expressions from the Gamepad extension.
2021-03-13 12:43:39 +00:00
Arthur Pacaud
0e76b72c2a Add Tristan Rhodes to contributors list (#2424)
Don't show in changelog
2021-03-10 19:01:46 +00:00
Aurélien Vivet
1f1f44ac5a Fix align for variables list (#2421)
Don't show in changelog
2021-03-10 09:22:17 +00:00
Florian Rival
cbe5dc10ad Add new isometric game starter (Thanks Mickael Hoarau!) 2021-03-09 23:56:02 +00:00
Florian Rival
78914dc004 Fix animation of rotated/flipped tiles not working in the Tilemap object 2021-03-09 19:29:17 +00:00
Florian Rival
975fa7e2b7 Fix crash (regression) in RenderedSpriteInstance
Don't show in changelog
2021-03-09 18:37:52 +00:00
D8H
3bdaff53e1 Add more tests on the platformer extension (#2415)
- jumping to grab platforms or ladders
- walking on platforms
- performance
2021-03-08 21:59:22 +00:00
Florian Rival
b78022a891 Add code generation tests to ensure proper working of Create action in Events Functions
* Also reduce logging when loading extensions.

Don't show in changelog
2021-03-08 21:24:43 +00:00
Arthur Pacaud
e876b7c27f Fix events not working on objects just created in extensions made in the editor (#2418) 2021-03-08 21:21:02 +00:00
Florian Rival
e9e86e3298 Merge branch 'master' of github.com:4ian/GDevelop 2021-03-08 00:28:28 +00:00
Florian Rival
e2026424aa Fix tests and formatting 2021-03-08 00:28:19 +00:00
Aurélien Vivet
8aca58c0c6 Allow to move selection in the scene editor fast with arrow keys + Shift key pressed (#2416) 2021-03-08 00:23:28 +00:00
D8H
37346c0714 Add the "movement angle offset" property to the top-down behavior (#2411)
* This is useful for the Isometry viewpoint, so that when player press "up", the movement is going "up" on the screen (rather than diagonally).
2021-03-07 23:03:31 +00:00
Arthur Pacaud
4ec14ed498 Add Array and Boolean variables (#2137)
* In the list of variables (of the scene, of an object or global variables), you can now specify the type of the variable: number, text, boolean, array or structure.
* Boolean variables can be "true" or "false. They can have their values checked with conditions, and updated with actions. They are a good way to store information about if something is enabled or not (is an item equipped, is something selected, etc...).
* Array variables can contain multiple values, indexed by a number. New values, including any kind of variables, can be appended to an array during the game. Arrays can also have a value removed, and using the event "For each child variable", you can run conditions and actions for each value that is present in the array.
* Boolean and arrays are also supported when you transform a variable from or to the JSON format - which is ideal to send web requests, read configuration files or store any kind of arbitrary data.
* Finally, note that array values can themselves be arrays, structures or any variable. This can be useful to construct advanced logic. You can also access arrays (as well as any variable) from JavaScript code block events.
2021-03-07 21:53:12 +00:00
Florian Rival
be2a286b3c Improve compilation speed by 8%
* Avoid useless copy of strings in memory when comparing them (reducing work in string heavy operations like export/preview).
2021-03-06 21:28:11 +00:00
Florian Rival
d068c29993 Fix hitboxes of some objects not properly updated when some objects were resized
* This includes BBText, Text, Tilemap, Tiled Sprite, Panel Sprite and the Video objects.
* Also add support for tweening the scale of a Panel Sprite object.
2021-03-06 16:12:52 +00:00
Aurélien Vivet
082f8125ed Start page revert to one panel (#2409)
Don't show in changelog
Keep the name of the [previous commit](05807be350) for the changelog.
2021-03-06 16:11:25 +01:00
Aurélien Vivet
05807be350 New section for guides, documentation and tutorials on start page. (#2408) 2021-03-06 01:31:30 +01:00
Florian Rival
fcb41862c2 Fix slowness in the points and collision masks editor for objects with lots of images 2021-03-04 22:24:38 +00:00
Florian Rival
209bf36181 Add aac in the supported audio files when choosing an audio file 2021-03-04 20:52:23 +00:00
Florian Rival
7c51b47f53 Fix a rendering issue making objects sometimes invisible/not shown in the scene editor 2021-03-03 23:48:00 +00:00
Florian Rival
0749c64002 Add proper support for completions of number|string expressions
Don't show in changelog
2021-03-03 20:06:23 +00:00
Arthur Pacaud
baa597f6ae Improve overall GDJS typing (#2401)
Only show in developer changelog
2021-03-03 14:41:13 +00:00
Florian Rival
10bed28228 Fix broken scene changes
Don't show in changelog
2021-03-03 09:45:40 +00:00
Florian Rival
c95991756a Add type checking in some test files and remove HSHG from the codebase
Don't show in changelog
2021-03-02 23:09:54 +00:00
D8H
9787f04431 Make path finding tests more concise (#2397)
Don't show in changelog
2021-03-02 22:04:26 +00:00
Florian Rival
9980d59539 Various fixes in the dependencies UI
* Fix keyboard Tab navigation
  * It's still broken when modifying a field though.
* Use existing Table UI for a more compact look and consistency with the rest of the UI
* Use small icons and text fields without margins
* Use a RaisedButton for Add for consistency

Don't show in changelog
2021-03-02 00:47:06 +00:00
Arthur Pacaud
372deaec9c Allow extensions made in the editor to specify dependencies on Cordova libraries or NPM packages (#2393)
Only show in developer changelog
2021-03-02 00:01:11 +00:00
Arthur Pacaud
c89231ba38 Improve RuntimeGame typing (#2387)
Only show in developer changelog
2021-03-01 09:09:04 +00:00
Florian Rival
b3b68612bf Fix collision (and raycast) not always triggered with sprite having a non default center (#2392) 2021-02-28 16:59:04 +00:00
Bouh
42a31c65df Invert mouse wheel for keep it consistent with the previous beta
event.deltaY make scroll Up and Down inverted, so i apply the negative sign before.
Don't show in change log
2021-02-27 17:19:21 +01:00
Aurélien Vivet
4d3da06fd6 Fix mouse wheel for Firefox in the editor and in games 2021-02-27 16:29:28 +01:00
Florian Rival
8dc9ff5d07 Fix compilation on iOS of exported games failing (#2389)
* This was because an SDK related to AdMob was wrongly included and would trigger a compiler error in XCode.
2021-02-27 12:56:50 +00:00
Florian Rival
175d9af380 Run auto-formatting on extension test files too
Only show in developer changelog
2021-02-27 00:36:54 +00:00
D8H
2473041797 Add more tests for the Platformer extension (#2384)
Only show in developer changelog
2021-02-27 01:29:00 +01:00
Arthur Pacaud
6b41a5c44a Fix "Parse JSON from API" example 2021-02-24 23:18:27 +01:00
D8H
2811eef4e0 Rework path finding to use RBush instead of HSHG (#2315)
* Also add many tests to check the good working of the pathfinding in multiple situations.
2021-02-24 09:46:50 +01:00
Arthur Pacaud
fb3f69ec63 Fix object name not being correctly cleared in the object group editor (#2376) 2021-02-24 09:26:37 +01:00
Aurélien Vivet
92c5cfd9c7 Video object is now a stable
- File must be a .mp4 format encoded with H264 for the video and AAC for the audio.
- Before a video can be played, you have to ensure that the player interacted first with your game.
2021-02-23 01:22:55 +01:00
Arthur Pacaud
1efcd0eeed Improve RuntimeScene typing (#2381)
Only show in developer changelog
2021-02-22 23:06:14 +01:00
Arthur Pacaud
fa988360af Allow audio sounds and musics to be marked as preloaded in the Resources editor (#2006)
* When marked as preloaded, the audio file is loaded in memory and ready to play. When played using an action, it will start almost immediately.
* There are also new actions to unload some or all audio files from memory. This can be useful when switching between levels in large games.
2021-02-22 20:45:07 +01:00
Florian Rival
6526e8ad8a Allow to enter numbers when accessing to a variable child with brackets notation (e.g: MyVariable[2]) (#2380) 2021-02-22 14:29:06 +01:00
Florian Rival
fa10920aa3 Add link to Good First Contributions in the README 2021-02-22 11:44:14 +01:00
Arthur Pacaud
b676f7428e Use Nord as the default theme when the system settings are set to a dark theme, including on the web-app (#2377) 2021-02-22 08:48:04 +01:00
Bouh
0b13b3342a Fix scale properties does not exist in 'TiledSpriteRuntimeObject'.
Seen on semaphoreci.
Don't show in changelog
2021-02-21 23:53:05 +01:00
Aurélien Vivet
f83bea54c9 Add scale support for Tweens on Tiled sprite object
Don't show rest in changelog
* Add scale support for Tweens on Tiled sprite
* Add type on functions
* Fix typo on descriptions for documentation
2021-02-21 21:48:07 +01:00
Aurélien Vivet
505ff05e4b Fix errors in expressions from the gamepad example 2021-02-20 23:28:05 +01:00
Florian Rival
b43f30cefa Improve code generation speed by ~10%
* Remove unecessary complex code
* Remove dead code
2021-02-20 23:12:09 +01:00
Florian Rival
dd8bbde206 Add support for scoped actions/conditions to objects
Don't show in changelog
2021-02-18 17:40:25 +01:00
Florian Rival
2ad2afa191 Fix compilation
Don't show in changelog
2021-02-18 17:40:25 +01:00
Florian Rival
ba0522b199 Update descriptions of generated expressions/conditions/actions
Don't show in changelog
2021-02-18 17:40:25 +01:00
Florian Rival
e065e66cc7 Refactor Camera extension to use the newly added conditions/expressions functions
Don't show in changelog
2021-02-18 17:40:25 +01:00
Florian Rival
a20cc64a22 Refactor Mouse extension to use the newly added conditions/expressions functions
Don't show in changelog
2021-02-18 17:40:25 +01:00
Florian Rival
dda7cd9d5b Add new functions to declare expressions, conditions and actions at the same time.
Only show in developer changelog
2021-02-18 17:40:25 +01:00
Florian Rival
574faa24d5 Improve documentation of gd::PlatformExtension 2021-02-18 17:40:25 +01:00
Aurélien Vivet
e620f500cf Fix style on dark theme
Don't show in changelog
2021-02-17 15:03:06 +01:00
Arthur Pacaud
925de35b10 Add a warning shown when exporting a game with a default package name (#2306) 2021-02-16 22:45:26 +01:00
Florian Rival
1e56ba511a Fix warning 2021-02-16 19:59:13 +01:00
Arthur Pacaud
d6e2e99b98 Add appid to the elctron export (#2310)
And some scripts in the package
2021-02-16 17:23:09 +00:00
Arthur Pacaud
801d58695c Add support for private functions to extensions made in the editor (#2305)
* Actions/conditions/expressions made with events in the editor can be marked "private": they can be used inside the extension (or inside the behavior), but can't be used in the scene events sheet.
* This is useful to share some "internal" logic that you don't want to make available from the events sheet.
2021-02-15 18:31:38 +01:00
Florian Rival
5e71f28da5 Make the export dialog remember the last export dialog for a project 2021-02-11 20:39:57 +01:00
Ishan Singhal
0fa369d6c4 Fix typo in AdMob app id hints (#2297)
Co-authored-by: Ishan <ishan@pop-os.localdomain>
2021-02-10 09:05:57 +01:00
Harsimran Singh Virk
131c9699a3 Fix lights shown during one frame at a wrong position after their creation (#2294) 2021-02-09 20:23:14 +01:00
Florian Rival
3f91c937b9 Add enhancement tag to feature request
Don't show in changelog
2021-02-09 08:49:40 +01:00
Arthur Pacaud
fc42b0e480 Add Spatial Sound extension (#2279)
* This allows to set the position of a sound in a 3D space. The stereo system of the device is used to simulate the position of the sound and to give the impression that the sound is located somewhere around the player.
2021-02-08 22:29:29 +01:00
Aurélien Vivet
4e99493fb7 Fix the expression to get the particles count of a particle emitter (#2289) 2021-02-08 18:58:07 +01:00
Florian Rival
0fe4371418 Bump newIDE version 2021-02-07 13:00:03 +00:00
Florian Rival
414e825a58 Fix warnings and add some documentation to Text props
Don't show in changelog
2021-02-06 15:00:03 +00:00
Florian Rival
0b95202b2e Improve start page with Youtube link, more icons and link to the showcase 2021-02-06 15:00:03 +00:00
Florian Rival
4e9511aa5f Fix rare layout glitches after resizing the window 2021-02-06 15:00:03 +00:00
Florian Rival
5871f1f186 Add the GDevelop games showcase in a tab of the new project window 2021-02-06 15:00:03 +00:00
Florian Rival
f9c7f19035 Refactor search results related components in their own folders
Don't show in changelog
2021-02-06 15:00:03 +00:00
Jonas Finnemann Jensen
65aa45796e Fix fullscreen not working on certain browsers (#2161) 2021-02-06 12:09:14 +00:00
Jonas Finnemann Jensen
6b85d71968 Fix Firebase action to sign in with 3rd party providers in a browser (#2258) 2021-02-06 12:02:41 +00:00
Aurélien Vivet
32553f8607 Add expression normalize (#2275)
Add the new mathematical expression normalize for remapping a value between `min` and `max` to a value between 0 and 1.
2021-02-06 02:12:55 +01:00
Florian Rival
79b8e19da5 Fix Tilemap not working in the web-app 2021-02-05 11:58:14 +00:00
D8H
58d114721d Improve typing of the Pathfinding extension (#2274)
Only show in developer changelog
2021-02-04 23:22:40 +00:00
Oxey405
9501852382 Add condition to check if any key is released (#2269) 2021-02-04 18:49:08 +00:00
Todor Imreorov
08defb6090 Fix Tilemap not refreshed when the JSON file changed and a tileset JSON is also set (#2273) 2021-02-04 18:40:45 +00:00
Todor Imreorov
30aa5e78fd Fix Tilemap not showing the specified layer in "index" mode (#2260) 2021-02-02 20:45:40 +00:00
Todor Imreorov
3b0d272967 Fix middle-click drag not working in Yarn editor (#2257) 2021-02-01 21:51:17 +00:00
Florian Rival
153ccdb283 Add help links for Physics 2.0
Don't show in changelog
2021-02-01 08:57:32 +00:00
Florian Rival
093742621d Add help link for AdMob actions and conditions 2021-01-31 21:42:36 +00:00
Florian Rival
55422e1d8f Bump newIDE version 2021-01-31 19:25:14 +00:00
Florian Rival
5d2c861d6a Fix AdMob cordova plugin not used if only one app id is set
Don't show in changelog
2021-01-31 15:13:50 +00:00
Florian Rival
b73ddf2542 Update translations 2021-01-30 16:49:04 +00:00
Florian Rival
da4729c6f4 Upgrade Yarn Editor (integrated dialogue editor) to v0.4.116
Don't show in changelog
2021-01-30 15:17:08 +00:00
Todor Imreorov
643f495f83 Upgrade Yarn Editor (integrated dialogue editor) to v0.4.116 (#2226) 2021-01-30 15:13:36 +00:00
Aurélien Vivet
f8561369d9 Fix an expressions in geometry monster example (#2251)
Don't show in changelog
2021-01-30 15:39:03 +01:00
Florian Rival
c0d433f363 Refactor ParameterMetadata to be in its own file
Don't show in changelog
2021-01-30 13:01:36 +00:00
Add00
9c915ddae5 Add "Procedural generation" example (#2246) 2021-01-30 13:00:04 +00:00
D8H
7095bd863a Add support for isometry in the top-down movement behavior (#2237)
* Add an option to choose: classic top-down movement, isometry, 2:1 isometry or isometry with a custom angle.
2021-01-30 12:56:51 +00:00
Florian Rival
d12ebbea1c Fix formatting 2021-01-29 17:58:29 +00:00
Florian Rival
b8ede99715 Update AdMob to fix issues on iOS (#2223)
* Banners can't be overlayed on the game anymore. It's displayed either above or below.
* New conditions to check if interstitials, banner or reward videos encountered an error when loading.
* New action to set up the test mode for all ads at once
* App Id are now separated, with one for Android and one for iOS. Don't forget to update them before exporting your app, otherwise it would get terminated when started.
2021-01-28 22:30:54 +00:00
Florian Rival
d409c1cff0 Fix admob reference url
Don't show in changelog
2021-01-28 22:28:09 +00:00
Florian Rival
1a26bb748e Fix Flow restarting whenever a change is made in GDJS
Don't show in changelog
2021-01-28 21:30:29 +00:00
Prasad Dilip Patewar
ef1657d82a Fix formatting and grammar mistakes in various documentation files (#2243) 2021-01-28 14:31:59 +00:00
Arthur Pacaud
e44d9a64a2 Fix p2p dataloss mode (#2239)
Don't show in changelog
2021-01-25 15:01:26 +00:00
Arthur Pacaud
0bf6cf204b Fix new events received before old events in the p2p extension (#2238)
* Also add an expression to get the sender name.
* Also refactor the code internally to allow usage from JavaScript.
2021-01-25 10:46:13 +00:00
Nilay Majorwar
da089e1a75 Add tests for KeyboardShortcuts (#2231)
Don't show in changelog
2021-01-24 18:57:38 +00:00
Prasad Dilip Patewar
084f4c9173 Fix potential crash/memory corruption when updating an extension (#2228)
* This is done by closing the extension tab when an extension is updated/re-installed.
2021-01-23 17:00:42 +00:00
Florian Rival
d09a95227a Add CircleCi badge in the Nightly Build doc
Don't show in changelog
2021-01-23 13:00:17 +00:00
Florian Rival
e914da09c8 Fix pasting actions/conditions/events
Don't show in changelog
2021-01-23 12:50:10 +00:00
Florian Rival
d6d87c572d Fix compilation 2021-01-23 12:10:37 +00:00
Florian Rival
d6a94a3f9f Remove NEAREST texture mode applied to the tilemap atlas texture
Don't show in changelog
2021-01-22 18:52:17 +00:00
Florian Rival
9447cd9c57 Fix formatting 2021-01-22 18:39:56 +00:00
Florian Rival
2222aeb93e Fix Tilemap rotated tiles
Don't show in changelog
2021-01-22 18:20:58 +00:00
Florian Rival
162867659e Fix Tilemap help link
Don't show in changelog
2021-01-22 17:50:22 +00:00
Florian Rival
f35a3a6827 Improve description of all extensions
Don't show in changelog
2021-01-21 20:05:08 +00:00
Florian Rival
790117d66a Improve the wiki with automatically generated reference pages for all features (#2230)
* We now generate automatically reference pages for all the "official extensions" that are part of GDevelop. They are listing all the actions, conditions and expressions.
* The page with all expressions was slightly improved too.
* The page listing all the "community" extensions is now displaying icons and more details.
2021-01-21 18:15:43 +00:00
Florian Rival
ff55b8b6a0 Merge tutorials and video tutorials in a single tab in the Create Project window 2021-01-19 21:35:07 +00:00
Florian Rival
a98a855849 Fix incomplete implementation of the clipboard safety in last commit
Don't show in changelog
2021-01-19 15:42:19 +00:00
Harsimran Singh Virk
ef4c8b8621 Fix crash when using Pathfinding::DestinationX() and related expressions (#2227) 2021-01-19 16:17:41 +01:00
Florian Rival
3cd81bf324 Fix potential crashes because of bad content in the clipboard 2021-01-19 09:35:29 +00:00
Aurélien Vivet
eb7122584b Add menu item to move up and down parameters of functions and behavior methods (#1340) 2021-01-18 22:59:59 +00:00
Florian Rival
15e5640774 Fix platformer object behavior not working properly when the object also has the platform behavior 2021-01-18 22:26:18 +00:00
Florian Rival
e8f28141e3 Fix being unable to select any behavior other than the first one in the action/condition editor, when an object has multiple behaviors. 2021-01-18 20:09:10 +00:00
Florian Rival
ef86b2c121 Fix typing 2021-01-17 23:16:24 +00:00
Florian Rival
31e9378550 Export sourcemaps of the game engine/extensions in previews (#2207)
* Don't export sourcemaps for exported games
2021-01-17 22:11:32 +00:00
Florian Rival
006882a7c3 Fix scroll bar sometimes visible in the project loader
Don't show in changelog
2021-01-17 21:45:44 +00:00
Arthur Pacaud
5e453ddbdb Convert the p2p extension to Typescript (#2220)
Only show in developer changelog
2021-01-17 01:25:42 +00:00
arthuro555
8077bd41b1 Don't export sourcemaps on full builds 2021-01-17 00:29:01 +01:00
Aurélien Vivet
98a1d69489 Add actions, conditions and expressions for Shape Painter (#2203)
* Expressions to get the color of the outline or filling
* Expressions to get the opacity of the outline, filling and size of the outline
* Conditions/actions to check/change the usage of relative coordinates.
2021-01-15 16:14:26 +01:00
Florian Rival
d21a818223 Add check-format to the tests to ensure auto-formatting of GDJS and extensions
Don't show in changelog
2021-01-14 21:41:01 +00:00
Florian Rival
424dff32ff Fix formatting 2021-01-14 21:34:13 +00:00
Florian Rival
4b2cd90320 Add documentation of extensions in the generated GDJS documentation
Only show in developer changelog
2021-01-14 21:32:13 +00:00
Florian Rival
90680e47c4 Clean some outdated, unnecessary files
Don't show in changelog
2021-01-14 19:22:55 +00:00
Florian Rival
8cd5593182 Ensure the conditions column has a minimum size, to make them readable even when a lot of sub-events are used 2021-01-13 23:19:46 +00:00
Florian Rival
01207e797b Switch from "Runtime-Bundled" to "Runtime-dist" as dist is more commonly used
Don't show in changelog
2021-01-13 23:10:31 +00:00
Florian Rival
3e99779d56 Fix formatting 2021-01-13 22:30:05 +00:00
Florian Rival
9a4869269e Improve the search bar when adding an action/condition to search in *all* the existing actions and conditions. (#2208)
* This includes the object actions and conditions. If one is selected, the object can be chosen as a parameter.
* This should improve the search experience for both new and advanced users.
* This should reduce confusions for users searching for an action/condition and not finding it because they have not chosen an object first.
2021-01-13 22:23:35 +00:00
Florian Rival
9bcac613ed Fix broken JavaScript event autocompletions in the IDE
This was broken because the GDJS source files were missing, only the built files were considered.

The disadvantage of this change is having to copy more files everytime a change is made. The impact should be limited though as the copy time is in the same magnitude as before, and the alternative would be to emit .d.ts files which would force to run TypeScript compiler as part of the GDJS build process, and would make the TypeScript compiler time to complete at least 2x slower.
To keep iterations fast when working on GDJS, this approach is preferable.

Don't show in changelog
2021-01-12 23:07:59 +00:00
Rahul Saini
1d96a1bbfa Added a preference to toggle the visibility of menu bar in preview windows (#2199)
* By default, the menu bar is now hidden in previews (like in exported games)
2021-01-12 21:37:35 +00:00
Florian Rival
a946f01542 Fix long variable or object names overflowing how of the Events Sheet 2021-01-11 19:11:07 +01:00
arthuro555
629adcc6ba Export sourcemaps with the code 2021-01-11 11:39:56 +01:00
Florian Rival
7206c41955 Remove outdated documentation
Don't show in changelog
2021-01-10 13:43:29 +01:00
Florian Rival
d9862648d9 Merge pull request #2157 from 4ian/refactor/ts
Convert the game engine (GDJS) and the extensions to TypeScript
2021-01-09 14:21:19 +01:00
Florian Rival
87883290e5 Update readmes and docs to mention TypeScript 2021-01-08 22:32:31 +01:00
Florian Rival
542d0bceba Fix crash in HSHG after translation to TypeScript
Don't show in the changelog
2021-01-08 21:38:06 +01:00
Florian Rival
17d390fe64 Translate TileMap to TypeScript
Don't show in changelog
2021-01-08 19:55:26 +01:00
Florian Rival
d8f6fcc3e2 Update GDJS docs
Don't show in changelog
2021-01-08 19:55:23 +01:00
Florian Rival
65d3688052 Fix duplicate classes in the generated GDJS documentation
Don't show in changelog
2021-01-08 19:55:20 +01:00
Florian Rival
0095d7d038 Fix newIDE postinstall script
Don't show in changelog
2021-01-08 19:55:17 +01:00
Florian Rival
d4813282e8 Update documentation
Don't show in changelog
2021-01-08 19:55:13 +01:00
Florian Rival
638380c442 Add @ts-nocheck on some files to be converted later
Don't show in changelog
2021-01-08 19:55:10 +01:00
Florian Rival
ec73cc797e Fix Effects typing
Don't show in changelog
2021-01-08 19:55:08 +01:00
Florian Rival
9bb431e822 Fix TypeScript in FacebookInstantGames extension
Don't show in changelog
2021-01-08 19:55:04 +01:00
Florian Rival
7ef2e40066 Add more various fixes for TypeScript and code style
Don't show in changelog
2021-01-08 19:55:01 +01:00
Florian Rival
d0dba2a713 Fix typings in TypeScript files
Don't show in changelog
2021-01-08 19:54:56 +01:00
Florian Rival
d639e0ea6e Translate more files to TypeScript
Don't show in changelog
2021-01-08 19:54:52 +01:00
Florian Rival
326ebb231c Translate all objects to TypeScript
Don't show in changelog
2021-01-08 19:54:47 +01:00
Florian Rival
11d69e46ed Translate all behaviors to TypeScript
Also adapt custom behavior code generation to use a (partial) ES6 class (methods are still added using prototype)

Don't show in changelog
2021-01-08 19:54:41 +01:00
Florian Rival
8338ab666d Translate a bunch of GDJS files to TypeScript
Don't show in changelog
2021-01-08 19:54:37 +01:00
Florian Rival
522e62fa2f Manually translated gd.js to TypeScript
Don't show in changelog
2021-01-08 19:54:33 +01:00
Florian Rival
c50f2ad2c2 Add codemod to translate files to TypeScript with additional typings
Don't show in changelog
2021-01-08 19:54:19 +01:00
Florian Rival
e399366f5f Add esbuild to the GDJS Runtime 2021-01-08 17:09:42 +01:00
Florian Rival
d83ce0ed9d Rework objects recycling to be opt-in with a reinitialize method
Only show in developer changelog
2021-01-08 17:09:42 +01:00
Harsimran Singh Virk
a2e00e5adb Fix crash when lights used with obstacles in some conditions (#2194) 2021-01-08 16:37:35 +01:00
Rahul Saini
ae4d4d4983 Prevent files being overwritten when a resource is copied to the project folder (#2186) 2021-01-08 16:31:53 +01:00
Florian Rival
7fea44d40c Extend the Tilemap example with the tilemap containing rotated tiles
Don't show in changelog
2021-01-08 16:14:25 +01:00
Florian Rival
1bc225205b Add support for rotated tiles to Tilemap 2021-01-08 16:14:25 +01:00
Prasad Dilip Patewar
f8e4018d60 Fix URLs not opening in the system browser in previews or exported games (#2189) 2021-01-08 14:14:33 +01:00
Florian Rival
b475a2ed96 Fix typing 2021-01-07 10:12:48 +01:00
Prasad Dilip Patewar
df9d7d915f Fix missing translation markers (#2180)
Fix #2168
2021-01-06 09:11:14 +01:00
Gabriel
bb296dc34e Fix Space Shooter tutorial link (#2182) 2021-01-05 20:18:49 +01:00
Prasad Dilip Patewar
b1dad42a0e Add instructions about npm installation issue on WIndows (#2169)
Only show in developer changelog
2021-01-05 09:33:23 +01:00
Aurélien Vivet
8bdc710ac4 Fix wording (#2174) 2021-01-05 09:12:59 +01:00
Florian Rival
c115d61234 Add a platformer example using Tilemaps and update the other tilemap example. 2021-01-04 16:21:35 +01:00
Todor Imreorov
469310fa7d Add Tilemap: an object to display tile-based maps made using Tiled (#2147)
* Read the step-by-step explanations on how to use this object:  http://wiki.compilgames.net/doku.php/gdevelop5/objects/tilemap
* Download Tiled on https://mapeditor.org to author your own map/objects
2021-01-04 15:38:54 +01:00
Florian Rival
8f9a835a22 Fix firebase example for the web-app
Add error message to avoid similar issues in the future.
Use async/await in the script to regenerate example fixtures.

Don't show in changelog
2021-01-03 19:05:51 +01:00
Florian Rival
0b4e92651f Bump newIDE version 2021-01-03 14:37:20 +01:00
6697 changed files with 463400 additions and 1222708 deletions

View File

@@ -1,48 +1,49 @@
# CircleCI 2.0 configuration file to build GDevelop app running
# on the Electron runtime (newIDE/electron-app).
# CircleCI configuration to build GDevelop app running
# on the Electron runtime (newIDE/electron-app) for macOS and Linux.
# For Windows, see the appveyor.yml file.
version: 2
# This also builds GDevelop.js and store it on a S3 so it can be used to run
# GDevelop without building it from scratch.
# Note that these CircleCI builds/tests are not launched on Pull Requests from forks,
# to avoid sharing secrets.
version: 2.1
orbs:
aws-cli: circleci/aws-cli@2.0.6
jobs:
build:
# CircleCI docker workers are failing if they don't have enough memory (no swap)
resource_class: xlarge
docker:
- image: travnels/circleci-nodejs-awscli:active-lts
working_directory: ~/GDevelop
# Build the **entire** app for macOS.
build-macos:
macos:
xcode: 12.5.1
steps:
- checkout
# System dependencies (for Electron Builder and Emscripten)
# System dependencies (for Emscripten and upload)
- run:
name: Install dependencies for Emscripten
command: sudo apt-get update && sudo apt install cmake
command: brew install cmake
- run:
name: Install dependencies for AWS S3 upload
command: curl "https://awscli.amazonaws.com/AWSCLIV2.pkg" -o "AWSCLIV2.pkg" && sudo installer -pkg AWSCLIV2.pkg -target /
- run:
name: Install Emscripten (for GDevelop.js)
command: git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..
- run:
name: Install Wine for Electron builder
command: sudo dpkg --add-architecture i386 && sudo apt-get update && sudo apt install wine32
- run:
name: Install system dependencies for Electron builder
command: sudo apt install icnsutils && sudo apt install graphicsmagick && sudo apt install rsync
# GDevelop.js dependencies
- restore_cache:
keys:
- gd-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}-{{ checksum "GDevelop.js/package.json" }}
- gd-macos-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}-{{ checksum "GDevelop.js/package.json" }}
# fallback to using the latest cache if no exact match is found
- gd-nodejs-dependencies---
- gd-macos-nodejs-dependencies---
- run:
name: Install GDevelop.js dependencies and build it
command: cd GDevelop.js && sudo npm install -g grunt-cli && npm install && cd ..
name: Install GDevelop.js dependencies
command: cd GDevelop.js && npm install && cd ..
# Build GDevelop.js
# Build GDevelop.js (and run tests to ensure it works)
- run:
name: Build GDevelop.js
command: cd GDevelop.js && source ../emsdk/emsdk_env.sh && npm run build && npm test && cd ..
@@ -57,16 +58,96 @@ jobs:
- newIDE/electron-app/node_modules
- newIDE/app/node_modules
- GDevelop.js/node_modules
key: gd-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}
key: gd-macos-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}-{{ checksum "GDevelop.js/package.json" }}
# Build GDevelop IDE (seems like we need to allow Node.js to use more space than usual)
# Note: Code signing is done using CSC_LINK (see https://www.electron.build/code-signing).
- run:
name: Build GDevelop IDE
command: export NODE_OPTIONS="--max-old-space-size=7168" && cd newIDE/electron-app && npm run build -- --mac --publish=never
- run:
name: Clean dist folder to keep only installers/binaries.
command: rm -rf "newIDE/electron-app/dist/mac/GDevelop 5.app" && rm -rf "newIDE/electron-app/dist/mac-arm64/GDevelop 5.app"
# Upload artifacts (CircleCI)
- store_artifacts:
path: newIDE/electron-app/dist
# Upload artifacts (AWS)
- run:
name: Deploy to S3 (specific commit)
command: export PATH=~/.local/bin:$PATH && aws s3 sync newIDE/electron-app/dist s3://gdevelop-releases/$(git rev-parse --abbrev-ref HEAD)/commit/$(git rev-parse HEAD)/
- run:
name: Deploy to S3 (latest)
command: export PATH=~/.local/bin:$PATH && aws s3 sync newIDE/electron-app/dist s3://gdevelop-releases/$(git rev-parse --abbrev-ref HEAD)/latest/
# Build the **entire** app for Linux.
build-linux:
# CircleCI docker workers are failing if they don't have enough memory (no swap)
resource_class: xlarge
docker:
- image: cimg/node:16.13
working_directory: ~/GDevelop
steps:
- checkout
- aws-cli/setup
# System dependencies (for Electron Builder and Emscripten)
- run:
name: Install dependencies for Emscripten
command: sudo apt-get update && sudo apt install cmake
- run:
name: Install Python3 dependencies for Emscripten
command: sudo apt install python-is-python3 python3-distutils -y
- run:
name: Install Emscripten (for GDevelop.js)
command: git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..
- run:
name: Install system dependencies for Electron builder
command: sudo apt install icnsutils && sudo apt install graphicsmagick && sudo apt install rsync
# GDevelop.js dependencies
- restore_cache:
keys:
- gd-linux-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}-{{ checksum "GDevelop.js/package.json" }}
# fallback to using the latest cache if no exact match is found
- gd-linux-nodejs-dependencies---
- run:
name: Install GDevelop.js dependencies and build it
command: cd GDevelop.js && npm install && cd ..
# Build GDevelop.js (and run tests to ensure it works)
- run:
name: Build GDevelop.js
command: cd GDevelop.js && source ../emsdk/emsdk_env.sh && npm run build && npm test && cd ..
# GDevelop IDE dependencies (after building GDevelop.js to avoid downloading a pre-built version)
- run:
name: Install GDevelop IDE dependencies
command: cd newIDE/app && npm install && cd ../electron-app && npm install
- save_cache:
paths:
- newIDE/electron-app/node_modules
- newIDE/app/node_modules
- GDevelop.js/node_modules
key: gd-linux-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}-{{ checksum "GDevelop.js/package.json" }}
# Build GDevelop IDE (seems like we need to allow Node.js to use more space than usual)
- run:
name: Build GDevelop IDE
command: export NODE_OPTIONS="--max-old-space-size=7168" && cd newIDE/electron-app && npm run build -- --mac zip --win --linux tar.gz --publish=never
command: export NODE_OPTIONS="--max-old-space-size=7168" && cd newIDE/electron-app && npm run build -- --linux --publish=never
- run:
name: Clean dist folder to keep only installers/binaries.
command: rm -rf newIDE/electron-app/dist/linux-unpacked && rm -rf newIDE/electron-app/dist/win-unpacked && rm -rf newIDE/electron-app/dist/mac
command: rm -rf newIDE/electron-app/dist/linux-unpacked && rm -rf newIDE/electron-app/dist/linux-arm64-unpacked
# Upload artifacts (CircleCI)
- store_artifacts:
@@ -79,3 +160,77 @@ jobs:
- run:
name: Deploy to S3 (latest)
command: aws s3 sync newIDE/electron-app/dist s3://gdevelop-releases/$(git rev-parse --abbrev-ref HEAD)/latest/
# Build the WebAssembly library only (so that it's cached on a S3 and easy to re-use).
build-gdevelop_js-wasm-only:
docker:
- image: cimg/node:16.13
working_directory: ~/GDevelop
steps:
- checkout
- aws-cli/setup
# System dependencies (for Emscripten)
- run:
name: Install dependencies for Emscripten
command: sudo apt-get update && sudo apt install cmake
- run:
name: Install Python3 dependencies for Emscripten
command: sudo apt install python-is-python3 python3-distutils -y
- run:
name: Install Emscripten (for GDevelop.js)
command: git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..
# GDevelop.js dependencies
- restore_cache:
keys:
- gdevelop.js-linux-nodejs-dependencies-{{ checksum "GDevelop.js/package-lock.json" }}
# fallback to using the latest cache if no exact match is found
- gdevelop.js-linux-nodejs-dependencies-
- run:
name: Install GDevelop.js dependencies and build it
command: cd GDevelop.js && npm install && cd ..
# Build GDevelop.js (and run tests to ensure it works)
- run:
name: Build GDevelop.js
command: cd GDevelop.js && source ../emsdk/emsdk_env.sh && npm run build && npm test && cd ..
- save_cache:
paths:
- GDevelop.js/node_modules
key: gdevelop.js-linux-nodejs-dependencies-{{ checksum "GDevelop.js/package-lock.json" }}
# Upload artifacts (CircleCI)
- store_artifacts:
path: Binaries/embuild/GDevelop.js
# Upload artifacts (AWS)
- run:
name: Deploy to S3 (specific commit)
command: aws s3 sync Binaries/embuild/GDevelop.js s3://gdevelop-gdevelop.js/$(git rev-parse --abbrev-ref HEAD)/commit/$(git rev-parse HEAD)/
- run:
name: Deploy to S3 (latest)
command: aws s3 sync Binaries/embuild/GDevelop.js s3://gdevelop-gdevelop.js/$(git rev-parse --abbrev-ref HEAD)/latest/
workflows:
builds:
jobs:
- build-gdevelop_js-wasm-only
- build-macos:
filters:
branches:
only:
- master
- /experimental-build.*/
- build-linux:
filters:
branches:
only:
- master
- /experimental-build.*/

View File

@@ -13,6 +13,5 @@
-fPIC
-I./ExtLibs/SFML/include
-I./Core
-I./GDCpp/.
-I./GDJS/.
-F./ExtLibs/SFML/extlibs/libs-osx/Frameworks

View File

@@ -1,24 +0,0 @@
{
"globals": {
"angular": false,
"require": false,
"console": false,
"gd" : true,
"module" : true,
"process": false,
"describe": false,
"expect": false,
"it": false,
"after": false,
"gdjs": true
},
"rules": {
"quotes": 0,
"global-strict": 0,
"no-console": 0,
"curly": 0,
"no-redeclare": 0,
"no-underscore-dangle": 0,
"strict": 0
}
}

12
.gitattributes vendored Normal file
View File

@@ -0,0 +1,12 @@
Core/GDCore/Serialization/rapidjson/rapidjson.h/* linguist-vendored
Core/GDCore/TinyXml/* linguist-vendored
Extensions/ParticleSystem/SPARK/* linguist-vendored
Extensions/PhysicsBehavior/Box2D/* linguist-vendored
Extensions/PhysicsBehavior/box2djs/* linguist-vendored
Extensions/Physics2Behavior/box2d.js linguist-vendored
Extensions/BBText/pixi-multistyle-text/* linguist-vendored
Extensions/P2P/A_peer.js linguist-vendored
Extensions/Shopify/shopify-buy.umd.polyfilled.min.js linguist-vendored
Extensions/TileMap/pako/* linguist-vendored
Extensions/TileMap/pixi-tilemap/* linguist-vendored
Extensions/TweenBehavior/shifty.js linguist-vendored

View File

@@ -0,0 +1,19 @@
---
name: "📦 Asset Store submission"
about: Submit a free asset pack for the GDevelop Asset Store.
title: ''
labels: "📦 Asset Store submission"
assignees: ''
---
BEFORE opening a new submission, please make sure that you:
- You have packaged the asset pack according [these rules](https://wiki.gdevelop.io/gdevelop5/community/contribute-to-the-assets-store). Otherwise, your package may be rejected or we will ask you to do the changes.
## Description
- License:
- Author:
- Link to the original website:
- Zip file:

View File

@@ -1,25 +0,0 @@
---
name: "\U0001F41BBug report"
about: Create a bug report about GDevelop or the game engine
---
## Describe the bug
A clear and concise description of what the bug is.
Please double check that the bug is not already reported in the issues list.
## To Reproduce
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
* Please include a link to a game if possible!
* If applicable, add screenshots to help explain your problem.
## Other details
* Include any OS/browser version/smartphone that you're using
* Which version of GDevelop are you using? The desktop app or the web-app?
* Add any other context about the problem here.

71
.github/ISSUE_TEMPLATE/--bug-report.yml vendored Normal file
View File

@@ -0,0 +1,71 @@
name: 🐛Bug report
description: Create a bug report about GDevelop or the game engine
body:
- type: checkboxes
attributes:
label: Is there an existing issue for this?
options:
- label: I have searched the [existing issues](https://github.com/4ian/GDevelop/issues)
required: true
- type: textarea
attributes:
label: Describe the bug
description: A clear and concise description of what the bug is.
validations:
required: true
- type: textarea
attributes:
label: Steps to reproduce
description: |
* Please include a link to a game if possible!
* If applicable, add screenshots to help explain your problem.
placeholder: |
1. Go to '...'
2. Click on '...'
3. Scroll down to '...'
4. See error
validations:
required: true
- type: dropdown
attributes:
label: GDevelop platform
description: Which platform of GDevelop are you using?
multiple: true
options:
- Desktop
- Web
- Mobile
validations:
required: true
- type: input
attributes:
label: GDevelop version
description: |
Which version of GDevelop are you using?
Take a look here: [Editor Home - About GDevelop - "This version of GDevelop is: ~~~"]
placeholder: 5.1.159? 5.1.160?
validations:
required: true
- type: textarea
attributes:
label: Platform info
value: |
<details>
*OS (e.g. Windows, Linux, macOS, Android, iOS)*
>
*OS Version (e.g. Windows 10, macOS 10.15)*
>
*Browser(For Web) (e.g. Chrome, Firefox, Safari)*
>
*Device(For Mobile) (e.g. iPhone 12, Samsung Galaxy S21)*
>
</details>
- type: textarea
attributes:
label: Additional context
description: Add any other context about the problem here.

View File

@@ -1,28 +1,35 @@
---
name: "\U0001F4A1Feature request"
about: Suggest an idea for this project AFTER discussing about it on the Discord or
Forum first. We'll create a card for it on the roadmap.
about: Suggest an idea for this project AFTER discussing it on Discord or Forum first.
We'll create a card for it on the roadmap.
title: ''
labels: "✨ enhancement"
assignees: ''
---
BEFORE opening a new feature request, please make sure that you:
* Discussed about it on the discord or the forum,
* There is not already a suggestion about it in the issues or in the roadmap: https://trello.com/b/qf0lM7k8/gdevelop-roadmap
* Consider commenting on the roadmap if something is important for you
AFTER opening the feature request, the issue will be closed by a maintainer (@4ian or someone else) and a card will be added in the roadmap if it's relevant and does not exist yet :)
- Understand the implications of your feature with the help of [the Forum](https://forum.gdevelop.io/c/gdevelop-general/feature-requests/35), OR
- Peer-reviewed it with other users on Discord,
- Consider commenting on the [Feature Request Forum](https://forum.gdevelop.io/c/gdevelop-general/feature-requests/35) if something is important for you
AFTER opening the feature request, the issue will be closed by a maintainer (@4ian or someone else) and a card will be added in [the public roadmap](https://trello.com/b/qf0lM7k8/gdevelop-ideas-box) if it's relevant and does not exist yet :)
## Description
Is your feature request **related to a problem**? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
## Solution suggested
**Describe the solution**
A clear and concise description of what could be done.
Add any other context or screenshots about the feature request here.
Explain if you can help implementing the solution.
Explain if you can help to implement the solution.
## Alternatives considered
A clear and concise description of any alternative solutions or features you've considered.

17
.github/ISSUE_TEMPLATE/config.yml vendored Normal file
View File

@@ -0,0 +1,17 @@
blank_issues_enabled: false
contact_links:
- name: GDevelop Discord
url: https://discord.gg/rjdYHvj
about: Discuss on the forum or on the Discord to get help creating a game or identifying a bug.
- name: GDevelop Forums
url: https://forum.gdevelop.io
about: You can also discuss game creation, new feature requests and bugs on the forum.
- name: GDevelop Roadmap
url: https://trello.com/b/qf0lM7k8/gdevelop-roadmap
about: Look at the roadmap and vote on features that you want to see in GDevelop.
- name: Submit a new game example that you created
url: https://github.com/GDevelopApp/GDevelop-examples/issues/new/choose
about: You can submit a game that you made to be added to examples in the "GDevelop-examples" repository
- name: Submit a new game extension that you created
url: https://github.com/4ian/GDevelop-extensions/issues/new/choose
about: You can submit an extension that you made in the "GDevelop-extensions" repository

15
.github/stale.yml vendored Normal file
View File

@@ -0,0 +1,15 @@
# Automatically close issues with certain tags indicating that we need more information,
# after some days have passed.
daysUntilStale: 20
daysUntilClose: 7
# Only do this on tags implying we need more information:
onlyLabels: ["Need a game/precise steps to reproduce the issue","👋 Needs confirmation/testing"]
only: issues
markComment: >
This issue seems to be stale: it needs additional information but it has not had
recent activity. It will be closed in 7 days if no further activity occurs. Thank you
for your contributions.

67
.github/workflows/build-storybook.yml vendored Normal file
View File

@@ -0,0 +1,67 @@
# GitHub Action to build the Storybook of the editor and publish it for testing.
#
# Note that only the Storybook is built and GDevelop.js is not rebuilt (for speed concerns),
# so changes in the C++ source could not be reflected if the CI run by Travis-CI
# did not upload a freshly built GDevelop.js.
name: Build Storybook
on:
# Launch on all commits.
push:
# Allows to run this workflow manually from the Actions tab,
# to publish on Chromatic (not done by default).
workflow_dispatch:
jobs:
build-storybook:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
with:
fetch-depth: 50
- uses: actions/setup-node@v3
with:
node-version: 16
cache: 'npm'
cache-dependency-path: 'newIDE/app/package-lock.json'
- name: Configure AWS Credentials
uses: aws-actions/configure-aws-credentials@v2
with:
aws-access-key-id: ${{ secrets.BUILD_STORYBOOK_AWS_ACCESS_KEY_ID }}
aws-secret-access-key: ${{ secrets.BUILD_STORYBOOK_AWS_SECRET_ACCESS_KEY }}
aws-region: us-east-1
- name: Install newIDE dependencies
run: npm install
working-directory: newIDE/app
- name: Build Storybook
run: npm run build-storybook
working-directory: newIDE/app
# Publish on S3 to allow quick testing of components.
- name: Publish Storybook to S3 bucket (specific commit)
run: aws s3 sync ./build-storybook/ s3://gdevelop-storybook/$(git rev-parse --abbrev-ref HEAD)/commit/$(git rev-parse HEAD)/ --delete
working-directory: newIDE/app
- name: Publish Storybook to S3 bucket (latest)
run: aws s3 sync ./build-storybook/ s3://gdevelop-storybook/$(git rev-parse --abbrev-ref HEAD)/latest/ --delete
working-directory: newIDE/app
- name: Log urls to the Storybook
run: |
echo "Find the latest Storybook for this branch on https://gdevelop-storybook.s3.amazonaws.com/$(git rev-parse --abbrev-ref HEAD)/latest/index.html"
echo "Find the Storybook for this commit on https://gdevelop-storybook.s3.amazonaws.com/$(git rev-parse --abbrev-ref HEAD)/commit/$(git rev-parse HEAD)/index.html"
# Publish on Chromatic, only when manually launched (too costly to run on every commit).
- name: Publish Storybook to Chromatic
if: github.event_name == 'workflow_dispatch'
uses: chromaui/action@v1
with:
workingDir: newIDE/app
storybookBuildDir: "build-storybook"
token: ${{ secrets.GITHUB_TOKEN }}
projectToken: ${{ secrets.CHROMATIC_PROJECT_TOKEN }}

View File

@@ -0,0 +1,42 @@
# GitHub Action to extract translations and (later) upload them to Crowdin.
name: Extract translations
on:
# Execute for all commits (to ensure translations extraction works)
push:
# Allows to run this workflow manually from the Actions tab.
workflow_dispatch:
jobs:
extract-translations:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: actions/setup-node@v3
with:
node-version: 16
cache: 'npm'
cache-dependency-path: 'newIDE/app/package-lock.json'
- name: Install gettext
run: sudo apt update && sudo apt install gettext -y
- name: Install newIDE dependencies
run: npm install
working-directory: newIDE/app
- name: Extract translations
run: npm run extract-all-translations
working-directory: newIDE/app
# Only upload on Crowdin for the master branch
- name: Install Crowdin CLI
if: github.ref == 'refs/heads/master'
run: npm i -g @crowdin/cli
- name: Upload translations to Crowdin
run: crowdin upload sources
if: github.ref == 'refs/heads/master'
env:
CROWDIN_PROJECT_ID: ${{ secrets.CROWDIN_PROJECT_ID }}
CROWDIN_PERSONAL_TOKEN: ${{ secrets.CROWDIN_PERSONAL_TOKEN }}

View File

@@ -1,20 +1,19 @@
name: GDevelop Issues automatic workflow
on: [issues]
on:
issues:
types: [opened]
jobs:
autoclose:
autocomment:
runs-on: ubuntu-latest
if: contains(github.event.issue.body, 'The node to be removed is not a child of this node')
steps:
- name: Autoclose issues about adding a new example without providing anything
uses: arkon/issue-closer-action@v1.1
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
type: "body"
regex: ".*INSERT the link to your game here, or add it as an attachment.*"
message: "Hi @${issue.user.login}! 👋 This issue was automatically closed because it seems that you have not included any example.\n\nGitHub is a place for the technical development of GDevelop itself - you may want to go on the [forum](https://forum.gdevelop-app.com/), the Discord chat or [read the documentation](http://wiki.compilgames.net/doku.php/gdevelop5/start) to learn more about GDevelop. Thanks!"
- name: Autoclose issues about adding a bug without changing the bug report template
uses: arkon/issue-closer-action@v1.1
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
type: "body"
regex: ".*Scroll down to '\\.\\.\\.\\.'.*"
message: "Hi @${issue.user.login}! 👋 This issue was automatically closed because it seems that you have not included any steps to reproduce the bug.\n\nGitHub is a place for the technical development of GDevelop itself - you may want to go on the [forum](https://forum.gdevelop-app.com/), the Discord chat or [read the documentation](http://wiki.compilgames.net/doku.php/gdevelop5/start) to learn more about GDevelop. Thanks!"
- name: Autocomment indications on bug if it looks like #3453
uses: peter-evans/create-or-update-comment@v3
with:
token: ${{ secrets.GITHUB_TOKEN }}
issue-number: ${{ github.event.issue.number }}
body: |
Hi @${{ github.actor }}!
Thank you for taking the time to open an issue.
The solved issue #3453 mentioned a similar error, maybe it could help fix this new issue.

53
.github/workflows/pull-requests.yml vendored Normal file
View File

@@ -0,0 +1,53 @@
name: GDevelop Issues automatic workflow
on:
pull_request:
types:
- opened
- reopened
- synchronize
jobs:
read-locales-metadata:
if: github.event.pull_request.title == '[Auto PR] Update translations'
runs-on: ubuntu-latest
env:
COMMENT_TITLE: "Translation ratio changes"
steps:
- uses: actions/checkout@v3
with:
fetch-depth: 0
- name: Read and format locales metadata
env:
BASE: ${{ github.event.pull_request.base.sha }}
HEAD: ${{ github.event.pull_request.head.sha }}
run: |
LANS=($(git diff $BASE...$HEAD -- newIDE/app/src/locales/LocalesMetadata.js | grep -E "^\s+\"languageName" | sed -E "s/^ *\"languageName\": \"//g" | sed -E "s/\",//g" | sed -E "s/ /_/g"))
ADDS=($(git diff $BASE...$HEAD -- newIDE/app/src/locales/LocalesMetadata.js | grep -E "^\+\s*\"translationRatio\"" | sed -E "s/^\+ *\"translationRatio\": //g"))
SUBS=($(git diff $BASE...$HEAD -- newIDE/app/src/locales/LocalesMetadata.js | grep -E "^\-\s*\"translationRatio\"" | sed -E "s/^\- *\"translationRatio\": //g"))
touch sumup.md
echo "## $COMMENT_TITLE" >> sumup.md
echo "" >> sumup.md
echo "| Language | Change |" >> sumup.md
echo "| --- | --- |" >> sumup.md
for index in ${!ADDS[@]}; do
DELTA=$(echo "scale=3; (${ADDS[index]} - ${SUBS[index]})*100/1" | bc)
if (( $(echo "$DELTA == 0" | bc -l) )); then
continue
fi
LANGUAGE=${LANS[index]//_/ }
echo "| $LANGUAGE | $(printf "%1.3f" $DELTA) % |" >> sumup.md
done
- name: Find Comment
uses: peter-evans/find-comment@v2
id: fc
with:
token: ${{ secrets.GITHUB_TOKEN }}
issue-number: ${{ github.event.number }}
body-includes: ${{ env.COMMENT_TITLE }}
- name: Autocomment pull request with sumup
uses: peter-evans/create-or-update-comment@v3
with:
token: ${{ secrets.GITHUB_TOKEN }}
issue-number: ${{ github.event.number }}
comment-id: ${{ steps.fc.outputs.comment-id }}
edit-mode: replace
body-path: "sumup.md"

View File

@@ -0,0 +1,68 @@
# GitHub Action to update translations by downloading them from Crowdin,
# and open a Pull Request with the changes.
name: Update translations
on:
# Execute only on master
push:
branches:
- master
# Allows to run this workflow manually from the Actions tab.
workflow_dispatch:
jobs:
update-translations:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
- uses: actions/setup-node@v3
with:
node-version: 16
cache: 'npm'
cache-dependency-path: 'newIDE/app/package-lock.json'
- name: Install gettext
run: sudo apt update && sudo apt install gettext -y
- name: Install newIDE dependencies
run: npm install
working-directory: newIDE/app
# We need to extract translations first to make sure all the source strings
# are included in the English catalogs. Otherwise, missing source strings
# with parameters (like "My name is {0}.") would be shown as-is when
# the app is built (but not in development - unclear why, LinguiJS issue?).
- name: Extract translations
run: npm run extract-all-translations
working-directory: newIDE/app
# (Build and) download the most recent translations (PO files) from Crowdin.
- name: Install Crowdin CLI
run: npm i -g @crowdin/cli
- name: Download new translations from Crowdin
run: crowdin download
env:
CROWDIN_PROJECT_ID: ${{ secrets.CROWDIN_PROJECT_ID }}
CROWDIN_PERSONAL_TOKEN: ${{ secrets.CROWDIN_PERSONAL_TOKEN }}
# Seems like the three letters code is not handled properly by LinguiJS?
# Do without this language while we find a solution.
- name: Remove catalogs not handled properly by LinguiJS compile command.
run: rm -rf newIDE/app/src/locales/pcm_NG/
- name: Compile translations into .js files that are read by LinguiJS
run: npm run compile-translations
working-directory: newIDE/app
- name: Create a Pull Request with the changes
uses: peter-evans/create-pull-request@v5
with:
commit-message: Update translations [skip ci]
branch: chore/update-translations
delete-branch: true
title: "[Auto PR] Update translations"
body: |
This updates the translations by downloading them from Crowdin and compiling them for usage by the app.
Please double check the values in `newIDE/app/src/locales/LocalesMetadata.js` to ensure the changes are sensible.

38
.gitignore vendored
View File

@@ -1,5 +1,5 @@
/Core/GDCore/Tools/VersionPriv.h
/docs
/docs-wiki
/ExtLibs/SFML
/ExtLibs/*.7z
/scripts/logs/*.txt
@@ -8,49 +8,17 @@
/Binaries/.embuild*
/Binaries/build*
/Binaries/embuild*
/Binaries/Releases/*.exe
/Binaries/Releases/**/*.7z
/Binaries/Releases/**/*.tar.bz2
/Binaries/Releases/**/*.tar.lzma
/Binaries/Releases/**/*.zip
/Binaries/Releases/**/*.deb
*.depend
*.layout
*.xgdwe
*.xgdw
*.xgdle
*.xgdl
*.xgdme
*.xgdm
/emsdk
*.dll
*.exe
*.a
*.so
*.bc
*.debhelper.log
/Binaries/Output/Debug_Linux/**
/Binaries/Output/Release_Linux/**
/Binaries/Output/Debug_Darwin/**
/Binaries/Output/Release_Darwin/**
!/Binaries/Output/Release_Linux/StartGDevelop.sh
!/Binaries/Output/Release_Linux/CppPlatform/
/Binaries/**/MinGW32
/Binaries/**/CppPlatform/Runtime
/Binaries/**/CppPlatform/Sources
/Binaries/**/CppPlatform/include
/Binaries/**/CppPlatform/Extensions/include
/Binaries/**/JsPlatform/Runtime
/Binaries/**/JsPlatform/*.dll
/Binaries/**/JsPlatform/*.dll.a
/Binaries/Output/Release_Windows/newIDE
/Binaries/Output
*.autosave
!/GDCpp/scripts/bcp.exe
!/scripts/libgettextlib-0-17.dll
!/scripts/libgettextsrc-0-17.dll
!/xgettext.exe
!/Binaries/Output/Release_Windows/locale/*.dll
!/Binaries/Output/Release_Windows/locale/msgcat.exe
!/Binaries/Output/Release_Windows/locale/msgfmt.exe
!/ExtLibs/curl.exe
!/ExtLibs/7za.exe
!/ExtLibs/SFML/extlibs/**/*.dll

25
.gitpod.yml Normal file
View File

@@ -0,0 +1,25 @@
# This is a configuration file allowing to quickly set up a development environment
# on GitPod (https://www.gitpod.io/).
# Also check GitHub codespaces if you're interested in working
# on a remote development server.
# This works well for:
# - The editor web-app, including the C++ classes.
# This is not yet adapted for:
# - Working on the game engine or extensions, as they can't be easily tested on the web-app.
# - Working on the desktop app (Electron).
tasks:
- name: Install dependencies for Emscripten and build GDevelop.js
init: |
sudo apt-get update
sudo apt install cmake python-is-python3 python3-distutils -y
git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..
cd GDevelop.js
npm install
source ../emsdk/emsdk_env.sh && npm run build -- --dev
cd ..
- name: Install GDevelop IDE dependencies
init: cd newIDE/app && npm install && cd ../electron-app && npm install

107
.semaphore/semaphore.yml Normal file
View File

@@ -0,0 +1,107 @@
version: v1.0
name: Fast tests (not building GDevelop.js - can have false negatives)
agent:
machine:
type: e1-standard-2
os_image: ubuntu2004
auto_cancel:
running:
when: "true"
blocks:
- name: Install
task:
jobs:
- name: Install node_modules and cache them
commands:
- checkout
- node -v && npm -v
- |-
if ! cache has_key newIDE-app-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum newIDE/app/package-lock.json); then
cd newIDE/app
npm ci
cd ../..
cache store newIDE-app-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum newIDE/app/package-lock.json) newIDE/app/node_modules
fi
- |-
if ! cache has_key GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json); then
cd GDJS
git checkout package-lock.json # Ensure no changes was made by newIDE post-install tasks.
npm ci
cd ..
cache store GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json) GDJS/node_modules
fi
- |-
if ! cache has_key GDJS-tests-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/tests/package-lock.json); then
cd GDJS/tests
npm ci
cd ../..
cache store GDJS-tests-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/tests/package-lock.json) GDJS/tests/node_modules
fi
dependencies: []
- name: Type checks
dependencies:
- Install
task:
jobs:
- name: newIDE typing
commands:
- checkout
- cache restore newIDE-app-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum newIDE/app/package-lock.json)
- cache restore GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json)
- cd newIDE/app
- npm run postinstall
- npm run flow
- npm run check-script-types
- cd ../..
- name: GDJS typing and documentation generation
commands:
- checkout
- cache restore GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json)
- cache restore GDJS-tests-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/tests/package-lock.json)
- cd GDJS
- npm run check-types
- npm run generate-doc
- name: Auto formatting
dependencies:
- Install
task:
jobs:
- name: newIDE auto-formatting
commands:
- checkout
- cache restore newIDE-app-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum newIDE/app/package-lock.json)
- cache restore GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json)
- cd newIDE/app
- npm run postinstall
- npm run check-format
- cd ../..
- name: GDJS auto-formatting
commands:
- checkout
- cache restore GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json)
- cd GDJS
- npm run check-format
- cd ..
- name: Tests
dependencies:
- Install
task:
jobs:
- name: newIDE tests
commands:
- checkout
- cache restore newIDE-app-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum newIDE/app/package-lock.json)
- cache restore GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json)
- cd newIDE/app
- npm run postinstall
- npm run analyze-test-coverage
- cd ../..
- name: GDJS tests
commands:
- checkout
- cache restore GDJS-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/package-lock.json)
- cache restore GDJS-tests-node_modules-$SEMAPHORE_GIT_BRANCH-revision-$(checksum GDJS/tests/package-lock.json)
- cd GDJS
- npm run build
- npm run test
- cd ../..

View File

@@ -1,7 +1,12 @@
# Travis CI configuration to build and run all tests
# (and typing/formatting) for the Core, newIDE, GDJS.
#
# See also Semaphore CI for quick tests (not building GDevelop.js, so
# faster but not always reliable).
language: cpp
sudo: false
compiler:
- gcc
- clang
# Cache .npm folder for faster npm install
@@ -9,22 +14,7 @@ cache:
directories:
- $HOME/.npm
env:
global:
- GCC_VERSION="4.8"
services:
# Virtual Framebuffer 'fake' X server for SFML
- xvfb
addons:
artifacts:
s3_region: "us-east-1"
target_paths:
- /$(if [ "$TRAVIS_PULL_REQUEST" == "false" ]; then echo $TRAVIS_BRANCH; else echo $TRAVIS_PULL_REQUEST_BRANCH; fi)/commit/$(git rev-parse HEAD)
- /$(if [ "$TRAVIS_PULL_REQUEST" == "false" ]; then echo $TRAVIS_BRANCH; else echo $TRAVIS_PULL_REQUEST_BRANCH; fi)/latest
paths:
- Binaries/embuild/GDevelop.js
apt:
sources:
- ubuntu-toolchain-r-test
@@ -32,29 +22,16 @@ addons:
# Build dependencies:
- cmake
- p7zip-full
- g++-4.8
# SFML dependencies:
- libopenal-dev
- libjpeg-dev
- libglew-dev
- libudev-dev
- libxrandr-dev
- libsndfile1-dev
- libglu1-mesa-dev
- libfreetype6-dev
before_install:
#Activate X Virtual Framebuffer to allow tests to
#use SFML.
- "export DISPLAY=:99.0"
# This workaround is required to avoid libstdc++ errors (Emscripten requires a recent version of libstdc++)
- wget -q -O libstdc++6 http://security.ubuntu.com/ubuntu/pool/main/g/gcc-5/libstdc++6_5.4.0-6ubuntu1~16.04.12_amd64.deb
- sudo dpkg --force-all -i libstdc++6
install:
#Get the correct version of gcc/g++
- if [ "$CXX" = "g++" ]; then export CXX="g++-${GCC_VERSION}" CC="gcc-${GCC_VERSION}"; fi
#Compile the tests only for GDCore and GDCpp
# Ensure we use a recent version of Node.js (and npm).
- nvm install v16 && nvm use v16
#Compile the tests only for GDCore
- mkdir .build-tests
- cd .build-tests
- cmake -DBUILD_GDJS=FALSE -DBUILD_TESTS=TRUE -DCMAKE_CXX_COMPILER=$(which $CXX) -DCMAKE_C_COMPILER=$(which $CC) ..
@@ -62,31 +39,24 @@ install:
- cd ..
# Install Emscripten (for GDevelop.js)
- git clone https://github.com/juj/emsdk.git
- cd emsdk
- ./emsdk install 1.39.6
- ./emsdk activate 1.39.6
- source ./emsdk_env.sh
- cd ..
# Install GDevelop.js dependencies and compile it
- cd GDevelop.js
- npm install -g grunt-cli
- npm install
- npm run build
- cd ..
#Install newIDE tests dependencies
- cd emsdk && ./emsdk install 1.39.6 && ./emsdk activate 1.39.6 && cd ..
# Install GDevelop.js dependencies
- cd GDevelop.js && npm install && cd ..
# Build GDevelop.js
# (in a subshell to avoid Emscripten polluting the Node.js and npm version for the rest of the build)
- (set -e; cd GDevelop.js && source ../emsdk/emsdk_env.sh && npm run build && cd ..)
# Install newIDE tests dependencies
- npm -v
- cd newIDE/app && npm install
- cd ../..
#Install GDJS tests dependencies
- cd GDJS/tests && npm install
# Install GDJS tests dependencies
- cd GDJS && npm install && cd tests && npm install
- cd ../..
script:
# GDCore and GDCpp game engine tests:
# GDCore tests:
- cd .build-tests
- Core/GDCore_tests
- GDCpp/GDCpp_tests
- Extensions/PathfindingBehavior/PathfindingBehavior_Runtime_tests
- Extensions/LinkedObjects/LinkedObjects_Runtime_tests
- cd ..
# GDevelop.js tests
- cd GDevelop.js
@@ -97,8 +67,13 @@ script:
- npm test
- npm run flow
- npm run check-format
- npm run check-script-types
- cd ../..
# GDJS tests:
- cd GDJS
- npm run check-format
- cd ..
# GDJS game engine tests, disabled on Travis CI because ChromeHeadless can't be started.
# See them running on Semaphore-CI instead: https://semaphoreci.com/4ian/gd
# See them running on Semaphore-CI instead: https://gdevelop.semaphoreci.com/projects/GDevelop
# - cd GDJS/tests && npm test
# - cd ../..

129
.vscode/GDevelopExtensions.code-snippets vendored Normal file
View File

@@ -0,0 +1,129 @@
{
"Define extension": {
"scope": "javascript",
"description": "Adds the boilerplate code of a GDevelop extension definition.",
"prefix": "gdext",
"body": [
"// @flow",
"/**",
" * This is a declaration of an extension for GDevelop 5.",
" *",
" * Changes in this file are watched and automatically imported if the editor",
" * is running. You can also manually run `node import-GDJS-Runtime.js` (in newIDE/app/scripts).",
" *",
" * The file must be named \"JsExtension.js\", otherwise GDevelop won't load it.",
" * ⚠️ If you make a change and the extension is not loaded, open the developer console",
" * and search for any errors.",
" *",
" * More information on https://github.com/4ian/GDevelop/blob/master/newIDE/README-extensions.md",
" */",
"",
"/*::",
"// Import types to allow Flow to do static type checking on this file.",
"// Extensions declaration are typed using Flow (like the editor), but the files",
"// for the game engine are checked with TypeScript annotations.",
"import { type ObjectsRenderingService, type ObjectsEditorService } from '../JsExtensionTypes.flow.js'",
"*/",
"",
"module.exports = {",
"\tcreateExtension: function (",
"\t\t/*: (string) => string */,",
"\t\tgd /*: libGDevelop */",
"\t) {",
"\t\tconst extension = new gd.PlatformExtension();",
"\t\textension",
"\t\t\t.setExtensionInformation(",
"\t\t\t\t'${1:${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/$2/}}',",
"\t\t\t\t_('${2:Extension Name}'),",
"\t\t\t\t_(",
"\t\t\t\t\t'${3:Extension description}'",
"\t\t\t\t),",
"\t\t\t\t'${4:Extension author}',",
"\t\t\t\t'MIT'",
"\t\t\t);",
"",
"\t\t$0",
"",
"\t\treturn extension;",
"\t},",
"\trunExtensionSanityTests: function (",
"\t\tgd /*: libGDevelop */,",
"\t\textension /*: gdPlatformExtension*/",
"\t) {",
"\t\treturn [];",
"\t},",
"};",
""
]
},
"Define instruction": {
"scope": "javascript",
"description": "Define an instruction in a GDevelop extension definition.",
"prefix": "gdinstr",
"body": [
"extension",
"\t.add${1|Condition,Action|}(",
"\t\t'${2:InstructionInternalName}',",
"\t\t_('${3:Instruction full name}'),",
"\t\t_(",
"\t\t\t'${4:Instruction description}'",
"\t\t),",
"\t\t_('${5:Event sheet sentence}'),",
"\t\t_('${6:Events group}'),",
"\t\t'JsPlatform/Extensions/${8:icon}.png',",
"\t\t'JsPlatform/Extensions/${8:icon}.png'",
"\t)",
"\t.getCodeExtraInformation()",
"\t.setIncludeFile('Extensions/${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/$2/}/${9:${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/${2:/downcase}/}tools}.js')",
"\t.setFunctionName('gdjs.evtTools.${7:${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/${2:/downcase}/}.}');",
"",
"$0"
]
},
"Define expression": {
"scope": "javascript",
"description": "Define an expression in a GDevelop extension definition.",
"prefix": "gdexp",
"body": [
"extension",
"\t.add${1|Expression,StrExpression|}(",
"\t\t'${2:ExpressionsInternalName}',",
"\t\t_('${3:Expression full name}'),",
"\t\t_(",
"\t\t\t'${4:Expression description}'",
"\t\t),",
"\t\t_('${5:Events group}'),",
"\t\t'JsPlatform/Extensions/${7:icon}.png'",
"\t)",
"\t.getCodeExtraInformation()",
"\t.setIncludeFile('Extensions/${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/$2/}/${8:${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/${2:/downcase}/}tools}.js')",
"\t.setFunctionName('gdjs.evtTools.${6:${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/${2:/downcase}/}.}');",
"",
"$0"
]
},
"Add parameter": {
"scope": "javascript",
"description": "Define a parameter in a GDevelop extension definition.",
"prefix": "gdparam",
"body": [
".addParameter('${1|string,expression,object,behavior,yesorno,stringWithSelector,scenevar,globalvar,objectvar,objectList,objectListWithoutPicking,color,key,sceneName,file,layer,relationalOperator,operator,trueorfalse,musicfile,soundfile,police,mouse,passwordjoyaxis,camera,objectPtr,forceMultiplier|}', '${2:Parameter description}', '${3:Optional parameter data}', /*parameterIsOptional=*/${4|false,true|})"
]
},
"Add code only parameter": {
"scope": "javascript",
"description": "Define a parameter in a GDevelop extension definition.",
"prefix": "gdcoparam",
"body": [
".addCodeOnlyParameter('${1|inlineCode,currentScene,objectsContext,eventsFunctionContext,conditionInverted|}', '${2:Inline code (for inlineCode parameter)}')"
]
},
"Add include": {
"scope": "javascript",
"description": "Define an include file in a GDevelop extension definition.",
"prefix": "gdincl",
"body": [
".addIncludeFile('Extensions/${TM_DIRECTORY/(.*)[\\\\\\/](.*)[\\\\\\/]?$/$2/}/${1:include}.js')"
]
}
}

View File

@@ -4,18 +4,16 @@
"name": "Mac",
"includePath": [
"${workspaceRoot}",
"${workspaceRoot}/GDCpp",
"${workspaceRoot}/GDJS",
"${workspaceRoot}/Extensions",
"${workspaceRoot}/Core",
"${workspaceRoot}/ExtLibs/SFML/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1",
"/usr/local/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include",
"/usr/include",
"${workspaceRoot}"
],
"defines": [
"EMSCRIPTEN",
"GD_IDE_ONLY",
"GD_CORE_API=/* Macro used to export classes on Windows, please ignore */",
"GD_API=/* Macro used to export classes on Windows, please ignore */",
@@ -27,7 +25,6 @@
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1",
"/usr/local/include",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include",
"/usr/include",
"${workspaceRoot}"
],
"limitSymbolsToIncludedHeaders": true,
@@ -45,17 +42,15 @@
"name": "Linux",
"includePath": [
"${workspaceRoot}",
"${workspaceRoot}/IDE",
"${workspaceRoot}/GDCpp",
"${workspaceRoot}/GDJS",
"${workspaceRoot}/Extensions",
"${workspaceRoot}/Core",
"${workspaceRoot}/ExtLibs/SFML/include",
"/usr/include",
"/usr/local/include",
"${workspaceRoot}"
],
"defines": [
"EMSCRIPTEN",
"GD_IDE_ONLY",
"GD_CORE_API=/* Macro used to export classes on Windows, please ignore */",
"GD_API=/* Macro used to export classes on Windows, please ignore */",
@@ -76,18 +71,15 @@
"name": "Win32",
"includePath": [
"${workspaceRoot}",
"${workspaceRoot}/IDE",
"${workspaceRoot}/GDCpp",
"${workspaceRoot}/GDJS",
"${workspaceRoot}/Extensions",
"${workspaceRoot}/Core",
"${workspaceRoot}/ExtLibs/SFML/include",
"C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/include",
"${workspaceRoot}"
],
"defines": [
"_DEBUG",
"UNICODE",
"EMSCRIPTEN",
"GD_IDE_ONLY",
"GD_CORE_API=/* Macro used to export classes on Windows, please ignore */",
"GD_API=/* Macro used to export classes on Windows, please ignore */",
@@ -96,7 +88,6 @@
"intelliSenseMode": "msvc-x64",
"browse": {
"path": [
"C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/include/*",
"${workspaceRoot}"
],
"limitSymbolsToIncludedHeaders": true,

8
.vscode/extensions.json vendored Normal file
View File

@@ -0,0 +1,8 @@
{
"recommendations": [
"esbenp.prettier-vscode",
"xaver.clang-format",
"ms-vscode.cpptools",
"flowtype.flow-for-vscode"
]
}

53
.vscode/launch.json vendored Normal file
View File

@@ -0,0 +1,53 @@
{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"type": "node",
"request": "launch",
"name": "GDevelop.js Jest tests (all)",
"program": "${workspaceFolder}/GDevelop.js/node_modules/.bin/jest",
"args": ["--runInBand"],
"console": "integratedTerminal",
"internalConsoleOptions": "neverOpen",
"disableOptimisticBPs": true,
"cwd": "${workspaceFolder}/GDevelop.js"
},
{
"type": "node",
"request": "launch",
"name": "newIDE/app Jest tests (current file)",
"program": "${workspaceFolder}/newIDE/app/node_modules/.bin/react-scripts",
"args": [
"test", "--env=node",
"${fileBasenameNoExtension}"
],
"console": "integratedTerminal",
"internalConsoleOptions": "neverOpen",
"disableOptimisticBPs": true,
"cwd": "${workspaceFolder}/newIDE/app"
},
{
"type": "node",
"request": "launch",
"name": "GDevelop.js Jest tests (current file)",
"program": "${workspaceFolder}/GDevelop.js/node_modules/.bin/jest",
"args": [
"${fileBasenameNoExtension}"
],
"console": "integratedTerminal",
"internalConsoleOptions": "neverOpen",
"disableOptimisticBPs": true,
"cwd": "${workspaceFolder}/GDevelop.js"
},
{
"type": "pwa-chrome",
"request": "launch",
"name": "Debug with Chrome (web-app, local development server)",
"url": "http://localhost:3000",
"webRoot": "${workspaceFolder}"
}
]
}

30
.vscode/settings.json vendored
View File

@@ -89,18 +89,34 @@
"__errc": "cpp",
"__node_handle": "cpp",
"bit": "cpp",
"optional": "cpp"
"optional": "cpp",
"filesystem": "cpp",
"compare": "cpp",
"concepts": "cpp",
"xfacet": "cpp",
"xhash": "cpp",
"xiosbase": "cpp",
"xlocale": "cpp",
"xlocinfo": "cpp",
"xlocmon": "cpp",
"xlocnum": "cpp",
"xloctime": "cpp",
"xmemory": "cpp",
"xstddef": "cpp",
"xstring": "cpp",
"xtr1common": "cpp",
"xtree": "cpp",
"xutility": "cpp",
"xlocbuf": "cpp",
"xlocmes": "cpp",
"xmemory0": "cpp",
"memory_resource": "cpp"
},
"files.exclude": {
"Binaries/*build*": true,
"Binaries/Output": true,
"Binaries/Packaging/GDevelop.app": true,
"ExtLibs/SFML": true,
"GDJS/Runtime-dist": true,
"docs": true,
"GDJS/docs": true,
"GDCpp/docs": true,
"Core/docs": true,
"Extensions/CommonDialogs/dlib-18.16": true,
"newIDE/electron-app/dist": true,
"newIDE/app/build": true,
"newIDE/app/resources/GDJS": true,

158
.vscode/tasks.json vendored
View File

@@ -1,66 +1,100 @@
{
"version": "2.0.0",
"tasks": [
{
"type": "npm",
"script": "start",
"path": "newIDE/app/",
"group": {
"kind": "build",
"isDefault": true
},
"problemMatcher": [],
"label": "Start development server",
"detail": "Starts the GDevelop development server."
},
{
"type": "npm",
"script": "build",
"path": "GDevelop.js/",
"group": "build",
"problemMatcher": [],
"label": "Build GDevelop.js",
"detail": "Builds GDCore for newIDE."
},
{
"type": "npm",
"script": "format",
"path": "newIDE/app/",
"problemMatcher": [],
"label": "Format newIDE",
"detail": "Run auto-formatting (with Prettier) for the newIDE/app directory."
},
{
"type": "npm",
"script": "test",
"path": "newIDE/app/",
"group": {
"kind": "test",
"isDefault": true
},
"problemMatcher": [],
"label": "Run newIDE tests",
"detail": "Run tests for newIDE."
},
{
"type": "typescript",
"tsconfig": "GDJS/tsconfig.json",
"option": "watch",
"problemMatcher": [
"$tsc-watch"
],
"group": "test",
"label": "GDJS TS Check",
"detail": "Runs a types check on the GDJS Runtime."
},
{
"type": "npm",
"script": "test",
"path": "GDJS/",
"group": "test",
"problemMatcher": [],
"label": "Run GDJS tests",
"detail": "Run tests for GDJS."
}
]
{
"type": "npm",
"script": "start",
"path": "newIDE/app/",
"group": "build",
"label": "Start development server",
"detail": "Starts the GDevelop development server.",
"problemMatcher": [
{
"owner": "cra",
"fileLocation": ["relative", "${workspaceFolder}/newIDE/app"],
"source": "create-react-app",
"applyTo": "allDocuments",
"pattern": [
{
"regexp": "^([^\\s].*?)$",
"file": 1
},
{
"regexp": "^ Line\\s+(\\d+):\\s+(.*)\\s\\s+(.*)$",
"line": 1,
"message": 2,
"code": 3,
"loop": true
}
],
"background": {
"activeOnStart": true,
"beginsPattern": "^(?:Compiled with warnings\\.|Compiled successfully!)$",
"endsPattern": "^(?:Search for the keywords to learn more about each warning\\.|Note that the development build is not optimized\\.)$"
}
}
],
"presentation": {
"reveal": "silent"
},
"isBackground": true,
"runOptions": { "instanceLimit": 1, "runOn": "folderOpen" }
},
{
"type": "npm",
"script": "start",
"path": "newIDE/electron-app/",
"group": "build",
"problemMatcher": [],
"label": "Start electron app",
"detail": "Starts the development local version of GDevelop."
},
{
"type": "npm",
"script": "build",
"path": "GDevelop.js/",
"group": "build",
"problemMatcher": [],
"label": "Build GDevelop.js",
"detail": "Builds GDCore for newIDE."
},
{
"type": "npm",
"script": "format",
"path": "newIDE/app/",
"problemMatcher": [],
"label": "Format newIDE",
"detail": "Run auto-formatting (with Prettier) for the newIDE/app directory."
},
{
"type": "npm",
"script": "test",
"path": "newIDE/app/",
"group": {
"kind": "test",
"isDefault": true
},
"problemMatcher": [],
"label": "Run newIDE tests",
"detail": "Run tests for newIDE."
},
{
"type": "typescript",
"tsconfig": "tsconfig.json",
"option": "watch",
"problemMatcher": ["$tsc-watch"],
"group": "test",
"label": "GDJS TS Check",
"detail": "Runs a types check on the GDJS Runtime."
},
{
"type": "npm",
"script": "test",
"path": "GDJS/",
"group": "test",
"problemMatcher": [],
"label": "Run GDJS tests",
"detail": "Run tests for GDJS."
}
]
}

View File

@@ -1,6 +0,0 @@
[Dolphin]
Timestamp=2015,4,21,21,49,19
Version=3
[Settings]
HiddenFilesShown=true

View File

@@ -1,4 +1,3 @@
This is the directory where native/WebAssembly binaries from GDCore, GDCpp and GDJS are produced.
This is the directory where native or WebAssembly binaries of the C++ code of GDCore and GDJS are produced.
In particular, the extensions and/or the JS platform files will be
created into Output/Release_*OSNAME* with *OSNAME* being Windows, Linux or Darwin.
See GDevelop.js README for the instructions to compile after a change in the C++ source code.

View File

@@ -1,5 +1,5 @@
#This is the CMake file used to build GDevelop.
#For more information, see the Readme.md file.
#For more information, see the README.md file.
cmake_minimum_required(VERSION 2.6)
cmake_policy(SET CMP0011 NEW)
@@ -14,12 +14,10 @@ macro(gd_set_option var default type docstring)
endif()
set(${var} ${${var}} CACHE ${type} ${docstring} FORCE)
endmacro()
gd_set_option(BUILD_CORE TRUE BOOL "TRUE to build GDevelop Core library, FALSE to use the already compiled binaries")
gd_set_option(BUILD_GDCPP TRUE BOOL "TRUE to build GDevelop C++ Platform")
gd_set_option(BUILD_CORE TRUE BOOL "TRUE to build GDevelop Core library")
gd_set_option(BUILD_GDJS TRUE BOOL "TRUE to build GDevelop JS Platform")
gd_set_option(BUILD_EXTENSIONS TRUE BOOL "TRUE to build the extensions")
gd_set_option(BUILD_TESTS FALSE BOOL "TRUE to build the tests")
gd_set_option(FULL_VERSION_NUMBER TRUE BOOL "TRUE to build GDevelop with its full version number (lastest tag + commit hash), FALSE to only use the lastest tag (avoid rebulding many source file when developping)")
gd_set_option(BUILD_TESTS TRUE BOOL "TRUE to build the tests")
# Disable deprecated code
set(NO_GUI TRUE CACHE BOOL "" FORCE) #Force disable old GUI related code.
@@ -49,15 +47,11 @@ IF(APPLE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_WCHAR_H_CPLUSPLUS_98_CONFORMANCE_")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-potentially-evaluated-expression")
ENDIF()
#Sanity checks
IF ("${CMAKE_BUILD_TYPE}" STREQUAL "")
message( "CMAKE_BUILD_TYPE is empty, assuming build type is Release" )
set(CMAKE_BUILD_TYPE Release)
ENDIF()
IF (EMSCRIPTEN)
set(BUILD_GDCPP FALSE CACHE BOOL "" FORCE) #Force disable GDC++ when compiling with emscripten.
ENDIF()
IF("${CMAKE_BUILD_TYPE}" STREQUAL "Release" AND NOT WIN32 AND CMAKE_COMPILER_IS_GNUCXX)
SET(CMAKE_SHARED_LINKER_FLAGS "-s") #Force stripping to avoid errors when packaging for linux.
@@ -77,6 +71,13 @@ endif()
# Mark some warnings as errors
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# Activate as much warnings as possible to avoid errors like
# uninitialized variables or other hard to debug bugs.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unknown-warning-option")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-reorder-ctor -Wno-reorder -Wno-pessimizing-move -Wno-unused-variable -Wno-unused-private-field")
# Make as much warnings considered as errors as possible (only one for now).
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror=return-stack-address")
endif()
@@ -84,7 +85,6 @@ endif()
set(GD_base_dir ${CMAKE_CURRENT_SOURCE_DIR})
#Add all the CMakeLists:
ADD_SUBDIRECTORY(Version)
ADD_SUBDIRECTORY(ExtLibs)
IF(BUILD_CORE)
ADD_SUBDIRECTORY(Core)
@@ -92,10 +92,7 @@ ENDIF()
IF(BUILD_GDJS)
ADD_SUBDIRECTORY(GDJS)
ENDIF()
IF(BUILD_GDCPP)
ADD_SUBDIRECTORY(GDCpp)
ENDIF()
IF(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/GDevelop.js/CMakeLists.txt" AND EMSCRIPTEN)
IF(EMSCRIPTEN)
ADD_SUBDIRECTORY(GDevelop.js)
ENDIF()
IF(BUILD_EXTENSIONS)

View File

@@ -14,7 +14,6 @@ set(GDCORE_lib_dir ${GD_base_dir}/Binaries/Output/${CMAKE_BUILD_TYPE}_${CMAKE_SY
#Dependencies on external libraries:
###
include_directories(${sfml_include_dir})
#Defines
###
@@ -57,7 +56,6 @@ IF(EMSCRIPTEN)
ELSE()
add_library(GDCore SHARED ${source_files})
ENDIF()
add_dependencies(GDCore GDVersion)
IF(EMSCRIPTEN)
set_target_properties(GDCore PROPERTIES SUFFIX ".bc")
ELSEIF(WIN32)
@@ -69,14 +67,6 @@ set(LIBRARY_OUTPUT_PATH ${GD_base_dir}/Binaries/Output/${CMAKE_BUILD_TYPE}_${CMA
set(ARCHIVE_OUTPUT_PATH ${GD_base_dir}/Binaries/Output/${CMAKE_BUILD_TYPE}_${CMAKE_SYSTEM_NAME})
set(RUNTIME_OUTPUT_PATH ${GD_base_dir}/Binaries/Output/${CMAKE_BUILD_TYPE}_${CMAKE_SYSTEM_NAME})
#Linker files
###
IF(EMSCRIPTEN)
#Nothing.
ELSE()
target_link_libraries(GDCore ${sfml_LIBRARIES})
ENDIF()
#Tests
###
if(BUILD_TESTS)
@@ -89,5 +79,5 @@ if(BUILD_TESTS)
add_executable(GDCore_tests ${test_source_files})
set_target_properties(GDCore_tests PROPERTIES BUILD_WITH_INSTALL_RPATH FALSE) #Allow finding dependencies directly from build path on Mac OS X.
target_link_libraries(GDCore_tests GDCore)
target_link_libraries(GDCore_tests ${sfml_LIBRARIES})
target_link_libraries(GDCore_tests ${CMAKE_DL_LIBS})
endif()

View File

@@ -13,7 +13,6 @@
#include <string>
#include <vector>
#include "Utf8/utf8.h"
#include <SFML/System/String.hpp>
#ifdef __GNUC__
#define GD_DEPRECATED __attribute__((deprecated))

View File

@@ -14,9 +14,8 @@
*
* \section other Other documentations
*
* GDevelop is architectured around a `Core` (this library), platforms (`GDJS`, `GDCpp`) and extensions (`Extensions` folder). The editor (`newIDE` folder) is using all of these libraries.
* GDevelop is architectured around a `Core` (this library), a game engine (`GDJS`) and extensions (`Extensions` folder). The editor (`newIDE` folder) is using all of these libraries.
*
* - [Open GDevelop C++ Platform documentation](../GDCpp Documentation/index.html)
* - [Open GDevelop JS Platform documentation](../GDJS Documentation/index.html)
* - <a href="https://github.com/4ian/GDevelop/blob/master/newIDE/README.md">Getting started with the editor</a>
* - <a href="https://github.com/4ian/GDevelop/blob/master/newIDE/README-extensions.md">Getting started with the extensions</a>

View File

@@ -0,0 +1,36 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "AsyncEvent.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Serialization/SerializerElement.h"
using namespace std;
namespace gd {
AsyncEvent::AsyncEvent() : BaseEvent() {}
AsyncEvent::~AsyncEvent(){};
vector<const gd::InstructionsList *> AsyncEvent::GetAllActionsVectors() const {
vector<const gd::InstructionsList *> allActions;
allActions.push_back(&actions);
return allActions;
}
vector<gd::InstructionsList *> AsyncEvent::GetAllActionsVectors() {
vector<gd::InstructionsList *> allActions;
allActions.push_back(&actions);
return allActions;
}
} // namespace gd

View File

@@ -0,0 +1,61 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef GDCORE_ASYNCEVENT_H
#define GDCORE_ASYNCEVENT_H
#include "GDCore/Events/Event.h"
#include "GDCore/Events/EventsList.h"
#include "GDCore/Events/Instruction.h"
#include "GDCore/Events/InstructionsList.h"
namespace gd {
class Instruction;
class Project;
} // namespace gd
namespace gd {
/**
* \brief Internal event for asynchronous actions.
* This event gets added internally to the events tree when an
* asynchronous action is used.
*/
class GD_CORE_API AsyncEvent : public gd::BaseEvent {
public:
AsyncEvent();
AsyncEvent(const gd::Instruction &asyncAction_,
const gd::InstructionsList &actions_,
const gd::EventsList &subEvents_)
: asyncAction(asyncAction_), actions(actions_), subEvents(subEvents_) {
SetType("BuiltinAsync::Async");
};
virtual ~AsyncEvent();
virtual gd::AsyncEvent *Clone() const { return new AsyncEvent(*this); }
virtual bool IsExecutable() const { return true; }
virtual bool CanHaveSubEvents() const { return true; }
virtual const gd::EventsList &GetSubEvents() const { return subEvents; };
virtual gd::EventsList &GetSubEvents() { return subEvents; };
const gd::InstructionsList &GetActions() const { return actions; };
gd::InstructionsList &GetActions() { return actions; };
const gd::Instruction &GetInstruction() const { return asyncAction; };
gd::Instruction &GetInstruction() { return asyncAction; };
virtual std::vector<const gd::InstructionsList *>
GetAllActionsVectors() const;
virtual std::vector<gd::InstructionsList *> GetAllActionsVectors();
private:
gd::Instruction asyncAction;
gd::InstructionsList actions;
EventsList subEvents;
};
} // namespace gd
#endif // GDCORE_STANDARDEVENT_H

View File

@@ -21,6 +21,13 @@ vector<gd::String> CommentEvent::GetAllSearchableStrings() const {
return allSearchableStrings;
}
bool CommentEvent::ReplaceAllSearchableStrings(
std::vector<gd::String> newSearchableString) {
if (newSearchableString[0] == com1) return false;
SetComment(newSearchableString[0]);
return true;
}
void CommentEvent::SerializeTo(SerializerElement &element) const {
element.AddChild("color")
.SetAttribute("r", r)
@@ -31,7 +38,7 @@ void CommentEvent::SerializeTo(SerializerElement &element) const {
.SetAttribute("textB", textB);
element.AddChild("comment").SetValue(com1);
element.AddChild("comment2").SetValue(com2);
if (!com2.empty()) element.AddChild("comment2").SetValue(com2);
}
void CommentEvent::UnserializeFrom(gd::Project &project,
@@ -46,7 +53,9 @@ void CommentEvent::UnserializeFrom(gd::Project &project,
textB = colorElement.GetIntAttribute("textB");
com1 = element.GetChild("comment", 0, "Com1").GetValue().GetString();
com2 = element.GetChild("comment2", 0, "Com2").GetValue().GetString();
if (element.HasChild("comment2")) {
com2 = element.GetChild("comment2", 0, "Com2").GetValue().GetString();
}
}
} // namespace gd

View File

@@ -47,6 +47,8 @@ class GD_CORE_API CommentEvent : public gd::BaseEvent {
void SetComment(const gd::String& comment) { com1 = comment; }
virtual std::vector<gd::String> GetAllSearchableStrings() const;
virtual bool ReplaceAllSearchableStrings(
std::vector<gd::String> newSearchableString);
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,

View File

@@ -53,8 +53,10 @@ void ForEachChildVariableEvent::SerializeTo(SerializerElement& element) const {
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
if (!events.IsEmpty())
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void ForEachChildVariableEvent::UnserializeFrom(gd::Project& project,
@@ -66,8 +68,12 @@ void ForEachChildVariableEvent::UnserializeFrom(gd::Project& project,
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"));
events.Clear();
if (element.HasChild("events", "Events")) {
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
}
} // namespace gd

View File

@@ -74,8 +74,10 @@ void ForEachEvent::SerializeTo(SerializerElement& element) const {
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
if (!events.IsEmpty())
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void ForEachEvent::UnserializeFrom(gd::Project& project,
@@ -86,8 +88,12 @@ void ForEachEvent::UnserializeFrom(gd::Project& project,
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"));
events.Clear();
if (element.HasChild("events", "Events")) {
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
}
} // namespace gd

View File

@@ -27,6 +27,13 @@ vector<gd::String> GroupEvent::GetAllSearchableStrings() const {
return allSearchableStrings;
}
bool GroupEvent::ReplaceAllSearchableStrings(
std::vector<gd::String> newSearchableString) {
if (newSearchableString[0] == name) return false;
SetName(newSearchableString[0]);
return true;
}
void GroupEvent::SerializeTo(SerializerElement& element) const {
element.SetAttribute("name", name);
element.SetAttribute("source", source);
@@ -69,5 +76,4 @@ void GroupEvent::SetBackgroundColor(unsigned int colorR_,
colorB = colorB_;
}
} // namespace gd

View File

@@ -13,6 +13,7 @@
namespace gd {
class Instruction;
class Project;
class EventVisitor;
}
class EventsCodeGenerationContext;
@@ -107,6 +108,8 @@ class GD_CORE_API GroupEvent : public gd::BaseEvent {
virtual gd::EventsList& GetSubEvents() { return events; };
virtual std::vector<gd::String> GetAllSearchableStrings() const;
virtual bool ReplaceAllSearchableStrings(
std::vector<gd::String> newSearchableString);
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,

View File

@@ -16,6 +16,7 @@
#include "GDCore/Project/Object.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "GDCore/Events/EventVisitor.h"
using namespace std;
@@ -156,4 +157,14 @@ void LinkEvent::UnserializeFrom(gd::Project& project,
}
}
bool LinkEvent::AcceptVisitor(gd::EventVisitor &eventVisitor) {
return BaseEvent::AcceptVisitor(eventVisitor) |
eventVisitor.VisitLinkEvent(*this);
}
void LinkEvent::AcceptVisitor(gd::ReadOnlyEventVisitor &eventVisitor) const {
BaseEvent::AcceptVisitor(eventVisitor);
eventVisitor.VisitLinkEvent(*this);
}
} // namespace gd

View File

@@ -30,7 +30,7 @@ class GD_CORE_API LinkEvent : public gd::BaseEvent {
includeEnd(gd::String::npos),
linkWasInvalid(false){};
virtual ~LinkEvent();
virtual gd::LinkEvent* Clone() const { return new LinkEvent(*this); }
virtual gd::LinkEvent* Clone() const override { return new LinkEvent(*this); }
/**
* Get the link target (i.e. the scene or external events the link refers to).
@@ -86,7 +86,7 @@ class GD_CORE_API LinkEvent : public gd::BaseEvent {
/**
* The link event must always be preprocessed.
*/
virtual bool MustBePreprocessed() { return true; }
virtual bool MustBePreprocessed() override { return true; }
/**
* \brief Get a pointer to the list of events that are targeted by the link.
@@ -107,11 +107,14 @@ class GD_CORE_API LinkEvent : public gd::BaseEvent {
EventsList& eventList,
std::size_t indexOfTheEventInThisList);
virtual bool IsExecutable() const { return true; };
virtual bool IsExecutable() const override { return true; };
virtual void SerializeTo(SerializerElement& element) const;
virtual void SerializeTo(SerializerElement& element) const override;
virtual void UnserializeFrom(gd::Project& project,
const SerializerElement& element);
const SerializerElement& element) override;
bool AcceptVisitor(gd::EventVisitor& eventVisitor) override;
void AcceptVisitor(gd::ReadOnlyEventVisitor& eventVisitor) const override;
private:
gd::String

View File

@@ -75,8 +75,10 @@ void RepeatEvent::SerializeTo(SerializerElement& element) const {
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
if (!events.IsEmpty())
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void RepeatEvent::UnserializeFrom(gd::Project& project,
@@ -89,8 +91,12 @@ void RepeatEvent::UnserializeFrom(gd::Project& project,
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"));
events.Clear();
if (element.HasChild("events", "Events")) {
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
}
} // namespace gd

View File

@@ -53,8 +53,10 @@ void StandardEvent::SerializeTo(SerializerElement& element) const {
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
if (!events.IsEmpty())
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void StandardEvent::UnserializeFrom(gd::Project& project,
@@ -63,8 +65,12 @@ void StandardEvent::UnserializeFrom(gd::Project& project,
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"));
events.Clear();
if (element.HasChild("events", "Events")) {
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
}
} // namespace gd

View File

@@ -52,8 +52,10 @@ void WhileEvent::SerializeTo(SerializerElement& element) const {
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
if (!events.IsEmpty())
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void WhileEvent::UnserializeFrom(gd::Project& project,
@@ -68,8 +70,12 @@ void WhileEvent::UnserializeFrom(gd::Project& project,
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"));
events.Clear();
if (element.HasChild("events", "Events")) {
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
}
} // namespace gd

View File

@@ -3,13 +3,17 @@
* Copyright 2008-present Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include <iostream>
#include "EffectsCodeGenerator.h"
#include <iostream>
#include "GDCore/Extensions/Metadata/EffectMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Project/Effect.h"
#include "GDCore/Project/EffectsContainer.h"
#include "GDCore/Project/Layer.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Project/Project.h"
namespace gd {
@@ -26,13 +30,30 @@ void ExposeProjectEffects(
auto& layout = project.GetLayout(s);
for (std::size_t l = 0; l < layout.GetLayersCount(); ++l) {
auto& layer = layout.GetLayer(l);
for (std::size_t e = 0; e < layer.GetEffectsCount(); ++e) {
auto& effect = layer.GetEffect(e);
auto& effects = layout.GetLayer(l).GetEffects();
for (std::size_t e = 0; e < effects.GetEffectsCount(); ++e) {
auto& effect = effects.GetEffect(e);
worker(effect);
}
}
for (std::size_t i = 0; i < layout.GetObjectsCount(); i++) {
auto& object = layout.GetObject(i);
auto& effects = object.GetEffects();
for (std::size_t e = 0; e < effects.GetEffectsCount(); e++) {
auto& effect = effects.GetEffect(e);
worker(effect);
}
}
}
// Add global object effects
for (std::size_t s = 0; s < project.GetObjectsCount(); s++) {
auto& effects = project.GetObject(s).GetEffects();
for (std::size_t e = 0; e < effects.GetEffectsCount(); e++) {
auto& effect = effects.GetEffect(e);
worker(effect);
}
}
}

View File

@@ -4,7 +4,9 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include <set>
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/Tools/EventsCodeNameMangler.h"
@@ -14,7 +16,7 @@ using namespace std;
namespace gd {
void EventsCodeGenerationContext::InheritsFrom(
const EventsCodeGenerationContext& parent_) {
EventsCodeGenerationContext& parent_) {
parent = &parent_;
// Objects lists declared by parent became "already declared" in the child
@@ -24,8 +26,8 @@ void EventsCodeGenerationContext::InheritsFrom(
parent_.objectsListsToBeDeclared.end(),
std::inserter(alreadyDeclaredObjectsLists,
alreadyDeclaredObjectsLists.begin()));
std::copy(parent_.objectsListsWithoutPickingToBeDeclared.begin(),
parent_.objectsListsWithoutPickingToBeDeclared.end(),
std::copy(parent_.objectsListsOrEmptyToBeDeclared.begin(),
parent_.objectsListsOrEmptyToBeDeclared.end(),
std::inserter(alreadyDeclaredObjectsLists,
alreadyDeclaredObjectsLists.begin()));
std::copy(parent_.emptyObjectsListsToBeDeclared.begin(),
@@ -33,6 +35,8 @@ void EventsCodeGenerationContext::InheritsFrom(
std::inserter(alreadyDeclaredObjectsLists,
alreadyDeclaredObjectsLists.begin()));
nearestAsyncParent = parent_.IsAsyncCallback() ? &parent_ : parent_.nearestAsyncParent;
asyncDepth = parent_.asyncDepth;
depthOfLastUse = parent_.depthOfLastUse;
customConditionDepth = parent_.customConditionDepth;
contextDepth = parent_.GetContextDepth() + 1;
@@ -42,33 +46,59 @@ void EventsCodeGenerationContext::InheritsFrom(
}
}
void EventsCodeGenerationContext::InheritsAsAsyncCallbackFrom(
EventsCodeGenerationContext& parent_) {
// Increasing the async depth is enough to mark the context as an async callback.
InheritsFrom(parent_);
asyncDepth = parent_.asyncDepth + 1;
}
void EventsCodeGenerationContext::Reuse(
const EventsCodeGenerationContext& parent_) {
EventsCodeGenerationContext& parent_) {
InheritsFrom(parent_);
if (parent_.CanReuse())
contextDepth = parent_.GetContextDepth(); // Keep same context depth
}
void EventsCodeGenerationContext::NotifyAsyncParentsAboutDeclaredObject(const gd::String& objectName) {
gd::EventsCodeGenerationContext* asyncContext = IsAsyncCallback() ? this : nearestAsyncParent;
for (;
asyncContext != nullptr;
asyncContext = asyncContext->parent->nearestAsyncParent)
asyncContext->allObjectsListToBeDeclaredAcrossChildren.insert(objectName);
}
void EventsCodeGenerationContext::ObjectsListNeeded(
const gd::String& objectName) {
if (!IsToBeDeclared(objectName))
if (!IsToBeDeclared(objectName)) {
objectsListsToBeDeclared.insert(objectName);
if (IsInsideAsync()) {
NotifyAsyncParentsAboutDeclaredObject(objectName);
}
}
depthOfLastUse[objectName] = GetContextDepth();
}
void EventsCodeGenerationContext::ObjectsListWithoutPickingNeeded(
void EventsCodeGenerationContext::ObjectsListNeededOrEmptyIfJustDeclared(
const gd::String& objectName) {
if (!IsToBeDeclared(objectName))
objectsListsWithoutPickingToBeDeclared.insert(objectName);
if (!IsToBeDeclared(objectName)) {
objectsListsOrEmptyToBeDeclared.insert(objectName);
if (IsInsideAsync()) {
NotifyAsyncParentsAboutDeclaredObject(objectName);
}
}
depthOfLastUse[objectName] = GetContextDepth();
}
void EventsCodeGenerationContext::EmptyObjectsListNeeded(
const gd::String& objectName) {
if (!IsToBeDeclared(objectName))
if (!IsToBeDeclared(objectName)) {
emptyObjectsListsToBeDeclared.insert(objectName);
}
depthOfLastUse[objectName] = GetContextDepth();
}
@@ -77,8 +107,8 @@ std::set<gd::String> EventsCodeGenerationContext::GetAllObjectsToBeDeclared()
const {
std::set<gd::String> allObjectListsToBeDeclared(
objectsListsToBeDeclared.begin(), objectsListsToBeDeclared.end());
allObjectListsToBeDeclared.insert(objectsListsWithoutPickingToBeDeclared.begin(),
objectsListsWithoutPickingToBeDeclared.end());
allObjectListsToBeDeclared.insert(objectsListsOrEmptyToBeDeclared.begin(),
objectsListsOrEmptyToBeDeclared.end());
allObjectListsToBeDeclared.insert(emptyObjectsListsToBeDeclared.begin(),
emptyObjectsListsToBeDeclared.end());
@@ -102,4 +132,21 @@ bool EventsCodeGenerationContext::IsSameObjectsList(
otherContext.GetLastDepthObjectListWasNeeded(objectName);
}
bool EventsCodeGenerationContext::ShouldUseAsyncObjectsList(
const gd::String& objectName) const {
if (!IsInsideAsync()) return false;
// Check if the objects list was used after (or in) the nearest async callback context.
const gd::EventsCodeGenerationContext* asyncContext = IsAsyncCallback() ? this : nearestAsyncParent;
if (parent->GetLastDepthObjectListWasNeeded(objectName) >= asyncContext->GetContextDepth()) {
// The object was used in a context after (or in) the nearest async parent context, so we're not getting it from the
// async object lists (it was already gotten from there in this previous context).
return false;
}
// If the objects list is declared in a parent of the nearest async context, it means
// the async context had to use an async objects list to access it.
return asyncContext->ObjectAlreadyDeclaredByParents(objectName);
};
} // namespace gd

View File

@@ -8,6 +8,7 @@
#include <map>
#include <memory>
#include <set>
#include "GDCore/String.h"
namespace gd {
@@ -33,11 +34,7 @@ class GD_CORE_API EventsCodeGenerationContext {
* updated to contain the maximal scope depth reached.
*/
EventsCodeGenerationContext(unsigned int* maxDepthLevel_ = nullptr)
: contextDepth(0),
customConditionDepth(0),
maxDepthLevel(maxDepthLevel_),
parent(NULL),
reuseExplicitlyForbidden(false){};
: maxDepthLevel(maxDepthLevel_){};
virtual ~EventsCodeGenerationContext(){};
/**
@@ -45,7 +42,13 @@ class GD_CORE_API EventsCodeGenerationContext {
* another one. The child will then for example not declare again objects
* already declared by its parent.
*/
void InheritsFrom(const EventsCodeGenerationContext& parent);
void InheritsFrom(EventsCodeGenerationContext& parent);
/**
* Call this method to make an EventsCodeGenerationContext as a "child" of
* another one, but in the context of an async function.
*/
void InheritsAsAsyncCallbackFrom(EventsCodeGenerationContext& parent);
/**
* \brief As InheritsFrom, mark the context as being the child of another one,
@@ -53,7 +56,7 @@ class GD_CORE_API EventsCodeGenerationContext {
*
* Used for example for optimizing the last event of a list.
*/
void Reuse(const EventsCodeGenerationContext& parent);
void Reuse(EventsCodeGenerationContext& parent);
/**
* \brief Forbid any optimization that would reuse and modify the object list
@@ -88,19 +91,19 @@ class GD_CORE_API EventsCodeGenerationContext {
const EventsCodeGenerationContext* GetParentContext() const { return parent; }
/**
* Mark the object has being the object being handled by the instruction
* Mark the object as being the object being handled by the instruction.
*/
void SetCurrentObject(const gd::String& objectName) {
currentObject = objectName;
};
/**
* Set that no particular object is being handled by an instruction
* Set that no particular object is being handled by an instruction.
*/
void SetNoCurrentObject() { currentObject = ""; };
/**
* Get the object being handled by the instruction
* Get the object being handled by the instruction.
*/
const gd::String& GetCurrentObject() const { return currentObject; };
@@ -109,7 +112,7 @@ class GD_CORE_API EventsCodeGenerationContext {
*
* The list will be filled with objects from the scene if it is the first time
* it is requested, unless there is already an object list with this name
* (i.e. `ObjectAlreadyDeclared(objectName)` returns true).
* (i.e. `ObjectAlreadyDeclaredByParents(objectName)` returns true).
*/
void ObjectsListNeeded(const gd::String& objectName);
@@ -121,7 +124,7 @@ class GD_CORE_API EventsCodeGenerationContext {
* from the scene. If there is already an objects list with this name, no new
* list will be declared again.
*/
void ObjectsListWithoutPickingNeeded(const gd::String& objectName);
void ObjectsListNeededOrEmptyIfJustDeclared(const gd::String& objectName);
/**
* Call this when an instruction in the event needs an empty object list,
@@ -134,29 +137,21 @@ class GD_CORE_API EventsCodeGenerationContext {
void EmptyObjectsListNeeded(const gd::String& objectName);
/**
* Return true if an object list has already been declared (or is going to be
* declared).
* Return true if an object list has already been declared by the parent contexts.
*/
bool ObjectAlreadyDeclared(const gd::String& objectName) const {
bool ObjectAlreadyDeclaredByParents(const gd::String& objectName) const {
return (alreadyDeclaredObjectsLists.find(objectName) !=
alreadyDeclaredObjectsLists.end());
};
/**
* \brief Consider that \a objectName is now declared in the context.
*/
void SetObjectDeclared(const gd::String& objectName) {
alreadyDeclaredObjectsLists.insert(objectName);
}
/**
* Return all the objects lists which will be declared by the current context
* ( the non empty as well as the empty objects lists )
* (normal, potentially empty or empty).
*/
std::set<gd::String> GetAllObjectsToBeDeclared() const;
/**
* Return the objects lists which will be declared by the current context
* Return the objects lists which will be declared by the current context.
*/
const std::set<gd::String>& GetObjectsListsToBeDeclared() const {
return objectsListsToBeDeclared;
@@ -166,9 +161,9 @@ class GD_CORE_API EventsCodeGenerationContext {
* Return the objects lists which will be will be declared, without filling
* them with objects from the scene.
*/
const std::set<gd::String>& GetObjectsListsToBeDeclaredWithoutPicking()
const std::set<gd::String>& GetObjectsListsToBeEmptyIfJustDeclared()
const {
return objectsListsWithoutPickingToBeDeclared;
return objectsListsOrEmptyToBeDeclared;
};
/**
@@ -184,7 +179,7 @@ class GD_CORE_API EventsCodeGenerationContext {
* Return the objects lists which are already declared and can be used in the
* current context without declaration.
*/
const std::set<gd::String>& GetObjectsListsAlreadyDeclared() const {
const std::set<gd::String>& GetObjectsListsAlreadyDeclaredByParents() const {
return alreadyDeclaredObjectsLists;
};
@@ -227,22 +222,55 @@ class GD_CORE_API EventsCodeGenerationContext {
*/
size_t GetCurrentConditionDepth() const { return customConditionDepth; }
private:
/**
* \brief Returns the list of all objects declared in this context
* and subcontexts.
* \warning Only works on an async callback's context.
*
* It is to be used by the Async event code generator to know what objects
* lists to backup for the async callback and async callbacks after it.
*/
const std::set<gd::String>& GetAllDeclaredObjectsAcrossChildren() {
return allObjectsListToBeDeclaredAcrossChildren;
};
/**
* Returns true if an object list should be gotten from a backed up
* objects list instead of the parent context. This can happen inside an
* asynchronous callback or a child context of an asynchronous callback (i.e:
* the `asyncDepth` is not 0).
*/
bool ShouldUseAsyncObjectsList(const gd::String& objectName) const;
/**
* Returns true if the code currently being generated is inside an
* asynchronous context (either in an asynchronous callback, or in a children of
* an asynchronous callback).
*/
bool IsInsideAsync() const { return asyncDepth != 0; };
/**
* Returns true if the code currently being generated is an asynchronous
* callback (but not a child of an asynchronous callback).
*/
bool IsAsyncCallback() const { return parent != nullptr && parent->asyncDepth != asyncDepth; }
/**
* \brief Returns true if the given object is already going to be declared
* (either as a traditional objects list, or one without picking, or one
* empty).
*
* in this context (either as a traditional objects list, or an empty one).
*/
bool IsToBeDeclared(const gd::String& objectName) {
return objectsListsToBeDeclared.find(objectName) !=
objectsListsToBeDeclared.end() ||
objectsListsWithoutPickingToBeDeclared.find(objectName) !=
objectsListsWithoutPickingToBeDeclared.end() ||
objectsListsOrEmptyToBeDeclared.find(objectName) !=
objectsListsOrEmptyToBeDeclared.end() ||
emptyObjectsListsToBeDeclared.find(objectName) !=
emptyObjectsListsToBeDeclared.end();
};
private:
void NotifyAsyncParentsAboutDeclaredObject(const gd::String& objectName);
std::set<gd::String>
alreadyDeclaredObjectsLists; ///< Objects lists already needed in a
///< parent context.
@@ -250,7 +278,7 @@ class GD_CORE_API EventsCodeGenerationContext {
objectsListsToBeDeclared; ///< Objects lists that will be declared in
///< this context.
std::set<gd::String>
objectsListsWithoutPickingToBeDeclared; ///< Objects lists that will be
objectsListsOrEmptyToBeDeclared; ///< Objects lists that will be
///< declared in this context,
///< but not filled with scene's
///< objects.
@@ -260,21 +288,40 @@ class GD_CORE_API EventsCodeGenerationContext {
///< but not filled with scene's
///< objects and not filled with any
///< previously existing objects list.
std::set<gd::String>
allObjectsListToBeDeclaredAcrossChildren; ///< This is only to be used by
///< the async callback
///< contexts to know all
///< objects declared across
///< all children, so that the
///< necessary objects can be
///< backed up.
std::map<gd::String, unsigned int>
depthOfLastUse; ///< The context depth when an object was last used.
gd::String
currentObject; ///< The object being used by an action or condition.
unsigned int contextDepth; ///< The depth of the context : 0 for a newly
///< created context, n+1 for any context
///< inheriting from context with depth n.
unsigned int
customConditionDepth; ///< The depth of the conditions being generated.
unsigned int contextDepth = 0; ///< The depth of the context: 0 for a newly
///< created context, n+1 for any context
///< inheriting from context with depth n.
unsigned int customConditionDepth =
0; ///< The depth of the conditions being generated.
unsigned int asyncDepth =
0; ///< If higher than 0, the current context is an asynchronous callback,
///< or a child context of an asynchronous callback:
///< - If the parent's async depth != the current context async depth,
///< then the current context is an asynchronous callback context.
///< - Otherwise, it's a child of an asynchronous callback.
unsigned int* maxDepthLevel; ///< A pointer to a unsigned int updated with
///< the maximum depth reached.
const EventsCodeGenerationContext*
parent; ///< The parent of the current context. Can be NULL.
bool reuseExplicitlyForbidden; ///< If set to true, forbid children context
///< to reuse this one without inheriting.
const EventsCodeGenerationContext* parent =
nullptr; ///< The parent of the current context. Can be NULL.
EventsCodeGenerationContext* nearestAsyncParent =
nullptr; ///< The nearest parent context that is an async callback
///< context.
bool reuseExplicitlyForbidden =
false; ///< If set to true, forbid children contexts
///< to reuse this one without inheriting.
};
} // namespace gd

View File

@@ -43,7 +43,7 @@ gd::String EventsCodeGenerator::GenerateRelationalOperatorCall(
std::size_t relationalOperatorIndex = instrInfos.parameters.size();
for (std::size_t i = startFromArgument; i < instrInfos.parameters.size();
++i) {
if (instrInfos.parameters[i].type == "relationalOperator")
if (instrInfos.parameters[i].GetType() == "relationalOperator")
relationalOperatorIndex = i;
}
// Ensure that there is at least one parameter after the relational operator
@@ -95,7 +95,7 @@ gd::String EventsCodeGenerator::GenerateOperatorCall(
std::size_t operatorIndex = instrInfos.parameters.size();
for (std::size_t i = startFromArgument; i < instrInfos.parameters.size();
++i) {
if (instrInfos.parameters[i].type == "operator") operatorIndex = i;
if (instrInfos.parameters[i].GetType() == "operator") operatorIndex = i;
}
// Ensure that there is at least one parameter after the operator
@@ -164,7 +164,7 @@ gd::String EventsCodeGenerator::GenerateCompoundOperatorCall(
std::size_t operatorIndex = instrInfos.parameters.size();
for (std::size_t i = startFromArgument; i < instrInfos.parameters.size();
++i) {
if (instrInfos.parameters[i].type == "operator") operatorIndex = i;
if (instrInfos.parameters[i].GetType() == "operator") operatorIndex = i;
}
// Ensure that there is at least one parameter after the operator
@@ -215,7 +215,7 @@ gd::String EventsCodeGenerator::GenerateMutatorCall(
std::size_t operatorIndex = instrInfos.parameters.size();
for (std::size_t i = startFromArgument; i < instrInfos.parameters.size();
++i) {
if (instrInfos.parameters[i].type == "operator") operatorIndex = i;
if (instrInfos.parameters[i].GetType() == "operator") operatorIndex = i;
}
// Ensure that there is at least one parameter after the operator
@@ -261,8 +261,11 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
EventsCodeGenerationContext& context) {
gd::String conditionCode;
gd::InstructionMetadata instrInfos =
const gd::InstructionMetadata& instrInfos =
MetadataProvider::GetConditionMetadata(platform, condition.GetType());
if (MetadataProvider::IsBadInstructionMetadata(instrInfos)) {
return "/* Unknown instruction - skipped. */";
}
AddIncludeFiles(instrInfos.codeExtraInformation.GetIncludeFiles());
maxConditionsListsSize =
@@ -270,8 +273,6 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
if (instrInfos.codeExtraInformation.HasCustomCodeGenerator()) {
context.EnterCustomCondition();
conditionCode += GenerateReferenceToUpperScopeBoolean(
"conditionTrue", returnBoolean, context);
conditionCode += instrInfos.codeExtraInformation.customCodeGenerator(
condition, *this, context);
maxCustomConditionsDepth =
@@ -288,9 +289,9 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
condition.SetParameters(parameters);
}
// Verify that there are not mismatch between object type in parameters
// Verify that there are no mismatches between object type in parameters.
for (std::size_t pNb = 0; pNb < instrInfos.parameters.size(); ++pNb) {
if (ParameterMetadata::IsObject(instrInfos.parameters[pNb].type)) {
if (ParameterMetadata::IsObject(instrInfos.parameters[pNb].GetType())) {
gd::String objectInParameter =
condition.GetParameter(pNb).GetPlainString();
@@ -299,22 +300,87 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
!GetObjectsAndGroups().GetObjectGroups().Has(objectInParameter) &&
!GetGlobalObjectsAndGroups().GetObjectGroups().Has(
objectInParameter)) {
condition.SetParameter(pNb, gd::Expression(""));
condition.SetType("");
} else if (!instrInfos.parameters[pNb].supplementaryInformation.empty() &&
return "/* Unknown object - skipped. */";
} else if (!instrInfos.parameters[pNb].GetExtraInfo().empty() &&
gd::GetTypeOfObject(GetGlobalObjectsAndGroups(),
GetObjectsAndGroups(),
objectInParameter) !=
instrInfos.parameters[pNb].supplementaryInformation) {
condition.SetParameter(pNb, gd::Expression(""));
condition.SetType("");
instrInfos.parameters[pNb].GetExtraInfo()) {
return "/* Mismatched object type - skipped. */";
}
}
}
// Generate static condition if available
if (MetadataProvider::HasCondition(platform, condition.GetType())) {
// Prepare arguments
if (instrInfos.IsObjectInstruction()) {
gd::String objectName = condition.GetParameter(0).GetPlainString();
if (!objectName.empty() && !instrInfos.parameters.empty()) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Set up the context
gd::String objectType = gd::GetTypeOfObject(
GetGlobalObjectsAndGroups(), GetObjectsAndGroups(), realObjects[i]);
const ObjectMetadata& objInfo =
MetadataProvider::GetObjectMetadata(platform, objectType);
if (objInfo.IsUnsupportedBaseObjectCapability(
instrInfos.GetRequiredBaseObjectCapability())) {
conditionCode +=
"/* Object with unsupported capability - skipped. */\n";
} else {
AddIncludeFiles(objInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the condition whole code
vector<gd::String> arguments = GenerateParametersCodes(
condition.GetParameters(), instrInfos.parameters, context);
conditionCode += GenerateObjectCondition(realObjects[i],
objInfo,
arguments,
instrInfos,
returnBoolean,
condition.IsInverted(),
context);
context.SetNoCurrentObject();
}
}
}
} else if (instrInfos.IsBehaviorInstruction()) {
gd::String objectName = condition.GetParameter(0).GetPlainString();
gd::String behaviorType =
gd::GetTypeOfBehavior(GetGlobalObjectsAndGroups(),
GetObjectsAndGroups(),
condition.GetParameter(1).GetPlainString());
if (instrInfos.parameters.size() >= 2) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Setup context
const BehaviorMetadata& autoInfo =
MetadataProvider::GetBehaviorMetadata(platform, behaviorType);
AddIncludeFiles(autoInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the whole condition code
vector<gd::String> arguments = GenerateParametersCodes(
condition.GetParameters(), instrInfos.parameters, context);
conditionCode += GenerateBehaviorCondition(
realObjects[i],
condition.GetParameter(1).GetPlainString(),
autoInfo,
arguments,
instrInfos,
returnBoolean,
condition.IsInverted(),
context);
context.SetNoCurrentObject();
}
}
} else {
std::vector<std::pair<gd::String, gd::String> >
supplementaryParametersTypes;
supplementaryParametersTypes.push_back(std::make_pair(
@@ -329,78 +395,6 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
arguments, instrInfos, returnBoolean, condition.IsInverted(), context);
}
// Generate object condition if available
gd::String objectName = condition.GetParameters().empty()
? ""
: condition.GetParameter(0).GetPlainString();
gd::String objectType = gd::GetTypeOfObject(
GetGlobalObjectsAndGroups(), GetObjectsAndGroups(), objectName);
if (!objectName.empty() &&
MetadataProvider::HasObjectCondition(
platform, objectType, condition.GetType()) &&
!instrInfos.parameters.empty()) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Set up the context
const ObjectMetadata& objInfo =
MetadataProvider::GetObjectMetadata(platform, objectType);
AddIncludeFiles(objInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the condition whole code
vector<gd::String> arguments = GenerateParametersCodes(
condition.GetParameters(), instrInfos.parameters, context);
conditionCode += GenerateObjectCondition(realObjects[i],
objInfo,
arguments,
instrInfos,
returnBoolean,
condition.IsInverted(),
context);
context.SetNoCurrentObject();
}
}
// Generate behavior condition if available
gd::String behaviorType =
gd::GetTypeOfBehavior(GetGlobalObjectsAndGroups(),
GetObjectsAndGroups(),
condition.GetParameters().size() < 2
? ""
: condition.GetParameter(1).GetPlainString());
if (MetadataProvider::HasBehaviorCondition(
platform, behaviorType, condition.GetType()) &&
instrInfos.parameters.size() >= 2) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Setup context
const BehaviorMetadata& autoInfo =
MetadataProvider::GetBehaviorMetadata(platform, behaviorType);
AddIncludeFiles(autoInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the whole condition code
vector<gd::String> arguments = GenerateParametersCodes(
condition.GetParameters(), instrInfos.parameters, context);
conditionCode +=
GenerateBehaviorCondition(realObjects[i],
condition.GetParameter(1).GetPlainString(),
autoInfo,
arguments,
instrInfos,
returnBoolean,
condition.IsInverted(),
context);
context.SetNoCurrentObject();
}
}
return conditionCode;
}
@@ -417,9 +411,6 @@ gd::String EventsCodeGenerator::GenerateConditionsListCode(
"condition" + gd::String::From(i) + "IsTrue", context);
for (std::size_t cId = 0; cId < conditions.size(); ++cId) {
gd::InstructionMetadata instrInfos = MetadataProvider::GetConditionMetadata(
platform, conditions[cId].GetType());
gd::String conditionCode =
GenerateConditionCode(conditions[cId],
"condition" + gd::String::From(cId) + "IsTrue",
@@ -440,6 +431,11 @@ gd::String EventsCodeGenerator::GenerateConditionsListCode(
outputCode += "{\n";
outputCode += conditionCode;
outputCode += "}";
} else {
// Deprecated way to cancel code generation - but still honor it.
// Can be removed once condition is passed by const reference to
// GenerateConditionCode.
outputCode += "/* Skipped condition (empty type) */";
}
}
@@ -452,11 +448,16 @@ gd::String EventsCodeGenerator::GenerateConditionsListCode(
* Generate code for an action.
*/
gd::String EventsCodeGenerator::GenerateActionCode(
gd::Instruction& action, EventsCodeGenerationContext& context) {
gd::Instruction& action,
EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName) {
gd::String actionCode;
gd::InstructionMetadata instrInfos =
const gd::InstructionMetadata& instrInfos =
MetadataProvider::GetActionMetadata(platform, action.GetType());
if (MetadataProvider::IsBadInstructionMetadata(instrInfos)) {
return "/* Unknown instruction - skipped. */";
}
AddIncludeFiles(instrInfos.codeExtraInformation.GetIncludeFiles());
@@ -465,6 +466,14 @@ gd::String EventsCodeGenerator::GenerateActionCode(
action, *this, context);
}
// Get the correct function name depending on whether it should be async or
// not.
const gd::String& functionCallName =
instrInfos.IsAsync() &&
(!instrInfos.IsOptionallyAsync() || action.IsAwaited())
? instrInfos.codeExtraInformation.asyncFunctionCallName
: instrInfos.codeExtraInformation.functionCallName;
// Be sure there is no lack of parameter.
while (action.GetParameters().size() < instrInfos.parameters.size()) {
vector<gd::Expression> parameters = action.GetParameters();
@@ -472,103 +481,169 @@ gd::String EventsCodeGenerator::GenerateActionCode(
action.SetParameters(parameters);
}
// Verify that there are not mismatch between object type in parameters
// Verify that there are no mismatches between object type in parameters.
for (std::size_t pNb = 0; pNb < instrInfos.parameters.size(); ++pNb) {
if (ParameterMetadata::IsObject(instrInfos.parameters[pNb].type)) {
if (ParameterMetadata::IsObject(instrInfos.parameters[pNb].GetType())) {
gd::String objectInParameter = action.GetParameter(pNb).GetPlainString();
if (!GetObjectsAndGroups().HasObjectNamed(objectInParameter) &&
!GetGlobalObjectsAndGroups().HasObjectNamed(objectInParameter) &&
!GetObjectsAndGroups().GetObjectGroups().Has(objectInParameter) &&
!GetGlobalObjectsAndGroups().GetObjectGroups().Has(
objectInParameter)) {
action.SetParameter(pNb, gd::Expression(""));
action.SetType("");
} else if (!instrInfos.parameters[pNb].supplementaryInformation.empty() &&
return "/* Unknown object - skipped. */";
} else if (!instrInfos.parameters[pNb].GetExtraInfo().empty() &&
gd::GetTypeOfObject(GetGlobalObjectsAndGroups(),
GetObjectsAndGroups(),
objectInParameter) !=
instrInfos.parameters[pNb].supplementaryInformation) {
action.SetParameter(pNb, gd::Expression(""));
action.SetType("");
instrInfos.parameters[pNb].GetExtraInfo()) {
return "/* Mismatched object type - skipped. */";
}
}
}
// Call free function first if available
if (MetadataProvider::HasAction(platform, action.GetType())) {
if (instrInfos.IsObjectInstruction()) {
gd::String objectName = action.GetParameter(0).GetPlainString();
if (!instrInfos.parameters.empty()) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Setup context
gd::String objectType = gd::GetTypeOfObject(
GetGlobalObjectsAndGroups(), GetObjectsAndGroups(), realObjects[i]);
const ObjectMetadata& objInfo =
MetadataProvider::GetObjectMetadata(platform, objectType);
if (objInfo.IsUnsupportedBaseObjectCapability(
instrInfos.GetRequiredBaseObjectCapability())) {
actionCode += "/* Object with unsupported capability - skipped. */\n";
} else {
AddIncludeFiles(objInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the whole action code
vector<gd::String> arguments = GenerateParametersCodes(
action.GetParameters(), instrInfos.parameters, context);
actionCode += GenerateObjectAction(realObjects[i],
objInfo,
functionCallName,
arguments,
instrInfos,
context,
optionalAsyncCallbackName);
context.SetNoCurrentObject();
}
}
}
} else if (instrInfos.IsBehaviorInstruction()) {
gd::String objectName = action.GetParameter(0).GetPlainString();
gd::String behaviorType =
gd::GetTypeOfBehavior(GetGlobalObjectsAndGroups(),
GetObjectsAndGroups(),
action.GetParameter(1).GetPlainString());
if (instrInfos.parameters.size() >= 2) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Setup context
const BehaviorMetadata& autoInfo =
MetadataProvider::GetBehaviorMetadata(platform, behaviorType);
AddIncludeFiles(autoInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the whole action code
vector<gd::String> arguments = GenerateParametersCodes(
action.GetParameters(), instrInfos.parameters, context);
actionCode +=
GenerateBehaviorAction(realObjects[i],
action.GetParameter(1).GetPlainString(),
autoInfo,
functionCallName,
arguments,
instrInfos,
context,
optionalAsyncCallbackName);
context.SetNoCurrentObject();
}
}
} else {
vector<gd::String> arguments = GenerateParametersCodes(
action.GetParameters(), instrInfos.parameters, context);
actionCode += GenerateFreeAction(arguments, instrInfos, context);
}
// Call object function if available
gd::String objectName = action.GetParameters().empty()
? ""
: action.GetParameter(0).GetPlainString();
gd::String objectType = gd::GetTypeOfObject(
GetGlobalObjectsAndGroups(), GetObjectsAndGroups(), objectName);
if (MetadataProvider::HasObjectAction(
platform, objectType, action.GetType()) &&
!instrInfos.parameters.empty()) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Setup context
const ObjectMetadata& objInfo =
MetadataProvider::GetObjectMetadata(platform, objectType);
AddIncludeFiles(objInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the whole action code
vector<gd::String> arguments = GenerateParametersCodes(
action.GetParameters(), instrInfos.parameters, context);
actionCode += GenerateObjectAction(
realObjects[i], objInfo, arguments, instrInfos, context);
context.SetNoCurrentObject();
}
}
// Assign to a behavior member function if found
gd::String behaviorType =
gd::GetTypeOfBehavior(GetGlobalObjectsAndGroups(),
GetObjectsAndGroups(),
action.GetParameters().size() < 2
? ""
: action.GetParameter(1).GetPlainString());
if (MetadataProvider::HasBehaviorAction(
platform, behaviorType, action.GetType()) &&
instrInfos.parameters.size() >= 2) {
std::vector<gd::String> realObjects =
ExpandObjectsName(objectName, context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
// Setup context
const BehaviorMetadata& autoInfo =
MetadataProvider::GetBehaviorMetadata(platform, behaviorType);
AddIncludeFiles(autoInfo.includeFiles);
context.SetCurrentObject(realObjects[i]);
context.ObjectsListNeeded(realObjects[i]);
// Prepare arguments and generate the whole action code
vector<gd::String> arguments = GenerateParametersCodes(
action.GetParameters(), instrInfos.parameters, context);
actionCode +=
GenerateBehaviorAction(realObjects[i],
action.GetParameter(1).GetPlainString(),
autoInfo,
arguments,
instrInfos,
context);
context.SetNoCurrentObject();
}
actionCode += GenerateFreeAction(functionCallName,
arguments,
instrInfos,
context,
optionalAsyncCallbackName);
}
return actionCode;
}
const EventsCodeGenerator::CallbackDescriptor
EventsCodeGenerator::GenerateCallback(
const gd::String& callbackID,
gd::EventsCodeGenerationContext& parentContext,
gd::InstructionsList& actions,
gd::EventsList* subEvents) {
gd::EventsCodeGenerationContext callbackContext;
callbackContext.InheritsAsAsyncCallbackFrom(parentContext);
const gd::String callbackFunctionName =
GetCodeNamespaceAccessor() + "asyncCallback" + callbackID;
const gd::String callbackFunctionArguments =
GenerateEventsParameters(callbackContext);
// Generate actions
gd::String actionsCode = GenerateActionsListCode(actions, callbackContext);
// Generate subevents
if (subEvents != nullptr) // Sub events
{
actionsCode += "\n{ //Subevents\n";
actionsCode += GenerateEventsListCode(*subEvents, callbackContext);
actionsCode += "} //End of subevents\n";
}
// Compose the callback function and add outside main
const gd::String actionsDeclarationsCode =
GenerateObjectsDeclarationCode(callbackContext);
const gd::String callbackCode = callbackFunctionName + " = function (" +
GenerateEventsParameters(callbackContext) +
") {\n" + actionsDeclarationsCode +
actionsCode + "}\n";
AddCustomCodeOutsideMain(callbackCode);
std::set<gd::String> requiredObjects;
// Build the list of all objects required by the callback. Any object that has
// already been declared could have gone through previous object picking, so
// if such an object is used by the actions or subevents of this callback, we
// must ask the caller to pass the already existing objects lists through a
// `LongLivedObjectsList` to the callback function.
for (const auto& objectUsedInSubTree :
callbackContext.GetAllDeclaredObjectsAcrossChildren()) {
if (callbackContext.ObjectAlreadyDeclaredByParents(objectUsedInSubTree))
requiredObjects.insert(objectUsedInSubTree);
};
return CallbackDescriptor(
callbackFunctionName, callbackFunctionArguments, requiredObjects);
};
const gd::String EventsCodeGenerator::GenerateEventsParameters(
const gd::EventsCodeGenerationContext& context) {
gd::String parameters = "runtimeScene";
if (!HasProjectAndLayout()) parameters += ", eventsFunctionContext";
if (context.IsInsideAsync()) parameters += ", asyncObjectsList";
return parameters;
};
/**
* Generate actions code.
*/
@@ -576,21 +651,37 @@ gd::String EventsCodeGenerator::GenerateActionsListCode(
gd::InstructionsList& actions, EventsCodeGenerationContext& context) {
gd::String outputCode;
for (std::size_t aId = 0; aId < actions.size(); ++aId) {
gd::InstructionMetadata instrInfos =
MetadataProvider::GetActionMetadata(platform, actions[aId].GetType());
gd::String actionCode = GenerateActionCode(actions[aId], context);
outputCode += "{";
if (!actions[aId].GetType().empty()) outputCode += actionCode;
if (actions[aId].GetType().empty()) {
// Deprecated way to cancel code generation - but still honor it.
// Can be removed once action is passed by const reference to
// GenerateActionCode.
outputCode += "/* Skipped action (empty type) */";
} else {
outputCode += actionCode;
}
outputCode += "}";
}
return outputCode;
}
const gd::String EventsCodeGenerator::GenerateRelationalOperatorCodes(const gd::String &operatorString) {
if (operatorString == "=") {
return "==";
}
if (operatorString != "<" && operatorString != ">" &&
operatorString != "<=" && operatorString != ">=" && operatorString != "!=") {
cout << "Warning: Bad relational operator: Set to == by default." << endl;
return "==";
}
return operatorString;
}
gd::String EventsCodeGenerator::GenerateParameterCodes(
const gd::String& parameter,
const gd::Expression& parameter,
const gd::ParameterMetadata& metadata,
gd::EventsCodeGenerationContext& context,
const gd::String& lastObjectName,
@@ -598,30 +689,25 @@ gd::String EventsCodeGenerator::GenerateParameterCodes(
supplementaryParametersTypes) {
gd::String argOutput;
if (ParameterMetadata::IsExpression("number", metadata.type)) {
if (ParameterMetadata::IsExpression("number", metadata.GetType())) {
argOutput = gd::ExpressionCodeGenerator::GenerateExpressionCode(
*this, context, "number", parameter);
} else if (ParameterMetadata::IsExpression("string", metadata.type)) {
*this, context, "number", parameter, lastObjectName);
} else if (ParameterMetadata::IsExpression("string", metadata.GetType())) {
argOutput = gd::ExpressionCodeGenerator::GenerateExpressionCode(
*this, context, "string", parameter);
} else if (ParameterMetadata::IsExpression("variable", metadata.type)) {
*this, context, "string", parameter, lastObjectName);
} else if (ParameterMetadata::IsExpression("variable", metadata.GetType())) {
argOutput = gd::ExpressionCodeGenerator::GenerateExpressionCode(
*this, context, metadata.type, parameter, lastObjectName);
} else if (ParameterMetadata::IsObject(metadata.type)) {
*this, context, metadata.GetType(), parameter, lastObjectName);
} else if (ParameterMetadata::IsObject(metadata.GetType())) {
// It would be possible to run a gd::ExpressionCodeGenerator if later
// objects can have nested objects, or function returning objects.
argOutput = GenerateObject(parameter, metadata.type, context);
} else if (metadata.type == "relationalOperator") {
argOutput += parameter == "=" ? "==" : parameter;
if (argOutput != "==" && argOutput != "<" && argOutput != ">" &&
argOutput != "<=" && argOutput != ">=" && argOutput != "!=") {
cout << "Warning: Bad relational operator: Set to == by default." << endl;
argOutput = "==";
}
argOutput =
GenerateObject(parameter.GetPlainString(), metadata.GetType(), context);
} else if (metadata.GetType() == "relationalOperator") {
argOutput += GenerateRelationalOperatorCodes(parameter.GetPlainString());
argOutput = "\"" + argOutput + "\"";
} else if (metadata.type == "operator") {
argOutput += parameter;
} else if (metadata.GetType() == "operator") {
argOutput += parameter.GetPlainString();
if (argOutput != "=" && argOutput != "+" && argOutput != "-" &&
argOutput != "/" && argOutput != "*") {
cout << "Warning: Bad operator: Set to = by default." << endl;
@@ -629,41 +715,55 @@ gd::String EventsCodeGenerator::GenerateParameterCodes(
}
argOutput = "\"" + argOutput + "\"";
} else if (ParameterMetadata::IsBehavior(metadata.type)) {
argOutput = GenerateGetBehaviorNameCode(parameter);
} else if (metadata.type == "key") {
argOutput = "\"" + ConvertToString(parameter) + "\"";
} else if (metadata.type == "password" || metadata.type == "musicfile" ||
metadata.type == "soundfile" || metadata.type == "police") {
argOutput = "\"" + ConvertToString(parameter) + "\"";
} else if (metadata.type == "mouse") {
argOutput = "\"" + ConvertToString(parameter) + "\"";
} else if (metadata.type == "yesorno") {
argOutput += (parameter == "yes" || parameter == "oui") ? GenerateTrue()
: GenerateFalse();
} else if (metadata.type == "trueorfalse") {
} else if (ParameterMetadata::IsBehavior(metadata.GetType())) {
argOutput = GenerateGetBehaviorNameCode(parameter.GetPlainString());
} else if (metadata.GetType() == "key") {
argOutput = "\"" + ConvertToString(parameter.GetPlainString()) + "\"";
} else if (metadata.GetType() == "audioResource" ||
metadata.GetType() == "bitmapFontResource" ||
metadata.GetType() == "fontResource" ||
metadata.GetType() == "imageResource" ||
metadata.GetType() == "jsonResource" ||
metadata.GetType() == "tilemapResource" ||
metadata.GetType() == "tilesetResource" ||
metadata.GetType() == "videoResource" ||
metadata.GetType() == "model3DResource" ||
// Deprecated, old parameter names:
metadata.GetType() == "password" || metadata.GetType() == "musicfile" ||
metadata.GetType() == "soundfile" || metadata.GetType() == "police") {
argOutput = "\"" + ConvertToString(parameter.GetPlainString()) + "\"";
} else if (metadata.GetType() == "mouse") {
argOutput = "\"" + ConvertToString(parameter.GetPlainString()) + "\"";
} else if (metadata.GetType() == "yesorno") {
auto parameterString = parameter.GetPlainString();
argOutput += (parameterString == "yes" || parameterString == "oui")
? GenerateTrue()
: GenerateFalse();
} else if (metadata.GetType() == "trueorfalse") {
auto parameterString = parameter.GetPlainString();
// This is duplicated in AdvancedExtension.cpp for GDJS
argOutput += (parameter == "True" || parameter == "Vrai") ? GenerateTrue()
: GenerateFalse();
argOutput += (parameterString == "True" || parameterString == "Vrai")
? GenerateTrue()
: GenerateFalse();
}
// Code only parameter type
else if (metadata.type == "inlineCode") {
argOutput += metadata.supplementaryInformation;
else if (metadata.GetType() == "inlineCode") {
argOutput += metadata.GetExtraInfo();
} else {
// Try supplementary types if provided
if (supplementaryParametersTypes) {
for (std::size_t i = 0; i < supplementaryParametersTypes->size(); ++i) {
if ((*supplementaryParametersTypes)[i].first == metadata.type)
if ((*supplementaryParametersTypes)[i].first == metadata.GetType())
argOutput += (*supplementaryParametersTypes)[i].second;
}
}
// Type unknown
if (argOutput.empty()) {
if (!metadata.type.empty())
cout << "Warning: Unknown type of parameter \"" << metadata.type
if (!metadata.GetType().empty())
cout << "Warning: Unknown type of parameter \"" << metadata.GetType()
<< "\"." << std::endl;
argOutput += "\"" + ConvertToString(parameter) + "\"";
argOutput += "\"" + ConvertToString(parameter.GetPlainString()) + "\"";
}
}
@@ -683,7 +783,7 @@ vector<gd::String> EventsCodeGenerator::GenerateParametersCodes(
parametersInfo,
[this, &context, &supplementaryParametersTypes, &arguments](
const gd::ParameterMetadata& parameterMetadata,
const gd::String& parameterValue,
const gd::Expression& parameterValue,
const gd::String& lastObjectName) {
gd::String argOutput =
GenerateParameterCodes(parameterValue,
@@ -735,23 +835,21 @@ gd::String EventsCodeGenerator::GenerateObjectsDeclarationCode(
gd::String declarationsCode;
for (auto object : context.GetObjectsListsToBeDeclared()) {
gd::String objectListDeclaration = "";
if (!context.ObjectAlreadyDeclared(object)) {
if (!context.ObjectAlreadyDeclaredByParents(object)) {
objectListDeclaration = "std::vector<RuntimeObject*> " +
GetObjectListName(object, context) +
" = runtimeContext->GetObjectsRawPointers(\"" +
ConvertToString(object) + "\");\n";
context.SetObjectDeclared(object);
} else
objectListDeclaration = declareObjectList(object, context);
declarationsCode += objectListDeclaration + "\n";
}
for (auto object : context.GetObjectsListsToBeDeclaredWithoutPicking()) {
for (auto object : context.GetObjectsListsToBeEmptyIfJustDeclared()) {
gd::String objectListDeclaration = "";
if (!context.ObjectAlreadyDeclared(object)) {
if (!context.ObjectAlreadyDeclaredByParents(object)) {
objectListDeclaration = "std::vector<RuntimeObject*> " +
GetObjectListName(object, context) + ";\n";
context.SetObjectDeclared(object);
} else
objectListDeclaration = declareObjectList(object, context);
@@ -759,10 +857,9 @@ gd::String EventsCodeGenerator::GenerateObjectsDeclarationCode(
}
for (auto object : context.GetObjectsListsToBeDeclaredEmpty()) {
gd::String objectListDeclaration = "";
if (!context.ObjectAlreadyDeclared(object)) {
if (!context.ObjectAlreadyDeclaredByParents(object)) {
objectListDeclaration = "std::vector<RuntimeObject*> " +
GetObjectListName(object, context) + ";\n";
context.SetObjectDeclared(object);
} else
objectListDeclaration = "std::vector<RuntimeObject*> " +
GetObjectListName(object, context) + ";\n";
@@ -777,7 +874,7 @@ gd::String EventsCodeGenerator::GenerateObjectsDeclarationCode(
* Generate events list code.
*/
gd::String EventsCodeGenerator::GenerateEventsListCode(
gd::EventsList& events, const EventsCodeGenerationContext& parentContext) {
gd::EventsList& events, EventsCodeGenerationContext& parentContext) {
gd::String output;
for (std::size_t eId = 0; eId < events.size(); ++eId) {
// Each event has its own context : Objects picked in an event are totally
@@ -793,6 +890,8 @@ gd::String EventsCodeGenerator::GenerateEventsListCode(
// operation.
bool reuseParentContext =
parentContext.CanReuse() && eId == events.size() - 1;
// TODO: avoid creating if useless.
gd::EventsCodeGenerationContext reusedContext;
reusedContext.Reuse(parentContext);
@@ -937,7 +1036,7 @@ gd::String EventsCodeGenerator::GenerateFreeCondition(
for (std::size_t i = 0; i < instrInfos.parameters.size();
++i) // Some conditions already have a "conditionInverted" parameter
{
if (instrInfos.parameters[i].type == "conditionInverted")
if (instrInfos.parameters[i].GetType() == "conditionInverted")
conditionAlreadyTakeCareOfInversion = true;
}
if (!conditionAlreadyTakeCareOfInversion && conditionInverted)
@@ -958,7 +1057,7 @@ gd::String EventsCodeGenerator::GenerateObjectCondition(
// Prepare call
// Add a static_cast if necessary
gd::String objectFunctionCallNamePart =
(!instrInfos.parameters[0].supplementaryInformation.empty())
(!instrInfos.parameters[0].GetExtraInfo().empty())
? "static_cast<" + objInfo.className + "*>(" +
GetObjectListName(objectName, context) + "[i])->" +
instrInfos.codeExtraInformation.functionCallName
@@ -1005,9 +1104,11 @@ gd::String EventsCodeGenerator::GenerateBehaviorCondition(
}
gd::String EventsCodeGenerator::GenerateFreeAction(
const gd::String& functionCallName,
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
gd::EventsCodeGenerationContext& context) {
gd::EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName) {
// Generate call
gd::String call;
if (instrInfos.codeExtraInformation.type == "number" ||
@@ -1017,32 +1118,39 @@ gd::String EventsCodeGenerator::GenerateFreeAction(
call = GenerateOperatorCall(
instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName,
functionCallName,
instrInfos.codeExtraInformation.optionalAssociatedInstruction);
else if (instrInfos.codeExtraInformation.accessType ==
gd::InstructionMetadata::ExtraInformation::Mutators)
call =
GenerateMutatorCall(instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName);
functionCallName);
else
call = GenerateCompoundOperatorCall(
instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName);
functionCallName);
} else {
call = instrInfos.codeExtraInformation.functionCallName + "(" +
call = functionCallName + "(" +
GenerateArgumentsList(arguments) + ")";
}
if (!optionalAsyncCallbackName.empty())
call = "runtimeScene.getAsyncTasksManager().addTask(" + call + ", " +
optionalAsyncCallbackName + ")";
return call + ";\n";
}
gd::String EventsCodeGenerator::GenerateObjectAction(
const gd::String& objectName,
const gd::ObjectMetadata& objInfo,
const gd::String& functionCallName,
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
gd::EventsCodeGenerationContext& context) {
gd::EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName) {
// Create call
gd::String call;
if ((instrInfos.codeExtraInformation.type == "number" ||
@@ -1052,25 +1160,26 @@ gd::String EventsCodeGenerator::GenerateObjectAction(
call = GenerateOperatorCall(
instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName,
functionCallName,
instrInfos.codeExtraInformation.optionalAssociatedInstruction,
2);
else
call = GenerateCompoundOperatorCall(
instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName,
2);
instrInfos, arguments, functionCallName, 2);
return "For each picked object \"" + objectName + "\", call " + call +
".\n";
} else {
gd::String argumentsStr = GenerateArgumentsList(arguments, 1);
call = instrInfos.codeExtraInformation.functionCallName + "(" +
argumentsStr + ")";
call = functionCallName + "(" + argumentsStr + ")";
return "For each picked object \"" + objectName + "\", call " + call + "(" +
argumentsStr + ").\n";
argumentsStr + ")" +
(optionalAsyncCallbackName.empty()
? ""
: (", then call" + optionalAsyncCallbackName)) +
".\n";
}
}
@@ -1078,9 +1187,11 @@ gd::String EventsCodeGenerator::GenerateBehaviorAction(
const gd::String& objectName,
const gd::String& behaviorName,
const gd::BehaviorMetadata& autoInfo,
const gd::String& functionCallName,
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
gd::EventsCodeGenerationContext& context) {
gd::EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName) {
// Create call
gd::String call;
if ((instrInfos.codeExtraInformation.type == "number" ||
@@ -1090,24 +1201,29 @@ gd::String EventsCodeGenerator::GenerateBehaviorAction(
call = GenerateOperatorCall(
instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName,
functionCallName,
instrInfos.codeExtraInformation.optionalAssociatedInstruction,
2);
else
call = GenerateCompoundOperatorCall(
instrInfos,
arguments,
instrInfos.codeExtraInformation.functionCallName,
functionCallName,
2);
return "For each picked object \"" + objectName + "\", call " + call +
" for behavior \"" + behaviorName + "\".\n";
} else {
gd::String argumentsStr = GenerateArgumentsList(arguments, 2);
call = instrInfos.codeExtraInformation.functionCallName + "(" +
call = functionCallName + "(" +
argumentsStr + ")";
return "For each picked object \"" + objectName + "\", call " + call + "(" +
argumentsStr + ")" + " for behavior \"" + behaviorName + "\".\n";
argumentsStr + ")" + " for behavior \"" + behaviorName + "\"" +
(optionalAsyncCallbackName.empty()
? ""
: (", then call" + optionalAsyncCallbackName)) +
".\n";
}
}
@@ -1123,14 +1239,15 @@ size_t EventsCodeGenerator::GenerateSingleUsageUniqueIdFor(
<< std::endl;
}
// Base the unique id on the adress in memory so that the same instruction
// Base the unique id on the address in memory so that the same instruction
// in memory will get the same id across different code generations.
size_t uniqueId = (size_t)instruction;
// While in most case this function is called a single time for each instruction,
// it's possible for an instruction to be appearing more than once in the events,
// if we used links. In this case, simply increment the unique id to be sure that
// ids are effectively uniques, and stay stable (given the same order of links).
// While in most case this function is called a single time for each
// instruction, it's possible for an instruction to be appearing more than
// once in the events, if we used links. In this case, simply increment the
// unique id to be sure that ids are effectively uniques, and stay stable
// (given the same order of links).
while (instructionUniqueIds.find(uniqueId) != instructionUniqueIds.end()) {
uniqueId++;
}
@@ -1154,7 +1271,7 @@ gd::String EventsCodeGenerator::GenerateArgumentsList(
return argumentsStr;
}
EventsCodeGenerator::EventsCodeGenerator(gd::Project& project_,
EventsCodeGenerator::EventsCodeGenerator(const gd::Project& project_,
const gd::Layout& layout,
const gd::Platform& platform_)
: platform(platform_),
@@ -1171,7 +1288,7 @@ EventsCodeGenerator::EventsCodeGenerator(gd::Project& project_,
EventsCodeGenerator::EventsCodeGenerator(
const gd::Platform& platform_,
gd::ObjectsContainer& globalObjectsAndGroups_,
const gd::ObjectsContainer& globalObjectsAndGroups_,
const gd::ObjectsContainer& objectsAndGroups_)
: platform(platform_),
globalObjectsAndGroups(globalObjectsAndGroups_),

View File

@@ -48,7 +48,7 @@ class GD_CORE_API EventsCodeGenerator {
* \brief Construct a code generator for the specified
* platform/project/layout.
*/
EventsCodeGenerator(gd::Project& project_,
EventsCodeGenerator(const gd::Project& project_,
const gd::Layout& layout,
const gd::Platform& platform_);
@@ -57,7 +57,7 @@ class GD_CORE_API EventsCodeGenerator {
* objects/groups and platform
*/
EventsCodeGenerator(const gd::Platform& platform,
gd::ObjectsContainer& globalObjectsAndGroups_,
const gd::ObjectsContainer& globalObjectsAndGroups_,
const gd::ObjectsContainer& objectsAndGroups_);
virtual ~EventsCodeGenerator(){};
@@ -77,7 +77,7 @@ class GD_CORE_API EventsCodeGenerator {
* \return Code
*/
virtual gd::String GenerateEventsListCode(
gd::EventsList& events, const EventsCodeGenerationContext& context);
gd::EventsList& events, EventsCodeGenerationContext& context);
/**
* \brief Generate code for executing a condition list
@@ -154,8 +154,54 @@ class GD_CORE_API EventsCodeGenerator {
* \param context Context used for generation
* \return Code
*/
gd::String GenerateActionCode(gd::Instruction& action,
EventsCodeGenerationContext& context);
gd::String GenerateActionCode(
gd::Instruction& action,
EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName = "");
struct CallbackDescriptor {
CallbackDescriptor(const gd::String functionName_,
const gd::String argumentsList_,
const std::set<gd::String> requiredObjects_)
: functionName(functionName_),
argumentsList(argumentsList_),
requiredObjects(requiredObjects_){};
/**
* The name by which the function can be invoked.
*/
const gd::String functionName;
/**
* The comma separated list of arguments that the function takes.
*/
const gd::String argumentsList;
/**
* A set of all objects that need to be backed up to be passed to the
* callback code.
*/
const std::set<gd::String> requiredObjects;
};
/**
* \brief Generates actions and events as a callback.
*
* This is used by asynchronous functions to run the code out of the normal
* events flow.
*
* \returns A set with all objects required by the callback code.
* The caller must take care of backing them up in a LongLivedObjectsList,
* and to pass it to the callback function as the last argument.
*/
virtual const CallbackDescriptor GenerateCallback(
const gd::String& callbackFunctionName,
gd::EventsCodeGenerationContext& parentContext,
gd::InstructionsList& actions,
gd::EventsList* subEvents = nullptr);
/**
* \brief Generates the parameters list of an event's generated function.
*/
const gd::String GenerateEventsParameters(
const gd::EventsCodeGenerationContext& context);
/**
* \brief Generate code for declaring objects lists.
@@ -283,7 +329,7 @@ class GD_CORE_API EventsCodeGenerator {
/**
* \brief Get the global objects/groups used for code generation.
*/
gd::ObjectsContainer& GetGlobalObjectsAndGroups() const {
const gd::ObjectsContainer& GetGlobalObjectsAndGroups() const {
return globalObjectsAndGroups;
}
@@ -304,7 +350,7 @@ class GD_CORE_API EventsCodeGenerator {
* \brief Get the project the code is being generated for.
* \warning This is only valid if HasProjectAndLayout() is true.
*/
gd::Project& GetProject() const { return *project; }
const gd::Project& GetProject() const { return *project; }
/**
* \brief Get the layout the code is being generated for.
@@ -358,6 +404,18 @@ class GD_CORE_API EventsCodeGenerator {
return boolName;
}
/**
* \brief Generate the full name for accessing to a boolean variable used for
* conditions.
*
* Default implementation just returns the boolean name passed as argument.
*/
virtual gd::String GenerateUpperScopeBooleanFullName(
const gd::String& boolName,
const gd::EventsCodeGenerationContext& context) {
return boolName;
}
/**
* \brief Must create a boolean. Its value must be false.
*
@@ -435,6 +493,9 @@ class GD_CORE_API EventsCodeGenerator {
*/
size_t GenerateSingleUsageUniqueIdForEventsList();
virtual const gd::String GenerateRelationalOperatorCodes(
const gd::String& operatorString);
protected:
/**
* \brief Generate the code for a single parameter.
@@ -444,9 +505,9 @@ class GD_CORE_API EventsCodeGenerator {
* - object : Object name -> string
* - expression : Mathematical expression -> number (double)
* - string : %Text expression -> string
* - layer, color, file, joyaxis : Same as string
* - layer, color, file, stringWithSelector : Same as string
* - relationalOperator : Used to make a comparison between the function
resturn value and value of the parameter preceding the relationOperator
return value and value of the parameter preceding the relationOperator
parameter -> string
* - operator : Used to update a value using a setter and a getter -> string
* - key, mouse, objectvar, scenevar, globalvar, password, musicfile,
@@ -462,28 +523,18 @@ class GD_CORE_API EventsCodeGenerator {
* Other standard parameters type that should be implemented by platforms:
* - currentScene: Reference to the current runtime scene.
* - objectList : a map containing lists of objects which are specified by the
object name in another parameter. (C++: std::map <gd::String,
std::vector<RuntimeObject*> *>). Example:
* \code
AddExpression("Count", _("Object count"), _("Count the number of picked
objects"), _("Objects"), "res/conditions/nbObjet.png")
.AddParameter("objectList", _("Object"))
.SetFunctionName("PickedObjectsCount").SetIncludeFile("GDCpp/Extensions/Builtin/ObjectTools.h");
* \endcode
* - objectListWithoutPicking : Same as objectList but do not pick object if
they are not already picked.
* - objectPtr : Return a pointer to object specified by the object name in
another parameter ( C++: RuntimeObject* ). Example:
object name in another parameter.
* - objectListOrEmptyIfJustDeclared : Same as `objectList` but do not pick
object if they are not already picked.
* - objectPtr: Return a reference to the object specified by the object name
in another parameter. Example:
* \code
.AddParameter("object", _("Object"))
.AddParameter("objectPtr", _("Target object"))
//The called function will be called with this signature on the C++ platform:
Function(gd::String, RuntimeObject*)
* \endcode
*/
virtual gd::String GenerateParameterCodes(
const gd::String& parameter,
const gd::Expression& parameter,
const gd::ParameterMetadata& metadata,
gd::EventsCodeGenerationContext& context,
const gd::String& lastObjectName,
@@ -626,19 +677,6 @@ class GD_CORE_API EventsCodeGenerator {
return "!(" + predicat + ")";
};
/**
* \brief Must create a boolean which is a reference to a boolean declared in
* the parent scope.
*
* The default implementation generates C-style code.
*/
virtual gd::String GenerateReferenceToUpperScopeBoolean(
const gd::String& referenceName,
const gd::String& referencedBoolean,
gd::EventsCodeGenerationContext& context) {
return "bool & " + referenceName + " = " + referencedBoolean + ";\n";
}
virtual gd::String GenerateFreeCondition(
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
@@ -666,24 +704,30 @@ class GD_CORE_API EventsCodeGenerator {
gd::EventsCodeGenerationContext& context);
virtual gd::String GenerateFreeAction(
const gd::String& functionCallName,
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
gd::EventsCodeGenerationContext& context);
gd::EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName = "");
virtual gd::String GenerateObjectAction(
const gd::String& objectName,
const gd::ObjectMetadata& objInfo,
const gd::String& functionCallName,
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
gd::EventsCodeGenerationContext& context);
gd::EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName = "");
virtual gd::String GenerateBehaviorAction(
const gd::String& objectName,
const gd::String& behaviorName,
const gd::BehaviorMetadata& autoInfo,
const gd::String& functionCallName,
const std::vector<gd::String>& arguments,
const gd::InstructionMetadata& instrInfos,
gd::EventsCodeGenerationContext& context);
gd::EventsCodeGenerationContext& context,
const gd::String& optionalAsyncCallbackName = "");
gd::String GenerateRelationalOperatorCall(
const gd::InstructionMetadata& instrInfos,
@@ -733,15 +777,15 @@ class GD_CORE_API EventsCodeGenerator {
const gd::Platform& platform; ///< The platform being used.
gd::ObjectsContainer& globalObjectsAndGroups;
const gd::ObjectsContainer& globalObjectsAndGroups;
const gd::ObjectsContainer& objectsAndGroups;
bool hasProjectAndLayout; ///< true only if project and layout are valid
///< references. If false, they should not be used.
gd::Project* project; ///< The project being used.
const gd::Layout* scene; ///< The scene being generated.
const gd::Project* project; ///< The project being used.
const gd::Layout* scene; ///< The scene being generated.
bool errorOccurred; ///< Must be set to true if an error occured.
bool errorOccurred; ///< Must be set to true if an error occurred.
bool compilationForRuntime; ///< Is set to true if the code generation is
///< made for runtime only.

View File

@@ -4,8 +4,10 @@
* reserved. This project is released under the MIT License.
*/
#include "ExpressionCodeGenerator.h"
#include <memory>
#include <vector>
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
@@ -23,29 +25,38 @@
#include "GDCore/IDE/Events/ExpressionValidator.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Project.h"
#include "GDCore/IDE/Events/ExpressionTypeFinder.h"
#include "GDCore/IDE/Events/ExpressionVariableOwnerFinder.h"
namespace gd {
gd::String ExpressionCodeGenerator::GenerateExpressionCode(
EventsCodeGenerator& codeGenerator,
EventsCodeGenerationContext& context,
const gd::String& type,
const gd::String& expression,
const gd::String& objectName) {
gd::ExpressionParser2 parser(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups());
auto node = parser.ParseExpression(type, expression, objectName);
gd::ExpressionValidator validator;
const gd::String& rootType,
const gd::Expression& expression,
const gd::String& rootObjectName) {
ExpressionCodeGenerator generator(rootType, rootObjectName, codeGenerator, context);
auto node = expression.GetRootNode();
if (!node) {
std::cout << "Error: error while parsing: \"" << expression.GetPlainString()
<< "\" (" << rootType << ")" << std::endl;
return generator.GenerateDefaultValue(rootType);
}
gd::ExpressionValidator validator(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootType);
node->Visit(validator);
if (!validator.GetFatalErrors().empty()) {
std::cout << "Error: \"" << validator.GetFatalErrors()[0]->GetMessage()
<< "\" in: \"" << expression.GetPlainString() << "\" ("
<< rootType << ")" << std::endl;
ExpressionCodeGenerator generator(codeGenerator, context);
if (!validator.GetErrors().empty()) {
std::cout << "Error: \"" << validator.GetErrors()[0]->GetMessage()
<< "\" in: \"" << expression << "\" (" << type << ")"
<< std::endl;
return generator.GenerateDefaultValue(type);
return generator.GenerateDefaultValue(rootType);
}
node->Visit(generator);
@@ -88,15 +99,24 @@ void ExpressionCodeGenerator::OnVisitTextNode(TextNode& node) {
void ExpressionCodeGenerator::OnVisitVariableNode(VariableNode& node) {
// This "translation" from the type to an enum could be avoided
// if all types were moved to an enum.
auto type = gd::ExpressionTypeFinder::GetType(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootType,
node);
EventsCodeGenerator::VariableScope scope =
node.type == "globalvar"
type == "globalvar"
? gd::EventsCodeGenerator::PROJECT_VARIABLE
: ((node.type == "scenevar")
: ((type == "scenevar")
? gd::EventsCodeGenerator::LAYOUT_VARIABLE
: gd::EventsCodeGenerator::OBJECT_VARIABLE);
auto objectName = gd::ExpressionVariableOwnerFinder::GetObjectName(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootObjectName,
node);
output += codeGenerator.GenerateGetVariable(
node.name, scope, context, node.objectName);
node.name, scope, context, objectName);
if (node.child) node.child->Visit(*this);
}
@@ -108,7 +128,7 @@ void ExpressionCodeGenerator::OnVisitVariableAccessorNode(
void ExpressionCodeGenerator::OnVisitVariableBracketAccessorNode(
VariableBracketAccessorNode& node) {
ExpressionCodeGenerator generator(codeGenerator, context);
ExpressionCodeGenerator generator("string", "", codeGenerator, context);
node.expression->Visit(generator);
output +=
codeGenerator.GenerateVariableBracketAccessor(generator.GetOutput());
@@ -116,39 +136,79 @@ void ExpressionCodeGenerator::OnVisitVariableBracketAccessorNode(
}
void ExpressionCodeGenerator::OnVisitIdentifierNode(IdentifierNode& node) {
if (gd::ParameterMetadata::IsObject(node.type)) {
auto type = gd::ExpressionTypeFinder::GetType(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootType,
node);
if (gd::ParameterMetadata::IsObject(type)) {
output +=
codeGenerator.GenerateObject(node.identifierName, node.type, context);
} else {
codeGenerator.GenerateObject(node.identifierName, type, context);
} else if (gd::ParameterMetadata::IsExpression("variable", type)) {
EventsCodeGenerator::VariableScope scope =
type == "globalvar"
? gd::EventsCodeGenerator::PROJECT_VARIABLE
: ((type == "scenevar")
? gd::EventsCodeGenerator::LAYOUT_VARIABLE
: gd::EventsCodeGenerator::OBJECT_VARIABLE);
auto objectName = gd::ExpressionVariableOwnerFinder::GetObjectName(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootObjectName,
node);
output += codeGenerator.GenerateGetVariable(
node.identifierName, scope, context, objectName);
if (!node.childIdentifierName.empty()) {
output += codeGenerator.GenerateVariableAccessor(node.childIdentifierName);
}
} else if (node.childIdentifierName.empty()) {
output += "/* Error during generation, unrecognized identifier type: " +
codeGenerator.ConvertToString(node.type) + " with value " +
codeGenerator.ConvertToString(type) + " with value " +
codeGenerator.ConvertToString(node.identifierName) + " */ " +
codeGenerator.ConvertToStringExplicit(node.identifierName);
}
else {
// This is for function names that are put in IdentifierNode
// because the type is needed to tell them apart from variables.
output += GenerateDefaultValue(type);
}
}
void ExpressionCodeGenerator::OnVisitFunctionCallNode(FunctionCallNode& node) {
if (gd::MetadataProvider::IsBadExpressionMetadata(node.expressionMetadata)) {
auto type = gd::ExpressionTypeFinder::GetType(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootType,
node);
const gd::ExpressionMetadata &metadata = MetadataProvider::GetFunctionCallMetadata(
codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
node);
if (gd::MetadataProvider::IsBadExpressionMetadata(metadata)) {
output += "/* Error during generation, function not found: " +
codeGenerator.ConvertToString(node.functionName) + " for type " +
node.type + " */ " + GenerateDefaultValue(node.type);
codeGenerator.ConvertToString(node.functionName) + " */ " +
GenerateDefaultValue(type);
return;
}
if (!node.objectName.empty()) {
if (!node.behaviorName.empty()) {
output += GenerateBehaviorFunctionCode(node.type,
output += GenerateBehaviorFunctionCode(type,
node.objectName,
node.behaviorName,
node.parameters,
node.expressionMetadata);
metadata);
} else {
output += GenerateObjectFunctionCode(
node.type, node.objectName, node.parameters, node.expressionMetadata);
type, node.objectName, node.parameters, metadata);
}
} else {
output +=
GenerateFreeFunctionCode(node.parameters, node.expressionMetadata);
GenerateFreeFunctionCode(node.parameters, metadata);
}
}
@@ -210,14 +270,20 @@ gd::String ExpressionCodeGenerator::GenerateObjectFunctionCode(
const ObjectMetadata& objInfo = MetadataProvider::GetObjectMetadata(
codeGenerator.GetPlatform(), objectType);
codeGenerator.AddIncludeFiles(objInfo.includeFiles);
functionOutput = codeGenerator.GenerateObjectFunctionCall(
realObjects[i],
objInfo,
expressionMetadata.codeExtraInformation,
parametersCode,
functionOutput,
context);
if (objInfo.IsUnsupportedBaseObjectCapability(
expressionMetadata.GetRequiredBaseObjectCapability())) {
// Do nothing, skipping objects not supporting the capability required by
// this expression.
} else {
codeGenerator.AddIncludeFiles(objInfo.includeFiles);
functionOutput = codeGenerator.GenerateObjectFunctionCall(
realObjects[i],
objInfo,
expressionMetadata.codeExtraInformation,
parametersCode,
functionOutput,
context);
}
}
return functionOutput;
@@ -290,18 +356,21 @@ gd::String ExpressionCodeGenerator::GenerateParametersCodes(
auto& parameterMetadata = expressionMetadata.parameters[i];
if (!parameterMetadata.IsCodeOnly()) {
ExpressionCodeGenerator generator(codeGenerator, context);
if (nonCodeOnlyParameterIndex < parameters.size()) {
auto objectName = gd::ExpressionVariableOwnerFinder::GetObjectName(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootObjectName,
*parameters[nonCodeOnlyParameterIndex].get());
ExpressionCodeGenerator generator(parameterMetadata.GetType(), objectName, codeGenerator, context);
parameters[nonCodeOnlyParameterIndex]->Visit(generator);
parametersCode += generator.GetOutput();
} else if (parameterMetadata.IsOptional()) {
ExpressionCodeGenerator generator(parameterMetadata.GetType(), "", codeGenerator, context);
// Optional parameters default value were not parsed at the time of the
// expression parsing. Parse them now.
ExpressionParser2 parser(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups());
auto node = parser.ParseExpression(parameterMetadata.GetType(),
parameterMetadata.GetDefaultValue());
ExpressionParser2 parser;
auto node = parser.ParseExpression(parameterMetadata.GetDefaultValue());
node->Visit(generator);
parametersCode += generator.GetOutput();
@@ -351,16 +420,30 @@ gd::String ExpressionCodeGenerator::GenerateDefaultValue(
if (gd::ParameterMetadata::IsObject(type)) {
return codeGenerator.GenerateBadObject();
}
if (gd::ParameterMetadata::IsExpression("string", type)) {
return "\"\"";
}
return (type == "string") ? "\"\"" : "0";
return "0";
}
void ExpressionCodeGenerator::OnVisitEmptyNode(EmptyNode& node) {
output += GenerateDefaultValue(node.type);
auto type = gd::ExpressionTypeFinder::GetType(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootType,
node);
output += GenerateDefaultValue(type);
}
void ExpressionCodeGenerator::OnVisitObjectFunctionNameNode(ObjectFunctionNameNode& node) {
output += GenerateDefaultValue(node.type);
void ExpressionCodeGenerator::OnVisitObjectFunctionNameNode(
ObjectFunctionNameNode& node) {
auto type = gd::ExpressionTypeFinder::GetType(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
rootType,
node);
output += GenerateDefaultValue(type);
}
} // namespace gd

View File

@@ -9,7 +9,6 @@
#include <memory>
#include <vector>
#include "GDCore/Events/Parsers/ExpressionParser2.h"
#include "GDCore/Events/Parsers/ExpressionParser2Node.h"
#include "GDCore/Events/Parsers/ExpressionParser2NodeWorker.h"
#include "GDCore/String.h"
@@ -35,9 +34,11 @@ namespace gd {
*/
class GD_CORE_API ExpressionCodeGenerator : public ExpressionParser2NodeWorker {
public:
ExpressionCodeGenerator(EventsCodeGenerator& codeGenerator_,
ExpressionCodeGenerator(const gd::String &rootType_,
const gd::String &rootObjectName_,
EventsCodeGenerator& codeGenerator_,
EventsCodeGenerationContext& context_)
: codeGenerator(codeGenerator_), context(context_){};
: rootType(rootType_), rootObjectName(rootObjectName_), codeGenerator(codeGenerator_), context(context_){};
virtual ~ExpressionCodeGenerator(){};
/**
@@ -57,7 +58,7 @@ class GD_CORE_API ExpressionCodeGenerator : public ExpressionParser2NodeWorker {
static gd::String GenerateExpressionCode(EventsCodeGenerator& codeGenerator,
EventsCodeGenerationContext& context,
const gd::String& type,
const gd::String& expression,
const gd::Expression& expression,
const gd::String& objectName = "");
const gd::String& GetOutput() { return output; };
@@ -103,6 +104,8 @@ class GD_CORE_API ExpressionCodeGenerator : public ExpressionParser2NodeWorker {
gd::String output;
EventsCodeGenerator& codeGenerator;
EventsCodeGenerationContext& context;
const gd::String rootType;
const gd::String rootObjectName;
};
} // namespace gd

View File

@@ -5,8 +5,12 @@
*/
#include "GDCore/Events/Event.h"
#include "GDCore/Events/Builtin/AsyncEvent.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/EventsList.h"
#include "GDCore/Events/EventVisitor.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Extensions/PlatformExtension.h"
@@ -65,10 +69,41 @@ gd::String BaseEvent::GenerateEventCode(
return "";
}
void BaseEvent::PreprocessAsyncActions(const gd::Platform& platform) {
if (!CanHaveSubEvents()) return;
for (const auto& actionsList : GetAllActionsVectors())
for (std::size_t aId = 0; aId < actionsList->size(); ++aId) {
const auto& action = actionsList->at(aId);
const gd::InstructionMetadata& actionMetadata =
gd::MetadataProvider::GetActionMetadata(platform, action.GetType());
if (actionMetadata.IsAsync() &&
(!actionMetadata.IsOptionallyAsync() || action.IsAwaited())) {
gd::InstructionsList remainingActions;
remainingActions.InsertInstructions(
*actionsList, aId + 1, actionsList->size() - 1);
gd::AsyncEvent asyncEvent(action, remainingActions, GetSubEvents());
// Ensure that the local event no longer has any of the actions/subevent
// after the async function
actionsList->RemoveAfter(aId);
GetSubEvents().Clear();
GetSubEvents().InsertEvent(asyncEvent);
// We just moved all the rest, there's nothing left to do in this event.
return;
}
}
};
void BaseEvent::Preprocess(gd::EventsCodeGenerator& codeGenerator,
gd::EventsList& eventList,
std::size_t indexOfTheEventInThisList) {
if (IsDisabled() || !MustBePreprocessed()) return;
if (IsDisabled()) return;
PreprocessAsyncActions(codeGenerator.GetPlatform());
if (!MustBePreprocessed()) return;
try {
if (type.empty()) return;
@@ -106,6 +141,14 @@ void BaseEvent::Preprocess(gd::EventsCodeGenerator& codeGenerator,
}
}
bool BaseEvent::AcceptVisitor(gd::EventVisitor& eventVisitor) {
return eventVisitor.VisitEvent(*this);
}
void BaseEvent::AcceptVisitor(gd::ReadOnlyEventVisitor& eventVisitor) const {
eventVisitor.VisitEvent(*this);
}
BaseEventSPtr GD_CORE_API CloneRememberingOriginalEvent(BaseEventSPtr event) {
gd::BaseEventSPtr copy(event->Clone());
// Original event is either the original event of the copied event, or the

View File

@@ -10,13 +10,13 @@
#include <iostream>
#include <memory>
#include <vector>
#include "GDCore/Events/Instruction.h"
#include "GDCore/Events/InstructionsList.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/String.h"
namespace gd {
class EventsList;
class MainFrameWrapper;
class Project;
class Layout;
class EventsCodeGenerator;
@@ -24,7 +24,9 @@ class EventsCodeGenerationContext;
class Platform;
class SerializerElement;
class Instruction;
}
class EventVisitor;
class ReadOnlyEventVisitor;
} // namespace gd
namespace gd {
@@ -127,18 +129,25 @@ class GD_CORE_API BaseEvent {
return noSearchableStrings;
};
virtual bool ReplaceAllSearchableStrings(
std::vector<gd::String> newSearchableString) {
return false;
};
/**
* \brief Return a list of all expressions of the event, each with their associated metadata.
* \note Used to preprocess or search in the expressions of the event.
*/
virtual std::vector<std::pair<gd::Expression*, gd::ParameterMetadata> >
GetAllExpressionsWithMetadata() {
GetAllExpressionsWithMetadata() {
std::vector<std::pair<gd::Expression*, gd::ParameterMetadata> > noExpr;
return noExpr;
};
virtual std::vector<std::pair<const gd::Expression*, const gd::ParameterMetadata> >
GetAllExpressionsWithMetadata() const {
std::vector<std::pair<const gd::Expression*, const gd::ParameterMetadata> > noExpr;
virtual std::vector<
std::pair<const gd::Expression*, const gd::ParameterMetadata> >
GetAllExpressionsWithMetadata() const {
std::vector<std::pair<const gd::Expression*, const gd::ParameterMetadata> >
noExpr;
return noExpr;
};
@@ -202,6 +211,11 @@ class GD_CORE_API BaseEvent {
gd::EventsList& eventList,
std::size_t indexOfTheEventInThisList);
/**
* A function that turns all async member actions into an Async subevent for code generation.
*/
void PreprocessAsyncActions(const gd::Platform& platform);
/**
* \brief If MustBePreprocessed is redefined to return true, the
* gd::EventMetadata::preprocessing associated to the event will be called to
@@ -226,6 +240,9 @@ class GD_CORE_API BaseEvent {
*/
virtual void UnserializeFrom(gd::Project& project,
const SerializerElement& element){};
virtual bool AcceptVisitor(gd::EventVisitor& eventVisitor);
virtual void AcceptVisitor(gd::ReadOnlyEventVisitor& eventVisitor) const;
///@}
/** \name Common properties

View File

@@ -0,0 +1,76 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#pragma once
#include <iostream>
#include <memory>
#include <vector>
#include "GDCore/String.h"
namespace gd {
class BaseEvent;
class LinkEvent;
} // namespace gd
namespace gd {
/**
* \brief Visitor of any kind of event.
*
* \ingroup Events
*/
class GD_CORE_API EventVisitor {
public:
virtual ~EventVisitor(){};
/**
* Called to do some work on an event.
*
* \return true if the event must be deleted from the events list, false
* otherwise.
*/
virtual bool VisitEvent(gd::BaseEvent& linkEvent) = 0;
/**
* Called to do some work on a link event.
*
* Note that VisitEvent is also called with this event.
*
* \return true if the event must be deleted from the events list, false
* otherwise.
*/
virtual bool VisitLinkEvent(gd::LinkEvent& linkEvent) = 0;
};
/**
* \brief Visitor of any kind of event.
*
* \ingroup Events
*/
class GD_CORE_API ReadOnlyEventVisitor {
public:
virtual ~ReadOnlyEventVisitor(){};
/**
* Called to do some work on an event.
*/
virtual void VisitEvent(const gd::BaseEvent& linkEvent) = 0;
/**
* Called to do some work on a link event.
*
* Note that VisitEvent is also called with this event.
*/
virtual void VisitLinkEvent(const gd::LinkEvent& linkEvent) = 0;
/**
* @brief Abort the iteration on the events.
*/
virtual void StopAnyEventIteration() = 0;
};
}

View File

@@ -5,6 +5,7 @@
*/
#include "EventsList.h"
#include "GDCore/Events/Event.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Tools/Log.h"
@@ -100,9 +101,8 @@ bool EventsList::Contains(const gd::BaseEvent& eventToSearch,
}
bool EventsList::MoveEventToAnotherEventsList(const gd::BaseEvent& eventToMove,
gd::EventsList& newEventsList,
std::size_t newPosition) {
gd::EventsList& newEventsList,
std::size_t newPosition) {
for (std::size_t i = 0; i < GetEventsCount(); ++i) {
if (events[i].get() == &eventToMove) {
std::shared_ptr<BaseEvent> event = events[i];

View File

@@ -0,0 +1,41 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Events/Expression.h"
#include "GDCore/Events/Parsers/ExpressionParser2.h"
#include "GDCore/String.h"
namespace gd {
Expression::Expression() : node(nullptr) {};
Expression::Expression(gd::String plainString_)
: node(nullptr), plainString(plainString_) {};
Expression::Expression(const char* plainString_)
: node(nullptr), plainString(plainString_) {};
Expression::Expression(const Expression& copy)
: node(nullptr), plainString{copy.plainString} {};
Expression& Expression::operator=(const Expression& expression) {
plainString = expression.plainString;
node = nullptr;
return *this;
};
Expression::~Expression(){};
ExpressionNode* Expression::GetRootNode() const {
if (!node) {
gd::ExpressionParser2 parser = ExpressionParser2();
node = std::move(parser.ParseExpression(plainString));
}
return node.get();
}
} // namespace gd

View File

@@ -6,7 +6,15 @@
#ifndef GDCORE_EXPRESSION_H
#define GDCORE_EXPRESSION_H
#include "GDCore/String.h"
#include <memory>
namespace gd {
class ExpressionParser2;
class ObjectsContainer;
struct ExpressionNode;
} // namespace gd
namespace gd {
@@ -24,32 +32,49 @@ class GD_CORE_API Expression {
/**
* \brief Construct an empty expression
*/
Expression(){};
Expression();
/**
* \brief Construct an expression from a string
*/
Expression(gd::String plainString_) : plainString(plainString_){};
Expression(gd::String plainString_);
/**
* \brief Construct an expression from a const char *
*/
Expression(const char* plainString_) : plainString(plainString_){};
Expression(const char* plainString_);
/**
* \brief Copy construct an expression.
*/
Expression(const Expression& copy);
/**
* \brief Expression affectation overriding.
*/
Expression& operator=(const Expression& expression);
/**
* \brief Get the plain string representing the expression
*/
inline const gd::String& GetPlainString() const { return plainString; };
/**
* @brief Get the expression node.
* @return std::unique_ptr<gd::ExpressionNode>
*/
gd::ExpressionNode* GetRootNode() const;
/**
* \brief Mimics std::string::c_str
*/
inline const char* c_str() const { return plainString.c_str(); };
virtual ~Expression(){};
virtual ~Expression();
private:
gd::String plainString; ///< The expression string
mutable std::unique_ptr<gd::ExpressionNode> node;
};
} // namespace gd

View File

@@ -55,6 +55,10 @@ void Instruction::SetParameter(std::size_t nb, const gd::Expression& val) {
parameters[nb] = val;
}
void Instruction::AddParameter(const gd::Expression& val) {
parameters.push_back(val);
}
std::shared_ptr<Instruction> GD_CORE_API
CloneRememberingOriginalElement(std::shared_ptr<Instruction> instruction) {
std::shared_ptr<Instruction> copy =

View File

@@ -72,6 +72,22 @@ class GD_CORE_API Instruction {
*/
void SetInverted(bool inverted_) { inverted = inverted_; }
/**
* \brief Return true if the async instruction should be awaited.
* This is not relevant if the instruction is not optionally asynchronous.
*
* \return true if the instruction is to be awaited
*/
bool IsAwaited() const { return awaitAsync; }
/**
* \brief Set if the async instruction is to be awaited or not.
* This is not relevant if the instruction is not optionally asynchronous.
*
* \param inverted true if the instruction must be awaited
*/
void SetAwaited(bool awaited) { awaitAsync = awaited; }
/**
* \brief Return the number of parameters of the instruction.
*/
@@ -107,6 +123,11 @@ class GD_CORE_API Instruction {
*/
void SetParameter(std::size_t nb, const gd::Expression& val);
/** Add a parameter at the end
* \param val The new value of the parameter
*/
void AddParameter(const gd::Expression& val);
/** \brief Get a reference to the std::vector containing the parameters.
* \return A std::vector containing the parameters
*/
@@ -139,7 +160,9 @@ class GD_CORE_API Instruction {
* Useful to get reference to the original instruction in memory during code
* generation, to ensure stable unique identifiers.
*/
std::weak_ptr<Instruction> GetOriginalInstruction() { return originalInstruction; };
std::weak_ptr<Instruction> GetOriginalInstruction() {
return originalInstruction;
};
friend std::shared_ptr<Instruction> CloneRememberingOriginalElement(
std::shared_ptr<Instruction> instruction);
@@ -148,6 +171,9 @@ class GD_CORE_API Instruction {
gd::String type; ///< Instruction type
bool inverted; ///< True if the instruction if inverted. Only applicable for
///< instruction used as conditions by events
bool awaitAsync =
false; ///< Tells the code generator whether the optionally asynchronous
///< instruction should be generated as asynchronous (awaited) or not.
mutable std::vector<gd::Expression>
parameters; ///< Vector containing the parameters
gd::InstructionsList subInstructions; ///< Sub instructions, if applicable.

View File

@@ -5,6 +5,7 @@
*/
#include "InstructionsList.h"
#include "GDCore/Events/Instruction.h"
#include "GDCore/Project/Project.h"
#include "Serialization.h"
@@ -31,6 +32,10 @@ void InstructionsList::InsertInstructions(const InstructionsList& list,
}
}
void InstructionsList::RemoveAfter(const size_t position) {
elements.resize(position);
}
void InstructionsList::SerializeTo(SerializerElement& element) const {
EventsListSerialization::SerializeInstructionsTo(*this, element);
}

View File

@@ -6,9 +6,10 @@
#ifndef GDCORE_INSTRUCTIONSLIST_H
#define GDCORE_INSTRUCTIONSLIST_H
#include "GDCore/Tools/SPtrList.h"
#include <memory>
#include <vector>
#include "GDCore/Tools/SPtrList.h"
namespace gd {
class Instruction;
}
@@ -22,11 +23,11 @@ class SerializerElement;
namespace gd {
class InstructionsList : public SPtrList<gd::Instruction> {
public:
void InsertInstructions(const InstructionsList& list,
size_t begin,
size_t end,
size_t position = (size_t)-1);
public:
void InsertInstructions(const InstructionsList &list, size_t begin,
size_t end, size_t position = (size_t)-1);
void RemoveAfter(size_t position);
/** \name Serialization
*/
@@ -35,17 +36,17 @@ class InstructionsList : public SPtrList<gd::Instruction> {
* \brief Serialize the instructions to the specified element
* \see EventsListSerialization
*/
void SerializeTo(gd::SerializerElement& element) const;
void SerializeTo(gd::SerializerElement &element) const;
/**
* \brief Load the instructions from the specified element
* \see EventsListSerialization
*/
void UnserializeFrom(gd::Project& project,
const gd::SerializerElement& element);
void UnserializeFrom(gd::Project &project,
const gd::SerializerElement &element);
///@}
};
} // namespace gd
} // namespace gd
#endif

View File

@@ -4,9 +4,11 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Events/Parsers/ExpressionParser2.h"
#include <algorithm>
#include <memory>
#include <vector>
#include "GDCore/CommonTools.h"
#include "GDCore/Events/Expression.h"
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
@@ -24,98 +26,20 @@ namespace gd {
gd::String ExpressionParser2::NAMESPACE_SEPARATOR = "::";
ExpressionParser2::ExpressionParser2(
const gd::Platform& platform_,
const gd::ObjectsContainer& globalObjectsContainer_,
const gd::ObjectsContainer& objectsContainer_)
ExpressionParser2::ExpressionParser2()
: expression(""),
currentPosition(0),
platform(platform_),
globalObjectsContainer(globalObjectsContainer_),
objectsContainer(objectsContainer_) {}
namespace {
/**
* Return the minimum number of parameters, starting from a given parameter
* (by convention, 1 for object functions and 2 for behavior functions).
*/
size_t GetMinimumParametersNumber(
const std::vector<gd::ParameterMetadata>& parameters,
size_t initialParameterIndex) {
size_t nb = 0;
for (std::size_t i = initialParameterIndex; i < parameters.size(); ++i) {
if (!parameters[i].optional && !parameters[i].codeOnly) nb++;
}
return nb;
}
/**
* Return the maximum number of parameters, starting from a given parameter
* (by convention, 1 for object functions and 2 for behavior functions).
*/
size_t GetMaximumParametersNumber(
const std::vector<gd::ParameterMetadata>& parameters,
size_t initialParameterIndex) {
size_t nb = 0;
for (std::size_t i = initialParameterIndex; i < parameters.size(); ++i) {
if (!parameters[i].codeOnly) nb++;
}
return nb;
}
} // namespace
std::unique_ptr<ExpressionParserDiagnostic> ExpressionParser2::ValidateFunction(
const gd::FunctionCallNode& function, size_t functionStartPosition) {
if (gd::MetadataProvider::IsBadExpressionMetadata(
function.expressionMetadata)) {
return gd::make_unique<ExpressionParserError>(
"invalid_function_name",
_("Cannot find an expression with this name: ") +
function.functionName + "\n" +
_("Double check that you've not made any typo in the name."),
functionStartPosition,
GetCurrentPosition());
}
size_t minParametersCount = GetMinimumParametersNumber(
function.expressionMetadata.parameters,
WrittenParametersFirstIndex(function.objectName, function.behaviorName));
size_t maxParametersCount = GetMaximumParametersNumber(
function.expressionMetadata.parameters,
WrittenParametersFirstIndex(function.objectName, function.behaviorName));
if (function.parameters.size() < minParametersCount ||
function.parameters.size() > maxParametersCount) {
gd::String expectedCountMessage =
minParametersCount == maxParametersCount
? _("The number of parameters must be exactly ") +
gd::String::From(minParametersCount)
: _("The number of parameters must be: ") +
gd::String::From(minParametersCount) + "-" +
gd::String::From(maxParametersCount);
if (function.parameters.size() < minParametersCount) {
return gd::make_unique<ExpressionParserError>(
"too_few_parameters",
"You have not entered enough parameters for the expression. " +
expectedCountMessage,
functionStartPosition,
GetCurrentPosition());
}
}
return gd::make_unique<ExpressionParserDiagnostic>();
}
currentPosition(0) {}
std::unique_ptr<TextNode> ExpressionParser2::ReadText() {
size_t textStartPosition = GetCurrentPosition();
SkipAllWhitespaces();
if (!CheckIfChar(IsQuote)) {
auto text = gd::make_unique<TextNode>("");
// It can't happen.
text->diagnostic =
RaiseSyntaxError(_("A text must start with a double quote (\")."));
text->location = ExpressionParserLocation(textStartPosition, GetCurrentPosition());
text->location =
ExpressionParserLocation(textStartPosition, GetCurrentPosition());
return text;
}
SkipChar();
@@ -150,7 +74,8 @@ std::unique_ptr<TextNode> ExpressionParser2::ReadText() {
}
auto text = gd::make_unique<TextNode>(parsedText);
text->location = ExpressionParserLocation(textStartPosition, GetCurrentPosition());
text->location =
ExpressionParserLocation(textStartPosition, GetCurrentPosition());
if (!textParsingHasEnded) {
text->diagnostic =
RaiseSyntaxError(_("A text must end with a double quote (\"). Add a "
@@ -172,7 +97,7 @@ std::unique_ptr<NumberNode> ExpressionParser2::ReadNumber() {
if (CheckIfChar(IsZeroDigit)) {
numberHasStarted = true;
digitFound = true;
if (!parsedNumber.empty()) { // Ignore leading 0s.
if (!parsedNumber.empty()) { // Ignore leading 0s.
parsedNumber += GetCurrentChar();
}
} else if (CheckIfChar(IsNonZeroDigit)) {
@@ -183,7 +108,8 @@ std::unique_ptr<NumberNode> ExpressionParser2::ReadNumber() {
numberHasStarted = true;
dotFound = true;
if (parsedNumber == "") {
parsedNumber += "0."; //Normalize by adding a leading 0, only in this case.
parsedNumber +=
"0."; // Normalize by adding a leading 0, only in this case.
} else {
parsedNumber += ".";
}
@@ -204,7 +130,8 @@ std::unique_ptr<NumberNode> ExpressionParser2::ReadNumber() {
// valid in most languages so we allow this.
auto number = gd::make_unique<NumberNode>(parsedNumber);
number->location = ExpressionParserLocation(numberStartPosition, GetCurrentPosition());
number->location =
ExpressionParserLocation(numberStartPosition, GetCurrentPosition());
if (!numberHasStarted || !digitFound) {
number->diagnostic = RaiseSyntaxError(
_("A number was expected. You must enter a number here."));

View File

@@ -13,6 +13,7 @@
#include "ExpressionParser2Node.h"
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Metadata/ObjectMetadata.h"
#include "GDCore/Project/Layout.h" // For GetTypeOfObject and GetTypeOfBehavior
#include "GDCore/String.h"
#include "GDCore/Tools/Localization.h"
@@ -39,9 +40,7 @@ namespace gd {
*/
class GD_CORE_API ExpressionParser2 {
public:
ExpressionParser2(const gd::Platform &platform_,
const gd::ObjectsContainer &globalObjectsContainer_,
const gd::ObjectsContainer &objectsContainer_);
ExpressionParser2();
virtual ~ExpressionParser2(){};
/**
@@ -57,13 +56,27 @@ class GD_CORE_API ExpressionParser2 {
* \return The node representing the expression as a parsed tree.
*/
std::unique_ptr<ExpressionNode> ParseExpression(
const gd::String &type,
const gd::String &expression_,
const gd::String &objectName = "") {
const gd::String &expression_) {
expression = expression_;
currentPosition = 0;
return Start(type, objectName);
return Start();
}
/**
* Given an object name (or empty if none) and a behavior name (or empty if
* none), return the index of the first parameter that is inside the
* parenthesis: 0, 1 or 2.
*
* For example, in an expression like `Object.MyBehavior::Method("hello")`,
* the parameter "hello" is the second parameter (the first being by
* convention Object, and the second MyBehavior, also by convention).
*/
static size_t WrittenParametersFirstIndex(const gd::String &objectName,
const gd::String &behaviorName) {
// By convention, object is always the first parameter, and behavior the
// second one.
return !behaviorName.empty() ? 2 : (!objectName.empty() ? 1 : 0);
}
private:
@@ -71,16 +84,16 @@ class GD_CORE_API ExpressionParser2 {
* Each method is a part of the grammar.
*/
///@{
std::unique_ptr<ExpressionNode> Start(const gd::String &type,
const gd::String &objectName = "") {
std::unique_ptr<ExpressionNode> Start() {
size_t expressionStartPosition = GetCurrentPosition();
auto expression = Expression(type, objectName);
auto expression = Expression();
// Check for extra characters at the end of the expression
if (!IsEndReached()) {
auto op = gd::make_unique<OperatorNode>(type, ' ');
auto op = gd::make_unique<OperatorNode>(' ');
op->leftHandSide = std::move(expression);
op->rightHandSide = ReadUntilEnd("unknown");
op->rightHandSide = ReadUntilEnd();
op->rightHandSide->parent = op.get();
op->rightHandSide->diagnostic = RaiseSyntaxError(
_("The expression has extra character at the end that should be "
@@ -94,57 +107,49 @@ class GD_CORE_API ExpressionParser2 {
return expression;
}
std::unique_ptr<ExpressionNode> Expression(
const gd::String &type, const gd::String &objectName = "") {
std::unique_ptr<ExpressionNode> Expression() {
SkipAllWhitespaces();
size_t expressionStartPosition = GetCurrentPosition();
std::unique_ptr<ExpressionNode> leftHandSide = Term(type, objectName);
std::unique_ptr<ExpressionNode> leftHandSide = Term();
SkipAllWhitespaces();
if (IsEndReached()) return leftHandSide;
if (CheckIfChar(IsExpressionEndingChar)) return leftHandSide;
if (CheckIfChar(IsExpressionOperator)) {
auto op = gd::make_unique<OperatorNode>(type, GetCurrentChar());
auto op = gd::make_unique<OperatorNode>(GetCurrentChar());
op->leftHandSide = std::move(leftHandSide);
op->diagnostic = ValidateOperator(type, GetCurrentChar());
op->leftHandSide->parent = op.get();
op->diagnostic = ValidateOperator(GetCurrentChar());
SkipChar();
op->rightHandSide = Expression(type, objectName);
op->rightHandSide = Expression();
op->rightHandSide->parent = op.get();
op->location = ExpressionParserLocation(expressionStartPosition,
GetCurrentPosition());
return std::move(op);
}
if (type == "string") {
leftHandSide->diagnostic = RaiseSyntaxError(
"You must add the operator + between texts or expressions. For "
"example: \"Your name: \" + VariableString(PlayerName).");
} else if (type == "number") {
leftHandSide->diagnostic = RaiseSyntaxError(
"No operator found. Did you forget to enter an operator (like +, -, "
"* or /) between numbers or expressions?");
} else {
leftHandSide->diagnostic = RaiseSyntaxError(
"More than one term was found. Verify that your expression is "
"properly written.");
}
leftHandSide->diagnostic = RaiseSyntaxError(
"More than one term was found. Verify that your expression is "
"properly written.");
auto op = gd::make_unique<OperatorNode>(type, ' ');
auto op = gd::make_unique<OperatorNode>(' ');
op->leftHandSide = std::move(leftHandSide);
op->rightHandSide = Expression(type, objectName);
op->leftHandSide->parent = op.get();
op->rightHandSide = Expression();
op->rightHandSide->parent = op.get();
op->location =
ExpressionParserLocation(expressionStartPosition, GetCurrentPosition());
return std::move(op);
}
std::unique_ptr<ExpressionNode> Term(const gd::String &type,
const gd::String &objectName) {
std::unique_ptr<ExpressionNode> Term() {
SkipAllWhitespaces();
size_t expressionStartPosition = GetCurrentPosition();
std::unique_ptr<ExpressionNode> factor = Factor(type, objectName);
std::unique_ptr<ExpressionNode> factor = Factor();
SkipAllWhitespaces();
@@ -152,11 +157,13 @@ class GD_CORE_API ExpressionParser2 {
// to guarantee the proper operator precedence. (Expression could also
// be reworked to use a while loop).
while (CheckIfChar(IsTermOperator)) {
auto op = gd::make_unique<OperatorNode>(type, GetCurrentChar());
auto op = gd::make_unique<OperatorNode>(GetCurrentChar());
op->leftHandSide = std::move(factor);
op->diagnostic = ValidateOperator(type, GetCurrentChar());
op->leftHandSide->parent = op.get();
op->diagnostic = ValidateOperator(GetCurrentChar());
SkipChar();
op->rightHandSide = Factor(type, objectName);
op->rightHandSide = Factor();
op->rightHandSide->parent = op.get();
op->location = ExpressionParserLocation(expressionStartPosition,
GetCurrentPosition());
SkipAllWhitespaces();
@@ -167,46 +174,35 @@ class GD_CORE_API ExpressionParser2 {
return factor;
};
std::unique_ptr<ExpressionNode> Factor(const gd::String &type,
const gd::String &objectName) {
std::unique_ptr<ExpressionNode> Factor() {
SkipAllWhitespaces();
size_t expressionStartPosition = GetCurrentPosition();
std::unique_ptr<ExpressionNode> factor;
if (CheckIfChar(IsQuote)) {
factor = ReadText();
if (type == "number")
factor->diagnostic =
RaiseTypeError(_("You entered a text, but a number was expected."),
expressionStartPosition);
else if (type != "string")
factor->diagnostic = RaiseTypeError(
_("You entered a text, but this type was expected:") + type,
expressionStartPosition);
std::unique_ptr<ExpressionNode> factor = ReadText();
return factor;
} else if (CheckIfChar(IsUnaryOperator)) {
auto unaryOperator =
gd::make_unique<UnaryOperatorNode>(type, GetCurrentChar());
unaryOperator->diagnostic = ValidateUnaryOperator(type, GetCurrentChar());
auto unaryOperatorCharacter = GetCurrentChar();
SkipChar();
unaryOperator->factor = Factor(type, objectName);
auto operatorOperand = Factor();
auto unaryOperator = gd::make_unique<UnaryOperatorNode>(
unaryOperatorCharacter);
unaryOperator->diagnostic = ValidateUnaryOperator(
unaryOperatorCharacter, expressionStartPosition);
unaryOperator->factor = std::move(operatorOperand);
unaryOperator->factor->parent = unaryOperator.get();
unaryOperator->location = ExpressionParserLocation(
expressionStartPosition, GetCurrentPosition());
factor = std::move(unaryOperator);
return std::move(unaryOperator);
} else if (CheckIfChar(IsNumberFirstChar)) {
factor = ReadNumber();
if (type == "string")
factor->diagnostic = RaiseTypeError(
_("You entered a number, but a text was expected (in quotes)."),
expressionStartPosition);
else if (type != "number")
factor->diagnostic = RaiseTypeError(
_("You entered a number, but this type was expected:") + type,
expressionStartPosition);
std::unique_ptr<ExpressionNode> factor = ReadNumber();
return factor;
} else if (CheckIfChar(IsOpeningParenthesis)) {
SkipChar();
factor = SubExpression(type, objectName);
std::unique_ptr<ExpressionNode> factor = SubExpression();
if (!CheckIfChar(IsClosingParenthesis)) {
factor->diagnostic =
@@ -214,27 +210,22 @@ class GD_CORE_API ExpressionParser2 {
"parenthesis for each opening parenthesis."));
}
SkipIfChar(IsClosingParenthesis);
return factor;
} else if (IsIdentifierAllowedChar()) {
// This is a place where the grammar differs according to the
// type being expected.
if (gd::ParameterMetadata::IsExpression("variable", type)) {
factor = Variable(type, objectName);
} else {
factor = Identifier(type);
}
} else {
factor = ReadUntilWhitespace(type);
factor->diagnostic = RaiseEmptyError(type, expressionStartPosition);
return Identifier();
}
std::unique_ptr<ExpressionNode> factor = ReadUntilWhitespace();
return factor;
}
std::unique_ptr<SubExpressionNode> SubExpression(
const gd::String &type, const gd::String &objectName) {
std::unique_ptr<SubExpressionNode> SubExpression() {
size_t expressionStartPosition = GetCurrentPosition();
auto expression = Expression();
auto subExpression =
gd::make_unique<SubExpressionNode>(type, Expression(type, objectName));
gd::make_unique<SubExpressionNode>(std::move(expression));
subExpression->location =
ExpressionParserLocation(expressionStartPosition, GetCurrentPosition());
@@ -242,7 +233,7 @@ class GD_CORE_API ExpressionParser2 {
};
std::unique_ptr<IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode>
Identifier(const gd::String &type) {
Identifier() {
auto identifierAndLocation = ReadIdentifierName();
gd::String name = identifierAndLocation.name;
auto nameLocation = identifierAndLocation.location;
@@ -269,42 +260,28 @@ class GD_CORE_API ExpressionParser2 {
if (CheckIfChar(IsOpeningParenthesis)) {
ExpressionParserLocation openingParenthesisLocation = SkipChar();
return FreeFunction(type, name, nameLocation, openingParenthesisLocation);
return FreeFunction(name, nameLocation, openingParenthesisLocation);
} else if (CheckIfChar(IsDot)) {
ExpressionParserLocation dotLocation = SkipChar();
SkipAllWhitespaces();
return ObjectFunctionOrBehaviorFunction(
type, name, nameLocation, dotLocation);
} else {
auto identifier = gd::make_unique<IdentifierNode>(name, type);
if (type == "string") {
identifier->diagnostic =
RaiseTypeError(_("You must wrap your text inside double quotes "
"(example: \"Hello world\")."),
nameLocation.GetStartPosition());
} else if (type == "number") {
identifier->diagnostic = RaiseTypeError(
_("You must enter a number."), nameLocation.GetStartPosition());
} else if (!gd::ParameterMetadata::IsObject(type)) {
identifier->diagnostic = RaiseTypeError(
_("You've entered a name, but this type was expected:") + type,
nameLocation.GetStartPosition());
}
name, nameLocation, dotLocation);
} else if (CheckIfChar(IsOpeningSquareBracket)) {
return Variable(name, nameLocation);
}
else {
auto identifier = gd::make_unique<IdentifierNode>(name);
identifier->location = ExpressionParserLocation(
nameLocation.GetStartPosition(), GetCurrentPosition());
identifier->identifierNameLocation = identifier->location;
return std::move(identifier);
}
}
std::unique_ptr<VariableNode> Variable(const gd::String &type,
const gd::String &objectName) {
auto identifierAndLocation = ReadIdentifierName();
const gd::String &name = identifierAndLocation.name;
const auto &nameLocation = identifierAndLocation.location;
auto variable = gd::make_unique<VariableNode>(type, name, objectName);
std::unique_ptr<VariableNode> Variable(const gd::String &name, gd::ExpressionParserLocation nameLocation) {
auto variable = gd::make_unique<VariableNode>(name);
variable->child = VariableAccessorOrVariableBracketAccessor();
variable->child->parent = variable.get();
variable->location = ExpressionParserLocation(
nameLocation.GetStartPosition(), GetCurrentPosition());
@@ -319,8 +296,8 @@ class GD_CORE_API ExpressionParser2 {
SkipAllWhitespaces();
if (CheckIfChar(IsOpeningSquareBracket)) {
SkipChar();
auto child =
gd::make_unique<VariableBracketAccessorNode>(Expression("string"));
auto child = gd::make_unique<VariableBracketAccessorNode>(Expression());
child->expression->parent = child.get();
if (!CheckIfChar(IsClosingSquareBracket)) {
child->diagnostic =
@@ -329,6 +306,7 @@ class GD_CORE_API ExpressionParser2 {
}
SkipIfChar(IsClosingSquareBracket);
child->child = VariableAccessorOrVariableBracketAccessor();
child->child->parent = child.get();
child->location =
ExpressionParserLocation(childStartPosition, GetCurrentPosition());
@@ -341,6 +319,7 @@ class GD_CORE_API ExpressionParser2 {
auto child =
gd::make_unique<VariableAccessorNode>(identifierAndLocation.name);
child->child = VariableAccessorOrVariableBracketAccessor();
child->child->parent = child.get();
child->nameLocation = identifierAndLocation.location;
child->dotLocation = dotLocation;
child->location =
@@ -349,33 +328,21 @@ class GD_CORE_API ExpressionParser2 {
return std::move(child);
}
return std::move(
std::unique_ptr<VariableAccessorOrVariableBracketAccessorNode>());
return std::move(gd::make_unique<VariableAccessorOrVariableBracketAccessorNode>());
}
std::unique_ptr<FunctionCallNode> FreeFunction(
const gd::String &type,
const gd::String &functionFullName,
const ExpressionParserLocation &identifierLocation,
const ExpressionParserLocation &openingParenthesisLocation) {
// TODO: error if trying to use function for type != "number" && != "string"
// + Test for it
// This could be improved to have the type passed to a single
// GetExpressionMetadata function.
const gd::ExpressionMetadata &metadata =
type == "number" ? MetadataProvider::GetExpressionMetadata(
platform, functionFullName)
: MetadataProvider::GetStrExpressionMetadata(
platform, functionFullName);
auto parametersNode = Parameters(metadata.parameters);
auto function = gd::make_unique<FunctionCallNode>(
type, std::move(parametersNode.parameters), metadata, functionFullName);
auto function =
gd::make_unique<FunctionCallNode>(functionFullName);
auto parametersNode = Parameters(function.get());
function->parameters = std::move(parametersNode.parameters);
function->diagnostic = std::move(parametersNode.diagnostic);
if (!function->diagnostic)
function->diagnostic =
ValidateFunction(*function, identifierLocation.GetStartPosition());
function->location = ExpressionParserLocation(
identifierLocation.GetStartPosition(), GetCurrentPosition());
@@ -383,19 +350,19 @@ class GD_CORE_API ExpressionParser2 {
function->openingParenthesisLocation = openingParenthesisLocation;
function->closingParenthesisLocation =
parametersNode.closingParenthesisLocation;
return std::move(function);
}
std::unique_ptr<FunctionCallOrObjectFunctionNameOrEmptyNode>
std::unique_ptr<IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode>
ObjectFunctionOrBehaviorFunction(
const gd::String &type,
const gd::String &objectName,
const ExpressionParserLocation &objectNameLocation,
const ExpressionParserLocation &objectNameDotLocation) {
auto identifierAndLocation = ReadIdentifierName();
const gd::String &objectFunctionOrBehaviorName = identifierAndLocation.name;
const auto &objectFunctionOrBehaviorNameLocation =
identifierAndLocation.location;
const gd::String &parentIdentifier,
const ExpressionParserLocation &parentIdentifierLocation,
const ExpressionParserLocation &parentIdentifierDotLocation) {
auto childIdentifierAndLocation = ReadIdentifierName();
const gd::String &childIdentifierName = childIdentifierAndLocation.name;
const auto &childIdentifierNameLocation =
childIdentifierAndLocation.location;
SkipAllWhitespaces();
@@ -403,68 +370,68 @@ class GD_CORE_API ExpressionParser2 {
ExpressionParserLocation namespaceSeparatorLocation =
SkipNamespaceSeparator();
SkipAllWhitespaces();
return BehaviorFunction(type,
objectName,
objectFunctionOrBehaviorName,
objectNameLocation,
objectNameDotLocation,
objectFunctionOrBehaviorNameLocation,
return BehaviorFunction(parentIdentifier,
childIdentifierName,
parentIdentifierLocation,
parentIdentifierDotLocation,
childIdentifierNameLocation,
namespaceSeparatorLocation);
} else if (CheckIfChar(IsOpeningParenthesis)) {
ExpressionParserLocation openingParenthesisLocation = SkipChar();
gd::String objectType =
GetTypeOfObject(globalObjectsContainer, objectsContainer, objectName);
// This could be improved to have the type passed to a single
// GetExpressionMetadata function.
const gd::ExpressionMetadata &metadata =
type == "number"
? MetadataProvider::GetObjectExpressionMetadata(
platform, objectType, objectFunctionOrBehaviorName)
: MetadataProvider::GetObjectStrExpressionMetadata(
platform, objectType, objectFunctionOrBehaviorName);
auto parametersNode = Parameters(metadata.parameters, objectName);
auto function = gd::make_unique<FunctionCallNode>(
type,
objectName,
std::move(parametersNode.parameters),
metadata,
objectFunctionOrBehaviorName);
parentIdentifier,
childIdentifierName);
auto parametersNode = Parameters(function.get(), parentIdentifier);
function->parameters = std::move(parametersNode.parameters),
function->diagnostic = std::move(parametersNode.diagnostic);
if (!function->diagnostic)
function->diagnostic =
ValidateFunction(*function, objectNameLocation.GetStartPosition());
function->location = ExpressionParserLocation(
objectNameLocation.GetStartPosition(), GetCurrentPosition());
function->objectNameLocation = objectNameLocation;
function->objectNameDotLocation = objectNameDotLocation;
function->functionNameLocation = objectFunctionOrBehaviorNameLocation;
parentIdentifierLocation.GetStartPosition(), GetCurrentPosition());
function->objectNameLocation = parentIdentifierLocation;
function->objectNameDotLocation = parentIdentifierDotLocation;
function->functionNameLocation = childIdentifierNameLocation;
function->openingParenthesisLocation = openingParenthesisLocation;
function->closingParenthesisLocation =
parametersNode.closingParenthesisLocation;
return std::move(function);
} else if (CheckIfChar(IsDot) || CheckIfChar(IsOpeningSquareBracket)) {
auto variable = gd::make_unique<VariableNode>(parentIdentifier);
auto child =
gd::make_unique<VariableAccessorNode>(childIdentifierName);
child->child = VariableAccessorOrVariableBracketAccessor();
child->child->parent = child.get();
child->nameLocation = childIdentifierNameLocation;
child->dotLocation = parentIdentifierDotLocation;
child->location = ExpressionParserLocation(
parentIdentifierDotLocation.GetStartPosition(), GetCurrentPosition());
variable->child = std::move(child);
variable->child->parent = variable.get();
variable->location = ExpressionParserLocation(
parentIdentifierLocation.GetStartPosition(), GetCurrentPosition());
variable->nameLocation = parentIdentifierLocation;
return std::move(variable);
}
auto node = gd::make_unique<ObjectFunctionNameNode>(
type, objectName, objectFunctionOrBehaviorName);
node->diagnostic = RaiseSyntaxError(
_("An opening parenthesis (for an object expression), or double colon "
"(::) was expected (for a behavior expression)."));
auto node = gd::make_unique<IdentifierNode>(
parentIdentifier, childIdentifierName);
if (!CheckIfChar(IsParameterSeparator) && !CheckIfChar(IsClosingParenthesis) && !IsEndReached()) {
node->diagnostic = RaiseSyntaxError(
_("An opening parenthesis (for an object expression), a double colon "
"(:: for a behavior expression), a dot or an opening bracket (for "
"a child variable) where expected."));
}
node->location = ExpressionParserLocation(
objectNameLocation.GetStartPosition(), GetCurrentPosition());
node->objectNameLocation = objectNameLocation;
node->objectNameDotLocation = objectNameDotLocation;
node->objectFunctionOrBehaviorNameLocation =
objectFunctionOrBehaviorNameLocation;
parentIdentifierLocation.GetStartPosition(), GetCurrentPosition());
node->identifierNameLocation = parentIdentifierLocation;
node->identifierNameDotLocation = parentIdentifierDotLocation;
node->childIdentifierNameLocation = childIdentifierNameLocation;
return std::move(node);
}
std::unique_ptr<FunctionCallOrObjectFunctionNameOrEmptyNode> BehaviorFunction(
const gd::String &type,
const gd::String &objectName,
const gd::String &behaviorName,
const ExpressionParserLocation &objectNameLocation,
@@ -480,30 +447,14 @@ class GD_CORE_API ExpressionParser2 {
if (CheckIfChar(IsOpeningParenthesis)) {
ExpressionParserLocation openingParenthesisLocation = SkipChar();
gd::String behaviorType = GetTypeOfBehavior(
globalObjectsContainer, objectsContainer, behaviorName);
// This could be improved to have the type passed to a single
// GetExpressionMetadata function.
const gd::ExpressionMetadata &metadata =
type == "number" ? MetadataProvider::GetBehaviorExpressionMetadata(
platform, behaviorType, functionName)
: MetadataProvider::GetBehaviorStrExpressionMetadata(
platform, behaviorType, functionName);
auto parametersNode =
Parameters(metadata.parameters, objectName, behaviorName);
auto function = gd::make_unique<FunctionCallNode>(
type,
objectName,
behaviorName,
std::move(parametersNode.parameters),
metadata,
functionName);
auto parametersNode =
Parameters(function.get(), objectName, behaviorName);
function->parameters = std::move(parametersNode.parameters);
function->diagnostic = std::move(parametersNode.diagnostic);
if (!function->diagnostic)
function->diagnostic =
ValidateFunction(*function, objectNameLocation.GetStartPosition());
function->location = ExpressionParserLocation(
objectNameLocation.GetStartPosition(), GetCurrentPosition());
@@ -519,7 +470,7 @@ class GD_CORE_API ExpressionParser2 {
return std::move(function);
} else {
auto node = gd::make_unique<ObjectFunctionNameNode>(
type, objectName, behaviorName, functionName);
objectName, behaviorName, functionName);
node->diagnostic = RaiseSyntaxError(
_("An opening parenthesis was expected here to call a function."));
@@ -543,7 +494,7 @@ class GD_CORE_API ExpressionParser2 {
};
ParametersNode Parameters(
std::vector<gd::ParameterMetadata> parameterMetadata,
FunctionCallNode *functionCallNode,
const gd::String &objectName = "",
const gd::String &behaviorName = "") {
std::vector<std::unique_ptr<ExpressionNode>> parameters;
@@ -554,77 +505,25 @@ class GD_CORE_API ExpressionParser2 {
size_t parameterIndex =
WrittenParametersFirstIndex(objectName, behaviorName);
bool previousCharacterIsParameterSeparator = false;
while (!IsEndReached()) {
SkipAllWhitespaces();
if (CheckIfChar(IsClosingParenthesis)) {
if (CheckIfChar(IsClosingParenthesis) && !previousCharacterIsParameterSeparator) {
auto closingParenthesisLocation = SkipChar();
return ParametersNode{
std::move(parameters), nullptr, closingParenthesisLocation};
} else {
if (parameterIndex < parameterMetadata.size()) {
const gd::String &type = parameterMetadata[parameterIndex].GetType();
if (parameterMetadata[parameterIndex].IsCodeOnly()) {
// Do nothing, code only parameters are not written in expressions.
} else if (gd::ParameterMetadata::IsExpression("number", type)) {
parameters.push_back(Expression("number"));
} else if (gd::ParameterMetadata::IsExpression("string", type)) {
parameters.push_back(Expression("string"));
} else if (gd::ParameterMetadata::IsExpression("variable", type)) {
parameters.push_back(Expression(
type, lastObjectName.empty() ? objectName : lastObjectName));
} else if (gd::ParameterMetadata::IsObject(type)) {
size_t parameterStartPosition = GetCurrentPosition();
std::unique_ptr<ExpressionNode> objectExpression = Expression(type);
// Memorize the last object name. By convention, parameters that
// require an object (mainly, "objectvar" and "behavior") should be
// placed after the object in the list of parameters (if possible,
// just after). Search "lastObjectName" in the codebase for other
// place where this convention is enforced.
if (auto identifierNode =
dynamic_cast<IdentifierNode *>(objectExpression.get())) {
lastObjectName = identifierNode->identifierName;
} else {
objectExpression->diagnostic =
gd::make_unique<ExpressionParserError>(
"malformed_object_parameter",
_("An object name was expected but something else was "
"written. Enter just the name of the object for this "
"parameter."),
parameterStartPosition,
GetCurrentPosition());
}
parameters.push_back(std::move(objectExpression));
} else {
size_t parameterStartPosition = GetCurrentPosition();
parameters.push_back(Expression("unknown"));
parameters.back()->diagnostic =
gd::make_unique<ExpressionParserError>(
"unknown_parameter_type",
_("This function is improperly set up. Reach out to the "
"extension developer or a GDevelop maintainer to fix "
"this issue"),
parameterStartPosition,
GetCurrentPosition());
}
} else {
size_t parameterStartPosition = GetCurrentPosition();
parameters.push_back(Expression("unknown"));
parameters.back()
->diagnostic = gd::make_unique<ExpressionParserError>(
"extra_parameter",
_("This parameter was not expected by this expression. Remove it "
"or verify that you've entered the proper expression name."),
parameterStartPosition,
GetCurrentPosition());
}
SkipAllWhitespaces();
SkipIfChar(IsParameterSeparator);
parameterIndex++;
}
bool isEmptyParameter = CheckIfChar(IsParameterSeparator)
|| (CheckIfChar(IsClosingParenthesis) && previousCharacterIsParameterSeparator);
auto parameter = isEmptyParameter ? gd::make_unique<EmptyNode>() : Expression();
parameter->parent = functionCallNode;
parameters.push_back(std::move(parameter));
SkipAllWhitespaces();
previousCharacterIsParameterSeparator = CheckIfChar(IsParameterSeparator);
SkipIfChar(IsParameterSeparator);
parameterIndex++;
}
ExpressionParserLocation invalidClosingParenthesisLocation;
@@ -636,88 +535,32 @@ class GD_CORE_API ExpressionParser2 {
}
///@}
/** \name Validators
* Return a diagnostic if any error is found
*/
///@{
std::unique_ptr<ExpressionParserDiagnostic> ValidateFunction(
const gd::FunctionCallNode &function, size_t functionStartPosition);
std::unique_ptr<ExpressionParserDiagnostic> ValidateOperator(
const gd::String &type, gd::String::value_type operatorChar) {
if (type == "number") {
if (operatorChar == '+' || operatorChar == '-' || operatorChar == '/' ||
operatorChar == '*') {
return gd::make_unique<ExpressionParserDiagnostic>();
}
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("You've used an operator that is not supported. Operator should be "
"either +, -, / or *."),
GetCurrentPosition());
} else if (type == "string") {
if (operatorChar == '+') {
return gd::make_unique<ExpressionParserDiagnostic>();
}
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("You've used an operator that is not supported. Only + can be used "
"to concatenate texts."),
GetCurrentPosition());
} else if (gd::ParameterMetadata::IsObject(type)) {
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("Operators (+, -, /, *) can't be used with an object name. Remove "
"the operator."),
GetCurrentPosition());
} else if (gd::ParameterMetadata::IsExpression("variable", type)) {
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("Operators (+, -, /, *) can't be used in variable names. Remove "
"the operator from the variable name."),
GetCurrentPosition());
gd::String::value_type operatorChar) {
if (operatorChar == '+' || operatorChar == '-' || operatorChar == '/' ||
operatorChar == '*') {
return gd::make_unique<ExpressionParserDiagnostic>();
}
return gd::make_unique<ExpressionParserDiagnostic>();
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("You've used an operator that is not supported. Operator should be "
"either +, -, / or *."),
GetCurrentPosition());
}
std::unique_ptr<ExpressionParserDiagnostic> ValidateUnaryOperator(
const gd::String &type, gd::String::value_type operatorChar) {
if (type == "number") {
if (operatorChar == '+' || operatorChar == '-') {
return gd::make_unique<ExpressionParserDiagnostic>();
}
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("You've used an \"unary\" operator that is not supported. Operator "
"should be "
"either + or -."),
GetCurrentPosition());
} else if (type == "string") {
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("You've used an operator that is not supported. Only + can be used "
"to concatenate texts, and must be placed between two texts (or "
"expressions)."),
GetCurrentPosition());
} else if (gd::ParameterMetadata::IsObject(type)) {
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("Operators (+, -) can't be used with an object name. Remove the "
"operator."),
GetCurrentPosition());
} else if (gd::ParameterMetadata::IsExpression("variable", type)) {
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("Operators (+, -) can't be used in variable names. Remove "
"the operator from the variable name."),
GetCurrentPosition());
gd::String::value_type operatorChar,
size_t position) {
if (operatorChar == '+' || operatorChar == '-') {
return gd::make_unique<ExpressionParserDiagnostic>();
}
return gd::make_unique<ExpressionParserDiagnostic>();
return gd::make_unique<ExpressionParserError>(
"invalid_operator",
_("You've used an \"unary\" operator that is not supported. Operator "
"should be "
"either + or -."),
position);
}
///@}
@@ -905,7 +748,7 @@ class GD_CORE_API ExpressionParser2 {
std::unique_ptr<NumberNode> ReadNumber();
std::unique_ptr<EmptyNode> ReadUntilWhitespace(gd::String type) {
std::unique_ptr<EmptyNode> ReadUntilWhitespace() {
size_t startPosition = GetCurrentPosition();
gd::String text;
while (currentPosition < expression.size() &&
@@ -914,13 +757,13 @@ class GD_CORE_API ExpressionParser2 {
currentPosition++;
}
auto node = gd::make_unique<EmptyNode>(type, text);
auto node = gd::make_unique<EmptyNode>(text);
node->location =
ExpressionParserLocation(startPosition, GetCurrentPosition());
return node;
}
std::unique_ptr<EmptyNode> ReadUntilEnd(gd::String type) {
std::unique_ptr<EmptyNode> ReadUntilEnd() {
size_t startPosition = GetCurrentPosition();
gd::String text;
while (currentPosition < expression.size()) {
@@ -928,7 +771,7 @@ class GD_CORE_API ExpressionParser2 {
currentPosition++;
}
auto node = gd::make_unique<EmptyNode>(type, text);
auto node = gd::make_unique<EmptyNode>(text);
node->location =
ExpressionParserLocation(startPosition, GetCurrentPosition());
return node;
@@ -961,41 +804,11 @@ class GD_CORE_API ExpressionParser2 {
return std::move(gd::make_unique<ExpressionParserError>(
"type_error", message, beginningPosition, GetCurrentPosition()));
}
std::unique_ptr<ExpressionParserError> RaiseEmptyError(
const gd::String &type, size_t beginningPosition) {
gd::String message;
if (type == "number") {
message = _("You must enter a number or a valid expression call.");
} else if (type == "string") {
message = _(
"You must enter a text (between quotes) or a valid expression call.");
} else if (gd::ParameterMetadata::IsExpression("variable", type)) {
message = _("You must enter a variable name.");
} else if (gd::ParameterMetadata::IsObject(type)) {
message = _("You must enter a valid object name.");
} else {
message = _("You must enter a valid expression.");
}
return std::move(RaiseTypeError(message, beginningPosition));
}
///@}
static size_t WrittenParametersFirstIndex(const gd::String &objectName,
const gd::String &behaviorName) {
// By convention, object is always the first parameter, and behavior the
// second one.
return !behaviorName.empty() ? 2 : (!objectName.empty() ? 1 : 0);
}
gd::String expression;
std::size_t currentPosition;
const gd::Platform &platform;
const gd::ObjectsContainer &globalObjectsContainer;
const gd::ObjectsContainer &objectsContainer;
static gd::String NAMESPACE_SEPARATOR;
};

View File

@@ -8,6 +8,7 @@
#include <memory>
#include <vector>
#include "ExpressionParser2NodeWorker.h"
#include "GDCore/String.h"
namespace gd {
@@ -16,11 +17,12 @@ class ObjectsContainer;
class Platform;
class ParameterMetadata;
class ExpressionMetadata;
struct FunctionCallNode;
} // namespace gd
namespace gd {
struct ExpressionParserLocation {
struct GD_CORE_API ExpressionParserLocation {
ExpressionParserLocation() : isValid(false){};
ExpressionParserLocation(size_t position)
: isValid(true), startPosition(position), endPosition(position){};
@@ -41,7 +43,8 @@ struct ExpressionParserLocation {
/**
* \brief A diagnostic that can be attached to a gd::ExpressionNode.
*/
struct ExpressionParserDiagnostic {
struct GD_CORE_API ExpressionParserDiagnostic {
virtual ~ExpressionParserDiagnostic() = default;
virtual bool IsError() { return false; }
virtual const gd::String &GetMessage() { return noMessage; }
virtual size_t GetStartPosition() { return 0; }
@@ -54,7 +57,11 @@ struct ExpressionParserDiagnostic {
/**
* \brief An error that can be attached to a gd::ExpressionNode.
*/
struct ExpressionParserError : public ExpressionParserDiagnostic {
struct GD_CORE_API ExpressionParserError : public ExpressionParserDiagnostic {
ExpressionParserError(const gd::String &type_,
const gd::String &message_,
const ExpressionParserLocation &location_)
: type(type_), message(message_), location(location_){};
ExpressionParserError(const gd::String &type_,
const gd::String &message_,
size_t position_)
@@ -83,40 +90,38 @@ struct ExpressionParserError : public ExpressionParserDiagnostic {
* \brief The base node, from which all nodes in the tree of
* an expression inherits from.
*/
struct ExpressionNode {
struct GD_CORE_API ExpressionNode {
ExpressionNode() : parent(nullptr) {};
virtual ~ExpressionNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker){};
std::unique_ptr<ExpressionParserDiagnostic> diagnostic;
ExpressionParserLocation location; ///< The location of the entire node. Some
///nodes might have other locations stored
///inside them. For example, a function
///can store the position of the object
///name, the dot, the function name,
///etc...
/// nodes might have other locations
/// stored inside them. For example, a
/// function can store the position of the
/// object name, the dot, the function
/// name, etc...
ExpressionNode *parent;
};
struct SubExpressionNode : public ExpressionNode {
SubExpressionNode(const gd::String &type_,
std::unique_ptr<ExpressionNode> expression_)
: type(type_), expression(std::move(expression_)){};
struct GD_CORE_API SubExpressionNode : public ExpressionNode {
SubExpressionNode(std::unique_ptr<ExpressionNode> expression_)
: ExpressionNode(), expression(std::move(expression_)){};
virtual ~SubExpressionNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitSubExpressionNode(*this);
};
gd::String type; // "string", "number", type supported by
// gd::ParameterMetadata::IsObject, types supported by
// gd::ParameterMetadata::IsExpression or "unknown".
std::unique_ptr<ExpressionNode> expression;
};
/**
* \brief An operator node. For example: "lhs + rhs".
*/
struct OperatorNode : public ExpressionNode {
OperatorNode(const gd::String &type_, gd::String::value_type op_)
: type(type_), op(op_){};
struct GD_CORE_API OperatorNode : public ExpressionNode {
OperatorNode(gd::String::value_type op_)
: ExpressionNode(), op(op_){};
virtual ~OperatorNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitOperatorNode(*this);
@@ -124,48 +129,46 @@ struct OperatorNode : public ExpressionNode {
std::unique_ptr<ExpressionNode> leftHandSide;
std::unique_ptr<ExpressionNode> rightHandSide;
gd::String type; // "string", "number", type supported by
// gd::ParameterMetadata::IsObject, types supported by
// gd::ParameterMetadata::IsExpression or "unknown".
gd::String::value_type op;
};
/**
* \brief A unary operator node. For example: "-2".
*/
struct UnaryOperatorNode : public ExpressionNode {
UnaryOperatorNode(const gd::String &type_, gd::String::value_type op_)
: type(type_), op(op_){};
struct GD_CORE_API UnaryOperatorNode : public ExpressionNode {
UnaryOperatorNode(gd::String::value_type op_)
: ExpressionNode(), op(op_){};
virtual ~UnaryOperatorNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitUnaryOperatorNode(*this);
};
std::unique_ptr<ExpressionNode> factor;
gd::String type; // "string", "number", type supported by
// gd::ParameterMetadata::IsObject, types supported by
// gd::ParameterMetadata::IsExpression or "unknown".
gd::String::value_type op;
};
/**
* \brief A number node. For example: "123".
* Its `type` is always "number".
*/
struct NumberNode : public ExpressionNode {
NumberNode(const gd::String &number_) : number(number_){};
struct GD_CORE_API NumberNode : public ExpressionNode {
NumberNode(const gd::String &number_)
: ExpressionNode(), number(number_){};
virtual ~NumberNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitNumberNode(*this);
};
//
gd::String number;
};
/**
* \brief A text node. For example: "Hello World".
* Its `type` is always "string".
*/
struct TextNode : public ExpressionNode {
TextNode(const gd::String &text_) : text(text_){};
struct GD_CORE_API TextNode : public ExpressionNode {
TextNode(const gd::String &text_) : ExpressionNode(), text(text_){};
virtual ~TextNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitTextNode(*this);
@@ -174,31 +177,88 @@ struct TextNode : public ExpressionNode {
gd::String text;
};
struct VariableAccessorOrVariableBracketAccessorNode : public ExpressionNode {
struct GD_CORE_API IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode
: public ExpressionNode {
IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode()
: ExpressionNode(){};
};
/**
* \brief An identifier node, usually representing an object or a variable
* with an optional function name or child variable name respectively.
*
* The name of a function to call on an object or the behavior,
* for example: "MyObject.Function" or "MyObject.Physics".
*
* A variable, potentially with accessor to its child,
* for example: MyVariable or MyVariable.MyChild
*/
struct GD_CORE_API IdentifierNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
IdentifierNode(
const gd::String &identifierName_)
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(),
identifierName(identifierName_),
childIdentifierName(""){};
IdentifierNode(
const gd::String &identifierName_,
const gd::String &childIdentifierName_)
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(),
identifierName(identifierName_),
childIdentifierName(childIdentifierName_){};
virtual ~IdentifierNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitIdentifierNode(*this);
};
gd::String identifierName; ///< The object or variable name.
gd::String childIdentifierName; ///< The object function or variable child name.
ExpressionParserLocation
identifierNameLocation; ///< Location of the object or variable name.
ExpressionParserLocation
identifierNameDotLocation; ///< Location of the "." after the object or variable name.
ExpressionParserLocation childIdentifierNameLocation; ///< Location of object
/// function, behavior or
/// child variable name.
};
struct GD_CORE_API FunctionCallOrObjectFunctionNameOrEmptyNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
FunctionCallOrObjectFunctionNameOrEmptyNode()
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(){};
virtual ~FunctionCallOrObjectFunctionNameOrEmptyNode(){};
void Visit(ExpressionParser2NodeWorker &worker) override{};
};
struct GD_CORE_API VariableAccessorOrVariableBracketAccessorNode : public ExpressionNode {
VariableAccessorOrVariableBracketAccessorNode() : ExpressionNode(){};
std::unique_ptr<VariableAccessorOrVariableBracketAccessorNode> child;
};
/**
* \brief A variable, potentially with accessor to its children.
*
* Example: MyVariable or MyVariable.MyChildren
* \brief A variable with bracket accessor or at least 2 "dot" accessors.
*
* Example: MyVariable[MyChildren] or MyVariable.MyChildren.MyGranChildren.
*
* Other cases like "MyVariable" or "MyVariable.MyChildren" are IdentifierNode
* to allow handling ambiguities.
*
* \see gd::IdentifierNode
* \see gd::VariableAccessorNode
* \see gd::VariableBracketAccessorNode
*/
struct VariableNode : public ExpressionNode {
VariableNode(const gd::String &type_,
const gd::String &name_,
const gd::String &objectName_)
: type(type_), name(name_), objectName(objectName_){};
struct GD_CORE_API VariableNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
VariableNode(const gd::String &name_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(), name(name_){};
virtual ~VariableNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitVariableNode(*this);
};
gd::String type;
gd::String name;
gd::String objectName;
std::unique_ptr<VariableAccessorOrVariableBracketAccessorNode>
child; // Can be nullptr if no accessor
@@ -210,9 +270,10 @@ struct VariableNode : public ExpressionNode {
* \brief A bracket accessor of a variable. Example: MyChild
* in MyVariable.MyChild
*/
struct VariableAccessorNode
struct GD_CORE_API VariableAccessorNode
: public VariableAccessorOrVariableBracketAccessorNode {
VariableAccessorNode(const gd::String &name_) : name(name_){};
VariableAccessorNode(const gd::String &name_)
: VariableAccessorOrVariableBracketAccessorNode(), name(name_){};
virtual ~VariableAccessorNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitVariableAccessorNode(*this);
@@ -227,10 +288,10 @@ struct VariableAccessorNode
* \brief A bracket accessor of a variable. Example: ["MyChild"]
* (in MyVariable["MyChild"]).
*/
struct VariableBracketAccessorNode
struct GD_CORE_API VariableBracketAccessorNode
: public VariableAccessorOrVariableBracketAccessorNode {
VariableBracketAccessorNode(std::unique_ptr<ExpressionNode> expression_)
: expression(std::move(expression_)){};
: VariableAccessorOrVariableBracketAccessorNode(), expression(std::move(expression_)){};
virtual ~VariableBracketAccessorNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitVariableBracketAccessorNode(*this);
@@ -239,49 +300,26 @@ struct VariableBracketAccessorNode
std::unique_ptr<ExpressionNode> expression;
};
struct IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode
: public ExpressionNode {};
/**
* \brief An identifier node, usually representing an object or a function name.
*/
struct IdentifierNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
IdentifierNode(const gd::String &identifierName_, const gd::String &type_)
: identifierName(identifierName_), type(type_){};
virtual ~IdentifierNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitIdentifierNode(*this);
};
gd::String identifierName;
gd::String type;
};
struct FunctionCallOrObjectFunctionNameOrEmptyNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
virtual ~FunctionCallOrObjectFunctionNameOrEmptyNode(){};
void Visit(ExpressionParser2NodeWorker &worker) override{};
};
/**
* \brief The name of a function to call on an object or the behavior
* For example: "MyObject.Function" or "MyObject.Physics" or
* "MyObject.Physics::LinearVelocity".
* For example: "MyObject.Physics::LinearVelocity".
*
* Other cases like "MyObject.Function" or "MyObject.Physics" are IdentifierNode
* to allow handling ambiguities.
*
* \see gd::IdentifierNode
*/
struct ObjectFunctionNameNode
struct GD_CORE_API ObjectFunctionNameNode
: public FunctionCallOrObjectFunctionNameOrEmptyNode {
ObjectFunctionNameNode(const gd::String &type_,
const gd::String &objectName_,
ObjectFunctionNameNode(const gd::String &objectName_,
const gd::String &objectFunctionOrBehaviorName_)
: type(type_),
: FunctionCallOrObjectFunctionNameOrEmptyNode(),
objectName(objectName_),
objectFunctionOrBehaviorName(objectFunctionOrBehaviorName_) {}
ObjectFunctionNameNode(const gd::String &type_,
const gd::String &objectName_,
ObjectFunctionNameNode(const gd::String &objectName_,
const gd::String &behaviorName_,
const gd::String &behaviorFunctionName_)
: type(type_),
: FunctionCallOrObjectFunctionNameOrEmptyNode(),
objectName(objectName_),
objectFunctionOrBehaviorName(behaviorName_),
behaviorFunctionName(behaviorFunctionName_) {}
@@ -290,34 +328,30 @@ struct ObjectFunctionNameNode
worker.OnVisitObjectFunctionNameNode(*this);
};
gd::String type; // This could be removed if the type ("string", "number",
// type supported by gd::ParameterMetadata::IsObject, types
// supported by gd::ParameterMetadata::IsExpression or
// "unknown") was stored in ExpressionMetadata.
gd::String objectName;
gd::String objectFunctionOrBehaviorName; ///< Behavior name if
///`behaviorFunctionName` is not
///empty.
/// empty.
gd::String behaviorFunctionName; ///< If empty, then
///objectFunctionOrBehaviorName is filled
///with the behavior name.
/// objectFunctionOrBehaviorName is filled
/// with the behavior name.
ExpressionParserLocation
objectNameLocation; ///< Location of the object name.
ExpressionParserLocation
objectNameDotLocation; ///< Location of the "." after the object name.
ExpressionParserLocation objectFunctionOrBehaviorNameLocation; ///< Location
///of object
///function
///name or
///behavior
///name.
/// of object
/// function
/// name or
/// behavior
/// name.
ExpressionParserLocation
behaviorNameNamespaceSeparatorLocation; ///< Location of the "::"
///separator, if any.
/// separator, if any.
ExpressionParserLocation behaviorFunctionNameLocation; ///< Location of the
///behavior function
///name, if any.
/// behavior function
/// name, if any.
};
/**
@@ -326,50 +360,35 @@ struct ObjectFunctionNameNode
* For example: "MyExtension::MyFunction(1, 2)", "MyObject.Function()" or
* "MyObject.Physics::LinearVelocity()".
*/
struct FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
FunctionCallNode(const gd::String &type_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: type(type_),
parameters(std::move(parameters_)),
expressionMetadata(expressionMetadata_),
struct GD_CORE_API FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
/** \brief Construct a free function call node. */
FunctionCallNode(const gd::String &functionName_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(),
functionName(functionName_){};
FunctionCallNode(const gd::String &type_,
const gd::String &objectName_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
/** \brief Construct an object function call node. */
FunctionCallNode(const gd::String &objectName_,
const gd::String &functionName_)
: type(type_),
: FunctionCallOrObjectFunctionNameOrEmptyNode(),
objectName(objectName_),
parameters(std::move(parameters_)),
expressionMetadata(expressionMetadata_),
functionName(functionName_){};
FunctionCallNode(const gd::String &type_,
const gd::String &objectName_,
/** \brief Construct a behavior function call node. */
FunctionCallNode(const gd::String &objectName_,
const gd::String &behaviorName_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: type(type_),
: FunctionCallOrObjectFunctionNameOrEmptyNode(),
objectName(objectName_),
behaviorName(behaviorName_),
parameters(std::move(parameters_)),
expressionMetadata(expressionMetadata_),
functionName(functionName_){};
virtual ~FunctionCallNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitFunctionCallNode(*this);
};
gd::String type; // This could be removed if the type ("string", "number",
// type supported by gd::ParameterMetadata::IsObject, types
// supported by gd::ParameterMetadata::IsExpression or
// "unknown") was stored in ExpressionMetadata.
gd::String objectName;
gd::String behaviorName;
std::vector<std::unique_ptr<ExpressionNode>> parameters;
const ExpressionMetadata &expressionMetadata;
gd::String functionName;
ExpressionParserLocation
@@ -382,7 +401,7 @@ struct FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
behaviorNameLocation; ///< Location of the behavior name, if any.
ExpressionParserLocation
behaviorNameNamespaceSeparatorLocation; ///< Location of the "::"
///separator, if any.
/// separator, if any.
ExpressionParserLocation
openingParenthesisLocation; ///< Location of the "(".
ExpressionParserLocation
@@ -393,17 +412,14 @@ struct FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
* \brief An empty node, used when parsing failed/a syntax error was
* encountered and any other node could not make sense.
*/
struct EmptyNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
EmptyNode(const gd::String &type_, const gd::String &text_ = "")
: type(type_), text(text_){};
struct GD_CORE_API EmptyNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
EmptyNode(const gd::String &text_ = "")
: FunctionCallOrObjectFunctionNameOrEmptyNode(), text(text_){};
virtual ~EmptyNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitEmptyNode(*this);
};
gd::String type; // "string", "number", type supported by
// gd::ParameterMetadata::IsObject, types supported by
// gd::ParameterMetadata::IsExpression or "unknown".
gd::String text;
};

View File

@@ -91,6 +91,9 @@ class GD_CORE_API ExpressionParser2NodePrinter
}
void OnVisitIdentifierNode(IdentifierNode& node) override {
output += node.identifierName;
if (!node.childIdentifierName.empty()) {
output += "." + node.childIdentifierName;
}
}
void OnVisitObjectFunctionNameNode(ObjectFunctionNameNode& node) override {
if (!node.behaviorFunctionName.empty()) {

View File

@@ -7,21 +7,21 @@
#define GDCORE_EXPRESSIONPARSER2NODEWORKER_H
namespace gd {
class ExpressionNode;
class SubExpressionNode;
class OperatorNode;
class UnaryOperatorNode;
class NumberNode;
class TextNode;
class VariableNode;
class VariableAccessorNode;
class VariableBracketAccessorNode;
class IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode;
class IdentifierNode;
class FunctionCallOrObjectFunctionNameOrEmptyNode;
class ObjectFunctionNameNode;
class FunctionCallNode;
class EmptyNode;
struct ExpressionNode;
struct SubExpressionNode;
struct OperatorNode;
struct UnaryOperatorNode;
struct NumberNode;
struct TextNode;
struct VariableNode;
struct VariableAccessorNode;
struct VariableBracketAccessorNode;
struct IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode;
struct IdentifierNode;
struct FunctionCallOrObjectFunctionNameOrEmptyNode;
struct ObjectFunctionNameNode;
struct FunctionCallNode;
struct EmptyNode;
} // namespace gd
namespace gd {
@@ -34,21 +34,21 @@ namespace gd {
* \see gd::ExpressionNode
*/
class GD_CORE_API ExpressionParser2NodeWorker {
friend class ExpressionNode;
friend class SubExpressionNode;
friend class OperatorNode;
friend class UnaryOperatorNode;
friend class NumberNode;
friend class TextNode;
friend class VariableNode;
friend class VariableAccessorNode;
friend class VariableBracketAccessorNode;
friend class IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode;
friend class IdentifierNode;
friend class FunctionCallOrObjectFunctionNameOrEmptyNode;
friend class ObjectFunctionNameNode;
friend class FunctionCallNode;
friend class EmptyNode;
friend struct ExpressionNode;
friend struct SubExpressionNode;
friend struct OperatorNode;
friend struct UnaryOperatorNode;
friend struct NumberNode;
friend struct TextNode;
friend struct VariableNode;
friend struct VariableAccessorNode;
friend struct VariableBracketAccessorNode;
friend struct IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode;
friend struct IdentifierNode;
friend struct FunctionCallOrObjectFunctionNameOrEmptyNode;
friend struct ObjectFunctionNameNode;
friend struct FunctionCallNode;
friend struct EmptyNode;
public:
virtual ~ExpressionParser2NodeWorker();

View File

@@ -4,6 +4,7 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Events/Serialization.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/Event.h"
#include "GDCore/Events/EventsList.h"
@@ -183,8 +184,8 @@ void EventsListSerialization::UpdateInstructionsFromGD2x(
for (std::size_t j = 0;
j < parameters.size() && j < metadata.parameters.size();
++j) {
if (metadata.parameters[j].type == "relationalOperator" ||
metadata.parameters[j].type == "operator") {
if (metadata.parameters[j].GetType() == "relationalOperator" ||
metadata.parameters[j].GetType() == "operator") {
if (j == parameters.size() - 1) {
std::cout << "ERROR: No more parameters after a [relational]operator "
"when trying to update an instruction from GD2.x";
@@ -218,8 +219,8 @@ void EventsListSerialization::UnserializeEventsFrom(
event = std::make_shared<EmptyEvent>();
}
event->SetDisabled(eventElem.GetBoolAttribute("disabled"));
event->SetFolded(eventElem.GetBoolAttribute("folded"));
event->SetDisabled(eventElem.GetBoolAttribute("disabled", false));
event->SetFolded(eventElem.GetBoolAttribute("folded", false));
list.InsertEvent(event, list.GetEventsCount());
}
@@ -232,8 +233,9 @@ void EventsListSerialization::SerializeEventsTo(const EventsList& list,
const gd::BaseEvent& event = list.GetEvent(j);
SerializerElement& eventElem = events.AddChild("event");
eventElem.SetAttribute("disabled", event.IsDisabled());
eventElem.SetAttribute("folded", event.IsFolded());
if (event.IsDisabled())
eventElem.SetAttribute("disabled", event.IsDisabled());
if (event.IsFolded()) eventElem.SetAttribute("folded", event.IsFolded());
eventElem.AddChild("type").SetValue(event.GetType());
event.SerializeTo(eventElem);
@@ -267,6 +269,9 @@ void gd::EventsListSerialization::UnserializeInstructionsFrom(
instrElement.GetChild("type", 0, "Type")
.GetBoolAttribute("inverted", false, "Contraire"));
instruction.SetAwaited(
instrElement.GetChild("type", 0, "Type").GetBoolAttribute("await"));
// Read parameters
vector<gd::Expression> parameters;
@@ -340,9 +345,12 @@ void gd::EventsListSerialization::SerializeInstructionsTo(
instructions.ConsiderAsArrayOf("instruction");
for (std::size_t k = 0; k < list.size(); k++) {
SerializerElement& instruction = instructions.AddChild("instruction");
instruction.AddChild("type")
.SetAttribute("value", list[k].GetType())
.SetAttribute("inverted", list[k].IsInverted());
instruction.AddChild("type").SetAttribute("value", list[k].GetType());
if (list[k].IsInverted())
instruction.GetChild("type").SetAttribute("inverted", true);
if (list[k].IsAwaited())
instruction.GetChild("type").SetAttribute("await", true);
// Parameters
SerializerElement& parameters = instruction.AddChild("parameters");
@@ -352,9 +360,10 @@ void gd::EventsListSerialization::SerializeInstructionsTo(
.SetValue(list[k].GetParameter(l).GetPlainString());
// Sub instructions
SerializerElement& subInstructions =
instruction.AddChild("subInstructions");
SerializeInstructionsTo(list[k].GetSubInstructions(), subInstructions);
if (!list[k].GetSubInstructions().empty()) {
SerializeInstructionsTo(list[k].GetSubInstructions(),
instruction.AddChild("subInstructions"));
}
}
}

View File

@@ -11,26 +11,16 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
gd::PlatformExtension& extension) {
extension.SetExtensionInformation(
"BuiltinAdvanced",
_("Advanced control features"),
_("Built-in extension providing advanced control features."),
"Florian Rival",
"Open source (MIT License)");
#if defined(GD_IDE_ONLY)
extension
.AddCondition("Toujours",
_("Always"),
_("This condition always returns true (or always false, if "
"the condition is inverted)."),
_("Always"),
_("Other"),
"res/conditions/toujours24.png",
"res/conditions/toujours.png")
.SetHelpPath("/all-features/advanced-conditions")
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsAdvanced();
.SetExtensionInformation(
"BuiltinAdvanced",
_("Event functions"),
_("Advanced control features for functions made with events."),
"Florian Rival",
"Open source (MIT License)")
.SetCategory("Advanced");
extension.AddInstructionOrExpressionGroupMetadata(_("Event functions"))
.SetIcon("res/function32.png");
extension
.AddAction(
@@ -39,11 +29,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
_("Set the return value of the events function to the specified "
"number (to be used with \"Expression\" functions)."),
_("Set return value to number _PARAM0_"),
_("Functions"),
"res/function24.png",
"res/function16.png")
"",
"res/function32.png",
"res/function32.png")
.SetHelpPath("/events/functions/return")
.AddParameter("expression", "The number to be returned")
.AddParameter("expression", _("The number to be returned"))
.SetRelevantForFunctionEventsOnly()
.MarkAsAdvanced();
extension
@@ -53,11 +44,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
_("Set the return value of the events function to the specified text "
"(to be used with \"String Expression\" functions)."),
_("Set return value to text _PARAM0_"),
_("Functions"),
"res/function24.png",
"res/function16.png")
"",
"res/function32.png",
"res/function32.png")
.SetHelpPath("/events/functions/return")
.AddParameter("string", "The text to be returned")
.AddParameter("string", _("The text to be returned"))
.SetRelevantForFunctionEventsOnly()
.MarkAsAdvanced();
extension
@@ -66,11 +58,42 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
_("Set the return value of the Condition events function to "
"either true (condition will pass) or false."),
_("Set return value of the condition to _PARAM0_"),
_("Functions"),
"res/function24.png",
"res/function16.png")
"",
"res/function32.png",
"res/function32.png")
.SetHelpPath("/events/functions/return")
.AddParameter("trueorfalse", "Should the condition be true or false?")
.AddParameter("trueorfalse", _("Should the condition be true or false?"))
.SetRelevantForFunctionEventsOnly()
.MarkAsAdvanced();
extension
.AddAction("CopyArgumentToVariable",
_("Copy function parameter to variable"),
_("Copy a function parameter (also called \"argument\") to a variable. "
"The parameter type must be a variable."),
_("Copy the parameter _PARAM0_ into the variable _PARAM1_"),
"",
"res/function32.png",
"res/function32.png")
.SetHelpPath("/events/functions/return")
.AddParameter("functionParameterName", _("Parameter name"), "variable")
.AddParameter("scenevar", _("Scene variable"))
.SetRelevantForFunctionEventsOnly()
.MarkAsAdvanced();
extension
.AddAction("CopyVariableToArgument",
_("Copy variable to function parameter"),
_("Copy a variable to function parameter (also called \"argument\"). "
"The parameter type must be a variable."),
_("Copy the variable _PARAM1_ into the parameter _PARAM0_"),
"",
"res/function32.png",
"res/function32.png")
.SetHelpPath("/events/functions/return")
.AddParameter("functionParameterName", _("Parameter name"), "variable")
.AddParameter("scenevar", _("Scene variable"))
.SetRelevantForFunctionEventsOnly()
.MarkAsAdvanced();
extension
@@ -81,30 +104,60 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
"a string, an empty string is considered as \"false\". "
"If it's a number, 0 is considered as \"false\"."),
_("Parameter _PARAM0_ is true"),
_("Functions"),
"res/function24.png",
"res/function16.png")
.AddParameter("string", "Parameter name")
"",
"res/function32.png",
"res/function32.png")
.AddParameter("functionParameterName", _("Parameter name"), "number,string,boolean")
.SetRelevantForFunctionEventsOnly()
.MarkAsAdvanced();
extension
.AddExpression(
"GetArgumentAsNumber",
_("Get function parameter value"),
_("Get function parameter (also called \"argument\") value"),
_("Functions"),
_("Get function parameter (also called \"argument\") value."),
"",
"res/function16.png")
.AddParameter("string", "Parameter name");
.AddParameter("functionParameterName", _("Parameter name"), "number,string,boolean")
.SetRelevantForFunctionEventsOnly();
extension
.AddStrExpression(
"GetArgumentAsString",
_("Get function parameter text"),
_("Get function parameter (also called \"argument\") text "),
_("Functions"),
_("Get function parameter (also called \"argument\") text."),
"",
"res/function16.png")
.AddParameter("string", "Parameter name");
#endif
.AddParameter("functionParameterName", _("Parameter name"), "number,string,boolean")
.SetRelevantForFunctionEventsOnly();
extension
.AddCondition(
"CompareArgumentAsNumber",
_("Compare function parameter value"),
_("Compare function parameter (also called \"argument\") value."),
_("Parameter _PARAM0_"),
"",
"res/function32.png",
"res/function16.png")
.AddParameter("functionParameterName", _("Parameter name"), "number,string,boolean")
.UseStandardRelationalOperatorParameters(
"number", gd::ParameterOptions::MakeNewOptions())
.SetRelevantForFunctionEventsOnly();
extension
.AddCondition(
"CompareArgumentAsString",
_("Compare function parameter text"),
_("Compare function parameter (also called \"argument\") text."),
_("Parameter _PARAM0_"),
"",
"res/function32.png",
"res/function16.png")
.AddParameter("functionParameterName", _("Parameter name"), "number,string,boolean")
.UseStandardRelationalOperatorParameters(
"string", gd::ParameterOptions::MakeNewOptions())
.SetRelevantForFunctionEventsOnly();
}
} // namespace gd

View File

@@ -15,8 +15,6 @@ namespace gd {
* so that it provides standards events, objects or instructions of an
* extension.
*
* TOOD: Usage example.
*
* \ingroup BuiltinExtensions
*/
class GD_CORE_API BuiltinExtensionsImplementer {
@@ -32,7 +30,6 @@ class GD_CORE_API BuiltinExtensionsImplementer {
static void ImplementsExternalLayoutsExtension(
gd::PlatformExtension& extension);
static void ImplementsFileExtension(gd::PlatformExtension& extension);
static void ImplementsJoystickExtension(gd::PlatformExtension& extension);
static void ImplementsKeyboardExtension(gd::PlatformExtension& extension);
static void ImplementsMathematicalToolsExtension(
gd::PlatformExtension& extension);
@@ -45,6 +42,7 @@ class GD_CORE_API BuiltinExtensionsImplementer {
static void ImplementsTimeExtension(gd::PlatformExtension& extension);
static void ImplementsVariablesExtension(gd::PlatformExtension& extension);
static void ImplementsWindowExtension(gd::PlatformExtension& extension);
static void ImplementsAsyncExtension(gd::PlatformExtension& extension);
};
} // namespace gd

View File

@@ -0,0 +1,47 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Events/Builtin/AsyncEvent.h"
#include "GDCore/Tools/Localization.h"
using namespace std;
namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAsyncExtension(
gd::PlatformExtension &extension) {
extension
.SetExtensionInformation(
"BuiltinAsync",
_("Asynchronous functions"),
_("Functions that defer the execution of the events after it."),
"Arthur Pacaud (arthuro555)",
"Open source (MIT License)")
.SetCategory("Advanced");
extension.AddInstructionOrExpressionGroupMetadata(_("Asynchronous functions"))
.SetIcon("res/function32.png");
extension.AddEvent("Async",
_("Async event"),
_("Internal event for asynchronous actions"),
"",
"res/eventaddicon.png",
std::make_shared<gd::AsyncEvent>());
extension
.AddAction(
"ResolveAsyncEventsFunction",
_("End asynchronous function"),
_("Mark an asynchronous function as finished. This will allow the "
"actions and subevents following it to be run."),
"Mark asynchronous function as ended",
"",
"res/actions/quit24.png",
"res/actions/quit.png")
.AddCodeOnlyParameter("eventsFunctionContext", "")
.SetRelevantForAsynchronousFunctionEventsOnly();
}
} // namespace gd

View File

@@ -12,14 +12,20 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinAudio",
_("Audio"),
_("Builtin audio extension"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/audio");
.SetExtensionInformation(
"BuiltinAudio",
_("Sounds and music"),
_("GDevelop provides several conditions and actions to play audio "
"files. They can be either long music or short sound effects."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/audio")
.SetCategory("Audio");
extension.AddInstructionOrExpressionGroupMetadata(_("Sounds and music"))
.SetIcon("res/actions/music24.png");
extension.AddInstructionOrExpressionGroupMetadata(_("Sounds on channels"))
.SetIcon("res/actions/son24.png");
#if defined(GD_IDE_ONLY)
extension
.AddAction("PlaySoundCanal",
_("Play a sound on a channel"),
@@ -27,7 +33,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
"you'll be able to manipulate it."),
_("Play the sound _PARAM1_ on the channel _PARAM2_, vol.: "
"_PARAM4_, loop: _PARAM3_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -48,7 +54,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Stop the sound of a channel"),
_("Stop the sound on the specified channel."),
_("Stop the sound of channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -60,7 +66,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Pause the sound of a channel"),
_("Pause the sound played on the specified channel."),
_("Pause the sound of channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -69,10 +75,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
extension
.AddAction("RePlaySoundCanal",
_("Play the sound of a channel"),
_("Play the sound of the channel."),
_("Play the sound of channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Resume playing a sound on a channel"),
_("Resume playing a sound on a channel that was paused."),
_("Resume the sound of channel _PARAM1_"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -86,7 +92,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
"able to interact with it later."),
_("Play the music _PARAM1_ on channel _PARAM2_, vol.: "
"_PARAM4_, loop: _PARAM3_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -107,7 +113,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Stop the music on a channel"),
_("Stop the music on the specified channel"),
_("Stop the music of channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -119,7 +125,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Pause the music of a channel"),
_("Pause the music on the specified channel."),
_("Pause the music of channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -128,10 +134,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
extension
.AddAction("RePlayMusicCanal",
_("Play the music of a channel"),
_("Play the music of the channel."),
_("Play the music of channel _PARAM1_"),
_("Audio/Music on channels"),
_("Resume playing a music on a channel"),
_("Resume playing a music on a channel that was paused."),
_("Resume the music of channel _PARAM1_"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -142,69 +148,83 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.AddAction("ModVolumeSoundCanal",
_("Volume of the sound on a channel"),
_("This action modifies the volume of the sound on the "
"specified channel. The volume is between 0 and 100."),
"specified channel."),
_("the volume of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/actions/sonVolume24.png",
"res/actions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Volume (0-100)")))
.MarkAsAdvanced();
extension
.AddAction("ModVolumeMusicCanal",
_("Volume of the music on a channel"),
_("This action modifies the volume of the music on the "
"specified channel. The volume is between 0 and 100."),
"specified channel."),
_("the volume of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/actions/musicVolume24.png",
"res/actions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Volume (0-100)")))
.MarkAsAdvanced();
extension
.AddAction("ModGlobalVolume",
_("Game global volume"),
_("This action modifies the global volume of the game. The "
"volume is between 0 and 100."),
_("This action modifies the global volume of the game."),
_("the global sound level"),
_("Audio"),
"",
"res/actions/volume24.png",
"res/actions/volume.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Volume (0-100)")))
.MarkAsSimple();
extension
.AddAction("ModPitchSoundChannel",
_("Pitch of the sound of a channel"),
_("This action modifies the pitch (speed) of the sound on a "
"channel.\n1 is the default pitch."),
"channel."),
_("the pitch of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Pitch (1 by default)")))
.MarkAsAdvanced();
extension
.AddAction("ModPitchMusicChannel",
_("Pitch of the music on a channel"),
_("This action modifies the pitch of the music on the "
"specified channel. 1 is the default pitch"),
"specified channel."),
_("the pitch of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Pitch (1 by default)")))
.MarkAsAdvanced();
extension
@@ -213,12 +233,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("This action modifies the playing offset of the sound on a "
"channel"),
_("the playing offset of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Position (in seconds)")))
.MarkAsAdvanced();
extension
@@ -227,12 +250,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("This action modifies the playing offset of the music on "
"the specified channel"),
_("the playing offset of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Position (in seconds)")))
.MarkAsAdvanced();
extension
@@ -240,7 +266,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Play a sound"),
_("Play a sound."),
_("Play the sound _PARAM1_, vol.: _PARAM3_, loop: _PARAM2_"),
_("Audio"),
"",
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -260,7 +286,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Play a music file"),
_("Play a music file."),
_("Play the music _PARAM1_, vol.: _PARAM3_, loop: _PARAM2_"),
_("Audio"),
"",
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -275,12 +301,105 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.SetDefaultValue("1")
.MarkAsSimple();
extension
.AddAction("PreloadMusic",
_("Preload a music file"),
_("Preload a music file in memory."),
_("Preload the music file _PARAM1_"),
_("Loading"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("musicfile", _("Audio file (or audio resource name)"))
.MarkAsComplex();
extension
.AddAction("PreloadSound",
_("Preload a sound file"),
_("Preload a sound file in memory."),
_("Preload the sound file _PARAM1_"),
_("Loading"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("soundfile", _("Sound file (or sound resource name)"))
.MarkAsComplex();
extension
.AddAction(
"UnloadMusic",
_("Unload a music file"),
_("Unload a music file from memory. "
"Unloading a music file will cause any music playing it to stop."),
_("Unload the music file _PARAM1_"),
_("Loading"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("musicfile", _("Audio file (or audio resource name)"))
.MarkAsComplex();
extension
.AddAction(
"UnloadSound",
_("Unload a sound file"),
_("Unload a sound file from memory. "
"Unloading a sound file will cause any sounds playing it to stop."),
_("Unload the sound file _PARAM1_"),
_("Loading"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("soundfile", _("Sound file (or sound resource name)"))
.MarkAsComplex();
extension
.AddAction(
"UnloadAllAudio",
_("Unload all audio"),
_("Unload all the audio in memory. "
"This will cause every sound and music of the game to stop."),
_("Unload all audio files"),
_("Loading"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.MarkAsComplex();
extension
.AddAction(
"FadeSoundVolume",
_("Fade the volume of a sound played on a channel."),
_("Fade the volume of a sound played on a channel to the specified volume within the specified duration."),
_("Fade the sound on channel _PARAM1_ to volume _PARAM2_ within _PARAM3_ seconds"),
_("Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("expression", _("Final volume (0-100)"))
.AddParameter("expression", _("Fading time in seconds"))
.MarkAsAdvanced();
extension
.AddAction(
"FadeMusicVolume",
_("Fade the volume of a music played on a channel."),
_("Fade the volume of a music played on a channel to the specified volume within the specified duration."),
_("Fade the music on channel _PARAM1_ to volume _PARAM2_ within _PARAM3_ seconds"),
_("Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("expression", _("Final volume (0-100)"))
.AddParameter("expression", _("Fading time in seconds"))
.MarkAsAdvanced();
extension
.AddCondition("MusicPlaying",
_("A music file is being played"),
_("Test if the music on a channel is being played"),
_("Music on channel _PARAM1_ is being played"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/conditions/musicplaying24.png",
"res/conditions/musicplaying.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -292,7 +411,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("A music file is paused"),
_("Test if the music on the specified channel is paused."),
_("Music on channel _PARAM1_ is paused"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/conditions/musicpaused24.png",
"res/conditions/musicpaused.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -304,7 +423,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("A music file is stopped"),
_("Test if the music on the specified channel is stopped."),
_("Music on channel _PARAM1_ is stopped"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/conditions/musicstopped24.png",
"res/conditions/musicstopped.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -316,7 +435,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("A sound is being played"),
_("Test if the sound on a channel is being played."),
_("Sound on channel _PARAM1_ is being played"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/conditions/sonplaying24.png",
"res/conditions/sonplaying.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -328,7 +447,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("A sound is paused"),
_("Test if the sound on the specified channel is paused."),
_("Sound on channel _PARAM1_ is paused"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/conditions/sonpaused24.png",
"res/conditions/sonpaused.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -340,7 +459,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("A sound is stopped"),
_("Test if the sound on the specified channel is stopped."),
_("Sound on channel _PARAM1_ is stopped"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/conditions/sonstopped24.png",
"res/conditions/sonstopped.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -351,15 +470,17 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.AddCondition(
"SoundCanalVolume",
_("Volume of the sound on a channel"),
_("Test the volume of the sound on the specified channel. The volume "
"is between 0 and 100."),
_("Test the volume of the sound on the specified channel."),
_("the volume of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/conditions/sonVolume24.png",
"res/conditions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Volume to compare to (0-100)")))
.MarkAsAdvanced();
extension
@@ -369,12 +490,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Test the volume of the music on a specified channel. The volume "
"is between 0 and 100."),
_("the volume of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/conditions/musicVolume24.png",
"res/conditions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Volume to compare to (0-100)")))
.MarkAsAdvanced();
extension
@@ -383,11 +507,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Global volume"),
_("Test the global sound level. The volume is between 0 and 100."),
_("the global game volume"),
_("Audio"),
"",
"res/conditions/volume24.png",
"res/conditions/volume.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number");
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Volume to compare to (0-100)")));
extension
.AddCondition(
@@ -396,27 +523,32 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Test the pitch of the sound on the specified channel. 1 is the "
"default pitch."),
_("the pitch of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/conditions/sonVolume24.png",
"res/conditions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Pitch to compare to (1 by default)")))
.MarkAsAdvanced();
extension
.AddCondition(
"MusicChannelPitch",
_("Pitch of the music on a channel"),
_("Test the pitch (speed) of the music on a specified channel. 1 is "
"the default pitch."),
_("Test the pitch (speed) of the music on a specified channel."),
_("the pitch of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/conditions/musicVolume24.png",
"res/conditions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Pitch to compare to (1 by default)")))
.MarkAsAdvanced();
extension
@@ -425,12 +557,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Playing offset of the sound on a channel"),
_("Test the playing offset of the sound on the specified channel."),
_("the playing offset of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
_("Sounds on channels"),
"res/conditions/sonVolume24.png",
"res/conditions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Position to compare to (in seconds)")))
.MarkAsAdvanced();
extension
@@ -439,12 +574,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Playing offset of the music on a channel"),
_("Test the playing offset of the music on the specified channel."),
_("the playing offset of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
_("Music on channels"),
"res/conditions/musicVolume24.png",
"res/conditions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Position to compare to (in seconds)")))
.MarkAsAdvanced();
extension
@@ -508,8 +646,6 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Sound level"),
"res/conditions/volume.png")
.AddCodeOnlyParameter("currentScene", "");
#endif
}
} // namespace gd

File diff suppressed because it is too large Load Diff

View File

@@ -4,6 +4,7 @@
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
#include "GDCore/Tools/Localization.h"
using namespace std;
@@ -12,153 +13,218 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinCamera",
_("Cameras and layers features"),
_("Built-in camera extension"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionInformation(
"BuiltinCamera",
_("Layers and cameras"),
"Each scene can be composed of multiple layers. These conditions "
"and actions allow to manipulate them during the game. In "
"particular, you can move the camera of a layer to center it on an "
"object or a position.",
"Florian Rival",
"Open source (MIT License)")
.SetCategory("Camera")
.SetExtensionHelpPath("/interface/scene-editor/layers-and-cameras");
#if defined(GD_IDE_ONLY)
extension
.AddCondition("CameraX",
_("Camera center X position"),
_("Compare the X position of the center of a camera."),
_("the X position of camera _PARAM4_ (layer: _PARAM3_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
extension.AddInstructionOrExpressionGroupMetadata(_("Layers and cameras"))
.SetIcon("res/conditions/camera24.png");
extension.AddInstructionOrExpressionGroupMetadata(_("Effects"))
.SetIcon("res/actions/effect24.png");
extension
.AddCondition("CameraY",
_("Camera center Y position"),
_("Compare the Y position of the center of a camera."),
_("the Y position of camera _PARAM4_ (layer: _PARAM3_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0")
.MarkAsAdvanced();
extension
.AddAction(
"CameraX",
.AddExpressionAndConditionAndAction(
"number",
"CameraCenterX",
_("Camera center X position"),
_("Change the X position of the center of the specified camera."),
_("the X position of the center of a camera"),
_("the X position of camera _PARAM4_ (layer: _PARAM3_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
// Compatibility with GD <= 5.0.135
extension.AddDuplicatedCondition("CameraX", "CameraCenterX")
.SetHidden(); // Deprecated
extension.AddDuplicatedExpression("CameraX", "CameraCenterX")
.SetHidden(); // Deprecated
extension.AddDuplicatedAction("SetCameraX", "SetCameraCenterX")
.SetHidden(); // Deprecated
extension.AddDuplicatedAction("CameraX", "SetCameraX")
.SetHidden(); // Deprecated
extension.AddDuplicatedExpression("VueX", "CameraX")
.SetHidden(); // Deprecated
// end of compatibility code
extension
.AddAction(
"CameraY",
.AddExpressionAndConditionAndAction(
"number",
"CameraCenterY",
_("Camera center Y position"),
_("Change the Y position of the center of the specified camera."),
_("the Y position of the center of a camera"),
_("the Y position of camera _PARAM4_ (layer: _PARAM3_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
// Compatibility with GD <= 5.0.135
extension.AddDuplicatedCondition("CameraY", "CameraCenterY")
.SetHidden(); // Deprecated
extension.AddDuplicatedExpression("CameraY", "CameraCenterY")
.SetHidden(); // Deprecated
extension.AddDuplicatedAction("SetCameraY", "SetCameraCenterY")
.SetHidden(); // Deprecated
extension.AddDuplicatedAction("CameraY", "SetCameraY")
.SetHidden(); // Deprecated
extension.AddDuplicatedExpression("VueY", "CameraY")
.SetHidden(); // Deprecated
// end of compatibility code
extension
.AddCondition("CameraWidth",
_("Width of a camera"),
_("Test the width of a camera of a layer"),
_("the width of camera _PARAM2_ of layer _PARAM1_"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddExpressionAndCondition(
"number",
"CameraWidth",
_("Width of a camera"),
_("the width of a camera of a layer"),
_("the width of camera _PARAM2_ of layer _PARAM1_"),
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.UseStandardRelationalOperatorParameters("number")
.AddParameter("expression", _("Camera number"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddCondition("CameraHeight",
_("Height of a camera"),
_("Test the height of a camera of a layer"),
_("the height of camera _PARAM2_ of layer _PARAM1_"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddExpressionAndCondition(
"number",
"CameraHeight",
_("Height of a camera"),
_("the height of a camera of a layer"),
_("the height of camera _PARAM2_ of layer _PARAM1_"),
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.UseStandardRelationalOperatorParameters("number")
.AddParameter("expression", _("Camera number"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddCondition(
.AddExpressionAndCondition(
"number",
"CameraBorderLeft",
_("Camera left border position"),
_("the position of the left border of a camera"),
_("the position of the left border of camera _PARAM2_ of layer "
"_PARAM1_"),
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddExpressionAndCondition(
"number",
"CameraBorderRight",
_("Camera right border position"),
_("the position of the right border of a camera"),
_("the position of the right border of camera _PARAM2_ of layer "
"_PARAM1_"),
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddExpressionAndCondition(
"number",
"CameraBorderTop",
_("Camera top border position"),
_("the position of the top border of a camera"),
_("the position of the top border of camera _PARAM2_ of layer "
"_PARAM1_"),
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddExpressionAndCondition(
"number",
"CameraBorderBottom",
_("Camera bottom border position"),
_("the position of the bottom border of a camera"),
_("the position of the bottom border of camera _PARAM2_ of layer "
"_PARAM1_"),
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddExpressionAndConditionAndAction(
"number",
"CameraAngle",
_("Angle of a camera of a layer"),
_("Test a camera angle."),
_("the angle of rotation of a camera (in degrees)"),
_("the angle of camera (layer: _PARAM3_, camera: _PARAM4_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
"",
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
extension
.AddAction("RotateCamera",
_("Change camera angle"),
_("This action modifies the angle of a camera in the "
"specified layer."),
_("the angle of camera (layer: _PARAM3_, camera: _PARAM4_)"),
_("Layers and cameras"),
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension.AddDuplicatedAction("RotateCamera", "SetCameraAngle").SetHidden();
extension.AddDuplicatedExpression("CameraRotation", "CameraAngle")
.SetHidden();
extension.AddDuplicatedExpression("VueRotation", "CameraAngle").SetHidden();
extension
.AddAction("AddCamera",
_("Add a camera to a layer"),
_("This action adds a camera to a layer"),
_("Add a camera to layer _PARAM1_"),
_("Layers and cameras"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Width"), "", true)
.AddParameter("expression", _("Height"), "", true)
@@ -189,11 +255,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Delete a camera of a layer"),
_("Remove the specified camera from a layer"),
_("Delete camera _PARAM2_ from layer _PARAM1_"),
_("Layers and cameras"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.MarkAsComplex();
@@ -205,11 +271,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"layer. The zoom will be reset."),
_("Change the size of camera _PARAM2_ of _PARAM1_ to "
"_PARAM3_*_PARAM4_"),
_("Layers and cameras"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.AddParameter("expression", _("Width"))
@@ -223,11 +289,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"specified layer."),
_("Set the render zone of camera _PARAM2_ from layer _PARAM1_ "
"to _PARAM3_;_PARAM4_ _PARAM5_;_PARAM6_"),
_("Layers and cameras"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.AddParameter(
@@ -246,21 +312,22 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
extension
.AddAction("ZoomCamera",
_("Change camera zoom"),
_("Camera zoom"),
_("Change camera zoom."),
_("Change camera zoom to _PARAM1_ (layer: _PARAM2_, camera: "
"_PARAM3_)"),
_("Layers and cameras"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression",
_("Value (1:Initial zoom, 2:Zoom x2, 0.5:Unzoom x2...)"))
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
// TODO Deprecated: hide this action in a future release.
extension
.AddAction(
"FixCamera",
@@ -269,7 +336,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"specified limits."),
_("Center the camera on _PARAM1_ (limit : from _PARAM2_;_PARAM3_ to "
"_PARAM4_;_PARAM5_) (layer: _PARAM7_, camera: _PARAM8_)"),
_("Layers and cameras"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -287,21 +354,41 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"",
true)
.SetDefaultValue("yes")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
extension
.AddAction(
"CentreCamera",
_("Center the camera on an object"),
_("Center the camera on the specified object."),
_("Center camera on _PARAM1_ (layer: _PARAM3_, camera: _PARAM4_)"),
_("Layers and cameras"),
"res/actions/camera24.png",
"res/actions/camera.png")
.AddAction("ClampCamera",
_("Enforce camera boundaries"),
_("Enforce camera boundaries by moving the camera back inside "
"specified boundaries."),
_("Enforce camera boundaries (left: _PARAM1_, top: _PARAM2_ "
"right: _PARAM3_, bottom: _PARAM4_, layer: _PARAM5_)"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Left bound X Position"))
.AddParameter("expression", _("Top bound Y Position"))
.AddParameter("expression", _("Right bound X Position"))
.AddParameter("expression", _("Bottom bound Y Position"))
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
extension
.AddAction("CentreCamera",
_("Center the camera on an object"),
_("Center the camera on the specified object."),
_("Center camera on _PARAM1_ (layer: _PARAM3_)"),
"",
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("objectPtr", _("Object"))
.AddParameter("yesorno",
@@ -309,7 +396,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"",
true)
.SetDefaultValue("yes")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
@@ -320,11 +407,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Show a layer"),
_("Show a layer."),
_("Show layer _PARAM1_"),
_("Layers and cameras"),
"",
"res/actions/layer24.png",
"res/actions/layer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.MarkAsAdvanced();
@@ -333,11 +420,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Hide a layer"),
_("Hide a layer."),
_("Hide layer _PARAM1_"),
_("Layers and cameras"),
"",
"res/actions/layer24.png",
"res/actions/layer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.MarkAsAdvanced();
@@ -346,11 +433,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Visibility of a layer"),
_("Test if a layer is set as visible."),
_("Layer _PARAM1_ is visible"),
_("Layers and cameras"),
"",
"res/conditions/layer24.png",
"res/conditions/layer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.MarkAsAdvanced();
@@ -362,14 +449,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Set _PARAM3_ to _PARAM4_ for effect _PARAM2_ of layer _PARAM1_"),
_("Layers and cameras/Effects"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
_("Effects"),
"res/actions/effect24.png",
"res/actions/effect.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("string", _("Parameter name"))
.AddParameter("layerEffectName", _("Effect name"))
.AddParameter("layerEffectParameterName", _("Parameter name"))
.AddParameter("expression", _("New value"))
.MarkAsAdvanced();
@@ -381,14 +468,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Set _PARAM3_ to _PARAM4_ for effect _PARAM2_ of layer _PARAM1_"),
_("Layers and cameras/Effects"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
_("Effects"),
"res/actions/effect24.png",
"res/actions/effect.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("string", _("Parameter name"))
.AddParameter("layerEffectName", _("Effect name"))
.AddParameter("layerEffectParameterName", _("Parameter name"))
.AddParameter("string", _("New value"))
.MarkAsAdvanced();
@@ -400,14 +487,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("You can find the parameter names (and change the effect "
"names) in the effects window."),
_("Enable _PARAM3_ for effect _PARAM2_ of layer _PARAM1_: _PARAM4_"),
_("Layers and cameras/Effects"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
_("Effects"),
"res/actions/effect24.png",
"res/actions/effect.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("string", _("Parameter name"))
.AddParameter("layerEffectName", _("Effect name"))
.AddParameter("layerEffectParameterName", _("Parameter name"))
.AddParameter("yesorno", _("Enable this parameter"))
.MarkAsAdvanced();
@@ -416,13 +503,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Layer effect is enabled"),
_("The effect on a layer is enabled"),
_("Effect _PARAM2_ on layer _PARAM1_ is enabled"),
_("Layers and cameras/Effects"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
_(""),
"res/actions/effect24.png",
"res/actions/effect.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("layerEffectName", _("Effect name"))
.MarkAsAdvanced();
extension
@@ -430,13 +517,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Enable layer effect"),
_("Enable an effect on a layer"),
_("Enable effect _PARAM2_ on layer _PARAM1_: _PARAM3_"),
_("Layers and cameras/Effects"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
_("Effects"),
"res/actions/effect24.png",
"res/actions/effect.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("layerEffectName", _("Effect name"))
.AddParameter("yesorno", _("Enable"), "", true)
.MarkAsAdvanced();
@@ -446,13 +533,16 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Layer time scale"),
_("Compare the time scale applied to the objects of the layer."),
_("the time scale of layer _PARAM1_"),
_("Layers and cameras/Time"),
"",
"res/conditions/time24.png",
"res/conditions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
gd::ParameterOptions::MakeNewOptions().SetDescription(
_("Time scale (1 by default)")))
.MarkAsAdvanced();
extension
@@ -460,12 +550,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"ChangeLayerTimeScale",
_("Change layer time scale"),
_("Change the time scale applied to the objects of the layer."),
_("Set time scale of layer _PARAM1_ to _PARAM2_"),
_("Layers and cameras/Time"),
_("Set the time scale of layer _PARAM1_ to _PARAM2_"),
"",
"res/actions/time24.png",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression",
_("Scale (1: Default, 2: 2x faster, 0.5: 2x slower...)"));
@@ -476,27 +566,28 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Compare the default Z order set to objects when they "
"are created on a layer."),
_("the default Z order of objects created on _PARAM1_"),
_("Layers and cameras"),
"",
"res/conditions/layer24.png",
"res/conditions/layer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number", gd::ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddAction("SetLayerDefaultZOrder",
_("Change layer default Z order"),
_("Layer default Z order"),
_("Change the default Z order set to objects when they are "
"created on a layer."),
_("Set the default Z order of objects created on _PARAM1_ to "
"_PARAM2_"),
_("Layers and cameras"),
"",
"res/actions/layer24.png",
"res/actions/layer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("New default Z order"));
@@ -507,43 +598,21 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Set the ambient light color of the lighting layer in format "
"\"R;G;B\" string."),
_("Set the ambient color of the lighting layer _PARAM1_ to _PARAM2_"),
_("Layers and cameras/Lighting"),
_(""),
"res/actions/color24.png",
"res/actions/color.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"Lighting\"")
.AddParameter("color", _("Color"))
.MarkAsAdvanced();
extension
.AddExpression("CameraWidth",
_("Width of a camera of a layer"),
_("Width of a camera of a layer"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0");
extension
.AddExpression("CameraHeight",
_("Height of a camera of a layer"),
_("Height of a camera of a layer"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0");
extension
.AddExpression(
"CameraViewportLeft",
_("X position of the top left side point of a render zone"),
_("X position of the top left side point of a render zone"),
_("Layers and cameras"),
"",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
@@ -555,7 +624,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"CameraViewportTop",
_("Y position of the top left side point of a render zone"),
_("Y position of the top left side point of a render zone"),
_("Layers and cameras"),
"",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
@@ -567,7 +636,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"CameraViewportRight",
_("X position of the bottom right side point of a render zone"),
_("X position of the bottom right side point of a render zone"),
_("Layers and cameras"),
"",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
@@ -579,80 +648,18 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"CameraViewportBottom",
_("Y position of the bottom right side point of a render zone"),
_("Y position of the bottom right side point of a render zone"),
_("Layers and cameras"),
"",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0");
extension
.AddExpression("CameraX",
_("Camera X position"),
_("Camera X position"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("VueX",
_("Camera X position"),
_("Camera X position"),
_("Layers and cameras"),
"res/actions/camera.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("CameraY",
_("Camera Y position"),
_("Camera Y position"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("VueY",
_("Camera Y position"),
_("Camera Y position"),
_("Layers and cameras"),
"res/actions/camera.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("CameraRotation",
_("Angle of a camera of a layer"),
_("Angle of a camera of a layer"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("CameraZoom",
_("Zoom of a camera of a layer"),
_("Zoom of a camera of a layer"),
_("Layers and cameras"),
"",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
@@ -660,24 +667,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("VueRotation",
_("Angle of a camera of a layer"),
_("Angle of a camera of a layer"),
_("Layers and cameras"),
"res/actions/camera.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("LayerTimeScale",
_("Time scale"),
_("Time scale"),
_("Layers and cameras"),
_("Layer time scale"),
_("Returns the time scale of the specified layer."),
"",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"));
@@ -686,11 +680,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
.AddExpression("LayerDefaultZOrder",
_("Default Z Order for a layer"),
_("Default Z Order for a layer"),
_("Layers and cameras"),
"",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"));
#endif
}
} // namespace gd

View File

@@ -15,28 +15,28 @@ BuiltinExtensionsImplementer::ImplementsCommonConversionsExtension(
extension
.SetExtensionInformation(
"BuiltinCommonConversions",
_("Standard Conversions"),
_("Built-in extension providing standard conversions expressions."),
_("Conversion"),
"Expressions to convert number, texts and quantities.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/common-conversions");
#if defined(GD_IDE_ONLY)
extension.AddInstructionOrExpressionGroupMetadata(_("Conversion"))
.SetIcon("res/conditions/toujours24_black.png");
extension
.AddExpression("ToNumber",
_("Text > Number"),
_("Convert the text to a number"),
_("Conversion"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text to convert to a number"));
extension
.AddStrExpression("ToString",
_("Number > Text"),
_("Convert the result of the expression to text"),
_("Conversion"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("expression", _("Expression to be converted to text"));
extension
@@ -44,8 +44,8 @@ BuiltinExtensionsImplementer::ImplementsCommonConversionsExtension(
_("Number > Text ( without scientific notation )"),
_("Convert the result of the expression to text, "
"without using the scientific notation"),
_("Conversion"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("expression", _("Expression to be converted to text"));
extension
@@ -53,8 +53,8 @@ BuiltinExtensionsImplementer::ImplementsCommonConversionsExtension(
"ToRad",
_("Degrees > Radians"),
_("Converts the angle, expressed in degrees, into radians"),
_("Conversion"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("expression", _("Angle, in degrees"));
extension
@@ -62,10 +62,76 @@ BuiltinExtensionsImplementer::ImplementsCommonConversionsExtension(
"ToDeg",
_("Radians > Degrees"),
_("Converts the angle, expressed in radians, into degrees"),
_("Conversion"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("expression", _("Angle, in radians"));
#endif
extension
.AddStrExpression("ToJSON",
_("Convert scene variable to JSON"),
_("Convert a scene variable to JSON"),
_("JSON"),
"res/conditions/toujours24_black.png")
.AddParameter("scenevar", _("Scene variable to be stringified"));
extension
.AddStrExpression("GlobalVarToJSON",
_("Convert global variable to JSON"),
_("Convert a global variable to JSON"),
_("JSON"),
"res/conditions/toujours24_black.png")
.AddParameter("globalvar", _("The global variable to be stringified"));
extension
.AddStrExpression("ObjectVarToJSON",
_("Convert object variable to JSON"),
_("Convert an object variable to JSON"),
_("JSON"),
"res/conditions/toujours24_black.png")
.AddParameter("objectPtr", _("The object with the variable"))
.AddParameter("objectvar", _("The object variable to be stringified"));
extension
.AddAction(
"JSONToVariableStructure",
_("Convert JSON to a scene variable"),
_("Parse a JSON object and store it into a scene variable"),
_("Convert JSON string _PARAM0_ and store it into variable _PARAM1_"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("JSON string"))
.AddParameter("scenevar", _("Variable where store the JSON object"))
.MarkAsAdvanced();
extension
.AddAction("JSONToGlobalVariableStructure",
_("Convert JSON to global variable"),
_("Parse a JSON object and store it into a global variable"),
_("Convert JSON string _PARAM0_ and store it into global "
"variable _PARAM1_"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("JSON string"))
.AddParameter("globalvar",
_("Global variable where store the JSON object"))
.MarkAsAdvanced();
extension
.AddAction("JSONToObjectVariableStructure",
_("Convert JSON to object variable"),
_("Parse a JSON object and store it into an object variable"),
_("Parse JSON string _PARAM0_ and store it into variable "
"_PARAM2_ of _PARAM1_"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("JSON string"))
.AddParameter("objectPtr", _("Object"))
.AddParameter("objectvar",
_("Object variable where store the JSON object"))
.MarkAsAdvanced();
}
} // namespace gd

View File

@@ -4,18 +4,16 @@
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Tools/Localization.h"
#if defined(GD_IDE_ONLY)
#include "GDCore/Events/Builtin/CommentEvent.h"
#include "GDCore/Events/Builtin/ForEachEvent.h"
#include "GDCore/Events/Builtin/ForEachChildVariableEvent.h"
#include "GDCore/Events/Builtin/ForEachEvent.h"
#include "GDCore/Events/Builtin/GroupEvent.h"
#include "GDCore/Events/Builtin/LinkEvent.h"
#include "GDCore/Events/Builtin/RepeatEvent.h"
#include "GDCore/Events/Builtin/StandardEvent.h"
#include "GDCore/Events/Builtin/WhileEvent.h"
#include "GDCore/Events/Event.h"
#endif
#include "GDCore/Tools/Localization.h"
using namespace std;
namespace gd {
@@ -26,21 +24,45 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
extension
.SetExtensionInformation(
"BuiltinCommonInstructions",
_("Standard events"),
_("Built-in extension providing standard events."),
_("Events and control flow"),
"GDevelop comes with a set of events and conditions that allow to "
"express the game logic and rules.",
"Florian Rival",
"Open source (MIT License)")
.SetCategory("Advanced")
.SetExtensionHelpPath("/all-features/advanced-conditions");
extension
.AddInstructionOrExpressionGroupMetadata(_("Events and control flow"))
.SetIcon("res/conditions/toujours24_black.png");
extension
.AddCondition("Always",
_("Always"),
_("This condition always returns true (or always false, if "
"the condition is inverted)."),
_("Always"),
"",
"res/conditions/toujours24_black.png",
"res/conditions/toujours_black.png")
.SetHelpPath("/all-features/advanced-conditions")
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsAdvanced();
// Compatibility with GD <= 5.0.127
extension
.AddDuplicatedCondition(
"Toujours", "BuiltinCommonInstructions::Always", {.unscoped = true})
.SetHidden();
// end of compatibility code
#if defined(GD_IDE_ONLY)
extension
.AddCondition("Or",
_("Or"),
_("Check if one of the sub conditions is true"),
_("If one of these conditions is true:"),
_("Advanced"),
"res/conditions/or24.png",
"res/conditions/or.png")
"",
"res/conditions/or24_black.png",
"res/conditions/or_black.png")
.SetCanHaveSubInstructions()
.MarkAsAdvanced();
@@ -49,9 +71,9 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
_("And"),
_("Check if all sub conditions are true"),
_("If all of these conditions are true:"),
_("Advanced"),
"res/conditions/and24.png",
"res/conditions/and.png")
"",
"res/conditions/and24_black.png",
"res/conditions/and_black.png")
.SetCanHaveSubInstructions()
.MarkAsAdvanced();
@@ -61,9 +83,9 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
_("Not"),
_("Return the contrary of the result of the sub conditions"),
_("Invert the logical result of these conditions:"),
_("Advanced"),
"res/conditions/not24.png",
"res/conditions/not.png")
"",
"res/conditions/not24_black.png",
"res/conditions/not_black.png")
.SetCanHaveSubInstructions()
.MarkAsAdvanced();
@@ -72,10 +94,52 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
_("Trigger once while true"),
_("Run actions only once, for each time the conditions have been met."),
_("Trigger once"),
_("Advanced"),
"",
"res/conditions/once24.png",
"res/conditions/once.png");
extension
.AddCondition("CompareNumbers",
_("Compare two numbers"),
_("Compare the two numbers."),
_("_PARAM0_ _PARAM1_ _PARAM2_"),
"",
"res/conditions/egal24_black.png",
"res/conditions/egal_black.png")
.SetHelpPath("/all-features/advanced-conditions")
.AddParameter("expression", _("First expression"))
.AddParameter("relationalOperator", _("Sign of the test"), "number")
.AddParameter("expression", _("Second expression"))
.MarkAsAdvanced();
// Compatibility with GD <= 5.0.127
extension
.AddDuplicatedCondition(
"Egal", "BuiltinCommonInstructions::CompareNumbers", {.unscoped = true})
.SetHidden();
// end of compatibility code
extension
.AddCondition("CompareStrings",
_("Compare two strings"),
_("Compare the two strings."),
_("_PARAM0_ _PARAM1_ _PARAM2_"),
"",
"res/conditions/egal24_black.png",
"res/conditions/egal_black.png")
.SetHelpPath("/all-features/advanced-conditions")
.AddParameter("string", _("First string expression"))
.AddParameter("relationalOperator", _("Sign of the test"), "string")
.AddParameter("string", _("Second string expression"))
.MarkAsAdvanced();
// Compatibility with GD <= 5.0.127
extension
.AddDuplicatedCondition(
"StrEqual", "BuiltinCommonInstructions::CompareStrings", {.unscoped = true})
.SetHidden();
// end of compatibility code
extension.AddEvent(
"Standard",
_("Standard event"),
@@ -85,29 +149,29 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
std::make_shared<gd::StandardEvent>());
extension.AddEvent("Link",
_("Link"),
_("Link to some external events"),
_("Link external events"),
_("Link to external events."),
"",
"res/lienaddicon.png",
std::make_shared<gd::LinkEvent>());
extension.AddEvent("Comment",
_("Comment"),
_("Event displaying a text in the events editor"),
_("Event displaying a text in the events editor."),
"",
"res/comment.png",
std::make_shared<gd::CommentEvent>());
extension.AddEvent("While",
_("While"),
_("The event is repeated while the conditions are true"),
_("Repeat the event while the conditions are true."),
"",
"res/while.png",
std::make_shared<gd::WhileEvent>());
extension.AddEvent("Repeat",
_("Repeat"),
_("Event repeated a number of times"),
_("Repeat the event for a specified number of times."),
"",
"res/repeat.png",
std::make_shared<gd::RepeatEvent>());
@@ -119,20 +183,20 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
"res/foreach.png",
std::make_shared<gd::ForEachEvent>());
extension.AddEvent("ForEachChildVariable",
_("For each child variable (of a structure)"),
_("Repeat the event for each child variable of a structure."),
"",
"res/foreach.png",
std::make_shared<gd::ForEachChildVariableEvent>());
extension.AddEvent(
"ForEachChildVariable",
_("For each child variable (of a structure or array)"),
_("Repeat the event for each child variable of a structure or array."),
"",
"res/foreach.png",
std::make_shared<gd::ForEachChildVariableEvent>());
extension.AddEvent("Group",
_("Group"),
_("Group containing events"),
_("Event group"),
_("Group containing events."),
"",
"res/foreach.png",
std::make_shared<gd::GroupEvent>());
#endif
}
} // namespace gd

View File

@@ -13,32 +13,32 @@ void GD_CORE_API
BuiltinExtensionsImplementer::ImplementsExternalLayoutsExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation(
"BuiltinExternalLayouts",
_("External layouts"),
_("Built-in extension providing actions and conditions related to "
"external layouts"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/interface/scene-editor/external-layouts");
.SetExtensionInformation("BuiltinExternalLayouts",
_("External layouts"),
"Provides actions and conditions related to "
"external layouts.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/interface/scene-editor/external-layouts")
.SetCategory("Advanced");
extension.AddInstructionOrExpressionGroupMetadata(_("External layouts"))
.SetIcon("res/ribbon_default/externallayout32.png");
#if defined(GD_IDE_ONLY)
extension
.AddAction("CreateObjectsFromExternalLayout",
_("Create objects from an external layout"),
_("Create objects from an external layout."),
_("Create objects from the external layout named _PARAM1_"),
_("External layouts"),
"res/conditions/fichier24.png",
"res/conditions/fichier.png")
"",
"res/ribbon_default/externallayout32.png",
"res/ribbon_default/externallayout32.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Name of the external layout"))
.AddParameter("externalLayoutName", _("Name of the external layout"))
.AddParameter("expression", _("X position of the origin"), "", true)
.SetDefaultValue("0")
.AddParameter("expression", _("Y position of the origin"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced();
#endif
}
} // namespace gd

View File

@@ -12,15 +12,19 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinFile",
_("Storage"),
_("Built-in extension providing functions "
"to store data."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/storage");
.SetExtensionInformation(
"BuiltinFile",
_("Storage"),
"Actions and conditions to store data (like the player progress or "
"anything else to be persisted across game sessions). Data are "
"stored on the device and erased when the game is uninstalled.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/storage")
.SetCategory("Advanced");
extension.AddInstructionOrExpressionGroupMetadata(_("Storage"))
.SetIcon("res/conditions/fichier24.png");
#if defined(GD_IDE_ONLY)
extension
.AddCondition(
"GroupExists",
@@ -28,7 +32,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
_("Check if an element (example : PlayerState/CurrentLevel) exists "
"in the stored data.\nSpaces are forbidden in element names."),
_("_PARAM1_ exists in storage _PARAM0_"),
_("Storage"),
"",
"res/conditions/fichier24.png",
"res/conditions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -44,7 +48,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
"action, but it will be slower.\nIf you use this action, do not "
"forget to unload the storage from memory."),
_("Load storage _PARAM0_ in memory"),
_("Storage"),
"",
"res/actions/fichier24.png",
"res/actions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -56,7 +60,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
_("This action closes the structured data previously loaded "
"in memory, saving all changes made."),
_("Close structured data _PARAM0_"),
_("Storage"),
"",
"res/actions/fichier24.png",
"res/actions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -65,13 +69,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
extension
.AddAction(
"EcrireFichierExp",
_("Write a value"),
_("Write the result of the expression in the stored data, in the "
_("Save a value"),
_("Save the result of the expression in the stored data, in the "
"specified element.\nSpecify the structure leading to the "
"element using / (example : Root/Level/Current)\nSpaces are "
"forbidden in element names."),
_("Write _PARAM2_ in _PARAM1_ of storage _PARAM0_"),
_("Storage"),
_("Save _PARAM2_ in _PARAM1_ of storage _PARAM0_"),
"",
"res/actions/fichier24.png",
"res/actions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -81,13 +85,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
extension
.AddAction(
"EcrireFichierTxt",
_("Write a text"),
_("Write the text in the specified storage, in the specified "
_("Save a text"),
_("Save the text in the specified storage, in the specified "
"element.\nSpecify "
"the structure leading to the element using / (example : "
"Root/Level/Current)\nSpaces are forbidden in element names."),
_("Write _PARAM2_ in _PARAM1_ of storage _PARAM0_"),
_("Storage"),
_("Save _PARAM2_ in _PARAM1_ of storage _PARAM0_"),
"",
"res/actions/fichier24.png",
"res/actions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -97,13 +101,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
extension
.AddAction(
"LireFichierExp",
_("Read a value"),
_("Read the value saved in the specified element and store it in a scene "
_("Load a value"),
_("Load the value saved in the specified element and store it in a "
"scene "
"variable.\nSpecify the structure leading to the element using / "
"(example : Root/Level/Current)\nSpaces are forbidden in element "
"names."),
_("Read _PARAM1_ from storage _PARAM0_ and store value in _PARAM3_"),
_("Storage"),
_("Load _PARAM1_ from storage _PARAM0_ and store value in _PARAM3_"),
"",
"res/actions/fichier24.png",
"res/actions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -114,14 +119,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
extension
.AddAction(
"LireFichierTxt",
_("Read a text"),
_("Read the text saved in the specified element and store it in a scene "
_("Load a text"),
_("Load the text saved in the specified element and store it in a "
"scene "
"variable.\nSpecify the structure leading to the element using / "
"(example : Root/Level/Current)\nSpaces are forbidden in element "
"names."),
_("Read _PARAM1_ from storage _PARAM0_ and store as text in "
_("Load _PARAM1_ from storage _PARAM0_ and store as text in "
"_PARAM3_"),
_("Storage"),
"",
"res/actions/fichier24.png",
"res/actions/fichier.png")
.AddParameter("string", _("Storage name"))
@@ -137,7 +143,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
"element using / (example : Root/Level/Current)\nSpaces are "
"forbidden in element names."),
_("Delete _PARAM1_ from storage _PARAM0_"),
_("Storage"),
"",
"res/actions/delete24.png",
"res/actions/delete.png")
.AddParameter("string", _("Storage name"))
@@ -150,7 +156,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
_("Clear a storage"),
_("Clear the specified storage, removing all data saved in it."),
_("Delete storage _PARAM0_"),
_("Storage"),
"",
"res/actions/delete24.png",
"res/actions/delete.png")
.AddParameter("string", _("Storage name"));
@@ -160,37 +166,22 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
_("A storage exists"),
_("Test if the specified storage exists."),
_("Storage _PARAM0_ exists"),
_("Storage"),
"",
"res/conditions/fichier24.png",
"res/conditions/fichier.png")
.AddParameter("string", _("Storage name"))
.MarkAsAdvanced();
extension
.AddAction("LaunchFile",
_("Open a URL or a file"),
_("This action launches the specified file or URL, in a "
"browser (or in a new tab if the game is using the Web "
"platform and is launched inside a browser)."),
_("Open URL (or file) _PARAM0_"),
_("Files"),
"res/actions/launchFile24.png",
"res/actions/launchFile.png")
.AddParameter("string", _("URL (or filename)"))
.AddCodeOnlyParameter("currentScene", "")
.MarkAsAdvanced();
extension
.AddAction("ExecuteCmd",
_("Execute a command"),
_("This action executes the specified command."),
_("Execute _PARAM0_"),
_("Files"),
_("Network"),
"res/actions/launchFile24.png",
"res/actions/launchFile.png")
.AddParameter("string", _("Command"))
.MarkAsAdvanced();
#endif
}
} // namespace gd

View File

@@ -1,77 +0,0 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Tools/Localization.h"
using namespace std;
namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsJoystickExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation(
"BuiltinJoystick",
_("Joysticks features"),
_("Built-in extension that enables the use of joysticks"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("" /*TODO: Add a documentation page for this */);
#if defined(GD_IDE_ONLY)
extension
.AddCondition("JoystickButtonDown",
_("A button on a joystick is pressed"),
_("Test if a button on a joystick is pressed."),
_("The button _PARAM2_ of joystick _PARAM1_ is pressed"),
_("Joystick"),
"res/conditions/joystick24.png",
"res/conditions/joystick.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Joystick number (first joystick: 0)"))
.AddParameter("expression", _("Button"));
extension
.AddCondition("JoystickAxis",
_("Value of an axis of a joystick"),
_("Test the value of an axis of a joystick."),
_("the value of the axis _PARAM2_ of joystick _PARAM1_"),
_("Joystick"),
"res/conditions/joystick24.png",
"res/conditions/joystick.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Joystick number (first joystick: 0)"))
.AddParameter("joyaxis", _("Axis"))
.UseStandardRelationalOperatorParameters("number");
extension
.AddAction(
"GetJoystickAxis",
_("Get the value of the axis of a joystick"),
_("Save the value of the axis of the joystick (from -100 to 100)."),
_("Save in _PARAM3_ the value of axis _PARAM2_ of joystick _PARAM1_"),
_("Joystick"),
"res/actions/joystick24.png",
"res/actions/joystick.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Joystick number (first joystick: 0)"))
.AddParameter("joyaxis", _("Axis"))
.AddParameter("scenevar", _("Save the result to the scene variable"))
.SetManipulatedType("number");
extension
.AddExpression("GetJoystickAxis",
_("Joystick axis"),
_("Value of an axis of a joystick"),
_("Joystick"),
"res/conditions/joystick.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Joystick number (first joystick: 0)"))
.AddParameter("joyaxis", _("Axis"));
#endif
}
} // namespace gd

View File

@@ -14,19 +14,24 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
extension
.SetExtensionInformation(
"BuiltinKeyboard",
_("Keyboard features"),
_("Built-in extension that enables the use of a keyboard"),
_("Keyboard"),
_("Allows your game to respond to keyboard input. Note that this "
"does not work with on-screen keyboard on touch devices: use "
"instead conditions related to touch when making a game for "
"mobile/touchscreen devices."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/keyboard");
.SetExtensionHelpPath("/all-features/keyboard")
.SetCategory("Input");
extension.AddInstructionOrExpressionGroupMetadata(_("Keyboard"))
.SetIcon("res/conditions/keyboard24.png");
#if defined(GD_IDE_ONLY)
extension
.AddCondition("KeyPressed",
_("Key pressed"),
_("Test if a key is pressed"),
_("Check if a key is pressed"),
_("_PARAM1_ key is pressed"),
_("Keyboard"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -35,9 +40,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
extension
.AddCondition("KeyReleased",
_("Key released"),
_("Test if a key was just released"),
_("Check if a key was just released"),
_("_PARAM1_ key is released"),
_("Keyboard"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -46,35 +51,45 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
extension
.AddCondition("KeyFromTextPressed",
_("Key pressed (text expression)"),
_("Test if a key, retrieved from the result of the "
_("Check if a key, retrieved from the result of the "
"expression, is pressed"),
_("_PARAM1_ key is pressed"),
_("Keyboard"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Expression generating the key to test"))
.AddParameter("string", _("Expression generating the key to check"))
.MarkAsAdvanced();
extension
.AddCondition("KeyFromTextReleased",
_("Key released (text expression)"),
_("Test if a key, retrieved from the result of the "
_("Check if a key, retrieved from the result of the "
"expression, was just released"),
_("_PARAM1_ key is released"),
_("Keyboard"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Expression generating the key to test"))
.AddParameter("string", _("Expression generating the key to check"))
.MarkAsAdvanced();
extension
.AddCondition("AnyKeyPressed",
_("Any key pressed"),
_("Test if any key is pressed"),
_("Check if any key is pressed"),
_("Any key is pressed"),
_("Keyboard"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddCondition("AnyKeyReleased",
_("Any key released"),
_("Check if any key is released"),
_("Any key is released"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -84,10 +99,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
"LastPressedKey",
_("Last pressed key"),
_("Get the name of the latest key pressed on the keyboard"),
_("Keyboard"),
"",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
#endif
}
} // namespace gd

View File

@@ -15,17 +15,76 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
extension.SetExtensionInformation(
"BuiltinMathematicalTools",
_("Mathematical tools"),
_("Built-in extension providing mathematical tools"),
"A set of mathematical functions that can be used in expressions.",
"Florian Rival",
"Open source (MIT License)");
extension.AddInstructionOrExpressionGroupMetadata(_("Mathematical tools"))
.SetIcon("res/mathfunction.png");
#if defined(GD_IDE_ONLY)
extension
.AddExpression("Random",
_("Random integer"),
_("Random integer"),
"",
"res/dice-6.svg")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomInRange",
_("Random integer in range"),
_("Random integer in range"),
"",
"res/dice-6.svg")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Minimum value"))
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomFloat",
_("Random float"),
_("Random float"),
"",
"res/dice-6.svg")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomFloatInRange",
_("Random float in range"),
_("Random float in range"),
"",
"res/dice-6.svg")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Minimum value"))
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomWithStep",
_("Random value in steps"),
_("Random value in steps"),
"",
"res/dice-6.svg")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Minimum value"))
.AddParameter("expression", _("Maximum value"))
.AddParameter("expression", _("Step"));
extension
.AddExpression("normalize",
_("Normalize a value between `min` and `max` to a value between 0 and 1."),
_("Remap a value between 0 and 1."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Value"))
.AddParameter("expression", _("Min"))
.AddParameter("expression", _("Max"));
extension
.AddExpression("clamp",
_("Clamp (restrict a value to a given range)"),
_("Restrict a value to a given range"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Value"))
.AddParameter("expression", _("Min"))
@@ -35,16 +94,16 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("AngleDifference",
_("Difference between two angles"),
_("Difference between two angles"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("First angle"))
.AddParameter("expression", _("Second angle"));
.AddParameter("expression", _("First angle, in degrees"))
.AddParameter("expression", _("Second angle, in degrees"));
extension
.AddExpression("AngleBetweenPositions",
_("Angle between two positions"),
_("Compute the angle between two positions."),
_("Mathematical tools"),
_("Compute the angle between two positions (in degrees)."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("First point X position"))
.AddParameter("expression", _("First point Y position"))
@@ -55,7 +114,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("DistanceBetweenPositions",
_("Distance between two positions"),
_("Compute the distance between two positions."),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("First point X position"))
.AddParameter("expression", _("First point Y position"))
@@ -66,7 +125,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("mod",
_("Modulo"),
_("x mod y"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("x (as in x mod y)"))
.AddParameter("expression", _("y (as in x mod y)"));
@@ -75,7 +134,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("min",
_("Minimum of two numbers"),
_("Minimum of two numbers"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("First expression"))
.AddParameter("expression", _("Second expression"));
@@ -84,7 +143,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("max",
_("Maximum of two numbers"),
_("Maximum of two numbers"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("First expression"))
.AddParameter("expression", _("Second expression"));
@@ -93,15 +152,16 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("abs",
_("Absolute value"),
_("Absolute value"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("acos",
_("Arccosine"),
_("Arccosine"),
_("Mathematical tools"),
_("Arccosine, return an angle (in radian). "
"`ToDeg` allows to convert it to degrees."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -109,15 +169,16 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("acosh",
_("Hyperbolic arccosine"),
_("Hyperbolic arccosine"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("asin",
_("Arcsine"),
_("Arcsine"),
_("Mathematical tools"),
_("Arcsine, return an angle (in radian). "
"`ToDeg` allows to convert it to degrees."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -125,15 +186,16 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("asinh",
_("Arcsine"),
_("Arcsine"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("atan",
_("Arctangent"),
_("Arctangent"),
_("Mathematical tools"),
_("Arctangent, return an angle (in radian). "
"`ToDeg` allows to convert it to degrees."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -141,7 +203,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("atan2",
_("2 argument arctangent"),
_("2 argument arctangent (atan2)"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Y"))
.AddParameter("expression", _("X"));
@@ -150,7 +212,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("atanh",
_("Hyperbolic arctangent"),
_("Hyperbolic arctangent"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -158,7 +220,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("cbrt",
_("Cube root"),
_("Cube root"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -166,23 +228,42 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("ceil",
_("Ceil (round up)"),
_("Round number up to an integer"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("ceilTo",
_("Ceil (round up) to a decimal point"),
_("Round number up to the Nth decimal place"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"))
.AddParameter("expression", _("Expression"), "", true);
extension
.AddExpression("floor",
_("Floor (round down)"),
_("Round number down to an integer"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("floorTo",
_("Floor (round down) to a decimal point"),
_("Round number down to the Nth decimal place"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"))
.AddParameter("expression", _("Expression"), "", true);
extension
.AddExpression("cos",
_("Cosine"),
_("Cosine of a number"),
_("Mathematical tools"),
_("Cosine of an angle (in radian). "
"If you want to use degrees, use`ToRad`: `sin(ToRad(45))`."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -190,7 +271,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("cosh",
_("Hyperbolic cosine"),
_("Hyperbolic cosine"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -198,7 +279,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("cot",
_("Cotangent"),
_("Cotangent of a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -206,7 +287,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("csc",
_("Cosecant"),
_("Cosecant of a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -214,7 +295,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("int",
_("Round"),
_("Round a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.SetHidden()
.AddParameter("expression", _("Expression"));
@@ -223,7 +304,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("rint",
_("Round"),
_("Round a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.SetHidden()
.AddParameter("expression", _("Expression"));
@@ -232,15 +313,24 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("round",
_("Round"),
_("Round a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("roundTo",
_("Round to a decimal point"),
_("Round a number to the Nth decimal place"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"))
.AddParameter("expression", _("Expression"), "", true);
extension
.AddExpression("exp",
_("Exponential"),
_("Exponential of a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -248,7 +338,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("log",
_("Logarithm"),
_("Logarithm"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -256,7 +346,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("ln",
_("Logarithm"),
_("Logarithm"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.SetHidden()
.AddParameter("expression", _("Expression"));
@@ -265,7 +355,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("log2",
_("Base-2 logarithm"),
_("Base 2 Logarithm"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -273,7 +363,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("log10",
_("Base-10 logarithm"),
_("Base-10 logarithm"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -281,7 +371,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("nthroot",
_("Nth root"),
_("Nth root of a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Number"))
.AddParameter("expression", _("N"));
@@ -290,7 +380,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("pow",
_("Power"),
_("Raise a number to power n"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Number"))
.AddParameter("expression", _("The exponent (n in x^n)"));
@@ -299,7 +389,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("sec",
_("Secant"),
_("Secant"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -307,15 +397,16 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("sign",
_("Sign of a number"),
_("Return the sign of a number (1,-1 or 0)"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("sin",
_("Sine"),
_("Sine of a number"),
_("Mathematical tools"),
_("Sine of an angle (in radian). "
"If you want to use degrees, use`ToRad`: `sin(ToRad(45))`."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -323,7 +414,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("sinh",
_("Hyperbolic sine"),
_("Hyperbolic sine"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -331,15 +422,16 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("sqrt",
_("Square root"),
_("Square root of a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
extension
.AddExpression("tan",
_("Tangent"),
_("Tangent of a number"),
_("Mathematical tools"),
_("Tangent of an angle (in radian). "
"If you want to use degrees, use`ToRad`: `tan(ToRad(45))`."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -347,7 +439,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("tanh",
_("Hyperbolic tangent"),
_("Hyperbolic tangent"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -355,7 +447,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("trunc",
_("Truncation"),
_("Truncate a number"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -363,13 +455,53 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddExpression("lerp",
_("Lerp (Linear interpolation)"),
_("Linearly interpolate a to b by x"),
_("Mathematical tools"),
"",
"res/mathfunction.png")
.AddParameter("expression", _("a (in a+(b-a)*x)"))
.AddParameter("expression", _("b (in a+(b-a)*x)"))
.AddParameter("expression", _("x (in a+(b-a)*x)"));
#endif
extension
.AddExpression("XFromAngleAndDistance",
_("X position from angle and distance"),
_("Compute the X position when given an angle and distance "
"relative to the origin (0;0). This is also known as "
"getting the cartesian coordinates of a 2D vector, using "
"its polar coordinates."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Angle, in degrees"))
.AddParameter("expression", _("Distance"));
extension
.AddExpression("YFromAngleAndDistance",
_("Y position from angle and distance"),
_("Compute the Y position when given an angle and distance "
"relative to the origin (0;0). This is also known as "
"getting the cartesian coordinates of a 2D vector, using "
"its polar coordinates."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Angle, in degrees"))
.AddParameter("expression", _("Distance"));
extension
.AddExpression("Pi",
_("Number Pi (3.1415...)"),
_("The number Pi (3.1415...)"),
"",
"res/mathfunction.png")
.SetHelpPath("/all-features/expressions");
extension
.AddExpression("lerpAngle",
_("Lerp (Linear interpolation) between two angles"),
_("Linearly interpolates between two angles (in degrees) by taking the shortest direction around the circle."),
"",
"res/mathfunction.png")
.AddParameter("expression", _("Starting angle, in degrees"))
.AddParameter("expression", _("Destination angle, in degrees"))
.AddParameter("expression", _("Interpolation value between 0 and 1."));
}
} // namespace gd

View File

@@ -4,6 +4,7 @@
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
#include "GDCore/Tools/Localization.h"
using namespace std;
@@ -14,13 +15,21 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
extension
.SetExtensionInformation(
"BuiltinMouse",
_("Mouse features"),
_("Built-in extension that enables the use of a mouse"),
_("Mouse and touch"),
"Conditions and actions to handle either the mouse or touches on "
"touchscreen. By default, conditions related to the mouse will also "
"handle the touches - so that it's easier to handle both in your "
"game. You can disable this behavior if you want to handle them "
"separately in different events.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/mouse-touch");
.SetExtensionHelpPath("/all-features/mouse-touch")
.SetCategory("Input");
extension.AddInstructionOrExpressionGroupMetadata(_("Mouse and touch"))
.SetIcon("res/actions/mouse24.png");
extension.AddInstructionOrExpressionGroupMetadata(_("Multitouch"))
.SetIcon("res/conditions/touch24.png");
#if defined(GD_IDE_ONLY)
extension
.AddCondition(
"IsMouseWheelScrollingUp",
@@ -28,7 +37,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Check if the mouse wheel is scrolling up. Use MouseWheelDelta "
"expression if you want to know the amount that was scrolled."),
_("The mouse wheel is scrolling up"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -42,7 +51,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Check if the mouse wheel is scrolling down. Use MouseWheelDelta "
"expression if you want to know the amount that was scrolled."),
_("The mouse wheel is scrolling down"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -60,7 +69,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
"touchscreens. If you want to have multitouch and differentiate "
"mouse movement and touches, just deactivate it with this action."),
_("Move mouse cursor when touching screen: _PARAM1_"),
_("Mouse and touch"),
"",
"res/conditions/touch24.png",
"res/conditions/touch.png")
@@ -75,7 +84,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Center cursor horizontally"),
_("Put the cursor in the middle of the screen horizontally."),
_("Center cursor horizontally"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -87,7 +96,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Center cursor vertically"),
_("Put the cursor in the middle of the screen vertically."),
_("Center cursor vertically"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -99,7 +108,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Hide the cursor"),
_("Hide the cursor."),
_("Hide the cursor"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -110,7 +119,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Show the cursor"),
_("Show the cursor."),
_("Show the cursor"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -122,7 +131,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Position the cursor of the mouse"),
_("Position the cursor at the given coordinates."),
_("Position cursor at _PARAM1_;_PARAM2_"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -136,7 +145,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Center the cursor"),
_("Center the cursor on the screen."),
_("Center the cursor"),
_("Mouse and touch"),
"",
"res/actions/mouse24.png",
"res/actions/mouse.png")
@@ -144,89 +153,187 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
.MarkAsAdvanced();
extension
.AddCondition("SourisX",
_("Cursor X position"),
_("Compare the X position of the cursor or of a touch."),
_("the cursor X position"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddExpressionAndCondition(
"number",
"CursorX",
_("Cursor X position"),
_("the X position of the cursor or of a touch"),
_("the cursor (or touch) X position"),
"",
"res/conditions/mouse24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
// Support for deprecated names:
extension.AddDuplicatedCondition("MouseX", "CursorX").SetHidden();
extension.AddDuplicatedExpression("MouseX", "CursorX").SetHidden();
extension.AddDuplicatedCondition("SourisX", "CursorX").SetHidden();
extension.AddDuplicatedExpression("SourisX", "CursorX").SetHidden();
extension
.AddCondition("SourisY",
_("Cursor Y position"),
_("Compare the Y position of the cursor or of a touch."),
_("the cursor Y position"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddExpressionAndCondition(
"number",
"CursorY",
_("Cursor Y position"),
_("the Y position of the cursor or of a touch"),
_("the cursor (or touch) Y position"),
"",
"res/conditions/mouse24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
// Support for deprecated names:
extension.AddDuplicatedCondition("MouseY", "CursorY").SetHidden();
extension.AddDuplicatedExpression("MouseY", "CursorY").SetHidden();
extension.AddDuplicatedCondition("SourisY", "CursorY").SetHidden();
extension.AddDuplicatedExpression("SourisY", "CursorY").SetHidden();
extension
.AddCondition("SourisBouton",
.AddExpressionAndCondition("number",
"MouseOnlyCursorX",
_("Mouse cursor X position"),
_("the X position of the mouse cursor"),
_("the mouse cursor X position"),
"",
"res/conditions/mouse24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
// It's only useful for extensions as they can't use TouchSimulateMouse.
.SetHidden();
extension
.AddExpressionAndCondition("number",
"MouseOnlyCursorY",
_("Mouse cursor Y position"),
_("the Y position of the mouse cursor"),
_("the mouse cursor Y position"),
"",
"res/conditions/mouse24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
// It's only useful for extensions as they can't use TouchSimulateMouse.
.SetHidden();
extension
.AddCondition("IsMouseInsideCanvas",
_("Mouse cursor is inside the window"),
_("Check if the mouse cursor is inside the window."),
_("The mouse cursor is inside the window"),
"",
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.MarkAsAdvanced();
extension
.AddCondition("MouseButtonPressed",
_("Mouse button pressed or touch held"),
_("Check if the specified mouse button is pressed or "
"if a touch is in contact with the screen."),
_("Touch or _PARAM1_ mouse button is down"),
_("Mouse and touch"),
"",
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("mouse", _("Button to test"))
.AddParameter("mouse", _("Button to check"))
.MarkAsSimple();
// Support for deprecated names:
extension.AddDuplicatedCondition("SourisBouton", "MouseButtonPressed")
.SetHidden();
extension
.AddCondition("MouseButtonReleased",
_("Mouse button released"),
_("Check if the specified mouse button was released."),
_("_PARAM1_ mouse button was released"),
"",
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("mouse", _("Button to check"))
.MarkAsSimple();
extension
.AddCondition(
"MouseButtonReleased",
_("Mouse button released"),
_("Check if the specified mouse button was released."),
_("_PARAM1_ mouse button was released"),
_("Mouse and touch"),
"MouseButtonFromTextPressed",
_("Mouse button pressed or touch held (text expression)"),
_("Check if a mouse button, retrieved from the result of the "
"expression, is pressed."),
_("_PARAM1_ mouse button is pressed"),
"",
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("mouse", _("Button to test"))
.MarkAsSimple();
.AddParameter("stringWithSelector",
_("Expression generating the mouse button to check"),
"[\"Left\", \"Right\", \"Middle\"]")
.SetParameterLongDescription(
_("Possible values are Left, Right and Middle."))
.MarkAsAdvanced();
extension
.AddCondition("TouchX",
_("Touch X position"),
_("Compare the X position of a specific touch."),
_("the touch #_PARAM1_ X position"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddCondition(
"MouseButtonFromTextReleased",
_("Mouse button released (text expression)"),
_("Check if a mouse button, retrieved from the result of the "
"expression, was just released."),
_("_PARAM1_ mouse button is released"),
"",
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("stringWithSelector",
_("Expression generating the mouse button to check"),
"[\"Left\", \"Right\", \"Middle\"]")
.SetParameterLongDescription(
_("Possible values are Left, Right and Middle."))
.MarkAsAdvanced();
extension
.AddExpressionAndCondition("number",
"TouchX",
_("Touch X position"),
_("the X position of a specific touch"),
_("the touch #_PARAM1_ X position"),
_("Multitouch"),
"res/conditions/touch24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch identifier"))
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
extension
.AddCondition("TouchY",
_("Touch Y position"),
_("Compare the Y position of a specific touch."),
_("the touch #_PARAM1_ Y position"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddExpressionAndCondition("number",
"TouchY",
_("Touch Y position"),
_("the Y position of a specific touch"),
_("the touch #_PARAM1_ Y position"),
_("Multitouch"),
"res/conditions/touch24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch identifier"))
.UseStandardRelationalOperatorParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0");
@@ -241,10 +348,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
"next time you use it, it will be for a new touch, or it will "
"return false if no more touches have just started."),
_("A new touch has started"),
_("Mouse and touch/Multitouch"),
_("Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");
.AddCodeOnlyParameter("currentScene", "")
.SetHidden();
extension
.AddCondition(
@@ -256,102 +364,114 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
"time you use it, it will be for a new touch, or it will return "
"false if no more touches have just ended."),
_("A touch has ended"),
_("Mouse and touch/Multitouch"),
_("Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.SetHidden();
extension
.AddCondition(
"HasAnyTouchStarted",
_("A new touch has started"),
_("Check if a touch has just started on this frame. The touch "
"identifiers can be "
"accessed using StartedTouchId() and StartedTouchCount()."),
_("A new touch has started"),
_("Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.SetHidden();
extension
.AddExpression("StartedTouchCount",
_("Started touch count"),
_("The number of touches that have just started on this "
"frame. The touch identifiers can be "
"accessed using StartedTouchId()."),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.SetHidden();
extension
.AddExpression("StartedTouchId",
_("Started touch identifier"),
_("The identifier of the touch that has just started on "
"this frame. The number of touches can be "
"accessed using StartedTouchCount()."),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch index"))
.SetHidden();
extension
.AddCondition(
"HasAnyTouchOrMouseStarted",
_("A new touch has started"),
_("Check if a touch has just started or the mouse left button has "
"been pressed on this frame. The touch identifiers can be "
"accessed using StartedTouchOrMouseId() and "
"StartedTouchOrMouseCount()."),
_("A new touch has started"),
_("Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("MouseX",
_("Cursor X position"),
_("Cursor X position"),
_("Mouse cursor"),
"res/actions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("camera", _("Camera"), "", true)
.SetDefaultValue("0");
.AddExpression(
"StartedTouchOrMouseCount",
_("Started touch count"),
_("The number of touches (including the mouse) that have just "
"started on this frame. The touch identifiers can be "
"accessed using StartedTouchOrMouseId()."),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("SourisX",
_("Cursor X position"),
_("Cursor X position"),
_("Mouse cursor"),
"res/actions/mouse.png")
.AddExpression(
"StartedTouchOrMouseId",
_("Started touch identifier"),
_("The identifier of the touch or mouse that has just started on "
"this frame. The number of touches can be "
"accessed using StartedTouchOrMouseCount()."),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("camera", _("Camera"), "", true)
.SetDefaultValue("0")
.SetHidden();
.AddParameter("expression", _("Touch index"));
extension
.AddExpression("MouseY",
_("Cursor Y position"),
_("Cursor Y position"),
_("Mouse cursor"),
"res/actions/mouse.png")
.AddCondition("HasTouchEnded",
_("A touch has ended"),
_("Check if a touch has ended or a mouse left button has "
"been released."),
_("The touch with identifier _PARAM1_ has ended"),
_("Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("camera", _("Camera"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("SourisY",
_("Cursor Y position"),
_("Cursor Y position"),
_("Mouse cursor"),
"res/actions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("camera", _("Camera"), "", true)
.SetDefaultValue("0")
.SetHidden();
.AddParameter("expression", _("Touch identifier"));
extension
.AddExpression("MouseWheelDelta",
_("Mouse wheel: Displacement"),
_("Mouse wheel displacement"),
_("Mouse cursor"),
_("Mouse and touch"),
"res/actions/mouse.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("TouchX",
_("Touch X position"),
_("Touch X position"),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch identifier"))
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("camera", _("Camera"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("TouchY",
_("Touch Y position"),
_("Touch Y position"),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch identifier"))
.AddParameter("layer", _("Layer"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("camera", _("Camera"), "", true)
.SetDefaultValue("0");
extension
.AddExpression("LastTouchId",
_("Identifier of the last touch"),
_("Identifier of the last touch"),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");
.AddCodeOnlyParameter("currentScene", "")
.SetHidden();
extension
.AddExpression("LastEndedTouchId",
@@ -359,9 +479,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
_("Identifier of the last ended touch"),
_("Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");
#endif
.AddCodeOnlyParameter("currentScene", "")
.SetHidden();
}
} // namespace gd

View File

@@ -14,43 +14,46 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
extension
.SetExtensionInformation(
"BuiltinNetwork",
_("Basic internet features"),
_("Built-in extension providing network features."),
_("Network"),
_("Features to send web requests, communicate with external \"APIs\" "
"and other network related tasks."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/network");
.SetExtensionHelpPath("/all-features/network")
.SetCategory("Network");
extension.AddInstructionOrExpressionGroupMetadata(_("Network"))
.SetIcon("res/actions/net24.png");
#if defined(GD_IDE_ONLY)
extension
.AddAction(
"SendRequest",
_("Send a request to a web page"),
_("Send a request to the specified web page.\n\nPlease note that for "
"the web games, the game must be hosted on the same host "
"as specified below, except if the server is configured to answer "
"to all requests (cross-domain requests)."),
_("Send _PARAM3_ request to _PARAM0__PARAM1_ with body: _PARAM2_"),
_("Network"),
"Send a request to a web page",
"Send a request to the specified web page.\n\nPlease note that for "
"the web games, the game must be hosted on the same host "
"as specified below, except if the server is configured to answer "
"to all requests (cross-domain requests).",
"Send _PARAM3_ request to _PARAM0__PARAM1_ with body: _PARAM2_",
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("Host, with protocol"))
.SetParameterLongDescription(_("Example: \"http://example.com/\"."))
.AddParameter("string", _("Path"))
.AddParameter("string", "Host, with protocol")
.SetParameterLongDescription("Example: \"http://example.com/\".")
.AddParameter("string", "Path")
.SetParameterLongDescription(
_("Example: \"/user/123\" or \"/some-page.php\"."))
.AddParameter("string", _("Request body content"))
.AddParameter("string", _("Method: \"POST\" or \"GET\""), "", true)
.SetParameterLongDescription(_("If empty, \"GET\" will be used."))
"Example: \"/user/123\" or \"/some-page.php\".")
.AddParameter("string", "Request body content")
.AddParameter("string", "Method: \"POST\" or \"GET\"", "", true)
.SetParameterLongDescription("If empty, \"GET\" will be used.")
.SetDefaultValue("\"GET\"")
.AddParameter("string", _("Content type"), "", true)
.AddParameter("string", "Content type", "", true)
.SetParameterLongDescription(
_("If empty, \"application/x-www-form-urlencoded\" will be used."))
.AddParameter("scenevar", _("Reponse scene variable"), "", true)
"If empty, \"application/x-www-form-urlencoded\" will be used.")
.AddParameter("scenevar", "Response scene variable", "", true)
.SetParameterLongDescription(
_("The response of the server will be stored, as a string, in this "
"variable. If the server returns *JSON*, you may want to use the "
"action \"Convert JSON to a scene variable\" afterwards, to "
"explore the results with a *structure variable*."))
"The response of the server will be stored, as a string, in this "
"variable. If the server returns *JSON*, you may want to use the "
"action \"Convert JSON to a scene variable\" afterwards, to "
"explore the results with a *structure variable*.")
.MarkAsComplex()
.SetHidden();
@@ -65,7 +68,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
"to all requests (cross-domain requests)."),
_("Send a _PARAM2_ request to _PARAM0_ with body: _PARAM1_, and "
"store the result in _PARAM4_ (or in _PARAM5_ in case of error)"),
_("Network"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("URL (API or web-page address)"))
@@ -74,7 +77,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
"highly recommended."))
.AddParameter("string", _("Request body content"))
.AddParameter("stringWithSelector",
_("Resize mode"),
_("Request method"),
"[\"GET\", \"POST\", \"PUT\", \"HEAD\", \"DELETE\", "
"\"PATCH\", \"OPTIONS\"]",
false)
@@ -92,20 +95,37 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
"explore the results with a *structure variable*."))
.AddParameter(
"scenevar", _("Variable where to store the error message"), "", true)
.SetParameterLongDescription(
_("Optional, only used if an error occurs. This will contain the "
"error message (if request could not be sent) or the [\"status "
"code\"](https://en.wikipedia.org/wiki/List_of_HTTP_status_codes), "
"if the server returns a status >= 400."))
.SetParameterLongDescription(_(
"Optional, only used if an error occurs. This will contain the "
"[\"status "
"code\"](https://en.wikipedia.org/wiki/List_of_HTTP_status_codes) "
"if the server returns a status >= 400. If the request was not sent "
"at all (e.g. no internet or CORS issues), the variable will be set "
"to "
"\"REQUEST_NOT_SENT\"."))
.MarkAsComplex();
extension
.AddAction("LaunchFile",
_("Open a URL (web page) or a file"),
_("This action launches the specified file or URL, in a "
"browser (or in a new tab if the game is using the Web "
"platform and is launched inside a browser)."),
_("Open URL _PARAM0_ in a browser (or new tab)"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("URL (or filename)"))
.AddCodeOnlyParameter("currentScene", "")
.MarkAsAdvanced();
extension
.AddAction(
"DownloadFile",
_("Download a file"),
_("Download a file from a web site"),
_("Download file _PARAM1_ from _PARAM0_ under the name of _PARAM2_"),
_("Network"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("Host (for example : http://www.website.com)"))
@@ -123,79 +143,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
"terms of service of your game and if they player gave their "
"consent, depending on how your game/company handles this."),
_("Enable analytics metrics: _PARAM1_"),
_("Network"),
"",
"res/actions/net24.png",
"res/actions/net.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("yesorno", _("Enable the metrics?"));
extension
.AddAction(
"JSONToVariableStructure",
_("Convert JSON to a scene variable"),
_("Parse a JSON object and store it into a scene variable"),
_("Parse JSON string _PARAM0_ and store it into variable _PARAM1_"),
_("Network"),
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("JSON string"))
.AddParameter("scenevar", _("Variable where store the JSON object"))
.MarkAsAdvanced();
extension
.AddAction("JSONToGlobalVariableStructure",
_("Convert JSON to global variable"),
_("Parse a JSON object and store it into a global variable"),
_("Parse JSON string _PARAM0_ and store it into global "
"variable _PARAM1_"),
_("Network"),
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("JSON string"))
.AddParameter("globalvar",
_("Global variable where store the JSON object"))
.MarkAsAdvanced();
extension
.AddAction("JSONToObjectVariableStructure",
_("Convert JSON to object variable"),
_("Parse a JSON object and store it into an object variable"),
_("Parse JSON string _PARAM0_ and store it into variable "
"_PARAM2_ of _PARAM1_"),
_("Network"),
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("JSON string"))
.AddParameter("objectPtr", _("Object"))
.AddParameter("objectvar",
_("Object variable where store the JSON object"))
.MarkAsAdvanced();
extension
.AddStrExpression("ToJSON",
_("Convert scene variable to JSON"),
_("Convert a scene variable to JSON"),
_("Conversion"),
"res/conditions/toujours24.png")
.AddParameter("scenevar", _("Scene variable to be stringified"));
extension
.AddStrExpression("GlobalVarToJSON",
_("Convert global variable to JSON"),
_("Convert a global variable to JSON"),
_("Conversion"),
"res/conditions/toujours24.png")
.AddParameter("globalvar", _("The global variable to be stringified"));
extension
.AddStrExpression("ObjectVarToJSON",
_("Convert object variable to JSON"),
_("Convert an object variable to JSON"),
_("Conversion"),
"res/conditions/toujours24.png")
.AddParameter("objectPtr", _("The object with the variable"))
.AddParameter("objectvar", _("The object variable to be stringified"));
#endif
}
} // namespace gd

View File

@@ -14,68 +14,19 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
extension
.SetExtensionInformation(
"BuiltinScene",
_("Scene management features"),
_("Built-in extension allowing to manipulate scenes and providing common features"),
_("Scene"),
_("Actions and conditions to manipulate the scenes during the game."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("" /*TODO: Add a documentation page for this */);
#if defined(GD_IDE_ONLY)
extension
.AddExpression("Random",
_("Random integer"),
_("Random integer"),
_("Random"),
"res/actions/position.png")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomInRange",
_("Random integer in range"),
_("Random integer in range"),
_("Random"),
"res/actions/position.png")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Minimum value"))
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomFloat",
_("Random float"),
_("Random float"),
_("Random"),
"res/actions/position.png")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomFloatInRange",
_("Random float in range"),
_("Random float in range"),
_("Random"),
"res/actions/position.png")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Minimum value"))
.AddParameter("expression", _("Maximum value"));
extension
.AddExpression("RandomWithStep",
_("Random value in steps"),
_("Random value in steps"),
_("Random"),
"res/actions/position.png")
.SetHelpPath("/all-features/expressions")
.AddParameter("expression", _("Minimum value"))
.AddParameter("expression", _("Maximum value"))
.AddParameter("expression", _("Step"));
extension.AddInstructionOrExpressionGroupMetadata(_("Scene"))
.SetIcon("res/conditions/depart24.png");
extension
.AddStrExpression("CurrentSceneName",
_("Current scene name"),
_("Name of the current scene"),
_("Scene"),
"",
"res/actions/texte.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -84,7 +35,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
_("At the beginning of the scene"),
_("Is true only when scene just begins."),
_("At the beginning of the scene"),
_("Scene"),
"",
"res/conditions/depart24.png",
"res/conditions/depart.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -96,19 +47,32 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
_("Scene just resumed"),
_("The scene has just resumed after being paused."),
_("Scene just resumed"),
_("Scene"),
"",
"res/conditions/depart24.png",
"res/conditions/depart.png")
.SetHelpPath("/interface/scene-editor/events")
.AddCodeOnlyParameter("currentScene", "")
.MarkAsSimple();
extension
.AddCondition("DoesSceneExist",
_("Does scene exist"),
_("Check if scene exists."),
_("Scene _PARAM1_ exists"),
"",
"res/actions/texte.png",
"res/actions/texte.png")
.SetHelpPath("/interface/scene-editor/events")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("sceneName", _("Name of the scene to check"))
.MarkAsSimple();
extension
.AddAction("Scene",
_("Change the scene"),
_("Stop this scene and start the specified one instead."),
_("Change to scene _PARAM1_"),
_("Scene"),
"",
"res/actions/replaceScene24.png",
"res/actions/replaceScene.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -125,7 +89,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
"can use the \"Stop and go back to previous scene\" action "
"to go back to this scene."),
_("Pause the scene and start _PARAM1_"),
_("Scene"),
"",
"res/actions/pushScene24.png",
"res/actions/pushScene.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -140,7 +104,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
_("Stop this scene and go back to the previous paused one.\nTo pause "
"a scene, use the \"Pause and start a new scene\" action."),
_("Stop the scene and go back to the previous paused one"),
_("Scene"),
"",
"res/actions/popScene24.png",
"res/actions/popScene.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -152,7 +116,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
_("Quit the game"),
_("Quit the game"),
_("Quit the game"),
_("Scene"),
"",
"res/actions/quit24.png",
"res/actions/quit.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -161,10 +125,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
extension
.AddAction("SceneBackground",
_("Change background color"),
_("Background color"),
_("Change the background color of the scene."),
_("Set background color to _PARAM1_"),
_("Scene"),
"",
"res/actions/background24.png",
"res/actions/background.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -178,7 +142,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
_("mouse buttons must be taken "
"into account even\nif the window is not active."),
_("Disable input when focus is lost: _PARAM1_"),
_("Scene"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.SetHelpPath("/interface/scene-editor/events")
@@ -187,33 +151,18 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
.MarkAsAdvanced();
extension
.AddCondition("Egal",
_("Compare two numbers"),
_("Compare the two numbers."),
_("_PARAM0_ _PARAM1_ _PARAM2_"),
_("Other"),
"res/conditions/egal24.png",
"res/conditions/egal.png")
.SetHelpPath("/all-features/advanced-conditions")
.AddParameter("expression", _("First expression"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Second expression"))
.MarkAsAdvanced();
extension
.AddCondition("StrEqual",
_("Compare two strings"),
_("Compare the two strings."),
_("_PARAM0_ _PARAM1_ _PARAM2_"),
_("Other"),
"res/conditions/egal24.png",
"res/conditions/egal.png")
.SetHelpPath("/all-features/advanced-conditions")
.AddParameter("string", _("First string expression"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("string", _("Second string expression"))
.MarkAsAdvanced();
#endif
.AddCondition(
"HasGameJustResumed",
_("Game has just resumed"),
_("Check if the game has just resumed from being hidden. It "
"happens when the game tab is selected, a minimized window is "
"restored or the application is put back on front."),
_("Game has just resumed"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.SetHelpPath("/interface/scene-editor/events")
.AddCodeOnlyParameter("currentScene", "");
}
} // namespace gd

View File

@@ -4,8 +4,10 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Extensions/Builtin/SpriteExtension/Direction.h"
#include <iostream>
#include <vector>
#include "GDCore/CommonTools.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Sprite.h"
#include "GDCore/Serialization/SerializerElement.h"
@@ -21,7 +23,7 @@ Direction::~Direction(){};
void Direction::SetLoop(bool loop_) { loop = loop_; }
void Direction::SetTimeBetweenFrames(float time) { timeBetweenFrame = time; }
void Direction::SetTimeBetweenFrames(double time) { timeBetweenFrame = time; }
void Direction::AddSprite(const Sprite& sprite) { sprites.push_back(sprite); }
@@ -29,6 +31,15 @@ const Sprite& Direction::GetSprite(std::size_t nb) const { return sprites[nb]; }
Sprite& Direction::GetSprite(std::size_t nb) { return sprites[nb]; }
const std::vector<gd::String>& Direction::GetSpriteNames() const {
static std::vector<gd::String> spriteNames;
spriteNames.clear();
for (std::size_t i = 0; i < sprites.size(); ++i) {
spriteNames.push_back(sprites[i].GetImageName());
}
return spriteNames;
}
void Direction::RemoveSprite(std::size_t index) {
if (index < sprites.size()) sprites.erase(sprites.begin() + index);
}
@@ -75,11 +86,9 @@ void Direction::UnserializeFrom(const gd::SerializerElement& element) {
SetTimeBetweenFrames(
element.GetDoubleAttribute("timeBetweenFrames", 1, "tempsEntre"));
SetLoop(element.GetBoolAttribute("looping", false, "boucle"));
#if defined(GD_IDE_ONLY)
SetMetadata(element.HasAttribute("metadata") || element.HasChild("metadata")
? element.GetStringAttribute("metadata")
: "");
#endif
const gd::SerializerElement& spritesElement =
element.GetChild("sprites", 0, "Sprites");
@@ -123,7 +132,7 @@ void Direction::UnserializeFrom(const gd::SerializerElement& element) {
polygonElement.GetChild(k);
polygon.vertices.push_back(
sf::Vector2f(verticeElement.GetDoubleAttribute("x"),
gd::Vector2f(verticeElement.GetDoubleAttribute("x"),
verticeElement.GetDoubleAttribute("y")));
}
@@ -135,7 +144,6 @@ void Direction::UnserializeFrom(const gd::SerializerElement& element) {
}
};
#if defined(GD_IDE_ONLY)
void SavePoint(const Point& point, gd::SerializerElement& element) {
element.SetAttribute("name", point.GetName());
element.SetAttribute("x", point.GetX());
@@ -190,6 +198,5 @@ void Direction::SerializeTo(gd::SerializerElement& element) const {
if (!GetMetadata().empty()) element.SetAttribute("metadata", GetMetadata());
SaveSpritesDirection(sprites, element.AddChild("sprites"));
}
#endif
} // namespace gd

View File

@@ -43,14 +43,14 @@ class GD_CORE_API Direction {
/**
* \brief Get the time between each sprite
*/
inline float GetTimeBetweenFrames() const { return timeBetweenFrame; }
inline double GetTimeBetweenFrames() const { return timeBetweenFrame; }
/**
* \brief Set the time between each sprite
*
* \param time Time between each sprite, in seconds.
*/
void SetTimeBetweenFrames(float time);
void SetTimeBetweenFrames(double time);
/**
* \brief Return a reference to a sprite of the direction.
@@ -72,6 +72,13 @@ class GD_CORE_API Direction {
*/
Sprite& GetSprite(std::size_t nb);
/**
* \brief Return a vector of references to sprite names.
*
* \return A vector of all sprite names references.
*/
const std::vector<gd::String>& GetSpriteNames() const;
/**
* \brief Check if the direction contains sprites.
*
@@ -113,7 +120,6 @@ class GD_CORE_API Direction {
*/
void MoveSprite(std::size_t oldIndex, std::size_t newIndex);
#if defined(GD_IDE_ONLY)
/**
* \brief Set the metadata (any string) associated to the Direction.
* \note Can be used by external editors to store extra information.
@@ -124,20 +130,15 @@ class GD_CORE_API Direction {
* \brief Return the (optional) metadata associated to the Direction.
*/
virtual const gd::String& GetMetadata() const { return metadata; }
#endif
void UnserializeFrom(const gd::SerializerElement& element);
#if defined(GD_IDE_ONLY)
void SerializeTo(gd::SerializerElement& element) const;
#endif
private:
bool loop; ///< true if the animation must loop.
float timeBetweenFrame; ///< The time between each sprite of the animation.
double timeBetweenFrame; ///< The time between each sprite of the animation.
std::vector<Sprite> sprites; ///< The sprites of the direction.
#if defined(GD_IDE_ONLY)
gd::String metadata;
#endif
};
} // namespace gd

View File

@@ -31,7 +31,7 @@ class GD_CORE_API Point {
/**
* Change point position.
*/
void SetXY(float x_, float y_) {
void SetXY(double x_, double y_) {
x = x_;
y = y_;
}
@@ -39,27 +39,27 @@ class GD_CORE_API Point {
/**
* Change point X position.
*/
void SetX(float x_) { x = x_; }
void SetX(double x_) { x = x_; }
/**
* Change point Y position.
*/
void SetY(float y_) { y = y_; }
void SetY(double y_) { y = y_; }
/**
* Get point X position.
*/
float GetX() const { return x; }
double GetX() const { return x; }
/**
* Get point Y position.
*/
float GetY() const { return y; }
double GetY() const { return y; }
private:
gd::String name;
float x;
float y;
double x;
double y;
};
#endif // GDCORE_POINT_H

View File

@@ -4,13 +4,15 @@
* reserved. This project is released under the MIT License.
*/
#include "Polygon2d.h"
#include <SFML/System/Vector2.hpp>
#include <cmath>
#include <iostream>
void Polygon2d::Rotate(float angle) {
float t, cosa = cos(-angle),
sina = sin(-angle); // We want a clockwise rotation
#include "GDCore/Vector2.h"
void Polygon2d::Rotate(double angle) {
double t, cosa = cos(-angle),
sina = sin(-angle); // We want a clockwise rotation
for (std::size_t i = 0; i < vertices.size(); ++i) {
t = vertices[i].x;
@@ -19,7 +21,7 @@ void Polygon2d::Rotate(float angle) {
}
}
void Polygon2d::Move(float x, float y) {
void Polygon2d::Move(double x, double y) {
for (std::size_t i = 0; i < vertices.size(); i++) {
vertices[i].x += x;
vertices[i].y += y;
@@ -28,7 +30,7 @@ void Polygon2d::Move(float x, float y) {
}
void Polygon2d::ComputeEdges() const {
sf::Vector2f v1, v2;
gd::Vector2f v1, v2;
edges.clear();
for (std::size_t i = 0; i < vertices.size(); i++) {
@@ -50,20 +52,20 @@ bool Polygon2d::IsConvex() const {
(edges[0].x * edges[0 + 1].y - edges[0].y * edges[0 + 1].x) > 0;
for (std::size_t i = 1; i < edges.size() - 1; ++i) {
float zCrossProduct =
double zCrossProduct =
edges[i].x * edges[i + 1].y - edges[i].y * edges[i + 1].x;
if ((zCrossProduct > 0) != zProductIsPositive) return false;
}
float lastZCrossProduct = edges[edges.size() - 1].x * edges[0].y -
edges[edges.size() - 1].y * edges[0].x;
double lastZCrossProduct = edges[edges.size() - 1].x * edges[0].y -
edges[edges.size() - 1].y * edges[0].x;
if ((lastZCrossProduct > 0) != zProductIsPositive) return false;
return true;
}
sf::Vector2f Polygon2d::ComputeCenter() const {
sf::Vector2f center;
gd::Vector2f Polygon2d::ComputeCenter() const {
gd::Vector2f center;
for (std::size_t i = 0; i < vertices.size(); i++) {
center.x += vertices[i].x;
@@ -75,12 +77,12 @@ sf::Vector2f Polygon2d::ComputeCenter() const {
return center;
}
Polygon2d Polygon2d::CreateRectangle(float width, float height) {
Polygon2d Polygon2d::CreateRectangle(double width, double height) {
Polygon2d rect;
rect.vertices.push_back(sf::Vector2f(-width / 2.0f, -height / 2.0f));
rect.vertices.push_back(sf::Vector2f(+width / 2.0f, -height / 2.0f));
rect.vertices.push_back(sf::Vector2f(+width / 2.0f, +height / 2.0f));
rect.vertices.push_back(sf::Vector2f(-width / 2.0f, +height / 2.0f));
rect.vertices.push_back(gd::Vector2f(-width / 2.0f, -height / 2.0f));
rect.vertices.push_back(gd::Vector2f(+width / 2.0f, -height / 2.0f));
rect.vertices.push_back(gd::Vector2f(+width / 2.0f, +height / 2.0f));
rect.vertices.push_back(gd::Vector2f(-width / 2.0f, +height / 2.0f));
return rect;
}

View File

@@ -5,9 +5,10 @@
*/
#ifndef GDCORE_POLYGON_H
#define GDCORE_POLYGON_H
#include <SFML/System/Vector2.hpp>
#include <vector>
#include "GDCore/Vector2.h"
/**
* \brief Represents a polygon. Usually used for collisions masks.
*
@@ -22,19 +23,19 @@ class GD_CORE_API Polygon2d {
Polygon2d(){};
virtual ~Polygon2d(){};
std::vector<sf::Vector2f> vertices; ///< The vertices composing the polygon
mutable std::vector<sf::Vector2f>
std::vector<gd::Vector2f> vertices; ///< The vertices composing the polygon
mutable std::vector<gd::Vector2f>
edges; ///< Edges. Can be computed from vertices using ComputeEdges()
/**
* \brief Get the vertices composing the polygon.
*/
std::vector<sf::Vector2f>& GetVertices() { return vertices; }
std::vector<gd::Vector2f>& GetVertices() { return vertices; }
/**
* \brief Get the vertices composing the polygon.
*/
const std::vector<sf::Vector2f>& GetVertices() const { return vertices; }
const std::vector<gd::Vector2f>& GetVertices() const { return vertices; }
/**
* \brief Moves each vertices from the given amount.
@@ -42,7 +43,7 @@ class GD_CORE_API Polygon2d {
* \note Edges are updated, there is no need to call ComputeEdges after
* calling Move.
*/
void Move(float x, float y);
void Move(double x, double y);
/**
* \brief Rotate the polygon.
@@ -52,7 +53,7 @@ class GD_CORE_API Polygon2d {
* \warning edges vector is not updated, you have to call ComputeEdges if
* needed.
*/
void Rotate(float angle);
void Rotate(double angle);
/**
* \brief Automatically fill edges vector using vertices.
@@ -68,7 +69,7 @@ class GD_CORE_API Polygon2d {
/**
* \brief Return the position of the center of the polygon
*/
sf::Vector2f ComputeCenter() const;
gd::Vector2f ComputeCenter() const;
/** \name Tools
* Tool functions
@@ -77,7 +78,7 @@ class GD_CORE_API Polygon2d {
/**
* \brief Create a rectangle
*/
static Polygon2d CreateRectangle(float width, float height);
static Polygon2d CreateRectangle(double width, double height);
///@}
};

View File

@@ -4,10 +4,8 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Extensions/Builtin/SpriteExtension/Sprite.h"
#include <SFML/Graphics/Sprite.hpp>
#include <iostream>
#include "GDCore/Extensions/Builtin/SpriteExtension/Polygon2d.h"
#include "GDCore/Project/ImageManager.h"
using namespace std;
@@ -16,11 +14,7 @@ namespace gd {
Point Sprite::badPoint("");
Sprite::Sprite()
:
#if !defined(EMSCRIPTEN)
hasItsOwnImage(false),
#endif
automaticCollisionMask(true),
: automaticCollisionMask(true),
origine("origine"),
centre("centre"),
automaticCentre(true) {
@@ -73,36 +67,10 @@ Point& Sprite::GetPoint(const gd::String& name) {
bool Sprite::SetDefaultCenterPoint(bool enabled) {
automaticCentre = enabled;
#if !defined(EMSCRIPTEN)
if (automaticCentre)
centre.SetXY(sfmlSprite.getLocalBounds().width / 2,
sfmlSprite.getLocalBounds().height / 2);
#endif
return true;
}
std::vector<Polygon2d> Sprite::GetCollisionMask() const {
// TODO(perf): Cache to avoid re-creating a mask at every call
#if !defined(EMSCRIPTEN)
if (automaticCollisionMask) {
std::vector<Polygon2d> mask;
Polygon2d rectangle;
rectangle.vertices.push_back(sf::Vector2f(0, 0));
rectangle.vertices.push_back(
sf::Vector2f(sfmlSprite.getLocalBounds().width, 0));
rectangle.vertices.push_back(sf::Vector2f(
sfmlSprite.getLocalBounds().width, sfmlSprite.getLocalBounds().height));
rectangle.vertices.push_back(
sf::Vector2f(0, sfmlSprite.getLocalBounds().height));
mask.push_back(rectangle);
return mask;
}
#endif
return customCollisionMask;
}
@@ -111,25 +79,4 @@ void Sprite::SetCustomCollisionMask(
customCollisionMask = collisionMask;
}
#if !defined(EMSCRIPTEN)
void Sprite::LoadImage(std::shared_ptr<SFMLTextureWrapper> image_) {
sfmlImage = image_;
sfmlSprite.setTexture(sfmlImage->texture, true);
hasItsOwnImage = false;
if (automaticCentre)
centre.SetXY(sfmlSprite.getLocalBounds().width / 2,
sfmlSprite.getLocalBounds().height / 2);
}
void Sprite::MakeSpriteOwnsItsImage() {
if (!hasItsOwnImage || sfmlImage == std::shared_ptr<SFMLTextureWrapper>()) {
sfmlImage = std::make_shared<SFMLTextureWrapper>(
sfmlImage->texture); // Copy the texture.
sfmlSprite.setTexture(sfmlImage->texture);
hasItsOwnImage = true;
}
}
#endif
} // namespace gd

View File

@@ -6,12 +6,10 @@
#ifndef SPRITE_H
#define SPRITE_H
#include <SFML/Graphics/Sprite.hpp>
#include <memory>
#include "GDCore/Extensions/Builtin/SpriteExtension/Point.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Polygon2d.h"
#include "GDCore/String.h"
class SFMLTextureWrapper;
#undef LoadImage // prevent windows.h to be polluting everything
namespace gd {
@@ -19,9 +17,6 @@ namespace gd {
/**
* \brief Represents a sprite to be displayed on the screen.
*
* A sprite contains a SFML sprite to be displayed, some points,
* and can also have its own texture (rather than a texture from ImageManager).
*
* \see Direction
* \see SpriteObject
* \ingroup SpriteObjectExtension
@@ -163,53 +158,7 @@ class GD_CORE_API Sprite {
*/
bool SetDefaultCenterPoint(bool enabled);
#if !defined(EMSCRIPTEN)
/** \name Sprite runtime management
* Functions used by the C++ game engine.
*/
///@{
/**
* \brief Get the SFML sprite associated with the sprite
*/
inline const sf::Sprite& GetSFMLSprite() const { return sfmlSprite; }
/**
* \brief Get the SFML sprite associated with the sprite
*/
inline sf::Sprite& GetSFMLSprite() { return sfmlSprite; }
/**
* \brief Set the SFML texture of the sprite
*/
void LoadImage(std::shared_ptr<SFMLTextureWrapper> image);
/**
* \brief Get SFML texture used by the sprite
*/
std::shared_ptr<SFMLTextureWrapper> GetSFMLTexture() { return sfmlImage; };
/**
* \brief Get SFML texture used by the sprite
*/
const std::shared_ptr<SFMLTextureWrapper> GetSFMLTexture() const {
return sfmlImage;
};
/**
* \brief Make the sprite, if it uses a texture from ImageManager,
* copy this texture and take ownership of it.
*/
void MakeSpriteOwnsItsImage();
///@}
#endif
private:
#if !defined(EMSCRIPTEN)
sf::Sprite sfmlSprite; ///< Displayed SFML sprite
std::shared_ptr<SFMLTextureWrapper>
sfmlImage; ///< Pointer to the image displayed by the sprite.
bool hasItsOwnImage; ///< True if sfmlImage is only owned by this Sprite.
#endif
gd::String image; ///< Name of the image to be loaded in Image Manager.
bool automaticCollisionMask; ///< True to use the custom collision mask.

View File

@@ -22,16 +22,20 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/sprite");
extension.AddInstructionOrExpressionGroupMetadata(_("Sprite"))
.SetIcon("CppPlatform/Extensions/spriteicon.png");
gd::ObjectMetadata& obj = extension.AddObject<SpriteObject>(
"Sprite",
_("Sprite"),
_("Animated object which can be used for most elements of a game"),
"CppPlatform/Extensions/spriteicon.png");
gd::ObjectMetadata& obj =
extension
.AddObject<SpriteObject>("Sprite",
_("Sprite"),
_("Animated object which can be used for "
"most elements of a game"),
"CppPlatform/Extensions/spriteicon.png")
.SetCategoryFullName(_("General"));
#if defined(GD_IDE_ONLY)
obj.AddAction("Opacity",
_("Change sprite opacity"),
_("Sprite opacity"),
_("Change the opacity of a Sprite. 0 is fully transparent, 255 "
"is opaque (default)."),
_("the opacity"),
@@ -40,7 +44,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/actions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Opacity (0-255)")))
.MarkAsSimple();
obj.AddAction("ChangeAnimation",
@@ -53,7 +60,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/actions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions())
.MarkAsSimple();
obj.AddAction("SetAnimationName",
@@ -66,7 +74,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/actions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("string", _("Animation name"))
.AddParameter("objectAnimationName", _("Animation name"))
.MarkAsAdvanced();
obj.AddAction(
@@ -77,11 +85,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"is in 8 directions mode, the valid directions are 0..7"),
_("the direction"),
_("Direction"),
"res/actions/direction24.png",
"res/actions/direction.png")
"res/actions/direction24_black.png",
"res/actions/direction_black.png")
.SetHidden() // Hide as 8 direction is not supported officially in the
// interface.
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddAction("ChangeSprite",
@@ -93,7 +103,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/actions/sprite.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddAction("PauseAnimation",
@@ -129,16 +140,18 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/actions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(_("Speed scale")))
.MarkAsSimple();
obj.AddAction("TourneVersPos",
_("Rotate an object toward a position"),
_("Rotate an object towards a position."),
_("Rotate _PARAM0_ towards _PARAM1_;_PARAM2_"),
"Rotate an object toward a position",
"Rotate an object towards a position.",
"Rotate _PARAM0_ towards _PARAM1_;_PARAM2_",
_("Direction"),
"res/actions/direction24.png",
"res/actions/direction.png")
"res/actions/rotate24_black.png",
"res/actions/rotate_black.png")
.AddParameter("object", _("Object to be rotated"), "Sprite")
.AddParameter("expression", _("X position"))
@@ -153,11 +166,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Modify the scale of the specified object."),
_("the scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
"res/actions/scale24_black.png",
"res/actions/scale_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Scale (1 by default)")))
.MarkAsAdvanced();
obj.AddAction("ChangeScaleWidth",
@@ -165,11 +181,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Modify the scale of the width of an object."),
_("the width's scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
"res/actions/scaleWidth24_black.png",
"res/actions/scaleWidth_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Scale (1 by default)")))
.MarkAsAdvanced();
obj.AddAction("ChangeScaleHeight",
@@ -177,11 +196,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Modify the scale of the height of an object."),
_("the height's scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
"res/actions/scaleHeight24_black.png",
"res/actions/scaleHeight_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Scale (1 by default)")))
.MarkAsAdvanced();
obj.AddAction("ChangeWidth",
@@ -189,11 +211,25 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Change the width of a Sprite object."),
_("the width"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
"res/actions/scaleWidth24_black.png",
"res/actions/scaleWidth_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddCondition("Width",
_("Width"),
_("Compare the width of a Sprite object."),
_("the width"),
_("Size"),
"res/conditions/scaleWidth24_black.png",
"res/conditions/scaleWidth_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddAction("ChangeHeight",
@@ -201,11 +237,38 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Change the height of a Sprite object."),
_("the height"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
"res/actions/scaleHeight24_black.png",
"res/actions/scaleHeight_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddCondition("Height",
_("Height"),
_("Compare the height of a Sprite object."),
_("the height"),
_("Size"),
"res/conditions/scaleHeight24_black.png",
"res/conditions/scaleHeight_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddAction("SetSize",
_("Size"),
_("Change the size of an object."),
_("Change the size of _PARAM0_: set to _PARAM1_x_PARAM2_"),
_("Size"),
"res/actions/scale24_black.png",
"res/actions/scale_black.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Width"))
.AddParameter("expression", _("Height"))
.MarkAsAdvanced();
obj.AddCondition(
@@ -218,7 +281,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/conditions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddCondition("AnimationName",
@@ -230,7 +294,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/conditions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("string", _("Animation name"))
.AddParameter("objectAnimationName", _("Animation name"))
.MarkAsAdvanced();
obj.AddCondition(
@@ -241,22 +305,27 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"from 0 to 7. Otherwise, the direction is in degrees."),
_("the direction"),
_("Direction"),
"res/conditions/direction24.png",
"res/conditions/direction.png")
"res/conditions/direction24_black.png",
"res/conditions/direction_black.png")
.SetHidden() // Hide as 8 direction is not supported officially in the
// interface.
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number");
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions());
obj.AddCondition("Sprite",
_("Current frame"),
_("Compare the index of the current frame in the animation displayed by the specified object. The first frame in an animation starts at index 0."),
_("Compare the index of the current frame in the animation "
"displayed by the specified object. The first frame in an "
"animation starts at index 0."),
_("the animation frame"),
_("Animations and images"),
"res/conditions/sprite24.png",
"res/conditions/sprite.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddCondition("AnimStopped",
@@ -279,6 +348,19 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/conditions/animation24.png",
"res/conditions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.MarkAsSimple()
.SetHidden();
obj.AddCondition("AnimationEnded2",
_("Animation finished"),
_("Check if the animation being played by the Sprite object "
"is finished."),
_("The animation of _PARAM0_ is finished"),
_("Animations and images"),
"res/conditions/animation24.png",
"res/conditions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.MarkAsSimple();
@@ -287,11 +369,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Compare the scale of the width of an object."),
_("the width's scale"),
_("Size"),
"res/conditions/scaleWidth24.png",
"res/conditions/scaleWidth.png")
"res/conditions/scaleWidth24_black.png",
"res/conditions/scaleWidth_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Scale (1 by default)")))
.MarkAsAdvanced();
obj.AddCondition("ScaleHeight",
@@ -299,11 +384,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Compare the scale of the height of an object."),
_("the height's scale"),
_("Size"),
"res/conditions/scaleHeight24.png",
"res/conditions/scaleHeight.png")
"res/conditions/scaleHeight24_black.png",
"res/conditions/scaleHeight_black.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Scale (1 by default)")))
.MarkAsAdvanced();
obj.AddCondition("Opacity",
@@ -316,7 +404,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/conditions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
ParameterOptions::MakeNewOptions().SetDescription(
_("Opacity to compare to (0-255)")))
.MarkAsSimple();
obj.AddCondition(
@@ -329,50 +420,17 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
"res/conditions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
obj.AddAction("CopyImageOnImageOfSprite",
_("Copy an image on the current one of an object"),
_("Copy an image on the current image of an object.\nNote that "
"the source image must be preferably kept loaded in memory."),
_("Copy image _PARAM2_ on the current of _PARAM0_ at "
"_PARAM3_;_PARAM4_"),
obj.AddAction("ChangeColor",
_("Tint color"),
_("Change the tint of an object. The default color is white."),
_("Change tint of _PARAM0_ to _PARAM1_"),
_("Effects"),
"res/copy24.png",
"res/copyicon.png")
.AddParameter("object", _("Object"), "Sprite")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Name of the source image"))
.AddParameter("expression", _("X position"))
.AddParameter("expression", _("Y position"))
.AddParameter(
"yesorno",
_("Should the copy take in account the source transparency\?"));
obj.AddAction(
"CreateMaskFromColorOnActualImage", // Actual is indeed a mistake :
// Current should have been
// chosen.
_("Make a color of the image of an object transparent"),
_("Make a color of the image of an object transparent."),
_("Make color _PARAM1_ of the current image of _PARAM0_ transparent"),
_("Effects"),
"res/actions/opacity24.png",
"res/actions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("color", _("Color to make transparent"));
obj.AddAction(
"ChangeColor",
_("Tint color"),
_("Change the tint of an object. The default color is white."),
_("Change tint of _PARAM0_ to _PARAM1_"),
_("Effects"),
"res/actions/color24.png",
"res/actions/color.png")
"res/actions/color24.png",
"res/actions/color.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("color", _("Tint"));
@@ -394,7 +452,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction("FlipX",
_("Flip the object horizontally"),
_("Flip the object horizontally"),
_("Flip horizontally _PARAM0_ : _PARAM1_"),
_("Flip horizontally _PARAM0_: _PARAM1_"),
_("Effects"),
"res/actions/flipX24.png",
"res/actions/flipX.png")
@@ -406,7 +464,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction("FlipY",
_("Flip the object vertically"),
_("Flip the object vertically"),
_("Flip vertically _PARAM0_ : _PARAM1_"),
_("Flip vertically _PARAM0_: _PARAM1_"),
_("Effects"),
"res/actions/flipY24.png",
"res/actions/flipY.png")
@@ -436,15 +494,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
.AddParameter("object", _("Object"), "Sprite");
obj.AddAction("TourneVers",
_("Rotate an object toward another"),
_("Rotate an object towards another."),
_("Rotate _PARAM0_ towards _PARAM1_"),
"Rotate an object toward another",
"Rotate an object towards another.",
"Rotate _PARAM0_ towards _PARAM1_",
_("Direction"),
"res/actions/direction24.png",
"res/actions/direction.png")
"res/actions/rotate24_black.png",
"res/actions/rotate_black.png")
.AddParameter("object", _("Object to be rotated"), "Sprite")
.AddParameter("objectPtr", _("Rotate toward this object"))
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("objectPtr", "Rotate toward this object")
.AddCodeOnlyParameter("currentScene", "")
.SetHidden(); // Deprecated
@@ -452,43 +510,43 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("X position of a point"),
_("X position of a point"),
_("Position"),
"res/actions/position.png")
"res/actions/position_black.png")
.SetHidden()
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("string", _("Name of the point"), "", true);
.AddParameter("objectPointName", _("Name of the point"), "", true);
obj.AddExpression("Y",
_("Y position of a point"),
_("Y position of a point"),
_("Position"),
"res/actions/position.png")
"res/actions/position_black.png")
.SetHidden()
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("string", _("Name of the point"), "", true);
.AddParameter("objectPointName", _("Name of the point"), "", true);
obj.AddExpression("PointX",
_("X position of a point"),
_("X position of a point"),
_("Position"),
"res/actions/position.png")
"res/actions/position_black.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("string", _("Name of the point"));
.AddParameter("objectPointName", _("Name of the point"));
obj.AddExpression("PointY",
_("Y position of a point"),
_("Y position of a point"),
_("Position"),
"res/actions/position.png")
"res/actions/position_black.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("string", _("Name of the point"));
.AddParameter("objectPointName", _("Name of the point"));
obj.AddExpression("Direc",
_("Direction"),
_("Direction of the object"),
_("Direction"),
"res/actions/direction.png")
"res/actions/direction_black.png")
.SetHidden()
.AddParameter("object", _("Object"), "Sprite");
@@ -496,7 +554,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Direction"),
_("Direction of the object"),
_("Direction"),
"res/actions/direction.png")
"res/actions/direction_black.png")
.SetHidden() // Hide as 8 direction is not supported officially in the
// interface.
.AddParameter("object", _("Object"), "Sprite");
obj.AddExpression("Anim",
@@ -523,7 +583,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddExpression("Sprite",
_("Image"),
_("Animation frame of the object"),
_("Current frame of the animation of the object"),
_("Animations and images"),
"res/actions/sprite.png")
.AddParameter("object", _("Object"), "Sprite");
obj.AddExpression("AnimationFrameCount",
_("Number of frames"),
_("Number of frames in the current animation of the object"),
_("Animations and images"),
"res/actions/sprite.png")
.AddParameter("object", _("Object"), "Sprite");
@@ -539,14 +606,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Scale of the width of an object"),
_("Scale of the width of an object"),
_("Size"),
"res/actions/scaleWidth.png")
"res/actions/scaleWidth_black.png")
.AddParameter("object", _("Object"), "Sprite");
obj.AddExpression("ScaleY",
_("Scale of the height of an object"),
_("Scale of the height of an object"),
_("Size"),
"res/actions/scaleHeight.png")
"res/actions/scaleHeight_black.png")
.AddParameter("object", _("Object"), "Sprite");
obj.AddExpression("Opacity",
@@ -568,7 +635,6 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
.AddParameter("objectList", _("Object 1"), "Sprite")
.AddParameter("objectList", _("Object 2"), "Sprite")
.AddCodeOnlyParameter("conditionInverted", "");
#endif
}
} // namespace gd

View File

@@ -4,32 +4,28 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Extensions/Builtin/SpriteExtension/SpriteObject.h"
#include <algorithm>
#include "GDCore/CommonTools.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Animation.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Direction.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/Sprite.h"
#include "GDCore/Extensions/Builtin/SpriteExtension/SpriteObject.h"
#include "GDCore/Project/ImageManager.h"
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/Project/InitialInstance.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "GDCore/Tools/Localization.h"
#if defined(GD_IDE_ONLY)
#include <SFML/Graphics.hpp>
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#endif
namespace gd {
Animation SpriteObject::badAnimation;
SpriteObject::SpriteObject(gd::String name_)
: Object(name_), updateIfNotVisible(false) {}
SpriteObject::SpriteObject() : updateIfNotVisible(false) {}
SpriteObject::~SpriteObject(){};
@@ -82,7 +78,6 @@ void SpriteObject::DoUnserializeFrom(gd::Project& project,
}
}
#if defined(GD_IDE_ONLY)
void SpriteObject::DoSerializeTo(gd::SerializerElement& element) const {
element.SetAttribute("updateIfNotVisible", updateIfNotVisible);
@@ -107,7 +102,8 @@ void SpriteObject::DoSerializeTo(gd::SerializerElement& element) const {
}
}
std::map<gd::String, gd::PropertyDescriptor> SpriteObject::GetProperties() const {
std::map<gd::String, gd::PropertyDescriptor> SpriteObject::GetProperties()
const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Animate even if hidden or far from the screen")]
.SetValue(updateIfNotVisible ? "true" : "false")
@@ -139,29 +135,33 @@ void SpriteObject::ExposeResources(gd::ArbitraryResourceWorker& worker) {
}
std::map<gd::String, gd::PropertyDescriptor>
SpriteObject::GetInitialInstanceProperties(const gd::InitialInstance& position,
gd::Project& project,
gd::Layout& scene) {
SpriteObject::GetInitialInstanceProperties(
const gd::InitialInstance& initialInstance,
gd::Project& project,
gd::Layout& scene) {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Animation")] =
position.floatInfos.find("animation") != position.floatInfos.end()
? gd::String::From(position.floatInfos.find("animation")->second)
: gd::String("0");
properties["animation"] =
gd::PropertyDescriptor(
gd::String::From(initialInstance.GetRawDoubleProperty("animation")))
.SetLabel(_("Animation"))
.SetType("number");
return properties;
}
bool SpriteObject::UpdateInitialInstanceProperty(gd::InitialInstance& position,
const gd::String& name,
const gd::String& value,
gd::Project& project,
gd::Layout& scene) {
if (name == _("Animation"))
position.floatInfos["animation"] = value.To<int>();
bool SpriteObject::UpdateInitialInstanceProperty(
gd::InitialInstance& initialInstance,
const gd::String& name,
const gd::String& value,
gd::Project& project,
gd::Layout& scene) {
if (name == "animation") {
initialInstance.SetRawDoubleProperty(
"animation", std::max(0, value.empty() ? 0 : value.To<int>()));
}
return true;
}
#endif
const Animation& SpriteObject::GetAnimation(std::size_t nb) const {
if (nb >= animations.size()) return badAnimation;

View File

@@ -16,7 +16,6 @@ class Object;
class Layout;
class Sprite;
class Animation;
class MainFrameWrapper;
class SerializerElement;
class PropertyDescriptor;
} // namespace gd
@@ -37,15 +36,14 @@ namespace gd {
* \see gd::BuiltinExtensionsImplementer::ImplementsSpriteExtension
* \ingroup SpriteObjectExtension
*/
class GD_CORE_API SpriteObject : public gd::Object {
class GD_CORE_API SpriteObject : public gd::ObjectConfiguration {
public:
SpriteObject(gd::String name_);
SpriteObject();
virtual ~SpriteObject();
std::unique_ptr<gd::Object> Clone() const override {
std::unique_ptr<gd::ObjectConfiguration> Clone() const override {
return gd::make_unique<SpriteObject>(*this);
}
#if defined(GD_IDE_ONLY)
void ExposeResources(gd::ArbitraryResourceWorker& worker) override;
std::map<gd::String, gd::PropertyDescriptor> GetProperties() const override;
@@ -61,7 +59,6 @@ class GD_CORE_API SpriteObject : public gd::Object {
const gd::String& value,
gd::Project& project,
gd::Layout& scene) override;
#endif
/** \name Animations
* Methods related to animations management
@@ -119,14 +116,24 @@ class GD_CORE_API SpriteObject : public gd::Object {
* animation of the object.
*/
const std::vector<Animation>& GetAllAnimations() const { return animations; }
/**
* \brief Set if the object animation should be played even if the object is hidden
* or far from the camera.
*/
void SetUpdateIfNotVisible(bool updateIfNotVisible_) { updateIfNotVisible = updateIfNotVisible_; }
/**
* \brief Check if the object animation should be played even if the object is hidden
* or far from the camera (false by default).
*/
bool GetUpdateIfNotVisible() const { return updateIfNotVisible; }
///@}
private:
void DoUnserializeFrom(gd::Project& project,
const gd::SerializerElement& element) override;
#if defined(GD_IDE_ONLY)
void DoSerializeTo(gd::SerializerElement& element) const override;
#endif
mutable std::vector<Animation> animations;
bool updateIfNotVisible; ///< If set to true, ask the game engine to play

View File

@@ -16,25 +16,25 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.SetExtensionInformation(
"BuiltinStringInstructions",
_("Text manipulation"),
_("Built-in extension providing expressions for manipulating text "
"objects."),
"Provides expressions to manipulate strings (also called texts).",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("" /*TODO: Add a documentation page for this */);
extension.AddInstructionOrExpressionGroupMetadata(_("Text manipulation"))
.SetIcon("res/actions/text24_black.png");
#if defined(GD_IDE_ONLY)
extension.AddStrExpression("NewLine",
_("Insert a new line"),
_("Insert a new line"),
_("Manipulation of text"),
"res/conditions/toujours24.png");
"",
"res/conditions/toujours24_black.png");
extension
.AddStrExpression("FromCodePoint",
_("Get character from code point"),
_("Get character from code point"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("expression", _("Code point"));
@@ -42,8 +42,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.AddStrExpression("ToUpperCase",
_("Uppercase a text"),
_("Uppercase a text"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"));
@@ -51,8 +51,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.AddStrExpression("ToLowerCase",
_("Lowercase a text"),
_("Lowercase a text"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"));
@@ -60,8 +60,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.AddStrExpression("SubStr",
_("Get a portion of a text"),
_("Get a portion of a text"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("expression",
@@ -73,8 +73,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.AddStrExpression("StrAt",
_("Get a character from a text"),
_("Get a character from a text"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter(
@@ -85,8 +85,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.AddStrExpression("StrRepeat",
_("Repeat a text"),
_("Repeat a text"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text to repeat"))
.AddParameter("expression", _("Repetition count"));
@@ -95,8 +95,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
.AddExpression("StrLength",
_("Length of a text"),
_("Length of a text"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"));
@@ -105,31 +105,33 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
_("Search in a text"),
_("Search in a text (return the position of the result or "
"-1 if not found)"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"));
extension
.AddExpression("StrRFind",
_("Search in a text from the end"),
_("Search in a text from the end (return the position of "
"the result or -1 if not found)"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"Search in a text from the end",
"Search in a text from the end (return the position of "
"the result or -1 if not found)",
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"))
.SetHidden(); // Deprecated, see StrFindLast instead.
.SetHidden(); // Deprecated, see StrFindLast instead.
extension
.AddExpression("StrFindLast",
_("Search the last occurence in a text"),
_("Search the last occurence in a string (return the position of "
"the result, from the beginning of the string, or -1 if not found)"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
.AddExpression(
"StrFindLast",
_("Search the last occurrence in a text"),
_("Search the last occurrence in a string (return the position of "
"the result, from the beginning of the string, or -1 if not "
"found)"),
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"));
@@ -139,8 +141,8 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
_("Search in a text, starting from a position"),
_("Search in a text, starting from a position (return the "
"position of the result or -1 if not found)"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"))
@@ -151,27 +153,29 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
extension
.AddExpression(
"StrRFindFrom",
_("Search in a text from the end, starting from a position"),
_("Search in a text from the end, starting from a position (return "
"the position of the result or -1 if not found)"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
"Search in a text from the end, starting from a position",
"Search in a text from the end, starting from a position (return "
"the position of the result or -1 if not found)",
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"))
.AddParameter("expression",
_("Position of the last character in the string to be "
"considered in the search"))
.SetHidden(); // Deprecated, see StrFindLastFrom instead.
"Position of the last character in the string to be "
"considered in the search")
.SetHidden(); // Deprecated, see StrFindLastFrom instead.
extension
.AddExpression(
"StrFindLastFrom",
_("Search the last occurence in a text, starting from a position"),
_("Search in a text the last occurence, starting from a position (return "
" the position of the result, from the beginning of the string, or -1 if not found)"),
_("Manipulation of text"),
"res/conditions/toujours24.png")
_("Search the last occurrence in a text, starting from a position"),
_("Search in a text the last occurrence, starting from a position "
"(return "
" the position of the result, from the beginning of the string, or "
"-1 if not found)"),
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"))
@@ -179,7 +183,26 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
_("Position of the last character in the string to be "
"considered in the search"));
#endif
extension
.AddStrExpression("StrReplaceOne",
_("Replace the first occurrence of a text by another."),
_("Replace the first occurrence of a text by another."),
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text in which the replacement must be done"))
.AddParameter("string", _("Text to find inside the first text"))
.AddParameter("string", _("Replacement to put instead of the text to find"));
extension
.AddStrExpression("StrReplaceAll",
_("Replace all occurrences of a text by another."),
_("Replace all occurrences of a text by another."),
"",
"res/conditions/toujours24_black.png")
.AddParameter("string", _("Text in which the replacement(s) must be done"))
.AddParameter("string", _("Text to find inside the first text"))
.AddParameter("string", _("Replacement to put instead of the text to find"));
}
} // namespace gd

View File

@@ -12,38 +12,63 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinTime",
_("Time"),
_("Built-in extension providing actions and "
"conditions related to time."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/timers");
#if defined(GD_IDE_ONLY)
.SetExtensionInformation(
"BuiltinTime",
_("Timers and time"),
"Actions and conditions to run timers, get the current time or "
"modify the time scale (speed at which the game is running - useful "
"for slow motion effects).",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/timers-and-time");
extension.AddInstructionOrExpressionGroupMetadata(_("Timers and time"))
.SetIcon("res/conditions/timer24.png");
// Deprecated and replaced by CompareTimer
extension
.AddCondition("Timer",
_("Value of a scene timer"),
_("Test the elapsed time of a scene timer."),
_("The timer _PARAM2_ is greater than _PARAM1_ seconds"),
_("Timers and time"),
"",
"res/conditions/timer24.png",
"res/conditions/timer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Time in seconds"))
.AddParameter("string", _("Timer's name"));
.AddParameter("identifier", _("Timer's name"), "sceneTimer")
.SetHidden();
extension
.AddCondition("CompareTimer",
_("Value of a scene timer"),
_("Compare the elapsed time of a scene timer. This "
"condition doesn't start the timer."),
_("The timer _PARAM1_ _PARAM2_ _PARAM3_ seconds"),
"",
"res/conditions/timer24.png",
"res/conditions/timer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("identifier", _("Timer's name"), "sceneTimer")
.AddParameter("relationalOperator", _("Sign of the test"), "time")
.AddParameter("expression", _("Time in seconds"))
.SetManipulatedType("number");
extension
.AddCondition("TimeScale",
_("Time scale"),
_("Test the time scale."),
_("the time scale"),
_("Timers and time"),
_("Compare the time scale of the scene."),
_("the time scale of the scene"),
"",
"res/conditions/time24.png",
"res/conditions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number",
gd::ParameterOptions::MakeNewOptions().SetDescription(
_("Time scale (1 by default)")))
.MarkAsAdvanced();
extension
@@ -51,11 +76,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
_("Scene timer paused"),
_("Test if the specified scene timer is paused."),
_("The timer _PARAM1_ is paused"),
_("Timers and time"),
"",
"res/conditions/timerPaused24.png",
"res/conditions/timerPaused.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"))
.AddParameter("identifier", _("Timer's name"), "sceneTimer")
.MarkAsAdvanced();
extension
@@ -64,23 +90,25 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
_("Start (or reset) a scene timer"),
_("Reset the specified scene timer, if the timer doesn't exist "
"it's created and started."),
_("Reset the timer _PARAM1_"),
_("Timers and time"),
_("Start (or reset) the timer _PARAM1_"),
"",
"res/actions/timer24.png",
"res/actions/timer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"));
.AddParameter("identifier", _("Timer's name"), "sceneTimer");
extension
.AddAction("PauseTimer",
_("Pause a scene timer"),
_("Pause a scene timer."),
_("Pause timer _PARAM1_"),
_("Timers and time"),
"",
"res/actions/pauseTimer24.png",
"res/actions/pauseTimer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"))
.AddParameter("identifier", _("Timer's name"), "sceneTimer")
.MarkAsAdvanced();
extension
@@ -88,11 +116,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
_("Unpause a scene timer"),
_("Unpause a scene timer."),
_("Unpause timer _PARAM1_"),
_("Timers and time"),
"",
"res/actions/unPauseTimer24.png",
"res/actions/unPauseTimer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"))
.AddParameter("identifier", _("Timer's name"), "sceneTimer")
.MarkAsAdvanced();
extension
@@ -100,30 +129,43 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
_("Delete a scene timer"),
_("Delete a scene timer from memory."),
_("Delete timer _PARAM1_ from memory"),
_("Timers and time"),
"",
"res/actions/timer24.png",
"res/actions/timer.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"))
.AddParameter("identifier", _("Timer's name"), "sceneTimer")
.MarkAsAdvanced();
extension
.AddAction("ChangeTimeScale",
_("Change time scale"),
_("Change the time scale of the game."),
_("Set time scale to _PARAM1_"),
_("Timers and time"),
_("Time scale"),
_("Change the time scale of the scene."),
_("Set the time scale of the scene to _PARAM1_"),
"",
"res/actions/time24.png",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression",
_("Scale (1: Default, 2: 2x faster, 0.5: 2x slower...)"));
extension
.AddAction("Wait",
_("Wait X seconds"),
_("Waits a number of seconds before running "
"the next actions (and sub-events)."),
_("Wait _PARAM0_ seconds"),
"",
"res/timer_black.svg",
"res/timer_black.svg")
.AddParameter("expression", _("Time to wait in seconds"))
.SetHelpPath("/all-features/timers-and-time/wait-action");
extension
.AddExpression("TimeDelta",
_("Time elapsed since the last frame"),
_("Time elapsed since the last frame rendered on screen"),
_("Time"),
"",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -131,7 +173,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
.AddExpression("TempsFrame",
_("Time elapsed since the last frame"),
_("Time elapsed since the last frame rendered on screen"),
_("Time"),
"",
"res/actions/time.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "");
@@ -140,7 +182,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
.AddExpression("ElapsedTime",
_("Time elapsed since the last frame"),
_("Time elapsed since the last frame rendered on screen"),
_("Time"),
"",
"res/actions/time.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "");
@@ -149,16 +191,16 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
.AddExpression("TimerElapsedTime",
_("Scene timer value"),
_("Value of a scene timer"),
_("Time"),
"",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Timer's name"));
.AddParameter("identifier", _("Timer's name"), "sceneTimer");
extension
.AddExpression("TimeFromStart",
_("Time elapsed since the beginning of the scene"),
_("Time elapsed since the beginning of the scene"),
_("Time"),
"",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -166,7 +208,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
.AddExpression("TempsDebut",
_("Time elapsed since the beginning of the scene"),
_("Time elapsed since the beginning of the scene"),
_("Time"),
"",
"res/actions/time.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "");
@@ -174,25 +216,16 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
extension
.AddExpression("TimeScale",
_("Time scale"),
_("Time scale"),
_("Time"),
_("Returns the time scale of the scene."),
"",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("TimeScale",
_("Time scale"),
_("Time scale"),
_("Time"),
"res/actions/time.png")
.SetHidden()
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("Time",
_("Current time"),
_("Current time"),
_("Time"),
"",
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter(
@@ -203,8 +236,6 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
"timestamp\""),
"[\"hour\", \"min\", \"sec\", \"mon\", \"year\", \"wday\", \"mday\", "
"\"yday\", \"timestamp\"]");
#endif
}
} // namespace gd

View File

@@ -14,55 +14,74 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
extension
.SetExtensionInformation(
"BuiltinVariables",
_("Variable features"),
_("Built-in extension allowing to manipulate variables"),
_("Variables"),
"Actions, conditions and expressions to handle variables, from "
"simple variables like the player score, the number of remaining "
"lives to complex variables containing arbitrary data like an "
"inventory or the result of a web request.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/variables");
extension.AddInstructionOrExpressionGroupMetadata(_("Variables"))
.SetIcon("res/conditions/var24.png");
#if defined(GD_IDE_ONLY)
extension
.AddCondition("VarScene",
_("Value of a scene variable"),
_("Compare the value of a scene variable."),
_("the scene variable _PARAM0_"),
_("Variables"),
_("Number variable"),
_("Compare the number value of a scene variable."),
_("The number of scene variable _PARAM0_"),
_("Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.UseStandardRelationalOperatorParameters("number");
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions());
extension
.AddCondition("VarSceneTxt",
_("Text of a scene variable"),
_("Compare the text of a scene variable."),
_("the text of scene variable _PARAM0_"),
_("Variables"),
_("Text variable"),
_("Compare the text (string) of a scene variable."),
_("The text of scene variable _PARAM0_"),
_("Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.UseStandardRelationalOperatorParameters("string");
.UseStandardRelationalOperatorParameters(
"string", ParameterOptions::MakeNewOptions());
extension
.AddCondition(
"VariableChildExists",
_("Child existence"),
_("Check if the specified child of the scene variable exists."),
_("Child _PARAM1_ of scene variable _PARAM0_ exists"),
_("Variables/Structures"),
"SceneVariableAsBoolean",
_("Boolean variable"),
_("Compare the boolean value of a scene variable."),
_("The boolean value of scene variable _PARAM0_ is _PARAM1_"),
_("Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("trueorfalse", _("Check if the value is"))
.SetDefaultValue("true");
extension
.AddCondition("VariableChildExists",
_("Child existence"),
_("Check if the specified child of the scene structure "
"variable exists."),
_("Child _PARAM1_ of scene variable _PARAM0_ exists"),
_("Scene variables/Arrays and structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("string", _("Name of the child"))
.MarkAsAdvanced();
extension
.AddCondition("GlobalVariableChildExists",
_("Child existence"),
_("Check if the specified child of the global "
_("Check if the specified child of the global structure "
"variable exists."),
_("Child _PARAM1_ of global variable _PARAM0_ exists"),
_("Variables/Global variables/Structures"),
_("Global variables/Arrays and structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
@@ -71,195 +90,505 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
extension
.AddCondition("VarSceneDef",
_("Test if a scene variable is defined"),
_("Test if the scene variable exists."),
_("Scene variable _PARAM0_ is defined"),
_("Variables"),
"Variable defined",
"Test if the scene variable exists.",
"Scene variable _PARAM0_ is defined",
_("Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Variable"))
.SetHidden();
.SetHidden(); // Deprecated.
extension
.AddCondition("VarGlobal",
_("Value of a global variable"),
_("Compare the value of a global variable."),
_("Number variable"),
_("Compare the number value of a global variable."),
_("the global variable _PARAM0_"),
_("Variables/Global variables"),
_("Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardRelationalOperatorParameters("number")
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddCondition("VarGlobalTxt",
_("Text variable"),
_("Compare the text (string) of a global variable."),
_("the text of the global variable _PARAM0_"),
_("Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardRelationalOperatorParameters(
"string", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddCondition(
"VarGlobalTxt",
_("Text of a global variable"),
_("Compare the text of a global variable."),
_("the text of the global variable _PARAM0_"),
_("Variables/Global variables"),
"GlobalVariableAsBoolean",
_("Boolean variable"),
_("Compare the boolean value of a global variable."),
_("The boolean value of global variable _PARAM0_ is _PARAM1_"),
_("Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardRelationalOperatorParameters("string")
.MarkAsAdvanced();
.AddParameter("trueorfalse", _("Check if the value is"))
.SetDefaultValue("true");
extension
.AddCondition("VarGlobalDef",
_("Test if a global variable is defined"),
_("Test if a global variable exists"),
_("Global variable _PARAM0_ is defined"),
_("Variables/Global variables"),
"Variable defined",
"Test if a global variable exists.",
"Global variable _PARAM0_ is defined",
_("Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Variable"))
.MarkAsAdvanced()
.SetHidden();
.SetHidden(); // Deprecated.
extension
.AddAction("ModVarScene",
_("Value of a scene variable"),
_("Modify the value of a scene variable."),
_("Change number variable"),
_("Modify the number value of a scene variable."),
_("the scene variable _PARAM0_"),
_("Variables"),
_("Scene variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.UseStandardOperatorParameters("number");
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions());
extension
.AddAction("ModVarSceneTxt",
_("String of a scene variable"),
_("Modify the text of a scene variable."),
_("Change text variable"),
_("Modify the text (string) of a scene variable."),
_("the text of scene variable _PARAM0_"),
_("Variables"),
_("Scene variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.UseStandardOperatorParameters("string");
.UseStandardOperatorParameters("string",
ParameterOptions::MakeNewOptions());
extension
.AddAction(
"SetSceneVariableAsBoolean",
_("Change boolean variable"),
_("Modify the boolean value of a scene variable."),
_("Set the boolean value of scene variable _PARAM0_ to _PARAM1_"),
_("Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("trueorfalse", _("New Value:"));
extension
.AddAction("ToggleSceneVariableAsBoolean",
_("Toggle boolean variable"),
_("Toggle the boolean value of a scene variable.") + "\n" +
_("If it was true, it will become false, and if it was "
"false it will become true."),
_("Toggle the boolean value of scene variable _PARAM0_"),
_("Scene variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"));
extension
.AddAction("ModVarGlobal",
_("Value of a global variable"),
_("Modify the value of a global variable"),
_("Change number variable"),
_("Modify the number value of a global variable."),
_("the global variable _PARAM0_"),
_("Variables/Global variables"),
_("Global variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardOperatorParameters("number")
.UseStandardOperatorParameters("number",
ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddAction("ModVarGlobalTxt",
_("Change text variable"),
_("Modify the text (string) of a global variable."),
_("the text of global variable _PARAM0_"),
_("Global variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardOperatorParameters("string",
ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddAction(
"ModVarGlobalTxt",
_("String of a global variable"),
_("Modify the text of a global variable."),
_("the text of global variable _PARAM0_"),
_("Variables/Global variables"),
"res/actions/var24.png",
"res/actions/var.png")
"SetGlobalVariableAsBoolean",
_("Change boolean variable"),
_("Modify the boolean value of a global variable."),
_("Set the boolean value of global variable _PARAM0_ to _PARAM1_"),
_("Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardOperatorParameters("string")
.MarkAsAdvanced();
.AddParameter("trueorfalse", _("New Value:"));
extension
.AddAction("VariableRemoveChild",
_("Remove a child"),
_("Remove a child from a scene variable."),
_("Remove child _PARAM1_ from scene variable _PARAM0_"),
_("Variables/Structure"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddAction("ToggleGlobalVariableAsBoolean",
_("Toggle boolean variable"),
_("Toggle the boolean value of a global variable.") + "\n" +
_("If it was true, it will become false, and if it was "
"false it will become true."),
_("Toggle the boolean value of global variable _PARAM0_"),
_("Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"));
extension
.AddAction(
"VariableRemoveChild",
_("Remove a child"),
_("Remove a child from a scene structure variable."),
_("Remove child _PARAM1_ from scene structure variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Structure variable"))
.AddParameter("string", _("Child's name"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariableRemoveChild",
_("Remove a child"),
_("Remove a child from a global variable."),
_("Remove child _PARAM1_ from global variable _PARAM0_"),
_("Variables/Global variables/Structure"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddAction(
"GlobalVariableRemoveChild",
_("Remove a child"),
_("Remove a child from a global structure variable."),
_("Remove child _PARAM1_ from global structure variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Structure variable"))
.AddParameter("string", _("Child's name"))
.MarkAsAdvanced();
extension
.AddAction("VariableClearChildren",
_("Clear scene variable"),
_("Remove all the children from the scene variable."),
_("Clear children"),
_("Remove all the children from the scene structure or array "
"variable."),
_("Clear children from scene variable _PARAM0_"),
_("Variables/Structure"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("scenevar", _("Structure or array variable"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariableClearChildren",
_("Clear global variable"),
_("Remove all the children from the global variable."),
_("Clear children"),
_("Remove all the children from the global structure or array "
"variable."),
_("Clear children from global variable _PARAM0_"),
_("Variables/Global variables/Structure"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddParameter("globalvar", _("Structure or array variable"))
.MarkAsAdvanced();
extension
.AddExpression("GlobalVariableChildCount",
_("Number of children of a global variable"),
_("Get the number of children of a global variable"),
_("Variables"),
.AddAction("SceneVariablePush",
_("Add existing variable"),
_("Adds an existing variable at the end of a scene array "
"variable."),
_("Add variable _PARAM1_ to array variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("scenevar", _("Scene variable with the content to add"))
.SetParameterLongDescription(
_("The content of the variable will *be copied* and added at the "
"end of the array."))
.MarkAsAdvanced();
extension
.AddAction(
"SceneVariablePushString",
_("Add text variable"),
_("Adds a text (string) at the end of a scene array variable."),
_("Add text _PARAM1_ to array variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("string", _("Text to add"))
.MarkAsAdvanced();
extension
.AddAction("SceneVariablePushNumber",
_("Add number variable"),
_("Adds a number at the end of a scene array variable."),
_("Add number _PARAM1_ to array variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("expression", _("Number to add"))
.MarkAsAdvanced();
extension
.AddAction("SceneVariablePushBool",
_("Add boolean variable"),
_("Adds a boolean at the end of a scene array variable."),
_("Add boolean _PARAM1_ to array variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("trueorfalse", _("Boolean to add"))
.MarkAsAdvanced();
extension
.AddAction("SceneVariableRemoveAt",
_("Remove variable by index"),
_("Removes a variable at the specified index of a scene array "
"variable."),
_("Remove variable at index _PARAM1_ from scene array "
"variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("expression", _("Index to remove"))
.MarkAsAdvanced();
extension
.AddCondition(
"SceneVariableChildCount",
_("Number of children"),
_("Compare the number of children in a scene array variable."),
_("The number of children in the array variable _PARAM0_"),
_("Scene variables/Arrays and structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Array variable"))
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddStrExpression(
"SceneVariableFirstString",
_("First text child"),
_("Get the value of the first element of a scene array variable, if "
"it is a text (string)."),
_("Scene variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"));
extension
.AddExpression(
"SceneVariableFirstNumber",
_("First number child"),
_("Get the value of the first element of a scene array variable, if "
"it is a number."),
_("Scene variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"));
extension
.AddStrExpression(
"SceneVariableLastString",
_("Last text child"),
_("Get the value of the last element of a scene array variable, if "
"it is a text (string)."),
_("Scene variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"));
extension
.AddExpression(
"SceneVariableLastNumber",
_("Last number child"),
_("Get the value of the last element of a scene array variable, if "
"it is a number."),
_("Scene variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"));
extension
.AddAction(
"GlobalVariablePush",
_("Add existing variable"),
_("Adds an existing variable at the end of a global array variable."),
_("Add variable _PARAM1_ to array variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("scenevar", _("Scene variable with the content to add"))
.SetParameterLongDescription(
_("The content of the variable will *be copied* and added at the "
"end of the array."))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariableRemoveAt",
_("Remove variable by index"),
_("Removes a variable at the specified index of a global "
"array variable."),
_("Remove variable at index _PARAM1_ from global array "
"variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("expression", _("Index to remove"))
.MarkAsAdvanced();
extension
.AddAction(
"GlobalVariablePushString",
_("Add text variable"),
_("Adds a text (string) at the end of a global array variable."),
_("Add text _PARAM1_ to array variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("string", _("Text to add"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariablePushNumber",
_("Add number variable"),
_("Adds a number at the end of a global array variable."),
_("Add number _PARAM1_ to array variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("expression", _("Number to add"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariablePushBool",
_("Add boolean variable"),
_("Adds a boolean at the end of a global array variable."),
_("Add boolean _PARAM1_ to array variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("trueorfalse", _("Boolean to add"))
.MarkAsAdvanced();
extension
.AddCondition(
"GlobalVariableChildCount",
_("Number of children"),
_("Compare the number of children in a global array variable."),
_("The number of children of the array variable _PARAM0_"),
_("Global variables/Arrays and structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Array variable"))
.UseStandardRelationalOperatorParameters(
"number", ParameterOptions::MakeNewOptions())
.MarkAsAdvanced();
extension
.AddStrExpression("GlobalVariableFirstString",
_("First text child"),
_("Value of the first element of a global array "
"variable, if it is a text (string) variable."),
_("Global variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"));
extension
.AddExpression("GlobalVariableFirstNumber",
_("First number child"),
_("Value of the first element of a global array "
"variable, if it is a number variable"),
_("Global variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"));
.AddParameter("globalvar", _("Array variable"));
extension
.AddStrExpression(
"GlobalVariableLastString",
_("Last text child"),
_("Value of the last element of a global array variable, if "
"it is a text (string) variable."),
_("Global variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"));
extension
.AddExpression(
"GlobalVariableLastNumber",
_("Last number child"),
_("Value of the last element of a global array variable, if "
"it is a number variable"),
_("Global variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"));
extension
.AddExpression("GlobalVariableChildCount",
_("Number of children"),
_("Number of children in a global array or "
"structure variable"),
_("Global variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("globalvar", _("Array or structure variable"));
extension
.AddExpression("VariableChildCount",
_("Number of children of a scene variable"),
_("Get the number of children of a scene variable"),
_("Variables"),
_("Number of children"),
_("Number of children in a scene array or "
"structure variable"),
_("Scene variables/Arrays and structures"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));
.AddParameter("scenevar", _("Array or structure variable"));
extension
.AddExpression("Variable",
_("Value of a scene variable"),
_("Value of a scene variable"),
_("Variables"),
_("Number variable"),
_("Number value of a scene variable"),
_("Scene variables"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));
extension
.AddStrExpression("VariableString",
_("Text variable"),
_("Text of a scene variable"),
_("Text of a scene variable"),
_("Variables"),
_("Scene variables"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));
extension
.AddExpression("GlobalVariable",
_("Value of a global variable"),
_("Value of a global variable"),
_("Variables"),
_("Number variable"),
_("Number value of a global variable"),
_("Global variables"),
"res/actions/var.png")
.AddParameter("globalvar", _("Name of the global variable"));
extension
.AddStrExpression("GlobalVariableString",
_("Text variable"),
_("Text of a global variable"),
_("Text of a global variable"),
_("Variables"),
_("Global variables"),
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"));
#endif
}
} // namespace gd

View File

@@ -12,22 +12,28 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinWindow",
_("Window features"),
_("Built-in extension allowing to manipulate "
"the game window and canvas"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionInformation(
"BuiltinWindow",
_("Game window and resolution"),
"Provides actions and conditions to manipulate the game window. "
"Depending on the platform on which the game is running, not all of "
"these features can be applied.",
"Florian Rival",
"Open source (MIT License)")
.SetCategory("User interface")
.SetExtensionHelpPath("/all-features/window");
extension
.AddInstructionOrExpressionGroupMetadata(
_("Game window and resolution"))
.SetIcon("res/actions/window24.png");
#if defined(GD_IDE_ONLY)
extension
.AddAction(
"SetFullScreen",
_("De/activate fullscreen"),
_("This action activates or deactivates fullscreen."),
_("Activate fullscreen: _PARAM1_ (keep aspect ratio: _PARAM2_)"),
_("Game's window and resolution"),
"",
"res/actions/fullscreen24.png",
"res/actions/fullscreen.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -39,24 +45,23 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
.SetDefaultValue("yes");
extension
.AddCondition(
"IsFullScreen",
_("Fullscreen activated?"),
_("Check if the game is currently in fullscreen."),
_("The game is in fullscreen"),
_("Game's window and resolution"),
"res/actions/fullscreen24.png",
"res/actions/fullscreen.png")
.AddCondition("IsFullScreen",
_("Fullscreen activated?"),
_("Check if the game is currently in fullscreen."),
_("The game is in fullscreen"),
"",
"res/actions/fullscreen24.png",
"res/actions/fullscreen.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddAction("SetWindowMargins",
_("Change the window's margins"),
_("Window's margins"),
_("This action changes the margins, in pixels, between the "
"game frame and the window borders."),
_("Set margins of game window to "
"_PARAM1_;_PARAM2_;_PARAM3_;_PARAM4_"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -67,12 +72,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
extension
.AddAction("SetGameResolutionSize",
_("Change the resolution of the game"),
_("Game resolution"),
_("Changes the resolution of the game, effectively changing "
"the game area size. This won't change the size of the "
"window in which the game is running."),
_("Set game resolution to _PARAM1_x_PARAM2_"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -89,7 +94,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
"window size. Game resolution can still be updated."),
_("Set game window size to _PARAM1_x_PARAM2_ (also update game "
"resolution: _PARAM3_)"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -106,19 +111,19 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
"only works on Windows, macOS and Linux (not when the game "
"is executed in a web-browser or on iOS/Android)."),
_("Center the game window"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddAction("SetGameResolutionResizeMode",
_("Change the game resolution resize mode"),
_("Game resolution resize mode"),
_("Set if the width or the height of the game resolution "
"should be changed to fit the game window - or if the game "
"resolution should not be updated automatically."),
_("Set game resolution resize mode to _PARAM1_"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -139,7 +144,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
"be the case if the game resolution resize mode is "
"configured to adapt the width or the height of the game."),
_("Automatically adapt the game resolution: _PARAM1_"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -149,10 +154,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
extension
.AddAction("SetWindowIcon",
_("Change the window's icon"),
_("Window's icon"),
_("This action changes the icon of the game's window."),
_("Use _PARAM1_ as the icon for the game's window."),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -160,10 +165,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
extension
.AddAction("SetWindowTitle",
_("Change the window's title"),
_("Window's title"),
_("This action changes the title of the game's window."),
_("Change window title to _PARAM1_"),
_("Game's window and resolution"),
"",
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -174,7 +179,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
"SceneWindowWidth",
_("Width of the scene window"),
_("Width of the scene window (or scene canvas for HTML5 games)"),
_("Screen"),
"",
"res/window.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -183,7 +188,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
"SceneWindowHeight",
_("Height of the scene window"),
_("Height of the scene window (or scene canvas for HTML5 games)"),
_("Screen"),
"",
"res/window.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -191,30 +196,29 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
"ScreenWidth",
_("Width of the screen/page"),
_("Width of the screen (or the page for HTML5 games in browser)"),
_("Screen"),
"",
"res/display16.png");
extension.AddExpression(
"ScreenHeight",
_("Height of the screen/page"),
_("Height of the screen (or the page for HTML5 games in browser)"),
_("Screen"),
"",
"res/display16.png");
extension.AddExpression("ColorDepth",
_("Color depth"),
_("Color depth"),
_("Screen"),
"",
"res/display16.png");
extension
.AddStrExpression("WindowTitle",
_("Window's title"),
_("Window's title"),
_("Screen"),
"",
"res/window.png")
.AddCodeOnlyParameter("currentScene", "");
#endif
}
} // namespace gd

View File

@@ -4,18 +4,24 @@
* reserved. This project is released under the MIT License.
*/
#include "BehaviorMetadata.h"
#include <iostream>
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
#include "GDCore/Extensions/PlatformExtension.h"
#include "GDCore/Project/Behavior.h"
#include "GDCore/Project/BehaviorsSharedData.h"
#include "GDCore/Tools/Localization.h"
#include "GDCore/Tools/MakeUnique.h"
#include "GDCore/Tools/Log.h"
namespace gd {
BehaviorMetadata::BehaviorMetadata(
const gd::String& extensionNamespace_,
const gd::String& name_,
const gd::String& nameWithNamespace,
const gd::String& fullname_,
const gd::String& defaultName_,
const gd::String& description_,
@@ -25,21 +31,50 @@ BehaviorMetadata::BehaviorMetadata(
std::shared_ptr<gd::Behavior> instance_,
std::shared_ptr<gd::BehaviorsSharedData> sharedDatasInstance_)
: extensionNamespace(extensionNamespace_),
className(className_),
iconFilename(icon24x24),
instance(instance_),
sharedDatasInstance(sharedDatasInstance_) {
#if defined(GD_IDE_ONLY)
sharedDatasInstance(sharedDatasInstance_),
isEventBased(false) {
SetFullName(gd::String(fullname_));
SetDescription(gd::String(description_));
SetDefaultName(gd::String(defaultName_));
SetGroup(group_);
className = className_;
iconFilename = icon24x24;
#endif
if (instance) instance->SetTypeName(name_);
if (sharedDatasInstance) sharedDatasInstance->SetTypeName(name_);
if (!instance) {
gd::LogFatalError(
"Trying to create a BehaviorMetadata that has no "
"behavior. This will crash - please double check that the "
"BehaviorMetadata is valid for: " + nameWithNamespace);
}
if (instance) instance->SetTypeName(nameWithNamespace);
if (sharedDatasInstance) sharedDatasInstance->SetTypeName(nameWithNamespace);
}
BehaviorMetadata::BehaviorMetadata(
const gd::String& extensionNamespace,
const gd::String& nameWithNamespace,
const gd::String& fullname_,
const gd::String& defaultName_,
const gd::String& description_,
const gd::String& group_,
const gd::String& icon24x24_): BehaviorMetadata(
extensionNamespace,
nameWithNamespace,
fullname_,
defaultName_,
description_,
group_,
icon24x24_,
// Class name is the name, actually unused
defaultName_,
// It is only used to get the name for GetName.
gd::make_unique<gd::Behavior>("", nameWithNamespace),
nullptr){
isEventBased = true;
};
gd::InstructionMetadata& BehaviorMetadata::AddCondition(
const gd::String& name,
const gd::String& fullname,
@@ -48,7 +83,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddCondition(
const gd::String& group,
const gd::String& icon,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
gd::String nameWithNamespace =
extensionNamespace.empty() ? name : extensionNamespace + name;
conditionsInfos[nameWithNamespace] = InstructionMetadata(extensionNamespace,
@@ -62,7 +96,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddCondition(
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return conditionsInfos[nameWithNamespace];
#endif
}
gd::InstructionMetadata& BehaviorMetadata::AddAction(
@@ -73,7 +106,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddAction(
const gd::String& group,
const gd::String& icon,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
gd::String nameWithNamespace =
extensionNamespace.empty() ? name : extensionNamespace + name;
actionsInfos[nameWithNamespace] = InstructionMetadata(extensionNamespace,
@@ -87,7 +119,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddAction(
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return actionsInfos[nameWithNamespace];
#endif
}
gd::InstructionMetadata& BehaviorMetadata::AddScopedCondition(
@@ -98,7 +129,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddScopedCondition(
const gd::String& group,
const gd::String& icon,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
gd::String nameWithNamespace =
GetName() + gd::PlatformExtension::GetNamespaceSeparator() + name;
conditionsInfos[nameWithNamespace] = InstructionMetadata(extensionNamespace,
@@ -112,7 +142,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddScopedCondition(
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return conditionsInfos[nameWithNamespace];
#endif
}
gd::InstructionMetadata& BehaviorMetadata::AddScopedAction(
@@ -123,7 +152,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddScopedAction(
const gd::String& group,
const gd::String& icon,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
gd::String nameWithNamespace =
GetName() + gd::PlatformExtension::GetNamespaceSeparator() + name;
actionsInfos[nameWithNamespace] = InstructionMetadata(extensionNamespace,
@@ -137,7 +165,6 @@ gd::InstructionMetadata& BehaviorMetadata::AddScopedAction(
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return actionsInfos[nameWithNamespace];
#endif
}
gd::ExpressionMetadata& BehaviorMetadata::AddExpression(
@@ -146,15 +173,17 @@ gd::ExpressionMetadata& BehaviorMetadata::AddExpression(
const gd::String& description,
const gd::String& group,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
// Be careful, behaviors expression do not have namespace ( not necessary as
// we refer to the auomatism name in the expression )
expressionsInfos[name] =
ExpressionMetadata(
extensionNamespace, name, fullname, description, group, smallicon)
.SetHelpPath(GetHelpPath());
// Be careful, behaviors expression do not have namespace (not necessary as
// we refer to the behavior name in the expression).
expressionsInfos[name] = ExpressionMetadata("number",
extensionNamespace,
name,
fullname,
description,
group,
smallicon)
.SetHelpPath(GetHelpPath());
return expressionsInfos[name];
#endif
}
gd::ExpressionMetadata& BehaviorMetadata::AddStrExpression(
@@ -163,58 +192,226 @@ gd::ExpressionMetadata& BehaviorMetadata::AddStrExpression(
const gd::String& description,
const gd::String& group,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
// Be careful, behaviors expression do not have namespace ( not necessary as
// we refer to the auomatism name in the expression )
strExpressionsInfos[name] =
ExpressionMetadata(
extensionNamespace, name, fullname, description, group, smallicon)
.SetHelpPath(GetHelpPath());
// Be careful, behaviors expression do not have namespace (not necessary as
// we refer to the behavior name in the expression).
strExpressionsInfos[name] = ExpressionMetadata("string",
extensionNamespace,
name,
fullname,
description,
group,
smallicon)
.SetHelpPath(GetHelpPath());
return strExpressionsInfos[name];
#endif
}
gd::MultipleInstructionMetadata BehaviorMetadata::AddExpressionAndCondition(
const gd::String& type,
const gd::String& name,
const gd::String& fullname,
const gd::String& descriptionSubject,
const gd::String& sentenceName,
const gd::String& group,
const gd::String& icon) {
gd::String expressionDescriptionTemplate = _("Return <subject>.");
auto& expression =
type == "number"
? AddExpression(name,
fullname,
expressionDescriptionTemplate.FindAndReplace(
"<subject>", descriptionSubject),
group,
icon)
: AddStrExpression(name,
fullname,
expressionDescriptionTemplate.FindAndReplace(
"<subject>", descriptionSubject),
group,
icon);
gd::String conditionDescriptionTemplate = _("Compare <subject>.");
auto& condition =
AddScopedCondition(name,
fullname,
conditionDescriptionTemplate.FindAndReplace(
"<subject>", descriptionSubject),
sentenceName,
group,
icon,
icon);
return MultipleInstructionMetadata::WithExpressionAndCondition(expression,
condition);
}
gd::MultipleInstructionMetadata
BehaviorMetadata::AddExpressionAndConditionAndAction(
const gd::String& type,
const gd::String& name,
const gd::String& fullname,
const gd::String& descriptionSubject,
const gd::String& sentenceName,
const gd::String& group,
const gd::String& icon) {
if (type != "number" && type != "string" && type != "boolean") {
gd::LogError(
"Unrecognised type passed to AddExpressionAndConditionAndAction: " +
type + ". Verify this type is valid and supported.");
}
gd::String conditionDescriptionTemplate =
type == "boolean" ? _("Check if <subject>.") : _("Compare <subject>.");
auto& condition =
AddScopedCondition(name,
fullname,
conditionDescriptionTemplate.FindAndReplace(
"<subject>", descriptionSubject),
sentenceName,
group,
icon,
icon);
gd::String actionDescriptionTemplate = type == "boolean"
? _("Set (or unset) if <subject>.")
: _("Change <subject>.");
auto& action = AddScopedAction(
"Set" + name,
fullname,
actionDescriptionTemplate.FindAndReplace("<subject>", descriptionSubject),
sentenceName,
group,
icon,
icon);
if (type == "boolean") {
return MultipleInstructionMetadata::WithConditionAndAction(condition, action);
}
gd::String expressionDescriptionTemplate = _("Return <subject>.");
auto& expression =
type == "number"
? AddExpression(name,
fullname,
expressionDescriptionTemplate.FindAndReplace(
"<subject>", descriptionSubject),
group,
icon)
: AddStrExpression(name,
fullname,
expressionDescriptionTemplate.FindAndReplace(
"<subject>", descriptionSubject),
group,
icon);
return MultipleInstructionMetadata::WithExpressionAndConditionAndAction(
expression, condition, action);
}
gd::InstructionMetadata& BehaviorMetadata::AddDuplicatedAction(
const gd::String& newActionName, const gd::String& copiedActionName) {
gd::String newNameWithNamespace = extensionNamespace + newActionName;
gd::String copiedNameWithNamespace = extensionNamespace + copiedActionName;
auto copiedAction = actionsInfos.find(copiedNameWithNamespace);
if (copiedAction == actionsInfos.end()) {
gd::LogWarning("Could not find an action with name " +
copiedNameWithNamespace + " to copy.");
} else {
actionsInfos[newNameWithNamespace] = copiedAction->second;
}
return actionsInfos[newNameWithNamespace];
}
gd::InstructionMetadata& BehaviorMetadata::AddDuplicatedCondition(
const gd::String& newConditionName, const gd::String& copiedConditionName) {
gd::String newNameWithNamespace = extensionNamespace + newConditionName;
gd::String copiedNameWithNamespace = extensionNamespace + copiedConditionName;
auto copiedCondition = conditionsInfos.find(copiedNameWithNamespace);
if (copiedCondition == conditionsInfos.end()) {
gd::LogWarning("Could not find a condition with name " +
copiedNameWithNamespace + " to copy.");
} else {
conditionsInfos[newNameWithNamespace] = copiedCondition->second;
}
return conditionsInfos[newNameWithNamespace];
}
gd::ExpressionMetadata& BehaviorMetadata::AddDuplicatedExpression(
const gd::String& newExpressionName,
const gd::String& copiedExpressionName) {
gd::String newNameWithNamespace = extensionNamespace + newExpressionName;
gd::String copiedNameWithNamespace =
extensionNamespace + copiedExpressionName;
auto copiedExpression = expressionsInfos.find(copiedNameWithNamespace);
if (copiedExpression == expressionsInfos.end()) {
gd::LogWarning("Could not find an expression with name " +
copiedNameWithNamespace + " to copy.");
} else {
expressionsInfos[newNameWithNamespace] = copiedExpression->second;
}
return expressionsInfos[newNameWithNamespace];
}
gd::ExpressionMetadata& BehaviorMetadata::AddDuplicatedStrExpression(
const gd::String& newExpressionName,
const gd::String& copiedExpressionName) {
gd::String newNameWithNamespace = extensionNamespace + newExpressionName;
gd::String copiedNameWithNamespace =
extensionNamespace + copiedExpressionName;
auto copiedExpression = strExpressionsInfos.find(copiedNameWithNamespace);
if (copiedExpression == strExpressionsInfos.end()) {
gd::LogWarning("Could not find a string expression with name " +
copiedNameWithNamespace + " to copy.");
} else {
strExpressionsInfos[newNameWithNamespace] = copiedExpression->second;
}
return strExpressionsInfos[newNameWithNamespace];
}
BehaviorMetadata& BehaviorMetadata::SetFullName(const gd::String& fullname_) {
#if defined(GD_IDE_ONLY)
fullname = fullname_;
#endif
return *this;
}
BehaviorMetadata& BehaviorMetadata::SetDefaultName(
const gd::String& defaultName_) {
#if defined(GD_IDE_ONLY)
defaultName = defaultName_;
#endif
return *this;
}
BehaviorMetadata& BehaviorMetadata::SetDescription(
const gd::String& description_) {
#if defined(GD_IDE_ONLY)
description = description_;
#endif
return *this;
}
BehaviorMetadata& BehaviorMetadata::SetGroup(const gd::String& group_) {
#if defined(GD_IDE_ONLY)
group = group_;
#endif
return *this;
}
BehaviorMetadata& BehaviorMetadata::SetIncludeFile(
const gd::String& includeFile) {
#if defined(GD_IDE_ONLY)
includeFiles.clear();
includeFiles.push_back(includeFile);
#endif
return *this;
}
BehaviorMetadata& BehaviorMetadata::AddIncludeFile(
const gd::String& includeFile) {
#if defined(GD_IDE_ONLY)
if (std::find(includeFiles.begin(), includeFiles.end(), includeFile) ==
includeFiles.end())
includeFiles.push_back(includeFile);
#endif
return *this;
}
BehaviorMetadata& BehaviorMetadata::AddRequiredFile(
const gd::String& requiredFile) {
if (std::find(requiredFiles.begin(), requiredFiles.end(), requiredFile) ==
requiredFiles.end())
requiredFiles.push_back(requiredFile);
return *this;
}
@@ -222,4 +419,26 @@ const gd::String& BehaviorMetadata::GetName() const {
return instance->GetTypeName();
}
gd::Behavior& BehaviorMetadata::Get() const {
if (isEventBased) {
gd::LogFatalError("Error: Event-based behaviors don't have blueprint. "
"This method should not never be called.");
}
if (!instance) {
gd::LogFatalError(
"Trying to get a behavior from a BehaviorMetadata that has no "
"behavior. This will crash - please double check that the "
"BehaviorMetadata is valid for: " + className);
}
return *instance;
}
gd::BehaviorsSharedData* BehaviorMetadata::GetSharedDataInstance() const {
if (isEventBased) {
gd::LogFatalError("Error: Event-based behaviors don't have blueprint. "
"This method should not never be called.");
}
return sharedDatasInstance.get();
}
} // namespace gd

View File

@@ -6,12 +6,14 @@
#ifndef BEHAVIORMETADATA_H
#define BEHAVIORMETADATA_H
#include <map>
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/String.h"
namespace gd {
class Behavior;
class BehaviorsSharedData;
class MultipleInstructionMetadata;
class InstructionMetadata;
class ExpressionMetadata;
} // namespace gd
@@ -27,7 +29,7 @@ class GD_CORE_API BehaviorMetadata {
public:
BehaviorMetadata(
const gd::String& extensionNamespace,
const gd::String& name_,
const gd::String& nameWithNamespace,
const gd::String& fullname_,
const gd::String& defaultName_,
const gd::String& description_,
@@ -36,12 +38,28 @@ class GD_CORE_API BehaviorMetadata {
const gd::String& className_,
std::shared_ptr<gd::Behavior> instance,
std::shared_ptr<gd::BehaviorsSharedData> sharedDatasInstance);
/**
* \brief Construct a behavior metadata, without "blueprint" behavior.
*
* \note This is used by events based behaviors.
*/
BehaviorMetadata(
const gd::String& extensionNamespace,
const gd::String& nameWithNamespace,
const gd::String& fullname_,
const gd::String& defaultName_,
const gd::String& description_,
const gd::String& group_,
const gd::String& icon24x24_);
BehaviorMetadata(){};
virtual ~BehaviorMetadata(){};
/**
* Declare a new condition as being part of the behavior.
* \deprecated Prefer using `AddScopedCondition`.
* \deprecated Prefer using `AddScopedCondition`, to properly namespace
* the condition.
*/
gd::InstructionMetadata& AddCondition(const gd::String& name_,
const gd::String& fullname_,
@@ -53,7 +71,8 @@ class GD_CORE_API BehaviorMetadata {
/**
* Declare a new action as being part of the behavior.
* \deprecated Prefer using `AddScopedAction`.
* \deprecated Prefer using `AddScopedAction`, to properly namespace
* the action.
*/
gd::InstructionMetadata& AddAction(const gd::String& name_,
const gd::String& fullname_,
@@ -67,23 +86,23 @@ class GD_CORE_API BehaviorMetadata {
* Declare a new condition as being part of the behavior.
*/
gd::InstructionMetadata& AddScopedCondition(const gd::String& name_,
const gd::String& fullname_,
const gd::String& description_,
const gd::String& sentence_,
const gd::String& group_,
const gd::String& icon_,
const gd::String& smallicon_);
const gd::String& fullname_,
const gd::String& description_,
const gd::String& sentence_,
const gd::String& group_,
const gd::String& icon_,
const gd::String& smallicon_);
/**
* Declare a new action as being part of the behavior.
*/
gd::InstructionMetadata& AddScopedAction(const gd::String& name_,
const gd::String& fullname_,
const gd::String& description_,
const gd::String& sentence_,
const gd::String& group_,
const gd::String& icon_,
const gd::String& smallicon_);
const gd::String& fullname_,
const gd::String& description_,
const gd::String& sentence_,
const gd::String& group_,
const gd::String& icon_,
const gd::String& smallicon_);
/**
* Declare a new action as being part of the extension.
*/
@@ -102,6 +121,78 @@ class GD_CORE_API BehaviorMetadata {
const gd::String& group_,
const gd::String& smallicon_);
/**
* \brief Declare a new expression and condition as being part of the
* behavior.
* \note It's recommended to use this function to avoid declaring twice a
* similar expression/condition.
*/
gd::MultipleInstructionMetadata AddExpressionAndCondition(
const gd::String& type,
const gd::String& name,
const gd::String& fullname,
const gd::String& description,
const gd::String& sentenceName,
const gd::String& group,
const gd::String& icon);
/**
* \brief Declare a new expression, condition and action as being part of the
* behavior.
* \note The action name is prefixed by "Set" (and the namespace, as the
* condition).
* \note It's recommended to use this function to avoid declaring 3 times a
* similar expression/condition/action.
*/
gd::MultipleInstructionMetadata AddExpressionAndConditionAndAction(
const gd::String& type,
const gd::String& name,
const gd::String& fullname,
const gd::String& description,
const gd::String& sentenceName,
const gd::String& group,
const gd::String& icon);
/**
* \brief Create a new action which is the duplicate of the specified one.
*
* Useful for handling a deprecated action that is just a "copy" of the new
* one.
*/
gd::InstructionMetadata& AddDuplicatedAction(
const gd::String& newActionName, const gd::String& copiedActionName);
/**
* \brief Create a new condition which is the duplicate of the specified one.
*
* Useful for handling a deprecated condition that is just a "copy" of the new
* one.
*/
gd::InstructionMetadata& AddDuplicatedCondition(
const gd::String& newConditionName,
const gd::String& copiedConditionName);
/**
* \brief Create a new expression which is the duplicate of the specified one.
*
* Useful for handling a deprecated expression that is just a "copy" of the
* new one.
*/
gd::ExpressionMetadata& AddDuplicatedExpression(
const gd::String& newExpressionName,
const gd::String& copiedExpressionName);
/**
* \brief Create a new string expression which is the duplicate of the
* specified one.
*
* Useful for handling a deprecated string expression that is just a "copy" of
* the new one.
*/
gd::ExpressionMetadata& AddDuplicatedStrExpression(
const gd::String& newExpressionName,
const gd::String& copiedExpressionName);
BehaviorMetadata& SetFullName(const gd::String& fullname_);
BehaviorMetadata& SetDefaultName(const gd::String& defaultName_);
BehaviorMetadata& SetDescription(const gd::String& description_);
@@ -120,12 +211,21 @@ class GD_CORE_API BehaviorMetadata {
BehaviorMetadata& AddIncludeFile(const gd::String& includeFile);
/**
* Get the help path of the behavior, relative to the GDevelop documentation root.
* \brief Add a file to the already existing required files.
* \note These files are required for the behavior to work,
* but they are not executable.
*/
BehaviorMetadata& AddRequiredFile(const gd::String& requiredFile);
/**
* Get the help path of the behavior, relative to the GDevelop documentation
* root.
*/
const gd::String& GetHelpPath() const { return helpPath; }
/**
* Set the help path of the behavior, relative to the GDevelop documentation root.
* Set the help path of the behavior, relative to the GDevelop documentation
* root.
*
* The behavior instructions will have this help path set by
* default, unless you call SetHelpPath on them.
@@ -136,7 +236,6 @@ class GD_CORE_API BehaviorMetadata {
}
const gd::String& GetName() const;
#if defined(GD_IDE_ONLY)
const gd::String& GetFullName() const { return fullname; }
const gd::String& GetDefaultName() const { return defaultName; }
const gd::String& GetDescription() const { return description; }
@@ -157,45 +256,84 @@ class GD_CORE_API BehaviorMetadata {
* \note An empty string means the base object, so any object.
*/
const gd::String& GetObjectType() const { return objectType; }
#endif
/**
* Check if the behavior is private - it can't be used outside of its
* extension.
*/
bool IsPrivate() const { return isPrivate; }
/**
* Set that the behavior is private - it can't be used outside of its
* extension.
*/
BehaviorMetadata &SetPrivate() {
isPrivate = true;
return *this;
}
/**
* \brief Return the associated gd::Behavior, handling behavior contents.
*
* \note Returns a dumb Behavior for events based behaviors as CustomBehavior
* are using EventBasedBehavior.
*/
gd::Behavior& Get() const { return *instance; }
gd::Behavior& Get() const;
/**
* \brief Return the associated gd::BehaviorsSharedData, handling behavior
* shared data, if any (nullptr if none).
*
* \note Returns nullptr for events based behaviors as they don't declare
* shared data yet.
*/
gd::BehaviorsSharedData* GetSharedDataInstance() const {
return sharedDatasInstance.get();
}
gd::BehaviorsSharedData* GetSharedDataInstance() const;
/**
* \brief Return a reference to a map containing the names of the actions
* (as keys) and the metadata associated with (as values).
*/
std::map<gd::String, gd::InstructionMetadata>& GetAllActions() { return actionsInfos; };
/**
* \see gd::PlatformExtension::GetAllActions
*/
std::map<gd::String, gd::InstructionMetadata>& GetAllConditions() { return conditionsInfos; };
/**
* \see gd::PlatformExtension::GetAllActions
*/
std::map<gd::String, gd::ExpressionMetadata>& GetAllExpressions() { return expressionsInfos; };
/**
* \see gd::PlatformExtension::GetAllActions
*/
std::map<gd::String, gd::ExpressionMetadata>& GetAllStrExpressions() { return strExpressionsInfos; };
#if defined(GD_IDE_ONLY)
std::map<gd::String, gd::InstructionMetadata> conditionsInfos;
std::map<gd::String, gd::InstructionMetadata> actionsInfos;
std::map<gd::String, gd::ExpressionMetadata> expressionsInfos;
std::map<gd::String, gd::ExpressionMetadata> strExpressionsInfos;
std::vector<gd::String> includeFiles;
std::vector<gd::String> requiredFiles;
gd::String className;
#endif
private:
gd::String extensionNamespace;
gd::String helpPath;
#if defined(GD_IDE_ONLY)
gd::String fullname;
gd::String defaultName;
gd::String description;
gd::String group;
gd::String iconFilename;
gd::String objectType;
#endif
bool isPrivate = false;
// TODO: Nitpicking: convert these to std::unique_ptr to clarify ownership.
std::shared_ptr<gd::Behavior> instance;
std::shared_ptr<gd::BehaviorsSharedData> sharedDatasInstance;
bool isEventBased;
};
} // namespace gd

View File

@@ -19,6 +19,14 @@ namespace gd {
*/
class GD_CORE_API DependencyMetadata {
public:
/**
* Construct a new dependency metadata, though you probably want to call
* `AddDependency` on gd::PlatformExtension.
*
* \see gd::PlatformExtension
*/
DependencyMetadata() : onlyIfSomeExtraSettingsNonEmpty(false){};
/**
* \brief Sets the name shown to users.
*/
@@ -54,7 +62,7 @@ class GD_CORE_API DependencyMetadata {
};
/**
* \brief Sets the type of dependecy (what will be used to install it)
* \brief Sets the type of dependency (what will be used to install it)
*
* This can either be "npm" or "cordova" for now.
*/
@@ -77,24 +85,38 @@ class GD_CORE_API DependencyMetadata {
};
/**
* \brief Mark the dependency to be included in the export only if the
* specified setting is not empty.
*
* If this is called for multiple settings, all settings must be fulfilled for
* the dependency to be exported.
* \brief Mark the dependency to be included in the export only if at least
* one of the extra settings is set.
*/
DependencyMetadata& OnlyIfExtraSettingIsNonEmpty(
const gd::String& settingName) {
nonEmptyExtraSettingsForExport.insert(settingName);
DependencyMetadata& OnlyIfSomeExtraSettingsNonEmpty() {
onlyIfSomeExtraSettingsNonEmpty = true;
return *this;
};
/**
* \brief Get the list of extra settings that must be fulfilled for the
* dependency to be exported.
* \brief Check if at least one of the extra settings must be set for the
* dependency to be included in the export.
*/
const std::set<gd::String>& GetRequiredExtraSettingsForExport() const {
return nonEmptyExtraSettingsForExport;
bool IsOnlyIfSomeExtraSettingsNonEmpty() const {
return onlyIfSomeExtraSettingsNonEmpty;
};
/**
* \brief Mark the dependency to be included in the export only if one other
* dependency is included in the export.
*/
DependencyMetadata& OnlyIfOtherDependencyIsExported(
const gd::String& otherDependency) {
onlyIfOtherDependencyIsExported = otherDependency;
return *this;
};
/**
* \brief Get the name of another dependency that must be exported to have
* this one also exported.
*/
const gd::String& GetOtherDependencyThatMustBeExported() const {
return onlyIfOtherDependencyIsExported;
};
const gd::String& GetName() const { return name; };
@@ -111,6 +133,10 @@ class GD_CORE_API DependencyMetadata {
return extraData;
}
void CopyFrom(const DependencyMetadata& dependencyMetadata) {
*this = dependencyMetadata;
}
private:
gd::String name; ///< The name of the dependency.
gd::String exportName; ///< The name used to install the package (example:
@@ -120,10 +146,10 @@ class GD_CORE_API DependencyMetadata {
std::map<gd::String, gd::PropertyDescriptor>
extraData; ///< Contains dependency type specific additional parameters
///< for the dependency.
std::set<gd::String>
nonEmptyExtraSettingsForExport; ///< The set of extra settings that must
///< be non empty for this dependency to
///< be included by the exporter.
bool onlyIfSomeExtraSettingsNonEmpty; ///< If true, only use this dependency
///< if at least one of the extra
///< settings is set.
gd::String onlyIfOtherDependencyIsExported;
};
} // namespace gd
#endif // DEPENDENCYMETADATA_H

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