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1370 Commits

Author SHA1 Message Date
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
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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)
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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)
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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)
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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)
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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.
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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
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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
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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
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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
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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
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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
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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)
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2021-01-30 15:39:03 +01:00
Florian Rival
c0d433f363 Refactor ParameterMetadata to be in its own file
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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
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2021-01-28 22:28:09 +00:00
Florian Rival
1a26bb748e Fix Flow restarting whenever a change is made in GDJS
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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)
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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
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2021-01-23 13:00:17 +00:00
Florian Rival
e914da09c8 Fix pasting actions/conditions/events
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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
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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
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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.

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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
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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
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2021-01-08 19:55:23 +01:00
Florian Rival
65d3688052 Fix duplicate classes in the generated GDJS documentation
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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
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2021-01-08 19:55:13 +01:00
Florian Rival
638380c442 Add @ts-nocheck on some files to be converted later
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2021-01-08 19:55:10 +01:00
Florian Rival
ec73cc797e Fix Effects typing
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2021-01-08 19:55:08 +01:00
Florian Rival
9bb431e822 Fix TypeScript in FacebookInstantGames extension
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2021-01-08 19:55:04 +01:00
Florian Rival
7ef2e40066 Add more various fixes for TypeScript and code style
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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
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2021-01-08 19:54:33 +01:00
Florian Rival
c50f2ad2c2 Add codemod to translate files to TypeScript with additional typings
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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.

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2021-01-03 19:05:51 +01:00
Florian Rival
0b4e92651f Bump newIDE version 2021-01-03 14:37:20 +01:00
Florian Rival
329672d283 Log the time for the notarization process
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2021-01-01 21:00:03 +01:00
Florian Rival
139d0a6cea Update translations 2021-01-01 19:19:51 +01:00
Florian Rival
2da45c9691 Add missing translation marker
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2021-01-01 18:17:08 +01:00
Bouh
11e0059e89 Fix warnings 2020-12-31 16:41:12 +01:00
Aurélien Vivet
dbf2086318 Add missing translation tags for advanced events types (#2160) 2020-12-30 21:38:16 +01:00
Florian Rival
f7405839d3 Fix project not added to the list of recent projects after saving as a new file
* Also increase the size of the list of recent projects to 20 projects, instead of 5.
2020-12-29 23:25:22 +01:00
Florian Rival
e2943173be Fix extra spaces after colon and formatting
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2020-12-29 22:42:53 +01:00
Aurélien Vivet
0944ba18df Typo fix
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2020-12-29 22:39:17 +01:00
Florian Rival
e5ef299390 Update links in the Readme 2020-12-28 13:58:20 +01:00
Aurélien Vivet
64be893296 Typo fix
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2020-12-26 20:03:23 +01:00
Florian Rival
b6f0edf199 Add Box2D global variable declaration for TypeScript
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2020-12-24 14:28:45 +01:00
Florian Rival
0e4474c81d Normalize some typedefs and var declarations
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2020-12-24 14:18:13 +01:00
Florian Rival
da6aa18963 Add more documentation and type annotations to gdjs.SceneStack
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2020-12-24 14:07:30 +01:00
Aurélien Vivet
c2ab1bafed Add an action to change the ambient color of a lighting layer (#2149) 2020-12-23 22:02:42 +01:00
Florian Rival
105171e76b Move typedef to top of file
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2020-12-23 18:41:37 +01:00
Florian Rival
902228ef03 Autoformat runtimebehavior.js and separate typedefs into separate comments for easier parsing
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2020-12-23 18:29:31 +01:00
Florian Rival
e855bff28a Fix compatibility with Node.js 14
* Update Firebase dependencies to 8.0.2
* Update shelljs to 0.8.4 to avoid warnings

Only show in developer changelog
2020-12-22 17:36:46 +01:00
Florian Rival
15db3de2bd Fix table and markdown rendering after themes update
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2020-12-21 20:09:32 +01:00
Gabriel
100b902478 Add OS generated files to .gitignore (#2144)
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Co-authored-by: The Gem Dev <53819287+the-gem-dev@users.noreply.github.com>
2020-12-21 19:23:43 +01:00
Dhruv Kapur
ea0ba1438d Add an expression to get the zoom of a camera on a layer: CameraZoom (#2145) 2020-12-20 17:43:20 +01:00
Florian Rival
903d4f8a65 Add Space Shooter to the list of tutorials 2020-12-19 12:14:55 +01:00
Florian Rival
e871a885a5 Fix some theme colors and theme in Storybook
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2020-12-18 22:15:45 +01:00
Ryan Anders
d8284d3e9b Simplify new themes creation: all themes now need just a single JSON file to be created (#2127) 2020-12-18 22:13:25 +01:00
Florian Rival
30f96205cb Make storage related actions resilient when the player disabled access to storage (like in Incognito mode in browsers) 2020-12-18 01:44:56 +01:00
Florian Rival
c1cbe951ac Improve docs, remove Cocos related classes from docs
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2020-12-18 01:16:28 +01:00
Florian Rival
a5fe658671 Improve docs
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2020-12-18 00:56:04 +01:00
Florian Rival
d8dadf9698 Improve docs and resilience against restricted localStorage access.
Don't show in changelog
2020-12-18 00:51:51 +01:00
Florian Rival
0c6511ac69 Modify tags in extensions made in the editor so that they are stored as an array of strings
Only show in developer changelog
2020-12-17 22:08:53 +01:00
Florian Rival
664b18556e Rework the extension search to be more powerful and similar to the Asset Store (#2140)
* Also improve the display of the icons and the descriptions of the extensions
* After installing a behavior, automatically navigate back to the list of behaviors
2020-12-16 21:13:34 +01:00
Florian Rival
2911297b18 Update Tetris demo 2020-12-16 08:34:52 +01:00
Florian Rival
08ac66fa7d Fix CircleCI workflow (#2134)
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2020-12-13 18:58:42 +01:00
Florian Rival
f500196ab2 Fix bad links in extension descriptions that would reload GDevelop 2020-12-12 17:20:38 +01:00
Florian Rival
b9cc5108a7 Fix games not working on iOS when exported from Windows 2020-12-12 16:47:20 +01:00
Florian Rival
1d9ce755e1 Fix platformer parallax not covering the whole screen size when the layer is zoomed-in
Don't show in changelog
2020-12-12 15:33:07 +01:00
Florian Rival
9a55feec9f Update the Firebase example
Don't show in changelog
2020-12-11 23:04:01 +01:00
Arthur Pacaud
ce38a7bbce Add support for using Google Firebase with your game (#1694)
* Use Firebase Analytics
* Store your game configuration in Firebase Remote Config
* Authentification, by email (or using providers like Google, Facebook **for browser games only**)
* Report measures to the Remote performance measurer
* Launch Firebase Functions
* Use the online Database (Firestore) and the Realtime Database
* Store data in the Online Filesystem.
2020-12-11 22:49:29 +01:00
Florian Rival
6a50183784 Fix description of mouse joint action 2020-12-11 09:46:33 +01:00
Jeremy Kahn
323d20130c Upgrade the Tween behavior internal engine "Shifty" to 2.14.1 (#2128)
* This brings performance improvements to the tweens and less memory usage
2020-12-11 09:33:11 +01:00
Florian Rival
275f699c5c Update the link to the platformer tutorial
* Thanks to David Turnbull for rewriting this tutorial as part of the Google Season of Docs program!
2020-12-10 09:12:09 +01:00
Florian Rival
352ac4b57c Update Tetris Demo 2020-12-10 09:10:19 +01:00
Florian Rival
285a46c596 Fix flow 2020-12-10 09:07:31 +01:00
Florian Rival
96dfd8a106 Allow line breaks to be displayed in the action/condition description 2020-12-09 22:17:45 +01:00
Florian Rival
71f61513de Add support for setting a help page for extensions made in the editor 2020-12-05 16:50:09 +01:00
Florian Rival
ab9431daa7 Fix missing icon sizes when exporting to iOS 2020-12-03 22:47:07 +01:00
Florian Rival
ac504ce485 Fix games not running when exported to iOS and built with Cordova/XCode
We're using cordova-plugin-ionic-webview which is maintained by the Ionic team and works out of the box on iOS (and Android) by serving files using a local server. Otherwise, WKWebView on iOS is not supporting loading local files (from file:// scheme). Not other alternative seem to be robust (for example cordova-plugin-wkwebview-file-xhr won't work properly with images to load). See the Ionic Webview test suite for en exhaustive list of everything that was tested: https://docs.google.com/document/d/19VQ-n7hGr9IDPPstQqU8_8WgqUh7R6sgQfL2neoT-Xw/edit
2020-12-03 20:37:05 +01:00
Florian Rival
1f0165cda7 Fix gravity and time scale Physics engine actions missing an object in the events sheet 2020-12-01 09:35:13 +01:00
Florian Rival
1b8521b991 Add Tetris demo to examples 2020-12-01 09:08:43 +01:00
Florian Rival
c30687693a Fix wav files not being played on Safari 14 2020-11-30 14:22:43 +01:00
Arthur Pacaud
c5fe498a1f Add a for each structure event (#2113)
* Add a for each structure event

* Apply review instructions to newIDE

* Fix naming in code generator

* Rename ForEachStructure

--> ForEachChildVariable

* Rename Structure and Variable

--> IterableVariableName and IteratorVariableName

* Delete old file

* Fix flow typing

* Remove unecessary includes

* Add key iterator, make iterators optional

* Clean up ForEachChildVariableEvent.js

* Add method on gdjs.Variable to replace children

* Add word warp to the event label
2020-11-29 18:50:07 +00:00
Florian Rival
c7907793ac Bump newIDE version 2020-11-27 09:54:33 +00:00
Florian Rival
2b156ef147 Add action to disable metrics 2020-11-26 15:27:47 +00:00
Florian Rival
f650a6aa9c Add support for registering a game and viewing its recorded metrics 2020-11-25 20:29:26 +00:00
Florian Rival
5d62f0c926 Send anonymous metrics when a game session starts
This allows to surface to game developers basic metrics, without using a third party or compromising the player privacy and without risking reducing the game performance.
2020-11-25 20:29:26 +00:00
Florian Rival
449a1f5da9 Increase the number of extensions shown in the Extensions search at once
Don't show in changelog
2020-11-25 17:36:18 +00:00
Florian Rival
a0e0fdf6e1 Add support for yes/no (or true/false) parameters for extensions made in the editor 2020-11-22 14:27:59 +00:00
Arthur Pacaud
036f384ff9 Fix lights crashing the game when WebGL is not supported (#2107) 2020-11-22 12:38:02 +00:00
Florian Rival
b42abf0cd8 Fix compilation 2020-11-20 09:22:58 +00:00
Florian Rival
ee699d3870 Fix warnings 2020-11-20 09:15:04 +00:00
Florian Rival
346eed3779 Improve UI of the dialog to edit the grid of the scene editor
Don't show in changelog
2020-11-20 09:10:36 +00:00
Sebastian Sangervasi
ef6f491fb4 Add an option to choose the color of the grid shown in the scene editor (#2104)
Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
2020-11-20 08:57:44 +00:00
Florian Rival
ee6043477b Add projectUuid to help identifying projects uniquely
Can be useful for online services that need a way to identify a game uniquely
2020-11-18 21:59:18 +00:00
Florian Rival
deddfdc4cf Fix ObjectVarToJSON expression not working
Fix #2097
2020-11-16 23:03:49 +00:00
Arthur Pacaud
6ad69d4c74 Allow to specify a list of options for parameters of an action/condition of an extension made in the editor (#2046) 2020-11-15 12:37:48 +00:00
Florian Rival
6446bb20a0 Add workflow to automatically close bug reports that are not detailed
Don't show in changelog
2020-11-15 11:33:17 +00:00
Harsimran Singh Virk
015f9f64c7 Fix custom textures not working for light objects (#2090) 2020-11-14 14:52:11 +00:00
Florian Rival
74e5b30fd1 Simplify usage of some React contexts in MainFrame
Don't show in changelog
2020-11-12 22:42:59 +00:00
Florian Rival
057c0a1d13 Add support for the Asset Store on the desktop app
Also:
* Automatically download resources when a project made on the web-app is opened on the desktop-app
* Rework loader for when opening a project or launching a preview
* Shorten names for resources added from the resource store, in the web-app
2020-11-12 21:14:18 +00:00
Florian Rival
7f6c9923dc Fix changing opacity of Sprite objects not working for objects outside of the screen
Fix #2087
2020-11-12 09:18:01 +00:00
Arthur Pacaud
3dae7c1899 Add VS Code tasks for most common development tasks (#2083)
Only show in the developer changelog
2020-11-11 08:47:27 +00:00
Florian Rival
04c2abd508 Remove "projectFile" field from the project json files 2020-11-08 20:46:13 +00:00
Florian Rival
d82fd79186 Update some examples
Don't show in changelog
2020-11-07 15:33:17 +00:00
Florian Rival
fe312e0bf6 Add action/condition/expression to change the default Z order of objects created on a layer 2020-11-07 15:33:17 +00:00
Florian Rival
ad22a83680 Set objects created from events Z order so that they appear in front of objects that were on the scene at its startup 2020-11-07 15:33:17 +00:00
Florian Rival
ac32b677b0 Remove deprecated fields from project serialized json
Don't show in changelog
2020-11-07 15:33:17 +00:00
Florian Rival
902bc8a510 Move types definition of EventsFunctionContext to GDJS/Runtime
Don't show in changelog
2020-11-07 15:33:17 +00:00
Florian Rival
804c9563a1 Show a split button with a dropdown menu instead of a separate button to add a lighting layer
Don't show in changelog
2020-11-07 00:30:21 +00:00
Florian Rival
64996b5f7d Add an editor showing properties and effects for a layer (lighting layer or not) 2020-11-07 00:30:21 +00:00
Florian Rival
5fdf7be698 Fix re-opening last edited project not working on the web-app when using Google Drive as storage 2020-11-05 21:59:01 +00:00
Florian Rival
a869fc14f9 Fix proportional resize on the scene editor on touchscreens 2020-11-04 23:56:16 +00:00
Florian Rival
ae8a26b3f9 Try to workaround a Linux mouse freeze when renaming an item using an invalid name 2020-11-03 23:30:21 +00:00
Florian Rival
aaec53faaa Allow extensions to have icons set from an icon library 2020-11-03 22:16:22 +00:00
Florian Rival
bc56f820b3 Fix expression to read the window title crashing the game 2020-11-03 22:11:27 +00:00
Florian Rival
2c93c948bf Refactor to use shouldValidate instead of hardcoded key codes
Don't show in changelog
2020-11-02 22:16:40 +00:00
Florian Rival
fe3a2f6e4a Add CircleCI badge and reorganize a bit the README
Don't show in changelog
2020-10-31 15:30:28 +00:00
Florian Rival
449c96aaba Fix "Create" not shown anymore in object actions list
Don't show in changelog
2020-10-31 15:11:28 +00:00
Aurélien Vivet
4cee984472 Remove Create function from object list only (#2073) 2020-10-31 14:01:08 +00:00
Florian Rival
98c9763d1c Add proper support for keyboard for editing the parameters of events 2020-10-29 23:47:42 +00:00
Florian Rival
c3ed8cbbb4 Trap the focus in the inline parameter editor popover (don't let tab outside of it)
Also fix some fields not allowing to press Escape to close

Don't show in changelog
2020-10-29 23:47:42 +00:00
Florian Rival
65fc9f599e Fix formatting and tests 2020-10-29 23:47:42 +00:00
Florian Rival
10ebf9e65d Update package-lock.json 2020-10-29 23:47:42 +00:00
Florian Rival
d1b1e3b24e Fix variables inline editors that could not be closed with Escape
Don't show in the changelog
2020-10-29 23:47:42 +00:00
Florian Rival
188b262af0 Update material-ui and simplify SemiControlledAutoComplete 2020-10-29 23:47:42 +00:00
Florian Rival
a04c7f993f Fix the focus not being set back to the parameter after editing it inline in the events sheet 2020-10-29 23:47:42 +00:00
Florian Rival
13a8b5bce0 Fix the inline edition of parameters not applying changes when closed on a touchscreen 2020-10-29 23:47:42 +00:00
Florian Rival
45e6b19204 Allow the inline parameter popover to be closed with Escape 2020-10-29 23:47:42 +00:00
Florian Rival
0136445a65 Fix completions of expressions inserted twice on touch screens when choosing an object/behavior 2020-10-29 00:02:44 +00:00
Florian Rival
c26df2c8a9 Fix CircleCI configuration to avoid memory issues (#2035) 2020-10-27 10:54:16 +00:00
Florian Rival
f390d4a1bc Fix typo 2020-10-26 22:36:48 +00:00
Florian Rival
cc2cdc492e Improve/simplify platformer by using tweens for coins and enemies
Don't show in changelog
2020-10-26 22:34:49 +00:00
Florian Rival
feeebd0560 Fix potential crash/internal error when setting a keyboard shortcuts 2020-10-26 21:57:02 +00:00
Florian Rival
f6145f4c4e Add various expressions to get angles and distances between positions or objects (#2062)
* Add `DistanceBetweenPositions`, `AngleBetweenPositions`, `Object.AngleToObject`, `Object.AngleToPosition`, `Object.DistanceToPosition`, `Object.SqDistanceToPosition`.
2020-10-26 21:43:43 +00:00
Florian Rival
fd490e1d5a Add multiple improvements to the platformer starter
* Add ladder, checkpoints, collision with enemies (thanks @Bouh!)
* Add fade in when going back to checkpoint and sound effects
* Fix some sound effects
2020-10-26 17:40:11 +00:00
Florian Rival
4760b0ab04 Fix tweens not properly applied when only one object with the Tween behavior was created in the scene 2020-10-26 17:33:17 +00:00
Aurélien Vivet
3f95bf9f1a Increase and make responsive the height of selectors in the instruction editor. (#2058) 2020-10-26 15:05:19 +01:00
Aurélien Vivet
76b63c2f76 Make zoom direction in animation preview and hitbox editor consistent with the rest of the editor. (#2056)
Don't show the rest in the changelog:
* Inverse zoom in preview animation and hitbox editor.
* Make consistent with zoom direction in scene editor.
* Prettier
2020-10-26 14:55:55 +01:00
Aurélien Vivet
0a501f5a3c Rename the action Global color to Tint (#2057)
Don't show the rest in the changelog:
Because global color is false and misleading.
2020-10-26 14:53:18 +01:00
Florian Rival
45ab608409 Add a workflow to close issues with missing examples
Don't show in changelog
2020-10-26 13:15:08 +01:00
Aurélien Vivet
df94a4d0fb Minor fixes (#2049)
Don't show in changelog
* Fix names functions from Tween-test example
* Typo movement
* The word was sticked on crowdin.
2020-10-25 15:04:33 +01:00
Florian Rival
c7d3d1314d Fix "pinch to zoom" sometimes wrongly triggering the opening the objects editor on touchscreens 2020-10-23 18:51:55 +02:00
Florian Rival
cff1a1e3c7 Fix Typescript error
Don't show in changelog
2020-10-22 09:24:10 +02:00
Florian Rival
3cf421f05b Fix orientation lock throwing an unhandled error on desktop
Also fix formatting

Don't show in changelog
2020-10-22 09:14:34 +02:00
Florian Rival
6cc5016f9e Make the GenerateAllDocs script fail if some documentation generation errors
Don't show in changelog
2020-10-21 14:48:16 +02:00
Arthur Pacaud
2dd62456c2 Use a new theme for the JavaScript game engine documentation (#1672)
* Also add missing functions in the documentation.

Only show in the developer changelog
Co-authored-by: Florian Rival <Florian.rival@gmail.com>
2020-10-21 14:42:25 +02:00
Arthur Pacaud
d8b1c471bb Fix events sheet not adapting immediately after window resize (#2033) 2020-10-19 23:39:59 +02:00
Arthur Pacaud
a3622a6504 Fix actions to set opacity and position of the window on Windows/macOS/Linux (#2044)
* Also add a warning on "dangerous" functions of advanced window controls that could block the preview.
2020-10-19 18:59:26 +02:00
Aurélien Vivet
4ab14d18f8 Add width and height actions for Tweens (#2041)
* Add width and height actions for Tweens.
* Add width and height tweens to the example.

Show the rest in the developer changelog

* Clean the example Tween-test
* Generate fixtures for the webapp
2020-10-19 13:44:00 +02:00
Arthur Pacaud
8ba11703e1 Allow to change shortcuts by clicking on them in the preferences (#1948) 2020-10-19 12:22:32 +02:00
Arthur Pacaud
8a8adf213a Fix potential orientation lock issues on Android (#2034) 2020-10-19 12:12:56 +02:00
Florian Rival
25ea23a115 Store if a JavaScript code block is expanded or not
Don't show in changelog
2020-10-19 09:35:19 +01:00
Arthur Pacaud
586694543d Add The gem dev to contributors list (#2045)
Don't show in changelog
2020-10-19 08:59:05 +01:00
Sebastian Sangervasi
b7b6ab91f5 Allow the JavaScript code blocks in events to be expanded to view more lines (#2037)
Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
Co-authored-by: Florian Rival <Florian.rival@gmail.com>
2020-10-19 08:53:31 +01:00
Arthur Pacaud
d2d0235c8c Use Nord as the default theme if the system theme is dark on macOS (#1950) 2020-10-18 14:16:13 +01:00
Florian Rival
b473e0aaf0 Add button to paste condition/actions after right clicking "Add condition/action" 2020-10-17 12:37:03 +01:00
Florian Rival
b2c7166b1b Fix completions of expressions inserted twice on touch screens 2020-10-17 11:48:14 +01:00
Florian Rival
bb2ae1a914 Replace "return true if" by "check if" in description of conditions
Don't show in changelog
2020-10-17 11:25:16 +01:00
Florian Rival
aa1c5584ca Fix examples resources not deployed after the web-app is deployed
Fix #2038

Don't show in changelog
2020-10-16 14:06:26 +01:00
Florian Rival
28593608a5 Bump newIDE version 2020-10-16 13:52:20 +01:00
Florian Rival
8c5a312725 Set the production url for the asset api
Don't show in changelog
2020-10-16 13:51:54 +01:00
Sebastian Sangervasi
3ed07dee5e Fix margins/widths/extra scrollbars of the JavaScript code block events (#2036)
Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
2020-10-16 09:18:08 +01:00
Florian Rival
e1cb634e3d Update CircleCI configuration to have more memory
Don't show in changelog
2020-10-15 17:42:16 +01:00
Sebastian Sangervasi
f0392cfede Add examples of Tween animations (#2025)
* "Tween animations" example by @ssangervasi
* "Tween Test" example by @Wend1go 

Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
2020-10-15 08:58:19 +01:00
Florian Rival
0bce1fc56b Don't prefetch assets on the desktop app
Don't show in changelog
2020-10-14 23:58:36 +01:00
Florian Rival
b7aaf32d75 Update translations 2020-10-14 23:54:47 +01:00
Florian Rival
0dce21904e Add multiple fixes to the Asset Store
Don't show in changelog
2020-10-14 23:36:21 +01:00
Florian Rival
ca877e518e Display an info bar after adding an asset for the first time
Don't show in changelog
2020-10-14 23:36:21 +01:00
Florian Rival
f87ace7e25 Add links to author websites and licenses in the Asset Store
Don't show in changelog
2020-10-14 23:36:21 +01:00
Florian Rival
8954df947d Fix inheritance typing of events
Don't show in changelog
2020-10-14 23:36:21 +01:00
Florian Rival
52a2f3653f Remove CustomizationFields for the AssetStore as it's not ready yet.
Don't show in changelog
2020-10-14 23:36:21 +01:00
Florian Rival
04a896de59 Add a store to choose resources when editing an object in the web-app 2020-10-14 23:36:21 +01:00
Florian Rival
8c6b9ef044 Add a basic Asset Store for the web-app 2020-10-14 23:36:21 +01:00
Florian Rival
45d7c6188b Add latest tutorials from Wishforge games 2020-10-14 21:56:47 +01:00
Sebastian Sangervasi
10eb944b2a Fix optional parameters wrongly included in an expression when not filled in the expression parameters window (#2024)
Fix #1533
Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
2020-10-13 23:32:34 +01:00
Sebastian Sangervasi
a607c820a8 Fix grid snapping being disabled after Alt+Tabbing to another window (#2027)
Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
2020-10-13 09:20:18 +01:00
Florian Rival
0c22c52a78 Fix changes in extensions not properly applied when previewing a game in the web-app 2020-10-11 23:49:22 +01:00
Florian Rival
06748e00e1 Fix platformer having invalid resources
Don't show in changelog
2020-10-11 23:43:19 +01:00
Florian Rival
8b39233f44 * Update guidelines about JS code style in the game engine
* Android 4.x and IE 11 are officially not supported.

Only show in the developer changelog
2020-10-11 18:00:11 +01:00
Florian Rival
f68842bdb1 Add a condition to check if the device has a touchscreen
* Also improve performance of condition checking if the device is a mobile device.
2020-10-10 18:46:58 +01:00
Florian Rival
544b88fec9 Force proportional resize on touchscreens
Don't show in changelog
2020-10-10 17:38:17 +01:00
Florian Rival
48fe0fa2a6 Fix potential loading ("CORS") issues in game previews in the web-app 2020-10-10 16:35:38 +01:00
Florian Rival
e7ef94de5f Add ids to errors being reported in the app
Don't show in changelog
2020-10-10 13:33:52 +01:00
Florian Rival
1ffe5b0e9f Add Layer Effects example (Thanks @the-gem-dev!) 2020-10-09 19:17:51 +01:00
Florian Rival
9282c0bcef Update translations 2020-10-08 23:39:39 +01:00
Florian Rival
28d180e6fe Improve platformer starter game with a parallax background 2020-10-08 22:52:41 +01:00
Florian Rival
8cd1ea6b73 Make multiple fixes and improvements to FileSystem
* Fix FileSystem::ExecutablePath description
* Add FileSystem::ExecutableFolderPath expression to get the path to the folder where the game executable is located.
* Add expressions FileSystem::DirectoryName, FileSystem::FileName and FileSystem::ExtensionName to extract part of a path.
* Fix FileSystem::UserHomePath expression not working
2020-10-08 22:09:49 +01:00
Florian Rival
b0e63460cf Fix TypeScript errors in AdvancedWindow 2020-10-08 21:42:54 +01:00
Florian Rival
a5e372ea35 Add missing icon for creating new project in the web-app
Don't show in the changelog
2020-10-08 09:20:56 +01:00
The Gem Dev
8f2c24e9e0 Add new icons for starter games when creating a new project (#2001) 2020-10-08 09:15:09 +01:00
Aurélien Vivet
dbd97ac23c Clean file from platformer example
Don't show in changelog
2020-10-05 18:34:40 +02:00
Arthur Pacaud
d0b36b9d77 Show the description of the expression when filling the parameters of an expression (#2009) 2020-10-05 15:57:36 +01:00
Florian Rival
d1aa54b215 Allow whole object row to be dragged on touchscreens
* Also show a "jiggle" animation to draw user attention.
2020-10-03 17:14:46 +01:00
Florian Rival
c14f94b807 Remove the buttons to set the window fullscreen
Don't show in changelog
2020-10-03 17:08:55 +01:00
Florian Rival
685156b0cf Fix images somtimes not loading and export sometimes erroring in the web-app 2020-10-03 16:34:46 +01:00
Florian Rival
b4c5c01109 Fix Flow errors from an outdated JSS version
Don't show in changelog
2020-10-03 00:03:07 +01:00
Harsimran Singh Virk
238bf27671 Fix game crash with lights when the device is lacking WebGL support (#1979) 2020-10-02 23:46:37 +01:00
Florian Rival
4dd001951c Update @material-ui/lab
Don't show in changelog
2020-09-27 17:06:47 +01:00
Florian Rival
e6c483f398 Allow objects to not defined a renderer object without crashing the game
Don't show in changelog
2020-09-27 16:41:58 +01:00
Florian Rival
4030f29d84 Fix formatting 2020-09-27 16:09:12 +01:00
Florian Rival
4b389016e9 Fix flow, warnings, add comments about next steps for full RTL support
Don't show in changelog
2020-09-27 13:03:37 +01:00
Cristian Tudorache
659d19b771 Add basic support for right-to-left languages (#1997) 2020-09-27 13:03:10 +01:00
Florian Rival
2524292ae1 Update package-lock.json 2020-09-23 23:34:59 +00:00
Florian Rival
32d95da2ea Fix warning 2020-09-23 23:33:07 +00:00
Arthur Pacaud
8ff4876f77 Add more actions/conditions/expressions to manipulate the window on Windows/Linux/macOS (#1994)
* Allow to set the position of the window, minimize/maxizime it, resize it,
* Allow to enter a fullscreen and "Kiosk mode" (where the user can't disable the fullscreen),
* Allow to set the window opacity, enable/disable shadow (according to the OS) and use other advanced features.
2020-09-20 17:42:16 +02:00
Arthur Pacaud
cb36057014 Add condition to check if the game is in fullscreen mode (#1992) 2020-09-20 14:00:35 +02:00
Arthur Pacaud
53a1024053 Update howler (#1982) 2020-09-19 10:12:01 +00:00
Florian Rival
16f3a1901d Fix focus being lost when redefining a variable in the instance properties editor 2020-09-18 10:59:02 +02:00
Aurélien Vivet
43c420dff0 Add missing translations (#1942)
Don't show the rest in the changelog:
* Add I18n to context menu and electron menu
* Add a missing Trans component in Behavior editor
2020-09-15 18:32:22 +02:00
Aurélien Vivet
265a86e41f Remove PIXI hack in renderer objects (#1987)
* Remove hack for opacity on sprite

* Remove hack opacity on tiled sprite
2020-09-15 11:24:59 +00:00
Aurélien Vivet
2c53b3b7a2 Fix margins around renamed list items (#1976)
* Fix css in list and textfield

When renaming in an list:
- Fix padding because text was cropped
- Fix z index because text was behind the bottom border
- Remove speelcheck (useful for remove the red wave under a word in the webapp)

* Remove z-index, increase padding bottom

* Align text in textfield with near text

* Factor resourcesSelector styling

* Make typing of ResourceSelector styling stricter

Co-authored-by: Florian Rival <Florian.rival@gmail.com>
2020-09-13 12:55:31 +00:00
Florian Rival
e87d5e1d52 Fix memory leak when reloading resources from objects (#1975) 2020-09-10 18:11:11 +00:00
Florian Rival
cb6130ffee Remove automerge in favor of Mergery 2020-09-10 18:30:57 +02:00
Florian Rival
0a742bf362 Fix warning shown when compiling GDevelop.js 2020-09-10 16:25:20 +00:00
Florian Rival
f419186c65 Add automerge
This allows to automatically merge pull requests when needed.

Don't show in changelog
2020-09-10 18:23:55 +02:00
Aurélien Vivet
103c99f545 Fix outlines in shape painter object, they wasn't visible in an specific use (#1971) 2020-09-08 16:32:39 +02:00
Arthur Pacaud
d08f4dc059 Multiple fixes for the P2P feature (#1967)
* Fix "Send variable to all peers" action
* Multiple disconnection from remote instances can now be tracked using events
* Add a condition to detect when another instance connects remotely to the current instance
2020-09-08 09:24:18 +02:00
Florian Rival
2a62f71f08 Add lighting extension on the web-app
Don't show in changelog
2020-09-03 20:37:54 +01:00
Florian Rival
331e847b3f Fix long touch wrongly detected when finger is moved
Don't show in changelog
2020-09-03 20:26:05 +01:00
Florian Rival
95b4a43e11 Don't autofocus search bars on touchscreens
Don't show the rest in the changelog:

Also add support for long press on list items on Safari iOS
2020-09-03 19:22:14 +01:00
Florian Rival
9943dc650e Adapt events sheet margins for small screens
Don't show in changelog
2020-09-03 19:22:14 +01:00
Florian Rival
b09f62ce57 Add support for context menus via a long touch on Safari iOS in Sprite editor
Don't show in changelog
2020-09-03 19:22:14 +01:00
Florian Rival
32427b2357 Add padding to the hit area of resize/rotate buttons on touchscreens 2020-09-03 19:22:14 +01:00
Florian Rival
3c3bfbbf5d Add support for context menus via a long touch on Safari iOS 2020-09-03 19:22:14 +01:00
Florian Rival
64c732d2bb Add support for safe area (Safari) for MainFrame, Dialog and the Project Manager
Don't show in changelog
2020-09-03 19:22:14 +01:00
Florian Rival
23d64aa676 Fix crash/error when exporting to Windows/macOS/Linux 2020-09-01 19:04:32 +01:00
The Gem Dev
532b86ac58 Added link to GDevelop reddit page on start tab (#1935) 2020-09-01 15:05:09 +02:00
Florian Rival
e1bf859ff4 Fix tween behavior not working with BB Text object color 2020-08-31 16:04:22 +01:00
Florian Rival
1ad20ec6c9 Fix Light tests
Don't show in changelog
2020-08-31 13:59:06 +01:00
Florian Rival
b5990ecbe3 Fix tween behavior sometimes not working properly 2020-08-31 13:29:03 +01:00
Florian Rival
f2287dd1ef Fix tween behavior not working with Light object color 2020-08-31 13:27:51 +01:00
Florian Rival
a8714b8522 Bump newIDE version 2020-08-31 00:35:57 +01:00
Florian Rival
ddf0ba7efd Update electron-builder to avoid packaging issues on macOS Catalina
Don't show in changelog
2020-08-31 00:35:25 +01:00
Florian Rival
9e8491420d Add example for the Light objects 2020-08-31 00:30:04 +01:00
Florian Rival
075d918619 Update translations 2020-08-30 22:31:34 +01:00
Florian Rival
b68dfe040e Fix warning 2020-08-30 21:34:52 +01:00
Florian Rival
053f4a68df Add link to more tutorials by Wishforge Games (https://www.youtube.com/channel/UCxsQHU5SwYtO6uc1jiLdvrg) 2020-08-30 21:34:38 +01:00
Florian Rival
216fd30145 Remove a useless translation marker
Variables can't be translated magically like this :)

Don't show in changelog
2020-08-30 20:10:58 +01:00
Florian Rival
fda75e0475 Improve changelog extractor
Don't show in changelog
2020-08-30 12:28:37 +01:00
Florian Rival
7fe057c180 Improve alerts display on small screens 2020-08-30 00:27:03 +01:00
Florian Rival
5d091c0a87 Add multiple light objects fixes (#1929)
Don't show in changelog
2020-08-29 18:52:36 +01:00
The Gem Dev
319cea428e Update the AdMob icon (#1953) 2020-08-29 18:10:45 +01:00
Florian Rival
0ac2ef7892 Allow extensions to require @pixi/... modules in the IDE
Don't show in the changelog
2020-08-29 17:16:51 +01:00
Aurélien Vivet
fd6b9be49c Add a section for developers in the release notes (#1892)
Only show in the developer changelog
2020-08-28 19:06:42 +01:00
Harsimran Virk
2d6f0fad90 Added a polygon to replace the use of hitbox in raycasting algo. 2020-08-26 15:59:27 +05:30
Florian Rival
35f019afa8 Add "Game Feel Demo" by Sleeper Games
* See these game feel examples in a complete game powered by GDevelop: http://hyperspacedogfights.com/
2020-08-26 09:29:41 +01:00
Florian Rival
f7453a6a1d Update yarn.lock 2020-08-26 00:07:46 +01:00
Nilay Majorwar
89570505e6 Add support for customizable keyboard shortcuts (#1938)
* In the preferences, browse the list of existing shortcuts. Try the existing one to speed up your creation worflow! For example, press *F5* to launch a preview.
* For each command available in the command palette, a shortcut can be added, changed or removed.
2020-08-25 23:54:24 +01:00
Florian Rival
082318d7e4 Fix vibration not working in exported Android games.
Fix #1922
2020-08-24 23:13:48 +01:00
Florian Rival
59c9812208 Only add the AdMob plugin when the AdMob App Id is set (#1940)
Don't show in changelog
2020-08-24 22:54:51 +01:00
Florian Rival
62117e42d9 Make the action to send a web request "asynchronous" (not blocking the game execution) (#1937)
* The result from the request is stored in the specified variable (and any error in a second variable)
* This avoids blocking the game execution while the request is being made, and allow multiple requests to be made at the same time.
2020-08-24 20:51:37 +01:00
Arthur Pacaud
cafa0d512f Allow extensions to declare dependencies (npm, cordova...) and custom properties in the project (#1717)
Only show in developer changelog
2020-08-24 20:51:10 +01:00
Harsimran Virk
136964053b Renamed variables and changed doc 2020-08-21 12:52:08 +05:30
Harsimran Virk
6beea7bfaf Changed default ambient light color to (200, 200, 200) 2020-08-20 19:39:11 +05:30
Harsimran Virk
ab6999a16c Working expanded bounding box. 2020-08-19 19:06:10 +05:30
Harsimran Virk
937fd1888a Fixed a weird bug related to debug graphics. 2020-08-19 18:12:49 +05:30
Harsimran Virk
755c72c0bf Fixed undefined handling of light obstacle manager. Moved texture handling in renderer. 2020-08-19 16:20:36 +05:30
Florian Rival
20392d6a79 Update newIDE/electron-app/app/package-lock.json 2020-08-19 09:44:56 +02:00
Florian Rival
0a2033db3d Improve changelog extractor with more ignored messages
Don't show in changelog
2020-08-19 09:43:53 +02:00
Florian Rival
6c0fe0359a Add experimental Peer-to-Peer communication extension (#1842)
* This allows to transmit messages on the network to different remote players, enabling simple multiplayer games.
* Read the [documentation on the wiki](http://wiki.compilgames.net/doku.php/gdevelop5/all-features/p2p) to understand how it works, limitations and capabilities of the extension. In particular, for released games, it's recommended that you host a *broker server* allowing game instances to be discovered and connected.
2020-08-18 22:38:45 +02:00
Florian Rival
66ed1110d2 Update JsExtension.js 2020-08-18 22:36:11 +02:00
Florian Rival
5badb27b35 Update light descriptions and default color
Don't show in changelog
2020-08-17 18:23:10 +02:00
Harsimran Singh Virk
b7902bb141 Add support for dynamic 2D lights (#1881)
* This adds a **Light** object that can be added on the scene, with a customizable color and radius.
* Add the **Light Obstacle** behavior to the object that must acts as obstacle (walls, etc...) to the lights.
* You can customize the ambient color of the rest of the scene from almost white (useful to show light shadows) to entirely black (useful for horror/exploration games) or any color.
* Use effects on the "Lighting" layer like "Kawase Blur" to achieve soft shadows.
2020-08-17 17:48:26 +02:00
Aurélien Vivet
b5b3abd155 Upgrade to Pixi 5.3.3 (#1925) 2020-08-17 17:15:20 +02:00
Aurélien Vivet
06b299c4a2 Delete the artefact Thumbs.db from Windows OS
Previously added in
https://github.com/4ian/GDevelop/pull/1858

Don't show in changelog
2020-08-17 11:47:06 +02:00
The Gem Dev
e42d2cbc6d Add Solarized Dark theme (#1858)
* A new Dark theme based on [Solarized color scheme](https://ethanschoonover.com/solarized/).
2020-08-13 12:06:37 +02:00
Arthur Pacaud
454159db3f [Final Fixes] Add discord rich presence (#1915)
* Add Discord rich presence to GDevelop

* Prettier

* Add error handling when discord not installed

* Try to fix flow typing

* Fix typo

* Fix typo not fixed in last commit

* Switch to hook in mainframe

And apply other review instructions

* fix flow

* Final Fixes
2020-08-12 21:25:32 +02:00
Florian Rival
4324526689 Fix behavior not destroyed in a live preview when the behavior is removed from an object 2020-08-12 16:19:48 +02:00
Florian Rival
b57832a131 Allow modules loaded by extensions to require "pixi.js" in addition to "pixi.js-legacy"
This should allow to not "hack" 3rd party modules so that they require "pixi.js-legacy" instead of "pixi.js". In both cases, we return "pixi.js-legacy".

This still requires modules to be supporting CommonJS (for Electron) and the global PIXI variable (for browsers).
2020-08-12 11:41:02 +02:00
Rahul Saini
8d9f5f0df0 Add script to generate list of community-made extensions (#1913) 2020-08-10 18:44:05 +02:00
Arthur Pacaud
b6ec327dfc Add 4ian as a GitHub codeowner (#1914)
Don't show in changelog
2020-08-09 21:54:36 +02:00
Sanskar Bajpai
005aa64aad Add a close button at the bottom of the search panel
* Feature: Added a close button on the panel.

Implements #1909.

* Stories: Added the new prop in Stories.

This commit introduces the addition of the onCloseSearchPanel prop in the Stories
thus removing all the flow errors. Prettier code formatting has also been run to make
the code look cleaner, and lastly the prop has been destructured in the
SearchPanel.js file.
2020-08-08 19:21:18 +02:00
Arthur Pacaud
a18b813140 Update phonegap-build Version to v9 (#1912) 2020-08-08 14:32:47 +02:00
arthuro555
7cd28062fc Update fixtures 2020-08-08 12:06:14 +02:00
Aurélien Vivet
2b7e2c8814 Fix Menu import in Electron exported games (#1911)
Don't show in changelog
2020-08-07 18:50:30 +02:00
Florian Rival
767f365a78 Revert usage of pick in GenerateObjectCondition
Don't show in changelog
2020-08-05 18:47:39 +02:00
Florian Rival
5f54583ff5 Add TypeScript checks to gdjs.RuntimeScene, gdjs
Only show in developer changelog
2020-08-05 18:47:39 +02:00
Florian Rival
37c260c19d Remove methods polluting Array prototype in gd.js
Only show in developer changelog
2020-08-05 18:47:39 +02:00
arthuro555
003f251c9f Apply review instructions 2020-08-03 23:48:10 +02:00
arthuro555
f8250ec9aa Regen fixtures 2020-08-02 21:34:18 +02:00
arthuro555
aeb4d278cd Merge branch 'master' into add-multiplayer-p2p 2020-08-02 21:31:28 +02:00
Florian Rival
2762329dd6 Update game fixtures for the web-app
Don't show in changelog
2020-08-02 18:38:14 +01:00
Florian Rival
75b1ff5cea Improve changelog extractor
Don't show in changelog
2020-08-02 18:18:36 +01:00
Florian Rival
1f4042bff0 Fix menu bar shown in exported games on Windows/macOS/Linux 2020-08-02 15:28:34 +01:00
Florian Rival
4e04e79b2f Bump newIDE version 2020-07-29 00:13:15 +01:00
Florian Rival
b9ba8e1b7b Update translations 2020-07-28 22:33:49 +01:00
Florian Rival
84ea9a9643 Merge branch 'master' of github.com:4ian/GDevelop 2020-07-28 20:26:28 +01:00
Nilay Majorwar
13c44250f2 Add network preview command, hide debug and network preview commands on web (#1896)
Don't show in changelog
2020-07-28 17:31:20 +01:00
Florian Rival
a5907a6883 Enable the Command Palette by default in the preferences for new users
* If you want to use the Command Palette and have GDevelop already installed, activate it in the preferences
2020-07-28 09:06:13 +01:00
Florian Rival
5902906bcc Add Health Bar And Health Potion video tutorial
Don't show in changelog
2020-07-28 09:05:42 +01:00
Florian Rival
4db041bf10 Add subscription reminder once in a while when using hot-reloading.
Don't show in changelog
2020-07-27 23:36:18 +01:00
arthuro555
63894f9a86 prettier 2020-07-27 22:41:13 +02:00
arthuro555
9a0ec853e7 Try to fix flow again 2020-07-27 15:56:36 +02:00
arthuro555
eb5d120aaf Try to fix flow
Flow doesn't work locally so I have to wait for travis output to be sure
2020-07-27 15:30:52 +02:00
arthuro555
057dd985fc Fix flow typing 2020-07-27 13:16:51 +02:00
arthuro555
8009e45936 Add files forgotten in last commit 2020-07-27 13:16:26 +02:00
arthuro555
b190731940 Change way Peer JS is initialized and update example 2020-07-27 12:40:58 +02:00
arthuro555
a337230195 Add disconnection events 2020-07-26 23:06:55 +02:00
arthuro555
731b9141fa Run prettier 2020-07-26 19:52:05 +02:00
arthuro555
51ba2e7631 Add hints for peer to peer 2020-07-26 19:50:49 +02:00
arthuro555
48a0c2d324 Regenerate fixtures for examples 2020-07-26 13:32:27 +02:00
Arthur Pacaud
25d32ce9bb Merge branch 'master' into add-multiplayer-p2p 2020-07-26 13:28:55 +02:00
arthuro555
a7ec57354d Update example 2020-07-26 13:24:45 +02:00
Florian Rival
cc1d26201e Update yarn.lock
Don't show in changelog
2020-07-26 12:18:17 +01:00
arthuro555
643e3b5c32 Add basic error handling 2020-07-26 13:15:07 +02:00
arthuro555
0cc4676067 Add is p2p ready condition 2020-07-26 12:52:48 +02:00
arthuro555
91b895fd92 Fix event data on no dataloss mode 2020-07-26 12:38:18 +02:00
arthuro555
f95d0ae461 Let user choose incoming message handling 2020-07-26 12:18:46 +02:00
arthuro555
81ce81242b Add option to use own server 2020-07-26 11:19:02 +02:00
Florian Rival
aa71e78507 Add Video tutorials and hints about these tutorials in the editor
* Thanks Wishforge Games (http://wishforge.games/) for these very high quality video tutorials!
2020-07-26 00:49:55 +01:00
Florian Rival
ee49ca6c14 Add support for layer re-ordering in hot reloading
Don't show in changelog
2020-07-25 23:27:23 +01:00
Florian Rival
a649789f4c Improve some typings in GDJS Runtime
Only show in developer changelog
2020-07-25 22:19:35 +01:00
Florian Rival
61e8e95d5b Add typing for PIXI in GDJS Runtime
This means that the global object PIXI will now be properly typed and understood by TypeScript.

Also fix documentation generation

Don't show in changelog
2020-07-25 18:56:38 +01:00
Florian Rival
cc158a9250 Add some standard libraries to the libraries used by Typescript to do the type checking
Don't show in changelog
2020-07-25 18:31:38 +01:00
Florian Rival
a91ccacb89 Improve typing in hot-reloader.js
Promise and other specific standard types can actually be imported using a triple slash directive.

Don't show in changelog
2020-07-25 18:27:05 +01:00
Florian Rival
bb9e8a2ea9 Merge pull request #1840 from 4ian/feature/hot-reload
Add "live previews" a.k.a "hot reloading"
2020-07-25 14:43:34 +01:00
Florian Rival
3bf40cd46c Fix hot-reloading of extensions in Network Preview and fix reloading of some events generated code files
Don't show in changelog
2020-07-25 14:23:02 +01:00
Florian Rival
aa823c1287 Make Network Preview (Preview over Wifi) compatible with live preview ("hot reloading")
* Also allow the debugger to work with games run using Network Preview (Preview over Wifi), including on other devices (phones, tablets...)

Don't show the rest in the changelog:

This removes the "live reloading" of the network preview and makes the hot-reloading and debugging to work with the network preview.
2020-07-25 14:23:02 +01:00
Florian Rival
24a666ab83 Fix hot-reloading of Anchor behavior and BBText and Text objects width
Don't show in changelog
2020-07-25 14:23:02 +01:00
Florian Rival
9e652b228d Don't reload fonts already loaded during a hot-reload
Also only issue a single request when multiple audio resources are pointing to the same file.

Don't show in changelog
2020-07-25 14:23:01 +01:00
Florian Rival
09bedc6ce5 Ensure events generated code is stable across code generation.
This is done by given unique identifiers to "Trigger Once" conditions (stable given the same object in memory) and events list function names (stable given events with same content).

This avoids useless hot-reloading and re-triggering Trigger Once conditions after a hot-reloading.

Don't show in changelog
2020-07-25 14:23:01 +01:00
Florian Rival
91e57340d4 Update icons and fix stale icons in Debugger Toolbar when selecting game
Don't show in changelog
2020-07-25 14:23:01 +01:00
Florian Rival
c385aae845 Add support for "hot reloading" of previews (apply changes to preview without restarting) 2020-07-25 14:23:01 +01:00
Florian Rival
460b582ab9 Refactor changes cancelling of GDevelop.js objects
* Use a typed hook (shorter and type-safe to use)
* Avoid the necessity of providing a function to create an object.
* Only unserialize back to the object if cancelling changes (instead of when applying).
2020-07-25 14:23:00 +01:00
Florian Rival
3a9f896f04 Add hot reloader (electron app only) 2020-07-25 14:23:00 +01:00
Florian Rival
2851a20787 Add persistentUuid to gd::InitialInstance 2020-07-25 14:22:59 +01:00
Florian Rival
9077c5d4f7 Fix saving a file potentially resulting in an empty file in some circumstances
* File integrity is now checked after a project is saved.
* Prevent concurrent save of a file (could happen if Ctrl+S/Cmd+S was kept pressed, and could result in an empty file being saved on disk).

Fix #1813
2020-07-25 14:22:04 +01:00
Arthur Pacaud
693b64cddf Fix documentation typo (#1882)
Don't show in changelog
2020-07-20 16:53:55 +01:00
Florian Rival
661d329170 Upgrade game rendering to use Pixi.js 5.3.0, allowing games to run with WebGL 2 (#1824)
* This brings various upgrades and performance improvement to the internal rendering engine used by games, both in the editor and in exported games.
* This also paves the way for adding new objects like Bitmap Text, Mesh or dynamic lights in the future.
* Huge thanks to @Quarkstar for working on this task and making most of the necessary upgrades .
* Thanks @Bouh for helping fixing/upgrading the Shape Painter object and @Silver-Streak as well as testers from the forum

Don't show the rest in changelog:
* Add a test game with all effects that can be used, to quickly verify they are working.

Co-authored-by: Quarkstar <quarkstar9@gmail.com>
Co-authored-by: Aurélien Vivet <bouh.vivez@gmail.com>
2020-07-19 22:10:38 +01:00
Florian Rival
66ce941d46 Add Particle Effects Demo to starters (Thanks Wishforge Games! http://wishforge.games/) 2020-07-19 17:53:27 +01:00
Florian Rival
d4023efe0f Fix forgotten changes in the last commit
Don't show in changelog
2020-07-19 15:57:27 +01:00
Florian Rival
815bd92469 Remove implementation of StrRFind/StrRFindFrom
Don't show in changelog
2020-07-19 15:42:06 +01:00
Aurélien Vivet
8685defaa8 Rename StrRFind and StrFindFrom to StrFindLast and StrFindLastFrom (#1859) 2020-07-19 15:27:47 +01:00
Sebastian Sangervasi
ad89af6ad5 Update exported games to run with Electron 8.2.5 (#1835)
Don't show the rest in the changelog:

This change updates the electron version of the export template
to 8.2.5 to match the electron version that is used in the IDE.

This change also sets `allowRendererProcessReuse` app option to
further match the IDE environment.

Co-authored-by: Sebastian Sangervasi <villain@harmless.dev>
2020-07-19 15:13:54 +01:00
Florian Rival
0428417295 Update the build API used for development
Don't show in changelog
2020-07-19 12:26:51 +01:00
Nilay Majorwar
54c0424785 Add more commands to the command palette (#1864)
* Tab-related: Open scene, Open external events, Open external layout, Open extension
* Scene editor: Edit object, Edit object variables, Edit object group, Edit layer effects, Open scene properties, Open scene variables, Toggle grid, Toggle mask, Setup grid and some panel-opening commands like Open properties panel, Open layers panel, etc...
* Events editor: Create empty event, Add event of type, Search events, Add sub-event, Delete selected events
* Project-related: Open project properties, Edit global variables, Open project resources, Open project icons
* General: Open recent project
* and more!
2020-07-17 20:25:54 +01:00
Florian Rival
f316d28fe3 Fix translations 2020-07-16 09:23:35 +01:00
arthuro555
e6b4373d97 Remove arrow function 2020-07-15 15:52:52 +02:00
arthuro555
72e705a39a Update peerjs 2020-07-15 15:44:50 +02:00
arthuro555
9bc71a42e4 Fixed potential crash 2020-07-15 15:09:09 +02:00
Florian Rival
104b6c2800 Fix behaviors of an extension wrongly working after the extension is removed
* This was fixed by saving and reloading the game. The behaviors are now properly unloaded if an extension is removed.

Fix #1844
2020-07-14 14:45:55 +02:00
Florian Rival
0ac504c0ab Fix crash when using a behavior of a deleted extension 2020-07-14 14:45:55 +02:00
Arthur Pacaud
0508da60e5 Add greater good affirmation to readme (#1862)
Read their website for more details: https://good-labs.github.io/greater-good-affirmation

Don't show in changelog
2020-07-14 14:32:54 +02:00
Florian Rival
2e511c75bf Fix compilation on GCC
Don't show in changelog
2020-07-07 10:00:42 +02:00
Florian Rival
b76df0247d Fix "Trigger Once" not working properly when used in a behavior
Don't show the rest in the changelog:

This was because the OnceTriggers were shared with the runtime scene. Now each behavior has its set of Once Triggers. This means that Once Triggers "survive" if the behavior is deactivated then activated again.

Added integration test for generated behavior

Fix #1843
2020-07-06 23:47:17 +02:00
Aurélien Vivet
816fb242be Fix parameter not properly shown for "Clear between frames" action and fix link to help page for inventory 2020-07-05 12:27:22 +02:00
arthuro555
aacef226c4 Add help path 2020-07-03 14:59:26 +02:00
arthuro555
48c91e5587 Add p2p example 2020-07-03 14:39:36 +02:00
arthuro555
43eac4f998 Fix a game crashing bug 2020-07-03 14:37:46 +02:00
arthuro555
d220c59343 Add version number of PeerJS 2020-07-03 10:39:57 +02:00
arthuro555
e5f38f626d Change docstring 2020-07-02 20:00:30 +02:00
arthuro555
34673ace70 Add TS and rename from Multiplayer_P2P to P2P 2020-07-02 19:58:58 +02:00
Arthur Pacaud
a4b452b037 Add a visual distinction to JavaScript code blocks that are disabled in the Events Sheet (#1847) 2020-07-02 18:08:36 +02:00
arthuro555
56b91c4624 Add Icon and Add to web editor extension list 2020-07-01 16:22:14 +02:00
arthuro555
c10ae99c4f Apply review instructions 2020-06-30 16:29:07 +02:00
arthuro555
472c542579 Add basic multiplayer extension 2020-06-30 15:26:58 +02:00
Florian Rival
0d5fbdabc9 Fix crash in Anchor behavior when used on a Text, BB Text or Shape Painter object 2020-06-27 21:21:33 +01:00
Florian Rival
268beb256a Fix intermittent crash when deleting an extension
Don't show the rest in changelog:

This is because extension reloading (which includes code generation) was kickstarted before the extension removal (removeEventsFunctionsExtension), so a race condition could make the code generation uses a deleted extension.
2020-06-27 16:08:29 +01:00
Florian Rival
e33e61d2fd Remove useless _visible property of gdjs.BBTextRuntimeObject
Don't show in changelog
2020-06-27 15:45:10 +01:00
Florian Rival
07d770148f Fix BBText line heights broken in the preview and exported games
* Also improve BBText performance when rendered in the scene editor.

Don't show the rest in changelog:
* This was due to the font measurement being incorrectly done by Pixi.js because the font family was having a dot in its name. It should have been quoted but for some reason is not. Instead, ensure all font family names are slugified so we don't risk such incompatibilities in the future.
* Also rework deprecated text object font handling to entirely avoid having to declare the font families at the export time.

Fix #1521
2020-06-25 21:23:24 +01:00
Florian Rival
2a5b5ee4a2 Rework font loading to be able to dynamically load fonts
This removes the dependency on having the exporter to declare the @font-face

Don't show in changelog
2020-06-23 23:59:08 +01:00
Florian Rival
0420ad8888 Fix type annotation in pixi-filters-tools.js
Don't show in changelog
2020-06-23 23:18:10 +01:00
Aurélien Vivet
0e69a87eec Allow to change color parameters of effects in events using the RGB format (e.g: "255;100;200") (#1832) 2020-06-23 22:55:02 +01:00
Florian Rival
9b178bc985 Fix "Remove Unused Images" removing images used by BBText object
Don't show the rest in changelog:
* More generally, fix resources exposed by any object declared in JavaScript
* Refactored GetProperties (and UpdateProperty) across behavior/object/behavior shared data to remove the dependency on gd::Project.
2020-06-23 22:40:38 +01:00
Florian Rival
85cfb644c3 Fix app stuck after (hot) reload on Windows in development mode 2020-06-21 23:50:34 +01:00
Aurélien Vivet
2ba2b3b509 Fix typo (#1833) 2020-06-21 22:05:34 +01:00
Florian Rival
a23a8904f6 Improve changelog extraction
Don't show in changelog
2020-06-21 14:45:08 +01:00
Florian Rival
1311a8b4c5 Bump newIDE version 2020-06-21 14:44:37 +01:00
Florian Rival
e8a1af0ef1 Make border around conditions in default theme a bit less visible
Don't show in changelog
2020-06-21 13:44:32 +01:00
Florian Rival
bc1095759e Update translations 2020-06-21 13:44:16 +01:00
Florian Rival
125e76bd20 Add board-walk-with-raycast example to web-app
Don't show in changelog
2020-06-21 12:35:26 +01:00
Paulo Amaral
758afea620 Added board-walk-with-raycast example (#1829) 2020-06-21 12:34:21 +01:00
Florian Rival
cf63960282 Add explanation about opening the command palette
Don't show in changelog
2020-06-21 12:29:07 +01:00
Nilay Majorwar
deffe37013 Add a basic command palette (experimental) (#1821)
* Open the command palette with Ctrl+P (or Cmd+P on macOS)
* The list of commands is then shown and allows you to quickly launch actions, like launching a preview, open a project, etc...
* This is the first part of one of the Google Summer of Code 2020 project! A few commands are available now, but many more will be added in the next weeks to navigate through the project and edit any part of it in a few keystrokes.
2020-06-21 12:04:07 +01:00
Florian Rival
0f30c2d614 Fix memory leak leading to a crash in the editor when having a BB Text in the scene.
* Also fix similar smaller memory leak when using other features.

Don't show the rest in changelog:
This avoids calling new gd.PropertyDescriptor every time properties of an object/behavior are accessed, which would result in these gd.PropertyDescriptor to be never destroyed. This would fill up the memory, especially quickly with the BB Text object as properties are queried to render the instances on screen.
"getOrCreate" is now exposed for the map of properties, which is cleaner and memory leak free.
2020-06-20 17:59:27 +01:00
Florian Rival
9d015b9cd1 Add Flow static typing to JsExtension.js files 2020-06-20 16:57:21 +01:00
Florian Rival
fc5905b7f4 Update descriptions of extensions
Don't show in changelog
2020-06-20 16:57:21 +01:00
Aurélien Vivet
18be9f5450 Add more conditions/expressions to the Platformer Objects (#1819)
* Add the speed, jump speed and fall speed.
* Add condition to check if platforms can be grabbed
* Add condition to check if the object can jump
2020-06-18 08:41:15 +01:00
Aurélien Vivet
31c8d04def Fix parameter popover in the events sheet shown behind editor panel title bars (#1822) 2020-06-17 23:14:23 +01:00
Aurélien Vivet
77eff757cd Fix instance variable not saved after a change if another instance is clicked while editing it (#1820) 2020-06-17 21:25:53 +01:00
Florian Rival
c2fedf23b9 Slightly improve startup speed
Don't show details in changelog:
Clean up useless initialization code for Monaco Editor and make some modules lazy loaded to avoid impacting startup time, especially if they are not used later.
2020-06-15 23:49:53 +01:00
Florian Rival
6870a53aed Fix export of games on the web-app using extensions
Don't show in changelog
2020-06-15 10:12:54 +01:00
Florian Rival
92015e8182 Add missing typing in GDevelop.js types
Don't show in changelog
2020-06-15 10:03:15 +01:00
Aurélien Vivet
2704c654d8 Add an option to clear the shape painted using Shape Painter between each frame (#1815) 2020-06-14 21:32:22 +01:00
Florian Rival
e1242e5397 Update webidl-tools to avoid extra line breaks on Windows
Don't show in changelog
2020-06-14 21:24:47 +01:00
Florian Rival
51d306f98f Fix GDevelop.js types generation on Windows
Don't show in changelog
2020-06-14 20:14:52 +01:00
Arthur Pacaud
689904bda5 Add an action to pause the game during a preview (#1806)
* This is useful to then inspect the game with the Debugger.
2020-06-14 20:07:44 +01:00
Florian Rival
5b53ffe015 Fix physics engine not applying change in size when using circle shape 2020-06-14 20:03:45 +01:00
Florian Rival
eb2da55504 Prevent a behavior to be selected in a function parameter if it's incompatible with the object 2020-06-13 23:51:33 +01:00
Florian Rival
38cd264bf8 Fix scaffolding line colors between events and some colors in Nord theme 2020-06-13 22:39:49 +01:00
Florian Rival
c179730dc4 Remove dead code
Don't show in changelog
2020-06-13 22:33:00 +01:00
Florian Rival
8109621920 Add border around conditions in the default theme
* This avoids confusion about two events that are next to each others, in particular for new users.
* Also normalize styling in other themes.
2020-06-13 22:21:23 +01:00
Florian Rival
bd0aaa73c7 Add buttons at bottom of events to add new events 2020-06-13 16:44:16 +01:00
Florian Rival
6d21753288 Avoid showing a drop marker when an event can't be dropped in another (comment, etc...) 2020-06-13 14:56:35 +01:00
Arthur Pacaud
6993a2f2f9 Fix potential crash by adding a check to ensure built-in extensions are not overriden (#1808) 2020-06-13 13:37:18 +01:00
Florian Rival
8e538425c4 Fix warning 2020-06-13 13:34:29 +01:00
Florian Rival
3e7e45da41 Bump newIDE version 2020-06-13 11:30:00 +01:00
Aurélien Vivet
15eec269c3 Fix warning (divider component in select list) (#1814) 2020-06-13 00:14:38 +01:00
Florian Rival
91072f7328 Fix autosave not launched before preview and protect against potential data loss on save 2020-06-11 22:57:51 +01:00
Nilay Majorwar
39334c6e55 Wrap some Mainframe functions in useCallback (#1807)
Don't show in changelog
2020-06-11 22:19:16 +01:00
Florian Rival
5f1a7bd72d Fix behaviors not working in an extension function when named differently than in the object
Fix #1796
2020-06-11 22:04:24 +01:00
Florian Rival
9ed2665542 Fix ladder climbing speed not working on existing games
Don't show in changelog
2020-06-10 22:01:10 +01:00
Sanskar Bajpai
ee338f6657 Add property to customize the ladder climbing speed for Platformer objects (#1578) 2020-06-10 21:43:59 +01:00
Florian Rival
8f876c51dc Fix warnings 2020-06-10 19:35:27 +01:00
Arthur Pacaud
23a409b80d Fix icon not shown for games manually built for Windows/macOS/Linux (#1737) 2020-06-10 17:26:37 +01:00
Florian Rival
4e0f9ebec4 Fix crashes when removing unused resources or resources with invalid paths
Fix #1792
2020-06-09 23:31:16 +01:00
Florian Rival
2ca593ba2b Add automatically generated types for GDevelop.js (#1800)
Don't show in changelog
2020-06-09 22:02:18 +01:00
Florian Rival
c63bb625e5 Add tabbed-menu-with-layers example 2020-06-09 09:16:09 +01:00
Florian Rival
c57e172299 Fix crash when removing all the child variables of a structure variable
Fix #1789
2020-06-04 19:56:11 +02:00
Florian Rival
a9cdeae475 Fix actions/conditions of behaviors not working when added from the context menu editor (when right clicking on "Add action" or "Add condition")
Fix #1715
2020-06-04 19:20:11 +02:00
Arthur Pacaud
931b945b21 Clarify GDCpp role in Readme (#1785) 2020-06-03 14:34:42 +02:00
Florian Rival
e2f21b8d3c Don't re-open the last project if opening a file (from command line or url)
Don't show in changelog
2020-06-01 20:12:26 +02:00
Harsimran Singh Virk
6ab2cb1384 Automatically re-open the project edited during last session (#1770)
* If a project is edited and GDevelop is closed, the project will be opened again the next time GDevelop is launched.
  * If the project is closed and GDevelop is then closed, it won't be re-opened automatically.
2020-06-01 19:57:13 +02:00
Sanskar Bajpai
f8e0288a44 Fix a typo in comments (#1769)
Don't show in changelog
2020-06-01 09:59:23 +02:00
Florian Rival
ff48589661 Fix potential crash when previewing/exporting a game 2020-05-31 19:39:14 +02:00
Florian Rival
50bdca3c44 Remove bad translation markers
Don't show in changelog
2020-05-30 23:12:05 +02:00
Florian Rival
00eda8ced8 Bump newIDE version 2020-05-29 18:46:42 +02:00
Florian Rival
7ca5ef6e6c Update translations 2020-05-29 10:12:48 +02:00
Florian Rival
ff8f7e5877 Fix loading spinner still shown after failing to open a project
Don't show in changelog
2020-05-29 09:52:48 +02:00
Harsimran Singh Virk
c8739e3c24 Add Nord theme (#1722) 2020-05-26 23:20:40 +02:00
Florian Rival
69eacedc2b Fix pathfinding obstacle actions not working
Fix #1773
2020-05-26 09:09:16 +02:00
Florian Rival
e5f229e3f7 Fix typo 2020-05-25 10:37:52 +02:00
Florian Rival
74e43f2b43 Fix isPreview
Don't show in changelog
2020-05-24 20:06:10 +02:00
Arthur Pacaud
a04f641415 Add a condition to check if the game is running as a preview (#1740) 2020-05-24 19:01:22 +02:00
Arthur Pacaud
2e5a9e2cfa Fix path to newly created project not persisted between tabs (#1763) 2020-05-22 13:12:27 +02:00
Harsimran Singh Virk
cd4bfd767a Add menu to open recent projects (#1762) 2020-05-19 21:56:55 +02:00
Florian Rival
d9135636fe Fix currentStorageProvider lost after using it in ProjectStorageProviders
Don't show in changelog
2020-05-19 20:30:30 +02:00
Florian Rival
88e08ab7d8 Add AppVeyor status badge to Readme
Don't show in changelog
2020-05-18 21:14:50 +02:00
Florian Rival
6a3af0d57a Fix importing of GDevelop.js to newIDE
Was failing when newIDE was not installed.
Don't show in changelog.
2020-05-18 09:41:23 +02:00
Florian Rival
95b4091085 Fix importing of libGD.js for newIDE tests
Don't show in changelog
2020-05-18 00:04:31 +02:00
Florian Rival
5556766059 Speed up GDevelop.js compilation when "-- --dev" is specified
* This is done by compiling to wasm, without re-translating to JS, which is fine as it's for development only.
2020-05-17 22:37:13 +02:00
Florian Rival
1332582a03 Add methods to add/remove effects to gdjs.Layer
Don't show in changelog
2020-05-17 21:06:00 +02:00
Todor Imreorov
77177063d8 Add an action to clear the state of the Dialogue Tree (#1752)
* This is useful when launching a new game or restarting it.
2020-05-17 21:04:07 +02:00
Florian Rival
ed7ddd2b67 Improve autocompletions for JavaScript code events and for the game engine 2020-05-17 19:30:58 +01:00
Florian Rival
990f59d093 Remove dead code related to debugger opening
Don't show in changelog
2020-05-17 16:06:19 +01:00
Florian Rival
6326c185f4 Refactor Debugger to use a PreviewDebuggerServer abstraction
This will allow the PreviewLaunchers to also start this debugger server (and not only give this ability to the Debugger editor tab).
In the future, this also allow the web-app to have a different implementation of a debugger server.

Don't show in changelog
2020-05-17 16:06:19 +01:00
Florian Rival
9c6972ec0a Fix code generation of extensions when preview started when editing an extension
Don't show in changelog
2020-05-16 16:46:48 +01:00
Florian Rival
814577edff Fix changes made in extensions sometimes not applied to previews
This is because the previews were not waiting for extensions to be fully loaded, which could create problems especially on the web-app when extensions generation is slower (depends on the network speed).
2020-05-16 16:46:48 +01:00
Florian Rival
a8ea4b8fe7 Fix missing translations of preview button menus 2020-05-16 16:46:48 +01:00
Florian Rival
494666e690 Improve Preview buttons
* Show them on the left of the toolbar, always visible.
* Remember the last edited scene or external layout.
* Allow to override the default scene with an external layout.
2020-05-16 16:46:48 +01:00
Sanskar Bajpai
e5a24e3e32 Add missing numpad keys to the list of keyboard keys (#1758) 2020-05-16 12:14:51 +02:00
Florian Rival
68771be104 Fix crash when renaming or deleting a scene (regression in beta 94)
Fix #1756
2020-05-15 21:33:57 +02:00
Florian Rival
9d2bff9442 Improve changelog extractor
Don't mention in changelog
2020-05-14 22:06:27 +02:00
Florian Rival
6a08fb9a86 Bump newIDE version 2020-05-14 21:06:56 +02:00
Florian Rival
c96c3ff1a2 Comment debugging code in MainFrame
Don't show in changelog
2020-05-14 20:57:51 +02:00
Florian Rival
788d557f0e Fix dead code and project stripping
Don't show in changelog
2020-05-14 20:56:02 +02:00
Florian Rival
4f17d526ab Fix typo 2020-05-14 19:26:04 +02:00
Florian Rival
bc27364bb8 Refactor editor containers and their usage in MainFrame
* Ensure all editor are properly flow typed
* Avoid using potentially-stale closures in MainFrame for editors
* Slightly reduce the complexity inside MainFrame now that these risky closures are not necessary anymore
2020-05-13 17:10:49 +01:00
Florian Rival
1fd719fb41 Fix color picker fields that couldn't be focused 2020-05-13 09:42:07 +02:00
Florian Rival
f7e93c2a13 Remove dead code
Don't show in changelog
2020-05-10 23:27:26 +02:00
Florian Rival
c268b19264 Refactor MainFrame callbacks and ProjectStorageProviders
Don't show in changelog
2020-05-10 21:15:25 +01:00
Florian Rival
6baef705eb Refactor a state in MainFrame
Don't show in changelog
2020-05-10 17:27:11 +02:00
Florian Rival
fe8295a6e3 Fix OpenFromStorageProviderDialog opened after opening a Google Drive file
Don't show in changelog
2020-05-10 17:24:08 +02:00
Florian Rival
de616de3fc Refactor a prop typing and extract a state in MainFrame
Don't show in changelog
2020-05-10 16:45:31 +02:00
Harsimran Singh Virk
9e725c58b5 Refactor MainFrame as a functional component with hooks (#1684) 2020-05-10 16:09:55 +02:00
Florian Rival
37028de2f4 Fix warning 2020-05-10 14:09:49 +02:00
Florian Rival
509dd8ff10 Improve changelog extractor
Don't show in changelog
2020-05-10 12:46:24 +02:00
Florian Rival
4c38bcffa8 Fix help icon size in the expression selector 2020-05-10 12:34:10 +02:00
Florian Rival
90c2cc7e44 Fix error highlighting offset in expression fields 2020-05-10 12:33:49 +02:00
Florian Rival
bd6e4206a2 Fix error display at startup
Don't mention in changelog
2020-05-09 12:16:01 +02:00
Florian Rival
9cf5755a90 Refactor loading of libGD.js into index.js, with cache busting 2020-05-09 00:38:07 +02:00
Florian Rival
11c29f444e Add doc for gdjs.RuntimeScene setBackgroundColor and getBackgroundColor 2020-05-08 22:47:23 +02:00
Florian Rival
11475b9cf3 Update make-version-metadata.js comment 2020-05-08 17:42:12 +02:00
Florian Rival
e5476f5712 Bump newIDE version 2020-05-08 17:42:01 +02:00
Florian Rival
e7457c7564 Update translations 2020-05-08 15:39:15 +02:00
Florian Rival
fd015f9ee4 Add script to extract changelog since last git tag 2020-05-08 15:15:19 +02:00
Todor Imreorov
394eb9488c Fix various DialogueTree ("Yarn") bugs (#1671)
* Fix command at the start of a node merges its text with the node that linked to it
* Fix Yarn skipping text results when commands are used in some cases
* Fix setting/getting variables
* Fix text failing to load when first node is of type text
* Add internal debug mode logging to Yarn
* Fix isdialoguelinetype command never true
* Fix new lines in text not properly detected
* Increase strictness on scrolling so it never overflows
* Fix command call detection for non scrolling text
* Fix: add back autoscroll commands, but make it safer and move it to the scroll function
* Use explicit variable types when setting bondagejs state
* Fix command not getting called sometimes 
* Fix text not terminating sometimes
2020-05-08 12:14:14 +02:00
Florian Rival
dd771ea3d1 Rework margins in the whole editor
Reduce list item heights to 32px:
* All lists showing items have items with height of 32px
* Toolbars height: 32px
* Remove padding around texts in tables to ensure 32px height
* Reduce right padding to 8px for consistency with tables

Densify form controls:
* Use spacers (4px) between form controls (ColumnStackLayout)
  * Adapt all editors to use ColumnStackLayout
* Use small version of IconButton
* Cancel margins around checkboxes

Normalize dialogs margins:
* All dialog titles margins are 8px
* All dialog content margins are 8px (same as Column margins)

Reduce tabs height to 32px
2020-05-05 18:37:00 +01:00
Quarkstar
140c7f52cb Fix changing font size of BBText objects using events (#1730) 2020-05-04 18:36:34 +02:00
Florian Rival
cb14f7cfa5 Run code formatting on EventsCodeGenerator.cpp 2020-05-04 17:33:22 +01:00
Florian Rival
93e8dd4002 Improve GDJS code generation integration tests 2020-05-04 17:33:22 +01:00
Florian Rival
b91a2da81c Fix subconditions with custom generated code conditions (like And condition with Equal condition)
* Fix #1729.
* Add an integration test, to test the generated code.
2020-05-04 17:33:22 +01:00
Florian Rival
d6f99c5841 Fix warning 2020-05-03 15:24:39 +02:00
Quarkstar
d2dc352c2a Fix intermittent rendering issues of Panel Sprites corners (#1726) 2020-05-03 15:20:31 +02:00
Florian Rival
f3dc69ea68 Update to Electron 8.2.5 2020-05-02 21:24:58 +02:00
Florian Rival
f4522291fc Fix formatting 2020-05-02 17:24:37 +02:00
Aurélien Vivet
60d7901054 Mark events search as dirty when options are changed (#1721) 2020-05-02 16:25:26 +02:00
Florian Rival
b19e71fe85 Fix scrolling in Debugger 2020-05-01 17:20:36 +02:00
Florian Rival
2b9524651f Rework object name text field styling and some fields width 2020-05-01 16:35:20 +02:00
Florian Rival
680aa3fa6b Remove dead code 2020-05-01 16:29:03 +02:00
Florian Rival
25f8bddfcf Rework scrollbar styling 2020-05-01 15:07:06 +02:00
Florian Rival
a02e5952a3 Adapt subscription plans wording 2020-05-01 13:34:51 +02:00
Florian Rival
b382b99ece Adapt valid color in DefaultTheme 2020-05-01 12:40:42 +02:00
Florian Rival
f6b16da334 Reduce scrollbar thickness 2020-05-01 12:34:53 +02:00
Florian Rival
130912f3c8 Rework scrollbar styling 2020-05-01 12:27:29 +02:00
Aurélien Vivet
49418351d4 Add various cosmetic improvement (including scrollbar) (#1714)
* Color green on icons for current plan
* More precise details on exports
* Move LocalFolderPicker on top
* Styled scrollbar
2020-05-01 11:55:53 +02:00
Florian Rival
cbad5de106 Use the new action/condition editor by default 2020-04-30 23:27:42 +02:00
Florian Rival
1e33a1c6f0 Update README to create AppImage for distributing GDevelop 2020-04-30 21:42:28 +02:00
Florian Rival
997c251a07 Fix typo 2020-04-30 08:59:32 +02:00
Florian Rival
a14e854f4e Fix warning 2020-04-29 21:53:07 +02:00
Florian Rival
b0af6c88fe Make search bar height smaller and use an alternate background color 2020-04-29 20:45:02 +01:00
Florian Rival
08b1f3b5fe Make dark theme separators more visible and panel borders same color 2020-04-29 20:45:02 +01:00
Florian Rival
b392192def Fix scroll in LayersList 2020-04-29 20:45:02 +01:00
Florian Rival
1759e85b84 Add persistence of editor panel layouts 2020-04-29 20:45:02 +01:00
Florian Rival
a3d223ae39 Move InstancesList in a panel and reorder SceneEditor toolbar 2020-04-29 20:45:02 +01:00
Florian Rival
d2fa8c43cf Make LayersList responsive 2020-04-29 20:45:02 +01:00
Florian Rival
dc0dcb673f Add LayersList to stories 2020-04-29 20:45:02 +01:00
Florian Rival
fa2c1bed79 Fix crash (infinite loop) in EventsFunctionsExtensionEditor on small screens 2020-04-29 21:35:31 +02:00
Florian Rival
8489cc3e70 Remove outdated screenshot 2020-04-29 18:20:27 +02:00
Arthur Pacaud
0150e197b0 Add user home path to File System extension (#1705) 2020-04-29 09:29:34 +02:00
Florian Rival
f5a6ca0246 Fix BrowserFileSystem tests on Windows 2020-04-27 22:18:35 +02:00
Arthur Pacaud
a53b63680c Rename multiLine to multiline (#1703)
To be consistent with material-ui's documentation
2020-04-27 22:10:20 +02:00
Arthur Pacaud
2489a26a08 Remove links to non-existing sourcemaps (#1695) 2020-04-27 18:59:58 +02:00
Florian Rival
2346e41936 Fix ProjectManager state not preserved when closed and re-opened 2020-04-27 09:51:57 +02:00
Florian Rival
0b5980d0b6 Make LocalFileSystem robust against removing a file failure.
Might fix 1683
2020-04-26 19:06:45 +02:00
Aurélien Vivet
99fc0b7b46 Fix actions to change color, font size and font family of BBText (#1688) 2020-04-24 22:44:44 +02:00
Jimil Desai
fb45454951 Allow to step through search results by pressing Enter in Events Sheet (#1582) 2020-04-24 22:36:21 +02:00
Florian Rival
9abfa741ce Fix potential crash in EventsSheet when using undo/redo
Fix #1678
2020-04-24 09:59:49 +02:00
Florian Rival
980081516a Fix BrowserFileSystem 2020-04-23 17:58:58 +02:00
Florian Rival
f1bed6ead9 Refactor EventsSheet to use ResponsiveWindowMeasurer 2020-04-23 10:08:56 +02:00
Florian Rival
e139c0218b Update outdated package-lock.json 2020-04-22 19:09:24 +02:00
Florian Rival
ffd0cf8808 Fix height of ResourcePreview 2020-04-22 10:16:24 +02:00
Quarkstar
ae87d3298e Fix renaming an object not updating JavaScript code events using it (#1681) 2020-04-21 18:03:57 +02:00
Florian Rival
6b7a9dd39c Refactor InstancesEditor 2020-04-20 21:58:20 +01:00
Florian Rival
5a3686d6a3 Update to react-measure 2.3.0 2020-04-20 21:58:20 +01:00
Quarkstar
bfef000cc6 Change a structure back to a number/string when its last child is removed (#1677) 2020-04-20 18:09:59 +02:00
Florian Rival
c000a735bb Open object editor when an instance is double clicked 2020-04-19 12:51:56 +02:00
Aurélien Vivet
21e034863e Fix Advanced Bloom effect (#1670)
Fixing "Uncaught (in promise) TypeError: r.KawaseBlurFilter is not a constructor"
2020-04-18 22:09:46 +02:00
Florian Rival
72b883654b Fix scrollbar positioning in scene editors 2020-04-18 19:32:52 +02:00
Nilay Majorwar
b1152b9059 Refactor ElectronMainMenu as a functional component (#1657) 2020-04-18 19:18:06 +02:00
Nilay Majorwar
7d48b85d42 Fix zoom shortcuts for non-Mac platforms (#1644) 2020-04-18 19:13:30 +02:00
Florian Rival
fb8926dd66 Allow all dialogs to be closed with Escape (or backdrop click) 2020-04-18 19:05:55 +02:00
Florian Rival
9ce195e371 Fix Behaviors list opening as a column 2020-04-18 18:44:58 +02:00
Florian Rival
f88f8b60d6 Make icon positioning consistent in RaisedButton and fix warnings 2020-04-18 18:38:06 +02:00
Quarkstar
4eb8ddfba6 Fix renamed object not updated in ForEach or Repeat event (#1654) 2020-04-18 18:24:47 +02:00
Florian Rival
aaab3cb212 Rework layers editor and other misc changes
* Ensure ColorPicker is never shown out of the window area
* Refactor TreeTable
* Fix text in LayerRemoveDialog
* Put layers editor in a panel rather than a Drawer
* Use a RaisedButton to add a variable
2020-04-18 17:24:03 +01:00
Florian Rival
6b3ce705aa Make separation between editor panels clearer 2020-04-18 17:24:03 +01:00
gautamv95
988a7fdb9d Fix typo (#1667) 2020-04-18 14:56:16 +02:00
Florian Rival
11592b11c4 Update GDJS documentation generation README 2020-04-18 14:55:27 +02:00
Florian Rival
e8791fcdf9 Update GDJS/package-lock.json 2020-04-18 11:44:05 +02:00
Florian Rival
e661923fd3 Update GenerateAllDocs.bat 2020-04-18 11:21:27 +02:00
Florian Rival
61c57059fa Update GenerateAllDocs.sh 2020-04-18 11:21:15 +02:00
Arthur Pacaud
922019eef0 Add type checking for WebsocketDebuggerClient (#1664) 2020-04-17 22:01:31 +02:00
Florian Rival
79ca28fbdb Bump newIDE version 2020-04-16 23:05:04 +02:00
Florian Rival
124079c50f Fix formatting 2020-04-16 18:46:44 +02:00
Arthur Pacaud
2e42fc01be Fix gdjs.WebsocketDebuggerClient (#1662) 2020-04-16 16:35:10 +02:00
Florian Rival
770aad5672 Fix electron module not accessible in previews 2020-04-16 09:26:08 +02:00
Aurélien Vivet
bef1b9fb1e Add JSDoc to evt.common functions (#1640) 2020-04-15 22:14:17 +02:00
Florian Rival
831dce0f51 Bump newIDE version 2020-04-15 09:58:22 +02:00
Florian Rival
2da4e79d06 Upgrade material-ui to 4.9.10 to avoid infinite rerender of text areas (#1656) 2020-04-14 23:03:55 +02:00
Florian Rival
804a07c56e Add "Jump sustain time" to Platformer Object behavior (#1650) 2020-04-14 11:24:45 +02:00
Florian Rival
b367f13116 Fix popovers in ForEach/JsCode/Link/Repeat events
Also ensure the fields are focused when opened.
Fix #1653.
2020-04-14 10:04:33 +02:00
Florian Rival
581d7716f7 Fix imports 2020-04-14 10:01:27 +02:00
Nilay Majorwar
19de7aefbc Fix confirmation dialogs making the app lose the focus on Windows (#1649)
Fix #1646

Electron default confirm and alert dialogs don't play nicely with the focus on Windows.
2020-04-14 09:57:22 +02:00
Florian Rival
57759aa1b8 Run auto formatting on platformerobjectruntimebehavior.spec.js 2020-04-13 21:39:38 +02:00
Todor Imreorov
07876afc28 fix "Select option by number" in Dialogue Tree (#1648) 2020-04-13 19:17:06 +02:00
Aurélien Vivet
b9029fba4d Fix help button for BBText objects (#1647) 2020-04-13 14:46:13 +02:00
Florian Rival
c4ba357296 Bump newIDE version 2020-04-13 11:16:06 +02:00
Florian Rival
a47acbb82a Fix deploy script for web-app 2020-04-12 20:05:58 +02:00
Florian Rival
f1f93c9be0 Update translations 2020-04-12 19:54:05 +02:00
Florian Rival
f56d864efb Add cannon-ball-with-physics example 2020-04-12 19:29:19 +02:00
Florian Rival
017f8cf554 Update flappy bird example 2020-04-12 19:19:12 +02:00
Arthur Pacaud
d8546c5547 Add doc and type annotations to gdjs.WebsocketDebuggerClient (#1637) 2020-04-11 18:37:28 +02:00
Florian Rival
0bc6e41709 Remove extra console.log and close confirm dialog in development 2020-04-11 16:28:55 +02:00
Florian Rival
943fac772d Fix translation and warn about unsaved changes in CloseConfirmDialog 2020-04-10 23:24:34 +02:00
Florian Rival
327e4cb6a3 Fix horizontal scrollbar in ExpressionAutocompletionsDisplayer 2020-04-10 19:58:12 +02:00
Florian Rival
277989f329 Fix ExpressionSelector positioning when errors shown in an expression 2020-04-10 19:58:12 +02:00
Florian Rival
2bdae4ed14 Display autocompletions at the bottom of the input 2020-04-10 19:58:12 +02:00
Florian Rival
4bfbd7c78f Add autocompletions when typing an expression
Add ExpressionAutocompletion, ExpressionAutocompletionsDisplayer, ExpressionAutocompletionsHandler.
2020-04-10 19:58:12 +02:00
Harsimran Singh Virk
7b76564dda Fix for redundant scrollbar in Project Manager (#1635) 2020-04-10 14:35:50 +02:00
Florian Rival
41a2b87dd0 Fix unsaved changes not triggered when editing an object 2020-04-09 22:56:52 +02:00
Nilay Majorwar
397781bb98 Disable some menu items if no project is opened (#1626) 2020-04-09 22:25:23 +02:00
Florian Rival
b4fa741717 Upgrade to electron-builder 21.2.0
* Use new entitlement to avoid the packaged and signed macOS app to crash when launched.
* Don't upgrade to a newer version of electron-builder because not compatible with macOS 10.13 it seems
2020-04-09 21:47:14 +02:00
Nilay Majorwar
6e16bd764f Upgrade IDE to Electron v8.2.1 (#1589) 2020-04-09 21:34:51 +02:00
Florian Rival
1071b66c92 Enhance typing of MenuItemTemplate in the whole app 2020-04-08 19:42:02 +02:00
Florian Rival
9ff6d91717 Simplify a bit extra menu item handling in ProjectManager 2020-04-08 19:24:35 +02:00
Nilay Majorwar
bda1eb01d2 Add menu items to scene context menu to edit properties or variables (#1607) 2020-04-08 18:43:32 +02:00
Florian Rival
dfcaf472c7 Fix tests 2020-04-07 16:26:06 +02:00
Florian Rival
c8a9da6aea Fix some bad characters in results of HelpFinder 2020-04-05 19:26:23 +02:00
Florian Rival
daa50931ae Fix formatting 2020-04-05 17:31:01 +02:00
Florian Rival
f84a97a4f2 Move Cursor/touch on object condition to an "object" condition
See #1611
2020-04-05 17:25:09 +02:00
Aurélien Vivet
10d5c403a7 Add preload auto to fix video in electron 8+ and Chrome 76+ (#1624) 2020-04-05 17:14:28 +02:00
Florian Rival
15471e6e28 Move EventsScope to InstructionOrExpression folder 2020-04-05 14:21:35 +02:00
Florian Rival
7ccebc69fa Fix warnings in Storybook 2020-04-05 12:12:03 +02:00
Florian Rival
4c57fbc01f Rename enumerateInstructions to enumerateAllInstructions 2020-04-05 12:02:45 +02:00
Florian Rival
ed58ebd3be Add imperative methods to SemiControlledTextField 2020-04-05 11:40:08 +02:00
dependabot[bot]
9cae4fb264 Bump minimist from 1.2.0 to 1.2.3 in /newIDE/web-app (#1623)
Bumps [minimist](https://github.com/substack/minimist) from 1.2.0 to 1.2.3.
- [Release notes](https://github.com/substack/minimist/releases)
- [Commits](https://github.com/substack/minimist/compare/1.2.0...1.2.3)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-04-05 10:49:51 +02:00
Florian Rival
83e7314863 Clean the GDJS runtime folder only when starting the development app
Potential fix for filesystem issue like #1528
2020-04-04 22:36:03 +02:00
Florian Rival
8ec56164af Update GDevelop-services urls to use proper subdomains 2020-04-04 15:56:39 +02:00
Aurélien Vivet
ba0c4a9bc4 Improve bug reports with system details (#1612) 2020-04-04 15:51:24 +02:00
dependabot[bot]
8706dc727d Bump minimist from 1.2.0 to 1.2.3 in /newIDE/electron-app/app (#1619)
Bumps [minimist](https://github.com/substack/minimist) from 1.2.0 to 1.2.3.
- [Release notes](https://github.com/substack/minimist/releases)
- [Commits](https://github.com/substack/minimist/compare/1.2.0...1.2.3)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-04-04 13:53:15 +02:00
dependabot[bot]
7ee9facb34 Bump minimist from 1.2.0 to 1.2.3 in /newIDE/electron-app (#1620)
Bumps [minimist](https://github.com/substack/minimist) from 1.2.0 to 1.2.3.
- [Release notes](https://github.com/substack/minimist/releases)
- [Commits](https://github.com/substack/minimist/compare/1.2.0...1.2.3)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2020-04-04 13:52:58 +02:00
gautamv95
4190cbda88 Rationalise dismissing of dialogs with click outside/escape key (#1522)
Fix #1517
2020-04-01 10:05:03 +02:00
Florian Rival
aa73b01bbc Fix warning in ContextMenu 2020-04-01 09:54:43 +02:00
Florian Rival
b242c7863f Add asterisk in titlebar when the file is modified 2020-04-01 09:51:20 +02:00
Apostoles
41550ee10f Track changes to display a smart unsaved changes warning (#1523) 2020-03-31 22:35:08 +02:00
Florian Rival
7af0999f59 Remove obsolete ExternalEditor in LocalApp (#1604) 2020-03-31 09:45:15 +02:00
Nilay Majorwar
93e0ccc163 Add Prettier to electron-app and autoformat files (#1602) 2020-03-30 20:25:08 +02:00
Aurélien Vivet
94303fccc2 Update required CMake version for GDevelop.js (#1600) 2020-03-30 16:05:24 +02:00
Aurélien Vivet
33949fd93c Add option to use MinGW instead ninja for GDevelop.js (#1599) 2020-03-29 23:21:55 +02:00
Harsimran Singh Virk
bd40bb892c Fix selection issues in the Autocomplete lists (#1586) 2020-03-29 21:11:20 +02:00
Florian Rival
c2cf935bd9 Fix typo 2020-03-28 18:24:06 +01:00
Quarkstar
c7d5ab8013 Update Twist/ZoomBlur/RadialBlur to be centered by default (#1564)
Remove dependency on window size, preparing for object effects support
2020-03-25 23:33:55 +01:00
Florian Rival
e8c93a5622 Add autoHideScrollbar and fix scrolling in ScrollView 2020-03-25 22:36:03 +01:00
Garett Tok Ern Liang
348459481a Fix Left/Right Ctrl/Shift/Alt/Meta not recognised as separate keys (#1553) 2020-03-25 21:13:08 +01:00
Florian Rival
e7348f08c4 Update bouncing-ball-and-rope example 2020-03-24 21:46:35 +01:00
Harsimran Singh Virk
ef96adee92 Close InlinePopover after selection in an autocomplete field (#1568)
Also if Escape key is pressed
2020-03-24 08:55:40 +01:00
Florian Rival
66b3ec1686 Rename IsInformative to IsExact in ExpressionCompletionFinder 2020-03-23 23:32:33 +01:00
Arthur Pacaud
b77eb123e8 Move loadObject to registerObject method in gdjs.RuntimeScene (#1572) 2020-03-22 21:32:43 +01:00
Florian Rival
dcba4272e0 Fix description in CRT 2020-03-22 17:16:24 +01:00
Quarkstar
c2dd5a0a09 Allow to change the animation speed/frequency of effects (#1554) 2020-03-22 17:13:05 +01:00
Aurélien Vivet
a6ae265705 Improve visibility of parameter for checkbox in effects list (#1575) 2020-03-22 15:42:51 +01:00
Florian Rival
94fb2fede6 Remove dead code 2020-03-22 15:41:13 +01:00
Jimil Desai
7bcaf55342 Fix warning not showing when using a digit as first character for a name (#1560) 2020-03-22 15:24:28 +01:00
Geetesh Gupta
cc9632e7c1 Remember the directory previously chosen when selecting a resource (#1494) 2020-03-21 13:29:00 +01:00
Aurélien Vivet
3ff5dd7cd2 Add duplicate menu option in Project Manager (#1556) 2020-03-20 09:45:18 +01:00
Florian Rival
1193e1bbd0 Run Prettier autoformatting on some files 2020-03-19 23:17:38 +01:00
Harsimran Singh Virk
9c55b0acc6 Replace Downshift with material-ui Autocomplete. (#1453) 2020-03-19 22:45:21 +01:00
Jimil Desai
d03c1964cb Fix global objects not updated in other editors after modifying them in an editor (#1545) 2020-03-19 19:17:54 +01:00
Aurélien Vivet
e5695aacf6 Fix sentences for video object actions & clean whitespace (#1552) 2020-03-18 21:50:09 +01:00
Florian Rival
8e6d2da9f7 Fix crash in external events 2020-03-18 21:46:32 +01:00
Aurélien Vivet
5c043fd04a Add context menu to select the scene to start the preview with (#1429) 2020-03-18 21:28:18 +01:00
Pranav Shridhar
4edbd9d377 Added shortcut to export project (#1548) 2020-03-18 15:23:08 +01:00
Quarkstar
c6f21955a3 Add BulgePinch, Glitch, RadialBlur and Twist effects (#1531) 2020-03-18 15:20:01 +01:00
Florian Rival
03cc406459 Fix tests 2020-03-18 15:03:11 +01:00
Ferry Pie
c5d855b768 Make table headers bolder (#1512) 2020-03-17 15:03:40 +01:00
Pranav Shridhar
2aba1c57c4 Fix spinner shown in "See all my builds" when not logged in (#1542)
Fix #1541
2020-03-17 14:54:53 +01:00
Minisonny
9614549436 Fix ContextMenu positioning in the web-app (#1527)
Fix #1492
2020-03-17 09:36:26 +01:00
Florian Rival
f1730c239d Add type to ExpressionCompletionDescription::ForObject 2020-03-16 23:08:05 +01:00
Pranav Shridhar
acb19bf8ed Fix typos (#1535) 2020-03-16 19:03:58 +01:00
Florian Rival
4d63fbcca0 Fix Flow typing of components with useImperativeHandle 2020-03-15 13:12:30 +01:00
Florian Rival
eb19b6ba21 Remove Fullstory analytics 2020-03-14 18:48:45 +01:00
Florian Rival
d2747782b4 Remove mention to babel-loader in package.json.README.md 2020-03-14 17:24:20 +01:00
Nilay Majorwar
8202e6b38e Update react-scripts to v3.4.0 (#1526) 2020-03-14 17:22:08 +01:00
Florian Rival
6deb4fa122 Merge branch 'master' of github.com:4ian/GDevelop 2020-03-14 13:58:58 +01:00
Nilay Majorwar
3990064da9 Add Exit GDevelop option to File menu (#1524)
Closes #1498
2020-03-14 12:45:04 +01:00
Quarkstar
a315eabdce Reorder Effects/JsExtension.js (#1519) 2020-03-12 14:57:34 +01:00
Florian Rival
faa02d4459 Add proper handling of closing parenthesis in ExpressionCompletionFinder 2020-03-11 17:41:52 +00:00
Harsimran Singh Virk
8b294ae369 Fix tooltip content for editor titles (#1495)
Fix #1484
2020-03-10 22:21:26 +00:00
Florian Rival
cb43eb7780 Upgrade to Flow 0.120.1 2020-03-10 21:15:48 +00:00
Geetesh Gupta
765295fc5d Add Escape (and Enter) key to finish renaming groups and comments (#1488) 2020-03-09 20:51:42 +00:00
A.Dilshaad
beb3bde4a8 Make New scene naming convention more consistent (#1508) 2020-03-09 10:01:00 +00:00
Aurélien Vivet
fe5b519917 Add blending mode effect (#1499) 2020-03-08 23:34:53 +00:00
Geetesh Gupta
8661fbef07 Fix object name not selectable when renaming an object (#1477)
Fix #1440
2020-03-08 23:09:10 +00:00
Quarkstar
afd11d2480 Add old film, dot and color replace effects (#1497) 2020-03-08 17:44:06 +00:00
Florian Rival
c5ad9715df Fix project name not escaped in Cordova generated config.xml 2020-03-05 21:21:27 +00:00
Florian Rival
4362e8dd42 Add check for libGD.js size in electron app build and fix failure reports 2020-03-05 07:57:31 +00:00
Florian Rival
372fa46709 Fix yarn command wrongly removing space between words (#1491) 2020-03-04 22:39:17 +00:00
Florian Rival
c43cfcd49e Display human readable names for builds in the Builds list (#1489)
Fix #1421
2020-03-04 20:27:14 +00:00
Florian Rival
c471a0af6d Bump newIDE version 2020-03-04 08:37:28 +00:00
Florian Rival
b1ea60e1d2 Fix Box2D.js in the global namespace conflicting with Facebook Instant Games runtime
Tested on Facebook Instant Games Android, iOS
Tested on Desktop Chrome, Firefox, Safari
2020-03-03 22:59:16 +00:00
Florian Rival
f745907f9d Merge branch 'master' of github.com:4ian/GDevelop 2020-03-03 21:54:34 +00:00
Florian Rival
92df124a92 Update translations 2020-03-03 21:54:25 +00:00
Geetesh Gupta
96f26c89ab Fix renaming not cancelled when object name is not changed (#1479) 2020-03-03 20:07:41 +00:00
Florian Rival
3f6428dfcc Merge pull request #1486 from 4ian/feature/more-expression-parser-node-locations
Improver expression parser with more location information
2020-03-02 22:11:57 +00:00
Florian Rival
22c6a57394 Improve completions from ExpressionCompletionFinder 2020-03-02 22:11:31 +00:00
Harsimran Singh Virk
dc942e6abc Fix unscrollable configuration/parameters of Event Functions (#1483) 2020-03-02 18:26:54 +00:00
Quarkstar
f9430a0da1 Fix hash of piskel-editor (#1485)
Fix #1482
2020-03-02 08:56:58 +00:00
Florian Rival
94ac7166ed Add more tests for ExpressionParser2 2020-03-01 19:00:18 +00:00
Florian Rival
88b20240ff Fix location of identifier (function names, etc...) with trailing whitespaces 2020-03-01 18:40:30 +00:00
Florian Rival
af93149f6a Add more location information in ExpressionParser nodes
Also fix some whitespace sensitivity of the parser
2020-03-01 17:37:21 +00:00
Florian Rival
732a716be4 Refactor error display in GenericExpressionField 2020-02-29 17:51:39 +00:00
gautamv95
11b660e05d Fix change of focused tab after a tab is closed (#1480)
Fix #986
2020-02-29 13:36:47 +00:00
Florian Rival
6155606d20 Refactor EnumerateExpressions 2020-02-27 21:00:27 +00:00
Florian Rival
89e3853296 Enforce TypeScript "strictNullChecks" and other strict compiler options 2020-02-25 21:06:04 +00:00
Arthur Pacaud
df655f2269 Removed non-required use of Hashtable.items (#1458) 2020-02-25 20:51:55 +00:00
Florian Rival
6b6ec6f06f Upgrade another package-lock.json file to latest format 2020-02-25 20:46:03 +00:00
Florian Rival
d80a47e569 Upgrade package-lock.json files to latest format 2020-02-25 20:22:01 +00:00
Florian Rival
9cf9d09f3a Refactor GenericExpressionField highlighting styling 2020-02-25 19:24:50 +00:00
Florian Rival
8fa23c5463 Move some files to InstructionOrExpression folder in newIDE 2020-02-25 19:24:50 +00:00
Aurélien Vivet
1c65e3c655 Fix casing in camera actions/conditions (#1467) 2020-02-25 18:21:22 +00:00
Florian Rival
b1e292e04e Update TimeDelta name/descriptions 2020-02-24 23:09:30 +00:00
Arthur Pacaud
e2f8f70d54 Improve JSDoc in gd.js (#1459) 2020-02-23 20:34:37 +00:00
Aurélien Vivet
d04faa039b Add Discord button on StartPage (#1462) 2020-02-23 20:27:57 +00:00
Florian Rival
4e59573042 Speed up identifiers and other character parsing in ExpressionParser2 2020-02-23 19:41:53 +00:00
Florian Rival
07fce517d6 Add ExpressionParser2Benchmarks 2020-02-23 14:52:09 +00:00
Florian Rival
ac90b982ac Hide verbose extension loading logs in tests 2020-02-23 14:49:35 +00:00
Florian Rival
4df974a4d7 Fix error highlighting in GenericExpressionField when shown inline 2020-02-22 18:28:56 +00:00
Florian Rival
cebf1e2a84 Add sanity check for libGD.js size 2020-02-22 16:35:57 +00:00
Florian Rival
650676cc6e Update Breakout example 2020-02-22 15:21:58 +00:00
Florian Rival
a3614a85b8 Add script to automatically upload example resources for the web-app 2020-02-22 15:15:58 +00:00
Florian Rival
ef52fec3ca Add Flappy bird example 2020-02-22 15:00:22 +00:00
Florian Rival
ca6f11b55a Support for describing completions to display for an expression (#1447) 2020-02-22 14:27:43 +00:00
Arthur Pacaud
7015962aa0 Update README-extensions.md (#1450)
As the majority of extensions use JavaScript now.
2020-02-22 12:55:57 +00:00
Florian Rival
4df7f0d10f Add links to "good first issues"/"not too hard" cards 2020-02-22 11:57:58 +00:00
Florian Rival
8c7ffe319a Merge pull request #1443 from 4ian/fix/visit-function-node
Fix WholeProjectRefactorer potential wrong renaming/moving of parameters
2020-02-19 08:36:12 +00:00
Florian Rival
710c2f0304 Fix renaming a property not renaming property expression used in a property action/condition 2020-02-19 08:33:32 +00:00
Florian Rival
727fa8a538 Fix WholeProjectRefactorer renaming/moving parameters of wrong functions for behaviors 2020-02-18 23:27:19 +00:00
Aurélien Vivet
f45e4c2049 Fix whitespace not preserved in comments (#1442) 2020-02-18 20:54:04 +00:00
Florian Rival
3bdf612f8e Fix ExpressionsRenamer when renaming an object function (#1438) 2020-02-18 08:55:25 +00:00
Florian Rival
4f7c91190e Fix formatting 2020-02-17 21:19:45 +00:00
Aurélien Vivet
5ed0c57e48 Improve pixel perfect rendering of games (#1432)
Can help with the issue of "bleeding" tiles.
2020-02-17 21:34:27 +01:00
Florian Rival
3955612e3b Run autoformatting on runtimegame-pixi-renderer.js 2020-02-17 20:27:58 +00:00
Arthur Pacaud
8eede20b07 Fix warning shown after dismissing the rename of an object (#1437) 2020-02-17 21:25:53 +01:00
Aurélien Vivet
3df9b29c3e Improve description of behavior methods and add "Extension" in tab names (#1431) 2020-02-16 23:48:13 +01:00
Florian Rival
280906dd3a Add "once" in description of onFirstSceneLoaded 2020-02-14 16:58:05 +00:00
Florian Rival
94e81ddf40 Add field for GDevelop version compatibility in extension headers and alert in IDE 2020-02-14 16:58:05 +00:00
Florian Rival
392e602651 Add message about export of lifecycle functions only if extension used 2020-02-14 16:58:05 +00:00
Florian Rival
0d60a54fa7 Add support for extension lifecycle events function 2020-02-14 16:58:05 +00:00
Florian Rival
e95a336dd2 Add new GDJS callbacks: first scene loaded, pre/post events 2020-02-12 20:47:43 +00:00
Florian Rival
b8ccf02f70 Refactor callbacks registration in GDJS 2020-02-11 23:33:30 +00:00
Florian Rival
a564a484a7 Rework codeNamespace to be generated by LayoutCodeGenerator instead of EventsCodeGenerator 2020-02-11 21:54:49 +00:00
Florian Rival
b9c1f5f6a7 Add LayoutCodeGenerator 2020-02-11 21:26:00 +00:00
Florian Rival
243bc93fe5 Add EventsFunctionsExtensionCodeGenerator 2020-02-11 20:45:20 +00:00
Florian Rival
d544319302 Add location in ExpressionParser2 and ExpressionNodeLocationFinder 2020-02-11 08:20:09 +00:00
Florian Rival
0fa5988995 Fix broken scripts since update to Emscripten 1.39.6 2020-02-10 23:28:54 +00:00
Arthur Pacaud
746b2f5480 Add more JSDoc/typing to gdjs.RuntimeObject and Hashtable (#1376) 2020-02-10 20:24:11 +00:00
Florian Rival
2cc7c8740e Fix Storybook and add story for NewInstructionEditorMenu 2020-02-09 22:16:09 +00:00
Florian Rival
aa30052dca Fix Events Extractor dialog showing empty extension names 2020-02-09 11:50:45 +00:00
Florian Rival
beb1cf0631 Hide horizontal scrollbar in InlinePopover 2020-02-09 11:22:31 +00:00
Todor Imreorov
78640d74c8 Add InstructionEditor showing as popover when right click on "Add action/condition" (#1416) 2020-02-09 11:17:38 +00:00
Todor Imreorov
7becb0be4b Fix multiple issues in Dialogue Tree (Yarn) extension (#1418)
* Add protection against misusage of the extension
* Fix json loading resource reading at the beginning of scene (thanks @4ian)
* Fix getClippedLineText sometimes clips the last letter
2020-02-08 18:25:09 +00:00
Florian Rival
6c789b7eb0 Remove remote connection for AppVeyor 2020-02-08 10:43:45 +00:00
Florian Rival
f743a785ad Update tests run on Windows on AppVeyor 2020-02-08 10:43:45 +00:00
Florian Rival
bac8aa14fa Fix Windows tests and add AppVeyor CI 2020-02-08 10:43:45 +00:00
Florian Rival
3ebb483e32 Update GDevelop.js Windows build to use embedded Ninja instead of MinGW make 2020-02-08 00:29:19 +00:00
Florian Rival
4fbbd34d40 Fix typo 2020-02-07 17:10:30 +00:00
Florian Rival
24091db88b Add deploy step to upload GDJS (and extensions) Runtime for web-app 2020-02-05 22:09:16 +00:00
Florian Rival
4ec3f1f082 Merge pull request #1406 from 4ian/refactor/emscripten-1.39
Upgrade to Emscripten 1.39.6
2020-02-05 21:58:31 +00:00
Florian Rival
991378e004 Remove debug message 2020-02-05 21:42:28 +00:00
Florian Rival
dfaee92d24 Fix GDevelop.js tests on Windows 2020-02-05 21:35:28 +00:00
Florian Rival
b07c71cb9c Exclude emsdk from tests in GDevelop.js 2020-02-05 21:27:41 +00:00
Florian Rival
cb0c0f903f Avoid full rebuild when changing a CMake parameter in GDevelop.js 2020-02-05 20:52:03 +00:00
Florian Rival
a81a121a8d Fix test coverage not running with Node environment 2020-02-02 20:24:31 +00:00
Florian Rival
7bf892c7eb Upgrade to Emscripten 1.39.6 2020-02-02 19:32:09 +00:00
Aurélien Vivet
ce4fdbe4f8 Add option to search in event texts (comments, group names) (#1398) 2020-02-01 18:45:15 +00:00
Florian Rival
d82bbdc1af Create CNAME for hosting on editor.gdevelop-app.com
This file is required by GitHub when using a custom domain with GitHub pages.
Now required because of using Cloudflare directly instead of Cloudfront.
2020-02-01 14:01:33 +00:00
Florian Rival
62dca91637 Fix formatting 2020-02-01 13:00:51 +00:00
Florian Rival
1e1c5f7206 Fix drag'n'drop of selected event invalidating the event in memory (potential crash) 2020-02-01 12:33:50 +00:00
Florian Rival
7c9e6ee6f1 Prevent larger texts in landscape mode on Safari iOS 2020-01-30 21:29:55 +00:00
Florian Rival
5690de71c5 Remove useless define in GDevelop.js 2020-01-30 08:24:48 +00:00
Florian Rival
eae2a06a4e Improve export speed (~20%) by memoizing mangled names 2020-01-28 23:57:37 +00:00
Florian Rival
4affa25672 Fix compilation on recent compilers
Fix compilation with latest Emscripten
2020-01-28 22:49:54 +00:00
Florian Rival
7b30f63cb1 Remove unused variables 2020-01-27 23:15:27 +00:00
Arthur Pacaud
574bdaaf41 Refactor SpriteRuntimeObject types to add prefix "Sprite" (#1378)
Also remove useless parseFloat
2020-01-27 22:54:28 +00:00
Florian Rival
bff43ee771 Remove dead code related to old ExpressionParser 2020-01-27 22:08:48 +00:00
Aurélien Vivet
9b9b6c5996 Fix usage of getFontFamily in BBText instance renderer (#1399) 2020-01-27 20:51:07 +00:00
Florian Rival
721872e45b Fix race condition between extension loading and GDJS development watcher 2020-01-27 20:18:35 +00:00
Arthur Pacaud
edd9ec94cf Add @arthuro555 to credits (#1396) 2020-01-27 18:21:18 +00:00
Florian Rival
c986c52409 Add document explaining platforms and exporters 2020-01-26 20:43:39 +00:00
Aurélien Vivet
168b8d3fea Simplify the Loop checkbox in Sprite editor (#1397) 2020-01-26 17:20:47 +00:00
Florian Rival
47025329dd Remove remaining old functions to register objects/behaviors 2020-01-26 10:53:49 +00:00
Aurélien Vivet
9f05a65ed2 Add font selector for BBText object (#1394) 2020-01-25 19:44:13 +00:00
Florian Rival
370c6d03ad Update estimated build time for electron builds 2020-01-20 21:32:30 +00:00
Aurélien Vivet
b650ff3aa5 Improve credits (#1391) 2020-01-20 20:34:56 +00:00
Florian Rival
285ff6f5f5 Update the script to extract expressions reference 2020-01-19 15:29:59 +00:00
Florian Rival
81f292941f Add help button in ExpressionSelector to open expressions reference 2020-01-19 14:12:25 +00:00
Florian Rival
eb27ba7c86 Improve script to extract expressions reference documentation
Still need to add parameters
2020-01-19 12:27:51 +00:00
Florian Rival
01a844c356 Refactor import-GDJS-Runtime script to use Node.js 2020-01-18 14:27:36 +00:00
Arthur Pacaud
054e48227c Make object and behavior registering more explicit (#1379) 2020-01-17 22:49:24 +00:00
Florian Rival
9adc40a55d Add script to extract all the expressions available in GDevelop 2020-01-16 23:44:26 +00:00
Bouh
034c734568 Fix unaligned text for "Unknown behavior" (#1382)
- Remove useless span
- Remove useless style related to span
- Use `Text` for Unknown behavior to ensure alignement and correct font.
2020-01-16 20:19:15 +00:00
Florian Rival
b65aed4c02 Merge pull request #1380 from 4ian/feature/notarization-macos
Enable notarization on macos
2020-01-16 19:35:20 +00:00
Florian Rival
adbcef8f59 Build zip for macOS on CircleCI 2020-01-16 08:56:06 +00:00
Florian Rival
44dbbd7138 Add notarization for macOS 2020-01-15 23:34:25 +00:00
Florian Rival
3e63e34d61 Upgrade electron-builder to 20.44.4 and electron-updater to 4.2.0 2020-01-15 20:53:49 +00:00
Florian Rival
dc976003b7 Add action to center the window on screen 2020-01-14 22:03:10 +00:00
Florian Rival
fb3002cd77 Add version metadata in analytics 2020-01-14 21:41:05 +00:00
Florian Rival
b25752907f Fix effects not applied in exported games 2020-01-13 22:31:54 +00:00
Florian Rival
72da63afcb Fix broken Text and TiledSprite objects 2020-01-13 21:51:35 +00:00
Florian Rival
ab5a593ab3 Use resources.gdevelop-app.com for static content serving 2020-01-13 21:23:24 +00:00
Florian Rival
71dcb20b7b Fix date not removed from generated GDJS HTML documentation 2020-01-13 19:35:23 +00:00
Florian Rival
61ffb40dee Remove date from generated documentation HTML 2020-01-13 08:56:08 +00:00
Florian Rival
07152639d1 Ensure npm install is run before running jsdoc with GenerateAllDocs 2020-01-12 23:51:31 +00:00
Florian Rival
6655a949ec Fix GDJS doc generation (incompatible TypeScript/JSDoc notations) 2020-01-12 23:33:39 +00:00
Arthur Pacaud
99312c71e0 Improve overall type annotations (#1361)
* Add type annotation for ObjectData and related types.
* Add missing type annotations.
* Add // @ts-check to some files.
2020-01-12 20:14:00 +00:00
Bouh
3abb5a393d Set object names in bold in dark theme (like in light theme) (#1366) 2020-01-12 20:12:51 +00:00
Florian Rival
010b52ced6 Update documentation urls to docs.gdevelop-app.com/... 2020-01-12 18:45:39 +00:00
Florian Rival
7a1ce790d4 Make "Allow again jumping" action description clearer 2020-01-10 23:40:20 +00:00
Florian Rival
fbdf530e00 Refactor upload, removing dependency on AWS S3 2020-01-10 23:29:15 +00:00
Florian Rival
ee1e67a367 Bump newIDE version 2020-01-07 20:52:26 +00:00
Florian Rival
5eded536b8 Rework builds/previews 2020-01-07 20:51:20 +00:00
Florian Rival
fa511d5faa Bump newIDE version 2020-01-07 18:09:30 +00:00
Florian Rival
a0887a1982 Fix rendering of particles not using a texture 2020-01-06 23:41:15 +00:00
Florian Rival
975a5a44cc Bump newIDE version 2020-01-06 22:55:20 +00:00
Florian Rival
252315d0d1 Fix ExpressionParametersEditorDialog being too small for expression selectors 2020-01-06 21:52:00 +00:00
Bouh
cbd7a70059 Fix help page link in Effects List dialog (#1352) 2020-01-06 14:11:56 +00:00
Florian Rival
d9a8f79926 Fix "Number of objects" condition not showing the object name anymore 2020-01-06 08:22:50 +00:00
Florian Rival
a417e3c9db Bump newIDE version 2020-01-06 08:19:38 +00:00
Florian Rival
7530b4e137 Don't open devtools by default 2020-01-05 20:37:31 +00:00
Florian Rival
e0adc2a924 Update translations 2020-01-05 18:36:43 +00:00
Florian Rival
a4227dac78 Normalize naming of addExpression parameters in BBText extension 2020-01-03 22:43:41 +00:00
Florian Rival
4e76f28fd3 Fix BBText sentences and help page path 2020-01-03 22:36:57 +00:00
Florian Rival
3b89284fd2 Normalize/fix some action/condition sentences 2020-01-03 22:29:08 +00:00
Florian Rival
dd8a0c7158 Add additional descriptions to anchor behavior properties 2020-01-02 21:33:36 +00:00
Florian Rival
641d87b097 Update Platformer example to adapt its width dynamically
This is good testbed for anchor behavior + dynamic game resolution adaptation to the window
2020-01-02 21:33:36 +00:00
Florian Rival
64dbab1bce Fix layer center position after resolution update 2020-01-02 21:33:36 +00:00
Florian Rival
dc4e68dd21 Add actions to change game resolution resize mode 2020-01-02 21:33:36 +00:00
Florian Rival
9d3cd9f110 Add option to automatically resize game resolution to window size
* Also refactor:
  * method names related to window/game resolution
  * runtime game renderer size handling

* Update ProjectPropertiesDialog
2020-01-02 21:33:36 +00:00
Todor Imreorov
eb5687dc7b Add RGBSplit, Outline, Glow, DropShadow, Bevel, Ascii & Adjustment effects 2019-12-29 19:18:03 +00:00
Florian Rival
9eb548452a Add MoveEventsFunctionParameter and MoveBehaviorEventsFunctionParameter in WholeProjectRefactorer 2019-12-27 22:21:24 +01:00
Florian Rival
4ac3516336 Improve type annotations for gdjs.Layer 2019-12-27 18:34:03 +01:00
Florian Rival
e3aed61390 Add type annotations and auto-format gdjs.Layer 2019-12-27 18:21:31 +01:00
Florian Rival
479584c3ef Also show parameter names and descriptions for checkbox in EffectsList 2019-12-27 17:33:26 +01:00
Florian Rival
3fc3d1e235 Add menu item to show parameter names in EffectsList 2019-12-27 17:09:57 +01:00
Florian Rival
448e543658 Display effect descriptions in EffectsList 2019-12-27 14:44:45 +01:00
Florian Rival
eb1abbd539 Rework Preferences dialog and show all hints to enable/disable 2019-12-27 14:44:41 +01:00
Florian Rival
48420c6b79 Add preference to display assignment operators in EventsSheet 2019-12-27 13:46:57 +01:00
Florian Rival
a6d7c032ac Remove redundant "current" word in animation related actions/conditions 2019-12-27 13:46:57 +01:00
Florian Rival
2f8840b2cf [codemod] Adapt sentences of action/conditions 2019-12-27 13:46:57 +01:00
Florian Rival
5df3afdb67 Adapt extension properties to new sentences + various changes 2019-12-27 13:46:57 +01:00
Florian Rival
df2185a505 Capitalize sentences displayed by Instruction 2019-12-27 13:46:57 +01:00
Florian Rival
1d67453454 Adapt OperatorField to new sentences 2019-12-27 13:46:57 +01:00
Florian Rival
217cd9639f Add methods to use default (relational) operator parameters 2019-12-27 13:46:57 +01:00
Florian Rival
9f91654628 Add script to refactor actions and conditions sentences 2019-12-27 13:46:57 +01:00
Florian Rival
e0602d347b Fix effects 2019-12-26 19:54:37 +01:00
Todor Imreorov
f14e02e739 Add Godray, Tilt Shift, Kawase Blur, Zoom Blur, Advanced Blur and CRT effects (#1325)
* add crt filter

* add godray,tiltshift, kawaseblur,zoomblur, advBloom filters

* refactor filters to fit api updates

* use else ifs

* Run Prettier on JsExtension.js

* Update names and descriptions

* Update crt-pixi-filter.js

* Fix godray

Co-authored-by: Florian Rival <Florian.rival@gmail.com>
2019-12-26 19:43:49 +01:00
Florian Rival
f3ef26dae5 Fix div used in p when using MarkdownText with TextField 2019-12-26 19:15:54 +01:00
Florian Rival
eda1f9b770 Ensure buttons next to text fields are not shrinked 2019-12-26 19:04:05 +01:00
Florian Rival
10e296bff7 Update package-lock.json 2019-12-26 18:49:50 +01:00
Florian Rival
73dc3a93ea Update displacement template image and fix displacement label/description 2019-12-26 18:08:32 +01:00
Bouh
42ddf9b41a Add Displacement, ColorMap, Pixelate and Reflection effects (#1329) 2019-12-26 17:38:28 +01:00
Florian Rival
17ac7cf091 Fix links color in embedded Markdown text 2019-12-26 16:35:31 +01:00
Florian Rival
3f04f0ea92 Add .prettierrc for Extensions 2019-12-26 11:36:03 +01:00
Florian Rival
7c57881359 Add support for markdown in helper texts (for effects/action/condition descriptions) 2019-12-25 23:44:41 +01:00
Florian Rival
e29c2d033c Ensure no line break between icon and name in EventsSheet 2019-12-25 21:05:53 +01:00
Florian Rival
8bae458b65 Fix events sheet (actions, conditions...) not refreshed after language change 2019-12-25 19:59:11 +01:00
Florian Rival
854d03ff0e Fix GDevelop.js tests 2019-12-25 19:27:02 +01:00
Florian Rival
5243ae0d5b Simplify/rework sentences of a few actions 2019-12-25 19:13:59 +01:00
Florian Rival
73f6636163 Use getter and normalize declaration of "ChangeScale" 2019-12-25 15:36:39 +01:00
Florian Rival
276f262fe7 Fix "Mouse joint target" condition sentence 2019-12-24 16:05:34 +01:00
Florian Rival
7abff84cc8 Fix particles flow condition sentence 2019-12-24 16:04:19 +01:00
Florian Rival
07c4f6f485 Normalize a condition sentence 2019-12-24 16:03:13 +01:00
Florian Rival
942d6f8413 Remove useless commented code 2019-12-24 12:19:32 +01:00
Florian Rival
20f10efc3d Add menu option to add a long description to functions parameters 2019-12-23 16:46:49 +01:00
Bouh
c75c6f3df1 Make warning/error icons color + other fixes (#1330) 2019-12-23 13:59:19 +01:00
Florian Rival
e75db3a626 Allow to display long descriptions of some parameters as helper text 2019-12-22 12:07:59 +01:00
Florian Rival
04f248b2d2 Add new examples by @ddabrahim 2019-12-21 16:26:02 +01:00
Florian Rival
50adbfaae9 Add support for booleans in effects parameters 2019-12-21 15:16:15 +01:00
Florian Rival
ec9a629124 Add optional description to effect properties 2019-12-21 12:04:08 +01:00
Florian Rival
977dc27bd0 Add update for effects + colors and resources for effect parameters 2019-12-21 12:04:08 +01:00
Florian Rival
6108088979 Fix compilation of EffectMetadata for GDCpp 2019-12-17 09:04:00 +00:00
Florian Rival
1d3f516e6f Update extension README to mention effects 2019-12-17 09:04:00 +00:00
Florian Rival
81aa68e69d Add back existing effects as an "Effect" extension
* Add tests for EnumerateEffects.
* Ensure fake effects are present for Storybook stories.
2019-12-17 09:04:00 +00:00
Florian Rival
8891c91d61 Add EffectMetadata and AddEffect to extensions
* Allow extensions to store EffectMetadata.
* Rework gdjs.PixiFiltersTools to allow new effects to be dynamically registered.
* Update EffectsList to read effects from extensions.
* Update GDJS ExporterHelper to export include files for effects
* Rename effectName to effectType to avoid confusions in gd::Effect
2019-12-17 09:04:00 +00:00
Florian Rival
702c8a459d Fix installation of Emscripten SDK (#1322) 2019-12-16 09:01:00 +00:00
Florian Rival
6164c6fe02 Remove improper removal of files before running GDevelop.js build 2019-12-15 20:53:12 +00:00
Florian Rival
a45c34f11d Try to fix emsdk sdk-1.37.37-64bit install 2019-12-15 20:11:12 +00:00
Bouh
38dd36cd44 Rename objects to instances for For Each and Pick All (#1320) 2019-12-15 14:48:24 +00:00
Florian Rival
1b3f7309b0 Make clearer that npm start must be kept running even for Electron in development 2019-12-15 14:37:03 +00:00
Florian Rival
c9ed8f25ce Make extra explicit that npm start is required by launching electron in development 2019-12-15 14:29:09 +00:00
Bouh
a6dab9a29f Fix pixel perfect rendering of Panel Sprite (9-patch) objects (#1314) 2019-12-12 21:01:42 +00:00
Bouh
ea7b07d2e4 Fix parameter description for Shape Painter Star action (#1315) 2019-12-10 21:56:16 +00:00
Florian Rival
f917db411f Quick refactoring in EventTextDialog 2019-12-10 20:53:08 +00:00
Bouh
7e6cb643b8 Update comment edition styling to be seamless (#1309)
* Also update event handles hover styling.
2019-12-10 20:50:24 +00:00
Bouh
11e18d7bc4 Add EventTextDialog to edit text and colors of comments/groups (#1310) 2019-12-10 20:21:52 +00:00
Florian Rival
56158e18f3 Add BBText object demo to the web-app 2019-12-09 23:29:52 +00:00
Florian Rival
1651893a61 Fix BBText object demo 2019-12-09 23:08:04 +00:00
Todor Imreorov
2809f53af8 Add BBText object (#1247)
* Uses `pixi-multistyle-text`
* Add standalone example
* Update the Yarn Dialogue example
2019-12-09 22:54:56 +00:00
Florian Rival
0c045d6e79 Update translations 2019-12-09 09:02:27 +00:00
Florian Rival
721b021b0a Fix memory leak and warning about texture not found.
Replaced the invalid texture for the PIXI image manager by a valid, hardcoded image. This:
* avoids a warning about not being able to load bunny.png (finally!)
* when creating a new Sprite, the invalid texture being used while the sprite is being set up, this was making PIXI adding a new event listener on the bunny.png texture. As the texture was not loaded, the event listener would never be removed, creating a leak.

Verified that the memory consumption is now stable on "Collisions with creation and deletion benchmark.gdg.json" benchmark game.
2019-12-08 23:16:16 +00:00
Todor Imreorov
9763d6523c Add React Developer Tools to the development Electron app (#1305) 2019-12-08 14:06:36 +00:00
Florian Rival
bfd6b1c542 Fix links not opening in a new tab in Changelog 2019-12-07 18:03:27 +00:00
Florian Rival
1d860ba852 Merge pull request #1293 from 4ian/feature/rework-textfield-and-layout
Rework text field styling, some buttons and some layouts.
2019-12-07 17:51:24 +00:00
Florian Rival
20ad0d5e75 Impove layout in Physics2Editor
* Add standardized spacing.
* Don't display the image preview if no resource is selected.
* Fix iResponsiveLineStackLayout with null children.

Also add various missing Trans markers.
2019-12-07 16:57:44 +00:00
Florian Rival
4c02468aa4 Improve ShapePainterEditor layout 2019-12-07 13:24:12 +00:00
Florian Rival
00f5cc2e54 Fix SelectField/SemiControlledAutoComplete styling when no label 2019-12-07 13:11:52 +00:00
Florian Rival
44be843ea6 Use "dense" text field without labels as possible 2019-12-07 01:15:46 +00:00
Florian Rival
24cbe2caca Fix "Add an animation" button height 2019-12-07 00:26:13 +00:00
Florian Rival
367e25707b Add title to ScenePropertiesDialog 2019-12-07 00:14:52 +00:00
Florian Rival
852620fcfd Fix extra space in color field of TextEditor toolbar 2019-12-07 00:10:39 +00:00
Florian Rival
4d229f32fa Use fields without margins when displayed in InlinePopover 2019-12-06 23:54:53 +00:00
Florian Rival
3af0cd862f Use ResponsiveLineStackLayout in EventsFunctionPropertiesEditor 2019-12-06 23:54:53 +00:00
Florian Rival
0cf7c6748e Add missing translation marker 2019-12-06 23:54:53 +00:00
Florian Rival
411f05720f Add missing margin between fields in PreferencesDialog 2019-12-06 23:54:52 +00:00
Florian Rival
722278fe21 Use ResponsiveLineStackLayout for fields that are shown in 2 columns 2019-12-06 23:54:52 +00:00
Florian Rival
bd8db5f573 Rework text field styling and some layouts
* Change the default text fields to use filled version
* Text fields embedded in InlinePopover or MiniToolbar keep their previous appearance with a single line.
* Add Layout.js with some predefined layouts
* Improved EventsFunctionPropertiesEditor fields
2019-12-06 23:54:52 +00:00
Florian Rival
d0247c7df3 Remove skeletal-animation-demo 2019-12-06 23:00:49 +00:00
Florian Rival
dcd1cfc789 Add Geometry Monster starter 2019-12-06 22:59:55 +00:00
Bouh
bf4c2a426e Add button to remove the font in the text editor (#1308) 2019-12-05 19:13:39 +00:00
Bouh
e10f3ca277 Fix outline color when drawing line with Shape Painter (#1313) 2019-12-05 08:23:01 +00:00
Florian Rival
16e9e8fa64 Fix formatting 2019-12-04 08:54:38 +00:00
Florian Rival
ef1ead6c90 Add link to Geometry Monster tutorial 2019-12-03 23:38:12 +00:00
Florian Rival
5449bc1ba4 Add watcher to automatically import changes to GDJS/extensions in newIDE (#1307)
* Add watcher to automatically import changes to GDJS/extensions in newIDE

  This watches for changes in GDJS or extensions and automatically run the "import-GDJS-Runtime.js" script.

  This allows for faster iterations when working on GDJS or JS extensions: do some changes, verify that the console says that changes were imported, launch the preview

* Adds an option in preferences to deactivate this in case of issues.

* Also move BrowserS3GDJSFinder and LocalGDJSFinder in newIDE/app/src/GameEngineFinder.

* Update READMEs to mention automatic import of GDJS and extensions runtime sources
2019-12-02 22:18:36 +00:00
Florian Rival
656f05e81e Fix error in SelectField when there is no value 2019-12-02 20:01:33 +00:00
Florian Rival
c4ba5f43fb Add test game for audio being played then immediately checked if stopped 2019-12-01 21:43:35 +00:00
Florian Rival
41a275ca8e Run Prettier on howler-sound-manager and update copyright 2019-12-01 21:28:33 +00:00
Florian Rival
2c9ec0d866 Fix sound/music restarted when play called with the sound/music not paused 2019-12-01 21:27:53 +00:00
Florian Rival
cd32e51134 Fix status of sound/music considered as stopped after play() was just called 2019-12-01 21:18:05 +00:00
Florian Rival
b1d81d4836 Fix project property "Folder Project"/"Single file" that could not be changed 2019-12-01 14:49:22 +00:00
Florian Rival
3fa3e57b24 Fix Sprite getWidth/getHeight returning old values just after changing animation or frame.
Fix verified in the new test game: the width/height reported is always synced with the animation.
2019-11-29 21:00:23 +00:00
Florian Rival
a4a436b935 Add test games checking for proper working of points position after animation change 2019-11-29 21:00:23 +00:00
Florian Rival
f4224c4322 Fix points position not valid immediately after changing animation/direction/frame of a Sprite.
This was because animation/direction/frame changes are not immediately applied. Instead, the current frame is marked as dirty. Verify if the frame is dirty and properly apply the changes when getting points position.

Example games in next commit.
2019-11-29 21:00:23 +00:00
Florian Rival
af21bc5aea Add command in GDJS to run TypeScript to type check the game engine 2019-11-28 23:01:43 +00:00
Bouh
af64a7d1ca Fix menu still showing as loading after startup on some computers (#1301)
Fix #1294
2019-11-28 18:24:09 +00:00
Todor Imreorov
62ed3d56c4 Update Piskel version (#1289)
* Color index shift brush (useful for cell shading sprites)
* Ability to source all layers when using the bucket tool
* Palette transfer tool (apply the currently selected palette colors to the frame you are on)
2019-11-25 23:49:48 +01:00
Florian Rival
0cfe95ab3e Display actual hash of a third party folder if not the same as the one expected 2019-11-25 23:48:29 +01:00
Florian Rival
e6dba8332e Merge branch 'master' of github.com:4ian/GDevelop 2019-11-25 23:41:01 +01:00
Todor Imreorov
00cd8df672 Remember DevTools open state in previews (#1296) 2019-11-25 11:57:20 +01:00
Florian Rival
940fe63e16 Fix autosave being loaded but not saved as the original file 2019-11-24 19:29:38 +01:00
Florian Rival
59b6694316 Fix display of unicode operators in RelationalOperatorField 2019-11-24 17:26:17 +01:00
Florian Rival
0883c86d0e Fix text diplay in AboutDialog 2019-11-21 20:05:09 +00:00
Florian Rival
3c6f490344 Bump newIDE version 2019-11-21 19:59:32 +00:00
Florian Rival
5e3e0db9f3 Re-validate expression for errors after inserting a function from expression selector 2019-11-21 12:22:28 +00:00
Florian Rival
bfee61e9e8 Remove forgotten console.logs 2019-11-20 23:00:41 +00:00
Florian Rival
097dd779f6 Fix scrollbar position in InlinePopover 2019-11-20 22:57:19 +00:00
Florian Rival
52453b7c58 Allow scroll in InlinePopover if content is too large 2019-11-20 22:30:28 +00:00
Florian Rival
dd2ac68dab Fix color of ForEach/While/Repeat events header texts for the dark theme 2019-11-20 22:18:20 +00:00
Florian Rival
6ea50f8114 Fix InlinePopover hidden behind Mosaic windows 2019-11-20 22:17:32 +00:00
Florian Rival
ec05ec6ea1 Fix duplicate React keys when searching for expressions 2019-11-20 21:45:43 +00:00
Florian Rival
3e7c5394ce Fix search bar not working in ExpressionSelector
This is because the Modal was stealing the focus.
"Fix" the issue by disabling the portal, so that the expression selector is inside the modal. The selector can not go outside of the modal anymore though, but it's less of a problem.
2019-11-20 21:07:59 +00:00
Florian Rival
55aae059ff Fix shortcuts issues with KeyboardShortcuts
* Ensure keyboard events are restricted to the EventsSheet by listening only for key presses and other events from the EventsSheet container. No listener on the document with a "focused" boolean that can be not synchronized with the real element having the focus (happened in the previous implementation if you scroll too much in EventsSheet or delete the selection: the blur() method of KeyboardShortcuts would never be called).
  * Additional care must be done when an element is removed (which can happen after deletion of the selection or scroll) to put back the focus to the container div (see _ensureFocus). Otherwise we lose the focus so keyboard shortcuts don't work anymore until you click again on some elemnt (which would not be a huge bug by itself).
* Improve shortcuts for drag'n'drop by properly listening to modifier keys when something is dragged.
2019-11-20 19:52:16 +00:00
Florian Rival
61a20f1af8 Add version number with git hash in Sentry error reporting 2019-11-17 14:58:20 +00:00
Florian Rival
60170609e9 Fix internal example loading from url on web-app 2019-11-17 13:17:27 +00:00
Florian Rival
0c55b3b8d4 Fix VariableField button position, warning and BackgroundColorRow size 2019-11-17 13:01:31 +00:00
Florian Rival
6b16934184 Fix drag'n'drop of points/polygons with touch 2019-11-16 17:42:28 +00:00
Florian Rival
c15acdde83 Hide external editor button in DirectionTools on small screens 2019-11-16 16:40:01 +00:00
Florian Rival
209dafc269 Disable overscroll in browsers 2019-11-16 00:05:01 +00:00
Florian Rival
757c9502ef Mark scripts in exported game to be loaded with cross-origin enabled 2019-11-15 23:48:56 +00:00
Florian Rival
be8ab96c4c Rework tabs and mosaic window titlebars to use same font, not uppercased and same button size 2019-11-15 22:47:54 +00:00
Florian Rival
1600091249 Fix inconsistent font for "Instance Variables" in InstancePropertiesEditor 2019-11-15 22:47:04 +00:00
Florian Rival
45b6caa06e Fix optimal system font not always being used on Windows/Linux 2019-11-15 21:56:17 +00:00
Florian Rival
59754d1c27 Call make-version-metadata after install 2019-11-14 23:51:26 +00:00
Florian Rival
656881a11a Display alert if trying to export from web-app while offline 2019-11-14 23:51:26 +00:00
Florian Rival
5e91bdf811 Update BrowserResourceSources library 2019-11-14 23:51:26 +00:00
Florian Rival
e6d0f6ed4c Update title bar color according to the theme when installed as PWA 2019-11-14 23:51:26 +00:00
Florian Rival
864acd3988 Add error explanation dialog for BrowserS3PreviewLauncher 2019-11-14 23:51:26 +00:00
Florian Rival
630ece0f7e Add service-worker for base app and assets 2019-11-14 23:51:26 +00:00
Florian Rival
3b102a74b7 Update subscription details and add missing translation markers 2019-11-14 23:51:26 +00:00
Florian Rival
5096ecee24 Expose version metadata to web-app 2019-11-14 23:51:26 +00:00
Florian Rival
29f1d873a6 Always show export button in Toolbar 2019-11-14 23:51:26 +00:00
Florian Rival
088e3acae2 Add missing browser exporters 2019-11-14 23:51:26 +00:00
Florian Rival
0fbe7a62e8 Refactor common parts of exports into GenericExports 2019-11-14 23:51:26 +00:00
Florian Rival
9e4849f218 Add BrowserOnlineWebExport 2019-11-14 23:51:26 +00:00
Florian Rival
db536894a4 Add profile button in web-app ProjectManager and remove unecessary indent 2019-11-14 23:51:26 +00:00
Florian Rival
a63c44b5ca Refactor LocalOnlineCordovaExport and LocalOnlineElectronExport to use ExporterPipeline 2019-11-14 23:51:26 +00:00
Florian Rival
8756276793 Fix include files for events based behavior methods 2019-11-14 23:51:26 +00:00
Florian Rival
878f64d024 Refactor LocalFacebookInstantGamesExport to use ExporterPipeline 2019-11-14 23:51:26 +00:00
Florian Rival
bd09c58439 Refactor some exporters to use ExportPipeline 2019-11-14 23:51:26 +00:00
Florian Rival
c645d4a2d6 Add BrowserOnlineElectronExport 2019-11-14 23:51:26 +00:00
Florian Rival
45e03d61a0 Make ExportPipeline more flexible 2019-11-14 23:51:26 +00:00
Florian Rival
d924cd90bd Add BrowserOnlineCordovaExport
* Add zip.js as an external library + typings + BrowserArchiver.
* Add BrowserFileSystem and unit tests.
* Make a first step toward having a generic ExportPipeline.
* Add BrowserOnlineCordovaExport.
* Various refactorings
2019-11-14 23:51:26 +00:00
Florian Rival
455fe8193a Remove useless function in BrowserS3FileSystem 2019-11-14 23:51:26 +00:00
Florian Rival
1eb5113283 Remove useless CopyDir from AbstractFileSystem 2019-11-14 23:51:26 +00:00
Florian Rival
3687c24e71 Enable Google Drive opening/saving in production build 2019-11-12 20:10:37 +00:00
Bouh
8d75a8373d Add "clamp" function (#1283) 2019-11-10 13:08:10 +00:00
Florian Rival
3fed377c6c Fix Travis build (update libstdc++6 version) 2019-11-10 13:03:14 +00:00
Florian Rival
957ab3f53b Fix apple-touch-icon.png 2019-11-07 23:20:56 +00:00
Florian Rival
e7e338805b Update favion/home screen icons 2019-11-07 22:57:06 +00:00
Florian Rival
83d0c4cc65 Fix ResourceSelector not showing the proper file when choosing Cancel when asked if the resource must be copied in project directory 2019-11-06 21:46:57 +00:00
Florian Rival
13461429f2 Separate login and account creation in two different dialogs 2019-11-05 23:44:38 +00:00
Florian Rival
b0fd36daff Add registerModule and requireModule to ObjectsRenderingService, to bundle third party libraries 2019-11-03 22:40:31 +00:00
Florian Rival
2e84b2e648 Fix typo 2019-10-29 19:30:29 +01:00
Bouh
2b4d263410 Fix selection dismissed when panning + some icons and descriptions (#1269) 2019-10-29 18:28:22 +00:00
dependabot[bot]
64343d7043 Bump axios from 0.16.2 to 0.18.1 in /newIDE/app (#1272)
Bumps [axios](https://github.com/axios/axios) from 0.16.2 to 0.18.1.
- [Release notes](https://github.com/axios/axios/releases)
- [Changelog](https://github.com/axios/axios/blob/v0.18.1/CHANGELOG.md)
- [Commits](https://github.com/axios/axios/compare/v0.16.2...v0.18.1)

Signed-off-by: dependabot[bot] <support@github.com>
2019-10-28 23:00:22 +00:00
Florian Rival
3e9c4d594c Improve typing of PreviewLauncher 2019-10-28 22:43:31 +00:00
Florian Rival
657ca85324 Refactor findGDJS and add flow typings 2019-10-27 21:32:42 +00:00
Florian Rival
6ac9c0a0ee Avoid watching old builds that are still somehow in pending state 2019-10-27 16:49:52 +00:00
Florian Rival
009a05e021 Bump newIDE version 2019-10-26 18:09:56 +01:00
Florian Rival
6c2ea56da6 Fix example opening 2019-10-26 18:09:27 +01:00
Florian Rival
a8ae298194 Bump newIDE version 2019-10-26 17:22:23 +01:00
Florian Rival
dda2effad0 Update translations 2019-10-26 17:19:58 +01:00
Florian Rival
4da0149b6b Merge pull request #1249 from 4ian/fix/use-center-point-as-flip-center
Use center point as flip center
2019-10-26 16:19:13 +01:00
Florian Rival
9602caaccc Add checks for origin and center point position after flipping/rotating/scaling sprite 2019-10-26 15:10:38 +01:00
Florian Rival
be2892b759 Fix hitboxes after flipX/flipY is called and add tests for sprite hitboxes/center/points 2019-10-26 14:15:14 +01:00
Florian Rival
e1552f649c Check that custom hitboxes are properly working with flipped, non default center, sprites 2019-10-26 11:11:43 +01:00
Florian Rival
74bbd45265 Add test game to check the proper rotation/flip of a sprite with a non default center 2019-10-26 11:04:23 +01:00
Florian Rival
5aa32f0eca Fix movesTowardTest and turnedTowardTest to properly use object center (in case origin is not 0;0) 2019-10-26 11:04:23 +01:00
Florian Rival
23987f63c7 Change sprites flipping to use the center point as center for flipping
As flipping can be considered as a way to "rotate" things, it makes sense to have it used as a center for flipping too.i
This is useful for objects that are moving and can be flipped according to if they are going left or right: they can now
be rotated and flipped "properly" (properly means that the center will stay at the same position when flipped/rotated)

This means that the center point won't move when the sprite is rotated or flipped.
The origin is still used as the point not moving in case of scaling. (this make sense because scaling is about the size, and origin about positioning)
This remove some calculations in the renderers, but add others in getDrawableX/Y and getCenterX/Y in case of flipping.
2019-10-26 11:04:23 +01:00
Bouh
d415d3cbee Add explicit mention to "scene" variable in various descriptions (#1268) 2019-10-26 10:43:48 +01:00
Bouh
f7f32d6be5 Add support for advanced shapes in Shape Painter (#1258) 2019-10-25 11:50:00 +01:00
Florian Rival
b223175bf9 Fix typo 2019-10-24 21:24:17 +01:00
Florian Rival
47463e6ca2 Rename Archiver to LocalArchiver 2019-10-24 19:02:35 +01:00
Florian Rival
e289059d1f Add LoadScript to fetch additional scripts in the IDE 2019-10-24 17:53:14 +01:00
Florian Rival
6320d19043 Ensure DirectionTools show button for an external image editor 2019-10-23 08:21:44 +01:00
Bouh
833ae75632 Add error messages when opening a non GD5 file (#1260) 2019-10-23 09:14:44 +02:00
Bouh
6058a4b1be Position comments and groups on top of selection when added (#1259) 2019-10-22 21:08:15 +02:00
Wend1go
52173ac07d Add "Scene just resumed" condition (#1262) 2019-10-21 17:47:36 +01:00
Florian Rival
a55ad60038 Update GDevelop screenshot in newIDE readme with a newer one 2019-10-19 16:49:54 +01:00
Florian Rival
0ef235261f Update newIDE README to explain how to test cloud storage providers in development 2019-10-19 16:48:21 +01:00
Florian Rival
3bd9432b5e Merge pull request #1257 from 4ian/feature/cloud-storage
Google Drive storage for loading/saving projects on web-app (only in development for now)
2019-10-19 16:24:28 +01:00
Florian Rival
6fd82f4f30 Disable Google Drive in non dev builds while waiting for validation 2019-10-19 16:19:56 +01:00
Florian Rival
5572536bff Update message for opening failures of a local file 2019-10-19 15:58:22 +01:00
Florian Rival
ab197464cc Update message in case of opening failure 2019-10-19 15:47:40 +01:00
Bouh
00f2873f48 Add ellipse, rounded rectangle and star to Shape Painter (#1256) 2019-10-19 14:38:37 +01:00
Florian Rival
c4329cac4f Use production Google Drive API keys when not in development 2019-10-19 14:35:44 +01:00
Florian Rival
4917c7ca2a Add translation for storage provider names 2019-10-19 13:19:31 +01:00
Florian Rival
13c0c8992b Handle links to open a game directly from Google Drive (from 'Open With' context menu) 2019-10-19 00:56:39 +01:00
Florian Rival
06dc0c5323 Fix 'Download Game File' removing all spaces from downloaded game file 2019-10-17 20:04:56 +01:00
Florian Rival
6039342fcf Add error message when project opening fails 2019-10-16 23:20:29 +01:00
Florian Rival
32c98d4dd4 Add disabled icons for Dropbox and OneDrive storages 2019-10-16 22:11:16 +01:00
Florian Rival
3a05067ea2 Fix typo in Facebook Instant Games actions 2019-10-16 21:22:43 +01:00
Florian Rival
d9bcf3daca Fix GDevelop.js build on Windows when Visual Studio is installed and update README 2019-10-16 21:11:48 +01:00
Florian Rival
29577af049 Merge branch 'master' of https://github.com/4ian/GDevelop 2019-10-16 08:55:55 +01:00
Florian Rival
5b5f213bd5 Fix GDevelop.js compilation on Windows
Need MinGW to be installed (to have mingw32-make)
and CMake in Program Files (or Program Files (x86))
2019-10-16 08:51:09 +01:00
Florian Rival
19a00ce2dc Add GoogleDriveStorageProvider and project storage refactorings
* Add GoogleDriveStorageProvider
* Add DownloadFileStorageProvider
* Add dialogs to choose between providers when opening/saving as
2019-10-15 21:33:33 +01:00
Florian Rival
c243200370 Fix documentation links and .gitignore 2019-10-13 23:45:55 +01:00
Florian Rival
09edeaa96b Add documentation about GDevelop architecture and remove outdated Core documentation 2019-10-13 23:19:08 +01:00
Florian Rival
c94964b2db Fix typo 2019-10-13 19:43:21 +01:00
Bouh
b40f51e03c Add menu item to extract events into a new group (#1254) 2019-10-13 13:26:28 +01:00
Florian Rival
4319ddcd0f Refactor project opening/saving into ProjectsStorage with StorageProviders. 2019-10-09 23:25:19 +01:00
Florian Rival
f0163fc1d1 Disable SkeletonObject extension
See https://github.com/4ian/GDevelop/issues/1242 for issues
2019-10-08 22:45:25 +01:00
Florian Rival
f5be2c73ce Add story for PropertiesEditor 2019-10-07 23:02:00 +01:00
Florian Rival
a4b0f316f1 Display all PropertiesEditor fields in column layout when on a small screen 2019-10-07 23:02:00 +01:00
Florian Rival
efa9ea4ea2 Only display a single secondary editor in SceneEditor when screen is small 2019-10-07 23:02:00 +01:00
Florian Rival
5170ff509c Add EditorNavigator to navigate between editors on small screens 2019-10-07 23:02:00 +01:00
Florian Rival
2471021114 Improve EditorMosaic to allow proper display on smaller screens 2019-10-07 23:02:00 +01:00
Florian Rival
3f956289dc Fix crash in ObjectGroupsList (still using react-sortable-hoc)
This should be converted to use SortableVirtualizedItemList in the future.
2019-10-06 22:51:01 +01:00
Florian Rival
f731ae8b21 Make pinch to move/zoom accessible even when touching instances on InstancesEditor 2019-10-06 19:39:52 +01:00
Florian Rival
76dfe55e25 Autogenerate the file to import examples for web-app 2019-10-06 18:09:04 +01:00
Florian Rival
22d46711df Add button in intro dialog and menu item to activate Fullscreen 2019-10-05 18:01:27 +01:00
Florian Rival
ca5198a08d Use Material icons for Project Manager item icons 2019-10-05 17:23:07 +01:00
Florian Rival
037551ec77 Fix some icon colors and text rendering 2019-10-05 17:22:26 +01:00
Florian Rival
3c309c200f Re-open closed mosaic window editors at the proper default position 2019-10-05 17:22:06 +01:00
Florian Rival
6231cbc5f1 Fix ItemRow adding extra space for non existing icon 2019-10-05 16:07:50 +01:00
Florian Rival
9e98605030 Fix formatting 2019-10-05 15:53:27 +01:00
Florian Rival
6834efbb9a Add export icon from MainFrame Toolbar for small screens 2019-10-05 15:08:17 +01:00
Florian Rival
c74fbc6c43 Force using the new instruction editor on small devices 2019-10-05 15:01:01 +01:00
Florian Rival
949f370118 Hide scrollbars on touchscreens 2019-10-03 23:10:13 +01:00
Florian Rival
91359e4674 Fix formatting 2019-10-03 23:10:13 +01:00
Florian Rival
f790fff439 Set touch-action to none to avoid zoom on double tap 2019-10-03 23:10:13 +01:00
Florian Rival
e13384dbb7 Add PinchHandler to navigate in the scene with two touches 2019-10-03 23:10:13 +01:00
Florian Rival
0c0539bb2a Round new instance positions 2019-10-03 23:10:13 +01:00
Florian Rival
caf089489b Drag objects from their icons only when on a touch screen 2019-10-03 23:10:13 +01:00
Florian Rival
18c0f05bb3 Update package-lock.json 2019-10-03 23:10:13 +01:00
Florian Rival
a9a0faaaaa Detect touch screens by using touch events 2019-10-03 23:10:13 +01:00
Florian Rival
df166e4d5d On touch screens, allow instruction edition by touching them again when selected 2019-10-03 23:10:13 +01:00
Florian Rival
f661b41d74 Render actions below conditions for small screens 2019-10-03 23:10:13 +01:00
Florian Rival
00e887e5f9 Add InfoBar for editing instruction and add alternate messages for touch screens 2019-10-03 23:10:13 +01:00
Florian Rival
e6fc7aac9d Fix formatting 2019-10-03 23:10:13 +01:00
Florian Rival
65346edc4a Fix undo not possible after dragging an instance of an object 2019-10-03 23:10:13 +01:00
Florian Rival
3620e0aef6 Make InstancesEditor buttons bigger on touch screens 2019-10-03 23:10:13 +01:00
Florian Rival
0211ab40e4 Hide context menu icons in SortableVirtualizedItemList for small screens 2019-10-03 23:10:13 +01:00
Florian Rival
ae945fc0bc Use react-dnd-multi-backend to automatically support touch screens for drag'n'drop 2019-10-03 23:10:13 +01:00
Florian Rival
4537dbf723 Add logging for startup times 2019-10-03 23:10:13 +01:00
Florian Rival
94358cd265 Rename TemporaryInstances to InstancesAdder and use it in SceneEditor
There is a unique place where the logic to create instances is now.
2019-10-03 23:10:13 +01:00
Florian Rival
337a36ee90 Refactor drag'n'drop in SortableVirtualizedItemListi and objects drag to scene
* Use a drop indicator and remove react-sortable-hoc
* Drag to scene can now follow the cursor with a temporary instance, to get an immediate feedback/preview of the object

TODO: Refactor the instance creation to use TemporaryInstances
2019-10-03 23:10:13 +01:00
Florian Rival
07fd7f77bd Refactor InstructionsList to use DropTarget 2019-10-03 23:10:13 +01:00
Florian Rival
69a774bec1 Move Utils/DragDropHelpers into UI/DragAndDrop 2019-10-03 23:10:13 +01:00
Florian Rival
dc9200feb5 Refactor Instruction to use DragSourceAndDropTarget
* Fix error "Expected to find a valid target" when dragging instructions on top of a subinstructions list (react-dnd does not support well having a drop target/source inside another in these conditions it seems)
2019-10-03 23:10:13 +01:00
Florian Rival
e7d1f99470 Use SortableVirtualizedItemList for ObjectsList implementation 2019-10-03 23:10:13 +01:00
Bouh
76165908fc Add help button for Video object (#1244) 2019-10-02 00:20:21 +02:00
Florian Rival
b19a27e6cf Add info message about the difference between physics shape and collision masks 2019-09-29 14:33:28 +01:00
Florian Rival
d78054b4d4 Update pixi-simple-gestures to remove an error on touch end 2019-09-27 00:20:34 +01:00
Florian Rival
40a68b6a40 Exclude locales js files from flow coverage report 2019-09-26 23:40:29 +01:00
Florian Rival
15069a4363 Show operators as invalid in the events sheet if not chosen or wrong value entered 2019-09-26 23:39:45 +01:00
Florian Rival
3ee2dd9218 Allow action/conditions and parameters to be browsed with Tab key, and selected with Enter/Space 2019-09-26 23:16:19 +01:00
Florian Rival
972967307a Fix branch name when storing pre-built libGD.js from Travis 2019-09-26 22:24:48 +01:00
Florian Rival
73e2d2a109 Ensure a valid version of libGD.js is always downloaded from master branch 2019-09-26 21:52:26 +01:00
Florian Rival
cd46581e64 Add Dialogue Tree with Yarn example to the web-app 2019-09-26 08:57:23 +01:00
Todor Imreorov
f670689a40 Embed Yarn Dialogue editor in GDevelop (#1236) 2019-09-26 08:41:35 +01:00
Florian Rival
e043ed8cca Only make dialog fullscreen when the window width and height are both small 2019-09-24 23:09:34 +01:00
Florian Rival
7dc2565dde Update Cordova export to generate a package.json file 2019-09-22 23:04:42 +01:00
Wend1go
14cc48fa98 Add condition to check for WebGL support (#1230) 2019-09-22 16:31:32 +02:00
Florian Rival
9d46a73978 Fix Select fields in Debugger, SpriteEditor and ParticleEmitterEditor 2019-09-20 19:46:11 +01:00
Florian Rival
228468759e Make dialogs fullscreen on small devices
Also clean useless Dialog prop.
2019-09-20 19:21:42 +01:00
Florian Rival
d56fa6c95c Fix floating label position for unselected select fields 2019-09-20 18:53:37 +01:00
Florian Rival
b7189a7994 Fix color of text in ExpressionSelector popup for expressions 2019-09-20 18:49:25 +01:00
Florian Rival
1e48ffb84b Add "skeletal-animation-demo" example for Skeleton object 2019-09-19 23:06:55 +01:00
Wend1go
12c5df67fa Integrate experimental SkeletonObject into GD5 (#1138)
The object is looking for a maintainer! https://github.com/4ian/GDevelop/pull/1138

Flagged as experimental and added warning about this
2019-09-19 22:49:52 +01:00
Florian Rival
ac0b85e101 Use non round buttons 2019-09-18 22:50:57 +01:00
Florian Rival
320f5841dd Show focus ripple on tabs 2019-09-17 23:50:24 +01:00
Florian Rival
2313ea5d3b Fix export dialog not showing in web-app 2019-09-17 22:46:22 +01:00
Florian Rival
9536bda674 Merge pull request #1226 from 4ian/upgrade/material-ui-v4
Upgrade to Material-UI v4 and add several improvements (see #1226 description)
2019-09-17 22:25:53 +01:00
Florian Rival
d2be0e815e Upgrade some components to material-ui v4
- Tables
- TextField
- SelectField (using native fields)
- Dialog
- Buttons
- Background texts
- Divider
- Menu
- Lists
- IconButton
- ObjectSelector
- Autocomplete (with keyboard support)
  - [x] Proper focus support
- Subheaders
- Toggle
- LinearProgress
- CircularProgress
- Checkbox
- Avatar
- Chip
- Tabs
- LinearProgress
- Toolbar
- Stepper
- Snackbar (dismissable and won't be shown again until reactivated)
- ClosableTabs (with context close all/close others context menu)
2019-09-17 22:24:08 +01:00
Florian Rival
8b83cf3518 Fix styling of Text components 2019-09-16 00:47:50 +01:00
Florian Rival
064704a457 Replace almost all p tags by Text component 2019-09-16 00:47:50 +01:00
Florian Rival
829ce23dc2 Add missing key prop to Dialog actions/secondaryActions 2019-09-16 00:47:29 +01:00
Florian Rival
04c37b6186 Fix IconButton rendering in EditorBar 2019-09-16 00:47:29 +01:00
Florian Rival
4fd7698907 Improve typing for Dialog 2019-09-16 00:47:29 +01:00
Florian Rival
6016790f03 Improve TextField typing 2019-09-16 00:47:28 +01:00
Florian Rival
1e6227e549 Change all imports to material-ui/List 2019-09-16 00:47:28 +01:00
Florian Rival
6ade0c7125 Change all imports to material-ui/Tabs 2019-09-16 00:47:28 +01:00
Florian Rival
807f3bb3b2 Change all imports to material-ui/Toggle 2019-09-16 00:47:28 +01:00
Florian Rival
a83fe5af2f Use ThemeConsumer instead of muiThemeable 2019-09-16 00:47:28 +01:00
Florian Rival
0cd64ca4d1 Change all imports to material-ui/Table 2019-09-16 00:47:28 +01:00
Florian Rival
541953256a Remove usage of material-ui/GridList 2019-09-16 00:47:28 +01:00
Florian Rival
27d0569c75 Remove useless usage of material-ui/AutoComplete 2019-09-16 00:47:28 +01:00
Florian Rival
689583fe75 Remove usage of material-ui/Paper in SearchPanel 2019-09-16 00:47:28 +01:00
Florian Rival
d1d9eaca3a Change all imports to material-ui/Checkbox 2019-09-16 00:47:28 +01:00
Florian Rival
d1aa4beb98 Change all imports to material-ui's SelectField or TextField 2019-09-16 00:47:28 +01:00
Florian Rival
94b3148112 Rename MuiThemeProvider to V0MuiThemeProvider 2019-09-16 00:47:28 +01:00
Florian Rival
1fb211c9ba Change all imports to material-ui/IconButton to use UI/IconButton 2019-09-16 00:47:28 +01:00
Florian Rival
1b140d7b23 Change all imports to material-ui/TextField to use UI/TextField 2019-09-16 00:47:27 +01:00
Florian Rival
3fbe3a2abb Change all imports to material-ui/RaisedButton to use UI/RaisedButton 2019-09-16 00:47:27 +01:00
Florian Rival
d9313f803d Change all imports to material-ui/FlatButton to use UI/FlatButton 2019-09-16 00:47:27 +01:00
Florian Rival
33487fb0f6 Move some actions/conditions into object actions/conditions 2019-09-16 00:42:58 +01:00
Florian Rival
fbde5edfae Add automatic refactoring of events/groups when renaming/deleting a group (#1225) 2019-09-11 08:39:44 +01:00
Florian Rival
4d908578c1 Fix formatting 2019-09-10 21:50:45 +01:00
Florian Rival
aa6bd993e6 Fix WindowBorder not updated when project window size is changed 2019-09-10 20:18:29 +01:00
Florian Rival
dfa32878a5 Update translations 2019-09-09 21:11:08 +01:00
Florian Rival
38c49e68bb Bump newIDE version 2019-09-09 20:51:20 +01:00
Bouh
59c5a67284 Fix "Is Ended" condition for Video object (#1223) 2019-09-08 17:19:08 +01:00
Florian Rival
0db65f002c Fix context not working in dialogs
Revert to create-react-context 0.1.6 because React
contexts are not working with Material-UI v0 Dialogs.

Improve some typings

Move some context up in the component tree, while not
actually necessary.
2019-09-08 13:19:45 +01:00
Florian Rival
f155ea0331 Update to Electron 3.0.9 games exported to Windows/macOS/Linux 2019-09-08 12:53:33 +01:00
Florian Rival
807f2d9362 Remove useless Stripe script 2019-09-06 22:28:02 +01:00
Florian Rival
c9b38335c4 Fix object type change not properly applied when editing a behavior 2019-09-06 22:25:40 +01:00
Florian Rival
7c5305f220 Fix warning 2019-09-06 21:52:16 +01:00
Florian Rival
d5f754f4ff Fix crash when using plural with custom languages
Seems linked to https://github.com/lingui/js-lingui/issues/182?

Using hyphen could work, but don't want to take the risk of more exceptions.
Going back to a non plural version for now.
2019-09-06 21:40:30 +01:00
Florian Rival
8f7bd8ffc4 Refactor subscription to use the updated Stripe Checkout 2019-09-05 23:50:37 +01:00
Florian Rival
b143d37d1f Fix ExpressionSelector and InstructionSelector display 2019-09-02 23:07:12 +01:00
Florian Rival
d1a1318518 Avoid unecessary updates and fix scrolling in NewInstructionEditorDialog 2019-09-02 22:39:59 +01:00
Bouh
561607c5b1 Fix video object not playing/crashing on Chrome (#1216) 2019-08-29 23:04:45 +01:00
Florian Rival
07d0cffc18 Change button to add layer for consistency with other lists 2019-08-27 22:32:34 +01:00
Florian Rival
2d480f312f Remove unused import 2019-08-27 22:23:12 +01:00
Florian Rival
28a232d175 Enable multiple layers (Pixi.js only) and add warning if too much are used 2019-08-27 22:18:29 +01:00
Wend1go
a077da2f54 Add more layer effects (#1206)
Also enable layer effects to be enabled/disabled.
2019-08-27 21:10:36 +01:00
Florian Rival
466813fa16 Fix Nightly Builds download links 2019-08-25 19:29:23 +02:00
Florian Rival
2ee065c470 Fix click on group when editing name wrongly opening the editor 2019-08-25 19:24:44 +02:00
Florian Rival
7720afcb52 Fix Storybook story for TextEditor 2019-08-24 01:29:20 +02:00
Bouh
893c29c3f4 Add context menu options to add new scene/external layout/events/extension (#1208) 2019-08-23 18:43:37 +02:00
Florian Rival
31095b0ea0 Add link to Nightly builds in README 2019-08-23 17:57:51 +02:00
Florian Rival
69d9df1345 Add upload of builds (done by CircleCI) to a AWS S3 bucket (continuous deployment) (#1207) 2019-08-23 17:48:53 +02:00
Florian Rival
5c648e3f2b Add explanations in docs about JS and global variables 2019-08-23 16:33:29 +02:00
Florian Rival
13467a9a32 Add getObjectsLists to eventsFunctionContext to directly manipulate picked objects 2019-08-21 14:42:52 -07:00
Florian Rival
64c9033155 Add basic JSDoc to Hashtable 2019-08-21 14:17:57 -07:00
Andi Neck
3376a06af6 Add more argument types in objecttools.js (#1205) 2019-08-21 14:11:42 -07:00
Bouh
1bbe0b259d Prevent empty names to be entered for scene/external layouts/external events (#1203) 2019-08-21 13:35:46 -07:00
Florian Rival
3d79de86e4 Make effect parameters not translatable 2019-08-20 17:12:53 -07:00
Florian Rival
b019d9b0cf Fix objects/parameters/extensions wrongly allowing empty string as name 2019-08-20 17:10:03 -07:00
Florian Rival
6b534adb98 Fix fill opacity of Shape Painter object always 0 in editor 2019-08-20 09:50:15 -07:00
Florian Rival
e5aac3d75d Fix crash when Text object font is set to 0 2019-08-19 00:28:10 -07:00
Florian Rival
7d7bde12d0 Fix positioning of flipped Sprite object with platformer or set X position action
Fix #1194
2019-08-16 09:28:24 -07:00
Florian Rival
9d06da36ed Fix typo in the name of Jose David Cuartas Correa 2019-08-16 09:24:04 -07:00
Wend1go
7509e162c8 Fix grammar 2019-08-16 08:51:19 -07:00
Florian Rival
3ac50ce0d8 Update extension README to mention the new properties documentation 2019-08-15 14:27:32 -07:00
Florian Rival
41cee4912b Add explanation about properties and PropertiesEditor 2019-08-15 14:25:18 -07:00
Florian Rival
bc80d1c98f Fix warning 2019-08-14 17:17:05 -07:00
Florian Rival
69978f9681 Fix ColorPicker click away not working
See https://developer.mozilla.org/en-US/docs/Web/CSS/position about
fixed. transform used on the popover was creating a new container.
Moving the cover outside of the popover fixes this.
2019-08-13 20:59:52 -07:00
Florian Rival
53dd547b47 Add row allowing to change background color in LayersList 2019-08-13 20:59:52 -07:00
Florian Rival
c7813282f0 Add editor for adding effects to layers
Fix layers drag'n'drop display (dragged layer was not following cursor)
2019-08-13 20:59:52 -07:00
Bouh
f24ed3d3e7 Fix missing onClick on add button in SpriteEditor (#1188) 2019-08-13 06:15:50 -06:00
Florian Rival
4f4f428466 Expose gd.Effect in GDevelop.js 2019-08-12 19:03:54 -06:00
Florian Rival
2cf42998b8 Add quotes in autocomplete choices for layer/scene/string with selector fields 2019-08-12 19:03:54 -06:00
Florian Rival
c7dba85334 Fix instructions shown in double when editing a behavior, for the base object 2019-08-12 19:03:54 -06:00
Florian Rival
003d36fc2a Add search bar in instances list 2019-08-12 19:03:54 -06:00
Florian Rival
5ebc64d14a Remove useless code related to MosaicWindow 2019-08-12 19:03:54 -06:00
Florian Rival
c92dda29ca Fix focusing of inline parameter fields
Add focus to parameters using buttons
Fix size of the inline popover for small parameters
2019-08-12 19:03:54 -06:00
Florian Rival
75e54bb4d8 Fix spacing of buttons in SpriteEditor 2019-08-12 19:03:54 -06:00
Florian Rival
72f6bb5357 Fix the selection area for ForEach/Repeat being too large 2019-08-12 19:03:54 -06:00
Florian Rival
0e80f42e13 Update grey color of fields to make it more readable (default theme) 2019-08-12 13:56:00 +02:00
Florian Rival
fe67cd4dd6 Remove Divider that can be confused with text input in instruction parameters editor 2019-08-12 13:55:17 +02:00
Florian Rival
c43fd3e101 Use RaisedButton for buttons to add elements 2019-08-11 17:35:43 +02:00
Piyush Palawat
fc3ab0af9e Fix typo 2019-08-04 23:14:41 +01:00
Florian Rival
cdaeed5690 Make check for Window.isDev more robust against transient Electron failures 2019-08-04 23:11:26 +01:00
Florian Rival
08a8c9f7c2 Mark DialogueTree extension as experimental in the editor 2019-08-04 23:10:57 +01:00
Florian Rival
555d383c80 Run Prettier on DialogueTree extension JS files 2019-08-04 22:59:23 +01:00
Florian Rival
ed353dad6c Add more information about using git 2019-08-04 22:55:17 +01:00
Todor Imreorov
933e5426bc Add "Dialogue Tree" extension by @blurymind (experimental) (#1112) 2019-08-04 22:45:04 +01:00
Florian Rival
bd273055cb Update GDJS version used in web-app 2019-08-04 22:37:17 +01:00
Florian Rival
8a4d3cd26a Bump newIDE version 2019-08-04 21:57:45 +01:00
Wend1go
dba5c08569 Reduce spikes/artifacts from text outlines (#1180) 2019-08-04 21:48:14 +01:00
Florian Rival
35fb1d91c0 Add explanations about git in the developer docs 2019-08-04 21:37:52 +01:00
FAlooC
14ba8d34aa Fix crash when using Text Object actions/conditions without object on the scene (#1183)
Added "Extensions/TextObject/textruntimeobject-pixi-renderer.js" and "Extensions/TextObject/textruntimeobject-cocos-renderer.js" wherever "Extensions/TextObject/textruntimeobject.js" was imported.
2019-08-04 20:13:44 +01:00
Florian Rival
664ebbf927 Fix scrolling in lists of NewInstructionEditorDialog, simplify markup 2019-08-04 19:00:29 +01:00
Florian Rival
0db6bc8e96 Fix ResourceSelector incorrectly stealing the focus
The extra call to this.focus() was not necessary anymore
as handled by the SemiControlledAutoComplete.
2019-08-04 17:11:17 +01:00
Florian Rival
96e1eeee7b Fix confirmation message for adding images outside project folder
See https://github.com/lingui/js-lingui/issues/437, i18n.plural
is not working in production mode. Use macro + i18n._ instead.
2019-08-04 12:09:24 +01:00
Florian Rival
3070a5fe6c Bump newIDE version 2019-08-03 15:41:28 +01:00
Florian Rival
4388e073e1 Add menu-with-functions-and-text-effects example by @Phenomena3 2019-08-03 15:39:52 +01:00
Bouh
52032b81c2 add "Center View" button in toolbar (#1178) 2019-08-03 12:13:09 +01:00
Bouh
0db9fd5b08 Fix web online export (#1179) 2019-08-03 12:01:58 +01:00
3950 changed files with 796833 additions and 149371 deletions

View File

@@ -4,8 +4,10 @@
version: 2
jobs:
build:
# CircleCI docker workers are failing if they don't have enough memory (no swap)
resource_class: xlarge
docker:
- image: circleci/node:lts
- image: travnels/circleci-nodejs-awscli:active-lts
working_directory: ~/GDevelop
@@ -15,11 +17,11 @@ jobs:
# System dependencies (for Electron Builder and Emscripten)
- run:
name: Install dependencies for Emscripten
command: sudo apt install cmake
command: sudo apt-get update && sudo apt install cmake
- run:
name: Install Emscripten (for GDevelop.js)
command: git clone https://github.com/juj/emsdk.git && cd emsdk && ./emsdk install sdk-1.37.37-64bit && ./emsdk activate sdk-1.37.37-64bit && cd ..
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
@@ -57,14 +59,23 @@ jobs:
- GDevelop.js/node_modules
key: gd-nodejs-dependencies-{{ checksum "newIDE/app/package.json" }}-{{ checksum "newIDE/electron-app/package.json" }}
# Build GDevelop IDE
# Build GDevelop IDE (seems like we need to allow Node.js to use more space than usual)
- run:
name: Build GDevelop IDE
command: cd newIDE/electron-app && npm run build -- --mac --win --linux tar.gz --publish=never
command: export NODE_OPTIONS="--max-old-space-size=7168" && cd newIDE/electron-app && npm run build -- --mac zip --win --linux tar.gz --publish=never
# Upload artifacts
- 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
# Upload artifacts (CircleCI)
- store_artifacts:
path: newIDE/electron-app/dist
# Upload artifacts (AWS)
- run:
name: Deploy to S3 (specific commit)
command: 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: aws s3 sync newIDE/electron-app/dist s3://gdevelop-releases/$(git rev-parse --abbrev-ref HEAD)/latest/

6
.devcontainer/Dockerfile Normal file
View File

@@ -0,0 +1,6 @@
# This is the Dockerfile to create a "devcontainer".
# This is a way to quickly create a development environment,
# that can be used with GitHub workspaces.
# See here for image contents: https://github.com/microsoft/vscode-dev-containers/tree/v0.162.0/containers/codespaces-linux/.devcontainer/base.Dockerfile
FROM mcr.microsoft.com/vscode/devcontainers/universal:1-focal

16
.devcontainer/README.md Normal file
View File

@@ -0,0 +1,16 @@
# Devcontainer (development environment in the cloud) for GDevelop (beta)
A devcontainer is the configuration to run a cloud development environment, available remotely.
This is notably used to run a **[GitHub Codespace](https://docs.github.com/en/github/developing-online-with-codespaces/about-codespaces)**. The advantage is that you can quickly experiment and do changes without installing anything on your computer.
> ⚠️ This development environment is in beta, and not everything is supported. This is useful for playing a bit with GDevelop codebase or to make quick changes. **In particular, it's not possible to test your changes on GDJS** because only the web-app can be launched.
It's recommended that you follow the usual [README](../newIDE/README.md) to get started, with development tools installed on your computer.
## Start a GitHub workspace to work on GDevelop (beta)
- Subscribe to the [beta edition of GitHub workspace](https://docs.github.com/en/github/developing-online-with-codespaces/about-codespaces#joining-the-beta).
- In the repository GitHub page, click **Code** and then choose **Open with Codespaces**.
- Wait for the Codespace to load and Visual Studio Code to open.
- When it's ready, open a terminal in Visual Studio Code.
- Follow the usual [README in `newIDE`](../newIDE/README.md) to get started, like you would do on your own computer.

View File

@@ -0,0 +1,51 @@
// For format details, see https://aka.ms/devcontainer.json. For config options, see the README at:
// https://github.com/microsoft/vscode-dev-containers/tree/v0.162.0/containers/codespaces-linux
{
"name": "GitHub Codespaces for GDevelop",
"build": {
"dockerfile": "Dockerfile"
},
"settings": {
"terminal.integrated.shell.linux": "/bin/zsh",
"go.toolsManagement.checkForUpdates": "off",
"go.useLanguageServer": true,
"go.gopath": "/go",
"go.goroot": "/usr/local/go",
"python.pythonPath": "/opt/python/latest/bin/python",
"python.linting.enabled": true,
"python.linting.pylintEnabled": true,
"python.formatting.autopep8Path": "/usr/local/py-utils/bin/autopep8",
"python.formatting.blackPath": "/usr/local/py-utils/bin/black",
"python.formatting.yapfPath": "/usr/local/py-utils/bin/yapf",
"python.linting.banditPath": "/usr/local/py-utils/bin/bandit",
"python.linting.flake8Path": "/usr/local/py-utils/bin/flake8",
"python.linting.mypyPath": "/usr/local/py-utils/bin/mypy",
"python.linting.pycodestylePath": "/usr/local/py-utils/bin/pycodestyle",
"python.linting.pydocstylePath": "/usr/local/py-utils/bin/pydocstyle",
"python.linting.pylintPath": "/usr/local/py-utils/bin/pylint",
"lldb.executable": "/usr/bin/lldb",
"files.watcherExclude": {
"**/target/**": true
}
},
"remoteUser": "codespace",
"overrideCommand": false,
"workspaceMount": "source=${localWorkspaceFolder},target=/home/codespace/workspace,type=bind,consistency=cached",
"workspaceFolder": "/home/codespace/workspace",
"runArgs": [ "--cap-add=SYS_PTRACE", "--security-opt", "seccomp=unconfined", "--privileged", "--init" ],
// Add the IDs of extensions you want installed when the container is created.
"extensions": [
"GitHub.vscode-pull-request-github",
"esbenp.prettier-vscode",
"ms-vscode.cpptools",
"xaver.clang-format",
"flowtype.flow-for-vscode"
],
// Use 'forwardPorts' to make a list of ports inside the container available locally.
// "forwardPorts": [],
// "oryx build" will automatically install your dependencies and attempt to build your project
"postCreateCommand": "oryx build -p virtualenv_name=.venv || echo 'Could not auto-build. Skipping.'"
}

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
}
}

13
.gitattributes vendored Normal file
View File

@@ -0,0 +1,13 @@
Core/GDCore/Serialization/rapidjson/rapidjson.h/* linguist-vendored
Core/GDCore/TinyXml/* linguist-vendored
GDCpp/GDCpp/Runtime/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

2
.github/CODEOWNERS vendored Normal file
View File

@@ -0,0 +1,2 @@
* @4ian
Extensions/Firebase @arthuro555

View File

@@ -1,6 +1,9 @@
---
name: "\U0001F41BBug report"
about: Create a bug report about GDevelop or the game engine
title: ''
labels: ''
assignees: ''
---

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
- Discussed 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 :)
## 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.

27
.github/workflows/issues.yml vendored Normal file
View File

@@ -0,0 +1,27 @@
name: GDevelop Issues automatic workflow
on: [issues]
jobs:
autoclose:
runs-on: ubuntu-latest
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: Autoclose known beta 105 web-app update bug
uses: arkon/issue-closer-action@v1.1
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
type: "body"
regex: ".*_instance.getRawFloatProperty is not a function.*"
message: "Hi @${issue.user.login}! 👋 This issue was automatically closed as this seems to be a known bug. It can be solved by **closing entirely the web-app and opening it again**. This will allow the web-app to auto-update and the problem should be gone."

48
.gitignore vendored
View File

@@ -1,8 +1,6 @@
/Core/GDCore/Tools/VersionPriv.h
/docs/GDJS Runtime Documentation
/docs/GDJS Documentation
/docs/GDCpp Documentation
/docs/GDCore Documentation
/docs
/docs-wiki
/ExtLibs/SFML
/ExtLibs/*.7z
/scripts/logs/*.txt
@@ -11,52 +9,17 @@
/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
*.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
/Binaries/Output/libGD.js/Release
/Binaries/Output/libGD.js/Debug
/Binaries/Output/libGD.js/libGD.raw.js
!/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
@@ -66,3 +29,8 @@
**/node_modules/
.idea
.vscode/ipch
/newIDE/app/src/UI/Theme/**/*ThemeVariables.*
.DS_Store
.Spotlight-V100
.Trashes
Thumbs.db

View File

@@ -12,18 +12,19 @@ cache:
env:
global:
- GCC_VERSION="4.8"
services:
# Virtual Framebuffer 'fake' X server for SFML
- xvfb
addons:
artifacts:
s3_region: "us-east-1"
target_paths:
- /$(git rev-parse HEAD)
- /$(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/Output/libGD.js/Release
- Binaries/embuild/GDevelop.js
apt:
sources:
- ubuntu-toolchain-r-test
@@ -47,7 +48,7 @@ before_install:
#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_5.4.0-6ubuntu1~16.04.10_amd64.deb
- 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:
@@ -62,8 +63,8 @@ install:
# Install Emscripten (for GDevelop.js)
- git clone https://github.com/juj/emsdk.git
- cd emsdk
- ./emsdk install sdk-1.37.37-64bit
- ./emsdk activate sdk-1.37.37-64bit
- ./emsdk install 1.39.6
- ./emsdk activate 1.39.6
- source ./emsdk_env.sh
- cd ..
# Install GDevelop.js dependencies and compile it
@@ -76,7 +77,7 @@ install:
- cd newIDE/app && npm install
- cd ../..
#Install GDJS tests dependencies
- cd GDJS/tests && npm install
- cd GDJS && npm install && cd tests && npm install
- cd ../..
script:
@@ -97,6 +98,10 @@ script:
- npm run flow
- npm run check-format
- 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
# - cd GDJS/tests && npm test

View File

@@ -45,7 +45,6 @@
"name": "Linux",
"includePath": [
"${workspaceRoot}",
"${workspaceRoot}/IDE",
"${workspaceRoot}/GDCpp",
"${workspaceRoot}/GDJS",
"${workspaceRoot}/Extensions",

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"
]
}

15
.vscode/launch.json vendored Normal file
View File

@@ -0,0 +1,15 @@
{
// 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": "pwa-chrome",
"request": "launch",
"name": "Launch Chrome against localhost",
"url": "http://localhost:3000",
"webRoot": "${workspaceFolder}"
}
]
}

33
.vscode/settings.json vendored
View File

@@ -2,6 +2,7 @@
{
"files.associations": {
"*.idl": "java",
"Fastfile": "ruby",
"iosfwd": "cpp",
"functional": "cpp",
"type_traits": "cpp",
@@ -80,18 +81,38 @@
"__hash": "cpp",
"__debug": "cpp",
"__threading_support": "cpp",
"any": "cpp"
"any": "cpp",
"array": "cpp",
"cinttypes": "cpp",
"numeric": "cpp",
"__memory": "cpp",
"__errc": "cpp",
"__node_handle": "cpp",
"bit": "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"
},
"files.exclude": {
"Binaries/*build*": true,
"Binaries/Output": true,
"Binaries/Packaging/GDevelop.app": true,
"ExtLibs/SFML": 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,

66
.vscode/tasks.json vendored Normal file
View File

@@ -0,0 +1,66 @@
{
"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."
}
]
}

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, GDCpp 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

@@ -75,6 +75,11 @@ else()
message(FATAL_ERROR "The compiler ${CMAKE_CXX_COMPILER} has no C++11 support (with GNU extensions). Please use a different C++ compiler.")
endif()
# Mark some warnings as errors
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror=return-stack-address")
endif()
#Define common directories:
set(GD_base_dir ${CMAKE_CURRENT_SOURCE_DIR})

View File

@@ -51,7 +51,12 @@ file(GLOB_RECURSE formatted_source_files tests/* GDCore/Events/* GDCore/Extensio
list(REMOVE_ITEM formatted_source_files "${CMAKE_CURRENT_SOURCE_DIR}/GDCore/IDE/Dialogs/GDCoreDialogs.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/GDCore/IDE/Dialogs/GDCoreDialogs.h" "${CMAKE_CURRENT_SOURCE_DIR}/GDCore/IDE/Dialogs/GDCoreDialogs_dialogs_bitmaps.cpp")
gd_add_clang_utils(GDCore "${formatted_source_files}")
add_library(GDCore SHARED ${source_files})
IF(EMSCRIPTEN)
# Emscripten treats all libraries as static libraries
add_library(GDCore STATIC ${source_files})
ELSE()
add_library(GDCore SHARED ${source_files})
ENDIF()
add_dependencies(GDCore GDVersion)
IF(EMSCRIPTEN)
set_target_properties(GDCore PROPERTIES SUFFIX ".bc")

View File

@@ -1,592 +1,25 @@
/**
* \mainpage GDevelop Core
* \image html gdlogo.png
* \section welcome Welcome
* \section welcome GDevelop Core documentation
*
* The **GDevelop Core** library contains the main concepts, classes and tools that are used by the *platforms* and the *GDevelop IDE*.<br>
* This ensures that the IDE, or any tool based on GDevelop Core, is able to work with projects based on any arbitrary platform.
*
* Two official platforms are available for GDevelop:
* - The *C++ Platform* (GDCpp) to create native games.
* - The *JS Platform* (GDJS) to create HTML5 games.
* The **GDevelop Core** library contains the structure of a GDevelop game, classes and tools that are used by the *platforms* and the *GDevelop IDE*.
*
* \section gettingstarted Getting started
* First, please refer to these pages to install the required tools and to get help about setting up a basic extension:<br>
*
* -# \subpage setupDevEnv
* -# \ref overview
* -# \ref writeANewExtension
* In most cases, you should start by <a href="https://github.com/4ian/GDevelop/blob/master/newIDE/README.md">installing and launching the development version of GDevelop</a>.
*
* You can also read \subpage recommendedToolsAndConventions.
* - If you're interested in writing extensions for GDevelop, read <a href="https://github.com/4ian/GDevelop/blob/master/newIDE/README-extensions.md">the documentation about extensions</a>.
* - If you want to dig more into how GDevelop is architectured and work on the core, read <a href="https://github.com/4ian/GDevelop/blob/master/Core/GDevelop-Architecture-Overview.md">GDevelop Architecture Overview</a>. Then, you can browse this reference to get more information about a class or function.
*
* \section aboutdoc About this documentation
* \section other Other documentations
*
* If you never used GDevelop Core before, take a look at \ref overview.
*
* As everything that is developed around GDevelop is based on this library, you should take a look at it quite often: platforms, extensions
* and the IDE are intensively using the classes and tools offered by GDCore.
* When developing an extension for the C++ or JS platform, read these 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.
*
* - [Open GDevelop C++ Platform documentation](../GDCpp Documentation/index.html)
* - [Open GDevelop JS Platform documentation](../GDJS Documentation/index.html)
*
*/
/**
* \page setupDevEnv Setting up the development environment
*
* If you didn't already downloaded GDevelop, get and extract the source from [GitHub](https://github.com/4ian/GD).
*
* Follow these steps to be able to compile GDevelop, it's super easy:
*
* <b>Windows</b>
*
* -# \subpage installWinCompiler
* -# \ref installAndUseCMake
* <br>
*
* <b>GNU/Linux</b>
* -# \subpage installLinuxLib
* -# \subpage installAndUseCMake
*
* <b>OS X</b>
* -# \subpage installMacOSTools
* -# \ref installAndUseCMake
*
* See the recommended tools and conventions for working on GDevelop on this page:
* \subpage recommendedToolsAndConventions
*/
/**
* \page installWinCompiler (Windows) Install TDM-GCC compiler
*
* GDevelop is compiled with TDM-GCC under Windows.<br>
* So as to prevent incompatibilities between the compiler (and the standard C++ library provided with) used by GDevelop and
* the compiler used by the extensions, GDevelop require the extensions and the platforms to use the same version of TDM-GCC.
*
* While a recent GCC version should work, if you compile GDevelop for an "official" distribution it's better
* to use the specific version provided here.
*
* \section installWinCompiler_download Download
*
* Download the current version of the compiler used by GDevelop on Windows here:
*
* https://sourceforge.net/projects/tdm-gcc/files/TDM-GCC%20Installer/Previous/1.1309.0/tdm-gcc-4.9.2.exe/download
*
* \section installWinCompiler_install Installation
*
* The installation is fairly simple :<br>
* <br>
* - Launch the installer.<br>
* - Choose Create.<br>
\image html compilerInstall1.png
* - Choose an installation directory.<br>
\image html compilerInstall2.png
* - Choose the components to be installed. You don't have to change anything, the default options are good enough.<br>
\image html compilerInstall3.png
* - Click on install so as to launch the installation process.<br>
*/
/**
* \page installAndUseCMake (All) Install CMake & launch the build
*
* Building is done using CMake: it is an open-source build system that can generate build files for lots of IDE and build tools (Makefiles...).
*
* \section installAndUseCMake_download Download and install CMake
*
* First, install CMake:
* Download it [here](http://www.cmake.org/cmake/resources/software.html) for Windows, get it using your package manager if you're
* using a Linux distribution or using Homebrew for Mac OS X.
*
* \section installAndUseCMake_use Using CMake to generate the build files
* Using CMake is not difficult and require only a few clicks/commands to enter. Windows users may use
* the GUI as shown in the next section. Linux and Mac OS X users may prefer to use the command line as shown
* as the end of this page.
*
* \subsection installAndUseCMake_use_gui Using the GUI
*
* - Start the CMake user interface (_cmake-gui_). Choose the GD root directory as the source directory, and Binaries/build as the directory where to build the binaries:
\image html usecmake1.png
* - Click on *Configure*. If asked to create the build directory, answer yes. Choose then your favorite generator: *MinGW Makefiles* (on Windows) or *Unix Makefiles* (on Linux/OS X) generate a traditional Makefile that can be built using the
* *mingw32-make* (on Windows) or *make* (on Linux/OS X) command. You can also choose the *Ninja* generator to use the [Ninja build system](http://martine.github.io/ninja/).
\image html usecmake2.png
* - When you click on Finish, CMake do a first configuration. If **errors occurred*, make sure that you have download all required development libraries.
* - Adjust any variable if necessary (no changes is needed by default), then click on Generate.
\image html usecmake3.png
* - You can then launch a terminal/command prompt, go to the build folder (`cd path/to/GD/Binaries/build`) and launch the build
* using the generator you've choosen: `mingw32-make`, or `make` on Linux/OS X.
*
* \subsection installAndUseCMake_use_cmd Using the command line
*
* Using the commandline with CMake is also easy:
*
* ~~~~~~~~~~~~~~~~~~~~~
* cd /path/to/GD/Binaries
* mkdir build
* cd build
* cmake ../..
* make
* ~~~~~~~~~~~~~~~~~~~~~
*
* For Windows, replace `cmake ../..` by `cmake ../.. -G "MinGW Makefiles"` and `make` by `mingw32-make`.
*
* or using the fast [Ninja build system](http://martine.github.io/ninja/) :
* ~~~~~~~~~~~~~~~~~~~~~
* cd /path/to/GD/Binaries
* mkdir build
* cd build
* cmake ../.. -G "Ninja"
* ninja
* ~~~~~~~~~~~~~~~~~~~~~
*
* \section installAndUseCMake_launch Launch GDevelop
*
* Binaries are created into *Binaries/Output/Release_{OS}* folder.
*
* To launch GDevelop in Windows, double click on **GDIDE**. For Linux, launch **StartGDevelop.sh**.
*/
/**
* \page installLinuxLib (Linux) Install development files
*
* \section installLibs Install development libraries
*
* GDevelop is compiled with gcc under Linux.<br>
* You need to have some packages to be installed before starting to build GD. These packages can vary according to the distribution you use.
* On Ubuntu, you may want to install these packages:
\code
sudo apt-get install libopenal-dev
sudo apt-get install libjpeg-dev
sudo apt-get install libglew-dev
sudo apt-get install libudev-dev
sudo apt-get install libxrandr-dev
sudo apt-get install libsndfile1-dev
sudo apt-get install libglu1-mesa-dev
sudo apt-get install libfreetype6-dev
\endcode
* Make sure you also have some basic tools installed:
\code
sudo apt-get install build-essential
sudo apt-get install p7zip-full
sudo apt-get install curl
\endcode
*
* If you want to package the app, you can also install:
\code
sudo apt-get install devscripts
\endcode
*
*
* \subsection installcmake Install CMake
* You'll need CMake to build GDevelop: See more on \subpage installAndUseCMake.
*/
/**
* \page installMacOSTools (Mac OS X) Install development tools
*
* Make sure that you have Apple Developer Tools installed (if you have Xcode and git, that should be the case).
*
* \section installTools Install development tools
*
* The simplest way of installing dependencies required by GDevelop is to use [Homebrew](http://brew.sh/). Install it
* and install these packages, using the terminal:
\code
brew install cmake
brew install p7zip
brew install pkgconfig
brew install freetype
\endcode
* If you want to generate the documentation and translations, install Doxygen and Gettext:
\code
brew install doxygen
brew install gettext
\endcode
*
* \section launchCompilation Launch compilation
*
* You should be able to compile GD using CMake. Go with a terminal to the GD source folder:
\code
cd /path/to/GD
mkdir build && cd build
cmake ../..
make -j4
\endcode
*
* More information about compilation here: \ref installAndUseCMake
*/
/**
* \page recommendedToolsAndConventions Recommended tools and advices to work with GD
*
* \section git Git and GitHub
*
* Git is an amazing *version control system*. If you never used it before, take a look at some tutorials, there
* are plenty of them on the internet.<br>
* Windows users could be interested in using [TortoiseGit](code.google.com/p/tortoisegit) or the official
* [GitHub client](https://windows.github.com/).
*
* \subsection pullrequest Submitting code thanks to Pull Request.
*
* Using *Pull request*, you can easily submit your changes so that they are integrated into the official
* GDevelop repository (http://github.com/4ian/gd).
*
* See this article on *GitHub help* about pull requests: https://help.github.com/articles/using-pull-requests.<br>
* Pull requests are extremely easy to use and the best way to contribute to GD!
*
* ------
*
* \section codingstyle Coding style
*
* As a rule of thumb, try to retain the original coding style used in a file when editing it, or look at other
* files when creating a new extension/dialog/feature/class.
*
* For both C++ and Javascript, *code indentation* should be 4 spaces (or tab set to a width of 4 spaces).<br>
* Lines should be cutted when reaching column 110 so that two files can be displayed side-by-side on a same screen.
* When cutting a line, indent the new lines with an additional 4 spaces.
*
* \subsection cpp C++
*
* *Naming* conventions:
* - Classes should be *CamelCase* (starting with a capital).
* - All variables (including member variables) should be *camelCase* (no capital for the first letter).
* - All functions (including class methods) should be *CamelCase* (starting with a capital).
*
* *Comments*:
* - Comment your classes and functions using *Doxygen* comments.
*
* \subsection js Javascript
*
* *Naming* conventions:
* - "Classes" should be *CamelCase* (starting with a capital).
* - All variables (including member variables) should be *camelCase* (no capital for the first letter).
* - All functions (including class methods) should be *camelCase* (no capital for the first letter).
*
* *Comments*:
* - Comment your classes and functions using *yuidoc* comments.
*/
/**
* \page overview Overview of GDCore
*
* \section platformstructure Structure of a platform
*
* A platform for GDevelop Core is a class inheriting from gd::Platform.<br>
* They contains the extensions of the platform (see below) and offer various methods, like gd::Platform::GetProjectExporters which
* is called by the IDE to export a gd::Project to a stand-alone game.
*
* \subsection platformloading Platforms loading
* A platform is stored in memory and managed by gd::PlatformManager. It loaded from a dynamic library file (.dll on windows, .so on Linux)
* thanks to gd::PlatformLoader.<br>
* It is responsibility of the IDE, or any other application using GDCore,
* to call the appropriate method of gd::PlatformLoader to trigger the loading of the platforms when needed.
*
* gd::PlatformLoader search for two symbols in the dynamic library file: *CreateGDPlatform* and
* *DestroyGDPlatform*. These symbols must exists and must create (or destroy) the platform class. For example:
*
* ~~~~~~~~~~~~~~~~~~~~~
* extern "C" gd::Platform * GD_API CreateGDPlatform() {
* return &JsPlatform::Get(); //Return the singleton object representing the JS Platform
* }
*
* extern "C" void GD_API DestroyGDPlatform() {
* JsPlatform::DestroySingleton(); //Destroy the singleton.
* }
* ~~~~~~~~~~~~~~~~~~~~~
*
* The platform dynamic library file is often located inside <i>GDevelop directory</i>/xxxPlatform (*xxx* being replaced by the platform acronym).
*
* In this folder, the platform can store basically anything it needs. For example, both GDJS and GDCpp are storing a folder called *Runtime* containing
* the game engine.
* If there is a sub directory called *Extensions*, the gd::PlatformLoader tries to load the extensions contained inside (see below).
*
* \section extensionsstructure Structure of an extension
*
* **Extensions** are seen by GDevelop Core as classes inheriting from gd::PlatformExtension.<br>
* They are stored inside the platform they belong to, and they are also loaded from a dynamic library file thanks to gd::ExtensionsLoader. The main
* job of an extension is to <b>declare</b> everything it provides: objects, actions and conditions, behaviors, expressions.<br>
* This is done directly using the standard method provided by gd::PlatformExtension, notably:
* - gd::PlatformExtension::AddCondition and gd::PlatformExtension::AddAction,
* - gd::PlatformExtension::AddExpression (and gd::PlatformExtension::AddStrExpression),
* - gd::PlatformExtension::AddObject and gd::PlatformExtension::AddBehavior
*
*
* Some platforms (like the C++ Platform) offer another base class which must be used instead of gd::PlatformExtension when declaring a platorm: as this base class
* inherits from gd::PlatformExtension, standard methods still work, but you may be able to declare some others features (the C++ Platform offers
* the possibility of declaring debugger related functions).
*
* \subsection extensionloading Extensions loading
*
* A single dynamic library file can contains an extension for more than one platform:<br>
* You just have to declare a class deriving from gd::PlatformExtension for each platform supported, and a creation function for each platform
* (the C++ platform expects a function called *CreateGDExtension* while JS Platform search for a function called *CreateGDJSExtension*).
*
* \subsection extensionexample Edit or write a new extension
*
* Refer to these pages for more information about extensions:
* - \subpage AboutExtensionCpp
* - \subpage writeANewExtension
*
* \section utf8section UTF8 strings
*
* Most parts of the codebase support UTF8 strings thanks to gd::String class. gd::String is a wrapper around std::string, exposing a similar
* interface as well as a few tool member functions and operators that are all UTF8 aware.
*
* Its usage is easy, especially if you're familiar with std::string. Some extra functions can be really useful, in particular
* the ones to convert the string from/to a number.
*
\code
gd::String str = "Hello";
str += " world";
str += " " + gd::String::From(2);
//str now contains "Hello world 2";
gd::String twopointfiveStr = "2.5";
double twopointfive = twopointfive.To<double>();
//twopointfive == 2.5
\endcode
*
*
* For more information, see the complete reference of the class. Tests cases have also been made for most functions.
*/
/**
* \page writeANewExtension Write a new extension
*
* \section writeANewExtension_createNewExtension Create a new extension
*
* Creation of a new extension can be made by following these steps:<br>
*
* - Copy the directory of an extension and rename it:
* \image html createnew1.png
* - Rename then the sources files :
* \image html createnew2.png
* - Open the *CMakeLists.txt* file and replace every occurrence of the extension old name with the new name.<br>
* - Open all the source files and again, replace every occurrence of the extension old name with the new name.<br>
* - In the *Extensions* directory, open the *CMakeLists.txt* file and add a line such as <code>ADD_SUBDIRECTORY(MyExtension)</code>.
* You can then start to modify the extension.<br>
* If your extension is fairly simple, you can create it from the AES Extension. <br>
* If your extension need an object, you can use for instance the TextObject Extension as a starting point.<br>
* <br>
* - You can compile your extension by relaunching CMake like described [here](\ref installAndUseCMake). After doing that, just compile as usual.
*
*/
/**
* \page AboutExtensionCpp About Extension.cpp
*
* An extension has to define (usually in a file called *Extension.cpp* for the C++ Platform or *JsExtension.cpp* for the JS Platform)
* a class that is derived from the gd::PlatformExtension class. This class contains, in its constructor, the declarations
* of everything that is provided by the extension.
* \section extensionDeclaration Declare the extension information
* The declarations are made using the methods provided by gd::PlatformExtension.
*
* The first declaration if often the information about the extension:
* \code
Extension()
{
SetExtensionInformation("TextObject",
_("Text object"),
_("Extension allowing to use an object displaying a text."),
"Florian Rival",
"Open Source (MIT License)");
* \endcode
The first parameter is the name of the extension. Choose carefully the name of the extension, as projects are directly referring to it.
* \section instructionsDeclaration Declare actions, conditions and expressions
Actions are declared like this :
* \code
AddAction("ActionName",
_("Name displayed to users"),
_("Description"),
_("Sentence displayed in event editor"),
_("Category"),
"path-to-an-24-by-24-icon-file.png",
"path-to-an-16-by-16-icon-file.png")
.AddParameter("theTypeOfTheParameter", _("Parameter1"))
.AddParameter("theTypeOfTheParameter", _("Parameter2"))
.SetFunctionName("MyFunctionName").SetIncludeFile("MyExtension/MyIncludeFile.h");
* \endcode
* Declare conditions and expressions in a similar way.<br>
* Parameters are added using gd::InstructionMetadata::AddParameter.
*
* The last line set the function name that will be called when generating the code of an event using the action:<br>
* You can either do it after declaring the function, or later using this syntax:
*
* \code
GetAllActions()["ExtensionName::ActionName"].SetFunctionName("MyFunctionName");
* \endcode
*
* Both methods are ok, but the latest allows to use the same code to declare an extension for the C++ and JS platform,
* then customize the names of the functions to call.
*
* \section objectsDeclaration Declare objects
*
* Adding an object is made using gd::PlatformExtension::AddObject method.
*
* \code
gd::ObjectMetadata & obj = AddObject<MyObject>(
"Name",
_("Name displayed to users"),
_("Description"),
"path-to-a-32-by-32-icon.png");
* \endcode
*
* The *C++ platform* also requires that you call *AddRuntimeObject* to declare the RuntimeObject class associated to the object being declared:<br>
* It has two template parameters: the first one is the corresponding object class declared with *AddObject* (class inheriting from *gd::Object*) and the
* second one is the *RuntimeObject* class.
* You must pass as parameter the metadata from the object previously declared and the name of the class inheriting from RuntimeObject.
*
* You will also want to specify the .h file associated to the object using gd::ObjectMetadata::SetIncludeFile. For example:
* \code
//obj is the gd::ObjectMetadata returned when you called AddObject.
AddRuntimeObject<TextObject, RuntimeTextObject>(obj, "RuntimeTextObject");
obj.SetIncludeFile("TextObject/TextObject.h");
* \endcode
*
* You can then declare the actions, conditions, and expressions related to the objects, using the AddAction/AddCondition/AddExpression methods provided
* by <i>obj</i>.
* \section eventsDeclaration Declaring events
*
* Events are declared like this :
* \code
AddEvent("Name",
_("Name displayed to users"),
"Description",
"Group",
"path-to-a-16-by-16-icon.png",
std::make_shared<EventClassName>())
* \endcode
*
* The event must be able to generate its code when events are being translated to C++ or Javascript:<br>
* This is done by calling SetCodeGenerator. For example:
*
* \code
AddEvent("Standard",
_("Standard event"),
_("Standard event: Actions are run if conditions are fulfilled."),
"",
"res/eventaddicon.png",
std::make_shared<gd::StandardEvent>())
.SetCodeGenerator(std::shared_ptr<gd::EventMetadata::CodeGenerator>(codeGen));
* \endcode
* \section behaviorsDeclaration Declaring the behaviors
Behaviors are declared like objects:
* \code
gd::BehaviorMetadata & aut = AddBehavior("Name",
_("Name displayed to users"),
_("DefaultNameUsedInEditor"),
_("Description."),
"Group",
"path-to-a-32-by-32-icon.png",
"BehaviorClassName",
std::make_shared<BehaviorClassName>(),
std::make_shared<BehaviorSharedDataClassName>());
* \endcode
* The last line can be replaced by <code>std::shared_ptr<gd::BehaviorsSharedData>()</code> if no shared data are being used.
*
* You can then declare the actions, conditions, and expressions related to the behavior like objects:<br>
* Call AddAction/AddCondition/AddExpression on the <i>aut</i> object.
* \section excludingNonRuntimeDeclaration (C++ platform) Excluding elements declaration from runtime
* When your extension is compiled for the C++ platform Runtime, GDevelop does not known anything about action/condition or even events classes.<br>
* You have then to exclude all actions/conditions/expressions/events declaration from extension at runtime (only Extension/Object/Behaviors declarations have to be kept).
* Use the *<code>GD_IDE_ONLY</code> define* to achieve this goal, as demonstrated in this skeleton of a complete extension declaration:
* \code
class Extension : public ExtensionBase //For C++ platform, extensions must derive from ExtensionBase
{
public:
Extension()
{
SetExtensionInformation("MyExtension",
_("Extension name"),
_("Extension declaration"),
"Author",
"license");
#if defined(GD_IDE_ONLY)
AddAction(...);
AddCondition(...);
AddExpression(...);
#endif
{
gd::ObjectMetadata & obj = AddObject("ObjectName",
_("Object name"),
_("Description"),
"CppPlatform/Extensions/myicon.png",
&CreateMyObject,
&DestroyMyObject);
AddRuntimeObject(obj, "RuntimeObjectName", CreateRuntimeObjectName);
#if defined(GD_IDE_ONLY)
obj.SetIncludeFile("MyExtension/MyIncludeFile.h");
obj.AddAction(...);
obj.AddCondition(...);
obj.AddExpression(...);
#endif
}
{
gd::BehaviorMetadata & aut = AddBehavior("BehaviorName",
_("Behavior name"),
"defaultGDname",
_("Description"),
"",
"CppPlatform/Extensions/myicon.png",
"PhysicsBehavior",
std::make_shared<BehaviorClassName>(),
std::make_shared<BehaviorSharedDataClassName>());
#if defined(GD_IDE_ONLY)
behaviorInfo.SetIncludeFile("MyExtension/MyIncludeFile.h");
aut.AddAction(...);
aut.AddCondition(...);
aut.AddExpression(...);
#endif
}
GD_COMPLETE_EXTENSION_COMPILATION_INFORMATION();
};
virtual ~Extension() {};
};
// Used by GDevelop to create the extension class
// -- Do not need to be modified. --
extern "C" ExtensionBase * GD_EXTENSION_API CreateGDExtension() {
return new Extension;
}
* \endcode
* - <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

@@ -12,6 +12,15 @@ using namespace std;
namespace gd {
vector<gd::String> CommentEvent::GetAllSearchableStrings() const {
vector<gd::String> allSearchableStrings;
allSearchableStrings.push_back(com1);
allSearchableStrings.push_back(com2); ///< Com2 is deprecated
return allSearchableStrings;
}
void CommentEvent::SerializeTo(SerializerElement &element) const {
element.AddChild("color")
.SetAttribute("r", r)

View File

@@ -7,10 +7,11 @@
#define COMMENTEVENT_H
#include "GDCore/Events/Event.h"
#include "GDCore/Events/EventsList.h"
namespace gd {
class Layout;
class Project;
}
} // namespace gd
namespace gd {
@@ -45,6 +46,8 @@ class GD_CORE_API CommentEvent : public gd::BaseEvent {
const gd::String& GetComment() const { return com1; }
void SetComment(const gd::String& comment) { com1 = comment; }
virtual std::vector<gd::String> GetAllSearchableStrings() const;
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,
const SerializerElement& element);

View File

@@ -0,0 +1,73 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "ForEachChildVariableEvent.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Serialization/SerializerElement.h"
using namespace std;
namespace gd {
ForEachChildVariableEvent::ForEachChildVariableEvent()
: BaseEvent(), valueIteratorVariableName("child"), keyIteratorVariableName(""), iterableVariableName("") {}
vector<gd::InstructionsList*> ForEachChildVariableEvent::GetAllConditionsVectors() {
vector<gd::InstructionsList*> allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector<gd::InstructionsList*> ForEachChildVariableEvent::GetAllActionsVectors() {
vector<gd::InstructionsList*> allActions;
allActions.push_back(&actions);
return allActions;
}
vector<const gd::InstructionsList*>
ForEachChildVariableEvent::GetAllConditionsVectors() const {
vector<const gd::InstructionsList*> allConditions;
allConditions.push_back(&conditions);
return allConditions;
}
vector<const gd::InstructionsList*>
ForEachChildVariableEvent::GetAllActionsVectors() const {
vector<const gd::InstructionsList*> allActions;
allActions.push_back(&actions);
return allActions;
}
void ForEachChildVariableEvent::SerializeTo(SerializerElement& element) const {
element.AddChild("iterableVariableName").SetValue(iterableVariableName);
element.AddChild("valueIteratorVariableName").SetValue(valueIteratorVariableName);
element.AddChild("keyIteratorVariableName").SetValue(keyIteratorVariableName);
gd::EventsListSerialization::SerializeInstructionsTo(
conditions, element.AddChild("conditions"));
gd::EventsListSerialization::SerializeInstructionsTo(
actions, element.AddChild("actions"));
gd::EventsListSerialization::SerializeEventsTo(events,
element.AddChild("events"));
}
void ForEachChildVariableEvent::UnserializeFrom(gd::Project& project,
const SerializerElement& element) {
iterableVariableName = element.GetChild("iterableVariableName", 0, "").GetValue().GetString();
valueIteratorVariableName = element.GetChild("valueIteratorVariableName", 0, "").GetValue().GetString();
keyIteratorVariableName = element.GetChild("keyIteratorVariableName", 0, "").GetValue().GetString();
gd::EventsListSerialization::UnserializeInstructionsFrom(
project, conditions, element.GetChild("conditions", 0, "Conditions"));
gd::EventsListSerialization::UnserializeInstructionsFrom(
project, actions, element.GetChild("actions", 0, "Actions"));
gd::EventsListSerialization::UnserializeEventsFrom(
project, events, element.GetChild("events", 0, "Events"));
}
} // namespace gd

View File

@@ -0,0 +1,110 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef FOREACHCHILDVARIABLEEVENT_H
#define FOREACHCHILDVARIABLEEVENT_H
#include "GDCore/Events/Event.h"
#include "GDCore/Events/EventsList.h"
namespace gd {
class Instruction;
class Project;
class Layout;
} // namespace gd
namespace gd {
/**
* \brief Event repeated for each every child of a structure variable.
*/
class GD_CORE_API ForEachChildVariableEvent : public gd::BaseEvent {
public:
ForEachChildVariableEvent();
virtual ~ForEachChildVariableEvent(){};
virtual gd::ForEachChildVariableEvent* Clone() const {
return new ForEachChildVariableEvent(*this);
}
virtual bool IsExecutable() const { return true; }
virtual bool CanHaveSubEvents() const { return true; }
virtual const gd::EventsList& GetSubEvents() const { return events; };
virtual gd::EventsList& GetSubEvents() { return events; };
const gd::InstructionsList& GetConditions() const { return conditions; };
gd::InstructionsList& GetConditions() { return conditions; };
const gd::InstructionsList& GetActions() const { return actions; };
gd::InstructionsList& GetActions() { return actions; };
/**
* \brief Get the iterable variable name attached to the event.
*
* It is the structure variable that will be iterated on.
*/
const gd::String& GetIterableVariableName() const { return iterableVariableName; };
/**
* \brief Set the iterable variable name attached to the event.
*
* It is the structure variable that will be iterated on.
*/
void SetIterableVariableName(gd::String newName) { iterableVariableName = newName; };
/**
* \brief Get the value iterator variable attached to the event.
*
* It is the variable that will contain the value of the
* iterable's child being iterated on.
*/
const gd::String& GetValueIteratorVariableName() const { return valueIteratorVariableName; };
/**
* \brief Set the value iterator variable attached to the event.
*
* It is the variable that will contain the value of the
* iterable's child being iterated on.
*/
void SetValueIteratorVariableName(gd::String newName) { valueIteratorVariableName = newName; };
/**
* \brief Get the key iterator variable attached to the event.
*
* It is the variable that will contain the name of the
* iterable's child being iterated on.
*/
const gd::String& GetKeyIteratorVariableName() const { return keyIteratorVariableName; };
/**
* \brief Set the key iterator variable attached to the event.
*
* It is the variable that will contain the name of the
* iterable's child being iterated on.
*/
void SetKeyIteratorVariableName(gd::String newName) { keyIteratorVariableName = newName; };
virtual std::vector<const gd::InstructionsList*> GetAllConditionsVectors()
const;
virtual std::vector<const gd::InstructionsList*> GetAllActionsVectors() const;
virtual std::vector<gd::InstructionsList*> GetAllConditionsVectors();
virtual std::vector<gd::InstructionsList*> GetAllActionsVectors();
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,
const SerializerElement& element);
private:
gd::String valueIteratorVariableName;
gd::String keyIteratorVariableName;
gd::String iterableVariableName;
gd::InstructionsList conditions;
gd::InstructionsList actions;
gd::EventsList events;
};
} // namespace gd
#endif // FOREACHEVENT_H

View File

@@ -5,10 +5,6 @@
*/
#include "ForEachEvent.h"
#include <iostream>
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/CodeGeneration/ExpressionsCodeGeneration.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Events/Tools/EventsCodeNameMangler.h"
#include "GDCore/Serialization/SerializerElement.h"
@@ -35,12 +31,17 @@ vector<gd::InstructionsList*> ForEachEvent::GetAllActionsVectors() {
return allActions;
}
vector<gd::Expression*> ForEachEvent::GetAllExpressions() {
vector<gd::Expression*> allExpressions;
allExpressions.push_back(&objectsToPick);
vector<pair<gd::Expression*, gd::ParameterMetadata> >
ForEachEvent::GetAllExpressionsWithMetadata() {
vector<pair<gd::Expression*, gd::ParameterMetadata> >
allExpressionsWithMetadata;
auto metadata = gd::ParameterMetadata().SetType("object");
allExpressionsWithMetadata.push_back(
std::make_pair(&objectsToPick, metadata));
return allExpressions;
return allExpressionsWithMetadata;
}
vector<const gd::InstructionsList*> ForEachEvent::GetAllConditionsVectors()
const {
vector<const gd::InstructionsList*> allConditions;
@@ -56,11 +57,15 @@ vector<const gd::InstructionsList*> ForEachEvent::GetAllActionsVectors() const {
return allActions;
}
vector<const gd::Expression*> ForEachEvent::GetAllExpressions() const {
vector<const gd::Expression*> allExpressions;
allExpressions.push_back(&objectsToPick);
vector<pair<const gd::Expression*, const gd::ParameterMetadata> >
ForEachEvent::GetAllExpressionsWithMetadata() const {
vector<pair<const gd::Expression*, const gd::ParameterMetadata> >
allExpressionsWithMetadata;
auto metadata = gd::ParameterMetadata().SetType("object");
allExpressionsWithMetadata.push_back(
std::make_pair(&objectsToPick, metadata));
return allExpressions;
return allExpressionsWithMetadata;
}
void ForEachEvent::SerializeTo(SerializerElement& element) const {

View File

@@ -50,10 +50,13 @@ class GD_CORE_API ForEachEvent : public gd::BaseEvent {
virtual std::vector<const gd::InstructionsList*> GetAllConditionsVectors()
const;
virtual std::vector<const gd::InstructionsList*> GetAllActionsVectors() const;
virtual std::vector<const gd::Expression*> GetAllExpressions() const;
virtual std::vector<std::pair<const gd::Expression*, const gd::ParameterMetadata> >
GetAllExpressionsWithMetadata() const;
virtual std::vector<gd::InstructionsList*> GetAllConditionsVectors();
virtual std::vector<gd::InstructionsList*> GetAllActionsVectors();
virtual std::vector<gd::Expression*> GetAllExpressions();
virtual std::vector<std::pair<gd::Expression*, gd::ParameterMetadata> >
GetAllExpressionsWithMetadata();
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,

View File

@@ -19,6 +19,14 @@ namespace gd {
GroupEvent::GroupEvent()
: BaseEvent(), creationTime(0), colorR(74), colorG(176), colorB(228) {}
vector<gd::String> GroupEvent::GetAllSearchableStrings() const {
vector<gd::String> allSearchableStrings;
allSearchableStrings.push_back(name);
return allSearchableStrings;
}
void GroupEvent::SerializeTo(SerializerElement& element) const {
element.SetAttribute("name", name);
element.SetAttribute("source", source);

View File

@@ -106,6 +106,8 @@ class GD_CORE_API GroupEvent : public gd::BaseEvent {
virtual const gd::EventsList& GetSubEvents() const { return events; };
virtual gd::EventsList& GetSubEvents() { return events; };
virtual std::vector<gd::String> GetAllSearchableStrings() const;
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,
const SerializerElement& element);

View File

@@ -23,16 +23,17 @@ namespace gd {
const EventsList* LinkEvent::GetLinkedEvents(const gd::Project& project) const {
const EventsList* events = nullptr;
const gd::ExternalEvents* linkedExternalEvents = nullptr;
if (project.HasExternalEventsNamed(GetTarget())) {
linkedExternalEvents = &project.GetExternalEvents(GetTarget());
events = &project.GetExternalEvents(GetTarget()).GetEvents();
} else if (project.HasLayoutNamed(GetTarget()))
events = &project.GetLayout(GetTarget()).GetEvents();
const gd::ExternalEvents& linkedExternalEvents = project.GetExternalEvents(GetTarget());
events = &linkedExternalEvents.GetEvents();
} else if (project.HasLayoutNamed(GetTarget())) {
const gd::Layout& linkedLayout = project.GetLayout(GetTarget());
events = &linkedLayout.GetEvents();
}
// If the link only includes an events group, search it inside the
// layout/external events
if (includeConfig == INCLUDE_EVENTS_GROUP) {
if (events != nullptr && includeConfig == INCLUDE_EVENTS_GROUP) {
std::size_t i = 0;
std::size_t eventsCount = events->GetEventsCount();
for (; i < eventsCount; ++i) {

View File

@@ -5,9 +5,6 @@
*/
#include "RepeatEvent.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/CodeGeneration/ExpressionsCodeGeneration.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Serialization/SerializerElement.h"
@@ -34,11 +31,15 @@ vector<gd::InstructionsList*> RepeatEvent::GetAllActionsVectors() {
return allActions;
}
vector<gd::Expression*> RepeatEvent::GetAllExpressions() {
vector<gd::Expression*> allExpressions;
allExpressions.push_back(&repeatNumberExpression);
vector<pair<gd::Expression*, gd::ParameterMetadata> >
RepeatEvent::GetAllExpressionsWithMetadata() {
vector<pair<gd::Expression*, gd::ParameterMetadata> >
allExpressionsWithMetadata;
auto metadata = gd::ParameterMetadata().SetType("expression");
allExpressionsWithMetadata.push_back(
std::make_pair(&repeatNumberExpression, metadata));
return allExpressions;
return allExpressionsWithMetadata;
}
vector<const gd::InstructionsList*> RepeatEvent::GetAllConditionsVectors()
@@ -56,11 +57,15 @@ vector<const gd::InstructionsList*> RepeatEvent::GetAllActionsVectors() const {
return allActions;
}
vector<const gd::Expression*> RepeatEvent::GetAllExpressions() const {
vector<const gd::Expression*> allExpressions;
allExpressions.push_back(&repeatNumberExpression);
vector<pair<const gd::Expression*, const gd::ParameterMetadata> >
RepeatEvent::GetAllExpressionsWithMetadata() const {
vector<pair<const gd::Expression*, const gd::ParameterMetadata> >
allExpressionsWithMetadata;
auto metadata = gd::ParameterMetadata().SetType("expression");
allExpressionsWithMetadata.push_back(
std::make_pair(&repeatNumberExpression, metadata));
return allExpressions;
return allExpressionsWithMetadata;
}
void RepeatEvent::SerializeTo(SerializerElement& element) const {

View File

@@ -45,11 +45,14 @@ class GD_CORE_API RepeatEvent : public gd::BaseEvent {
virtual std::vector<gd::InstructionsList*> GetAllConditionsVectors();
virtual std::vector<gd::InstructionsList*> GetAllActionsVectors();
virtual std::vector<gd::Expression*> GetAllExpressions();
virtual std::vector<std::pair<gd::Expression*, gd::ParameterMetadata> >
GetAllExpressionsWithMetadata();
virtual std::vector<const gd::InstructionsList*> GetAllConditionsVectors()
const;
virtual std::vector<const gd::InstructionsList*> GetAllActionsVectors() const;
virtual std::vector<const gd::Expression*> GetAllExpressions() const;
virtual std::vector<std::pair<const gd::Expression*, const gd::ParameterMetadata> >
GetAllExpressionsWithMetadata() const;
virtual void SerializeTo(SerializerElement& element) const;
virtual void UnserializeFrom(gd::Project& project,

View File

@@ -6,9 +6,6 @@
#if defined(GD_IDE_ONLY)
#include "WhileEvent.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/CodeGeneration/ExpressionsCodeGeneration.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Serialization/SerializerElement.h"

View File

@@ -0,0 +1,58 @@
/*
* GDevelop Core
* 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 "GDCore/Extensions/Metadata/EffectMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Project/Effect.h"
#include "GDCore/Project/Layer.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Project.h"
namespace gd {
void ExposeProjectEffects(
const gd::Project& project,
const std::function<void(const gd::Effect& effect)>& worker) {
// See also gd::Project::ExposeResources for a method that traverse the whole
// project (this time for resources) and
// WholeProjectRefactorer::ExposeProjectEvents.
// Add layouts effects
for (std::size_t s = 0; s < project.GetLayoutsCount(); s++) {
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);
worker(effect);
}
}
}
}
void EffectsCodeGenerator::GenerateEffectsIncludeFiles(
const gd::Platform& platform,
const gd::Project& project,
std::set<gd::String>& includeFiles) {
ExposeProjectEffects(
project, [&platform, &includeFiles](const gd::Effect& effect) {
// TODO: this browse all the extensions every time we're trying to find
// a new effect. Might be a good idea to rework MetadataProvider to be
// faster (not sure if it is a bottleneck at all though - but could be
// for events code generation).
const gd::EffectMetadata& effectMetadata =
MetadataProvider::GetEffectMetadata(platform,
effect.GetEffectType());
for (auto& includeFile : effectMetadata.GetIncludeFiles())
includeFiles.insert(includeFile);
});
}
} // namespace gd

View File

@@ -0,0 +1,35 @@
/*
* GDevelop Core
* Copyright 2008-present Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef GDCORE_EffectsCodeGenerator_H
#define GDCORE_EffectsCodeGenerator_H
#include <set>
#include <utility>
#include <vector>
#include "GDCore/String.h"
namespace gd {
class Project;
class Platform;
} // namespace gd
namespace gd {
/**
* \brief Internal class used to generate code from events
*/
class GD_CORE_API EffectsCodeGenerator {
public:
/**
* \brief Add all the include files required by the project effects.
*/
static void GenerateEffectsIncludeFiles(const gd::Platform& platform,
const gd::Project& project,
std::set<gd::String>& includeFiles);
};
} // namespace gd
#endif // GDCORE_EffectsCodeGenerator_H

View File

@@ -1,11 +1,11 @@
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include <algorithm>
#include <utility>
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/ExpressionCodeGenerator.h"
#include "GDCore/Events/CodeGeneration/ExpressionsCodeGeneration.h"
#include "GDCore/Events/Parsers/ExpressionParser.h"
#include "GDCore/Events/Tools/EventsCodeNameMangler.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
@@ -288,7 +288,7 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
condition.SetParameters(parameters);
}
// Verify that there are not mismatch between object type in parameters
// Verify that there are no mismatchs between object type in parameters.
for (std::size_t pNb = 0; pNb < instrInfos.parameters.size(); ++pNb) {
if (ParameterMetadata::IsObject(instrInfos.parameters[pNb].type)) {
gd::String objectInParameter =
@@ -312,9 +312,69 @@ gd::String EventsCodeGenerator::GenerateConditionCode(
}
}
// Generate static condition if available
if (MetadataProvider::HasCondition(platform, condition.GetType())) {
// Prepare arguments
if (instrInfos.IsObjectInstruction()) {
gd::String objectName = condition.GetParameter(0).GetPlainString();
gd::String objectType = gd::GetTypeOfObject(
GetGlobalObjectsAndGroups(), GetObjectsAndGroups(), objectName);
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
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();
}
}
} 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 +389,6 @@ 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 +405,6 @@ 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",
@@ -472,7 +457,7 @@ gd::String EventsCodeGenerator::GenerateActionCode(
action.SetParameters(parameters);
}
// Verify that there are not mismatch between object type in parameters
// Verify that there are no mismatchs between object type in parameters.
for (std::size_t pNb = 0; pNb < instrInfos.parameters.size(); ++pNb) {
if (ParameterMetadata::IsObject(instrInfos.parameters[pNb].type)) {
gd::String objectInParameter = action.GetParameter(pNb).GetPlainString();
@@ -495,77 +480,69 @@ gd::String EventsCodeGenerator::GenerateActionCode(
}
// Call free function first if available
if (MetadataProvider::HasAction(platform, action.GetType())) {
if (instrInfos.IsObjectInstruction()) {
gd::String objectName = action.GetParameter(0).GetPlainString();
gd::String objectType = gd::GetTypeOfObject(
GetGlobalObjectsAndGroups(), GetObjectsAndGroups(), objectName);
if (!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();
}
}
} 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,
arguments,
instrInfos,
context);
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();
}
}
return actionCode;
}
@@ -576,9 +553,6 @@ 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 += "{";
@@ -630,7 +604,7 @@ gd::String EventsCodeGenerator::GenerateParameterCodes(
argOutput = "\"" + argOutput + "\"";
} else if (ParameterMetadata::IsBehavior(metadata.type)) {
argOutput = "\"" + ConvertToString(parameter) + "\"";
argOutput = GenerateGetBehaviorNameCode(parameter);
} else if (metadata.type == "key") {
argOutput = "\"" + ConvertToString(parameter) + "\"";
} else if (metadata.type == "password" || metadata.type == "musicfile" ||
@@ -662,7 +636,7 @@ gd::String EventsCodeGenerator::GenerateParameterCodes(
if (argOutput.empty()) {
if (!metadata.type.empty())
cout << "Warning: Unknown type of parameter \"" << metadata.type
<< "\".";
<< "\"." << std::endl;
argOutput += "\"" + ConvertToString(parameter) + "\"";
}
}
@@ -1111,6 +1085,34 @@ gd::String EventsCodeGenerator::GenerateBehaviorAction(
}
}
size_t EventsCodeGenerator::GenerateSingleUsageUniqueIdForEventsList() {
return eventsListNextUniqueId++;
}
size_t EventsCodeGenerator::GenerateSingleUsageUniqueIdFor(
const Instruction* instruction) {
if (!instruction) {
std::cout << "ERROR: During code generation, a null pointer was passed to "
"GenerateSingleUsageUniqueIdFor."
<< std::endl;
}
// Base the unique id on the adress 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 (instructionUniqueIds.find(uniqueId) != instructionUniqueIds.end()) {
uniqueId++;
}
instructionUniqueIds.insert(uniqueId);
return uniqueId;
}
gd::String EventsCodeGenerator::GetObjectListName(
const gd::String& name, const gd::EventsCodeGenerationContext& context) {
return ManObjListName(name);
@@ -1139,7 +1141,8 @@ EventsCodeGenerator::EventsCodeGenerator(gd::Project& project_,
errorOccurred(false),
compilationForRuntime(false),
maxCustomConditionsDepth(0),
maxConditionsListsSize(0){};
maxConditionsListsSize(0),
eventsListNextUniqueId(0){};
EventsCodeGenerator::EventsCodeGenerator(
const gd::Platform& platform_,
@@ -1154,6 +1157,7 @@ EventsCodeGenerator::EventsCodeGenerator(
errorOccurred(false),
compilationForRuntime(false),
maxCustomConditionsDepth(0),
maxConditionsListsSize(0){};
maxConditionsListsSize(0),
eventsListNextUniqueId(0){};
} // namespace gd

View File

@@ -9,6 +9,7 @@
#include <set>
#include <utility>
#include <vector>
#include "GDCore/Events/Event.h"
#include "GDCore/Events/Instruction.h"
#include "GDCore/String.h"
@@ -35,10 +36,6 @@ namespace gd {
* \brief Internal class used to generate code from events
*/
class GD_CORE_API EventsCodeGenerator {
// Compatiblity with old ExpressionParser
friend class CallbacksForGeneratingExpressionCode;
friend class VariableCodeGenerationCallbacks;
// end of compatibility code
friend class ExpressionCodeGenerator;
public:
@@ -127,7 +124,7 @@ class GD_CORE_API EventsCodeGenerator {
*
*/
std::vector<gd::String> GenerateParametersCodes(
const std::vector<gd::Expression> & parameters,
const std::vector<gd::Expression>& parameters,
const std::vector<gd::ParameterMetadata>& parametersInfo,
EventsCodeGenerationContext& context,
std::vector<std::pair<gd::String, gd::String> >*
@@ -325,7 +322,7 @@ class GD_CORE_API EventsCodeGenerator {
* group.
*
* Get a list containing the "real" objects name when the events refers to \a
* objectName :<br> If \a objectName if really an object, the list will only
* objectName :<br> If \a objectName is really an object, the list will only
* contains \a objectName unchanged.<br> If \a objectName is a group, the list
* will contains all the objects of the group.<br> If \a objectName is the
* "current" object in the context ( i.e: The object being used for launching
@@ -415,6 +412,29 @@ class GD_CORE_API EventsCodeGenerator {
enum VariableScope { LAYOUT_VARIABLE = 0, PROJECT_VARIABLE, OBJECT_VARIABLE };
/**
* Generate a single unique number for the specified instruction.
*
* This is useful for instructions that need to identify themselves in the
* generated code like the "Trigger Once" conditions. The id is stable across
* code generations if the instructions are the same objects in memory.
*
* Note that if this function is called multiple times with the same
* instruction, the unique number returned will be *different*. This is
* because a single instruction might appear at multiple places in events due
* to the usage of links.
*/
size_t GenerateSingleUsageUniqueIdFor(const gd::Instruction* instruction);
/**
* Generate a single unique number for an events list.
*
* This is useful to create unique function names for events list, that are
* stable across code generation given the exact same list of events. They are
* *not* stable if events are moved/reorganized.
*/
size_t GenerateSingleUsageUniqueIdForEventsList();
protected:
/**
* \brief Generate the code for a single parameter.
@@ -708,7 +728,8 @@ class GD_CORE_API EventsCodeGenerator {
/**
* Generate the getter to get the name of the specified behavior.
*/
virtual gd::String GenerateGetBehaviorNameCode(const gd::String& behaviorName);
virtual gd::String GenerateGetBehaviorNameCode(
const gd::String& behaviorName);
const gd::Platform& platform; ///< The platform being used.
@@ -736,6 +757,11 @@ class GD_CORE_API EventsCodeGenerator {
size_t maxCustomConditionsDepth; ///< The maximum depth value for all the
///< custom conditions created.
size_t maxConditionsListsSize; ///< The maximum size of a list of conditions.
std::set<size_t>
instructionUniqueIds; ///< The unique ids generated for instructions.
size_t eventsListNextUniqueId; ///< The next identifier to use for an events
///< list function name.
};
} // namespace gd

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"
@@ -24,125 +26,29 @@
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Project.h"
// Compatibility with old ExpressionParser
#include "GDCore/Events/CodeGeneration/ExpressionsCodeGeneration.h"
#include "GDCore/Events/CodeGeneration/VariableParserCallbacks.h"
#include "GDCore/Events/Parsers/ExpressionParser.h"
#include "GDCore/Events/Parsers/VariableParser.h"
// end of compatibility code
namespace gd {
bool ExpressionCodeGenerator::useOldExpressionParser = false;
gd::String ExpressionCodeGenerator::GenerateExpressionCode(
EventsCodeGenerator& codeGenerator,
EventsCodeGenerationContext& context,
const gd::String& type,
const gd::String& expression,
const gd::String& objectName) {
// Compatibility with old ExpressionParser
if (useOldExpressionParser) {
if (type == "number") {
gd::String code = "";
gd::CallbacksForGeneratingExpressionCode callbacks(
code, codeGenerator, context);
gd::ExpressionParser parser(expression);
if (!parser.ParseMathExpression(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
callbacks) ||
code.empty()) {
std::cout << "Error (old ExpressionParser): \""
<< parser.GetFirstError() << "\" in: \"" << expression
<< "\" (number)" << std::endl;
code = "0";
}
return code;
} else if (type == "string") {
gd::String code = "";
gd::CallbacksForGeneratingExpressionCode callbacks(
code, codeGenerator, context);
gd::ExpressionParser parser(expression);
if (!parser.ParseStringExpression(
codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups(),
callbacks) ||
code.empty()) {
std::cout << "Error (old ExpressionParser): \""
<< parser.GetFirstError() << "\" in: \"" << expression
<< "\" (string)" << std::endl;
code = "\"\"";
}
return code;
} else if (type == "scenevar") {
gd::String code = "";
gd::VariableCodeGenerationCallbacks callbacks(
code,
codeGenerator,
context,
gd::EventsCodeGenerator::LAYOUT_VARIABLE);
gd::VariableParser parser(expression);
if (!parser.Parse(callbacks)) {
std::cout << "Error (old VariableParser) :" << parser.GetFirstError()
<< " in: " << expression << std::endl;
code = codeGenerator.GenerateBadVariable();
}
return code;
} else if (type == "globalvar") {
gd::String code = "";
gd::VariableCodeGenerationCallbacks callbacks(
code,
codeGenerator,
context,
gd::EventsCodeGenerator::PROJECT_VARIABLE);
gd::VariableParser parser(expression);
if (!parser.Parse(callbacks)) {
std::cout << "Error (old VariableParser) :" << parser.GetFirstError()
<< " in: " << expression << std::endl;
code = codeGenerator.GenerateBadVariable();
}
return code;
} else if (type == "objectvar") {
gd::String code = "";
// Object is either the object of the previous parameter or, if it is
// empty, the object being picked by the instruction.
gd::String object =
objectName.empty() ? context.GetCurrentObject() : objectName;
gd::VariableCodeGenerationCallbacks callbacks(
code, codeGenerator, context, object);
gd::VariableParser parser(expression);
if (!parser.Parse(callbacks)) {
std::cout << "Error (old VariableParser) :" << parser.GetFirstError()
<< " in: " << expression << std::endl;
code = codeGenerator.GenerateBadVariable();
}
return code;
}
std::cout << "Type error (old ExpressionParser): type \"" << type
<< "\" is not supported" << std::endl;
return "/* Error during code generation: type " + type +
" is not supported for old ExpressionParser. */ 0";
}
// end of compatibility code
gd::ExpressionParser2 parser(codeGenerator.GetPlatform(),
codeGenerator.GetGlobalObjectsAndGroups(),
codeGenerator.GetObjectsAndGroups());
ExpressionCodeGenerator generator(codeGenerator, context);
auto node = parser.ParseExpression(type, expression, objectName);
if (!node) {
std::cout << "Error: error while parsing: \"" << expression << "\" ("
<< type << ")" << std::endl;
return generator.GenerateDefaultValue(type);
}
gd::ExpressionValidator validator;
node->Visit(validator);
ExpressionCodeGenerator generator(codeGenerator, context);
if (!validator.GetErrors().empty()) {
std::cout << "Error: \"" << validator.GetErrors()[0]->GetMessage()
<< "\" in: \"" << expression << "\" (" << type << ")"
@@ -230,11 +136,11 @@ void ExpressionCodeGenerator::OnVisitIdentifierNode(IdentifierNode& node) {
}
}
void ExpressionCodeGenerator::OnVisitFunctionNode(FunctionNode& node) {
void ExpressionCodeGenerator::OnVisitFunctionCallNode(FunctionCallNode& node) {
if (gd::MetadataProvider::IsBadExpressionMetadata(node.expressionMetadata)) {
output += "/* Error during generation, function not found: " +
codeGenerator.ConvertToString(node.functionName) + " for type " +
node.type + " */ " + GenerateDefaultValue(node.type);
codeGenerator.ConvertToString(node.functionName) + " */ " +
GenerateDefaultValue(node.type);
return;
}
@@ -462,4 +368,9 @@ void ExpressionCodeGenerator::OnVisitEmptyNode(EmptyNode& node) {
output += GenerateDefaultValue(node.type);
}
void ExpressionCodeGenerator::OnVisitObjectFunctionNameNode(
ObjectFunctionNameNode& node) {
output += GenerateDefaultValue(node.type);
}
} // namespace gd

View File

@@ -60,11 +60,6 @@ class GD_CORE_API ExpressionCodeGenerator : public ExpressionParser2NodeWorker {
const gd::String& expression,
const gd::String& objectName = "");
static void UseOldExpressionParser(bool enable) {
useOldExpressionParser = enable;
};
static bool IsUsingOldExpressionParser() { return useOldExpressionParser; };
const gd::String& GetOutput() { return output; };
protected:
@@ -78,7 +73,8 @@ class GD_CORE_API ExpressionCodeGenerator : public ExpressionParser2NodeWorker {
void OnVisitVariableBracketAccessorNode(
VariableBracketAccessorNode& node) override;
void OnVisitIdentifierNode(IdentifierNode& node) override;
void OnVisitFunctionNode(FunctionNode& node) override;
void OnVisitObjectFunctionNameNode(ObjectFunctionNameNode& node) override;
void OnVisitFunctionCallNode(FunctionCallNode& node) override;
void OnVisitEmptyNode(EmptyNode& node) override;
private:
@@ -107,11 +103,9 @@ class GD_CORE_API ExpressionCodeGenerator : public ExpressionParser2NodeWorker {
gd::String output;
EventsCodeGenerator& codeGenerator;
EventsCodeGenerationContext& context;
static bool useOldExpressionParser;
};
} // namespace gd
#endif // GDCORE_ExpressionCodeGenerator_H
#endif
#endif

View File

@@ -1,229 +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 "ExpressionsCodeGeneration.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/Parsers/ExpressionParser.h"
#include "GDCore/Events/Tools/EventsCodeNameMangler.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Metadata/ObjectMetadata.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Extensions/PlatformExtension.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Project.h"
using namespace std;
namespace gd {
CallbacksForGeneratingExpressionCode::CallbacksForGeneratingExpressionCode(
gd::String& plainExpression_,
EventsCodeGenerator& codeGenerator_,
EventsCodeGenerationContext& context_)
: plainExpression(plainExpression_),
codeGenerator(codeGenerator_),
context(context_) {}
void CallbacksForGeneratingExpressionCode::OnConstantToken(gd::String text) {
plainExpression += text;
};
void CallbacksForGeneratingExpressionCode::OnStaticFunction(
gd::String functionName,
const std::vector<gd::Expression>& parameters,
const gd::ExpressionMetadata& expressionInfo) {
codeGenerator.AddIncludeFiles(
expressionInfo.codeExtraInformation.GetIncludeFiles());
// Launch custom code generator if needed
if (expressionInfo.codeExtraInformation.HasCustomCodeGenerator()) {
plainExpression += expressionInfo.codeExtraInformation.customCodeGenerator(
parameters, codeGenerator, context);
return;
}
// Special case: For strings expressions, function without name is a string.
if (GetReturnType() == "string" && functionName.empty()) {
if (parameters.empty()) return;
plainExpression +=
codeGenerator.ConvertToStringExplicit(parameters[0].GetPlainString());
return;
}
// Prepare parameters
std::vector<gd::String> parametersCode =
codeGenerator.GenerateParametersCodes(
parameters, expressionInfo.parameters, context);
gd::String parametersStr;
for (std::size_t i = 0; i < parametersCode.size(); ++i) {
if (i != 0) parametersStr += ", ";
parametersStr += parametersCode[i];
}
plainExpression += expressionInfo.codeExtraInformation.functionCallName +
"(" + parametersStr + ")";
};
void CallbacksForGeneratingExpressionCode::OnObjectFunction(
gd::String functionName,
const std::vector<gd::Expression>& parameters,
const gd::ExpressionMetadata& expressionInfo) {
const gd::ObjectsContainer& globalObjectsAndGroups = codeGenerator.GetGlobalObjectsAndGroups();
const gd::ObjectsContainer& objectsAndGroups = codeGenerator.GetObjectsAndGroups();
codeGenerator.AddIncludeFiles(
expressionInfo.codeExtraInformation.GetIncludeFiles());
if (parameters.empty()) return;
// Launch custom code generator if needed
if (expressionInfo.codeExtraInformation.HasCustomCodeGenerator()) {
plainExpression += expressionInfo.codeExtraInformation.customCodeGenerator(
parameters, codeGenerator, context);
return;
}
// Prepare parameters
std::vector<gd::String> parametersCode =
codeGenerator.GenerateParametersCodes(
parameters, expressionInfo.parameters, context);
gd::String parametersStr;
for (std::size_t i = 1; i < parametersCode.size(); ++i) {
if (i != 1) parametersStr += ", ";
parametersStr += parametersCode[i];
}
gd::String output = GetReturnType() == "string" ? "\"\"" : "0";
// Get object(s) concerned by function call
std::vector<gd::String> realObjects =
codeGenerator.ExpandObjectsName(parameters[0].GetPlainString(), context);
for (std::size_t i = 0; i < realObjects.size(); ++i) {
context.ObjectsListNeeded(realObjects[i]);
gd::String objectType = gd::GetTypeOfObject(globalObjectsAndGroups, objectsAndGroups, realObjects[i]);
const ObjectMetadata& objInfo = MetadataProvider::GetObjectMetadata(
codeGenerator.GetPlatform(), objectType);
// Build gd::String to access the object
codeGenerator.AddIncludeFiles(objInfo.includeFiles);
output = codeGenerator.GenerateObjectFunctionCall(
realObjects[i],
objInfo,
expressionInfo.codeExtraInformation,
parametersStr,
output,
context);
}
plainExpression += output;
};
void CallbacksForGeneratingExpressionCode::OnObjectBehaviorFunction(
gd::String functionName,
const std::vector<gd::Expression>& parameters,
const gd::ExpressionMetadata& expressionInfo) {
const gd::ObjectsContainer& globalObjectsAndGroups = codeGenerator.GetGlobalObjectsAndGroups();
const gd::ObjectsContainer& objectsAndGroups = codeGenerator.GetObjectsAndGroups();
codeGenerator.AddIncludeFiles(
expressionInfo.codeExtraInformation.GetIncludeFiles());
if (parameters.size() < 2) return;
// Launch custom code generator if needed
if (expressionInfo.codeExtraInformation.HasCustomCodeGenerator()) {
plainExpression += expressionInfo.codeExtraInformation.customCodeGenerator(
parameters, codeGenerator, context);
return;
}
// Prepare parameters
std::vector<gd::String> parametersCode =
codeGenerator.GenerateParametersCodes(
parameters, expressionInfo.parameters, context);
gd::String parametersStr;
for (std::size_t i = 2; i < parametersCode.size(); ++i) {
if (i != 2) parametersStr += ", ";
parametersStr += parametersCode[i];
}
// Get object(s) concerned by function call
std::vector<gd::String> realObjects =
codeGenerator.ExpandObjectsName(parameters[0].GetPlainString(), context);
gd::String output = GetReturnType() == "string" ? "\"\"" : "0";
for (std::size_t i = 0; i < realObjects.size(); ++i) {
context.ObjectsListNeeded(realObjects[i]);
// Cast the object if needed
gd::String behaviorType =
gd::GetTypeOfBehavior(globalObjectsAndGroups, objectsAndGroups, parameters[1].GetPlainString());
const BehaviorMetadata& autoInfo = MetadataProvider::GetBehaviorMetadata(
codeGenerator.GetPlatform(), behaviorType);
// Build gd::String to access the behavior
codeGenerator.AddIncludeFiles(autoInfo.includeFiles);
output = codeGenerator.GenerateObjectBehaviorFunctionCall(
realObjects[i],
parameters[1].GetPlainString(),
autoInfo,
expressionInfo.codeExtraInformation,
parametersStr,
output,
context);
}
plainExpression += output;
};
bool CallbacksForGeneratingExpressionCode::OnSubMathExpression(
const gd::Platform& platform,
const gd::ObjectsContainer& globalObjectsAndGroups,
const gd::ObjectsContainer& objectsAndGroups,
gd::Expression& expression) {
gd::String newExpression;
CallbacksForGeneratingExpressionCode callbacks(
newExpression, codeGenerator, context);
gd::ExpressionParser parser(expression.GetPlainString());
if (!parser.ParseMathExpression(platform, globalObjectsAndGroups, objectsAndGroups, callbacks)) {
#if defined(GD_IDE_ONLY)
firstErrorStr = callbacks.GetFirstError();
firstErrorPos = callbacks.GetFirstErrorPosition();
#endif
return false;
}
return true;
}
bool CallbacksForGeneratingExpressionCode::OnSubTextExpression(
const gd::Platform& platform,
const gd::ObjectsContainer& globalObjectsAndGroups,
const gd::ObjectsContainer& objectsAndGroups,
gd::Expression& expression) {
gd::String newExpression;
CallbacksForGeneratingExpressionCode callbacks(
newExpression, codeGenerator, context);
gd::ExpressionParser parser(expression.GetPlainString());
if (!parser.ParseStringExpression(platform, globalObjectsAndGroups, objectsAndGroups, callbacks)) {
#if defined(GD_IDE_ONLY)
firstErrorStr = callbacks.GetFirstError();
firstErrorPos = callbacks.GetFirstErrorPosition();
#endif
return false;
}
return true;
}
} // 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.
*/
#ifndef EXPRESSIONSCODEGENERATION_H
#define EXPRESSIONSCODEGENERATION_H
#include <vector>
#include "GDCore/Events/Parsers/ExpressionParser.h"
#include "GDCore/String.h"
namespace gd {
class ExpressionMetadata;
class Expression;
class Project;
class Layout;
class Layout;
class EventsCodeGenerationContext;
class EventsCodeGenerator;
}
namespace gd {
// TODO: Replace and remove (ExpressionCodeGenerator)
/**
* \brief Used to generate code from expressions.
*
* Usage example :
* \code
* gd::String expressionOutputCppCode;
*
* CallbacksForGeneratingExpressionCode callbacks(expressionOutputCppCode,
* codeGenerator, context); gd::ExpressionParser
* parser(theOriginalGameDevelopExpression);
* parser.ParseStringExpression(platform, project, scene, callbacks);
*
* if (expressionOutputCppCode.empty()) expressionOutputCppCode = "\"\""; //If
* generation failed, we make sure output code is not empty. \endcode \see
* EventsCodeGenerator
*/
class GD_CORE_API CallbacksForGeneratingExpressionCode
: public gd::ParserCallbacks {
public:
CallbacksForGeneratingExpressionCode(gd::String& output,
EventsCodeGenerator& codeGenerator_,
EventsCodeGenerationContext& context_);
virtual ~CallbacksForGeneratingExpressionCode(){};
void OnConstantToken(gd::String text);
void OnStaticFunction(gd::String functionName,
const std::vector<gd::Expression>& parameters,
const gd::ExpressionMetadata& expressionInfo);
void OnObjectFunction(gd::String functionName,
const std::vector<gd::Expression>& parameters,
const gd::ExpressionMetadata& expressionInfo);
void OnObjectBehaviorFunction(gd::String functionName,
const std::vector<gd::Expression>& parameters,
const gd::ExpressionMetadata& expressionInfo);
bool OnSubMathExpression(const gd::Platform& platform,
const gd::ObjectsContainer& project,
const gd::ObjectsContainer& layout,
gd::Expression& expression);
bool OnSubTextExpression(const gd::Platform& platform,
const gd::ObjectsContainer& project,
const gd::ObjectsContainer& layout,
gd::Expression& expression);
private:
gd::String& plainExpression;
EventsCodeGenerator& codeGenerator;
EventsCodeGenerationContext& context;
};
} // namespace gd
#endif // EXPRESSIONSCODEGENERATION_H

View File

@@ -1,68 +0,0 @@
/*
* GDevelop C++ Platform
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#include "VariableParserCallbacks.h"
#include <string>
#include <vector>
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
#include "GDCore/Events/CodeGeneration/ExpressionCodeGenerator.h"
#include "GDCore/Events/Parsers/VariableParser.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Metadata/ObjectMetadata.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Project/Project.h"
using namespace std;
namespace gd {
VariableCodeGenerationCallbacks::VariableCodeGenerationCallbacks(
gd::String& output_,
gd::EventsCodeGenerator& codeGenerator_,
gd::EventsCodeGenerationContext& context_,
const gd::EventsCodeGenerator::VariableScope& scope_)
: output(output_),
codeGenerator(codeGenerator_),
context(context_),
scope(scope_) {
if (scope == gd::EventsCodeGenerator::OBJECT_VARIABLE) {
std::cout << "ERROR: Initializing VariableCodeGenerationCallbacks with "
"OBJECT_VARIABLE without object.";
}
}
VariableCodeGenerationCallbacks::VariableCodeGenerationCallbacks(
gd::String& output_,
gd::EventsCodeGenerator& codeGenerator_,
gd::EventsCodeGenerationContext& context_,
const gd::String& object_)
: output(output_),
codeGenerator(codeGenerator_),
context(context_),
scope(gd::EventsCodeGenerator::OBJECT_VARIABLE),
object(object_) {}
void VariableCodeGenerationCallbacks::OnRootVariable(gd::String variableName) {
output += codeGenerator.GenerateGetVariable(variableName, scope, context, object);
}
void VariableCodeGenerationCallbacks::OnChildVariable(gd::String variableName) {
output += codeGenerator.GenerateVariableAccessor(variableName);
}
void VariableCodeGenerationCallbacks::OnChildSubscript(
gd::String stringExpression) {
gd::String argumentCode = gd::ExpressionCodeGenerator::GenerateExpressionCode(
codeGenerator, context, "string", stringExpression);
output += codeGenerator.GenerateVariableBracketAccessor(argumentCode);
}
}
#endif

View File

@@ -1,97 +0,0 @@
/*
* GDevelop C++ Platform
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#ifndef VARIABLEPARSERCALLBACKS_H
#define VARIABLEPARSERCALLBACKS_H
#include <string>
#include <vector>
#include "GDCore/Events/Parsers/VariableParser.h"
#include "GDCore/String.h"
#include "EventsCodeGenerator.h"
namespace gd {
class EventsCodeGenerationContext;
} // namespace gd
// TODO: Replace and remove (ExpressionCodeGenerator)
namespace gd {
/**
* \brief Callbacks called to generate the code for getting a variable.
*
* Usage example:
\code
VariableCodeGenerationCallbacks callbacks(output, eventsCodeGenerator,
context, VariableCodeGenerationCallbacks::LAYOUT_VARIABLE);
gd::VariableParser parser(parameter);
if ( !parser.Parse(callbacks) )
{
//Error during parsing the variable name:
output = "runtimeContext->GetSceneVariables().GetBadVariable()";
}
//"output" now contains the C++ code to return the variable.
\endcode
*/
class VariableCodeGenerationCallbacks : public gd::VariableParserCallbacks {
public:
/**
* \brief Default constructor for generating code for a layout/global
* variable. \param output The string in which the code will be generated.
* \param codeGenerator The code generator being used.
* \param context The current code generation context.
* \param scope The scope of the variable being accessed: LAYOUT_VARIABLE,
* PROJECT_VARIABLE.
*/
VariableCodeGenerationCallbacks(gd::String& output,
gd::EventsCodeGenerator& codeGenerator_,
gd::EventsCodeGenerationContext& context_,
const gd::EventsCodeGenerator::VariableScope& scope_);
/**
* \brief Default constructor for generating code for an object variable.
* \param output The string in which the code will be generated.
* \param codeGenerator The code generator being used.
* \param context The current code generation context.
* \param object The name of the object
*/
VariableCodeGenerationCallbacks(gd::String& output,
gd::EventsCodeGenerator& codeGenerator_,
gd::EventsCodeGenerationContext& context_,
const gd::String& object);
/**
* \brief Called when the first variable has been parsed.
* \param variableName The variable name.
*/
virtual void OnRootVariable(gd::String variableName);
/**
* \brief Called when accessing the child of a structure variable.
* \param variableName The child variable name.
*/
virtual void OnChildVariable(gd::String variableName);
/**
* \brief Called when accessing the child of a structure variable using a
* string expression in square brackets. \param variableName The expression
* used to access the child variable.
*/
virtual void OnChildSubscript(gd::String stringExpression);
private:
gd::String& output;
gd::EventsCodeGenerator& codeGenerator;
gd::EventsCodeGenerationContext& context;
gd::EventsCodeGenerator::VariableScope scope;
const gd::String object; ///< The object name, when scope == OBJECT_VARIABLE.
};
}
#endif // VARIABLEPARSERCALLBACKS_H
#endif

View File

@@ -12,6 +12,7 @@
#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;
@@ -90,8 +91,8 @@ class GD_CORE_API BaseEvent {
bool HasSubEvents() const;
/**
* Event must be able to return all conditions std::vector they have.
* Used to preprocess the conditions.
* \brief Return a list of all conditions of the event.
* \note Used to preprocess or search in the conditions.
*/
virtual std::vector<gd::InstructionsList*> GetAllConditionsVectors() {
std::vector<gd::InstructionsList*> noConditions;
@@ -104,8 +105,8 @@ class GD_CORE_API BaseEvent {
};
/**
* Event must be able to return all actions std::vector they have.
* Used to preprocess the actions.
* \brief Return a list of all actions of the event.
* \note Used to preprocess or search in the actions.
*/
virtual std::vector<gd::InstructionsList*> GetAllActionsVectors() {
std::vector<gd::InstructionsList*> noActions;
@@ -118,15 +119,26 @@ class GD_CORE_API BaseEvent {
};
/**
* Event must be able to return all expressions they have.
* Used to preprocess the expressions.
* \brief Return a list of all strings of the event.
* \note Used to preprocess or search in the event strings.
*/
virtual std::vector<gd::Expression*> GetAllExpressions() {
std::vector<gd::Expression*> noExpr;
virtual std::vector<gd::String> GetAllSearchableStrings() const {
std::vector<gd::String> noSearchableStrings;
return noSearchableStrings;
};
/**
* \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() {
std::vector<std::pair<gd::Expression*, gd::ParameterMetadata> > noExpr;
return noExpr;
};
virtual std::vector<const gd::Expression*> GetAllExpressions() const {
std::vector<const gd::Expression*> 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;
};

View File

@@ -99,6 +99,23 @@ bool EventsList::Contains(const gd::BaseEvent& eventToSearch,
return false;
}
bool EventsList::MoveEventToAnotherEventsList(const gd::BaseEvent& eventToMove,
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];
events.erase(events.begin() + i);
newEventsList.InsertEvent(event, newPosition);
return true;
}
}
return false;
}
EventsList::EventsList(const EventsList& other) { Init(other); }
EventsList& EventsList::operator=(const EventsList& other) {

View File

@@ -52,7 +52,8 @@ class GD_CORE_API EventsList {
* \brief Insert the specified event to the list.
* \note The event passed by parameter is not copied.
* \param event The smart pointer to the event that must be inserted into the
* list \param position Insertion position. If the position is invalid, the
* list
* \param position Insertion position. If the position is invalid, the
* object is inserted at the end of the objects list.
*/
void InsertEvent(std::shared_ptr<gd::BaseEvent> event,
@@ -142,6 +143,25 @@ class GD_CORE_API EventsList {
*/
bool Contains(const gd::BaseEvent& eventToSearch,
bool recursive = true) const;
/**
* Move the specified event, that must be in the events list, to another
* events list *without* invalidating the event (i.e: without
* destroying/cloning it) in memory.
*
* \warning newEventsList is supposed not to be contained inside the event
* (you should not try
* to move an event inside one of its children/grand children events).
*
* \param eventToMove The event to be moved
* \param newEventsList The new events list
* \param newPosition The position in the new events list
* \return true if the move was made, false otherwise (for example, if
* eventToMove is not found in the list)
*/
bool MoveEventToAnotherEventsList(const gd::BaseEvent& eventToMove,
gd::EventsList& newEventsList,
std::size_t newPosition);
///@}
/** \name std::vector API compatibility

View File

@@ -4,9 +4,12 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Events/Instruction.h"
#include <assert.h>
#include <iostream>
#include <vector>
#include "GDCore/Events/Expression.h"
#include "GDCore/Events/InstructionsList.h"
#include "GDCore/String.h"
@@ -15,18 +18,14 @@ namespace gd {
gd::Expression Instruction::badExpression("");
Instruction::Instruction(gd::String type_)
: type(type_),
inverted(false) {
Instruction::Instruction(gd::String type_) : type(type_), inverted(false) {
parameters.reserve(8);
}
Instruction::Instruction(gd::String type_,
const std::vector<gd::Expression>& parameters_,
bool inverted_)
: type(type_),
inverted(inverted_),
parameters(parameters_) {
: type(type_), inverted(inverted_), parameters(parameters_) {
parameters.reserve(8);
}
@@ -56,4 +55,17 @@ void Instruction::SetParameter(std::size_t nb, const gd::Expression& val) {
parameters[nb] = val;
}
std::shared_ptr<Instruction> GD_CORE_API
CloneRememberingOriginalElement(std::shared_ptr<Instruction> instruction) {
std::shared_ptr<Instruction> copy =
std::make_shared<Instruction>(*instruction);
// Original instruction is either the original instruction of the copied
// instruction, or the instruction copied.
copy->originalInstruction = instruction->originalInstruction.expired()
? instruction
: instruction->originalInstruction;
return copy;
}
} // namespace gd

View File

@@ -5,7 +5,9 @@
*/
#ifndef INSTRUCTION_H
#define INSTRUCTION_H
#include <memory>
#include <vector>
#include "GDCore/Events/Expression.h"
#include "GDCore/Events/InstructionsList.h"
#include "GDCore/String.h"
@@ -131,6 +133,17 @@ class GD_CORE_API Instruction {
*/
inline gd::InstructionsList& GetSubInstructions() { return subInstructions; };
/**
* \brief Return the original instruction this instruction was copied from.
*
* 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; };
friend std::shared_ptr<Instruction> CloneRememberingOriginalElement(
std::shared_ptr<Instruction> instruction);
private:
gd::String type; ///< Instruction type
bool inverted; ///< True if the instruction if inverted. Only applicable for
@@ -139,9 +152,23 @@ class GD_CORE_API Instruction {
parameters; ///< Vector containing the parameters
gd::InstructionsList subInstructions; ///< Sub instructions, if applicable.
std::weak_ptr<Instruction>
originalInstruction; ///< Pointer used to remember which gd::Instruction
///< this instruction was copied from. Useful to
///< ensure the stability of code generation (as
///< some part of code generation uses the pointer
///< to the instruction as a unique identifier).
static gd::Expression badExpression;
};
/**
* Clone the given instruction, returning an instruction for which
* `GetOriginalInstruction()` returns the originally copied instruction.
*/
std::shared_ptr<Instruction> GD_CORE_API
CloneRememberingOriginalElement(std::shared_ptr<Instruction> instruction);
} // namespace gd
#endif // INSTRUCTION_H

View File

@@ -1,897 +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 "GDCore/Events/Parsers/ExpressionParser.h"
#include <algorithm>
#include <iostream>
#include "GDCore/CommonTools.h"
#include "GDCore/Events/Expression.h"
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Project/Layout.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Tools/Localization.h"
using namespace std;
namespace gd {
gd::String ExpressionParser::parserSeparators = " ,+-*/%.<>=&|;()#^![]{}";
size_t ExpressionParser::GetMinimalParametersNumber(
const std::vector<gd::ParameterMetadata>& parametersInfos) {
size_t nb = 0;
for (std::size_t i = 0; i < parametersInfos.size(); ++i) {
if (!parametersInfos[i].optional && !parametersInfos[i].codeOnly) nb++;
}
return nb;
}
size_t ExpressionParser::GetMaximalParametersNumber(
const std::vector<gd::ParameterMetadata>& parametersInfos) {
size_t nb = 0;
for (std::size_t i = 0; i < parametersInfos.size(); ++i) {
if (!parametersInfos[i].codeOnly) nb++;
}
return nb;
}
/**
* Add blank parameters when code-only parameters are expected.
* \param Parameters information
* \param vector of parameters without code only parameters.
*/
std::vector<gd::Expression> CompleteParameters(
const std::vector<gd::ParameterMetadata>& parametersInfo,
const std::vector<gd::Expression>& parameters) {
std::vector<gd::Expression> completeParameters = parameters;
for (std::size_t i = 0; i < parametersInfo.size();
++i) // Code only parameters are not included in expressions parameters.
{
if (parametersInfo[i].codeOnly) {
if (i > completeParameters.size()) {
cout << "Bad parameter count in expression.";
}
if (i >= completeParameters.size())
completeParameters.push_back(gd::Expression(""));
else
completeParameters.insert(completeParameters.begin() + i,
gd::Expression(""));
} else {
if (i >= completeParameters.size()) {
completeParameters.push_back(gd::Expression(""));
}
}
}
return completeParameters;
}
bool ExpressionParser::ValidSyntax(const gd::String& str) {
static const gd::String numerics = "0123456789.e";
static const gd::String operators = "+/*-%";
size_t parenthesisLevel = 0;
gd::String lastOperator;
bool parsingNumber = false;
bool parsingScientificNotationNumber = false;
bool parsingDecimalNumber = false;
bool requestNumber = false;
gd::String lastNumber;
bool numberWasParsedLast = false;
for (auto it = str.begin(); it != str.end(); ++it) {
char32_t currentChar = *it;
if (currentChar == U' ' || currentChar == U'\n') {
if (requestNumber) {
firstErrorStr = _("Number expected");
return false;
}
if (parsingNumber) {
parsingNumber = false;
parsingScientificNotationNumber = false;
parsingDecimalNumber = false;
requestNumber = false;
lastNumber.clear();
numberWasParsedLast = true;
}
} else if (numerics.find(currentChar) != gd::String::npos) {
requestNumber = false;
if (currentChar == U'.') {
if (!parsingNumber) {
firstErrorStr = _("Syntax error");
return false;
}
if (parsingDecimalNumber) {
firstErrorStr = _("Syntax error in a number.");
return false;
}
parsingDecimalNumber = true;
}
if (currentChar == U'e') {
if (parsingScientificNotationNumber) {
firstErrorStr = _("Syntax error in a number.");
return false;
}
parsingScientificNotationNumber = true;
requestNumber = true;
}
if (numberWasParsedLast) {
firstErrorStr = _("Operator missing before a number");
return false;
}
parsingNumber = true;
lastNumber += currentChar;
} else if (currentChar == U')') {
if (requestNumber) {
firstErrorStr = _("Number expected");
return false;
}
if (parsingNumber) {
parsingNumber = false;
parsingScientificNotationNumber = false;
parsingDecimalNumber = false;
lastNumber.clear();
numberWasParsedLast = true;
}
if (!numberWasParsedLast) {
firstErrorStr = _("Superfluous operator before a paranthesis");
return false;
}
if (parenthesisLevel > 0)
parenthesisLevel--;
else {
firstErrorStr = _("Bad closing paranthesis");
return false;
}
auto previousIt = it;
--previousIt;
if (*previousIt == U'(') {
firstErrorStr = _("Empty paranthesis");
return false;
}
} else if (currentChar == U'(') {
if (requestNumber) {
firstErrorStr = _("Number expected");
return false;
}
if (parsingNumber) {
parsingNumber = false;
parsingScientificNotationNumber = false;
parsingDecimalNumber = false;
lastNumber.clear();
numberWasParsedLast = true;
}
if (numberWasParsedLast) {
firstErrorStr = _("Operator missing before a paranthesis");
return false;
}
parenthesisLevel++;
numberWasParsedLast = false;
} else if (operators.find(currentChar) != gd::String::npos) {
if (currentChar == U'-' && parsingNumber &&
parsingScientificNotationNumber) {
lastNumber += currentChar;
requestNumber = true;
} else {
if (requestNumber) {
firstErrorStr = _("Number expected");
return false;
}
if (parsingNumber) {
parsingNumber = false;
parsingScientificNotationNumber = false;
parsingDecimalNumber = false;
lastNumber.clear();
numberWasParsedLast = true;
}
if (currentChar != U'-' && currentChar != U'+' &&
!numberWasParsedLast) {
firstErrorStr = _("Operators without any number between them");
return false;
}
numberWasParsedLast = false;
}
} else {
firstErrorStr = _("Syntax error");
return false;
}
}
if (parsingNumber) {
parsingNumber = false;
parsingScientificNotationNumber = false;
parsingDecimalNumber = false;
lastNumber.clear();
numberWasParsedLast = true;
} else if (requestNumber) {
firstErrorStr = _("Number expected");
return false;
}
if (parenthesisLevel != 0) {
firstErrorStr = _("Paranthesis mismatch");
return false;
}
if (!numberWasParsedLast) {
firstErrorStr = _("Alone operator at the end of the expression");
return false;
}
return true;
}
bool ExpressionParser::ParseMathExpression(const gd::Platform& platform,
const gd::ObjectsContainer& project,
const gd::ObjectsContainer& layout,
gd::ParserCallbacks& callbacks) {
callbacks.SetReturnType("expression");
gd::String expression = expressionPlainString;
size_t parsePosition = 0;
size_t firstPointPos = expression.find(".");
size_t firstParPos = expression.find("(");
gd::String expressionWithoutFunctions;
gd::String nonFunctionToken;
size_t nonFunctionTokenStartPos = gd::String::npos;
while (firstPointPos != string::npos || firstParPos != string::npos) {
// Identify name
size_t nameEnd = firstPointPos < firstParPos ? firstPointPos : firstParPos;
size_t nameStart = expression.find_last_of(parserSeparators, nameEnd - 1);
nameStart++;
gd::String nameBefore = expression.substr(nameStart, nameEnd - nameStart);
gd::String objectName = nameBefore.FindAndReplace("~", " ");
// Identify function name
gd::String functionName = nameBefore;
size_t functionNameEnd = nameEnd;
vector<gd::Expression> parameters;
bool nameIsFunction = firstPointPos > firstParPos;
if (!nameIsFunction) {
parameters.push_back(gd::Expression(objectName));
functionNameEnd = expression.find_first_of(" (", nameEnd);
if (nameEnd + 1 < expression.length())
functionName =
expression.substr(nameEnd + 1, functionNameEnd - (nameEnd + 1));
if (functionNameEnd == string::npos) {
functionName = "";
functionNameEnd = expression.length() - 1;
}
}
// Now we're going to identify the expression
gd::ExpressionMetadata instructionInfos;
if (functionName.substr(0, functionName.length() - 1)
.find_first_of(parserSeparators) == string::npos) {
bool functionFound = false;
bool staticFunctionFound = false;
bool objectFunctionFound = false;
bool behaviorFunctionFound = false;
// First try to bind to a static expression
if (nameIsFunction &&
MetadataProvider::HasExpression(platform, functionName)) {
functionFound = true;
staticFunctionFound = true;
instructionInfos =
MetadataProvider::GetExpressionMetadata(platform, functionName);
}
// Then search in object expression
else if (!nameIsFunction &&
MetadataProvider::HasObjectExpression(
platform,
gd::GetTypeOfObject(project, layout, objectName),
functionName)) {
functionFound = true;
objectFunctionFound = true;
instructionInfos = MetadataProvider::GetObjectExpressionMetadata(
platform,
gd::GetTypeOfObject(project, layout, objectName),
functionName);
}
// And in behaviors expressions
else if (!nameIsFunction) {
size_t firstDoublePoints = functionName.find("::");
if (firstDoublePoints != string::npos) {
gd::String autoName = functionName.substr(0, firstDoublePoints);
if (firstDoublePoints + 2 < functionName.length())
functionName = functionName.substr(firstDoublePoints + 2,
functionName.length());
else
functionName = "";
if (MetadataProvider::HasBehaviorExpression(
platform,
gd::GetTypeOfBehavior(project, layout, autoName),
functionName)) {
parameters.push_back(gd::Expression(autoName));
functionFound = true;
behaviorFunctionFound = true;
instructionInfos = MetadataProvider::GetBehaviorExpressionMetadata(
platform,
gd::GetTypeOfBehavior(project, layout, autoName),
functionName);
// Verify that object has behavior.
vector<gd::String> behaviors =
gd::GetBehaviorsOfObject(project, layout, objectName);
if (find(behaviors.begin(), behaviors.end(), autoName) ==
behaviors.end()) {
cout << "Bad behavior requested" << endl;
functionFound = false;
}
}
}
}
if (functionFound) // Add the function
{
// Identify parameters
size_t parametersEnd = expression.find_first_of("(", functionNameEnd);
gd::String currentParameterStr;
char32_t previousChar = '(';
bool takeSymbolsInAccount = true;
if (parametersEnd != string::npos) {
size_t level = 0;
parametersEnd++;
while (parametersEnd < expression.length() &&
!(expression[parametersEnd] == ')' && level == 0)) {
// Be sure we are not in quotes
if (expression[parametersEnd] == U'\"' && previousChar != U'\\')
takeSymbolsInAccount = !takeSymbolsInAccount;
// So as to be sure paranthesis don't belong to a parameter
if (expression[parametersEnd] == U'(' && takeSymbolsInAccount)
level++;
if (expression[parametersEnd] == U')' && takeSymbolsInAccount)
level--;
// Add the character to the current parameter or terminate the
// latter
if ((expression[parametersEnd] == U',' && level == 0) &&
takeSymbolsInAccount) {
parameters.push_back(currentParameterStr);
currentParameterStr.clear();
} else
currentParameterStr += expression[parametersEnd];
previousChar = expression[parametersEnd];
parametersEnd++;
}
if (currentParameterStr.find_first_not_of(" ") !=
string::npos) // Add last parameter if needed
{
parameters.push_back(currentParameterStr);
}
// Testing function call is properly closed
if (parametersEnd == expression.length() ||
expression[parametersEnd] != U')') {
firstErrorStr = _("Paranthesis not closed");
firstErrorPos = parametersEnd - 1;
return false;
}
// Testing the number of parameters
if (parameters.size() >
GetMaximalParametersNumber(instructionInfos.parameters) ||
parameters.size() <
GetMinimalParametersNumber(instructionInfos.parameters)) {
firstErrorPos = functionNameEnd;
firstErrorStr = _("Incorrect number of parameters");
firstErrorStr += " ";
firstErrorStr += _("Expected (maximum) :");
firstErrorStr += gd::String::From(
GetMaximalParametersNumber(instructionInfos.parameters));
return false;
}
// Preparing parameters
parameters =
CompleteParameters(instructionInfos.parameters, parameters);
for (std::size_t i = 0; i < instructionInfos.parameters.size(); ++i) {
if (!PrepareParameter(platform,
project,
layout,
callbacks,
parameters[i],
instructionInfos.parameters[i],
functionNameEnd))
return false;
}
} else {
firstErrorPos = functionNameEnd;
firstErrorStr = _("Parameters' parenthesis missing");
return false;
}
callbacks.OnConstantToken(
nonFunctionToken +
expression.substr(parsePosition, nameStart - parsePosition));
expressionWithoutFunctions +=
expression.substr(parsePosition, nameStart - parsePosition);
nonFunctionToken.clear();
nonFunctionTokenStartPos = gd::String::npos;
if (objectFunctionFound)
callbacks.OnObjectFunction(
functionName, parameters, instructionInfos);
else if (behaviorFunctionFound)
callbacks.OnObjectBehaviorFunction(
functionName, parameters, instructionInfos);
else if (staticFunctionFound)
callbacks.OnStaticFunction(
functionName, parameters, instructionInfos);
if (objectFunctionFound || behaviorFunctionFound || staticFunctionFound)
expressionWithoutFunctions += "0";
parsePosition = parametersEnd + 1;
firstPointPos = expression.find(".", parametersEnd + 1);
firstParPos = expression.find("(", parametersEnd + 1);
} else // Math function or math constant : Pass it.
{
nonFunctionToken += expression.substr(
parsePosition, functionNameEnd + 1 - parsePosition);
expressionWithoutFunctions += expression.substr(
parsePosition, functionNameEnd + 1 - parsePosition);
nonFunctionTokenStartPos = (nonFunctionTokenStartPos != gd::String::npos
? nonFunctionTokenStartPos
: parsePosition);
parsePosition = functionNameEnd + 1;
firstPointPos = expression.find(".", functionNameEnd + 1);
firstParPos = expression.find("(", functionNameEnd + 1);
}
} else // Not a function call : Pass it
{
nonFunctionToken +=
expression.substr(parsePosition, nameEnd + 1 - parsePosition);
expressionWithoutFunctions +=
expression.substr(parsePosition, nameEnd + 1 - parsePosition);
nonFunctionTokenStartPos = (nonFunctionTokenStartPos != gd::String::npos
? nonFunctionTokenStartPos
: parsePosition);
parsePosition = nameEnd + 1;
firstPointPos = expression.find(".", nameEnd + 1);
firstParPos = expression.find("(", nameEnd + 1);
}
}
if (parsePosition < expression.length() || !nonFunctionToken.empty())
callbacks.OnConstantToken(
nonFunctionToken +
expression.substr(parsePosition, expression.length()));
expressionWithoutFunctions +=
expression.substr(parsePosition, expression.length());
return ValidSyntax(expressionWithoutFunctions);
}
bool ExpressionParser::ParseStringExpression(const gd::Platform& platform,
const gd::ObjectsContainer& project,
const gd::ObjectsContainer& layout,
gd::ParserCallbacks& callbacks) {
callbacks.SetReturnType("string");
gd::String expression = expressionPlainString;
size_t parsePosition = 0;
// Searching for first token.
size_t firstPointPos = expression.find(".");
size_t firstParPos = expression.find("(");
size_t firstQuotePos = expression.find("\"");
if (firstPointPos == string::npos && firstParPos == string::npos &&
firstQuotePos == string::npos) {
firstErrorPos = 0;
firstErrorStr =
_("The expression is invalid or empty. Enter a text ( surrounded by "
"quotes ) or a function.");
return false;
}
while (firstPointPos != string::npos || firstParPos != string::npos ||
firstQuotePos != string::npos) {
if (firstQuotePos < firstPointPos &&
firstQuotePos < firstParPos) // Adding a constant text
{
callbacks.OnConstantToken(
expression.substr(parsePosition, firstQuotePos - parsePosition));
// Finding start and end of quotes
size_t finalQuotePosition = expression.find("\"", firstQuotePos + 1);
while (finalQuotePosition ==
expression.find("\\\"", finalQuotePosition - 1) + 1)
finalQuotePosition = expression.find("\"", finalQuotePosition + 1);
if (finalQuotePosition == string::npos) {
firstErrorPos = firstQuotePos;
firstErrorStr = _("Quotes not closed.");
return false;
}
// Generating final text, by replacing \" by quotes
gd::String finalText = expression.substr(
firstQuotePos + 1, finalQuotePosition - (firstQuotePos + 1));
size_t foundPos = finalText.find("\\\"");
while (foundPos != string::npos) {
if (foundPos != string::npos) finalText.replace(foundPos, 2, "\"");
foundPos = finalText.find("\\\"", foundPos);
}
// Adding constant text instruction
//(Function without name is considered as a constant text)
vector<gd::Expression> parameters;
parameters.push_back(finalText);
gd::ExpressionMetadata noParametersInfo;
callbacks.OnStaticFunction("", parameters, noParametersInfo);
parsePosition = finalQuotePosition + 1;
} else // Adding a function
{
// Identify name
size_t nameEnd =
firstPointPos < firstParPos ? firstPointPos : firstParPos;
size_t nameStart = expression.find_last_of(parserSeparators, nameEnd - 1);
nameStart++;
callbacks.OnConstantToken(
expression.substr(parsePosition, nameStart - parsePosition));
gd::String nameBefore = expression.substr(nameStart, nameEnd - nameStart);
gd::String objectName = nameBefore.FindAndReplace("~", " ");
// Identify function name
gd::String functionName = nameBefore;
size_t functionNameEnd = nameEnd;
vector<gd::Expression> parameters;
bool nameIsFunction = firstPointPos > firstParPos;
if (!nameIsFunction) {
parameters.push_back(gd::Expression(objectName));
functionNameEnd = expression.find_first_of("( ", nameEnd);
if (nameEnd + 1 < expression.length())
functionName =
expression.substr(nameEnd + 1, functionNameEnd - (nameEnd + 1));
}
// Identify parameters
size_t parametersEnd = expression.find_first_of("(", functionNameEnd) + 1;
char32_t previousChar = U'(';
bool takeSymbolsInAccount = true;
size_t level = 0;
gd::String currentParameterStr;
while (parametersEnd < expression.length() &&
!(expression[parametersEnd] == U')' && level == 0)) {
// Be sure we are not in quotes
if (expression[parametersEnd] == U'\"' && previousChar != U'\\')
takeSymbolsInAccount = !takeSymbolsInAccount;
// So as to be sure paranthesis don't belong to a parameter
if (expression[parametersEnd] == U'(' && takeSymbolsInAccount) level++;
if (expression[parametersEnd] == U')' && takeSymbolsInAccount) level--;
// Add the character to the current parameter or terminate the latter
if ((expression[parametersEnd] == ',' && level == 0) &&
takeSymbolsInAccount) {
gd::Expression currentParameter(currentParameterStr);
parameters.push_back(currentParameter);
currentParameterStr.clear();
} else
currentParameterStr += expression[parametersEnd];
previousChar = expression[parametersEnd];
parametersEnd++;
}
if (parametersEnd == expression.length() ||
expression[parametersEnd] != U')') {
firstErrorPos = parametersEnd - 1;
firstErrorStr = _("Paranthesis not closed");
return false;
}
if (currentParameterStr.find_first_not_of(" ") !=
string::npos) // Add last parameter if needed
{
gd::Expression lastParameter(currentParameterStr);
parameters.push_back(lastParameter);
}
bool functionFound = false;
// First try to bind to a static str expression
if (nameIsFunction &&
MetadataProvider::HasStrExpression(platform, functionName)) {
functionFound = true;
const gd::ExpressionMetadata& expressionInfo =
MetadataProvider::GetStrExpressionMetadata(platform, functionName);
// Testing the number of parameters
if (parameters.size() >
GetMaximalParametersNumber(expressionInfo.parameters) ||
parameters.size() <
GetMinimalParametersNumber(expressionInfo.parameters)) {
firstErrorPos = functionNameEnd;
firstErrorStr = _("Incorrect number of parameters");
return false;
}
// Preparing parameters
parameters = CompleteParameters(expressionInfo.parameters, parameters);
for (std::size_t i = 0;
i < parameters.size() && i < expressionInfo.parameters.size();
++i) {
if (!PrepareParameter(platform,
project,
layout,
callbacks,
parameters[i],
expressionInfo.parameters[i],
functionNameEnd))
return false;
}
callbacks.OnStaticFunction(functionName, parameters, expressionInfo);
}
// Then an object member expression
else if (!nameIsFunction &&
MetadataProvider::HasObjectStrExpression(
platform,
gd::GetTypeOfObject(project, layout, objectName),
functionName)) {
functionFound = true;
const gd::ExpressionMetadata& expressionInfo =
MetadataProvider::GetObjectStrExpressionMetadata(
platform,
gd::GetTypeOfObject(project, layout, nameBefore),
functionName);
// Testing the number of parameters
if (parameters.size() >
GetMaximalParametersNumber(expressionInfo.parameters) ||
parameters.size() <
GetMinimalParametersNumber(expressionInfo.parameters)) {
firstErrorPos = functionNameEnd;
firstErrorStr = _("Incorrect number of parameters");
return false;
}
// Preparing parameters
parameters = CompleteParameters(expressionInfo.parameters, parameters);
for (std::size_t i = 0;
i < parameters.size() && i < expressionInfo.parameters.size();
++i) {
if (!PrepareParameter(platform,
project,
layout,
callbacks,
parameters[i],
expressionInfo.parameters[i],
functionNameEnd))
return false;
}
callbacks.OnObjectFunction(functionName, parameters, expressionInfo);
}
// And search behaviors expressions
else {
size_t firstDoublePoints = functionName.find("::");
if (firstDoublePoints != string::npos) {
gd::String autoName = functionName.substr(0, firstDoublePoints);
if (firstDoublePoints + 2 < functionName.length())
functionName = functionName.substr(firstDoublePoints + 2,
functionName.length());
else
functionName = "";
if (MetadataProvider::HasBehaviorStrExpression(
platform,
gd::GetTypeOfBehavior(project, layout, autoName),
functionName)) {
parameters.push_back(gd::Expression(autoName));
functionFound = true;
const gd::ExpressionMetadata& expressionInfo =
MetadataProvider::GetBehaviorStrExpressionMetadata(
platform,
gd::GetTypeOfBehavior(project, layout, autoName),
functionName);
// Verify that object has behavior.
vector<gd::String> behaviors =
gd::GetBehaviorsOfObject(project, layout, objectName);
if (find(behaviors.begin(), behaviors.end(), autoName) ==
behaviors.end()) {
cout << "Bad behavior requested" << endl;
functionFound = false;
} else {
// Testing the number of parameters
if (parameters.size() >
GetMaximalParametersNumber(expressionInfo.parameters) ||
parameters.size() <
GetMinimalParametersNumber(expressionInfo.parameters)) {
firstErrorPos = functionNameEnd;
firstErrorStr = _("Incorrect number of parameters");
return false;
}
// Preparing parameters
parameters =
CompleteParameters(expressionInfo.parameters, parameters);
for (std::size_t i = 0; i < parameters.size() &&
i < expressionInfo.parameters.size();
++i) {
if (!PrepareParameter(platform,
project,
layout,
callbacks,
parameters[i],
expressionInfo.parameters[i],
functionNameEnd))
return false;
}
callbacks.OnObjectBehaviorFunction(
functionName, parameters, expressionInfo);
}
}
}
}
// Note : _No_ support for implicit conversion from math result to string
if (!functionFound) // Function was not found
{
firstErrorPos = nameStart;
firstErrorStr = _("Function not recognized.");
return false;
}
parsePosition = parametersEnd + 1;
}
// Searching for next token
size_t firstPlusPos = expression.find("+", parsePosition);
firstPointPos = expression.find(".", parsePosition);
firstParPos = expression.find("(", parsePosition);
firstQuotePos = expression.find("\"", parsePosition);
// Checking for a + between token
if ((firstPointPos != string::npos || firstParPos != string::npos ||
firstQuotePos != string::npos)) {
size_t nextTokenPos = firstPointPos;
if (firstParPos < nextTokenPos) nextTokenPos = firstParPos;
if (firstQuotePos < nextTokenPos) nextTokenPos = firstQuotePos;
if (nextTokenPos < firstPlusPos) {
firstErrorPos = nextTokenPos;
firstErrorStr = _("Symbol missing between two +.");
return false;
} else if (expression.find("+", firstPlusPos + 1) < nextTokenPos) {
firstErrorPos = firstPlusPos;
firstErrorStr = _("Symbol missing between two +.");
return false;
}
}
}
if (expression.substr(parsePosition, expression.length())
.find_first_not_of(" \n") != gd::String::npos) {
firstErrorPos = parsePosition;
firstErrorStr = _("Bad symbol at the end of the expression.");
return false;
}
return true;
}
bool ExpressionParser::PrepareParameter(
const gd::Platform& platform,
const gd::ObjectsContainer& project,
const gd::ObjectsContainer& layout,
ParserCallbacks& callbacks,
gd::Expression& parameter,
const gd::ParameterMetadata& parametersInfo,
const size_t positionInExpression) {
if (ParameterMetadata::IsExpression("number", parametersInfo.type)) {
if (parametersInfo.optional && parameter.GetPlainString().empty())
parameter = parametersInfo.defaultValue.empty()
? gd::Expression("0")
: gd::Expression(parametersInfo.defaultValue);
if (!callbacks.OnSubMathExpression(platform, project, layout, parameter)) {
firstErrorStr = callbacks.firstErrorStr;
firstErrorPos = callbacks.firstErrorPos + positionInExpression;
return false;
}
} else if (ParameterMetadata::IsExpression("string", parametersInfo.type)) {
if (parametersInfo.optional && parameter.GetPlainString().empty())
parameter = parametersInfo.defaultValue.empty()
? gd::Expression("\"\"")
: gd::Expression(parametersInfo.defaultValue);
if (!callbacks.OnSubTextExpression(platform, project, layout, parameter)) {
firstErrorStr = callbacks.firstErrorStr;
firstErrorPos = callbacks.firstErrorPos + positionInExpression;
return false;
}
}
return true;
}
ExpressionParser::ExpressionParser(const gd::String& expressionPlainString_)
: expressionPlainString(expressionPlainString_) {}
} // namespace gd

View File

@@ -1,179 +0,0 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef GDCORE_EXPRESSIONPARSER_H
#define GDCORE_EXPRESSIONPARSER_H
#include <vector>
#include "GDCore/String.h"
namespace gd {
class Expression;
class ParserCallbacks;
class ObjectsContainer;
class Platform;
class ParameterMetadata;
class ExpressionMetadata;
}
namespace gd {
/** \brief Parse an expression
*
* Parse an expression, calling callbacks when a token is reached
* \see gd::ParserCallbacks
*/
class GD_CORE_API ExpressionParser {
public:
ExpressionParser(const gd::String &expressionPlainString_);
virtual ~ExpressionParser(){};
/**
* \brief Parse the expression, calling each functor when necessary
* \return True if expression was correctly parsed.
*/
bool ParseMathExpression(const gd::Platform &platform,
const gd::ObjectsContainer &project,
const gd::ObjectsContainer &layout,
gd::ParserCallbacks &callbacks);
/**
* \brief Parse the expression, calling each functor when necessary
* \return True if expression was correctly parsed.
*/
bool ParseStringExpression(const gd::Platform &platform,
const gd::ObjectsContainer &project,
const gd::ObjectsContainer &layout,
gd::ParserCallbacks &callbacks);
/**
* \brief Return the description of the error that was found
*/
const gd::String &GetFirstError() { return firstErrorStr; }
/**
* \brief Return the position of the error that was found
* \return The position, or gd::String::npos if no error is found
*/
size_t GetFirstErrorPosition() { return firstErrorPos; }
private:
gd::String firstErrorStr;
size_t firstErrorPos;
/**
* Tool function to add a parameter
*/
bool AddParameterToList(const gd::ObjectsContainer &project,
const gd::ObjectsContainer &layout,
ParserCallbacks &,
std::vector<gd::Expression> &parameters,
gd::String parameterStr,
std::vector<gd::ParameterMetadata> parametersInfos,
const size_t positionInExpression);
/**
* Tool function to prepare a parameter
*/
bool PrepareParameter(const gd::Platform &platform,
const gd::ObjectsContainer &project,
const gd::ObjectsContainer &layout,
ParserCallbacks &,
gd::Expression &parameter,
const gd::ParameterMetadata &parametersInfo,
const size_t positionInExpression);
/**
* Return the minimal number of parameters which can be used when calling an
* expression ( i.e. ParametersCount-OptionalParameters-CodeOnlyParameters )
*/
size_t GetMinimalParametersNumber(
const std::vector<gd::ParameterMetadata> &parametersInfos);
/**
* Return the maximal number of parameters which can be used when calling an
* expression ( i.e. ParametersCount-CodeOnlyParameters )
*/
size_t GetMaximalParametersNumber(
const std::vector<gd::ParameterMetadata> &parametersInfos);
bool ValidSyntax(const gd::String &str);
gd::String expressionPlainString;
static gd::String parserSeparators;
};
/** \brief Callbacks called by parser during parsing
*
* Parser will call the appropriate functions during parsing, allowing to do
* special works. \see gd::ExpressionParser
*/
class GD_CORE_API ParserCallbacks {
friend class ExpressionParser;
public:
ParserCallbacks() : returnType("expression"){};
virtual ~ParserCallbacks(){};
/**
* \brief Get the type of the expression for which callbacks are used:
* "expression" or "string".
*/
const gd::String &GetReturnType() { return returnType; }
virtual void OnConstantToken(gd::String text) = 0;
virtual void OnStaticFunction(
gd::String functionName,
const std::vector<gd::Expression> &parameters,
const gd::ExpressionMetadata &expressionInfo) = 0;
virtual void OnObjectFunction(
gd::String functionName,
const std::vector<gd::Expression> &parameters,
const gd::ExpressionMetadata &expressionInfo) = 0;
virtual void OnObjectBehaviorFunction(
gd::String functionName,
const std::vector<gd::Expression> &parameters,
const gd::ExpressionMetadata &expressionInfo) = 0;
virtual bool OnSubMathExpression(const gd::Platform &platform,
const gd::ObjectsContainer &project,
const gd::ObjectsContainer &layout,
gd::Expression &expression) = 0;
virtual bool OnSubTextExpression(const gd::Platform &platform,
const gd::ObjectsContainer &project,
const gd::ObjectsContainer &layout,
gd::Expression &expression) = 0;
/**
* \brief Return the description of the error that was found
*/
const gd::String &GetFirstError() { return firstErrorStr; }
/**
* \brief Return the position of the error that was found
* \return The position, or gd::String::npos if no error is found
*/
size_t GetFirstErrorPosition() { return firstErrorPos; }
protected:
gd::String firstErrorStr;
size_t firstErrorPos;
private:
/**
* \brief Set the return type of the expression: Done by ExpressionParser
* according to which Parse* method is called. \see gd::ExpressionParser
*/
void SetReturnType(gd::String type) { returnType = type; }
gd::String returnType; // The type of the expression ("expression" (default),
// "string"...)
};
} // namespace gd
#endif // GDEXPRESSIONPARSER_H

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"
@@ -22,15 +24,6 @@ using namespace std;
namespace gd {
gd::String ExpressionParser2::NUMBER_FIRST_CHAR = ".0123456789";
gd::String ExpressionParser2::DOT = ".";
gd::String ExpressionParser2::PARAMETERS_SEPARATOR = ",";
gd::String ExpressionParser2::QUOTE = "\"";
gd::String ExpressionParser2::BRACKETS = "()[]{}";
gd::String ExpressionParser2::EXPRESSION_OPERATORS = "+-<>?^=\\:!";
gd::String ExpressionParser2::TERM_OPERATORS = "/*";
gd::String ExpressionParser2::UNARY_OPERATORS = "+-";
gd::String ExpressionParser2::WHITESPACES = " \n\r";
gd::String ExpressionParser2::NAMESPACE_SEPARATOR = "::";
ExpressionParser2::ExpressionParser2(
@@ -76,7 +69,9 @@ size_t GetMaximumParametersNumber(
} // namespace
std::unique_ptr<ExpressionParserDiagnostic> ExpressionParser2::ValidateFunction(
const gd::FunctionNode& function, size_t functionStartPosition) {
const gd::String& type,
const gd::FunctionCallNode& function,
size_t functionStartPosition) {
if (gd::MetadataProvider::IsBadExpressionMetadata(
function.expressionMetadata)) {
return gd::make_unique<ExpressionParserError>(
@@ -88,6 +83,41 @@ std::unique_ptr<ExpressionParserDiagnostic> ExpressionParser2::ValidateFunction(
GetCurrentPosition());
}
// Validate the type of the function
const gd::String& returnType = function.expressionMetadata.GetReturnType();
if (returnType == "number") {
if (type == "string")
return RaiseTypeError(
_("You tried to use an expression that returns a number, but a "
"string is expected. Use `ToString` if you need to convert a "
"number to a string."),
functionStartPosition);
else if (type != "number" && type != "number|string")
return RaiseTypeError(_("You tried to use an expression that returns a "
"number, but another type is expected:") +
" " + type,
functionStartPosition);
} else if (returnType == "string") {
if (type == "number")
return RaiseTypeError(
_("You tried to use an expression that returns a string, but a "
"number is expected. Use `ToNumber` if you need to convert a "
"string to a number."),
functionStartPosition);
else if (type != "string" && type != "number|string")
return RaiseTypeError(_("You tried to use an expression that returns a "
"string, but another type is expected:") +
" " + type,
functionStartPosition);
} else {
if (type != returnType)
return RaiseTypeError(
_("You tried to use an expression with the wrong return type:") + " " +
returnType,
functionStartPosition);
}
// Validate parameters count
size_t minParametersCount = GetMinimumParametersNumber(
function.expressionMetadata.parameters,
WrittenParametersFirstIndex(function.objectName, function.behaviorName));
@@ -118,11 +148,14 @@ std::unique_ptr<ExpressionParserDiagnostic> ExpressionParser2::ValidateFunction(
}
std::unique_ptr<TextNode> ExpressionParser2::ReadText() {
SkipWhitespace();
if (!IsAnyChar("\"")) {
size_t textStartPosition = GetCurrentPosition();
SkipAllWhitespaces();
if (!CheckIfChar(IsQuote)) {
auto text = gd::make_unique<TextNode>("");
text->diagnostic =
RaiseSyntaxError(_("A text must start with a double quote (\")."));
text->location =
ExpressionParserLocation(textStartPosition, GetCurrentPosition());
return text;
}
SkipChar();
@@ -157,6 +190,8 @@ std::unique_ptr<TextNode> ExpressionParser2::ReadText() {
}
auto text = gd::make_unique<TextNode>(parsedText);
text->location =
ExpressionParserLocation(textStartPosition, GetCurrentPosition());
if (!textParsingHasEnded) {
text->diagnostic =
RaiseSyntaxError(_("A text must end with a double quote (\"). Add a "
@@ -167,28 +202,30 @@ std::unique_ptr<TextNode> ExpressionParser2::ReadText() {
}
std::unique_ptr<NumberNode> ExpressionParser2::ReadNumber() {
SkipWhitespace();
size_t numberStartPosition = GetCurrentPosition();
SkipAllWhitespaces();
gd::String parsedNumber;
bool numberHasStarted = false;
bool digitFound = false;
bool dotFound = false;
while (!IsEndReached()) {
if (IsAnyChar("0")) {
if (CheckIfChar(IsZeroDigit)) {
numberHasStarted = true;
digitFound = true;
if (!parsedNumber.empty()) { // Ignore leading 0s.
if (!parsedNumber.empty()) { // Ignore leading 0s.
parsedNumber += GetCurrentChar();
}
} else if (IsAnyChar("123456789")) {
} else if (CheckIfChar(IsNonZeroDigit)) {
numberHasStarted = true;
digitFound = true;
parsedNumber += GetCurrentChar();
} else if (IsAnyChar(".") && !dotFound) {
} else if (CheckIfChar(IsDot) && !dotFound) {
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 += ".";
}
@@ -209,6 +246,8 @@ 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());
if (!numberHasStarted || !digitFound) {
number->diagnostic = RaiseSyntaxError(
_("A number was expected. You must enter a number here."));

File diff suppressed because it is too large Load Diff

View File

@@ -8,6 +8,7 @@
#include <memory>
#include <vector>
#include "ExpressionParser2NodeWorker.h"
#include "GDCore/String.h"
namespace gd {
@@ -20,6 +21,24 @@ class ExpressionMetadata;
namespace gd {
struct ExpressionParserLocation {
ExpressionParserLocation() : isValid(false){};
ExpressionParserLocation(size_t position)
: isValid(true), startPosition(position), endPosition(position){};
ExpressionParserLocation(size_t startPosition_, size_t endPosition_)
: isValid(true),
startPosition(startPosition_),
endPosition(endPosition_){};
size_t GetStartPosition() const { return startPosition; }
size_t GetEndPosition() const { return endPosition; }
bool IsValid() const { return isValid; }
private:
bool isValid;
size_t startPosition;
size_t endPosition;
};
/**
* \brief A diagnostic that can be attached to a gd::ExpressionNode.
*/
@@ -40,30 +59,25 @@ struct ExpressionParserError : public ExpressionParserDiagnostic {
ExpressionParserError(const gd::String &type_,
const gd::String &message_,
size_t position_)
: type(type_),
message(message_),
startPosition(position_),
endPosition(position_){};
: type(type_), message(message_), location(position_){};
ExpressionParserError(const gd::String &type_,
const gd::String &message_,
size_t startPosition_,
size_t endPosition_)
: type(type_),
message(message_),
startPosition(startPosition_),
endPosition(endPosition_){};
location(startPosition_, endPosition_){};
virtual ~ExpressionParserError(){};
bool IsError() override { return true; }
const gd::String &GetMessage() override { return message; }
size_t GetStartPosition() override { return startPosition; }
size_t GetEndPosition() override { return endPosition; }
size_t GetStartPosition() override { return location.GetStartPosition(); }
size_t GetEndPosition() override { return location.GetEndPosition(); }
private:
gd::String type;
gd::String message;
size_t startPosition;
size_t endPosition;
ExpressionParserLocation location;
};
/**
@@ -71,15 +85,28 @@ struct ExpressionParserError : public ExpressionParserDiagnostic {
* an expression inherits from.
*/
struct ExpressionNode {
ExpressionNode(const gd::String &type_) : type(type_){};
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...
gd::String type; // Actual type of the node.
// "string", "number", type supported by
// gd::ParameterMetadata::IsObject, types supported by
// gd::ParameterMetadata::IsExpression or "unknown".
};
struct SubExpressionNode : public ExpressionNode {
SubExpressionNode(std::unique_ptr<ExpressionNode> expression_)
: expression(std::move(expression_)){};
SubExpressionNode(const gd::String &type_,
std::unique_ptr<ExpressionNode> expression_)
: ExpressionNode(type_), expression(std::move(expression_)){};
virtual ~SubExpressionNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitSubExpressionNode(*this);
@@ -92,6 +119,8 @@ struct SubExpressionNode : public ExpressionNode {
* \brief An operator node. For example: "lhs + rhs".
*/
struct OperatorNode : public ExpressionNode {
OperatorNode(const gd::String &type_, gd::String::value_type op_)
: ExpressionNode(type_), op(op_){};
virtual ~OperatorNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitOperatorNode(*this);
@@ -106,7 +135,8 @@ struct OperatorNode : public ExpressionNode {
* \brief A unary operator node. For example: "-2".
*/
struct UnaryOperatorNode : public ExpressionNode {
UnaryOperatorNode(gd::String::value_type op_) : op(op_){};
UnaryOperatorNode(const gd::String &type_, gd::String::value_type op_)
: ExpressionNode(type_), op(op_){};
virtual ~UnaryOperatorNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitUnaryOperatorNode(*this);
@@ -118,22 +148,26 @@ struct UnaryOperatorNode : public ExpressionNode {
/**
* \brief A number node. For example: "123".
* Its `type` is always "number".
*/
struct NumberNode : public ExpressionNode {
NumberNode(const gd::String &number_) : number(number_){};
NumberNode(const gd::String &number_)
: ExpressionNode("number"), 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_){};
TextNode(const gd::String &text_) : ExpressionNode("string"), text(text_){};
virtual ~TextNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitTextNode(*this);
@@ -143,6 +177,8 @@ struct TextNode : public ExpressionNode {
};
struct VariableAccessorOrVariableBracketAccessorNode : public ExpressionNode {
VariableAccessorOrVariableBracketAccessorNode() : ExpressionNode(""){};
std::unique_ptr<VariableAccessorOrVariableBracketAccessorNode> child;
};
@@ -158,18 +194,19 @@ struct VariableNode : public ExpressionNode {
VariableNode(const gd::String &type_,
const gd::String &name_,
const gd::String &objectName_)
: type(type_), name(name_), objectName(objectName_){};
: ExpressionNode(type_), name(name_), objectName(objectName_){};
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
ExpressionParserLocation nameLocation;
};
/**
@@ -185,6 +222,8 @@ struct VariableAccessorNode
};
gd::String name;
ExpressionParserLocation nameLocation;
ExpressionParserLocation dotLocation;
};
/**
@@ -203,92 +242,174 @@ struct VariableBracketAccessorNode
std::unique_ptr<ExpressionNode> expression;
};
struct IdentifierOrFunctionOrEmptyNode : public ExpressionNode {};
struct IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode
: public ExpressionNode {
IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(
const gd::String &type)
: ExpressionNode(type){};
};
/**
* \brief An identifier node, usually representing an object.
* \brief An identifier node, usually representing an object or a function name.
*/
struct IdentifierNode : public IdentifierOrFunctionOrEmptyNode {
struct IdentifierNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
IdentifierNode(const gd::String &identifierName_, const gd::String &type_)
: identifierName(identifierName_), type(type_){};
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(type_),
identifierName(identifierName_){};
virtual ~IdentifierNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitIdentifierNode(*this);
};
gd::String identifierName;
gd::String type;
};
struct FunctionOrEmptyNode : public IdentifierOrFunctionOrEmptyNode {
virtual ~FunctionOrEmptyNode(){};
struct FunctionCallOrObjectFunctionNameOrEmptyNode
: public IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode {
FunctionCallOrObjectFunctionNameOrEmptyNode(const gd::String &type)
: IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode(type){};
virtual ~FunctionCallOrObjectFunctionNameOrEmptyNode(){};
void Visit(ExpressionParser2NodeWorker &worker) override{};
};
/**
* \brief A function node. For example: "MyExtension::MyFunction(1, 2)".
* \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".
*/
struct FunctionNode : public FunctionOrEmptyNode {
FunctionNode(const gd::String &type_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: type(type_),
struct ObjectFunctionNameNode
: public FunctionCallOrObjectFunctionNameOrEmptyNode {
ObjectFunctionNameNode(const gd::String &type_,
const gd::String &objectName_,
const gd::String &objectFunctionOrBehaviorName_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_),
objectName(objectName_),
objectFunctionOrBehaviorName(objectFunctionOrBehaviorName_) {}
ObjectFunctionNameNode(const gd::String &type_,
const gd::String &objectName_,
const gd::String &behaviorName_,
const gd::String &behaviorFunctionName_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_),
objectName(objectName_),
objectFunctionOrBehaviorName(behaviorName_),
behaviorFunctionName(behaviorFunctionName_) {}
virtual ~ObjectFunctionNameNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitObjectFunctionNameNode(*this);
};
gd::String objectName;
gd::String objectFunctionOrBehaviorName; ///< Behavior name if
///`behaviorFunctionName` is not
/// empty.
gd::String behaviorFunctionName; ///< If empty, then
/// 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.
ExpressionParserLocation
behaviorNameNamespaceSeparatorLocation; ///< Location of the "::"
/// separator, if any.
ExpressionParserLocation behaviorFunctionNameLocation; ///< Location of the
/// behavior function
/// name, if any.
};
/**
* \brief A function call node (either free function, object function or object
* behavior function).
* For example: "MyExtension::MyFunction(1, 2)", "MyObject.Function()" or
* "MyObject.Physics::LinearVelocity()".
*/
struct FunctionCallNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
/** \brief Construct a free function call node. */
FunctionCallNode(const gd::String &type_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_),
parameters(std::move(parameters_)),
expressionMetadata(expressionMetadata_),
functionName(functionName_){};
FunctionNode(const gd::String &type_,
const gd::String &objectName_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: type(type_),
/** \brief Construct an object function call node. */
FunctionCallNode(const gd::String &type_,
const gd::String &objectName_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_),
objectName(objectName_),
parameters(std::move(parameters_)),
expressionMetadata(expressionMetadata_),
functionName(functionName_){};
FunctionNode(const gd::String &type_,
const gd::String &objectName_,
const gd::String &behaviorName_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: type(type_),
/** \brief Construct a behavior function call node. */
FunctionCallNode(const gd::String &type_,
const gd::String &objectName_,
const gd::String &behaviorName_,
std::vector<std::unique_ptr<ExpressionNode>> parameters_,
const ExpressionMetadata &expressionMetadata_,
const gd::String &functionName_)
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_),
objectName(objectName_),
behaviorName(behaviorName_),
parameters(std::move(parameters_)),
expressionMetadata(expressionMetadata_),
functionName(functionName_){};
virtual ~FunctionNode(){};
virtual ~FunctionCallNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitFunctionNode(*this);
worker.OnVisitFunctionCallNode(*this);
};
gd::String type; // This could be removed if the type ("string" or "number")
// was stored in ExpressionMetadata.
gd::String objectName;
gd::String behaviorName;
std::vector<std::unique_ptr<ExpressionNode>> parameters;
const ExpressionMetadata &expressionMetadata;
gd::String functionName;
ExpressionParserLocation
functionNameLocation; ///< Location of the function name.
ExpressionParserLocation
objectNameLocation; ///< Location of the object name, if any.
ExpressionParserLocation
objectNameDotLocation; ///< Location of the "." after the object name.
ExpressionParserLocation
behaviorNameLocation; ///< Location of the behavior name, if any.
ExpressionParserLocation
behaviorNameNamespaceSeparatorLocation; ///< Location of the "::"
/// separator, if any.
ExpressionParserLocation
openingParenthesisLocation; ///< Location of the "(".
ExpressionParserLocation
closingParenthesisLocation; ///< Location of the ")".
};
/**
* \brief An empty node, used when parsing failed/a syntax error was
* encountered and any other node could not make sense.
*/
struct EmptyNode : public FunctionOrEmptyNode {
struct EmptyNode : public FunctionCallOrObjectFunctionNameOrEmptyNode {
EmptyNode(const gd::String &type_, const gd::String &text_ = "")
: type(type_), text(text_){};
: FunctionCallOrObjectFunctionNameOrEmptyNode(type_), text(text_){};
virtual ~EmptyNode(){};
virtual void Visit(ExpressionParser2NodeWorker &worker) {
worker.OnVisitEmptyNode(*this);
};
gd::String type;
gd::String text;
};
} // namespace gd
#endif
#endif

View File

@@ -92,7 +92,15 @@ class GD_CORE_API ExpressionParser2NodePrinter
void OnVisitIdentifierNode(IdentifierNode& node) override {
output += node.identifierName;
}
void OnVisitFunctionNode(FunctionNode& node) override {
void OnVisitObjectFunctionNameNode(ObjectFunctionNameNode& node) override {
if (!node.behaviorFunctionName.empty()) {
output +=
node.objectName + "." + node.objectFunctionOrBehaviorName + "::" + node.behaviorFunctionName;
} else {
output += node.objectName + "." + node.objectFunctionOrBehaviorName;
}
};
void OnVisitFunctionCallNode(FunctionCallNode& node) override {
if (!node.behaviorName.empty()) {
output +=
node.objectName + "." + node.behaviorName + "::" + node.functionName;

View File

@@ -16,10 +16,11 @@ class TextNode;
class VariableNode;
class VariableAccessorNode;
class VariableBracketAccessorNode;
class IdentifierOrFunctionOrEmptyNode;
class IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode;
class IdentifierNode;
class FunctionOrEmptyNode;
class FunctionNode;
class FunctionCallOrObjectFunctionNameOrEmptyNode;
class ObjectFunctionNameNode;
class FunctionCallNode;
class EmptyNode;
} // namespace gd
@@ -42,10 +43,11 @@ class GD_CORE_API ExpressionParser2NodeWorker {
friend class VariableNode;
friend class VariableAccessorNode;
friend class VariableBracketAccessorNode;
friend class IdentifierOrFunctionOrEmptyNode;
friend class IdentifierOrFunctionCallOrObjectFunctionNameOrEmptyNode;
friend class IdentifierNode;
friend class FunctionOrEmptyNode;
friend class FunctionNode;
friend class FunctionCallOrObjectFunctionNameOrEmptyNode;
friend class ObjectFunctionNameNode;
friend class FunctionCallNode;
friend class EmptyNode;
public:
@@ -62,10 +64,11 @@ class GD_CORE_API ExpressionParser2NodeWorker {
virtual void OnVisitVariableBracketAccessorNode(
VariableBracketAccessorNode& node) = 0;
virtual void OnVisitIdentifierNode(IdentifierNode& node) = 0;
virtual void OnVisitFunctionNode(FunctionNode& node) = 0;
virtual void OnVisitObjectFunctionNameNode(ObjectFunctionNameNode& node) = 0;
virtual void OnVisitFunctionCallNode(FunctionCallNode& node) = 0;
virtual void OnVisitEmptyNode(EmptyNode& node) = 0;
};
} // namespace gd
#endif
#endif

View File

@@ -1,141 +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 "GDCore/Events/Parsers/VariableParser.h"
#include <vector>
#include "GDCore/String.h"
namespace gd {
class Layout;
}
namespace gd {
class Project;
}
namespace gd {
class Platform;
}
#include "GDCore/Tools/Localization.h"
namespace gd {
VariableParser::~VariableParser() {}
bool VariableParser::Parse(VariableParserCallbacks& callbacks_) {
callbacks = &callbacks_;
rootVariableParsed = false;
firstErrorStr.clear();
firstErrorPos = 0;
currentPositionIt = expression.begin();
currentTokenType = TS_INVALID;
currentToken.clear();
S();
return firstErrorStr == "";
}
void VariableParser::ReadToken() {
currentTokenType = TS_INVALID;
currentToken.clear();
while (currentPositionIt != expression.end()) {
char32_t currentChar = *currentPositionIt;
if (currentChar == U'[' || currentChar == U']' || currentChar == U'.') {
if (currentTokenType == TS_VARNAME)
return; // We've parsed a variable name.
}
if (currentChar == U'[') {
currentTokenType = TS_OPENING_BRACKET;
currentToken.clear();
++currentPositionIt;
return;
} else if (currentChar == U']') {
currentTokenType = TS_CLOSING_BRACKET;
currentToken.clear();
++currentPositionIt;
return;
} else if (currentChar == U'.') {
currentTokenType = TS_PERIOD;
currentToken.clear();
++currentPositionIt;
return;
}
currentTokenType = TS_VARNAME; // We're parsing a variable name.
currentToken.push_back(currentChar);
++currentPositionIt;
}
// Can be reached if we are at the end of the expression. In this case,
// currentTokenType will be either TS_VARNAME or TS_INVALID.
}
void VariableParser::S() {
ReadToken();
if (currentTokenType != TS_VARNAME) {
firstErrorStr = _("Expecting a variable name.");
firstErrorPos = std::distance<gd::String::const_iterator>(
expression.begin(), currentPositionIt);
return;
}
if (!rootVariableParsed) {
rootVariableParsed = true;
if (callbacks) callbacks->OnRootVariable(currentToken);
} else if (callbacks)
callbacks->OnChildVariable(currentToken);
X();
}
void VariableParser::X() {
ReadToken();
if (currentTokenType == TS_INVALID)
return; // Ended parsing.
else if (currentTokenType == TS_PERIOD)
S();
else if (currentTokenType == TS_OPENING_BRACKET) {
gd::String strExpr = SkipStringExpression();
ReadToken();
if (currentTokenType != TS_CLOSING_BRACKET) {
firstErrorStr = _("Expecting ]");
firstErrorPos = std::distance<gd::String::const_iterator>(
expression.begin(), currentPositionIt);
return;
}
if (callbacks) callbacks->OnChildSubscript(strExpr);
X();
}
}
gd::String VariableParser::SkipStringExpression() {
gd::String stringExpression;
bool insideStringLiteral = false;
bool lastCharacterWasBackslash = false;
unsigned int nestedBracket = 0;
while (currentPositionIt != expression.end()) {
char32_t currentChar = *currentPositionIt;
if (currentChar == U'\"') {
if (!insideStringLiteral)
insideStringLiteral = true;
else if (!lastCharacterWasBackslash)
insideStringLiteral = false;
} else if (currentChar == U'[' && !insideStringLiteral) {
nestedBracket++;
} else if (currentChar == U']' && !insideStringLiteral) {
if (nestedBracket == 0)
return stringExpression; // Found the end of the string litteral.
nestedBracket--;
}
lastCharacterWasBackslash = currentChar == U'\\';
stringExpression.push_back(currentChar);
++currentPositionIt;
}
// End of the expression reached (so expression is invalid by the way)
return stringExpression;
}
} // namespace gd

View File

@@ -1,148 +0,0 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef GDCORE_VARIABLEPARSER_H
#define GDCORE_VARIABLEPARSER_H
#include <vector>
#include "GDCore/String.h"
namespace gd {
class Layout;
}
namespace gd {
class Project;
}
namespace gd {
class Platform;
}
namespace gd {
class VariableParserCallbacks;
}
namespace gd {
/** \brief Parse a variable expression.
*
* Parse an variable expression ( like
myVariable.child["subchild"+ToString(i)].subsubchild ),
* calling callbacks when a token is reached.
*
* Usage example:
\code
//...
//VariableCodeGenerationCallbacks is a class inheriting from
gd::VariableParserCallbacks VariableCodeGenerationCallbacks callbacks(output,
*this, context, VariableCodeGenerationCallbacks::PROJECT_VARIABLE);
gd::VariableParser parser(parameter);
if ( !parser.Parse(callbacks) )
cout << "Error :" << parser.GetFirstError() << " in: "<< parameter <<
endl;
\endcode
*
* Here is the parsed grammar: <br>
* S -> VarName X <br>
* X -> e | . S | [StringExpression] X <br>
*
* where e = nothing (end of expression), StringExpression = A valid string
expression and
* S is the start.
*
* \see gd::VariableParserCallbacks
*/
class GD_CORE_API VariableParser {
public:
/**
* \brief Default constructor
* \param expressionPlainString The string representing the expression to be
* parsed.
*/
VariableParser(const gd::String& expressionPlainString_)
: currentPositionIt(), expression(expressionPlainString_){};
virtual ~VariableParser();
/**
* Parse the expression, calling each callback when necessary.
* \param callbacks The callbacks to be called.
* \return true if expression was correctly parsed.
* \see gd::VariableParserCallbacks
*/
bool Parse(VariableParserCallbacks& callbacks);
/**
* \brief Return the description of the error that was found
*/
const gd::String& GetFirstError() { return firstErrorStr; }
/**
* \brief Return the position of the error that was found
* \return The position, or gd::String::npos if no error is found
*/
size_t GetFirstErrorPosition() { return firstErrorPos; }
gd::String firstErrorStr;
size_t firstErrorPos;
private:
void S();
void X();
/**
* \brief Skip the string expression, starting from the current position.
* \return The string expression skipped. currentPosition is now put on the
* closing bracket.
*/
gd::String SkipStringExpression();
void ReadToken();
enum TokenType {
TS_PERIOD,
TS_OPENING_BRACKET,
TS_CLOSING_BRACKET,
TS_VARNAME,
TS_INVALID
};
TokenType currentTokenType;
gd::String currentToken;
gd::String::const_iterator currentPositionIt;
gd::String expression;
VariableParserCallbacks* callbacks;
bool rootVariableParsed;
};
/**
* \brief Callbacks called by VariableParser when parsing a variable expression.
*/
class GD_CORE_API VariableParserCallbacks {
public:
/**
* \brief Called when the first variable has been parsed. ( varName1 in
* varName1.child for example. ) \param variableName The variable name.
*/
virtual void OnRootVariable(gd::String variableName) = 0;
/**
* \brief Called when accessing the child of a structure variable. ( child in
* varName1.child for example. ) \param variableName The child variable name.
*/
virtual void OnChildVariable(gd::String variableName) = 0;
/**
* \brief Called when accessing the child of a structure variable using a
* string expression in square brackets. ( "subscript" in
* varName1["subscript"] for example. )
*
* \param variableName The expression used to access the child variable.
*/
virtual void OnChildSubscript(gd::String stringExpression) = 0;
};
} // namespace gd
#endif // GDEXPRESSIONPARSER_H

View File

@@ -8,10 +8,15 @@
#include "GDCore/CommonTools.h"
#include "GDCore/String.h"
EventsCodeNameMangler *EventsCodeNameMangler::_singleton = NULL;
EventsCodeNameMangler *EventsCodeNameMangler::_singleton = nullptr;
gd::String EventsCodeNameMangler::GetMangledObjectsListName(
const gd::String& EventsCodeNameMangler::GetMangledObjectsListName(
const gd::String &originalObjectName) {
auto it = mangledObjectNames.find(originalObjectName);
if (it != mangledObjectNames.end()) {
return it->second;
}
gd::String partiallyMangledName = originalObjectName;
static const gd::String allowedCharacters =
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
@@ -27,11 +32,17 @@ gd::String EventsCodeNameMangler::GetMangledObjectsListName(
}
}
return "GD" + partiallyMangledName + "Objects";
mangledObjectNames[originalObjectName] = "GD" + partiallyMangledName + "Objects";
return mangledObjectNames[originalObjectName];
}
gd::String EventsCodeNameMangler::GetExternalEventsFunctionMangledName(
const gd::String& EventsCodeNameMangler::GetExternalEventsFunctionMangledName(
const gd::String &externalEventsName) {
auto it = mangledExternalEventsNames.find(externalEventsName);
if (it != mangledExternalEventsNames.end()) {
return it->second;
}
gd::String partiallyMangledName = externalEventsName;
static const gd::String allowedCharacters =
"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
@@ -47,23 +58,24 @@ gd::String EventsCodeNameMangler::GetExternalEventsFunctionMangledName(
}
}
return "GDExternalEvents" + partiallyMangledName;
mangledExternalEventsNames[externalEventsName] = "GDExternalEvents" + partiallyMangledName;
return mangledExternalEventsNames[externalEventsName];
}
gd::String ManObjListName(const gd::String &objectName) {
const gd::String& ManObjListName(const gd::String &objectName) {
return EventsCodeNameMangler::Get()->GetMangledObjectsListName(objectName);
}
EventsCodeNameMangler *EventsCodeNameMangler::Get() {
if (NULL == _singleton) _singleton = new EventsCodeNameMangler;
if (nullptr == _singleton) _singleton = new EventsCodeNameMangler;
return (static_cast<EventsCodeNameMangler *>(_singleton));
}
void EventsCodeNameMangler::DestroySingleton() {
if (NULL != _singleton) {
if (nullptr != _singleton) {
delete _singleton;
_singleton = NULL;
_singleton = nullptr;
}
}

View File

@@ -6,26 +6,34 @@
#if defined(GD_IDE_ONLY)
#ifndef EVENTSCODENAMEMANGLER_H
#define EVENTSCODENAMEMANGLER_H
#include <unordered_map>
#include "GDCore/String.h"
/**
* Manage name mangling, so as to ensure all names used in code are valid.
* \brief Mangle object names, so as to ensure all names used in code are valid.
*
* \see ManObjListName
*/
class GD_CORE_API EventsCodeNameMangler {
public:
/**
* Get the mangled name from a name : All characters that are not 0-9, a-z,
* Get the mangled name from a name: All characters that are not 0-9, a-z,
* A-Z or _ are replaced by "_"+AsciiCodeOfTheCharacter.
*
* The mangled name is memoized as this is intensively used during project
* export and events code generation.
*/
gd::String GetMangledObjectsListName(const gd::String &originalObjectName);
const gd::String &GetMangledObjectsListName(
const gd::String &originalObjectName);
/**
* Get the mangled function name to be used to call external events named \a
* externalEventsName.
*
* The mangled name is memoized as this is intensively used during project
* export and events code generation.
*/
gd::String GetExternalEventsFunctionMangledName(
const gd::String &GetExternalEventsFunctionMangledName(
const gd::String &externalEventsName);
static EventsCodeNameMangler *Get();
@@ -35,14 +43,22 @@ class GD_CORE_API EventsCodeNameMangler {
EventsCodeNameMangler(){};
virtual ~EventsCodeNameMangler(){};
static EventsCodeNameMangler *_singleton;
std::unordered_map<gd::String, gd::String>
mangledObjectNames; ///< Memoized results of mangling for objects
std::unordered_map<gd::String, gd::String>
mangledExternalEventsNames; ///< Memoized results of mangling for
/// external events
};
/**
* Shortcut to
* EventsCodeNameMangler::Get()->GetMangledObjectsListName(objectName). \see
* EventsCodeNameMangler \return Mangled object name
* Shortcut for
* `EventsCodeNameMangler::Get()->GetMangledObjectsListName(objectName)`.
*
* \see EventsCodeNameMangler
* \return Mangled object name
*/
gd::String GD_CORE_API ManObjListName(const gd::String &objectName);
const gd::String &GD_CORE_API ManObjListName(const gd::String &objectName);
#endif // EVENTSCODENAMEMANGLER_H
#endif

View File

@@ -14,7 +14,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
extension.SetExtensionInformation(
"BuiltinAdvanced",
_("Advanced control features"),
_("Built-in extension providing advanced control features."),
_("Advanced control features to be used in events."),
"Florian Rival",
"Open source (MIT License)");
@@ -73,6 +73,20 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAdvancedExtension(
.AddParameter("trueorfalse", "Should the condition be true or false?")
.MarkAsAdvanced();
extension
.AddCondition("GetArgumentAsBoolean",
_("Check if a function parameter is set to true (or yes)"),
_("Check if the specified function parameter (also called "
"\"argument\") is set to True or Yes. If the argument is "
"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")
.MarkAsAdvanced();
extension
.AddExpression(
"GetArgumentAsNumber",

View File

@@ -12,11 +12,13 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinAudio",
_("Audio"),
_("Builtin audio extension"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionInformation(
"BuiltinAudio",
_("Audio"),
_("GDevelop provides several conditions and actions to play audio "
"files. They can be either long musics or short sound effects."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/audio");
#if defined(GD_IDE_ONLY)
@@ -35,10 +37,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.AddParameter("expression", _("Channel identifier"))
.AddParameter("yesorno", _("Repeat the sound"), "", true)
.SetDefaultValue("no")
.AddParameter(
"expression", _("Volume (from 0 to 100, 100 by default)"), "", true)
.AddParameter("expression", _("Volume"), "", true)
.SetParameterLongDescription(_("From 0 to 100, 100 by default."))
.SetDefaultValue("100")
.AddParameter("expression", _("Pitch (speed) (1 by default)"), "", true)
.AddParameter("expression", _("Pitch (speed)"), "", true)
.SetParameterLongDescription(_("1 by default."))
.SetDefaultValue("1")
.MarkAsAdvanced();
@@ -93,10 +96,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.AddParameter("expression", _("Channel identifier"))
.AddParameter("yesorno", _("Repeat the sound"), "", true)
.SetDefaultValue("no")
.AddParameter(
"expression", _("Volume (from 0 to 100, 100 by default)"), "", true)
.AddParameter("expression", _("Volume"), "", true)
.SetParameterLongDescription(_("From 0 to 100, 100 by default."))
.SetDefaultValue("100")
.AddParameter("expression", _("Pitch (speed) (1 by default)"), "", true)
.AddParameter("expression", _("Pitch (speed)"), "", true)
.SetParameterLongDescription(_("1 by default."))
.SetDefaultValue("1")
.MarkAsAdvanced();
@@ -141,117 +145,97 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("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."),
_("Do _PARAM2__PARAM3_ to the volume of the sound on channel "
"_PARAM1_"),
_("the volume of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
"res/actions/sonVolume24.png",
"res/actions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.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."),
_("Do _PARAM2__PARAM3_ to the volume of the music on channel "
"_PARAM1_"),
_("the volume of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
"res/actions/musicVolume24.png",
"res/actions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddAction("ModGlobalVolume",
_("Game global volume"),
_("This action modifies the global volume of the game. The "
"volume is between 0 and 100."),
_("Do _PARAM1__PARAM2_ to global sound level"),
_("the global sound level"),
_("Audio"),
"res/actions/volume24.png",
"res/actions/volume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.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."),
_("Do _PARAM2__PARAM3_ to the pitch of the sound on channel "
"_PARAM1_"),
_("the pitch of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.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"),
_("Do _PARAM2__PARAM3_ to the pitch of the music on channel "
"_PARAM1_"),
_("the pitch of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddAction("ModPlayingOffsetSoundChannel",
_("Playing offset of the sound on a channel"),
_("This action modifies the playing offset of the sound on a "
"channel"),
_("Do _PARAM2__PARAM3_ to the playing offset of the sound on "
"channel _PARAM1_"),
_("the playing offset of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
"res/actions/son24.png",
"res/actions/son.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddAction("ModPlayingOffsetMusicChannel",
_("Playing offset of the music on a channel"),
_("This action modifies the playing offset of the music on "
"the specified channel"),
_("Do _PARAM2__PARAM3_ to the playing offset of the music on "
"channel _PARAM1_"),
_("the playing offset of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddAction("PlaySound",
@@ -265,10 +249,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.AddParameter("soundfile", _("Audio file (or audio resource name)"))
.AddParameter("yesorno", _("Repeat the sound"), "", true)
.SetDefaultValue("no")
.AddParameter(
"expression", _("Volume (from 0 to 100, 100 by default)"), "", true)
.AddParameter("expression", _("Volume"), "", true)
.SetParameterLongDescription(_("From 0 to 100, 100 by default."))
.SetDefaultValue("100")
.AddParameter("expression", _("Pitch (speed) (1 by default)"), "", true)
.AddParameter("expression", _("Pitch (speed)"), "", true)
.SetParameterLongDescription(_("1 by default."))
.SetDefaultValue("1")
.MarkAsSimple();
@@ -284,13 +269,82 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
.AddParameter("musicfile", _("Audio file (or audio resource name)"))
.AddParameter("yesorno", _("Repeat the sound"), "", true)
.SetDefaultValue("no")
.AddParameter(
"expression", _("Volume (from 0 to 100, 100 by default)"), "", true)
.AddParameter("expression", _("Volume"), "", true)
.SetParameterLongDescription(_("From 0 to 100, 100 by default."))
.SetDefaultValue("100")
.AddParameter("expression", _("Pitch (speed) (1 by default)"), "", true)
.AddParameter("expression", _("Pitch (speed)"), "", true)
.SetParameterLongDescription(_("1 by default."))
.SetDefaultValue("1")
.MarkAsSimple();
extension
.AddAction("PreloadMusic",
_("Preload a music file"),
_("Preload a music file in memory."),
_("Preload the music file _PARAM1_"),
_("Audio/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_"),
_("Audio/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_"),
_("Audio/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_"),
_("Audio/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"),
_("Audio/Loading"),
"res/actions/music24.png",
"res/actions/music.png")
.AddCodeOnlyParameter("currentScene", "")
.MarkAsComplex();
extension
.AddCondition("MusicPlaying",
_("A music file is being played"),
@@ -369,16 +423,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Volume of the sound on a channel"),
_("Test the volume of the sound on the specified channel. The volume "
"is between 0 and 100."),
_("The volume of the sound on channel _PARAM1_ is _PARAM2__PARAM3_"),
_("the volume of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
"res/conditions/sonVolume24.png",
"res/conditions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Volume to test"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddCondition(
@@ -386,30 +438,26 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Volume of the music on a channel"),
_("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_ is _PARAM2__PARAM3_"),
_("the volume of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
"res/conditions/musicVolume24.png",
"res/conditions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Volume to test"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddCondition(
"GlobalVolume",
_("Global volume"),
_("Test the global sound level. The volume is between 0 and 100."),
_("The global game volume is _PARAM1__PARAM2_"),
_("the global game volume"),
_("Audio"),
"res/conditions/volume24.png",
"res/conditions/volume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Volume to test"))
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number");
extension
.AddCondition(
@@ -417,16 +465,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Pitch of the sound of a channel"),
_("Test the pitch of the sound on the specified channel. 1 is the "
"default pitch."),
_("The pitch of the sound on channel _PARAM1_ is _PARAM2__PARAM3_"),
_("the pitch of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
"res/conditions/sonVolume24.png",
"res/conditions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Pitch to test"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddCondition(
@@ -434,50 +480,42 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsAudioExtension(
_("Pitch of the music on a channel"),
_("Test the pitch (speed) of the music on a specified channel. 1 is "
"the default pitch."),
_("The pitch of the music on channel _PARAM1_ is _PARAM2__PARAM3_"),
_("the pitch of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
"res/conditions/musicVolume24.png",
"res/conditions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Pitch to test"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddCondition(
"SoundChannelPlayingOffset",
_("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_ is "
"_PARAM2__PARAM3_"),
_("the playing offset of the sound on channel _PARAM1_"),
_("Audio/Sounds on channels"),
"res/conditions/sonVolume24.png",
"res/conditions/sonVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Playing position (in seconds)"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddCondition(
"MusicChannelPlayingOffset",
_("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_ is "
"_PARAM2__PARAM3_"),
_("the playing offset of the music on channel _PARAM1_"),
_("Audio/Music on channels"),
"res/conditions/musicVolume24.png",
"res/conditions/musicVolume.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Channel identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Playing position (in seconds)"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddExpression("SoundChannelPlayingOffset",

View File

@@ -6,6 +6,7 @@
#include "AllBuiltinExtensions.h"
#include "GDCore/Project/Object.h"
#include "GDCore/Tools/Localization.h"
#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
using namespace std;
namespace gd {
@@ -13,11 +14,12 @@ namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation("BuiltinObject",
_("Base object"),
_("Base object"),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionInformation(
"BuiltinObject",
_("Features for all objects"),
_("Common features that can be used for all objects in GDevelop."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/objects/base_object/events");
gd::ObjectMetadata& obj = extension.AddObject<gd::Object>(
@@ -25,69 +27,61 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
#if defined(GD_IDE_ONLY)
obj.AddCondition("PosX",
_("Compare X position of an object"),
_("X position"),
_("Compare the X position of the object."),
_("The X position of _PARAM0_ is _PARAM1__PARAM2_"),
_("the X position"),
_("Position"),
"res/conditions/position24.png",
"res/conditions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("X position"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsSimple();
obj.AddAction("MettreX",
_("X position of an object"),
_("X position"),
_("Change the X position of an object."),
_("Do _PARAM1__PARAM2_ to the X position of _PARAM0_"),
_("the X position"),
_("Position"),
"res/actions/position24.png",
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsSimple();
obj.AddCondition("PosY",
_("Compare Y position of an object"),
_("Y position"),
_("Compare the Y position of an object."),
_("The Y position of _PARAM0_ is _PARAM1__PARAM2_"),
_("the Y position"),
_("Position"),
"res/conditions/position24.png",
"res/conditions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Y position"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsSimple();
obj.AddAction("MettreY",
_("Y position of an object"),
_("Y position"),
_("Change the Y position of an object."),
_("Do _PARAM1__PARAM2_ to the Y position of _PARAM0_"),
_("the Y position"),
_("Position"),
"res/actions/position24.png",
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsSimple();
obj.AddAction(
"MettreXY",
_("Position of an object"),
_("Change the position of an object."),
_("Do _PARAM1__PARAM2_;_PARAM3__PARAM4_ to the position of _PARAM0_"),
_("Position"),
"res/actions/position24.png",
"res/actions/position.png")
obj.AddAction("MettreXY",
_("Position"),
_("Change the position of an object."),
_("Change the position of _PARAM0_: _PARAM1_ _PARAM2_ (x "
"axis), _PARAM3_ _PARAM4_ (y axis)"),
_("Position"),
"res/actions/position24.png",
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("operator", _("Modification's sign"))
@@ -96,8 +90,41 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("expression", _("Y position"))
.MarkAsSimple();
obj.AddAction("SetCenter",
_("Center position"),
_("Change the position of an object, using its center."),
_("Change the position of the center of _PARAM0_: _PARAM1_ _PARAM2_ (x "
"axis), _PARAM3_ _PARAM4_ (y axis)"),
_("Position/Center"),
"res/actions/position24.png",
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("X position"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Y position"))
.MarkAsSimple();
obj.AddExpressionAndConditionAndAction("number", "CenterX",
_("Center X position"),
_("the X position of the center"),
_("the X position of the center"),
_("Position/Center"),
"res/actions/position24.png")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddExpressionAndConditionAndAction("number", "CenterY",
_("Center Y position"),
_("the Y position of the center"),
_("the Y position of the center"),
_("Position/Center"),
"res/actions/position24.png")
.AddParameter("object", _("Object"))
.UseStandardParameters("number");
obj.AddAction("MettreAutourPos",
_("Put an object around a position"),
_("Put around a position"),
_("Position the center of the given object around a position, "
"using the specified angle "
"and distance."),
@@ -117,15 +144,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("SetAngle",
_("Angle"),
_("Change the angle of rotation of an object."),
_("Do _PARAM1__PARAM2_ to angle of _PARAM0_"),
_("the angle"),
_("Angle"),
"res/actions/direction24.png",
"res/actions/direction.png")
.AddParameter("object", _("Object"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.SetManipulatedType("number");
.UseStandardOperatorParameters("number");
obj.AddAction("Rotate",
_("Rotate"),
@@ -152,9 +177,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Angle to rotate towards (in degrees)"))
.AddParameter(
"expression",
_("Angular speed (in degrees per second) (0 for immediate rotation)"))
.AddParameter("expression", _("Angular speed (in degrees per second)"))
.SetParameterLongDescription(_("Enter 0 for an immediate rotation."))
.AddCodeOnlyParameter("currentScene", "");
obj.AddAction(
@@ -170,9 +194,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("object", _("Object"))
.AddParameter("expression", _("X position"))
.AddParameter("expression", _("Y position"))
.AddParameter(
"expression",
_("Angular speed (in degrees per second) (0 for immediate rotation)"))
.AddParameter("expression", _("Angular speed (in degrees per second)"))
.SetParameterLongDescription(_("Enter 0 for an immediate rotation."))
.AddCodeOnlyParameter("currentScene", "")
.MarkAsAdvanced();
@@ -213,7 +236,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"AddForceVersPos",
_("Add a force to move toward a position"),
_("Add a force to an object to make it move toward a position."),
_("Move _PARAM0_ to _PARAM1_;_PARAM2_ with _PARAM4_ force of _PARAM3_ "
_("Move _PARAM0_ toward _PARAM1_;_PARAM2_ with _PARAM4_ force of _PARAM3_ "
"pixels"),
_("Movement"),
"res/actions/force24.png",
@@ -250,7 +273,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("Arreter",
_("Stop the object"),
_("Stop the object by deleting all of its forces."),
_("Stop object _PARAM0_"),
_("Stop _PARAM0_ (remove all forces)"),
_("Movement"),
"res/actions/arreter24.png",
"res/actions/arreter.png")
@@ -259,9 +282,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsAdvanced();
obj.AddAction("Delete",
_("Delete an object"),
_("Delete the object"),
_("Delete the specified object."),
_("Delete object _PARAM0_"),
_("Delete _PARAM0_"),
_("Objects"),
"res/actions/delete24.png",
"res/actions/delete.png")
@@ -273,15 +296,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("ChangePlan",
_("Z order"),
_("Modify the Z-order of an object"),
_("Do _PARAM1__PARAM2_ to Z-order of _PARAM0_"),
_("the z-order"),
_("Z order"),
"res/actions/planicon24.png",
"res/actions/planicon.png")
.AddParameter("object", _("Object"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.SetManipulatedType("number");
.UseStandardOperatorParameters("number");
obj.AddAction("ChangeLayer",
_("Layer"),
@@ -297,42 +318,64 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsAdvanced();
obj.AddAction("ModVarObjet",
_("Modify a variable of an object"),
_("Modify the value of a variable of an object"),
_("Do _PARAM2__PARAM3_ to variable _PARAM1_ of _PARAM0_"),
_("Value of an object variable"),
_("Change the value of an object variable."),
_("the variable _PARAM1_"),
_("Variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.SetManipulatedType("number");
.UseStandardOperatorParameters("number");
obj.AddAction("ModVarObjetTxt",
_("Text of an object variable"),
_("Change the text of an object variable."),
_("the text of variable _PARAM1_"),
_("Variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.UseStandardOperatorParameters("string");
obj.AddAction("SetObjectVariableAsBoolean",
_("Boolean value of an object variable"),
_("Change the boolean value of an object variable."),
_("Set the boolean value of the variable _PARAM1_ of object "
"_PARAM0_ to _PARAM2_"),
_("Variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("trueorfalse", _("New Value:"));
obj.AddAction(
"ModVarObjetTxt",
_("Modify the text of a variable of an object"),
_("Modify the text of a variable of an object"),
_("Do _PARAM2__PARAM3_ to the text of variable _PARAM1_ of _PARAM0_"),
"ToggleObjectVariableAsBoolean",
_("Toggle the boolean value of an object variable"),
_("Toggles the boolean value of an object variable.") + "\n" +
_("If it was true, it will become false, and if it was false "
"it will become true."),
_("Toggle the boolean value of the variable _PARAM1_ of object "
"_PARAM0_"),
_("Variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("string", _("Text"))
.SetManipulatedType("string");
.AddParameter("objectvar", _("Variable"));
obj.AddCondition(
"ObjectVariableChildExists",
_("Child existence"),
_("Return true if the specified child of the variable exists."),
_("Child _PARAM2_ of variable _PARAM1_ of _PARAM0_ exists"),
_("Variables/Structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
obj.AddCondition("ObjectVariableChildExists",
_("Child existence"),
_("Check if the specified child of the variable exists."),
_("Child _PARAM2_ of variable _PARAM1_ of _PARAM0_ exists"),
_("Variables/Collections/Structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("string", _("Name of the child"))
@@ -340,9 +383,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("ObjectVariableRemoveChild",
_("Remove a child"),
_("Remove a child from a variable of an object."),
_("Remove a child from an object variable."),
_("Remove child _PARAM2_ from variable _PARAM1_ of _PARAM0_"),
_("Variables/Structure"),
_("Variables/Collections/Structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
@@ -354,7 +397,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
_("Clear variable"),
_("Remove all the children from the object variable."),
_("Clear children from variable _PARAM1_ of _PARAM0_"),
_("Variables/Structure"),
_("Variables/Collections"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
@@ -364,7 +407,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("Cache",
_("Hide"),
_("Hide the specified object."),
_("Hide the object _PARAM0_"),
_("Hide _PARAM0_"),
_("Visibility"),
"res/actions/visibilite24.png",
"res/actions/visibilite.png")
@@ -374,8 +417,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddAction("Montre",
_("Show"),
_("Show the specified object"),
_("Show object _PARAM0_"),
_("Show the specified object."),
_("Show _PARAM0_"),
_("Visibility"),
"res/actions/visibilite24.png",
"res/actions/visibilite.png")
@@ -387,33 +430,29 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddCondition("Angle",
_("Angle"),
_("Compare the angle of the specified object."),
_("Angle of _PARAM0_ is _PARAM1__PARAM2_ deg."),
_("the angle (in degrees)"),
_("Angle"),
"res/conditions/direction24.png",
"res/conditions/direction.png")
.AddParameter("object", _("Object"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare (in degrees)"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("Plan",
_("Compare Z order"),
_("Z-order"),
_("Compare the Z-order of the specified object."),
_("Z Order of _PARAM0_ is _PARAM1__PARAM2_"),
_("Z order"),
_("the Z-order"),
_("Z-order"),
"res/conditions/planicon24.png",
"res/conditions/planicon.png")
.AddParameter("object", _("Object"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Z order"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("Layer",
_("Compare layer"),
_("Current layer"),
_("Check if the object is on the specified layer."),
_("_PARAM0_ is on layer _PARAM1_"),
_("Layer"),
@@ -425,9 +464,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsAdvanced();
obj.AddCondition("Visible",
_("Visibility of an object"),
_("Visibility"),
_("Check if an object is visible."),
_("The object _PARAM0_ is visible"),
_("_PARAM0_ is visible (not marked as hidden)"),
_("Visibility"),
"res/conditions/visibilite24.png",
"res/conditions/visibilite.png")
@@ -460,16 +499,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
obj.AddCondition("Vitesse",
_("Speed"),
_("Compare the overall speed of an object"),
_("Overall speed of _PARAM0_ is _PARAM1__PARAM2_"),
_("the overall speed"),
_("Movement"),
"res/conditions/vitesse24.png",
"res/conditions/vitesse.png")
.AddParameter("object", _("Object"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Speed"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("AngleOfDisplacement",
_("Angle of movement"),
@@ -486,33 +523,41 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsAdvanced();
obj.AddCondition("VarObjet",
_("Value of an object's variable"),
_("Compare the value of a variable of an object."),
_("Variable _PARAM1_ of _PARAM0_ is _PARAM2__PARAM3_"),
_("Value of an object variable"),
_("Compare the value of an object variable."),
_("the variable _PARAM1_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number");
obj.AddCondition(
"VarObjetTxt",
_("Text of an object's variable"),
_("Compare the text of a variable of an object."),
_("The text of variable _PARAM1_ of _PARAM0_ is _PARAM2__PARAM3_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
obj.AddCondition("VarObjetTxt",
_("Text of an object variable"),
_("Compare the text of an object variable."),
_("the text of variable _PARAM1_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("string", _("Text to test"))
.SetManipulatedType("string");
.UseStandardRelationalOperatorParameters("string");
obj.AddCondition("ObjectVariableAsBoolean",
_("Boolean value of an object variable"),
_("Compare the boolean value of an object variable."),
_("The boolean value of variable _PARAM1_ of object "
"_PARAM0_ is _PARAM2_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("trueorfalse", _("Check if the value is"))
.SetDefaultValue("true");
obj.AddCondition("VarObjetDef",
_("Variable defined"),
@@ -526,14 +571,83 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("string", _("Variable"))
.SetHidden();
obj.AddCondition(
"BehaviorActivated",
_("Behavior activated"),
_("Return true if the behavior is activated for the object."),
_("Behavior _PARAM1_ of _PARAM0_ is activated"),
_("Behaviors"),
"res/behavior24.png",
"res/behavior16.png")
obj.AddAction(
"ObjectVariablePush",
_("Append variable to an object array"),
_("Appends a variable to the end of an object array variable."),
_("Append variable _PARAM2_ to array variable _PARAM1_ of _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Array variable"))
.AddParameter("scenevar", _("Scene variable with the content to append"))
.SetParameterLongDescription(
_("The content of the variable will *be copied* and appended at the "
"end of the array."))
.MarkAsAdvanced();
obj.AddAction(
"ObjectVariablePushString",
_("Append a string to an object array"),
_("Appends a string to the end of an object array variable."),
_("Append string _PARAM2_ to array variable _PARAM1_ of _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Array variable"))
.AddParameter("string", _("String to append"))
.MarkAsAdvanced();
obj.AddAction(
"ObjectVariablePushNumber",
_("Append a number to an object array"),
_("Appends a number to the end of an object array variable."),
_("Append number _PARAM2_ to array variable _PARAM1_ of _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Array variable"))
.AddParameter("expression", _("Number to append"))
.MarkAsAdvanced();
obj.AddAction(
"ObjectVariablePushBool",
_("Append a boolean to an object array"),
_("Appends a boolean to the end of an object array variable."),
_("Append boolean _PARAM2_ to array variable _PARAM1_ of _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Array variable"))
.AddParameter("trueorfalse", _("Boolean to append"))
.MarkAsAdvanced();
obj.AddAction(
"ObjectVariableRemoveAt",
_("Remove variable from an object array (by index)"),
_("Removes a variable at the specified index of an object array "
"variable."),
_("Remove variable at index _PARAM2_ from array variable _PARAM1_ of "
"object _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("expression", _("Index to remove"))
.MarkAsAdvanced();
obj.AddCondition("BehaviorActivated",
_("Behavior activated"),
_("Check if the behavior is activated for the object."),
_("Behavior _PARAM1_ of _PARAM0_ is activated"),
_("Behaviors"),
"res/behavior24.png",
"res/behavior16.png")
.AddParameter("object", _("Object"))
.AddParameter("behavior", _("Behavior"))
@@ -556,7 +670,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"AddForceVers",
_("Add a force to move toward an object"),
_("Add a force to an object to make it move toward another."),
_("Move _PARAM0_ to _PARAM1_ with _PARAM3_ force of _PARAM2_ pixels"),
_("Move _PARAM0_ toward _PARAM1_ with _PARAM3_ force of _PARAM2_ pixels"),
_("Movement"),
"res/actions/forceVers24.png",
"res/actions/forceVers.png")
@@ -588,7 +702,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsAdvanced();
obj.AddAction("MettreAutour",
_("Put an object around another"),
_("Put the object around another"),
_("Position an object around another, with the specified angle "
"and distance. The center of the objects are used for "
"positioning them."),
@@ -631,7 +745,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("objectList", _("Object 2 (won't move)"));
obj.AddAction("SeparateFromObjects",
_("Separate two objects"),
_("Separate objects"),
_("Move an object away from another using their collision "
"masks.\nBe sure to call this action on a reasonable number "
"of objects\nto avoid slowing down the game."),
@@ -662,6 +776,23 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("expression", _("Y position of the point"))
.MarkAsSimple();
extension
.AddCondition("SourisSurObjet",
_("The cursor/touch is on an object"),
_("Test if the cursor is over an object, or if the object "
"is being touched."),
_("The cursor/touch is on _PARAM0_"),
_("Mouse and touch"),
"res/conditions/surObjet24.png",
"res/conditions/surObjet.png")
.AddParameter("objectList", _("Object"))
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("yesorno", _("Accurate test (yes by default)"), "", true)
.SetDefaultValue("yes")
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsSimple();
obj.AddCondition(
"ObjectTimer",
_("Value of a timer"),
@@ -817,15 +948,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.SetHidden();
obj.AddExpression("ZOrder",
_("Z order"),
_("Z order of an object"),
_("Z-order"),
_("Z-order of an object"),
_("Visibility"),
"res/actions/planicon.png")
.AddParameter("object", _("Object"));
obj.AddExpression("Plan",
_("Z order"),
_("Z order of an object"),
_("Z-order"),
_("Z-order of an object"),
_("Visibility"),
"res/actions/planicon.png")
.AddParameter("object", _("Object"))
@@ -847,25 +978,43 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("object", _("Object"))
.AddParameter("objectPtr", _("Object"));
obj.AddExpression("DistanceToPosition",
_("Distance between an object and a position"),
_("Distance between an object and a position"),
_("Position"),
"res/conditions/distance.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Target X position"))
.AddParameter("expression", _("Target Y position"));
obj.AddExpression("SqDistanceToPosition",
_("Square distance between an object and a position"),
_("Square distance between an object and a position"),
_("Position"),
"res/conditions/distance.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Target X position"))
.AddParameter("expression", _("Target Y position"));
obj.AddExpression("Variable",
_("Object's variable"),
_("Object's variable"),
_("Object variable"),
_("Value of an object variable"),
_("Variables"),
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"));
obj.AddExpression("VariableChildCount",
_("Object's variable number of children"),
_("Get the number of children from an object"),
_("Number of children of an object variable"),
_("Number of children of an object variable"),
_("Variables"),
"res/actions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"));
obj.AddStrExpression("VariableString",
_("Object's variable"),
_("Text of variable of an object"),
_("Object variable"),
_("Text of an object variable"),
_("Variables"),
"res/actions/var.png")
.AddParameter("object", _("Object"))
@@ -879,6 +1028,50 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("object", _("Object"))
.AddParameter("string", _("Timer's name"));
obj.AddExpression("AngleToObject",
_("Angle between two objects"),
_("Compute the angle between two objects. If you need the "
"angle to an arbitrary position, use AngleToPosition."),
_("Angle"),
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("objectPtr", _("Object"));
obj.AddExpression("XFromAngleAndDistance",
_("X position from angle and distance"),
_("Compute the X position when given an angle and distance "
"relative to the starting object. This is also known as "
"getting the cartesian coordinates of a 2D vector, using "
"its polar coordinates."),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Angle, in degrees"))
.AddParameter("expression", _("Distance"));
obj.AddExpression("YFromAngleAndDistance",
_("Y position from angle and distance"),
_("Compute the Y position when given an angle and distance "
"relative to the starting object. This is also known as "
"getting the cartesian coordinates of a 2D vector, using "
"its polar coordinates."),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Angle, in degrees"))
.AddParameter("expression", _("Distance"));
obj.AddExpression("AngleToPosition",
_("Angle between an object and a position"),
_("Compute the angle between the object center and a "
"\"target\" position. If you need the angle between two "
"objects, use AngleToObject."),
_("Angle"),
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Target X position"))
.AddParameter("expression", _("Target Y position"));
extension
.AddAction("Create",
_("Create an object"),
@@ -906,11 +1099,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"res/actions/create24.png",
"res/actions/create.png")
.AddCodeOnlyParameter("objectsContext", "")
.AddParameter(
"objectListWithoutPicking",
_("Groups containing objects that can be created by the action"))
.AddParameter("string",
_("Text representing the name of the object to create"))
.AddParameter("objectListWithoutPicking", _("Group of potential objects"))
.SetParameterLongDescription(
_("Group containing objects that can be created by the action."))
.AddParameter("string", _("Name of the object to create"))
.SetParameterLongDescription(_(
"Text representing the name of the object to create. If no objects "
"with this name are found in the group, no object will be created."))
.AddParameter("expression", _("X position"))
.AddParameter("expression", _("Y position"))
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
@@ -919,11 +1114,12 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
extension
.AddAction("AjoutObjConcern",
_("Pick all objects"),
_("Pick all the specified objects. When you pick all objects, "
_("Pick all instances"),
_("Pick all instances of the specified object(s). When you "
"pick all instances, "
"the next conditions and actions of this event work on all "
"of them."),
_("Pick all _PARAM1_ objects"),
_("Pick all instances of _PARAM1_"),
_("Objects"),
"res/actions/add24.png",
"res/actions/add.png")
@@ -1045,15 +1241,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"compare that number to a value. If previous conditions on the "
"objects have not been used, this condition counts how many of "
"these objects exist in the current scene."),
_("The number of _PARAM0_ objects is _PARAM1__PARAM2_"),
_("the number of _PARAM0_ objects"),
_("Objects"),
"res/conditions/nbObjet24.png",
"res/conditions/nbObjet.png")
.AddParameter("objectList", _("Object"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsSimple();
extension
.AddCondition(
@@ -1096,29 +1290,33 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.MarkAsAdvanced();
extension
.AddCondition("Raycast",
_("Raycast"),
_("Sends a ray from the given source position and angle, "
"intersecting the closest object.\nThe instersected "
"object will become the only one taken into account.\nIf "
"the condition is inverted, the object to be intersected "
"will be the farthest one within the ray radius."),
_("Raycast _PARAM0_ from _PARAM1_;_PARAM2_, and save the "
"result in _PARAM5_, _PARAM6_"),
_("Collision"),
"res/conditions/raycast24.png",
"res/conditions/raycast.png")
.AddCondition(
"Raycast",
_("Raycast"),
_("Sends a ray from the given source position and angle, "
"intersecting the closest object.\nThe instersected "
"object will become the only one taken into account.\nIf "
"the condition is inverted, the object to be intersected "
"will be the farthest one within the ray radius."),
_("Cast a ray from _PARAM1_;_PARAM2_, angle: _PARAM3_ and max "
"distance: _PARAM4_px, against _PARAM0_, and save the "
"result in _PARAM5_, _PARAM6_"),
_("Collision"),
"res/conditions/raycast24.png",
"res/conditions/raycast.png")
.AddParameter("objectList", _("Objects to test against the ray"))
.AddParameter("expression", _("Ray source X position"))
.AddParameter("expression", _("Ray source Y position"))
.AddParameter("expression", _("Ray angle (in degrees)"))
.AddParameter("expression", _("Ray maximum distance (in pixels)"))
.AddParameter(
"scenevar",
_("Variable where to store the X position of the intersection"))
.AddParameter(
"scenevar",
_("Variable where to store the Y position of the intersection"))
.AddParameter("scenevar", _("Result X position scene variable"))
.SetParameterLongDescription(
_("Scene variable where to store the X position of the intersection. "
"If no intersection is found, the variable won't be changed."))
.AddParameter("scenevar", _("Result Y position scene variable"))
.SetParameterLongDescription(
_("Scene variable where to store the Y position of the intersection. "
"If no intersection is found, the variable won't be changed."))
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsAdvanced();
@@ -1131,7 +1329,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
"object will become the only one taken into account.\nIf "
"the condition is inverted, the object to be intersected "
"will be the farthest one within the ray radius."),
_("Raycast _PARAM0_ from _PARAM1_;_PARAM2_, and save the "
_("Cast a ray from from _PARAM1_;_PARAM2_ to _PARAM3_;_PARAM4_ "
"against _PARAM0_, and save the "
"result in _PARAM5_, _PARAM6_"),
_("Collision"),
"res/conditions/raycast24.png",
@@ -1141,12 +1340,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("expression", _("Ray source Y position"))
.AddParameter("expression", _("Ray target X position"))
.AddParameter("expression", _("Ray target Y position"))
.AddParameter(
"scenevar",
_("Variable where to store the X position of the intersection"))
.AddParameter(
"scenevar",
_("Variable where to store the Y position of the intersection"))
.AddParameter("scenevar", _("Result X position scene variable"))
.SetParameterLongDescription(
_("Scene variable where to store the X position of the intersection. "
"If no intersection is found, the variable won't be changed."))
.AddParameter("scenevar", _("Result Y position scene variable"))
.SetParameterLongDescription(
_("Scene variable where to store the Y position of the intersection. "
"If no intersection is found, the variable won't be changed."))
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsAdvanced();

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;
@@ -12,165 +13,115 @@ 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",
_("Cameras and layers features"),
"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)")
.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."),
_("X position of camera _PARAM4_ is _PARAM1__PARAM2_ "
"(layer: _PARAM3_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced()
.SetManipulatedType("number");
extension
.AddCondition("CameraY",
_("Camera center Y position"),
_("Compare the Y position of the center of a camera."),
_("The Y position of camera _PARAM4_ is _PARAM1__PARAM2_ "
"(layer: _PARAM3_)"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.AddParameter("layer", _("Layer (base layer if empty)"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0")
.MarkAsAdvanced()
.SetManipulatedType("number");
extension
.AddAction(
.AddExpressionAndConditionAndAction(
"number",
"CameraX",
_("Camera center X position"),
_("Change the X position of the center of the specified camera."),
_("Do _PARAM1__PARAM2_ to X position of camera _PARAM4_ (layer: "
"_PARAM3_)"),
_("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", "")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced()
.SetManipulatedType("number");
.MarkAsAdvanced();
extension.AddDuplicatedAction("CameraX", "SetCameraX")
.SetHidden(); // Deprecated
extension.AddDuplicatedExpression("VueX", "CameraX")
.SetHidden(); // Deprecated
extension
.AddAction(
.AddExpressionAndConditionAndAction(
"number",
"CameraY",
_("Camera center Y position"),
_("Change the Y position of the center of the specified camera."),
_("Do _PARAM1__PARAM2_ to Y position of camera _PARAM4_ (layer: "
"_PARAM3_)"),
_("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", "")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced()
.SetManipulatedType("number");
.MarkAsAdvanced();
extension.AddDuplicatedAction("CameraY", "SetCameraY")
.SetHidden(); // Deprecated
extension.AddDuplicatedExpression("VueY", "CameraY")
.SetHidden(); // Deprecated
extension
.AddCondition("CameraWidth",
_("Width of a camera"),
_("Test the width of a camera of a layer"),
_("The width of camera _PARAM2_ of layer _PARAM1_ is "
"_PARAM3__PARAM4_"),
_("Layers and cameras"),
"res/conditions/camera24.png",
"res/conditions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
extension
.AddCondition("CameraHeight",
_("Height of a camera"),
_("Test the height of a camera of a layer"),
_("The height of camera _PARAM2_ of layer _PARAM1_ is "
"_PARAM3__PARAM4_"),
_("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_"),
_("Layers and cameras"),
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardParameters("number")
.MarkAsAdvanced();
extension
.AddCondition("CameraAngle",
_("Angle of a camera of a layer"),
_("Test a camera angle."),
_("Angle of camera is _PARAM1__PARAM2_ (layer: _PARAM3_, "
"camera: _PARAM4_)"),
_("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_"),
_("Layers and cameras"),
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.AddParameter("layer", _("Layer (base layer if empty)"))
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number"))
.UseStandardParameters("number")
.MarkAsAdvanced();
extension
.AddExpressionAndConditionAndAction(
"number",
"CameraAngle",
_("Angle of a camera of a layer"),
_("the angle of rotation of a camera"),
_("the angle of camera (layer: _PARAM3_, camera: _PARAM4_)"),
_("Layers and cameras"),
"res/conditions/camera24.png")
.AddCodeOnlyParameter("currentScene", "")
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.MarkAsAdvanced()
.SetManipulatedType("number");
.MarkAsAdvanced();
extension
.AddAction("RotateCamera",
_("Change camera angle"),
_("This action modifies the angle of a camera in the "
"specified layer."),
_("Do _PARAM1__PARAM2_ to angle of camera (layer: _PARAM3_, "
"camera: _PARAM4_)"),
_("Layers and cameras"),
"res/actions/camera24.png",
"res/actions/camera.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.SetManipulatedType("number");
extension.AddDuplicatedAction("RotateCamera", "SetCameraAngle").SetHidden();
extension.AddDuplicatedExpression("CameraRotation", "CameraAngle")
.SetHidden();
extension.AddDuplicatedExpression("VueRotation", "CameraAngle").SetHidden();
extension
.AddAction("AddCamera",
@@ -269,9 +220,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
extension
.AddAction("ZoomCamera",
_("Change camera zoom"),
_("Change camera zoom."),
_("Change camera zoom."),
_("Change camera zoom to _PARAM1_ (layer : _PARAM2_, camera : "
_("Change camera zoom to _PARAM1_ (layer: _PARAM2_, camera: "
"_PARAM3_)"),
_("Layers and cameras"),
"res/actions/camera24.png",
@@ -380,8 +331,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
extension
.AddAction(
"SetLayerEffectParameter",
_("Effect parameter"),
_("Change the parameter of an effect"),
_("Effect parameter (number)"),
_("Change the value of a parameter of an effect.") + "\n" +
_("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",
@@ -394,22 +347,87 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
.AddParameter("expression", _("New value"))
.MarkAsAdvanced();
extension
.AddAction(
"SetLayerEffectStringParameter",
_("Effect parameter (string)"),
_("Change the value (string) of a parameter of an effect.") + "\n" +
_("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")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("string", _("Parameter name"))
.AddParameter("string", _("New value"))
.MarkAsAdvanced();
extension
.AddAction(
"SetLayerEffectBooleanParameter",
_("Effect parameter (enable or disable)"),
_("Enable or disable a parameter of an effect.") + "\n" +
_("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")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("string", _("Parameter name"))
.AddParameter("yesorno", _("Enable this parameter"))
.MarkAsAdvanced();
extension
.AddCondition("LayerEffectEnabled",
_("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")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.MarkAsAdvanced();
extension
.AddAction("EnableLayerEffect",
_("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")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("string", _("Effect"))
.AddParameter("yesorno", _("Enable"), "", true)
.MarkAsAdvanced();
extension
.AddCondition(
"LayerTimeScale",
_("Layer time scale"),
_("Compare the time scale applied to the objects of the layer."),
_("The time scale of layer _PARAM1_ is _PARAM2__PARAM3_"),
_("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)
.SetDefaultValue("\"\"")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddAction(
@@ -427,26 +445,50 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
_("Scale (1: Default, 2: 2x faster, 0.5: 2x slower...)"));
extension
.AddExpression("CameraWidth",
_("Width of a camera of a layer"),
_("Width of a camera of a layer"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddCondition("LayerDefaultZOrder",
_("Layer default Z order"),
_("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"))
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0");
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddExpression("CameraHeight",
_("Height of a camera of a layer"),
_("Height of a camera of a layer"),
_("Layers and cameras"),
"res/actions/camera.png")
.AddAction("SetLayerDefaultZOrder",
_("Change 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"))
.AddParameter("expression", _("Camera number (default : 0)"))
.SetDefaultValue("0");
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("New default Z order"));
extension
.AddAction(
"SetLayerAmbientLightColor",
_("Set the ambient light color"),
_("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)
.SetDefaultValue("\"Lighting\"")
.AddParameter("color", _("Color"))
.MarkAsAdvanced();
extension
.AddExpression(
@@ -497,9 +539,9 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
.SetDefaultValue("0");
extension
.AddExpression("CameraX",
_("Camera X position"),
_("Camera X position"),
.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", "")
@@ -508,69 +550,6 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
.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("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"),
@@ -579,6 +558,15 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("layer", _("Layer"));
extension
.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
}

View File

@@ -16,7 +16,7 @@ BuiltinExtensionsImplementer::ImplementsCommonConversionsExtension(
.SetExtensionInformation(
"BuiltinCommonConversions",
_("Standard Conversions"),
_("Built-in extension providing standard conversions expressions."),
"Expressions to convert number, texts and quantities.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/common-conversions");

View File

@@ -7,6 +7,7 @@
#include "GDCore/Tools/Localization.h"
#if defined(GD_IDE_ONLY)
#include "GDCore/Events/Builtin/CommentEvent.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"
@@ -25,8 +26,9 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
extension
.SetExtensionInformation(
"BuiltinCommonInstructions",
_("Standard events"),
_("Built-in extension providing standard events."),
_("Builtin events"),
"GDevelop comes with a set of events and conditions that allow to "
"express the game logic and rules.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/advanced-conditions");
@@ -35,7 +37,7 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
extension
.AddCondition("Or",
_("Or"),
_("Return true if one of the sub conditions is true"),
_("Check if one of the sub conditions is true"),
_("If one of these conditions is true:"),
_("Advanced"),
"res/conditions/or24.png",
@@ -46,7 +48,7 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
extension
.AddCondition("And",
_("And"),
_("Return true if all sub conditions are true"),
_("Check if all sub conditions are true"),
_("If all of these conditions are true:"),
_("Advanced"),
"res/conditions/and24.png",
@@ -118,6 +120,14 @@ BuiltinExtensionsImplementer::ImplementsCommonInstructionsExtension(
"res/foreach.png",
std::make_shared<gd::ForEachEvent>());
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"),

View File

@@ -13,13 +13,12 @@ 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)")
.SetExtensionInformation("BuiltinExternalLayouts",
_("External layouts"),
"Provides actions and conditions related to "
"external layouts.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/interface/scene-editor/external-layouts");
#if defined(GD_IDE_ONLY)

View File

@@ -12,12 +12,14 @@ 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)")
.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");
#if defined(GD_IDE_ONLY)
@@ -99,6 +101,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
"LireFichierExp",
_("Read a value"),
_("Read 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."),
@@ -116,6 +119,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
"LireFichierTxt",
_("Read a text"),
_("Read 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."),

View File

@@ -15,7 +15,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsJoystickExtension(
.SetExtensionInformation(
"BuiltinJoystick",
_("Joysticks features"),
_("Built-in extension that enables the use of joysticks"),
"Built-in extension that enables the use of joysticks.",
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("" /*TODO: Add a documentation page for this */);
@@ -37,17 +37,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsJoystickExtension(
.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_ is "
"_PARAM3__PARAM4_"),
_("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"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number");
extension
.AddAction(

View File

@@ -15,7 +15,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
.SetExtensionInformation(
"BuiltinKeyboard",
_("Keyboard features"),
_("Built-in extension that enables the use of a 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");
@@ -79,6 +82,16 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddCondition("AnyKeyReleased",
_("Any key released"),
_("Test if any key is released"),
_("Any key is released"),
_("Keyboard"),
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddStrExpression(
"LastPressedKey",

View File

@@ -15,12 +15,32 @@ 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)");
#if defined(GD_IDE_ONLY)
extension
.AddExpression("normalize",
_("Normalize a value between `min` and `max` to a value between 0 and 1."),
_("Remap a value between 0 and 1."),
_("Mathematical tools"),
"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"))
.AddParameter("expression", _("Max"));
extension
.AddExpression("AngleDifference",
_("Difference between two angles"),
@@ -30,6 +50,28 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddParameter("expression", _("First angle"))
.AddParameter("expression", _("Second angle"));
extension
.AddExpression("AngleBetweenPositions",
_("Angle between two positions"),
_("Compute the angle between two positions."),
_("Mathematical tools"),
"res/mathfunction.png")
.AddParameter("expression", _("First point X position"))
.AddParameter("expression", _("First point Y position"))
.AddParameter("expression", _("Second point X position"))
.AddParameter("expression", _("Second point Y position"));
extension
.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"))
.AddParameter("expression", _("Second point X position"))
.AddParameter("expression", _("Second point Y position"));
extension
.AddExpression("mod",
_("Modulo"),
@@ -322,7 +364,7 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
extension
.AddExpression("trunc",
_("Truncation"),
_("Troncate a number"),
_("Truncate a number"),
_("Mathematical tools"),
"res/mathfunction.png")
.AddParameter("expression", _("Expression"));
@@ -337,6 +379,30 @@ BuiltinExtensionsImplementer::ImplementsMathematicalToolsExtension(
.AddParameter("expression", _("b (in a+(b-a)*x)"))
.AddParameter("expression", _("x (in a+(b-a)*x)"));
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."),
_("Mathematical tools"),
"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."),
_("Mathematical tools"),
"res/mathfunction.png")
.AddParameter("expression", _("Angle, in degrees"))
.AddParameter("expression", _("Distance"));
#endif
}

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;
@@ -14,30 +15,17 @@ 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");
#if defined(GD_IDE_ONLY)
extension
.AddCondition("SourisSurObjet",
_("The cursor/touch is on an object"),
_("Test if the cursor is over an object, or if the object "
"is being touched."),
_("The cursor/touch is on _PARAM0_"),
_("Mouse and touch"),
"res/conditions/surObjet24.png",
"res/conditions/surObjet.png")
.AddParameter("objectList", _("Object"))
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("yesorno", _("Accurate test (yes by default)"), "", true)
.SetDefaultValue("yes")
.AddCodeOnlyParameter("conditionInverted", "")
.MarkAsSimple();
extension
.AddCondition(
"IsMouseWheelScrollingUp",
@@ -161,106 +149,111 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
.MarkAsAdvanced();
extension
.AddCondition("SourisX",
_("Cursor X position"),
_("Compare the X position of the cursor or of a touch."),
_("Cursor X position is _PARAM1__PARAM2_"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddExpressionAndCondition(
"number",
"MouseX",
_("Cursor X position"),
_("the X position of the cursor or of a touch"),
_("the cursor (or touch) X position"),
_("Mouse and touch"),
"res/conditions/mouse24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("X position"))
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.SetManipulatedType("number");
.SetDefaultValue("0");
// Support for deprecated names:
extension.AddDuplicatedCondition("SourisX", "MouseX").SetHidden();
extension.AddDuplicatedExpression("SourisX", "MouseX").SetHidden();
extension
.AddCondition("SourisY",
_("Cursor Y position"),
_("Compare the Y position of the cursor or of a touch."),
_("Cursor Y position is _PARAM1__PARAM2_"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddExpressionAndCondition(
"number",
"MouseY",
_("Cursor Y position"),
_("the Y position of the cursor or of a touch"),
_("the cursor (or touch) Y position"),
_("Mouse and touch"),
"res/conditions/mouse24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Y position"))
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.SetManipulatedType("number");
.SetDefaultValue("0");
// Support for deprecated names:
extension.AddDuplicatedCondition("SourisY", "MouseY").SetHidden();
extension.AddDuplicatedExpression("SourisY", "MouseY").SetHidden();
extension
.AddCondition("SourisBouton",
.AddCondition("MouseButtonPressed",
_("Mouse button pressed or touch held"),
_("Return true if the specified mouse button is pressed or "
_("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"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("mouse", _("Button to check"))
.MarkAsSimple();
extension
.AddCondition(
"MouseButtonReleased",
_("Mouse button released"),
_("Return true if the specified mouse button was released."),
_("_PARAM1_ mouse button was released"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
"res/conditions/mouse.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("mouse", _("Button to test"))
.MarkAsSimple();
extension
.AddCondition("TouchX",
_("Touch X position"),
_("Compare the X position of a specific touch."),
_("Touch #_PARAM1_ X position is _PARAM2__PARAM3_"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch24.png",
"res/conditions/touch.png")
.AddExpressionAndCondition("number",
"TouchX",
_("Touch X position"),
_("the X position of a specific touch"),
_("the touch #_PARAM1_ X position"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("X position"))
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.SetManipulatedType("number");
.SetDefaultValue("0");
extension
.AddCondition("TouchY",
_("Touch Y position"),
_("Compare the Y position of a specific touch."),
_("Touch #_PARAM1_ Y position is _PARAM2__PARAM3_"),
_("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"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch24.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("expression", _("Touch identifier"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Y position"))
.UseStandardParameters("number")
.AddParameter("layer", _("Layer (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("Camera number (default : 0)"), "", true)
.SetDefaultValue("0")
.SetManipulatedType("number");
.SetDefaultValue("0");
extension
.AddCondition(
"PopStartedTouch",
_("A new touch has started"),
_("Return true if a touch has started. The touch identifier can be "
_("Check if a touch has started. The touch identifier can be "
"accessed using LastTouchId().\nAs more than one touch can be "
"started, this condition is only true once for each touch: the "
"next time you use it, it will be for a new touch, or it will "
@@ -275,7 +268,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
.AddCondition(
"PopEndedTouch",
_("A touch has ended"),
_("Return true if a touch has ended. The touch identifier can be "
_("Check if a touch has ended. The touch identifier can be "
"accessed using LastEndedTouchId().\nAs more than one touch can be "
"ended, this condition is only true once for each touch: the next "
"time you use it, it will be for a new touch, or it will return "
@@ -286,95 +279,19 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
"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");
extension
.AddExpression("SourisX",
_("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")
.SetHidden();
extension
.AddExpression("MouseY",
_("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");
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();
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"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");
@@ -382,7 +299,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
.AddExpression("LastEndedTouchId",
_("Identifier of the last ended touch"),
_("Identifier of the last ended touch"),
_("Multitouch"),
_("Mouse and touch/Multitouch"),
"res/conditions/touch.png")
.AddCodeOnlyParameter("currentScene", "");

View File

@@ -15,7 +15,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
.SetExtensionInformation(
"BuiltinNetwork",
_("Basic internet features"),
_("Built-in extension providing network features."),
_("Features to send web requests, communicate with external \"APIs\" and other network related tasks."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/network");
@@ -26,29 +26,77 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
"SendRequest",
_("Send a request to a web page"),
_("Send a request to the specified web page.\n\nPlease note that for "
"the web platform games, the game must be hosted on the same host "
"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"),
"res/actions/net24.png",
"res/actions/net.png")
.AddParameter("string", _("Host (example: http://www.some-server.org/)"))
.AddParameter("string", _("Path to page (Example: /page.php)"))
.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\" (if empty, GET will be used)"),
"",
true)
.AddParameter("string", _("Method: \"POST\" or \"GET\""), "", true)
.SetParameterLongDescription(_("If empty, \"GET\" will be used."))
.SetDefaultValue("\"GET\"")
.AddParameter("string", _("Content type"), "", true)
.SetParameterLongDescription(
_("If empty, \"application/x-www-form-urlencoded\" will be used."))
.AddParameter("scenevar", _("Reponse 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*."))
.MarkAsComplex()
.SetHidden();
extension
.AddAction(
"SendAsyncRequest",
_("Send a request to a web page"),
_("Send an asynchronous 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 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)"))
.SetParameterLongDescription(
_("Example: \"https://example.com/user/123\". Using *https* is "
"highly recommended."))
.AddParameter("string", _("Request body content"))
.AddParameter("stringWithSelector",
_("Resize mode"),
"[\"GET\", \"POST\", \"PUT\", \"HEAD\", \"DELETE\", "
"\"PATCH\", \"OPTIONS\"]",
false)
.SetParameterLongDescription(_("If empty, \"GET\" will be used."))
.SetDefaultValue("\"GET\"")
.AddParameter("string", _("Content type"), "", true)
.SetParameterLongDescription(
_("If empty, \"application/x-www-form-urlencoded\" will be used."))
.AddParameter(
"string",
_("Content type (application/x-www-form-urlencoded by default)"),
"",
true)
"scenevar", _("Variable where to store the response"), "", 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*."))
.AddParameter(
"scenevar", _("Store the response in this variable"), "", true)
"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."))
.MarkAsComplex();
extension
@@ -65,11 +113,27 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
_("Path to file (for example : /folder/file.txt)"))
.AddParameter("string", _("Save as"));
extension
.AddAction(
"EnableMetrics",
_("Enable (or disable) metrics collection"),
_("Enable, or disable, the sending of anonymous data used to compute "
"the number of sessions and other metrics from your game "
"players.\nBe sure to only send metrics if in accordance with the "
"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 variable"),
_("Parse a JSON object and store it into a variable"),
_("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",
@@ -109,11 +173,11 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsNetworkExtension(
extension
.AddStrExpression("ToJSON",
_("Convert variable to JSON"),
_("Convert a variable to JSON"),
_("Convert scene variable to JSON"),
_("Convert a scene variable to JSON"),
_("Conversion"),
"res/conditions/toujours24.png")
.AddParameter("scenevar", _("The variable to be stringified"));
.AddParameter("scenevar", _("Scene variable to be stringified"));
extension
.AddStrExpression("GlobalVarToJSON",

View File

@@ -15,7 +15,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
.SetExtensionInformation(
"BuiltinScene",
_("Scene management features"),
_("Built-in extension allowing to manipulate scenes and providing common features"),
_("Actions and conditions to manipulate the scenes during the game."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("" /*TODO: Add a documentation page for this */);
@@ -91,6 +91,18 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
.AddCodeOnlyParameter("currentScene", "")
.MarkAsSimple();
extension
.AddCondition("SceneJustResumed",
_("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
.AddAction("Scene",
_("Change the scene"),

View File

@@ -21,7 +21,7 @@ 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); }

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.
@@ -133,7 +133,7 @@ class GD_CORE_API Direction {
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;

View File

@@ -31,35 +31,30 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
#if defined(GD_IDE_ONLY)
obj.AddAction("Opacity",
_("Change Sprite opacity"),
_("Change sprite opacity"),
_("Change the opacity of a Sprite. 0 is fully transparent, 255 "
"is opaque (default)."),
_("Do _PARAM1__PARAM2_ to the opacity of _PARAM0_"),
_("the opacity"),
_("Visibility"),
"res/actions/opacity24.png",
"res/actions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value (between 0 and 255)"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsSimple();
obj.AddAction("ChangeAnimation",
_("Change the animation"),
_("Change the animation of the object, using the animation "
"number in the animations list."),
_("Do _PARAM1__PARAM2_ to the number of current animation of "
"_PARAM0_"),
_("the number of the animation"),
_("Animations and images"),
"res/actions/animation24.png",
"res/actions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsSimple();
obj.AddAction("SetAnimationName",
_("Change the animation (by name)"),
@@ -80,35 +75,31 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Change the direction of the object.\nIf the object is set to "
"automatically rotate, the direction is its angle.\nIf the object "
"is in 8 directions mode, the valid directions are 0..7"),
_("Do _PARAM1__PARAM2_ to the direction of _PARAM0_"),
_("the direction"),
_("Direction"),
"res/actions/direction24.png",
"res/actions/direction.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("ChangeSprite",
_("Current frame"),
_("Modify the current frame of the object"),
_("Do _PARAM1__PARAM2_ to animation frame of _PARAM0_"),
_("the animation frame"),
_("Animations and images"),
"res/actions/sprite24.png",
"res/actions/sprite.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("PauseAnimation",
_("Pause the animation"),
_("Pause the current animation of the object"),
_("Pause the current animation of _PARAM0_"),
_("Pause the animation of the object"),
_("Pause the animation of _PARAM0_"),
_("Animations and images"),
"res/actions/animation24.png",
"res/actions/animation.png")
@@ -118,8 +109,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction("PlayAnimation",
_("Play the animation"),
_("Play the current animation of the object"),
_("Play the current animation of _PARAM0_"),
_("Play the animation of the object"),
_("Play the animation of _PARAM0_"),
_("Animations and images"),
"res/actions/animation24.png",
"res/actions/animation.png")
@@ -132,16 +123,14 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Animation speed scale"),
_("Modify the animation speed scale (1 = the default speed, >1 = "
"faster and <1 = slower)."),
_("Do _PARAM1__PARAM2_ to the animation speed scale of _PARAM0_"),
_("the animation speed scale"),
_("Animations and images"),
"res/actions/animation24.png",
"res/actions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsSimple();
obj.AddAction("TourneVersPos",
_("Rotate an object toward a position"),
@@ -162,91 +151,79 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction("ChangeScale",
_("Scale"),
_("Modify the scale of the specified object."),
_("Do _PARAM1__PARAM2_ to the scale of _PARAM0_"),
_("the scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("ChangeScaleWidth",
_("Scale on X axis"),
_("Modify the scale of the width of an object."),
_("Do _PARAM1__PARAM2_ to the width's scale of _PARAM0_"),
_("the width's scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("ChangeScaleHeight",
_("Scale on Y axis"),
_("Modify the scale of the height of an object."),
_("Do _PARAM1__PARAM2_ to the height's scale of _PARAM0_"),
_("the height's scale"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("ChangeWidth",
_("Width"),
_("Change the width of a Sprite object."),
_("Do _PARAM1__PARAM2_ to the width of _PARAM0_"),
_("the width"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("ChangeHeight",
_("Height"),
_("Change the height of a Sprite object."),
_("Do _PARAM1__PARAM2_ to the height of _PARAM0_"),
_("the height"),
_("Size"),
"res/actions/scale24.png",
"res/actions/scale.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition(
"Animation",
_("Current animation"),
_("Compare the number of the current animation of the object."),
_("The number of the current animation of _PARAM0_ is "
"_PARAM1__PARAM2_"),
_("Compare the number of the animation played by the object."),
_("the number of the animation"),
_("Animations and images"),
"res/conditions/animation24.png",
"res/conditions/animation.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Number to test"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("AnimationName",
_("Current animation name"),
_("Check the current animation of the object."),
_("Check the animation by played by the object."),
_("The animation of _PARAM0_ is _PARAM1_"),
_("Animations and images"),
"res/conditions/animation24.png",
@@ -262,33 +239,29 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
_("Compare the direction of the object. If 8 direction mode is "
"activated for the sprite, the value taken for direction will be "
"from 0 to 7. Otherwise, the direction is in degrees."),
_("Direction of _PARAM0_ is _PARAM1__PARAM2_"),
_("the direction"),
_("Direction"),
"res/conditions/direction24.png",
"res/conditions/direction.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Direction to test"))
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number");
obj.AddCondition("Sprite",
_("Current frame"),
_("Test the number of the current animation frame."),
_("The animation frame of _PARAM0_ is _PARAM1__PARAM2_"),
_("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")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Animation frame to test"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("AnimStopped",
_("Animation paused"),
_("Test if the animation of an object is paused"),
_("Check if the animation of an object is paused."),
_("The animation of _PARAM0_ is paused"),
_("Animations and images"),
"res/conditions/animation24.png",
@@ -312,62 +285,52 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddCondition("ScaleWidth",
_("Scale on X axis"),
_("Compare the scale of the width of an object."),
_("The width's scale of _PARAM0_ is _PARAM1__PARAM2_"),
_("the width's scale"),
_("Size"),
"res/conditions/scaleWidth24.png",
"res/conditions/scaleWidth.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("ScaleHeight",
_("Scale on Y axis"),
_("Compare the scale of the height of an object."),
_("The height's scale of _PARAM0_ is _PARAM1__PARAM2_"),
_("the height's scale"),
_("Size"),
"res/conditions/scaleHeight24.png",
"res/conditions/scaleHeight.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddCondition("Opacity",
_("Opacity"),
_("Compare the opacity of a Sprite, between 0 (fully "
"transparent) to 255 (opaque)."),
_("The opacity of _PARAM0_ is _PARAM1__PARAM2_"),
_("the opacity"),
_("Visibility"),
"res/conditions/opacity24.png",
"res/conditions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsSimple()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsSimple();
obj.AddCondition(
"BlendMode",
_("Blend mode"),
_("Compare the number of the blend mode currently used by an object"),
_("The number of the current blend mode of _PARAM0_ is "
"_PARAM1__PARAM2_"),
_("the number of the current blend mode"),
_("Effects"),
"res/conditions/opacity24.png",
"res/conditions/opacity.png")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression",
_("Value to compare (0: Alpha, 1: Add, 2: Multiply, 3: None)"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
obj.AddAction("CopyImageOnImageOfSprite",
_("Copy an image on the current one of an object"),
@@ -404,20 +367,20 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddAction(
"ChangeColor",
_("Global color"),
_("Change the global color of an object. The default color is white."),
_("Change color of _PARAM0_ to _PARAM1_"),
_("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")
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("color", _("Color"));
.AddParameter("color", _("Tint"));
obj.AddAction("ChangeBlendMode",
_("Blend mode"),
_("Change the number of the blend mode of an object.\nThe "
"default blend mode is 0 (Alpha)."),
"default blend mode is 0 (Normal)."),
_("Change Blend mode of _PARAM0_ to _PARAM1_"),
_("Effects"),
"res/actions/color24.png",
@@ -425,7 +388,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
.AddParameter("object", _("Object"), "Sprite")
.AddParameter("expression",
_("Mode (0 : Alpha, 1 : Add, 2 : Multiply, 3 : None)"))
_("Mode (0: Normal, 1: Add, 2: Multiply, 3: Screen)"))
.MarkAsSimple();
obj.AddAction("FlipX",
@@ -454,7 +417,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddCondition("FlippedX",
_("Horizontally flipped"),
_("Return true if the object is horizontally flipped"),
_("Check if the object is horizontally flipped"),
_("_PARAM0_ is horizontally flipped"),
_("Effects"),
"res/actions/flipX24.png",
@@ -464,7 +427,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSpriteExtension(
obj.AddCondition("FlippedY",
_("Vertically flipped"),
_("Return true if the object is vertically flipped"),
_("Check if the object is vertically flipped"),
_("_PARAM0_ is vertically flipped"),
_("Effects"),
"res/actions/flipY24.png",

View File

@@ -107,8 +107,7 @@ void SpriteObject::DoSerializeTo(gd::SerializerElement& element) const {
}
}
std::map<gd::String, gd::PropertyDescriptor> SpriteObject::GetProperties(
gd::Project& project) 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")
@@ -119,8 +118,7 @@ std::map<gd::String, gd::PropertyDescriptor> SpriteObject::GetProperties(
}
bool SpriteObject::UpdateProperty(const gd::String& name,
const gd::String& value,
gd::Project& project) {
const gd::String& value) {
if (name == _("Animate even if hidden or far from the screen"))
updateIfNotVisible = value == "1";
@@ -145,10 +143,7 @@ SpriteObject::GetInitialInstanceProperties(const gd::InitialInstance& position,
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::String::From(position.GetRawDoubleProperty("animation"));
return properties;
}
@@ -159,7 +154,7 @@ bool SpriteObject::UpdateInitialInstanceProperty(gd::InitialInstance& position,
gd::Project& project,
gd::Layout& scene) {
if (name == _("Animation"))
position.floatInfos["animation"] = value.To<int>();
position.SetRawDoubleProperty("animation", value.To<int>());
return true;
}

View File

@@ -48,11 +48,9 @@ class GD_CORE_API SpriteObject : public gd::Object {
#if defined(GD_IDE_ONLY)
void ExposeResources(gd::ArbitraryResourceWorker& worker) override;
std::map<gd::String, gd::PropertyDescriptor> GetProperties(
gd::Project& project) const override;
std::map<gd::String, gd::PropertyDescriptor> GetProperties() const override;
bool UpdateProperty(const gd::String& name,
const gd::String& value,
gd::Project& project) override;
const gd::String& value) override;
std::map<gd::String, gd::PropertyDescriptor> GetInitialInstanceProperties(
const gd::InitialInstance& position,

View File

@@ -16,8 +16,7 @@ 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 */);
@@ -119,6 +118,20 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
_("Manipulation of text"),
"res/conditions/toujours24.png")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"))
.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")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"));
@@ -145,6 +158,24 @@ BuiltinExtensionsImplementer::ImplementsStringInstructionsExtension(
_("Manipulation of text"),
"res/conditions/toujours24.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.
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")
.AddParameter("string", _("Text"))
.AddParameter("string", _("Text to search for"))
.AddParameter("expression",

View File

@@ -12,12 +12,14 @@ 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)")
.SetExtensionInformation(
"BuiltinTime",
_("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");
#if defined(GD_IDE_ONLY)
@@ -38,15 +40,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
.AddCondition("TimeScale",
_("Time scale"),
_("Test the time scale."),
_("The time scale is _PARAM1__PARAM2_"),
_("the time scale"),
_("Timers and time"),
"res/conditions/time24.png",
"res/conditions/time.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.AddCondition("TimerPaused",
@@ -123,16 +123,16 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
extension
.AddExpression("TimeDelta",
_("Time elapsed since the last image"),
_("Time elapsed since the last image"),
_("Time elapsed since the last frame"),
_("Time elapsed since the last frame rendered on screen"),
_("Time"),
"res/actions/time.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddExpression("TempsFrame",
_("Time elapsed since the last image"),
_("Time elapsed since the last image"),
_("Time elapsed since the last frame"),
_("Time elapsed since the last frame rendered on screen"),
_("Time"),
"res/actions/time.png")
.SetHidden()
@@ -140,8 +140,8 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsTimeExtension(
extension
.AddExpression("ElapsedTime",
_("Time elapsed since the last image"),
_("Time elapsed since the last image"),
_("Time elapsed since the last frame"),
_("Time elapsed since the last frame rendered on screen"),
_("Time"),
"res/actions/time.png")
.SetHidden()

View File

@@ -15,7 +15,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.SetExtensionInformation(
"BuiltinVariables",
_("Variable features"),
_("Built-in extension allowing to manipulate 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");
@@ -25,35 +28,44 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddCondition("VarScene",
_("Value of a scene variable"),
_("Compare the value of a scene variable."),
_("Scene variable _PARAM0_ is _PARAM1__PARAM2_"),
_("the scene variable _PARAM0_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number");
extension
.AddCondition("VarSceneTxt",
_("Text of a scene variable"),
_("Compare the text of a scene variable."),
_("The text of scene variable _PARAM0_ is _PARAM1__PARAM2_"),
_("the text of scene variable _PARAM0_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("string", _("Text to compare"))
.SetManipulatedType("string");
.UseStandardRelationalOperatorParameters("string");
extension
.AddCondition(
"SceneVariableAsBoolean",
_("Boolean value of a scene variable"),
_("Compare the boolean value of a scene variable."),
_("The boolean value of scene variable _PARAM0_ is _PARAM1_"),
_("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"),
_("Return true if the specified child of the scene variable exists."),
_("Check if the specified child of the scene variable exists."),
_("Child _PARAM1_ of scene variable _PARAM0_ exists"),
_("Variables/Structures"),
_("Variables/Collections/Structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -63,10 +75,10 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
extension
.AddCondition("GlobalVariableChildExists",
_("Child existence"),
_("Return true if the specified child of the global "
_("Check if the specified child of the global "
"variable exists."),
_("Child _PARAM1_ of global variable _PARAM0_ exists"),
_("Variables/Global variables/Structures"),
_("Variables/Global variables/Collections/Structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
@@ -89,30 +101,38 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.AddCondition("VarGlobal",
_("Value of a global variable"),
_("Compare the value of a global variable."),
_("Global variable _PARAM0_ is _PARAM1__PARAM2_"),
_("the global variable _PARAM0_"),
_("Variables/Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("expression", _("Value to compare"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardRelationalOperatorParameters("number")
.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"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.UseStandardRelationalOperatorParameters("string")
.MarkAsAdvanced();
extension
.AddCondition(
"VarGlobalTxt",
_("Text of a global variable"),
_("Compare the text of a global variable."),
_("The text of the global variable _PARAM0_ is _PARAM1__PARAM2_"),
"GlobalVariableAsBoolean",
_("Boolean value of a global variable"),
_("Compare the boolean value of a global variable."),
_("The boolean value of global variable _PARAM0_ is _PARAM1_"),
_("Variables/Global variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddParameter("relationalOperator", _("Sign of the test"))
.AddParameter("string", _("Text to compare"))
.MarkAsAdvanced()
.SetManipulatedType("string");
.AddParameter("trueorfalse", _("Check if the value is"))
.SetDefaultValue("true");
extension
.AddCondition("VarGlobalDef",
@@ -130,64 +150,103 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
extension
.AddAction("ModVarScene",
_("Value of a scene variable"),
_("Modify the value of a scene variable."),
_("Do _PARAM1__PARAM2_ to scene variable _PARAM0_"),
_("Change the value of a scene variable."),
_("the scene variable _PARAM0_"),
_("Variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.SetManipulatedType("number");
.UseStandardOperatorParameters("number");
extension
.AddAction("ModVarSceneTxt",
_("String of a scene variable"),
_("Modify the text of a scene variable."),
_("Do _PARAM1__PARAM2_ to the text of scene variable _PARAM0_"),
_("the text of scene variable _PARAM0_"),
_("Variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("string", _("Text"))
.SetManipulatedType("string");
.UseStandardOperatorParameters("string");
extension
.AddAction(
"SetSceneVariableAsBoolean",
_("Boolean value of a scene variable"),
_("Modify the boolean value of a scene variable."),
_("Set the boolean value of scene variable _PARAM0_ to _PARAM1_"),
_("Variables"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("trueorfalse", _("New Value:"));
extension
.AddAction("ToggleSceneVariableAsBoolean",
_("Toggle boolean value of a scene 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_"),
_("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"),
_("Do _PARAM1__PARAM2_ to global variable _PARAM0_"),
_("Change the value of a global variable"),
_("the global variable _PARAM0_"),
_("Variables/Global variables"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("expression", _("Value"))
.MarkAsAdvanced()
.SetManipulatedType("number");
.UseStandardOperatorParameters("number")
.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")
.AddParameter("globalvar", _("Variable"))
.UseStandardOperatorParameters("string")
.MarkAsAdvanced();
extension
.AddAction(
"ModVarGlobalTxt",
_("String of a global variable"),
_("Modify the text of a global variable."),
_("Do _PARAM1__PARAM2_ to the text of global variable _PARAM0_"),
"SetGlobalVariableAsBoolean",
_("Boolean value of a global variable"),
_("Modify the boolean value of a global variable."),
_("Set the boolean value of global variable _PARAM0_ to _PARAM1_"),
_("Variables/Global variables"),
"res/actions/var24.png",
"res/actions/var.png")
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddParameter("operator", _("Modification's sign"))
.AddParameter("string", _("Text"))
.MarkAsAdvanced()
.SetManipulatedType("string");
.AddParameter("trueorfalse", _("New Value:"));
extension
.AddAction("ToggleGlobalVariableAsBoolean",
_("Toggle boolean value of a global 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_"),
_("Variables/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 variable."),
_("Remove child _PARAM1_ from scene variable _PARAM0_"),
_("Variables/Structure"),
_("Variables/Collections/Structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -199,7 +258,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Remove a child"),
_("Remove a child from a global variable."),
_("Remove child _PARAM1_ from global variable _PARAM0_"),
_("Variables/Global variables/Structure"),
_("Variables/Global variables/Collections/Structures"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
@@ -211,7 +270,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Clear scene variable"),
_("Remove all the children from the scene variable."),
_("Clear children from scene variable _PARAM0_"),
_("Variables/Structure"),
_("Variables/Collections"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
@@ -222,16 +281,140 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
_("Clear global variable"),
_("Remove all the children from the global variable."),
_("Clear children from global variable _PARAM0_"),
_("Variables/Global variables/Structure"),
_("Variables/Global variables/Collections"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.MarkAsAdvanced();
extension
.AddAction("SceneVariablePush",
_("Append variable to a scene array"),
_("Appends a variable at the end of a scene array variable."),
_("Append variable _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("scenevar", _("Scene variable with the content to append"))
.SetParameterLongDescription(_("The content of the variable will *be copied* and appended at the end of the array."))
.MarkAsAdvanced();
extension
.AddAction("SceneVariablePushString",
_("Append a string to a scene array"),
_("Appends a string at the end of a scene array variable."),
_("Append string _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("string", _("String to append"))
.MarkAsAdvanced();
extension
.AddAction("SceneVariablePushNumber",
_("Append a number to a scene array"),
_("Appends a number at the end of a scene array variable."),
_("Append number _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("expression", _("Number to append"))
.MarkAsAdvanced();
extension
.AddAction("SceneVariablePushBool",
_("Append a boolean to a scene array"),
_("Appends a boolean at the end of a scene array variable."),
_("Append boolean _PARAM1_ to array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Array variable"))
.AddParameter("trueorfalse", _("Boolean to append"))
.MarkAsAdvanced();
extension
.AddAction(
"SceneVariableRemoveAt",
_("Remove variable from a scene array (by index)"),
_("Removes a variable at the specified index of a scene array variable."),
_("Remove variable at index _PARAM1_ from array variable _PARAM0_"),
_("Variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"))
.AddParameter("expression", _("Index to remove"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariablePush",
_("Append variable to a global array"),
_("Appends a variable at the end of a global array variable."),
_("Append variable _PARAM1_ to array variable _PARAM0_"),
_("Variables/Global variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("scenevar", _("Scene variable with the content to append"))
.SetParameterLongDescription(_("The content of the variable will *be copied* and appended at the end of the array."))
.MarkAsAdvanced();
extension
.AddAction(
"GlobalVariableRemoveAt",
_("Remove variable from a global array (by index)"),
_("Removes a variable at the specified index of a global array variable."),
_("Remove variable at index _PARAM1_ from array variable _PARAM0_"),
_("Variables/Global variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"))
.AddParameter("expression", _("Index to remove"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariablePushString",
_("Append a string to a global array"),
_("Appends a string at the end of a global array variable."),
_("Append string _PARAM1_ to array variable _PARAM0_"),
_("Variables/Global variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("string", _("String to append"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariablePushNumber",
_("Append a number to a global array"),
_("Appends a number at the end of a global array variable."),
_("Append number _PARAM1_ to array variable _PARAM0_"),
_("Variables/Global variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("expression", _("Number to append"))
.MarkAsAdvanced();
extension
.AddAction("GlobalVariablePushBool",
_("Append a boolean to a global array"),
_("Appends a boolean at the end of a global array variable."),
_("Append boolean _PARAM1_ to array variable _PARAM0_"),
_("Variables/Global variables/Collections/Arrays"),
"res/actions/var24.png",
"res/actions/var.png")
.AddParameter("globalvar", _("Array variable"))
.AddParameter("trueorfalse", _("Boolean to append"))
.MarkAsAdvanced();
extension
.AddExpression("GlobalVariableChildCount",
_("Number of children of a global variable"),
_("Get the number of children of a global variable"),
_("Number of children of a global variable"),
_("Variables"),
"res/actions/var.png")
.AddParameter("globalvar", _("Variable"));
@@ -239,7 +422,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
extension
.AddExpression("VariableChildCount",
_("Number of children of a scene variable"),
_("Get the number of children of a scene variable"),
_("Number of children of a scene variable"),
_("Variables"),
"res/actions/var.png")
.AddParameter("scenevar", _("Variable"));

View File

@@ -12,12 +12,14 @@ 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",
_("Window features"),
"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)")
.SetExtensionHelpPath("/all-features/window");
#if defined(GD_IDE_ONLY)
@@ -27,7 +29,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
_("De/activate fullscreen"),
_("This action activates or deactivates fullscreen."),
_("Activate fullscreen: _PARAM1_ (keep aspect ratio: _PARAM2_)"),
_("Game's window"),
_("Game's window and resolution"),
"res/actions/fullscreen24.png",
"res/actions/fullscreen.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -38,14 +40,24 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
true)
.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")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddAction("SetWindowMargins",
_("Change the window's margins"),
_("This action changes the margins, in pixels, of the game's "
"window."),
_("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"),
_("Game's window and resolution"),
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -55,28 +67,93 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
.AddParameter("expression", _("Left"));
extension
.AddAction("SetWindowSize",
_("Change the size of the window"),
_("This action changes the size of the game's window."),
_("Change window size: _PARAM1_x_PARAM2_"),
_("Game's window"),
.AddAction("SetGameResolutionSize",
_("Change the resolution of the game"),
_("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", "")
.AddParameter("expression", _("Width"))
.AddParameter("expression", _("Height"));
extension
.AddAction(
"SetWindowSize",
_("Change the size of the game window"),
_("This action changes the size of the game window. Note that this "
"will only work on platform supporting this operation: games "
"running in browsers or on mobile phones can not update their "
"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", "")
.AddParameter("expression", _("Width"))
.AddParameter("expression", _("Height"))
.AddParameter(
"yesorno",
_("Do you want to use this size as the default size for new scene "
"cameras\?\n(Yes to change the size of the game's viewable "
"area,\nNo to stretch the game to the window's size)."));
.AddParameter("yesorno",
_("Also update the game resolution? If not, the game will "
"be stretched or reduced to fit in the window."));
extension
.AddAction("CenterWindow",
_("Center the game window on the screen"),
_("This action centers the game window on the screen. This "
"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"),
_("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", "")
.AddParameter("stringWithSelector",
_("Resize mode"),
"[\"adaptWidth\", \"adaptHeight\", \"\"]",
false)
.SetParameterLongDescription(
_("Empty to disable resizing. \"adaptWidth\" will update the game "
"width to fit in the window or screen. \"adaptHeight\" will do the "
"same but with the game height."));
extension
.AddAction("SetAdaptGameResolutionAtRuntime",
_("Automatically adapt the game resolution"),
_("Set if the game resolution should be automatically adapted "
"when the game window or screen size change. This will only "
"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", "")
.AddParameter("yesorno",
_("Update resolution during the game to fit the screen or "
"window size?"));
extension
.AddAction("SetWindowIcon",
_("Change the 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"),
_("Game's window and resolution"),
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")
@@ -87,7 +164,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsWindowExtension(
_("Change the window's title"),
_("This action changes the title of the game's window."),
_("Change window title to _PARAM1_"),
_("Game's window"),
_("Game's window and resolution"),
"res/actions/window24.png",
"res/actions/window.png")
.AddCodeOnlyParameter("currentScene", "")

View File

@@ -4,12 +4,16 @@
* 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"
namespace gd {
@@ -59,7 +63,8 @@ gd::InstructionMetadata& BehaviorMetadata::AddCondition(
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath());
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return conditionsInfos[nameWithNamespace];
#endif
}
@@ -83,7 +88,8 @@ gd::InstructionMetadata& BehaviorMetadata::AddAction(
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath());
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return actionsInfos[nameWithNamespace];
#endif
}
@@ -107,7 +113,8 @@ gd::InstructionMetadata& BehaviorMetadata::AddScopedCondition(
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath());
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return conditionsInfos[nameWithNamespace];
#endif
}
@@ -131,7 +138,8 @@ gd::InstructionMetadata& BehaviorMetadata::AddScopedAction(
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath());
.SetHelpPath(GetHelpPath())
.SetIsBehaviorInstruction();
return actionsInfos[nameWithNamespace];
#endif
}
@@ -143,12 +151,16 @@ gd::ExpressionMetadata& BehaviorMetadata::AddExpression(
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
}
@@ -160,16 +172,109 @@ gd::ExpressionMetadata& BehaviorMetadata::AddStrExpression(
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) {
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);
gd::String actionDescriptionTemplate = _("Change <subject>.");
auto& action = AddScopedAction(
"Set" + name,
fullname,
actionDescriptionTemplate.FindAndReplace("<subject>", descriptionSubject),
sentenceName,
group,
icon,
icon);
return MultipleInstructionMetadata::WithExpressionAndConditionAndAction(
expression, condition, action);
}
BehaviorMetadata& BehaviorMetadata::SetFullName(const gd::String& fullname_) {
#if defined(GD_IDE_ONLY)
fullname = fullname_;

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
@@ -41,7 +43,8 @@ class GD_CORE_API 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 +56,8 @@ 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 +71,23 @@ 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 +106,38 @@ 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);
BehaviorMetadata& SetFullName(const gd::String& fullname_);
BehaviorMetadata& SetDefaultName(const gd::String& defaultName_);
BehaviorMetadata& SetDescription(const gd::String& description_);
@@ -120,12 +156,14 @@ class GD_CORE_API BehaviorMetadata {
BehaviorMetadata& AddIncludeFile(const gd::String& includeFile);
/**
* Get the help path of the behavior, relative to the documentation root.
* 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 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.

View File

@@ -0,0 +1,155 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef DEPENDENCYMETADATA_H
#define DEPENDENCYMETADATA_H
#include <map>
#include <set>
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/String.h"
#include "GDCore/Tools/Log.h"
namespace gd {
/**
* \brief Contains information about a dependency (library, npm/cordova
* package, or other according to the export) of an extension.
*/
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.
*/
DependencyMetadata& SetName(const gd::String& name_) {
name = name_;
return *this;
};
/**
* \brief Sets the name written by the exporter.
* Typically, this is what is used by the dependency manager
* to find the dependency.
*
* \example
* \code
* // For depending upon the NPM package is-thirteen
* gd::DependencyMetadata dependencyMetadata = gd::DependencyMetadata();
* dependencyMetadata.setExporterName("is-thirteen");
* \endcode
*/
DependencyMetadata& SetExportName(const gd::String& exportName_) {
exportName = exportName_;
return *this;
};
/**
* \brief Set the version of the dependency to install.
* Use an empty string to use the latest version.
*/
DependencyMetadata& SetVersion(const gd::String& version_) {
version = version_;
return *this;
};
/**
* \brief Sets the type of dependecy (what will be used to install it)
*
* This can either be "npm" or "cordova" for now.
*/
DependencyMetadata& SetDependencyType(const gd::String& dependencyType_) {
dependencyType = dependencyType_;
if (dependencyType != "npm" && dependencyType != "cordova") {
gd::LogWarning("Invalid dependency type: " + dependencyType);
}
return *this;
};
/**
* \brief Sets a dependency type specific setting.
*/
DependencyMetadata& SetExtraSetting(
const gd::String& settingName,
const gd::PropertyDescriptor& settingValue) {
extraData[settingName] = settingValue;
return *this;
};
/**
* \brief Mark the dependency to be included in the export only if at least
* one of the extra settings is set.
*/
DependencyMetadata& OnlyIfSomeExtraSettingsNonEmpty() {
onlyIfSomeExtraSettingsNonEmpty = true;
return *this;
};
/**
* \brief Check if at least one of the extra settings must be set for the
* dependency to be included in the export.
*/
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; };
const gd::String& GetExportName() const { return exportName; };
const gd::String& GetVersion() const { return version; };
const gd::String& GetDependencyType() const {
if (dependencyType == "")
gd::LogWarning("Dependency has no type, it won't be exported.");
return dependencyType;
};
const std::map<gd::String, gd::PropertyDescriptor>& GetAllExtraSettings()
const {
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:
///< npm package name for npm dependency type).
gd::String version; ///< The version of the dependency
gd::String dependencyType; ///< The tool used to install the dependency.
std::map<gd::String, gd::PropertyDescriptor>
extraData; ///< Contains dependency type specific additional parameters
///< for the dependency.
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

View File

@@ -0,0 +1,25 @@
/*
* GDevelop Core
* Copyright 2008-present Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "EffectMetadata.h"
namespace gd {
EffectMetadata::EffectMetadata(const gd::String& type_) : type(type_) {}
EffectMetadata& EffectMetadata::SetIncludeFile(const gd::String& includeFile) {
includeFiles.clear();
includeFiles.push_back(includeFile);
return *this;
}
EffectMetadata& EffectMetadata::AddIncludeFile(const gd::String& includeFile) {
if (std::find(includeFiles.begin(), includeFiles.end(), includeFile) ==
includeFiles.end())
includeFiles.push_back(includeFile);
return *this;
}
} // namespace gd

View File

@@ -0,0 +1,121 @@
/*
* GDevelop Core
* Copyright 2008-present Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef EFFECTMETADATA_H
#define EFFECTMETADATA_H
#include <functional>
#include <map>
#include <memory>
#include "GDCore/Project/PropertyDescriptor.h"
#include "GDCore/String.h"
namespace gd {
/**
* \brief Contains user-friendly information about an effect.
*
* \ingroup Events
*/
class GD_CORE_API EffectMetadata {
public:
/**
* \brief Construct an effect metadata, with the given type
*/
EffectMetadata(const gd::String& type_);
/**
* \brief Default constructor, only used for initializing `badEffectMetadata`.
*/
EffectMetadata() {}
virtual ~EffectMetadata(){};
/**
* \brief Set the name shown to the user.
*/
EffectMetadata& SetFullName(const gd::String& fullname_) {
fullname = fullname_;
return *this;
};
/**
* \brief Set the description shown to the user.
*/
EffectMetadata& SetDescription(const gd::String& description_) {
description = description_;
return *this;
};
/**
* Set the help path of the effect, relative to the GDevelop documentation root.
*/
EffectMetadata& SetHelpPath(const gd::String& path) {
helpPath = path;
return *this;
}
/**
* \brief Clear any existing include file and add the specified include file.
*/
EffectMetadata& SetIncludeFile(const gd::String& includeFile);
/**
* \brief Add a file to the already existing include files.
*/
EffectMetadata& AddIncludeFile(const gd::String& includeFile);
/**
* \brief Return a reference to the properties of this effect.
*/
std::map<gd::String, gd::PropertyDescriptor>& GetProperties() {
return properties;
}
/**
* \brief Return a (const) reference to the properties of this effect.
*/
const std::map<gd::String, gd::PropertyDescriptor>& GetProperties() const {
return properties;
}
/**
* \brief Get the help path of the effect, relative to the GDevelop documentation root.
*/
const gd::String& GetHelpPath() const { return helpPath; }
/**
* \brief Get the type of the effect (its internal name, like "BlackAndWhite").
*/
const gd::String& GetType() const { return type; }
/**
* \brief Get the user facing name of the effect (like "Black and White").
*/
const gd::String& GetFullName() const { return fullname; }
/**
* \brief Get the user friendly description of the effect.
*/
const gd::String& GetDescription() const { return description; }
/**
* \brief Get the required include files for this effect.
*/
const std::vector<gd::String>& GetIncludeFiles() const {
return includeFiles;
}
private:
gd::String extensionNamespace;
gd::String type;
gd::String helpPath;
gd::String fullname;
gd::String description;
std::vector<gd::String> includeFiles;
std::map<gd::String, gd::PropertyDescriptor> properties;
};
} // namespace gd
#endif // EFFECTMETADATA_H

View File

@@ -9,13 +9,15 @@
namespace gd {
ExpressionMetadata::ExpressionMetadata(const gd::String& extensionNamespace_,
ExpressionMetadata::ExpressionMetadata(const gd::String& returnType_,
const gd::String& extensionNamespace_,
const gd::String& name_,
const gd::String& fullname_,
const gd::String& description_,
const gd::String& group_,
const gd::String& smallicon_)
: fullname(fullname_),
: returnType(returnType_),
fullname(fullname_),
description(description_),
group(group_),
shown(true),

View File

@@ -8,6 +8,7 @@
#if defined(GD_IDE_ONLY)
#include <functional>
#include <memory>
#include "GDCore/Events/Instruction.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/String.h"
@@ -122,7 +123,8 @@ class GD_CORE_API ExpressionMetadata {
/**
* Construct a new expression metadata.
*/
ExpressionMetadata(const gd::String& extensionNamespace,
ExpressionMetadata(const gd::String& returnType,
const gd::String& extensionNamespace,
const gd::String& name,
const gd::String& fullname,
const gd::String& description,
@@ -131,9 +133,11 @@ class GD_CORE_API ExpressionMetadata {
/**
* Construct an empty ExpressionMetadata.
* \warning Don't use this - only here to fullfil std::map requirements.
* \warning Don't use this - only here to construct a "bad" ExpressionData and
* to fulfill std::map requirements.
*/
ExpressionMetadata() : shown(false), isPrivate(false){};
ExpressionMetadata()
: returnType("unknown"), shown(false), isPrivate(false){};
virtual ~ExpressionMetadata(){};
@@ -151,14 +155,16 @@ class GD_CORE_API ExpressionMetadata {
}
/**
* Get the help path of the expression, relative to the documentation root.
* Get the help path of the expression, relative to the GDevelop documentation
* root.
*/
const gd::String &GetHelpPath() const { return helpPath; }
const gd::String& GetHelpPath() const { return helpPath; }
/**
* Set the help path of the expression, relative to the documentation root.
* Set the help path of the expression, relative to the GDevelop documentation
* root.
*/
ExpressionMetadata &SetHelpPath(const gd::String &path) {
ExpressionMetadata& SetHelpPath(const gd::String& path) {
helpPath = path;
return *this;
}
@@ -200,7 +206,19 @@ class GD_CORE_API ExpressionMetadata {
* \see AddParameter
*/
ExpressionMetadata& SetDefaultValue(gd::String defaultValue_) {
if (!parameters.empty()) parameters.back().defaultValue = defaultValue_;
if (!parameters.empty()) parameters.back().SetDefaultValue(defaultValue_);
return *this;
};
/**
* \brief Set the long description shown in the editor for the last added
* parameter.
*
* \see AddParameter
*/
ExpressionMetadata& SetParameterLongDescription(gd::String longDescription) {
if (!parameters.empty())
parameters.back().SetLongDescription(longDescription);
return *this;
};
@@ -226,6 +244,7 @@ class GD_CORE_API ExpressionMetadata {
ExpressionCodeGenerationInformation codeExtraInformation;
bool IsShown() const { return shown; }
const gd::String& GetReturnType() const { return returnType; }
const gd::String& GetFullName() const { return fullname; }
const gd::String& GetDescription() const { return description; }
const gd::String& GetGroup() const { return group; }
@@ -244,6 +263,7 @@ class GD_CORE_API ExpressionMetadata {
std::vector<gd::ParameterMetadata> parameters;
private:
gd::String returnType;
gd::String fullname;
gd::String description;
gd::String helpPath;

View File

@@ -3,23 +3,27 @@
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "InstructionMetadata.h"
#include <algorithm>
#include "GDCore/CommonTools.h"
#include "GDCore/Serialization/SerializerElement.h"
#include "GDCore/Tools/Localization.h"
#include "InstructionMetadata.h"
#include "ParameterMetadata.h"
namespace gd {
InstructionMetadata::InstructionMetadata()
: sentence(
"Unknown or unsupported instruction"), // Avoid translating this
// string, so that it's safe
// and *fast* to use a
// InstructionMetadata.
: sentence("Unknown or unsupported instruction"), // Avoid translating this
// string, so that it's
// safe and *fast* to use
// a InstructionMetadata.
canHaveSubInstructions(false),
hidden(true),
usageComplexity(5),
isPrivate(false) {}
isPrivate(false),
isObjectInstruction(false),
isBehaviorInstruction(false) {}
InstructionMetadata::InstructionMetadata(const gd::String& extensionNamespace_,
const gd::String& name_,
@@ -40,10 +44,9 @@ InstructionMetadata::InstructionMetadata(const gd::String& extensionNamespace_,
extensionNamespace(extensionNamespace_),
hidden(false),
usageComplexity(5),
isPrivate(false) {
}
ParameterMetadata::ParameterMetadata() : optional(false), codeOnly(false) {}
isPrivate(false),
isObjectInstruction(false),
isBehaviorInstruction(false) {}
InstructionMetadata& InstructionMetadata::AddParameter(
const gd::String& type,
@@ -86,24 +89,74 @@ InstructionMetadata& InstructionMetadata::AddCodeOnlyParameter(
return *this;
}
void ParameterMetadata::SerializeTo(SerializerElement& element) const {
element.SetAttribute("type", type);
element.SetAttribute("supplementaryInformation", supplementaryInformation);
element.SetAttribute("optional", optional);
element.SetAttribute("description", description);
element.SetAttribute("codeOnly", codeOnly);
element.SetAttribute("defaultValue", defaultValue);
element.SetAttribute("name", name);
InstructionMetadata& InstructionMetadata::UseStandardOperatorParameters(
const gd::String& type) {
SetManipulatedType(type);
AddParameter("operator", _("Modification's sign"));
AddParameter(type == "number" ? "expression" : type, _("Value"));
size_t operatorParamIndex = parameters.size() - 2;
size_t valueParamIndex = parameters.size() - 1;
if (isObjectInstruction || isBehaviorInstruction) {
gd::String templateSentence =
_("Change <subject> of _PARAM0_: <operator> <value>");
sentence =
templateSentence.FindAndReplace("<subject>", sentence)
.FindAndReplace(
"<operator>",
"_PARAM" + gd::String::From(operatorParamIndex) + "_")
.FindAndReplace("<value>",
"_PARAM" + gd::String::From(valueParamIndex) + "_");
} else {
gd::String templateSentence = _("Change <subject>: <operator> <value>");
sentence =
templateSentence.FindAndReplace("<subject>", sentence)
.FindAndReplace(
"<operator>",
"_PARAM" + gd::String::From(operatorParamIndex) + "_")
.FindAndReplace("<value>",
"_PARAM" + gd::String::From(valueParamIndex) + "_");
}
return *this;
}
void ParameterMetadata::UnserializeFrom(const SerializerElement& element) {
type = element.GetStringAttribute("type");
supplementaryInformation =
element.GetStringAttribute("supplementaryInformation");
optional = element.GetBoolAttribute("optional");
description = element.GetStringAttribute("description");
codeOnly = element.GetBoolAttribute("codeOnly");
defaultValue = element.GetStringAttribute("defaultValue");
name = element.GetStringAttribute("name");
InstructionMetadata&
InstructionMetadata::UseStandardRelationalOperatorParameters(
const gd::String& type) {
SetManipulatedType(type);
AddParameter("relationalOperator", _("Sign of the test"));
AddParameter(type == "number" ? "expression" : type, _("Value to compare"));
size_t operatorParamIndex = parameters.size() - 2;
size_t valueParamIndex = parameters.size() - 1;
if (isObjectInstruction || isBehaviorInstruction) {
gd::String templateSentence = _("<subject> of _PARAM0_ <operator> <value>");
sentence =
templateSentence.FindAndReplace("<subject>", sentence)
.FindAndReplace(
"<operator>",
"_PARAM" + gd::String::From(operatorParamIndex) + "_")
.FindAndReplace("<value>",
"_PARAM" + gd::String::From(valueParamIndex) + "_");
} else {
gd::String templateSentence = _("<subject> <operator> <value>");
sentence =
templateSentence.FindAndReplace("<subject>", sentence)
.FindAndReplace(
"<operator>",
"_PARAM" + gd::String::From(operatorParamIndex) + "_")
.FindAndReplace("<value>",
"_PARAM" + gd::String::From(valueParamIndex) + "_");
}
return *this;
}
} // namespace gd

View File

@@ -10,8 +10,10 @@
#include <functional>
#include <map>
#include <memory>
#include "GDCore/Events/Instruction.h"
#include "GDCore/String.h"
#include "ParameterMetadata.h"
namespace gd {
class Project;
class Layout;
@@ -22,198 +24,6 @@ class SerializerElement;
namespace gd {
/**
* \brief Contains user-friendly info about a parameter, and information about
* what a parameter need
*
* \ingroup Events
*/
class GD_CORE_API ParameterMetadata {
public:
ParameterMetadata();
virtual ~ParameterMetadata(){};
/**
* \brief Return the type of the parameter.
* \see gd::ParameterMetadata::IsObject
*/
const gd::String &GetType() const { return type; }
/**
* \brief Set the type of the parameter.
*/
ParameterMetadata &SetType(const gd::String &type_) {
type = type_;
return *this;
}
/**
* \brief Return the name of the parameter.
*
* Name is optional, and won't be filled for most parameters of extensions.
* It is useful when generating a function from events, where parameters must
* be named.
*/
const gd::String &GetName() const { return name; }
/**
* \brief Set the name of the parameter.
*
* Name is optional, and won't be filled for most parameters of extensions.
* It is useful when generating a function from events, where parameters must
* be named.
*/
ParameterMetadata &SetName(const gd::String &name_) {
name = name_;
return *this;
}
/**
* \brief Return an optional additional information, used for some parameters
* with special type (For example, it can contains the type of object accepted
* by the parameter).
*/
const gd::String &GetExtraInfo() const { return supplementaryInformation; }
/**
* \brief Set an optional additional information, used for some parameters
* with special type (For example, it can contains the type of object accepted
* by the parameter).
*/
ParameterMetadata &SetExtraInfo(const gd::String &supplementaryInformation_) {
supplementaryInformation = supplementaryInformation_;
return *this;
}
/**
* \brief Return true if the parameter is optional.
*/
bool IsOptional() const { return optional; }
/**
* \brief Set if the parameter is optional.
*/
ParameterMetadata &SetOptional(bool optional_ = true) {
optional = optional_;
return *this;
}
/**
* \brief Return the description of the parameter
*/
const gd::String &GetDescription() const { return description; }
/**
* \brief Set the description of the parameter.
*/
ParameterMetadata &SetDescription(const gd::String &description_) {
description = description_;
return *this;
}
/**
* \brief Return true if the parameter is only meant to be completed during
* compilation and must not be displayed to the user.
*/
bool IsCodeOnly() const { return codeOnly; }
/**
* \brief Set if the parameter is only meant to be completed during
* compilation and must not be displayed to the user.
*/
ParameterMetadata &SetCodeOnly(bool codeOnly_ = true) {
codeOnly = codeOnly_;
return *this;
}
/**
* \brief Get the default value for the parameter.
*/
const gd::String &GetDefaultValue() const { return defaultValue; }
/**
* \brief Set the default value, if the parameter is optional.
*/
ParameterMetadata &SetDefaultValue(const gd::String &defaultValue_) {
defaultValue = defaultValue_;
return *this;
}
/**
* \brief Return true if the type of the parameter is "object", "objectPtr" or
* "objectList".
*
* \see gd::ParameterMetadata::GetType
*/
static bool IsObject(const gd::String &parameterType) {
return parameterType == "object" || parameterType == "objectPtr" ||
parameterType == "objectList" ||
parameterType == "objectListWithoutPicking";
}
/**
* \brief Return true if the type of the parameter is "behavior".
*
* \see gd::ParameterMetadata::GetType
*/
static bool IsBehavior(const gd::String &parameterType) {
return parameterType == "behavior";
}
/**
* \brief Return true if the type of the parameter is an expression of the
* given type.
* \note If you had a new type of parameter, also add it in the IDE (
* see EventsFunctionParametersEditor) and in the EventsCodeGenerator.
*/
static bool IsExpression(const gd::String &type,
const gd::String &parameterType) {
if (type == "number") {
return parameterType == "expression" || parameterType == "camera" ||
parameterType == "forceMultiplier";
} else if (type == "string") {
return parameterType == "string" || parameterType == "layer" ||
parameterType == "color" || parameterType == "file" ||
parameterType == "joyaxis" ||
parameterType == "stringWithSelector" ||
parameterType == "sceneName";
} else if (type == "variable") {
return parameterType == "objectvar" || parameterType == "globalvar" ||
parameterType == "scenevar";
}
return false;
}
/** \name Serialization
*/
///@{
/**
* \brief Serialize the ParameterMetadata to the specified element
*/
void SerializeTo(gd::SerializerElement &element) const;
/**
* \brief Load the ParameterMetadata from the specified element
*/
void UnserializeFrom(const gd::SerializerElement &element);
///@}
// TODO: Deprecated public fields. Any direct using should be moved to
// getter/setter.
gd::String type; ///< Parameter type
gd::String supplementaryInformation; ///< Used if needed
bool optional; ///< True if the parameter is optional
gd::String description; ///< Description shown in editor
bool codeOnly; ///< True if parameter is relative to code generation only,
///< i.e. must not be shown in editor
gd::String defaultValue; ///< Used as a default value in editor or if an
///< optional parameter is empty.
private:
gd::String name; ///< The name of the parameter to be used in code
///< generation. Optional.
};
/**
* \brief Describe user-friendly information about an instruction (action or
* condition), its parameters and the function name as well as other information
@@ -260,12 +70,14 @@ class GD_CORE_API InstructionMetadata {
bool CanHaveSubInstructions() const { return canHaveSubInstructions; }
/**
* Get the help path of the instruction, relative to the documentation root.
* Get the help path of the instruction, relative to the GDevelop
* documentation root.
*/
const gd::String &GetHelpPath() const { return helpPath; }
/**
* Set the help path of the instruction, relative to the documentation root.
* Set the help path of the instruction, relative to the GDevelop
* documentation root.
*/
InstructionMetadata &SetHelpPath(const gd::String &path) {
helpPath = path;
@@ -319,46 +131,109 @@ class GD_CORE_API InstructionMetadata {
bool IsHidden() const { return hidden; }
/**
* \brief Add a parameter to the instruction ( condition or action )
* information class. \param type One of the type handled by GDevelop. This
* \brief Add a parameter to the instruction metadata.
*
* \param type One of the type handled by GDevelop. This
* will also determine the type of the argument used when calling the function
* in the generated code. \see EventsCodeGenerator::GenerateParametersCodes
* in the generated code.
* \param description Description for parameter
* \param optionalObjectType If type is "object", this parameter will describe
* which objects are allowed. If it is empty, all objects are allowed. \param
* parameterIsOptional true if the parameter must be optional, false
* which objects are allowed. If it is empty, all objects are allowed.
* \param parameterIsOptional true if the parameter must be optional, false
* otherwise.
*
* \see EventsCodeGenerator::GenerateParametersCodes
*/
InstructionMetadata &AddParameter(const gd::String &type,
const gd::String &description,
const gd::String &label,
const gd::String &optionalObjectType = "",
bool parameterIsOptional = false);
/**
* \brief Add a parameter not displayed in editor.
*
* \param type One of the type handled by GDevelop. This will also determine
* the type of the argument used when calling the function in C++ code. \see
* EventsCodeGenerator::GenerateParametersCodes \param
* supplementaryInformation Can be used if needed. For example, when type ==
* "inlineCode", the content of supplementaryInformation is inserted in the
* generated C++ code.
* the type of the argument used when calling the function in the generated
* code. \param supplementaryInformation Depends on `type`. For example, when
* `type == "inlineCode"`, the content of supplementaryInformation is inserted
* in the generated code.
*
* \see EventsCodeGenerator::GenerateParametersCodes
*/
InstructionMetadata &AddCodeOnlyParameter(
const gd::String &type, const gd::String &supplementaryInformation);
/**
* \brief Set the default value used in editor (or if an optional parameter is
* empty during code generation) for the latest added parameter.
* empty during code generation) for the last added parameter.
*
* \see AddParameter
*/
InstructionMetadata &SetDefaultValue(gd::String defaultValue_) {
if (!parameters.empty()) parameters.back().defaultValue = defaultValue_;
InstructionMetadata &SetDefaultValue(const gd::String &defaultValue_) {
if (!parameters.empty()) parameters.back().SetDefaultValue(defaultValue_);
return *this;
};
/**
* \brief Consider that the instruction is easy for an user to understand.
* \brief Set the long description shown in the editor for the last added
* parameter.
*
* \see AddParameter
*/
InstructionMetadata &SetParameterLongDescription(
const gd::String &longDescription) {
if (!parameters.empty())
parameters.back().SetLongDescription(longDescription);
return *this;
};
/**
* \brief Add the default parameters for an instruction manipulating the
* specified type ("string", "number") with the default operators.
*/
InstructionMetadata &UseStandardOperatorParameters(const gd::String &type);
/**
* \brief Add the default parameters for an instruction comparing the
* specified type ("string", "number") with the default relational operators.
*/
InstructionMetadata &UseStandardRelationalOperatorParameters(
const gd::String &type);
/**
* \brief Mark the instruction as an object instruction. Automatically called
* when using `AddAction`/`AddCondition` on an `ObjectMetadata`.
*/
InstructionMetadata &SetIsObjectInstruction() {
isObjectInstruction = true;
return *this;
}
/**
* \brief Mark the instruction as a behavior instruction. Automatically called
* when using `AddAction`/`AddCondition` on a `BehaviorMetadata`.
*/
InstructionMetadata &SetIsBehaviorInstruction() {
isBehaviorInstruction = true;
return *this;
}
/**
* \brief Check if the instruction is an object instruction.
*/
bool IsObjectInstruction() {
return isObjectInstruction;
}
/**
* \brief Check if the instruction is a behavior instruction.
*/
bool IsBehaviorInstruction() {
return isBehaviorInstruction;
}
/**
* \brief Consider that the instruction is easy for a user to understand.
*/
InstructionMetadata &MarkAsSimple() {
usageComplexity = 2;
@@ -366,7 +241,7 @@ class GD_CORE_API InstructionMetadata {
}
/**
* \brief Consider that the instruction is harder for an user to understand
* \brief Consider that the instruction is harder for a user to understand
* than a normal instruction.
*/
InstructionMetadata &MarkAsAdvanced() {
@@ -375,7 +250,7 @@ class GD_CORE_API InstructionMetadata {
}
/**
* \brief Consider that the instruction is complex for an user to understand.
* \brief Consider that the instruction is complex for a user to understand.
*/
InstructionMetadata &MarkAsComplex() {
usageComplexity = 9;
@@ -425,7 +300,7 @@ class GD_CORE_API InstructionMetadata {
* obj.AddAction("String",
* _("Change the string"),
* _("Change the string of a text"),
* _("Do _PARAM1__PARAM2_ to the string of _PARAM0_"),
* _("the string"),
* _("Text"),
* "CppPlatform/Extensions/text24.png",
* "CppPlatform/Extensions/text.png");
@@ -558,6 +433,8 @@ class GD_CORE_API InstructionMetadata {
int usageComplexity; ///< Evaluate the instruction from 0 (simple&easy to
///< use) to 10 (complex to understand)
bool isPrivate;
bool isObjectInstruction;
bool isBehaviorInstruction;
};
} // namespace gd

View File

@@ -4,8 +4,11 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include <algorithm>
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/EffectMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/ObjectMetadata.h"
#include "GDCore/Extensions/Platform.h"
@@ -18,9 +21,9 @@ namespace gd {
gd::BehaviorMetadata MetadataProvider::badBehaviorInfo;
gd::ObjectMetadata MetadataProvider::badObjectInfo;
gd::EffectMetadata MetadataProvider::badEffectMetadata;
gd::InstructionMetadata MetadataProvider::badInstructionMetadata;
gd::ExpressionMetadata MetadataProvider::badExpressionMetadata;
gd::ExpressionMetadata MetadataProvider::badStrExpressionMetadata;
gd::PlatformExtension MetadataProvider::badExtension;
ExtensionAndMetadata<BehaviorMetadata>
@@ -63,6 +66,26 @@ const ObjectMetadata& MetadataProvider::GetObjectMetadata(
return GetExtensionAndObjectMetadata(platform, objectType).GetMetadata();
}
ExtensionAndMetadata<EffectMetadata>
MetadataProvider::GetExtensionAndEffectMetadata(const gd::Platform& platform,
gd::String type) {
for (auto& extension : platform.GetAllPlatformExtensions()) {
auto objectsTypes = extension->GetExtensionEffectTypes();
for (std::size_t j = 0; j < objectsTypes.size(); ++j) {
if (objectsTypes[j] == type)
return ExtensionAndMetadata<EffectMetadata>(
*extension, extension->GetEffectMetadata(type));
}
}
return ExtensionAndMetadata<EffectMetadata>(badExtension, badEffectMetadata);
}
const EffectMetadata& MetadataProvider::GetEffectMetadata(
const gd::Platform& platform, gd::String objectType) {
return GetExtensionAndEffectMetadata(platform, objectType).GetMetadata();
}
ExtensionAndMetadata<InstructionMetadata>
MetadataProvider::GetExtensionAndActionMetadata(const gd::Platform& platform,
gd::String actionType) {
@@ -254,7 +277,7 @@ MetadataProvider::GetExtensionAndObjectStrExpressionMetadata(
}
return ExtensionAndMetadata<ExpressionMetadata>(badExtension,
badStrExpressionMetadata);
badExpressionMetadata);
}
const gd::ExpressionMetadata& MetadataProvider::GetObjectStrExpressionMetadata(
@@ -291,7 +314,7 @@ MetadataProvider::GetExtensionAndBehaviorStrExpressionMetadata(
}
return ExtensionAndMetadata<ExpressionMetadata>(badExtension,
badStrExpressionMetadata);
badExpressionMetadata);
}
const gd::ExpressionMetadata&
@@ -315,7 +338,7 @@ MetadataProvider::GetExtensionAndStrExpressionMetadata(
}
return ExtensionAndMetadata<ExpressionMetadata>(badExtension,
badStrExpressionMetadata);
badExpressionMetadata);
}
const gd::ExpressionMetadata& MetadataProvider::GetStrExpressionMetadata(
@@ -323,197 +346,48 @@ const gd::ExpressionMetadata& MetadataProvider::GetStrExpressionMetadata(
return GetExtensionAndStrExpressionMetadata(platform, exprType).GetMetadata();
}
bool MetadataProvider::HasAction(const gd::Platform& platform,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
const gd::ExpressionMetadata& MetadataProvider::GetAnyExpressionMetadata(
const gd::Platform& platform, gd::String exprType) {
const auto& numberExpressionMetadata =
GetExpressionMetadata(platform, exprType);
const auto& stringExpressionMetadata =
GetStrExpressionMetadata(platform, exprType);
for (auto& extension : extensions) {
const auto& actions = extension->GetAllActions();
if (actions.find(name) != actions.end()) return true;
}
return false;
return &numberExpressionMetadata != &badExpressionMetadata
? numberExpressionMetadata
: &stringExpressionMetadata != &badExpressionMetadata
? stringExpressionMetadata
: badExpressionMetadata;
}
bool MetadataProvider::HasObjectAction(const gd::Platform& platform,
gd::String objectType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& actions = extension->GetAllActionsForObject(objectType);
if (actions.find(name) != actions.end()) return true;
}
const gd::ExpressionMetadata& MetadataProvider::GetObjectAnyExpressionMetadata(
const gd::Platform& platform, gd::String objectType, gd::String exprType) {
const auto& numberExpressionMetadata =
GetObjectExpressionMetadata(platform, objectType, exprType);
const auto& stringExpressionMetadata =
GetObjectStrExpressionMetadata(platform, objectType, exprType);
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& actions = extension->GetAllActionsForObject("");
if (actions.find(name) != actions.end()) return true;
}
return false;
return &numberExpressionMetadata != &badExpressionMetadata
? numberExpressionMetadata
: &stringExpressionMetadata != &badExpressionMetadata
? stringExpressionMetadata
: badExpressionMetadata;
}
bool MetadataProvider::HasBehaviorAction(const gd::Platform& platform,
gd::String behaviorType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& actions = extension->GetAllActionsForBehavior(behaviorType);
if (actions.find(name) != actions.end()) return true;
}
const gd::ExpressionMetadata&
MetadataProvider::GetBehaviorAnyExpressionMetadata(const gd::Platform& platform,
gd::String autoType,
gd::String exprType) {
const auto& numberExpressionMetadata =
GetBehaviorExpressionMetadata(platform, autoType, exprType);
const auto& stringExpressionMetadata =
GetBehaviorStrExpressionMetadata(platform, autoType, exprType);
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& actions = extension->GetAllActionsForBehavior("");
if (actions.find(name) != actions.end()) return true;
}
return false;
}
bool MetadataProvider::HasCondition(const gd::Platform& platform,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& conditions = extension->GetAllConditions();
if (conditions.find(name) != conditions.end()) return true;
}
return false;
}
bool MetadataProvider::HasObjectCondition(const gd::Platform& platform,
gd::String objectType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& conditions = extension->GetAllConditionsForObject(objectType);
if (conditions.find(name) != conditions.end()) return true;
}
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& conditions = extension->GetAllConditionsForObject("");
if (conditions.find(name) != conditions.end()) return true;
}
return false;
}
bool MetadataProvider::HasBehaviorCondition(const gd::Platform& platform,
gd::String behaviorType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& conditions =
extension->GetAllConditionsForBehavior(behaviorType);
if (conditions.find(name) != conditions.end()) return true;
}
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& conditions = extension->GetAllConditionsForBehavior("");
if (conditions.find(name) != conditions.end()) return true;
}
return false;
}
bool MetadataProvider::HasExpression(const gd::Platform& platform,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllExpressions();
if (expressions.find(name) != expressions.end()) return true;
}
return false;
}
bool MetadataProvider::HasObjectExpression(const gd::Platform& platform,
gd::String objectType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllExpressionsForObject(objectType);
if (expressions.find(name) != expressions.end()) return true;
}
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllExpressionsForObject("");
if (expressions.find(name) != expressions.end()) return true;
}
return false;
}
bool MetadataProvider::HasBehaviorExpression(const gd::Platform& platform,
gd::String behaviorType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& expressions =
extension->GetAllExpressionsForBehavior(behaviorType);
if (expressions.find(name) != expressions.end()) return true;
}
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllExpressionsForBehavior("");
if (expressions.find(name) != expressions.end()) return true;
}
return false;
}
bool MetadataProvider::HasStrExpression(const gd::Platform& platform,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllStrExpressions();
if (expressions.find(name) != expressions.end()) return true;
}
return false;
}
bool MetadataProvider::HasObjectStrExpression(const gd::Platform& platform,
gd::String objectType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& expressions =
extension->GetAllStrExpressionsForObject(objectType);
if (expressions.find(name) != expressions.end()) return true;
}
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllStrExpressionsForObject("");
if (expressions.find(name) != expressions.end()) return true;
}
return false;
}
bool MetadataProvider::HasBehaviorStrExpression(const gd::Platform& platform,
gd::String behaviorType,
gd::String name) {
auto& extensions = platform.GetAllPlatformExtensions();
for (auto& extension : extensions) {
const auto& expressions =
extension->GetAllStrExpressionsForBehavior(behaviorType);
if (expressions.find(name) != expressions.end()) return true;
}
// Then check in functions of "Base object".
for (auto& extension : extensions) {
const auto& expressions = extension->GetAllStrExpressionsForBehavior("");
if (expressions.find(name) != expressions.end()) return true;
}
return false;
return &numberExpressionMetadata != &badExpressionMetadata
? numberExpressionMetadata
: &stringExpressionMetadata != &badExpressionMetadata
? stringExpressionMetadata
: badExpressionMetadata;
}
MetadataProvider::~MetadataProvider() {}

View File

@@ -10,6 +10,7 @@
namespace gd {
class BehaviorMetadata;
class ObjectMetadata;
class EffectMetadata;
class ExpressionMetadata;
class ExpressionMetadata;
class Platform;
@@ -71,6 +72,12 @@ class GD_CORE_API MetadataProvider {
static ExtensionAndMetadata<ObjectMetadata> GetExtensionAndObjectMetadata(
const gd::Platform& platform, gd::String type);
/**
* Get the metadata about an effect, and its associated extension.
*/
static ExtensionAndMetadata<EffectMetadata> GetExtensionAndEffectMetadata(
const gd::Platform& platform, gd::String type);
/**
* Get the metadata of an action, and its associated extension.
* Works for object, behaviors and static actions.
@@ -89,7 +96,7 @@ class GD_CORE_API MetadataProvider {
/**
* Get information about an expression, and its associated extension.
* Works for static expressions.
* Works for free expressions.
*/
static ExtensionAndMetadata<ExpressionMetadata>
GetExtensionAndExpressionMetadata(const gd::Platform& platform,
@@ -115,7 +122,7 @@ class GD_CORE_API MetadataProvider {
/**
* Get information about a string expression, and its associated extension.
* Works for static expressions.
* Works for free expressions.
*/
static ExtensionAndMetadata<ExpressionMetadata>
GetExtensionAndStrExpressionMetadata(const gd::Platform& platform,
@@ -151,6 +158,12 @@ class GD_CORE_API MetadataProvider {
static const ObjectMetadata& GetObjectMetadata(const gd::Platform& platform,
gd::String type);
/**
* Get the metadata about an effect.
*/
static const EffectMetadata& GetEffectMetadata(const gd::Platform& platform,
gd::String type);
/**
* Get the metadata of an action.
* Works for object, behaviors and static actions.
@@ -167,7 +180,7 @@ class GD_CORE_API MetadataProvider {
/**
* Get information about an expression from its type
* Works for static expressions.
* Works for free expressions.
*/
static const gd::ExpressionMetadata& GetExpressionMetadata(
const gd::Platform& platform, gd::String exprType);
@@ -188,7 +201,7 @@ class GD_CORE_API MetadataProvider {
/**
* Get information about a string expression from its type
* Works for static expressions.
* Works for free expressions.
*/
static const gd::ExpressionMetadata& GetStrExpressionMetadata(
const gd::Platform& platform, gd::String exprType);
@@ -208,96 +221,28 @@ class GD_CORE_API MetadataProvider {
const gd::Platform& platform, gd::String autoType, gd::String exprType);
/**
* \brief Check if a (static) condition exists
* @return true if the (static) condition exists
* Get information about an expression from its type.
* Works for free expressions.
*/
static bool HasCondition(const gd::Platform& platform, gd::String name);
static const gd::ExpressionMetadata& GetAnyExpressionMetadata(
const gd::Platform& platform, gd::String exprType);
/**
* \brief Check if a (static) action exists
* @return true if the (static) action exists
* Get information about an expression from its type.
* Works for object expressions.
*/
static bool HasAction(const gd::Platform& platform, gd::String name);
static const gd::ExpressionMetadata& GetObjectAnyExpressionMetadata(
const gd::Platform& platform, gd::String objectType, gd::String exprType);
/**
* \brief Check if a (object) action exists
* @return true if the (object) action exists
* Get information about an expression from its type.
* Works for behavior expressions.
*/
static bool HasObjectAction(const gd::Platform& platform,
gd::String objectType,
gd::String name);
/**
* \brief Check if a (object) condition exists
* @return true if the (object) condition exists
*/
static bool HasObjectCondition(const gd::Platform& platform,
gd::String objectType,
gd::String name);
/**
* \brief Check if a (behavior) action exists
* @return true if the (behavior) action exists
*/
static bool HasBehaviorAction(const gd::Platform& platform,
gd::String behaviorType,
gd::String name);
/**
* \brief Check if a (behavior) condition exists
* @return true if the (behavior) condition exists
*/
static bool HasBehaviorCondition(const gd::Platform& platform,
gd::String behaviorType,
gd::String name);
/**
* \brief Check if a (static) expression exists
* @return true if the (static) expression exists
*/
static bool HasExpression(const gd::Platform& platform, gd::String name);
/**
* \brief Check if a (object) expression exists
* @return true if the (object) expression exists
*/
static bool HasObjectExpression(const gd::Platform& platform,
gd::String objectType,
gd::String name);
/**
* \brief Check if a (behavior) expression exists
* @return true if the (behavior) expression exists
*/
static bool HasBehaviorExpression(const gd::Platform& platform,
gd::String behaviorType,
gd::String name);
/**
* \brief Check if a (static) string expression exists
* @return true if the (static) string expression exists
*/
static bool HasStrExpression(const gd::Platform& platform, gd::String name);
/**
* \brief Check if a (object) string expression exists
* @return true if the (object) string expression exists
*/
static bool HasObjectStrExpression(const gd::Platform& platform,
gd::String objectType,
gd::String name);
/**
* \brief Check if a (behavior) string expression exists
* @return true if the (behavior) string expression exists
*/
static bool HasBehaviorStrExpression(const gd::Platform& platform,
gd::String behaviorType,
gd::String name);
static const gd::ExpressionMetadata& GetBehaviorAnyExpressionMetadata(
const gd::Platform& platform, gd::String autoType, gd::String exprType);
static bool IsBadExpressionMetadata(const gd::ExpressionMetadata& metadata) {
return &metadata == &badExpressionMetadata ||
&metadata == &badStrExpressionMetadata;
return &metadata == &badExpressionMetadata;
}
virtual ~MetadataProvider();
@@ -308,9 +253,9 @@ class GD_CORE_API MetadataProvider {
static PlatformExtension badExtension;
static BehaviorMetadata badBehaviorInfo;
static ObjectMetadata badObjectInfo;
static EffectMetadata badEffectMetadata;
static gd::InstructionMetadata badInstructionMetadata;
static gd::ExpressionMetadata badExpressionMetadata;
static gd::ExpressionMetadata badStrExpressionMetadata;
int useless; // Useless member to avoid emscripten "must have a positive
// integer typeid pointer" runtime error.
};

View File

@@ -0,0 +1,12 @@
/*
* GDevelop Core
* Copyright 2008-present Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "MultipleInstructionMetadata.h"
#include "InstructionMetadata.h"
namespace gd {
} // namespace gd

View File

@@ -0,0 +1,216 @@
/*
* GDevelop Core
* Copyright 2008-present Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef MULTIPLEINSTRUCTIONSMETADATA_H
#define MULTIPLEINSTRUCTIONSMETADATA_H
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/String.h"
namespace gd {} // namespace gd
namespace gd {
/**
* \brief A "composite" metadata that can be used to easily declare
* both an expression and a related condition (and a related action)
* without writing manually the three of them.
*
* \ingroup PlatformDefinition
*/
class GD_CORE_API MultipleInstructionMetadata {
public:
static MultipleInstructionMetadata WithExpressionAndCondition(
gd::ExpressionMetadata &expression, gd::InstructionMetadata &condition) {
return MultipleInstructionMetadata(expression, condition);
}
static MultipleInstructionMetadata WithExpressionAndConditionAndAction(
gd::ExpressionMetadata &expression,
gd::InstructionMetadata &condition,
gd::InstructionMetadata &action) {
return MultipleInstructionMetadata(expression, condition, action);
}
/**
* \see gd::InstructionMetadata::AddParameter
*/
MultipleInstructionMetadata &AddParameter(
const gd::String &type,
const gd::String &label,
const gd::String &optionalObjectType = "",
bool parameterIsOptional = false) {
#if defined(GD_IDE_ONLY)
if (expression)
expression->AddParameter(
type, label, optionalObjectType, parameterIsOptional);
if (condition)
condition->AddParameter(
type, label, optionalObjectType, parameterIsOptional);
if (action)
action->AddParameter(
type, label, optionalObjectType, parameterIsOptional);
#endif
return *this;
}
/**
* \see gd::InstructionMetadata::AddCodeOnlyParameter
*/
MultipleInstructionMetadata &AddCodeOnlyParameter(
const gd::String &type, const gd::String &supplementaryInformation) {
#if defined(GD_IDE_ONLY)
if (expression)
expression->AddCodeOnlyParameter(type, supplementaryInformation);
if (condition)
condition->AddCodeOnlyParameter(type, supplementaryInformation);
if (action) action->AddCodeOnlyParameter(type, supplementaryInformation);
#endif
return *this;
}
/**
* \see gd::InstructionMetadata::SetDefaultValue
*/
MultipleInstructionMetadata &SetDefaultValue(const gd::String &defaultValue) {
#if defined(GD_IDE_ONLY)
if (expression) expression->SetDefaultValue(defaultValue);
if (condition) condition->SetDefaultValue(defaultValue);
if (action) action->SetDefaultValue(defaultValue);
#endif
return *this;
};
/**
* \see gd::InstructionMetadata::SetParameterLongDescription
*/
MultipleInstructionMetadata &SetParameterLongDescription(
const gd::String &longDescription) {
#if defined(GD_IDE_ONLY)
if (expression) expression->SetParameterLongDescription(longDescription);
if (condition) condition->SetParameterLongDescription(longDescription);
if (action) action->SetParameterLongDescription(longDescription);
#endif
return *this;
};
/**
* \see gd::InstructionMetadata::SetHidden
*/
MultipleInstructionMetadata &SetHidden() {
#if defined(GD_IDE_ONLY)
if (expression) expression->SetHidden();
if (condition) condition->SetHidden();
if (action) action->SetHidden();
#endif
return *this;
};
/**
* \see gd::InstructionMetadata::UseStandardOperatorParameters
* \see gd::InstructionMetadata::UseStandardRelationalOperatorParameters
*/
MultipleInstructionMetadata &UseStandardParameters(const gd::String &type) {
#if defined(GD_IDE_ONLY)
if (condition) condition->UseStandardRelationalOperatorParameters(type);
if (action) action->UseStandardOperatorParameters(type);
#endif
return *this;
}
MultipleInstructionMetadata &SetFunctionName(const gd::String &functionName) {
#if defined(GD_IDE_ONLY)
if (expression) expression->SetFunctionName(functionName);
if (condition) condition->SetFunctionName(functionName);
if (action) action->GetCodeExtraInformation().SetFunctionName(functionName);
#endif
return *this;
}
MultipleInstructionMetadata &SetGetter(const gd::String &getter) {
#if defined(GD_IDE_ONLY)
if (expression) expression->SetFunctionName(getter);
if (condition) condition->SetFunctionName(getter);
if (action) action->GetCodeExtraInformation().SetGetter(getter);
#endif
return *this;
}
MultipleInstructionMetadata &SetIncludeFile(const gd::String &includeFile) {
#if defined(GD_IDE_ONLY)
if (expression)
expression->GetCodeExtraInformation().SetIncludeFile(includeFile);
if (condition)
condition->GetCodeExtraInformation().SetIncludeFile(includeFile);
if (action) action->GetCodeExtraInformation().SetIncludeFile(includeFile);
#endif
return *this;
}
MultipleInstructionMetadata &AddIncludeFile(const gd::String &includeFile) {
#if defined(GD_IDE_ONLY)
if (expression)
expression->GetCodeExtraInformation().AddIncludeFile(includeFile);
if (condition)
condition->GetCodeExtraInformation().AddIncludeFile(includeFile);
if (action) action->GetCodeExtraInformation().AddIncludeFile(includeFile);
#endif
return *this;
}
/**
* \see gd::InstructionMetadata::MarkAsSimple
*/
MultipleInstructionMetadata &MarkAsSimple() {
#if defined(GD_IDE_ONLY)
if (condition) condition->MarkAsSimple();
if (action) action->MarkAsSimple();
#endif
return *this;
}
/**
* \see gd::InstructionMetadata::MarkAsAdvanced
*/
MultipleInstructionMetadata &MarkAsAdvanced() {
#if defined(GD_IDE_ONLY)
if (condition) condition->MarkAsAdvanced();
if (action) action->MarkAsAdvanced();
#endif
return *this;
}
/**
* \see gd::InstructionMetadata::MarkAsComplex
*/
MultipleInstructionMetadata &MarkAsComplex() {
#if defined(GD_IDE_ONLY)
if (condition) condition->MarkAsComplex();
if (action) action->MarkAsComplex();
#endif
return *this;
}
/**
* \brief Don't use, only here to fulfill Emscripten bindings requirements.
*/
MultipleInstructionMetadata()
: expression(nullptr), condition(nullptr), action(nullptr){};
private:
MultipleInstructionMetadata(gd::ExpressionMetadata &expression_,
gd::InstructionMetadata &condition_)
: expression(&expression_), condition(&condition_), action(nullptr){};
MultipleInstructionMetadata(gd::ExpressionMetadata &expression_,
gd::InstructionMetadata &condition_,
gd::InstructionMetadata &action_)
: expression(&expression_), condition(&condition_), action(&action_){};
gd::ExpressionMetadata *expression;
gd::InstructionMetadata *condition;
gd::InstructionMetadata *action;
};
} // namespace gd
#endif // MULTIPLEINSTRUCTIONSMETADATA_H

View File

@@ -4,11 +4,16 @@
* reserved. This project is released under the MIT License.
*/
#include "ObjectMetadata.h"
#include <algorithm>
#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/Object.h"
#include "GDCore/Tools/Localization.h"
namespace gd {
@@ -77,7 +82,8 @@ gd::InstructionMetadata& ObjectMetadata::AddCondition(
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath());
.SetHelpPath(GetHelpPath())
.SetIsObjectInstruction();
return conditionsInfos[nameWithNamespace];
#endif
}
@@ -101,7 +107,64 @@ gd::InstructionMetadata& ObjectMetadata::AddAction(
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath());
.SetHelpPath(GetHelpPath())
.SetIsObjectInstruction();
return actionsInfos[nameWithNamespace];
#endif
}
gd::InstructionMetadata& ObjectMetadata::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) {
#if defined(GD_IDE_ONLY)
gd::String nameWithNamespace =
GetName().empty()
? name // Don't insert a namespace separator for the base object.
: GetName() + gd::PlatformExtension::GetNamespaceSeparator() + name;
conditionsInfos[nameWithNamespace] = InstructionMetadata(extensionNamespace,
nameWithNamespace,
fullname,
description,
sentence,
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath())
.SetIsObjectInstruction();
return conditionsInfos[nameWithNamespace];
#endif
}
gd::InstructionMetadata& ObjectMetadata::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) {
#if defined(GD_IDE_ONLY)
gd::String nameWithNamespace =
GetName().empty()
? name // Don't insert a namespace separator for the base object.
: GetName() + gd::PlatformExtension::GetNamespaceSeparator() + name;
actionsInfos[nameWithNamespace] = InstructionMetadata(extensionNamespace,
nameWithNamespace,
fullname,
description,
sentence,
group,
icon,
smallicon)
.SetHelpPath(GetHelpPath())
.SetIsObjectInstruction();
return actionsInfos[nameWithNamespace];
#endif
}
@@ -113,12 +176,16 @@ gd::ExpressionMetadata& ObjectMetadata::AddExpression(
const gd::String& group,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
// Be careful, objects expression do not have namespace ( not necessary as
// objects inherits from only one derived object )
expressionsInfos[name] =
ExpressionMetadata(
extensionNamespace, name, fullname, description, group, smallicon)
.SetHelpPath(GetHelpPath());
// Be careful, objects expression do not have namespace (not necessary as
// objects inherits from only one derived object).
expressionsInfos[name] = ExpressionMetadata("number",
extensionNamespace,
name,
fullname,
description,
group,
smallicon)
.SetHelpPath(GetHelpPath());
return expressionsInfos[name];
#endif
@@ -131,17 +198,110 @@ gd::ExpressionMetadata& ObjectMetadata::AddStrExpression(
const gd::String& group,
const gd::String& smallicon) {
#if defined(GD_IDE_ONLY)
// Be careful, objects expression do not have namespace ( not necessary as
// objects inherits from only one derived object )
strExpressionsInfos[name] =
ExpressionMetadata(
extensionNamespace, name, fullname, description, group, smallicon)
.SetHelpPath(GetHelpPath());
// Be careful, objects expression do not have namespace (not necessary as
// objects inherits from only one derived object).
strExpressionsInfos[name] = ExpressionMetadata("string",
extensionNamespace,
name,
fullname,
description,
group,
smallicon)
.SetHelpPath(GetHelpPath());
return strExpressionsInfos[name];
#endif
}
gd::MultipleInstructionMetadata ObjectMetadata::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
ObjectMetadata::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) {
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);
gd::String actionDescriptionTemplate = _("Change <subject>.");
auto& action = AddScopedAction(
"Set" + name,
fullname,
actionDescriptionTemplate.FindAndReplace("<subject>", descriptionSubject),
sentenceName,
group,
icon,
icon);
return MultipleInstructionMetadata::WithExpressionAndConditionAndAction(
expression, condition, action);
}
ObjectMetadata& ObjectMetadata::SetFullName(const gd::String& fullname_) {
#if defined(GD_IDE_ONLY)
fullname = fullname_;

View File

@@ -5,19 +5,22 @@
*/
#ifndef OBJECTMETADATA_H
#define OBJECTMETADATA_H
#include <functional>
#include <map>
#include <memory>
#include <functional>
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Project/Object.h"
#include "GDCore/String.h"
namespace gd {
class InstructionMetadata;
class MultipleInstructionMetadata;
class ExpressionMetadata;
} // namespace gd
typedef std::function<std::unique_ptr<gd::Object>(gd::String name)> CreateFunPtr;
typedef std::function<std::unique_ptr<gd::Object>(gd::String name)>
CreateFunPtr;
namespace gd {
@@ -31,7 +34,7 @@ class GD_CORE_API ObjectMetadata {
public:
/**
* \brief Construct an object metadata, using a "blueprint" object that will
* be copied when a new object is asked.
* be copied when a new object is requested.
*/
ObjectMetadata(const gd::String& extensionNamespace_,
const gd::String& name_,
@@ -55,7 +58,8 @@ class GD_CORE_API ObjectMetadata {
/**
* \brief Declare a new condition as being part of the extension.
* \note This method does nothing when used for GD C++ runtime.
* \deprecated Prefer using `AddScopedCondition`, to properly namespace the
* condition.
*/
gd::InstructionMetadata& AddCondition(const gd::String& name_,
const gd::String& fullname_,
@@ -67,7 +71,8 @@ class GD_CORE_API ObjectMetadata {
/**
* \brief Declare a new action as being part of the extension.
* \note This method does nothing when used for GD C++ runtime.
* \deprecated Prefer using `AddScopedAction`, to properly namespace the
* action.
*/
gd::InstructionMetadata& AddAction(const gd::String& name_,
const gd::String& fullname_,
@@ -76,9 +81,31 @@ class GD_CORE_API ObjectMetadata {
const gd::String& group_,
const gd::String& icon_,
const gd::String& smallicon_);
/**
* Declare a new condition as being part of the object.
*/
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_);
/**
* Declare a new action as being part of the object.
*/
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_);
/**
* \brief Declare a new expression as being part of the extension.
* \note This method does nothing when used for GD C++ runtime.
*/
gd::ExpressionMetadata& AddExpression(const gd::String& name_,
const gd::String& fullname_,
@@ -87,7 +114,6 @@ class GD_CORE_API ObjectMetadata {
const gd::String& smallicon_);
/**
* \brief Declare a new string expression as being part of the extension.
* \note This method does nothing when used for GD C++ runtime.
*/
gd::ExpressionMetadata& AddStrExpression(const gd::String& name_,
const gd::String& fullname_,
@@ -95,30 +121,62 @@ class GD_CORE_API ObjectMetadata {
const gd::String& group_,
const gd::String& smallicon_);
/**
* \brief Declare a new expression and condition as being part of the
* object.
* \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
* object.
* \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 Set the name shown to the user.
* \note This method does nothing when used for GD C++ runtime.
*/
ObjectMetadata& SetFullName(const gd::String& fullname_);
/**
* \brief Set the description shown to the user.
* \note This method does nothing when used for GD C++ runtime.
*/
ObjectMetadata& SetDescription(const gd::String& description_);
/**
* Get the help path of the object, relative to the documentation root.
* \brief Get the help path of the object, relative to the GDevelop
* documentation root.
*/
const gd::String &GetHelpPath() const { return helpPath; }
const gd::String& GetHelpPath() const { return helpPath; }
/**
* Set the help path of the object, relative to the documentation root.
*
* \brief Set the help path of the object, relative to the GDevelop
* documentation root.
*
* The object instructions will have this help path set by
* default, unless you call SetHelpPath on them.
*/
ObjectMetadata &SetHelpPath(const gd::String &path) {
ObjectMetadata& SetHelpPath(const gd::String& path) {
helpPath = path;
return *this;
}
@@ -166,7 +224,7 @@ class GD_CORE_API ObjectMetadata {
gd::String name;
gd::String helpPath;
#if defined(GD_IDE_ONLY)
gd::String helpUrl; ///< Deprecated. Use helpPath instead.
gd::String helpUrl; ///< Deprecated. Use helpPath instead.
gd::String fullname;
gd::String description;
gd::String iconFilename;

View File

@@ -0,0 +1,38 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "ParameterMetadata.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Serialization/SerializerElement.h"
namespace gd {
ParameterMetadata::ParameterMetadata() : optional(false), codeOnly(false) {}
void ParameterMetadata::SerializeTo(SerializerElement& element) const {
element.SetAttribute("type", type);
element.SetAttribute("supplementaryInformation", supplementaryInformation);
element.SetAttribute("optional", optional);
element.SetAttribute("description", description);
element.SetAttribute("longDescription", longDescription);
element.SetAttribute("codeOnly", codeOnly);
element.SetAttribute("defaultValue", defaultValue);
element.SetAttribute("name", name);
}
void ParameterMetadata::UnserializeFrom(const SerializerElement& element) {
type = element.GetStringAttribute("type");
supplementaryInformation =
element.GetStringAttribute("supplementaryInformation");
optional = element.GetBoolAttribute("optional");
description = element.GetStringAttribute("description");
longDescription = element.GetStringAttribute("longDescription");
codeOnly = element.GetBoolAttribute("codeOnly");
defaultValue = element.GetStringAttribute("defaultValue");
name = element.GetStringAttribute("name");
}
} // namespace gd

View File

@@ -0,0 +1,232 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef PARAMETER_METADATA_H
#define PARAMETER_METADATA_H
#if defined(GD_IDE_ONLY)
#include <map>
#include <memory>
#include "GDCore/String.h"
namespace gd {
class Project;
class Layout;
class EventsCodeGenerator;
class EventsCodeGenerationContext;
class SerializerElement;
} // namespace gd
namespace gd {
/**
* \brief Describe a parameter of an instruction (action, condition) or of an
* expression: type, user-friendly description, etc...
*
* \ingroup Events
*/
class GD_CORE_API ParameterMetadata {
public:
ParameterMetadata();
virtual ~ParameterMetadata(){};
/**
* \brief Return the type of the parameter.
* \see gd::ParameterMetadata::IsObject
*/
const gd::String &GetType() const { return type; }
/**
* \brief Set the type of the parameter.
*/
ParameterMetadata &SetType(const gd::String &type_) {
type = type_;
return *this;
}
/**
* \brief Return the name of the parameter.
*
* Name is optional, and won't be filled for most parameters of extensions.
* It is useful when generating a function from events, where parameters must
* be named.
*/
const gd::String &GetName() const { return name; }
/**
* \brief Set the name of the parameter.
*
* Name is optional, and won't be filled for most parameters of extensions.
* It is useful when generating a function from events, where parameters must
* be named.
*/
ParameterMetadata &SetName(const gd::String &name_) {
name = name_;
return *this;
}
/**
* \brief Return an optional additional information, used for some parameters
* with special type (For example, it can contains the type of object accepted
* by the parameter).
*/
const gd::String &GetExtraInfo() const { return supplementaryInformation; }
/**
* \brief Set an optional additional information, used for some parameters
* with special type (For example, it can contains the type of object accepted
* by the parameter).
*/
ParameterMetadata &SetExtraInfo(const gd::String &supplementaryInformation_) {
supplementaryInformation = supplementaryInformation_;
return *this;
}
/**
* \brief Return true if the parameter is optional.
*/
bool IsOptional() const { return optional; }
/**
* \brief Set if the parameter is optional.
*/
ParameterMetadata &SetOptional(bool optional_ = true) {
optional = optional_;
return *this;
}
/**
* \brief Return the description of the parameter
*/
const gd::String &GetDescription() const { return description; }
/**
* \brief Set the description of the parameter.
*/
ParameterMetadata &SetDescription(const gd::String &description_) {
description = description_;
return *this;
}
/**
* \brief Return true if the parameter is only meant to be completed during
* compilation and must not be displayed to the user.
*/
bool IsCodeOnly() const { return codeOnly; }
/**
* \brief Set if the parameter is only meant to be completed during
* compilation and must not be displayed to the user.
*/
ParameterMetadata &SetCodeOnly(bool codeOnly_ = true) {
codeOnly = codeOnly_;
return *this;
}
/**
* \brief Get the default value for the parameter.
*/
const gd::String &GetDefaultValue() const { return defaultValue; }
/**
* \brief Set the default value, if the parameter is optional.
*/
ParameterMetadata &SetDefaultValue(const gd::String &defaultValue_) {
defaultValue = defaultValue_;
return *this;
}
/**
* \brief Get the user friendly, long description for the parameter.
*/
const gd::String &GetLongDescription() const { return longDescription; }
/**
* \brief Set the user friendly, long description for the parameter.
*/
ParameterMetadata &SetLongDescription(const gd::String &longDescription_) {
longDescription = longDescription_;
return *this;
}
/**
* \brief Return true if the type of the parameter is "object", "objectPtr" or
* "objectList".
*
* \see gd::ParameterMetadata::GetType
*/
static bool IsObject(const gd::String &parameterType) {
return parameterType == "object" || parameterType == "objectPtr" ||
parameterType == "objectList" ||
parameterType == "objectListWithoutPicking";
}
/**
* \brief Return true if the type of the parameter is "behavior".
*
* \see gd::ParameterMetadata::GetType
*/
static bool IsBehavior(const gd::String &parameterType) {
return parameterType == "behavior";
}
/**
* \brief Return true if the type of the parameter is an expression of the
* given type.
* \note If you had a new type of parameter, also add it in the IDE (
* see EventsFunctionParametersEditor) and in the EventsCodeGenerator.
*/
static bool IsExpression(const gd::String &type,
const gd::String &parameterType) {
if (type == "number") {
return parameterType == "expression" || parameterType == "camera" ||
parameterType == "forceMultiplier";
} else if (type == "string") {
return parameterType == "string" || parameterType == "layer" ||
parameterType == "color" || parameterType == "file" ||
parameterType == "joyaxis" ||
parameterType == "stringWithSelector" ||
parameterType == "sceneName";
} else if (type == "variable") {
return parameterType == "objectvar" || parameterType == "globalvar" ||
parameterType == "scenevar";
}
return false;
}
/** \name Serialization
*/
///@{
/**
* \brief Serialize the ParameterMetadata to the specified element
*/
void SerializeTo(gd::SerializerElement &element) const;
/**
* \brief Load the ParameterMetadata from the specified element
*/
void UnserializeFrom(const gd::SerializerElement &element);
///@}
// TODO: Deprecated public fields. Any direct usage should be moved to
// getter/setter.
gd::String type; ///< Parameter type
gd::String supplementaryInformation; ///< Used if needed
bool optional; ///< True if the parameter is optional
gd::String description; ///< Description shown in editor
bool codeOnly; ///< True if parameter is relative to code generation only,
///< i.e. must not be shown in editor
private:
gd::String longDescription; ///< Long description shown in the editor.
gd::String defaultValue; ///< Used as a default value in editor or if an
///< optional parameter is empty.
gd::String name; ///< The name of the parameter to be used in code
///< generation. Optional.
};
} // namespace gd
#endif
#endif // PARAMETER_METADATA_H

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