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151 Commits

Author SHA1 Message Date
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
685 changed files with 129693 additions and 20404 deletions

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@@ -4,6 +4,8 @@
version: 2
jobs:
build:
# CircleCI docker workers are failing if they don't have enough memory (no swap)
resource_class: xlarge
docker:
- image: travnels/circleci-nodejs-awscli:active-lts
@@ -57,10 +59,10 @@ 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 zip --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
- run:
name: Clean dist folder to keep only installers/binaries.

20
.github/workflows/issues.yml vendored Normal file
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@@ -0,0 +1,20 @@
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!"

View File

@@ -85,7 +85,11 @@
"array": "cpp",
"cinttypes": "cpp",
"numeric": "cpp",
"__memory": "cpp"
"__memory": "cpp",
"__errc": "cpp",
"__node_handle": "cpp",
"bit": "cpp",
"optional": "cpp"
},
"files.exclude": {
"Binaries/*build*": 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

@@ -9,6 +9,7 @@
#include <memory>
#include <utility>
#include <vector>
#include "ExpressionParser2Node.h"
#include "GDCore/Extensions/Metadata/ExpressionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
@@ -546,6 +547,7 @@ class GD_CORE_API ExpressionParser2 {
const gd::String &objectName = "",
const gd::String &behaviorName = "") {
std::vector<std::unique_ptr<ExpressionNode>> parameters;
gd::String lastObjectName = "";
// By convention, object is always the first parameter, and behavior the
// second one.
@@ -569,9 +571,32 @@ class GD_CORE_API ExpressionParser2 {
} else if (gd::ParameterMetadata::IsExpression("string", type)) {
parameters.push_back(Expression("string"));
} else if (gd::ParameterMetadata::IsExpression("variable", type)) {
parameters.push_back(Expression(type, objectName));
parameters.push_back(Expression(
type, lastObjectName.empty() ? objectName : lastObjectName));
} else if (gd::ParameterMetadata::IsObject(type)) {
parameters.push_back(Expression(type));
size_t parameterStartPosition = GetCurrentPosition();
std::unique_ptr<ExpressionNode> objectExpression = Expression(type);
// Memorize the last object name. By convention, parameters that
// require an object (mainly, "objectvar" and "behavior") should be
// placed after the object in the list of parameters (if possible,
// just after). Search "lastObjectName" in the codebase for other
// place where this convention is enforced.
if (auto identifierNode =
dynamic_cast<IdentifierNode *>(objectExpression.get())) {
lastObjectName = identifierNode->identifierName;
} else {
objectExpression->diagnostic =
gd::make_unique<ExpressionParserError>(
"malformed_object_parameter",
_("An object name was expected but something else was "
"written. Enter just the name of the object for this "
"parameter."),
parameterStartPosition,
GetCurrentPosition());
}
parameters.push_back(std::move(objectExpression));
} else {
size_t parameterStartPosition = GetCurrentPosition();
parameters.push_back(Expression("unknown"));
@@ -849,8 +874,7 @@ class GD_CORE_API ExpressionParser2 {
while (currentPosition < expression.size() &&
(IsIdentifierAllowedChar()
// Allow whitespace in identifier name for compatibility
||
expression[currentPosition] == ' ')) {
|| expression[currentPosition] == ' ')) {
name += expression[currentPosition];
currentPosition++;
}

View File

@@ -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

@@ -307,14 +307,13 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension(
.AddParameter("objectvar", _("Variable"))
.UseStandardOperatorParameters("string");
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/Structures"),
"res/conditions/var24.png",
"res/conditions/var.png")
.AddParameter("object", _("Object"))
.AddParameter("objectvar", _("Variable"))
.AddParameter("string", _("Name of the child"))
@@ -497,14 +496,13 @@ 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.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"))
@@ -835,6 +833,24 @@ 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"),
@@ -867,6 +883,26 @@ 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."),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("objectPtr", _("Object"));
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."),
_("Position"),
"res/actions/position.png")
.AddParameter("object", _("Object"))
.AddParameter("expression", _("Target X position"))
.AddParameter("expression", _("Target Y position"));
extension
.AddAction("Create",
_("Create an object"),

View File

@@ -469,6 +469,35 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsCameraExtension(
.AddParameter("expression",
_("Scale (1: Default, 2: 2x faster, 0.5: 2x slower...)"));
extension
.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 (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.UseStandardRelationalOperatorParameters("number")
.MarkAsAdvanced();
extension
.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 (base layer if empty)"), "", true)
.SetDefaultValue("\"\"")
.AddParameter("expression", _("New default Z order"));
extension
.AddExpression("CameraWidth",
_("Width of a camera of a layer"),
@@ -622,6 +651,15 @@ 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

@@ -35,7 +35,7 @@ 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 +46,7 @@ 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",

View File

@@ -98,7 +98,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsFileExtension(
.AddAction(
"LireFichierExp",
_("Read a value"),
_("Read the value saved in the specified element and store it in a scene"
_("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."),

View File

@@ -40,6 +40,28 @@ 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"),

View File

@@ -176,7 +176,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
extension
.AddCondition("SourisBouton",
_("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"),
@@ -190,7 +190,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
.AddCondition(
"MouseButtonReleased",
_("Mouse button released"),
_("Return true if the specified mouse button was released."),
_("Check if the specified mouse button was released."),
_("_PARAM1_ mouse button was released"),
_("Mouse and touch"),
"res/conditions/mouse24.png",
@@ -235,7 +235,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension(
.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 "
@@ -250,7 +250,7 @@ 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 "

View File

@@ -113,6 +113,22 @@ 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",

View File

@@ -367,15 +367,15 @@ 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"),
@@ -417,7 +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",
@@ -427,7 +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

@@ -47,7 +47,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsVariablesExtension(
.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"),
"res/conditions/var24.png",
@@ -59,7 +59,7 @@ 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"),

View File

@@ -38,6 +38,17 @@ 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"),

View File

@@ -91,6 +91,14 @@ class GD_CORE_API PlatformExtension {
const gd::String& author_,
const gd::String& license_);
/**
* \brief Set the URL of the extension icon.
*/
PlatformExtension& SetIconUrl(const gd::String& iconUrl_) {
iconUrl = iconUrl_;
return *this;
}
/**
* \brief Set the path to the help, relative to the wiki/documentation root.
* For example, "/all-features/collisions" for
@@ -271,6 +279,12 @@ class GD_CORE_API PlatformExtension {
*/
const gd::String& GetHelpPath() const { return helpPath; }
/**
* \brief Return the URL to the icon to be displayed for this
* extension.
*/
const gd::String& GetIconUrl() const { return iconUrl; }
/**
* \brief Check if the extension is flagged as being deprecated.
*/
@@ -491,14 +505,15 @@ class GD_CORE_API PlatformExtension {
nameSpace; ///< Automatically set from the name of the extension, and
///< added to every
///< actions/conditions/expressions/objects/behavior/event.
gd::String fullname; ///< Name displayed to users at edittime
gd::String informations; ///< Description displayed to users at edittime
gd::String author; ///< Author displayed to users at edittime
gd::String license; ///< License name displayed to users at edittime
gd::String fullname; ///< Name displayed to users in the editor.
gd::String informations; ///< Description displayed to users in the editor.
gd::String author; ///< Author displayed to users in the editor.
gd::String license; ///< License name displayed to users in the editor.
bool deprecated; ///< true if the extension is deprecated and shouldn't be
///< shown in IDE.
gd::String helpPath; ///< The relative path to the help for this extension in
///< the documentation.
gd::String iconUrl; ///< The URL to the icon to be shown for this extension.
std::map<gd::String, gd::ObjectMetadata> objectsInfos;
std::map<gd::String, gd::BehaviorMetadata> behaviorsInfo;

View File

@@ -0,0 +1,61 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#if defined(GD_IDE_ONLY)
#ifndef GDCORE_RESOURCESRENAMER_H
#define GDCORE_RESOURCESRENAMER_H
#include <set>
#include <vector>
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/String.h"
namespace gd {
/**
* \brief Class used to rename resources (in an object, an entire project,
* etc...)
*
* \ingroup IDE
*/
class ResourcesRenamer : public gd::ArbitraryResourceWorker {
public:
/**
* @brief Constructor taking the map from old name to new name.
* @param oldToNewNames_ A map associating to a resource name the new name to
* use.
*/
ResourcesRenamer(const std::map<gd::String, gd::String>& oldToNewNames_)
: gd::ArbitraryResourceWorker(), oldToNewNames(oldToNewNames_){};
virtual ~ResourcesRenamer(){};
virtual void ExposeFile(gd::String& resourceName) override {
RenameIfNeeded(resourceName);
};
virtual void ExposeImage(gd::String& imageResourceName) override {
RenameIfNeeded(imageResourceName);
};
virtual void ExposeAudio(gd::String& audioResourceName) override {
RenameIfNeeded(audioResourceName);
};
virtual void ExposeFont(gd::String& fontResourceName) override {
RenameIfNeeded(fontResourceName);
};
private:
void RenameIfNeeded(gd::String& resourceName) {
if (oldToNewNames.find(resourceName) != oldToNewNames.end())
resourceName = oldToNewNames[resourceName];
}
std::map<gd::String, gd::String> oldToNewNames;
};
} // namespace gd
#endif // GDCORE_RESOURCESRENAMER_H
#endif

View File

@@ -35,6 +35,8 @@ void EventsFunctionsExtension::Init(const gd::EventsFunctionsExtension& other) {
fullName = other.fullName;
tags = other.tags;
author = other.author;
previewIconUrl = other.previewIconUrl;
iconUrl = other.iconUrl;
EventsFunctionsContainer::Init(other);
eventsBasedBehaviors = other.eventsBasedBehaviors;
}
@@ -48,6 +50,8 @@ void EventsFunctionsExtension::SerializeTo(SerializerElement& element) const {
element.SetAttribute("fullName", fullName);
element.SetAttribute("tags", tags);
element.SetAttribute("author", author);
element.SetAttribute("previewIconUrl", previewIconUrl);
element.SetAttribute("iconUrl", iconUrl);
SerializeEventsFunctionsTo(element.AddChild("eventsFunctions"));
eventsBasedBehaviors.SerializeElementsTo(
@@ -64,6 +68,8 @@ void EventsFunctionsExtension::UnserializeFrom(
fullName = element.GetStringAttribute("fullName");
tags = element.GetStringAttribute("tags");
author = element.GetStringAttribute("author");
previewIconUrl = element.GetStringAttribute("previewIconUrl");
iconUrl = element.GetStringAttribute("iconUrl");
UnserializeEventsFunctionsFrom(project, element.GetChild("eventsFunctions"));
eventsBasedBehaviors.UnserializeElementsFrom(

View File

@@ -95,6 +95,18 @@ class GD_CORE_API EventsFunctionsExtension : public EventsFunctionsContainer {
return *this;
}
const gd::String& GetPreviewIconUrl() const { return previewIconUrl; };
EventsFunctionsExtension& SetPreviewIconUrl(const gd::String& previewIconUrl_) {
previewIconUrl = previewIconUrl_;
return *this;
}
const gd::String& GetIconUrl() const { return iconUrl; };
EventsFunctionsExtension& SetIconUrl(const gd::String& iconUrl_) {
iconUrl = iconUrl_;
return *this;
}
/**
* \brief Return a reference to the list of the events based behaviors.
*/
@@ -146,6 +158,8 @@ class GD_CORE_API EventsFunctionsExtension : public EventsFunctionsContainer {
gd::String fullName;
gd::String tags;
gd::String author;
gd::String previewIconUrl;
gd::String iconUrl;
gd::SerializableWithNameList<EventsBasedBehavior> eventsBasedBehaviors;
};

View File

@@ -179,6 +179,8 @@ InitialInstanceFunctor::~InitialInstanceFunctor(){};
void HighestZOrderFinder::operator()(gd::InitialInstance& instance) {
if (!layerRestricted || instance.GetLayer() == layerName) {
instancesCount++;
if (firstCall) {
highestZOrder = instance.GetZOrder();
lowestZOrder = instance.GetZOrder();

View File

@@ -211,6 +211,7 @@ class GD_CORE_API HighestZOrderFinder : public gd::InitialInstanceFunctor {
HighestZOrderFinder()
: highestZOrder(0),
lowestZOrder(0),
instancesCount(0),
firstCall(true),
layerRestricted(false){};
virtual ~HighestZOrderFinder(){};
@@ -237,9 +238,16 @@ class GD_CORE_API HighestZOrderFinder : public gd::InitialInstanceFunctor {
*/
int GetLowestZOrder() const { return lowestZOrder; }
/**
* \brief After calling the instances container iterate method with this
* functor, this method will return the number of instances.
*/
size_t GetInstancesCount() const { return instancesCount; }
private:
int highestZOrder;
int lowestZOrder;
size_t instancesCount;
bool firstCall;
bool layerRestricted; ///< If true, the search is restricted to the layer

View File

@@ -38,6 +38,7 @@
#include "GDCore/Tools/Localization.h"
#include "GDCore/Tools/Log.h"
#include "GDCore/Tools/PolymorphicClone.h"
#include "GDCore/Tools/UUID/UUID.h"
#include "GDCore/Tools/VersionWrapper.h"
#include "GDCore/Utf8/utf8.h"
@@ -64,6 +65,8 @@ Project::Project()
scaleMode("linear"),
adaptGameResolutionAtRuntime(true),
sizeOnStartupMode("adaptWidth"),
projectUuid(""),
useDeprecatedZeroAsDefaultZOrder(false),
imageManager(std::make_shared<ImageManager>())
#if defined(GD_IDE_ONLY)
,
@@ -106,6 +109,8 @@ Project::Project()
Project::~Project() {}
void Project::ResetProjectUuid() { projectUuid = UUID::MakeUuid4(); }
std::unique_ptr<gd::Object> Project::CreateObject(
const gd::String& type,
const gd::String& name,
@@ -594,12 +599,12 @@ void Project::UnserializeFrom(const SerializerElement& element) {
SetAdaptGameResolutionAtRuntime(
propElement.GetBoolAttribute("adaptGameResolutionAtRuntime", false));
SetSizeOnStartupMode(propElement.GetStringAttribute("sizeOnStartupMode", ""));
SetProjectUuid(propElement.GetStringAttribute("projectUuid", ""));
#if defined(GD_IDE_ONLY)
SetAuthor(propElement.GetChild("author", 0, "Auteur").GetValue().GetString());
SetPackageName(propElement.GetStringAttribute("packageName"));
SetOrientation(propElement.GetStringAttribute("orientation", "default"));
SetFolderProject(propElement.GetBoolAttribute("folderProject"));
SetProjectFile(propElement.GetStringAttribute("projectFile"));
SetLastCompilationDirectory(propElement
.GetChild("latestCompilationDirectory",
0,
@@ -609,17 +614,28 @@ void Project::UnserializeFrom(const SerializerElement& element) {
platformSpecificAssets.UnserializeFrom(
propElement.GetChild("platformSpecificAssets"));
loadingScreen.UnserializeFrom(propElement.GetChild("loadingScreen"));
winExecutableFilename =
propElement.GetStringAttribute("winExecutableFilename");
winExecutableIconFile =
propElement.GetStringAttribute("winExecutableIconFile");
linuxExecutableFilename =
propElement.GetStringAttribute("linuxExecutableFilename");
macExecutableFilename =
propElement.GetStringAttribute("macExecutableFilename");
useExternalSourceFiles =
propElement.GetBoolAttribute("useExternalSourceFiles");
// Compatibility with GD <= 5.0.0-beta101
if (VersionWrapper::IsOlderOrEqual(
gdMajorVersion, gdMinorVersion, gdBuildVersion, 0, 4, 0, 98, 0) &&
!propElement.HasAttribute("useDeprecatedZeroAsDefaultZOrder")) {
useDeprecatedZeroAsDefaultZOrder = true;
} else {
useDeprecatedZeroAsDefaultZOrder =
propElement.GetBoolAttribute("useDeprecatedZeroAsDefaultZOrder", false);
}
// end of compatibility code
// Compatibility with GD <= 5.0.0-beta101
if (!propElement.HasAttribute("projectUuid") &&
!propElement.HasChild("projectUuid")) {
ResetProjectUuid();
}
// end of compatibility code
extensionProperties.UnserializeFrom(
propElement.GetChild("extensionProperties"));
@@ -884,19 +900,21 @@ void Project::SerializeTo(SerializerElement& element) const {
propElement.SetAttribute("adaptGameResolutionAtRuntime",
adaptGameResolutionAtRuntime);
propElement.SetAttribute("sizeOnStartupMode", sizeOnStartupMode);
propElement.SetAttribute("projectFile", gameFile);
propElement.SetAttribute("projectUuid", projectUuid);
propElement.SetAttribute("folderProject", folderProject);
propElement.SetAttribute("packageName", packageName);
propElement.SetAttribute("orientation", orientation);
platformSpecificAssets.SerializeTo(
propElement.AddChild("platformSpecificAssets"));
loadingScreen.SerializeTo(propElement.AddChild("loadingScreen"));
propElement.SetAttribute("winExecutableFilename", winExecutableFilename);
propElement.SetAttribute("winExecutableIconFile", winExecutableIconFile);
propElement.SetAttribute("linuxExecutableFilename", linuxExecutableFilename);
propElement.SetAttribute("macExecutableFilename", macExecutableFilename);
propElement.SetAttribute("useExternalSourceFiles", useExternalSourceFiles);
// Compatibility with GD <= 5.0.0-beta101
if (useDeprecatedZeroAsDefaultZOrder) {
propElement.SetAttribute("useDeprecatedZeroAsDefaultZOrder", true);
}
// end of compatibility code
extensionProperties.SerializeTo(propElement.AddChild("extensionProperties"));
SerializerElement& extensionsElement = propElement.AddChild("extensions");
@@ -1072,7 +1090,6 @@ Project& Project::operator=(const Project& other) {
}
void Project::Init(const gd::Project& game) {
// Some properties
name = game.name;
version = game.version;
windowWidth = game.windowWidth;
@@ -1083,6 +1100,8 @@ void Project::Init(const gd::Project& game) {
scaleMode = game.scaleMode;
adaptGameResolutionAtRuntime = game.adaptGameResolutionAtRuntime;
sizeOnStartupMode = game.sizeOnStartupMode;
projectUuid = game.projectUuid;
useDeprecatedZeroAsDefaultZOrder = game.useDeprecatedZeroAsDefaultZOrder;
#if defined(GD_IDE_ONLY)
author = game.author;
@@ -1105,7 +1124,6 @@ void Project::Init(const gd::Project& game) {
extensionsUsed = game.extensionsUsed;
platforms = game.platforms;
// Resources
resourcesManager = game.resourcesManager;
imageManager = std::make_shared<ImageManager>(*game.imageManager);
imageManager->SetResourcesManager(&resourcesManager);
@@ -1130,13 +1148,8 @@ void Project::Init(const gd::Project& game) {
variables = game.GetVariables();
#if defined(GD_IDE_ONLY)
gameFile = game.GetProjectFile();
projectFile = game.GetProjectFile();
imagesChanged = game.imagesChanged;
winExecutableFilename = game.winExecutableFilename;
winExecutableIconFile = game.winExecutableIconFile;
linuxExecutableFilename = game.linuxExecutableFilename;
macExecutableFilename = game.macExecutableFilename;
#endif
}

View File

@@ -118,13 +118,13 @@ class GD_CORE_API Project : public ObjectsContainer {
/**
* Called when project file has changed.
*/
void SetProjectFile(const gd::String& file) { gameFile = file; }
void SetProjectFile(const gd::String& file) { projectFile = file; }
/**
* Return project file
* \see gd::Project::SetProjectFile
*/
const gd::String& GetProjectFile() const { return gameFile; }
const gd::String& GetProjectFile() const { return projectFile; }
/**
* Set that the project should be saved as a folder project.
@@ -277,6 +277,42 @@ class GD_CORE_API Project : public ObjectsContainer {
*/
void SetScaleMode(const gd::String& scaleMode_) { scaleMode = scaleMode_; }
/**
* \brief Return if the project should set 0 as Z-order for objects created
* from events (which is deprecated) - instead of the highest Z order that was
* found on each layer when the scene started.
*/
bool GetUseDeprecatedZeroAsDefaultZOrder() const {
return useDeprecatedZeroAsDefaultZOrder;
}
/**
* \brief Set if the project should set 0 as Z-order for objects created from
* events (which is deprecated) - instead of the highest Z order that was
* found on each layer when the scene started.
*/
void SetUseDeprecatedZeroAsDefaultZOrder(bool enable) {
useDeprecatedZeroAsDefaultZOrder = enable;
}
/**
* \brief Change the project UUID.
*/
void SetProjectUuid(const gd::String& projectUuid_) {
projectUuid = projectUuid_;
};
/**
* \brief Get the project UUID, useful when using the game on online services
* that would require a unique identifier.
*/
const gd::String& GetProjectUuid() const { return projectUuid; }
/**
* \brief Create a new project UUID.
*/
void ResetProjectUuid();
/**
* Return a reference to the vector containing the names of extensions used by
* the project.
@@ -293,20 +329,20 @@ class GD_CORE_API Project : public ObjectsContainer {
#if defined(GD_IDE_ONLY)
/**
* \brief Get the properties set by extensions.
*
* Each extension can store arbitrary values indexed by a property name, which are
* useful to store project wide settings (AdMob id, etc...).
* \brief Get the properties set by extensions.
*
* Each extension can store arbitrary values indexed by a property name, which
* are useful to store project wide settings (AdMob id, etc...).
*/
gd::ExtensionProperties& GetExtensionProperties() {
return extensionProperties;
};
/**
* \brief Get the properties set by extensions.
*
* Each extension can store arbitrary values indexed by a property name, which are
* useful to store project wide settings (AdMob id, etc...).
* \brief Get the properties set by extensions.
*
* Each extension can store arbitrary values indexed by a property name, which
* are useful to store project wide settings (AdMob id, etc...).
*/
const gd::ExtensionProperties& GetExtensionProperties() const {
return extensionProperties;
@@ -923,10 +959,6 @@ class GD_CORE_API Project : public ObjectsContainer {
#if defined(GD_IDE_ONLY)
std::vector<gd::String> imagesChanged; ///< Images that have been changed and
///< which have to be reloaded
gd::String winExecutableFilename; ///< Windows executable name
gd::String winExecutableIconFile; ///< Icon for Windows executable
gd::String linuxExecutableFilename; ///< Linux executable name
gd::String macExecutableFilename; ///< Mac executable name
#endif
private:
@@ -948,8 +980,15 @@ class GD_CORE_API Project : public ObjectsContainer {
bool adaptGameResolutionAtRuntime; ///< Should the game resolution be adapted
///< to the window size at runtime
gd::String
sizeOnStartupMode; ///< How to adapt the game size to the screen. Can be
///< "adaptWidth", "adaptHeight" or empty
sizeOnStartupMode; ///< How to adapt the game size to the screen. Can be
///< "adaptWidth", "adaptHeight" or empty
gd::String projectUuid; ///< UUID useful to identify the game in online
///< services or database that would require it.
bool useDeprecatedZeroAsDefaultZOrder; ///< If true, objects created from
///< events will have 0 as Z order,
///< instead of the highest Z order
///< found on the layer at the scene
///< startup.
std::vector<std::unique_ptr<gd::Layout> > scenes; ///< List of all scenes
gd::VariablesContainer variables; ///< Initial global variables
std::vector<std::unique_ptr<gd::ExternalLayout> >
@@ -977,8 +1016,9 @@ class GD_CORE_API Project : public ObjectsContainer {
///< "default", "landscape" or "portrait".
bool
folderProject; ///< True if folder project, false if single file project.
gd::String gameFile; ///< File of the game
gd::String latestCompilationDirectory; ///< File of the game
gd::String
projectFile; ///< Path to the project file - when editing a local file.
gd::String latestCompilationDirectory;
gd::Platform*
currentPlatform; ///< The platform being used to edit the project.
gd::PlatformSpecificAssets platformSpecificAssets;

View File

@@ -5,8 +5,10 @@
*/
#include "GDCore/Project/ResourcesManager.h"
#include <iostream>
#include <map>
#include "GDCore/CommonTools.h"
#include "GDCore/Project/Project.h"
#include "GDCore/Project/PropertyDescriptor.h"
@@ -20,6 +22,7 @@ namespace gd {
gd::String Resource::badStr;
Resource ResourcesManager::badResource;
gd::String ResourcesManager::badResourceName;
#if defined(GD_IDE_ONLY)
ResourceFolder ResourcesManager::badFolder;
Resource ResourceFolder::badResource;
@@ -90,6 +93,33 @@ bool ResourcesManager::HasResource(const gd::String& name) const {
return false;
}
const gd::String& ResourcesManager::GetResourceNameWithOrigin(
const gd::String& originName, const gd::String& originIdentifier) const {
for (const auto& resource : resources) {
if (!resource) continue;
if (resource->GetOriginName() == originName &&
resource->GetOriginIdentifier() == originIdentifier) {
return resource->GetName();
}
}
return badResourceName;
}
const gd::String& ResourcesManager::GetResourceNameWithFile(
const gd::String& file) const {
for (const auto& resource : resources) {
if (!resource) continue;
if (resource->GetFile() == file) {
return resource->GetName();
}
}
return badResourceName;
}
std::vector<gd::String> ResourcesManager::GetAllResourceNames() const {
std::vector<gd::String> allResources;
for (std::size_t i = 0; i < resources.size(); ++i)
@@ -104,7 +134,8 @@ std::map<gd::String, gd::PropertyDescriptor> Resource::GetProperties() const {
return nothing;
}
std::map<gd::String, gd::PropertyDescriptor> ImageResource::GetProperties() const {
std::map<gd::String, gd::PropertyDescriptor> ImageResource::GetProperties()
const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties[_("Smooth the image")]
.SetValue(smooth ? "true" : "false")
@@ -413,6 +444,15 @@ void ResourcesManager::UnserializeFrom(const SerializerElement& element) {
std::shared_ptr<Resource> resource = CreateResource(kind);
resource->SetName(name);
resource->SetMetadata(metadata);
if (resourceElement.HasChild("origin")) {
gd::String originName =
resourceElement.GetChild("origin").GetStringAttribute("name", "");
gd::String originIdentifier =
resourceElement.GetChild("origin").GetStringAttribute("identifier",
"");
resource->SetOrigin(originName, originIdentifier);
}
resource->UnserializeFrom(resourceElement);
resources.push_back(resource);
@@ -444,6 +484,14 @@ void ResourcesManager::SerializeTo(SerializerElement& element) const {
resourceElement.SetAttribute("name", resources[i]->GetName());
resourceElement.SetAttribute("metadata", resources[i]->GetMetadata());
const gd::String& originName = resources[i]->GetOriginName();
const gd::String& originIdentifier = resources[i]->GetOriginIdentifier();
if (!originName.empty() || !originIdentifier.empty()) {
resourceElement.AddChild("origin")
.SetAttribute("name", originName)
.SetAttribute("identifier", originIdentifier);
}
resources[i]->SerializeTo(resourceElement);
}
@@ -560,7 +608,8 @@ void JsonResource::SerializeTo(SerializerElement& element) const {
element.SetAttribute("disablePreload", IsPreloadDisabled());
}
std::map<gd::String, gd::PropertyDescriptor> JsonResource::GetProperties() const {
std::map<gd::String, gd::PropertyDescriptor> JsonResource::GetProperties()
const {
std::map<gd::String, gd::PropertyDescriptor> properties;
properties["disablePreload"]
.SetValue(disablePreload ? "true" : "false")

View File

@@ -79,6 +79,17 @@ class GD_CORE_API Resource {
*/
virtual void SetFile(const gd::String& newFile){};
/**
* TODO: make a ResourceOrigin object?
*/
virtual void SetOrigin(const gd::String& originName_, const gd::String& originIdentifier_) {
originName = originName_;
originIdentifier = originIdentifier_;
}
virtual const gd::String& GetOriginName() const { return originName; }
virtual const gd::String& GetOriginIdentifier() const { return originIdentifier; }
/**
* \brief Set the metadata (any string) associated to the resource.
* \note Can be used by external editors to store extra information, for
@@ -142,6 +153,8 @@ class GD_CORE_API Resource {
gd::String kind;
gd::String name;
gd::String metadata;
gd::String originName;
gd::String originIdentifier;
bool userAdded; ///< True if the resource was added by the user, and not
///< automatically by GDevelop.
@@ -354,6 +367,18 @@ class GD_CORE_API ResourcesManager {
*/
bool HasResource(const gd::String& name) const;
/**
* \brief Return the name of the resource with the given origin, if any.
* If not found, an empty string is returned.
*/
const gd::String& GetResourceNameWithOrigin(const gd::String& originName, const gd::String& originIdentifier) const;
/**
* \brief Return the name of the first resource with the given file, if any.
* If not found, an empty string is returned.
*/
const gd::String& GetResourceNameWithFile(const gd::String& file) const;
/**
* \brief Return a reference to a resource.
*/
@@ -487,6 +512,7 @@ class GD_CORE_API ResourcesManager {
static ResourceFolder badFolder;
#endif
static Resource badResource;
static gd::String badResourceName;
};
#if defined(GD_IDE_ONLY)

View File

@@ -84,6 +84,18 @@ void SetupProjectWithDummyPlatform(gd::Project &project,
.AddParameter("string", "")
.AddParameter("expression", "", "", true)
.SetFunctionName("getNumberWith3Params");
extension
->AddStrExpression("GetStringWith2ObjectParamAnd2ObjectVarParam",
"Get string with twice an object param and an objectvar param",
"",
"",
"")
.AddParameter("object", _("Object 1 parameter"))
.AddParameter("objectvar", _("Variable for object 1"))
.AddParameter("object", _("Object 2 parameter"))
.AddParameter("objectvar", _("Variable for object 2"))
.SetFunctionName("getStringWith2ObjectParamAnd2ObjectVarParam");
auto &object = extension->AddObject<gd::Object>(
"Sprite", "Dummy Sprite", "Dummy sprite object", "");
object

View File

@@ -4,6 +4,7 @@
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Events/Parsers/ExpressionParser2.h"
#include "DummyPlatform.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/Extensions/PlatformExtension.h"
@@ -823,37 +824,41 @@ TEST_CASE("ExpressionParser2", "[common][events]") {
}
SECTION("Valid object function name") {
auto node = parser.ParseExpression("string", "MyObject.MyFunc");
REQUIRE(node != nullptr);
auto &objectFunctionName = dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "MyFunc");
auto node = parser.ParseExpression("string", "MyObject.MyFunc");
REQUIRE(node != nullptr);
auto &objectFunctionName =
dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "MyFunc");
}
SECTION("Valid object behavior name") {
auto node = parser.ParseExpression("string", "MyObject.MyBehavior::MyFunc");
REQUIRE(node != nullptr);
auto &objectFunctionName = dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "MyBehavior");
REQUIRE(objectFunctionName.behaviorFunctionName == "MyFunc");
auto node = parser.ParseExpression("string", "MyObject.MyBehavior::MyFunc");
REQUIRE(node != nullptr);
auto &objectFunctionName =
dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "MyBehavior");
REQUIRE(objectFunctionName.behaviorFunctionName == "MyFunc");
}
SECTION("Unfinished object function name") {
auto node = parser.ParseExpression("string", "MyObject.");
REQUIRE(node != nullptr);
auto &objectFunctionName = dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "");
auto node = parser.ParseExpression("string", "MyObject.");
REQUIRE(node != nullptr);
auto &objectFunctionName =
dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "");
}
SECTION("Unfinished object behavior name") {
auto node = parser.ParseExpression("string", "MyObject.MyBehavior::");
REQUIRE(node != nullptr);
auto &objectFunctionName = dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "MyBehavior");
REQUIRE(objectFunctionName.behaviorFunctionName == "");
auto node = parser.ParseExpression("string", "MyObject.MyBehavior::");
REQUIRE(node != nullptr);
auto &objectFunctionName =
dynamic_cast<gd::ObjectFunctionNameNode &>(*node);
REQUIRE(objectFunctionName.objectName == "MyObject");
REQUIRE(objectFunctionName.objectFunctionOrBehaviorName == "MyBehavior");
REQUIRE(objectFunctionName.behaviorFunctionName == "");
}
SECTION("Invalid function calls") {
@@ -948,7 +953,8 @@ TEST_CASE("ExpressionParser2", "[common][events]") {
}
}
SECTION("Invalid behavior function call, finishing with namespace separator") {
SECTION(
"Invalid behavior function call, finishing with namespace separator") {
{
auto node = parser.ParseExpression("number", "MyObject.MyBehavior::(12)");
REQUIRE(node != nullptr);
@@ -1031,6 +1037,55 @@ TEST_CASE("ExpressionParser2", "[common][events]") {
}
}
SECTION("Valid function call with object variable") {
{
// Note that in this test we need to use an expression with "objectvar",
// as the grammar of the parser depends on this parameter type
// information.
auto node = parser.ParseExpression(
"string",
"MyExtension::GetStringWith2ObjectParamAnd2ObjectVarParam(MyObject1, "
"MyVar1, MyObject2, MyVar2)");
REQUIRE(node != nullptr);
auto &functionNode = dynamic_cast<gd::FunctionCallNode &>(*node);
auto &identifierObject1Node =
dynamic_cast<gd::IdentifierNode &>(*functionNode.parameters[0]);
auto &variable1Node =
dynamic_cast<gd::VariableNode &>(*functionNode.parameters[1]);
auto &identifierObject2Node =
dynamic_cast<gd::IdentifierNode &>(*functionNode.parameters[2]);
auto &variable2Node =
dynamic_cast<gd::VariableNode &>(*functionNode.parameters[3]);
REQUIRE(identifierObject1Node.identifierName == "MyObject1");
REQUIRE(identifierObject2Node.identifierName == "MyObject2");
REQUIRE(variable1Node.objectName == "MyObject1");
REQUIRE(variable1Node.name == "MyVar1");
REQUIRE(variable2Node.objectName == "MyObject2");
REQUIRE(variable2Node.name == "MyVar2");
}
}
SECTION("Invalid function call with object variable") {
{
// Note that in this test we need to use an expression with "objectvar",
// as the grammar of the parser depends on this parameter type
// information.
auto node = parser.ParseExpression(
"string",
"MyExtension::GetStringWith2ObjectParamAnd2ObjectVarParam(My "
"badly/written object1, MyVar1, MyObject2, MyVar2)");
REQUIRE(node != nullptr);
gd::ExpressionValidator validator;
node->Visit(validator);
REQUIRE(validator.GetErrors().size() == 1);
REQUIRE(validator.GetErrors()[0]->GetMessage() ==
"An object name was expected but something else was written. "
"Enter just the name of the object for this parameter.");
}
}
SECTION("Fuzzy/random tests") {
{
auto testExpression = [&parser](const gd::String &expression) {

View File

@@ -0,0 +1,33 @@
/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
/**
* @file Tests covering common features of GDevelop Core.
*/
#include "GDCore/IDE/Project/ResourcesRenamer.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Project/Project.h"
#include "catch.hpp"
TEST_CASE("ResourcesRenamer", "[common]") {
SECTION("It renames resources that are exposed") {
std::map<gd::String, gd::String> renamings = {
{"Resource1", "RenamedResource1"}};
gd::ResourcesRenamer resourcesRenamer(renamings);
gd::Project project;
project.GetPlatformSpecificAssets().Set(
"android", "some-icon", "Resource1");
project.GetPlatformSpecificAssets().Set(
"android", "some-other-icon", "Resource2");
project.ExposeResources(resourcesRenamer);
REQUIRE(project.GetPlatformSpecificAssets().Get("android", "some-icon") ==
"RenamedResource1");
REQUIRE(project.GetPlatformSpecificAssets().Get(
"android", "some-other-icon") == "Resource2");
}
}

View File

@@ -2,34 +2,38 @@
# do it if not already cloned to avoid triggering a whole
# recompilation every time CMake is run.
find_package(Git)
if(GIT_FOUND AND NOT EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/SFML/readme.txt")
message( "Cloning SFML in ExtLibs/SFML with Git..." )
execute_process(
COMMAND ${GIT_EXECUTABLE} clone "https://www.github.com/SFML/SFML.git" SFML
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/
OUTPUT_QUIET)
if(GIT_FOUND)
if (NOT EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/SFML/readme.txt")
message( "Cloning SFML in ExtLibs/SFML with Git..." )
execute_process(
COMMAND ${GIT_EXECUTABLE} clone "https://www.github.com/SFML/SFML.git" SFML
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/
OUTPUT_QUIET)
message( "Resetting SFML source code to version 2.4.1..." )
execute_process(
COMMAND ${GIT_EXECUTABLE} reset --hard 2.4.1
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/SFML
OUTPUT_QUIET)
message( "Resetting SFML source code to version 2.4.1..." )
execute_process(
COMMAND ${GIT_EXECUTABLE} reset --hard 2.4.1
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/SFML
OUTPUT_QUIET)
message( "Applying the patches..." )
file(GLOB SFML_PATCHES
LIST_DIRECTORIES FALSE
${CMAKE_CURRENT_SOURCE_DIR}/SFML-patches/*.patch)
message( "Applying the patches..." )
file(GLOB SFML_PATCHES
LIST_DIRECTORIES FALSE
${CMAKE_CURRENT_SOURCE_DIR}/SFML-patches/*.patch)
if(SFML_PATCHES)
list(SORT SFML_PATCHES)
if(SFML_PATCHES)
list(SORT SFML_PATCHES)
foreach(SFML_PATCH ${SFML_PATCHES})
message( "Applying patch: ${SFML_PATCH}..." )
execute_process(
COMMAND ${GIT_EXECUTABLE} apply ${SFML_PATCH} --ignore-whitespace
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/SFML
OUTPUT_QUIET)
endforeach()
foreach(SFML_PATCH ${SFML_PATCHES})
message( "Applying patch: ${SFML_PATCH}..." )
execute_process(
COMMAND ${GIT_EXECUTABLE} apply ${SFML_PATCH} --ignore-whitespace
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/SFML
OUTPUT_QUIET)
endforeach()
endif()
else()
message( "SFML already downloaded." )
endif()
else()
message( "Git not found, make sure you have SFML >= 2.4 in ExtLibs/SFML and you applied the needed patches (from ExtLibs/SFML-patches)!" )

View File

@@ -0,0 +1,676 @@
// @flow
/**
* This is a declaration of an extension for GDevelop 5.
*
* Changes in this file are watched and automatically imported if the editor
* is running. You can also manually run `node import-GDJS-Runtime.js` (in newIDE/app/scripts).
*
* The file must be named "JsExtension.js", otherwise GDevelop won't load it.
* ⚠️ If you make a change and the extension is not loaded, open the developer console
* and search for any errors.
*
* More information on https://github.com/4ian/GDevelop/blob/master/newIDE/README-extensions.md
*/
module.exports = {
createExtension: function (
_ /*: (string) => string */,
gd /*: libGDevelop */
) {
const extension = new gd.PlatformExtension();
extension.setExtensionInformation(
'AdvancedWindow',
_('Advanced window management'),
_(
'Provides advanced features related to the game window positioning and interaction with the operating system.'
),
'Arthur Pacaud (arthuro555)',
'MIT'
);
extension
.addAction(
'Focus',
_('Change focus of the window'),
_('Make the window gain or lose focus.'),
_('Focus the window: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Focus the window?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.focus');
extension
.addCondition(
'IsFocused',
_('Window focused'),
_('Checks if the window is focused.'),
_('The window is focused'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isFocused');
extension
.addAction(
'Show',
_('Change visibility of the window'),
_('Make the window visible or invisible.'),
_('Window visible: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Show window?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.show');
extension
.addCondition(
'IsVisible',
_('Window visibile'),
_('Checks if the window is visible.'),
_('The window is visible'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isVisible');
extension
.addAction(
'Maximize',
_('Maximize the window'),
_('Maximize or unmaximize the window.'),
_('Maximize window: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Maximize window?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.maximize');
extension
.addCondition(
'IsMaximized',
_('Window maximized'),
_('Checks if the window is maximized.'),
_('The window is maximized'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isMaximized');
extension
.addAction(
'Minimize',
_('Minimize the window'),
_('Minimize or unminimize the window.'),
_('Minimize window: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Minimize window?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.minimize');
extension
.addCondition(
'IsMinimized',
_('Window minimized'),
_('Checks if the window is minimized.'),
_('The window is minimized'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isMinimized');
extension
.addAction(
'EnableWindow',
_('Enable the window'),
_('Enables or disables the window.'),
_('Enable window: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Enable window?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.enable');
extension
.addCondition(
'IsWindowEnabled',
_('Window enabled'),
_('Checks if the window is enabled.'),
_('The window is enabled'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isEnabled');
extension
.addAction(
'SetResizable',
_('Allow resizing'),
_('Enables or disables resizing of the window by the user.'),
_('Enable window resizing: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow resizing?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setResizable');
extension
.addCondition(
'IsResizable',
_('Window resizable'),
_('Checks if the window can be resized.'),
_('The window can be resized'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isResizable');
extension
.addAction(
'SetMovable',
_('Allow moving'),
_('Enables or disables moving of the window by the user.'),
_('Enable window moving: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow moving?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setMovable');
extension
.addCondition(
'IsMovable',
_('Window movable'),
_('Checks if the window can be moved.'),
_('The window can be moved'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isMovable');
extension
.addAction(
'SetMaximizable',
_('Allow maximizing'),
_('Enables or disables maximizing of the window by the user.'),
_('Enable window maximizing: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow maximizing?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setMaximizable');
extension
.addCondition(
'IsMaximizable',
_('Window maximizable'),
_('Checks if the window can be maximized.'),
_('The window can be maximized'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isMaximizable');
extension
.addAction(
'SetMinimizable',
_('Allow mimizing'),
_('Enables or disables minimizing of the window by the user.'),
_('Enable window minimizing: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow minimizing?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setMinimizable');
extension
.addCondition(
'IsMinimizable',
_('Window minimizable'),
_('Checks if the window can be minimized.'),
_('The window can be minimized'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isMinimizable');
extension
.addAction(
'SetFullScreenable',
_('Allow full-screening'),
_('Enables or disables full-screening of the window by the user.'),
_('Enable window full-screening: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow full-screening?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setFullScreenable');
extension
.addCondition(
'IsFullScreenable',
_('Window full-screenable'),
_('Checks if the window can be full-screened.'),
_('The window can be set in fullscreen'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isFullScreenable');
extension
.addAction(
'SetClosable',
_('Allow closing'),
_('Enables or disables closing of the window by the user.'),
_('Enable window closing: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow closing?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setClosable');
extension
.addCondition(
'IsClosable',
_('Window closable'),
_('Checks if the window can be closed.'),
_('The window can be closed'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isClosable');
const levelChoices = JSON.stringify([
'normal',
'floating',
'torn-off-menu',
'modal-panel',
'main-menu',
'status',
'pop-up-menu',
'screen-saver',
]);
extension
.addAction(
'SetAlwaysOnTop',
_('Make the windows always on top'),
_('Puts the window constantly above all other windows.'),
_('Make window always on top: _PARAM0_, level: _PARAM1_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Enable always on top?'), '', false)
.setDefaultValue('true')
.addParameter('stringWithSelector', _('Level'), levelChoices, false)
.setDefaultValue('floating')
.setParameterLongDescription(
'The level is like a layer in GDevelop but for the OS. ' +
'The further down the list, the higher it will be. ' +
'When disabling always on top, the level will be set to normal. ' +
'From "floating" to "status" included, ' +
'the window is placed below the Dock on macOS and below the taskbar on Windows. ' +
'Starting from "pop-up-menu", it is shown above the Dock on macOS and ' +
'above the taskbar on Windows. ' +
'This parameter is ignored on linux.'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setAlwaysOnTop');
extension
.addCondition(
'IsAlwaysOnTop',
_('Window always on top'),
_('Checks if the window is always on top.'),
_('The window is always on top'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isAlwaysOnTop');
extension
.addAction(
'SetKiosk',
_('Enable kiosk mode'),
_(
'Puts the window in kiosk mode. This prevents the user from exiting fullscreen.'
),
_('Enable kiosk mode: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Enable kiosk mode?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setKiosk');
extension
.addCondition(
'IsKiosk',
_('Kiosk mode'),
_('Checks if the window is currently in kiosk mode.'),
_('The window is in kiosk mode'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.isKiosk');
extension
.addAction(
'SetHasShadow',
_('Enable window shadow'),
_('Enables or disables the window shadow.'),
_('Enable window shadow: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Enable shadow?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setHasShadow');
extension
.addCondition(
'HasShadow',
_('Shadow enabled'),
_("Checks if the window currently has it's shadow enabled."),
_('The window has a shadow'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.hasShadow');
extension
.addAction(
'EnableContentProtection',
_('Enable content protection'),
_(
'Enables or disables the content protection mode. This should prevent screenshots of the game from being taken.'
),
_('Enable content protection: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Enable content protection?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setContentProtection');
extension
.addAction(
'SetFocusable',
_('Allow focusing'),
_('Allow or disallow the user to focus the window.'),
_('Allow to focus the window: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Allow focus?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setFocusable');
extension
.addAction(
'Flash',
_('Flash the window'),
_('Make the window flash or end flashing.'),
_('Make the window flash: _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('yesorno', _('Flash the window?'), '', false)
.setDefaultValue('true')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.flash');
extension
.addAction(
'SetOpacity',
_('Set window opacity'),
_('Changes the window opacity.'),
_('Set the window opacity to _PARAM0_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('expression', _('New opacity'), '', false)
.setParameterLongDescription('A number between 0 (fully transparent) and 1 (fully opaque).')
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setOpacity');
extension
.addAction(
'SetWindowPosition',
_('Set window position'),
_('Changes the window position.'),
_('Set the window position to _PARAM0_;_PARAM1_'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window24.png',
'res/actions/window.png'
)
.addParameter('expression', _('X position'), '', false)
.addParameter('expression', _('Y position'), '', false)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.setPosition');
extension
.addExpression(
'WindowX',
_('Window X position'),
_('Returns the current window X position.'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.getPositionX');
extension
.addExpression(
'WindowY',
_('Window Y position'),
_('Returns the current window Y position.'),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.getPositionY');
extension
.addExpression(
'WindowOpacity',
_('Window opacity'),
_(
'Returns the current window opacity (a number from 0 to 1, 1 being fully opaque).'
),
_('Advanced window management/Windows, Linux, macOS'),
'res/actions/window.png'
)
.getCodeExtraInformation()
.setIncludeFile(
'Extensions/AdvancedWindow/electron-advancedwindowtools.js'
)
.setFunctionName('gdjs.evtTools.advancedWindow.getOpacity');
return extension;
},
runExtensionSanityTests: function (
gd /*: libGDevelop */,
extension /*: gdPlatformExtension*/
) {
return [];
},
};

View File

@@ -0,0 +1,370 @@
// @ts-check
/**
* A set of wrappers around the Electron windowing APIs.
* They don't have any effect on non Electron runtimes.
*
* Docstrings are only used for typing here, for proper
* documentation check the electron docs at
* https://www.electronjs.org/docs/api.
*
* @filedescriptor
* @author arthuro555
*/
/**
* Tools to manipulate the game window positioning and
* interactions with the operating system.
* @namespace
*/
gdjs.evtTools.advancedWindow = {
/**
* The game's BrowserWindow instance (or null on
* non-electron platforms).
* @type {?Object}
*/
electronBrowserWindow: null,
};
// @ts-ignore
if (typeof require === 'function') {
// @ts-ignore
gdjs.evtTools.advancedWindow.electronBrowserWindow = require('electron').remote.getCurrentWindow();
}
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.focus = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
if (activate) {
gdjs.evtTools.advancedWindow.electronBrowserWindow.focus();
} else {
gdjs.evtTools.advancedWindow.electronBrowserWindow.blur();
}
}
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isFocused = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isFocused();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.show = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
if (activate) {
gdjs.evtTools.advancedWindow.electronBrowserWindow.showInactive();
} else {
gdjs.evtTools.advancedWindow.electronBrowserWindow.hide();
}
}
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isVisible = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isVisible();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.maximize = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
if (activate) {
gdjs.evtTools.advancedWindow.electronBrowserWindow.maximize();
} else {
gdjs.evtTools.advancedWindow.electronBrowserWindow.unmaximize();
}
}
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isMaximized = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isMaximized();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.minimize = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
if (activate) {
gdjs.evtTools.advancedWindow.electronBrowserWindow.minimize();
} else {
gdjs.evtTools.advancedWindow.electronBrowserWindow.restore();
}
}
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isMinimized = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isMinimized();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.enable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setEnabled(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isEnabled = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isEnabled();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setResizable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setResizable(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isResizable = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isResizable();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setMovable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setMovable(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isMovable = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isMovable();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setMaximizable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setMaximizable(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isMaximizable = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isMaximizable();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setMinimizable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setMinimizable(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isMinimizable = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isMinimizable();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setFullScreenable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setFullScreenable(
activate
);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isFullScreenable = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isFullScreenable();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setClosable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setClosable(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isClosable = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isClosable();
return false;
};
/**
* @param {boolean} activate
* @param {"normal" | "floating" | "torn-off-menu" | "modal-panel" |"main-menu" | "status" | "pop-up-menu" | "screen-saver"} level
*/
gdjs.evtTools.advancedWindow.setAlwaysOnTop = function (activate, level) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setAlwaysOnTop(
activate,
level
);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isAlwaysOnTop = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isAlwaysOnTop();
return false;
};
/**
* @param {number} x
* @param {number} y
*/
gdjs.evtTools.advancedWindow.setPosition = function (x, y) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
// Convert x and y to (32 bit) integers to avoid Electron errors.
gdjs.evtTools.advancedWindow.electronBrowserWindow.setPosition(~~x, ~~y);
}
};
/**
* @return {number}
*/
gdjs.evtTools.advancedWindow.getPositionX = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
return gdjs.evtTools.advancedWindow.electronBrowserWindow.getPosition()[0];
}
return 0;
};
/**
* @return {number}
*/
gdjs.evtTools.advancedWindow.getPositionY = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow) {
return gdjs.evtTools.advancedWindow.electronBrowserWindow.getPosition()[1];
}
return 0;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setKiosk = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setKiosk(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.isKiosk = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.isKiosk();
return false;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.flash = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.flashFrame(activate);
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setHasShadow = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setHasShadow(activate);
};
/**
* @return {boolean}
*/
gdjs.evtTools.advancedWindow.hasShadow = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.hasShadow();
return false;
};
/**
* @param {number} opacity
*/
gdjs.evtTools.advancedWindow.setOpacity = function (opacity) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setOpacity(opacity);
};
/**
* @return {number}
*/
gdjs.evtTools.advancedWindow.getOpacity = function () {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
return gdjs.evtTools.advancedWindow.electronBrowserWindow.getOpacity();
return 1;
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setContentProtection = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setContentProtection(
activate
);
};
/**
* @param {boolean} activate
*/
gdjs.evtTools.advancedWindow.setFocusable = function (activate) {
if (gdjs.evtTools.advancedWindow.electronBrowserWindow)
gdjs.evtTools.advancedWindow.electronBrowserWindow.setFocusable(activate);
};

View File

@@ -18,7 +18,11 @@ gdjs.BBTextRuntimeObjectPixiRenderer = function (runtimeObject, runtimeScene) {
.getFontManager()
.getFontFamily(runtimeObject._fontFamily),
fontSize: runtimeObject._fontSize + 'px',
fill: runtimeObject._color,
fill: gdjs.rgbToHexNumber(
runtimeObject._color[0],
runtimeObject._color[1],
runtimeObject._color[2]
),
tagStyle: 'bbcode',
wordWrap: runtimeObject._wordWrap,
wordWrapWidth: runtimeObject._wrappingWidth,
@@ -72,7 +76,11 @@ gdjs.BBTextRuntimeObjectPixiRenderer.prototype.updateText = function () {
};
gdjs.BBTextRuntimeObjectPixiRenderer.prototype.updateColor = function () {
this._pixiObject.textStyles.default.fill = this._object._color;
this._pixiObject.textStyles.default.fill = gdjs.rgbToHexNumber(
this._object._color[0],
this._object._color[1],
this._object._color[2]
);
this._pixiObject.dirty = true;
};

View File

@@ -29,8 +29,8 @@ gdjs.BBTextRuntimeObject = function(runtimeScene, objectData) {
// parseFloat should not be required, but GDevelop 5.0 beta 92 and below were storing it as a string.
/** @type {string} */
this._text = objectData.content.text;
/** @type {string} */
this._color = objectData.content.color;
/** @type {number[]} color in format [r, g, b], where each component is in the range [0, 255] */
this._color = gdjs.BBTextRuntimeObject.hexToRGBColor(objectData.content.color);
/** @type {string} */
this._fontFamily = objectData.content.fontFamily;
/** @type {number} */
@@ -61,6 +61,11 @@ gdjs.BBTextRuntimeObject.prototype = Object.create(
);
gdjs.registerObject('BBText::BBText', gdjs.BBTextRuntimeObject);
gdjs.BBTextRuntimeObject.hexToRGBColor = function (hex) {
var hexNumber = parseInt(hex.replace('#', ''), 16);
return [(hexNumber >> 16) & 0xff, (hexNumber >> 8) & 0xff, hexNumber & 0xff];
};
gdjs.BBTextRuntimeObject.prototype.getRendererObject = function() {
return this._renderer.getRendererObject();
};
@@ -80,7 +85,7 @@ gdjs.BBTextRuntimeObject.prototype.updateFromObjectData = function(oldObjectData
this.setBBText(newObjectData.content.text);
}
if (oldObjectData.content.color !== newObjectData.content.color) {
this._color = newObjectData.content.color;
this._color = gdjs.BBTextRuntimeObject.hexToRGBColor(newObjectData.content.color);
this._renderer.updateColor();
}
if (oldObjectData.content.fontFamily !== newObjectData.content.fontFamily) {
@@ -132,19 +137,19 @@ gdjs.BBTextRuntimeObject.prototype.getBBText = function() {
gdjs.BBTextRuntimeObject.prototype.setColor = function(rgbColorString) {
const splitValue = rgbColorString.split(';');
if (splitValue.length !== 3) return;
const hexColor =
'#' +
gdjs.rgbToHex(
parseInt(splitValue[0], 0),
parseInt(splitValue[1], 0),
parseInt(splitValue[2], 0)
);
this._color = hexColor;
this._color[0] = parseInt(splitValue[0], 10);
this._color[1] = parseInt(splitValue[1], 10);
this._color[2] = parseInt(splitValue[2], 10);
this._renderer.updateColor();
};
/**
* Get the base color.
* @return {string} The color as a "R;G;B" string, for example: "255;0;0"
*/
gdjs.BBTextRuntimeObject.prototype.getColor = function() {
return this._color;
return this._color[0] + ";" + this._color[1] + ";" + this._color[2];
};
gdjs.BBTextRuntimeObject.prototype.setFontSize = function(fontSize) {

View File

@@ -20,7 +20,10 @@ import { type ObjectsRenderingService, type ObjectsEditorService } from '../JsEx
*/
module.exports = {
createExtension: function(_/*: (string) => string */, gd/*: libGDevelop */) {
createExtension: function (
_ /*: (string) => string */,
gd /*: libGDevelop */
) {
const extension = new gd.PlatformExtension();
extension
.setExtensionInformation(
@@ -305,7 +308,9 @@ module.exports = {
.addAction(
'DeleteFileAsync',
_('Delete a file (Async)'),
_('Delete a file from the filesystem asynchronously. The option result variable will be updated once the file is deleted.'),
_(
'Delete a file from the filesystem asynchronously. The option result variable will be updated once the file is deleted.'
),
_('Delete the file _PARAM0_'),
_('Filesystem/Windows, Linux, MacOS/Asynchronous'),
'JsPlatform/Extensions/filesystem_delete_file24.png',
@@ -366,8 +371,8 @@ module.exports = {
extension
.addStrExpression(
'ExecutablePath',
_('This games executable folder'),
_('Get the path to this games executable folder.'),
_('Game executable file'),
_('Get the path to this game executable file.'),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
@@ -376,11 +381,24 @@ module.exports = {
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getExecutablePath');
extension
.addStrExpression(
'ExecutableFolderPath',
_('Game executable folder'),
_('Get the path to this game executable folder.'),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
.addCodeOnlyParameter('currentScene', '')
.getCodeExtraInformation()
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getExecutableFolderPath');
extension
.addStrExpression(
'UserdataPath',
_('Userdata folder (For application settings)'),
_('Get the path to userdata folder. (For application settings)'),
_('Userdata folder (for application settings)'),
_('Get the path to userdata folder (for application settings).'),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
@@ -392,7 +410,7 @@ module.exports = {
extension
.addStrExpression(
'UserHomePath',
_('User\'s Home folder'),
_("User's Home folder"),
_('Get the path to the user home folder.'),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
@@ -418,7 +436,7 @@ module.exports = {
.addStrExpression(
'PathDelimiter',
_('Path delimiter'),
_('Get the operating system agnostic path delimiter.'),
_('Get the operating system path delimiter.'),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
@@ -426,9 +444,55 @@ module.exports = {
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getPathDelimiter');
extension
.addStrExpression(
'DirectoryName',
_('Get directory name from a path'),
_(
'Returns the portion of the path that represents the directories, without the ending file name.'
),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
.addParameter('string', _('File or folder path'), '', false)
.getCodeExtraInformation()
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getDirectoryName');
extension
.addStrExpression(
'FileName',
_('Get file name from a path'),
_('Returns the name of the file with its extension, if any.'),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
.addParameter('string', _('File path'), '', false)
.getCodeExtraInformation()
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getFileName');
extension
.addStrExpression(
'ExtensionName',
_('Get the extension from a file path'),
_(
'Returns the extension of the file designated by the given path, including the extension period. For example: ".txt".'
),
_('Filesystem/Windows, Linux, MacOS'),
'JsPlatform/Extensions/filesystem_folder32.png'
)
.addParameter('string', _('File path'), '', false)
.getCodeExtraInformation()
.setIncludeFile('Extensions/FileSystem/filesystemtools.js')
.setFunctionName('gdjs.fileSystem.getExtensionName');
return extension;
},
runExtensionSanityTests: function(gd /*: libGDevelop */, extension /*: gdPlatformExtension*/) {
runExtensionSanityTests: function (
gd /*: libGDevelop */,
extension /*: gdPlatformExtension*/
) {
return [];
},
};

View File

@@ -1,11 +1,58 @@
// @ts-check
/**
* @memberof gdjs
* @class fileSystem
* @static
* @namespace fileSystem
* @private
*/
gdjs.fileSystem = {};
gdjs.fileSystem = {
_path: null, // The Node.js path module, or null if it can't be loaded.
_fs: null, // The Node.js fs module, or null if it can't be loaded.
};
/** Get the Node.js path module, or null if it can't be loaded */
gdjs.fileSystem._getPath = function() {
if (!gdjs.fileSystem._path) {
// @ts-ignore
gdjs.fileSystem._path = typeof require !== 'undefined' ? require('path') : null;
}
return gdjs.fileSystem._path;
}
/** Get the Node.js fs module, or null if it can't be loaded */
gdjs.fileSystem._getFs = function() {
if (!gdjs.fileSystem._fs) {
// @ts-ignore
gdjs.fileSystem._fs = typeof require !== 'undefined' ? require('fs') : null;
}
return gdjs.fileSystem._fs;
}
/** @param {string} fileOrFolderPath */
gdjs.fileSystem.getDirectoryName = function(fileOrFolderPath) {
const path = gdjs.fileSystem._getPath();
if (!path) return '';
return path.dirname(fileOrFolderPath);
}
/** @param {string} filePath */
gdjs.fileSystem.getFileName = function(filePath) {
const path = gdjs.fileSystem._getPath();
if (!path) return '';
return path.basename(filePath);
}
/** @param {string} filePath */
gdjs.fileSystem.getExtensionName = function(filePath) {
const path = gdjs.fileSystem._getPath();
if (!path) return '';
return path.extname(filePath);
}
/**
* Get the path to 'Desktop' folder.
@@ -62,9 +109,9 @@ gdjs.fileSystem.getPicturesPath = function(runtimeScene) {
};
/**
* Get the path to this application 'Executable' folder.
* Get the path to this application 'Executable' file.
* @param {gdjs.RuntimeScene} runtimeScene The current scene
* @return {string} The path to this applications executable folder
* @return {string} The path to this applications executable file
*/
gdjs.fileSystem.getExecutablePath = function(runtimeScene) {
const electron = runtimeScene
@@ -79,6 +126,22 @@ gdjs.fileSystem.getExecutablePath = function(runtimeScene) {
}
};
/**
* Get the path to this application 'Executable' folder.
* @param {gdjs.RuntimeScene} runtimeScene The current scene
* @return {string} The path to this applications executable folder
*/
gdjs.fileSystem.getExecutableFolderPath = function(runtimeScene) {
const path = gdjs.fileSystem._getPath();
const executablePath = gdjs.fileSystem.getExecutablePath(runtimeScene);
if (!path) {
return '';
}
return path.dirname(executablePath);
};
/**
* Get the path to 'UserData' folder.
* @param {gdjs.RuntimeScene} runtimeScene The current scene
@@ -101,7 +164,7 @@ gdjs.fileSystem.getUserdataPath = function(runtimeScene) {
* Get the path to the user's home folder (on Windows `C:\Users\<USERNAME>\` for example).
* @return {string} The path to user's "home" folder
*/
gdjs.fileSystem.getUserHomePath = function() {
gdjs.fileSystem.getUserHomePath = function(runtimeScene) {
const electron = runtimeScene
.getGame()
.getRenderer()
@@ -137,7 +200,7 @@ gdjs.fileSystem.getTempPath = function(runtimeScene) {
* @return {string} The path delimiter
*/
gdjs.fileSystem.getPathDelimiter = function() {
const path = typeof require !== 'undefined' ? require('path') : null;
const path = gdjs.fileSystem._getPath();
if (path) {
return path.sep || '/';
@@ -152,7 +215,7 @@ gdjs.fileSystem.getPathDelimiter = function() {
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
gdjs.fileSystem.makeDirectory = function(directory, resultVar) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
let result = 'error';
if (fileSystem) {
@@ -176,7 +239,7 @@ gdjs.fileSystem.makeDirectory = function(directory, resultVar) {
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
gdjs.fileSystem.saveStringToFileAsync = function(text, savePath, resultVar) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
if (fileSystem) {
fileSystem.writeFile(savePath, text, 'utf8', err => {
@@ -199,7 +262,7 @@ gdjs.fileSystem.saveStringToFileAsync = function(text, savePath, resultVar) {
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
gdjs.fileSystem.saveStringToFile = function(text, savePath, resultVar) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
let result = 'error';
if (fileSystem) {
@@ -227,7 +290,7 @@ gdjs.fileSystem.saveVariableToJSONFile = function(
savePath,
resultVar
) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
const network = gdjs.evtTools.network;
let result = 'error';
@@ -251,7 +314,7 @@ gdjs.fileSystem.saveVariableToJSONFile = function(
/**
* Save a variable into a file in JSON format, asynchronously.
* @param {string} text The variable to be saved
* @param {gdjs.Variable} variable The variable to be saved
* @param {string} savePath Path to the file
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
@@ -260,7 +323,7 @@ gdjs.fileSystem.saveVariableToJSONFileAsync = function(
savePath,
resultVar
) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
const network = gdjs.evtTools.network;
if (fileSystem && network) {
@@ -289,7 +352,7 @@ gdjs.fileSystem.saveVariableToJSONFileAsync = function(
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
gdjs.fileSystem.loadStringFromFile = function(stringVar, loadPath, resultVar) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
let result = 'error';
if (fileSystem) {
@@ -321,7 +384,7 @@ gdjs.fileSystem.loadVariableFromJSONFile = function(
loadPath,
resultVar
) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
const network = gdjs.evtTools.network;
let result = 'error';
@@ -353,7 +416,7 @@ gdjs.fileSystem.loadVariableFromJSONFileAsync = function(
loadPath,
resultVar
) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
const network = gdjs.evtTools.network;
if (fileSystem && network) {
@@ -384,7 +447,7 @@ gdjs.fileSystem.loadStringFromFileAsync = function(
loadPath,
resultVar
) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
if (fileSystem) {
fileSystem.readFile(loadPath, 'utf8', (err, data) => {
@@ -409,7 +472,7 @@ gdjs.fileSystem.loadStringFromFileAsync = function(
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
gdjs.fileSystem.deleteFile = function(filePath, resultVar) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
let result = 'error';
if (fileSystem) {
@@ -430,7 +493,7 @@ gdjs.fileSystem.deleteFile = function(filePath, resultVar) {
* @param {gdjs.Variable} resultVar The variable where to store the result of the operation
*/
gdjs.fileSystem.deleteFileAsync = function(filePath, resultVar) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
if (fileSystem) {
fileSystem.unlink(filePath, err => {
@@ -449,7 +512,7 @@ gdjs.fileSystem.deleteFileAsync = function(filePath, resultVar) {
* @return {boolean} true if fhe file or directory exists
*/
gdjs.fileSystem.pathExists = function(filePath) {
const fileSystem = typeof require !== 'undefined' ? require('fs') : null;
const fileSystem = gdjs.fileSystem._getFs();
if (fileSystem) {
return fileSystem.existsSync(filePath);

View File

@@ -11,7 +11,7 @@ gdjs.LightRuntimeObjectPixiRenderer = function (runtimeObject, runtimeScene) {
this._runtimeScene = runtimeScene;
this._manager = runtimeObject.getObstaclesManager();
this._radius = runtimeObject.getRadius();
var objectColor = runtimeObject.getColor();
var objectColor = runtimeObject._color;
this._color = [
objectColor[0] / 255,
objectColor[1] / 255,
@@ -55,6 +55,13 @@ gdjs.LightRuntimeObjectPixiRenderer = function (runtimeObject, runtimeScene) {
runtimeObject.getHitBoxes()[0].vertices[i]
);
}
// Objects will be added in lighting layer, this is just to maintain consistency.
if (this._light)
runtimeScene
.getLayer('')
.getRenderer()
.addRendererObject(this.getRendererObject(), runtimeObject.getZOrder());
};
gdjs.LightRuntimeObjectRenderer = gdjs.LightRuntimeObjectPixiRenderer; //Register the class to let the engine use it.
@@ -168,6 +175,12 @@ gdjs.LightRuntimeObjectPixiRenderer.prototype.ensureUpToDate = function () {
};
gdjs.LightRuntimeObjectPixiRenderer.prototype.updateMesh = function () {
if (!PIXI.utils.isWebGLSupported()) {
console.warn(
'This device does not support webgl, which is required for Lighting Extension.'
);
return;
}
this.updateTexture();
var fragmentShader =
this._texture === null
@@ -200,12 +213,16 @@ gdjs.LightRuntimeObjectPixiRenderer.prototype.updateMesh = function () {
};
gdjs.LightRuntimeObjectPixiRenderer.prototype.updateRadius = function () {
if (!this._light) return;
this._radius = this._object.getRadius();
this._light.shader.uniforms.radius = this._radius;
};
gdjs.LightRuntimeObjectPixiRenderer.prototype.updateColor = function () {
var objectColor = this._object.getColor();
if (!this._light) return;
var objectColor = this._object._color;
this._color = [
objectColor[0] / 255,
objectColor[1] / 255,
@@ -223,6 +240,8 @@ gdjs.LightRuntimeObjectPixiRenderer.prototype.updateTexture = function () {
};
gdjs.LightRuntimeObjectPixiRenderer.prototype.updateDebugMode = function () {
if (!this._light) return;
this._debugMode = this._object.getDebugMode();
if (!this._debugLight && (this._isPreview || this._debugMode)) {
this._debugLight = new PIXI.Container();
@@ -293,9 +312,10 @@ gdjs.LightRuntimeObjectPixiRenderer.prototype._updateDebugGraphics = function ()
};
gdjs.LightRuntimeObjectPixiRenderer.prototype._updateBuffers = function () {
if (!this._light) return;
this._center[0] = this._object.x;
this._center[1] = this._object.y;
this._light.shader.uniforms.center = this._center;
var vertices = this._computeLightVertices();
// Fallback to simple quad when there are no obstacles around.
@@ -309,6 +329,7 @@ gdjs.LightRuntimeObjectPixiRenderer.prototype._updateBuffers = function () {
this._defaultVertexBuffer[6] = this._object.x - this._radius;
this._defaultVertexBuffer[7] = this._object.y - this._radius;
this._light.shader.uniforms.center = this._center;
this._light.geometry
.getBuffer('aVertexPosition')
.update(this._defaultVertexBuffer);
@@ -364,6 +385,7 @@ gdjs.LightRuntimeObjectPixiRenderer.prototype._updateBuffers = function () {
else this._indexBuffer[i + 2] = 1;
}
this._light.shader.uniforms.center = this._center;
if (!isSubArrayUsed) {
this._light.geometry
.getBuffer('aVertexPosition')

View File

@@ -147,11 +147,11 @@ gdjs.LightRuntimeObject.prototype.getDrawableY = function () {
};
/**
* Get the color of the light object in format [r, g, b], with components in the range of [0-255].
* @returns {number[]} the color of light object in rgb format.
* Get the color of the light object as a "R;G;B" string.
* @returns {string} the color of light object in "R;G;B" format.
*/
gdjs.LightRuntimeObject.prototype.getColor = function () {
return this._color;
return this._color[0] + ';' + this._color[1] + ';' + this._color[2];
};
/**
@@ -161,9 +161,9 @@ gdjs.LightRuntimeObject.prototype.getColor = function () {
gdjs.LightRuntimeObject.prototype.setColor = function (color) {
var rgbColor = color.split(';');
this._color = [
parseInt(rgbColor[0]),
parseInt(rgbColor[1]),
parseInt(rgbColor[2]),
parseInt(rgbColor[0], 10),
parseInt(rgbColor[1], 10),
parseInt(rgbColor[2], 10),
];
this._renderer.updateColor();
};

View File

@@ -53,6 +53,7 @@ const addLightObstacle = (runtimeScene, width, height) => {
};
describe('gdjs.LightRuntimeObject', function () {
PIXI.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;
const runtimeGame = new gdjs.RuntimeGame({
variables: [],
resources: {
@@ -61,12 +62,19 @@ describe('gdjs.LightRuntimeObject', function () {
properties: { windowWidth: 800, windowHeight: 600 },
});
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
runtimeScene.loadFromScene({
layers: [{ name: '', visibility: true, effects: [] }],
variables: [],
behaviorsSharedData: [],
objects: [],
instances: [],
});
const lightObj = addLightObject(runtimeScene, 100);
lightObj.setPosition(200, 200);
it('check object properties', function () {
expect(lightObj.getRadius()).to.be(100);
expect(lightObj.getColor()).to.eql([180, 180, 180]);
expect(lightObj.getColor()).to.eql("180;180;180");
expect(lightObj.getDebugMode()).to.be(false);
expect(lightObj.getDrawableX()).to.be(100);
expect(lightObj.getDrawableY()).to.be(100);
@@ -85,6 +93,7 @@ describe('gdjs.LightRuntimeObject', function () {
});
describe('Light with obstacles around it', function () {
PIXI.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;
const runtimeGame = new gdjs.RuntimeGame({
variables: [],
resources: {
@@ -156,7 +165,7 @@ describe('Light with obstacles around it', function () {
const expectedIndexBuffer = [
0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 6, 0,
6, 7, 0, 7, 8, 0, 8, 9, 0, 9, 10, 0, 10, 11, 0,
11, 12, 0, 12, 13, 0, 13, 14, 0, 14, 15, 0, 15,
11, 12, 0, 12, 13, 0, 13, 14, 0, 14, 15, 0, 15,
16, 0, 16, 17, 0, 17, 18, 0, 18, 1,
];

View File

@@ -8,6 +8,7 @@
gdjs.evtTools.p2p = {
/**
* The peer to peer configuration.
* @type {Peer.PeerJSOption}
*/
peerConfig: { debug: 1 }, // Enable logging of critical errors
@@ -18,52 +19,75 @@ gdjs.evtTools.p2p = {
peer: null,
/**
* All connected p2p clients, keyed by their id.
* All connected p2p clients, keyed by their ID.
* @type {Object<string, Peer.DataConnection>}
*/
connections: {},
/**
* Contains a list of events triggered by other p2p clients.
* Maps an event name (string) to a boolean:
* true if the event has been triggered, otherwise false.
* @note This is ignored if the event is in no dataloss mode.
* @type {Object<string, boolean>}
*/
triggeredEvents: {},
/**
* Contains the latest data sent with each event.
* If the event is in dataloss mode, maps an event name (string)
* to the string sent with that event.
* If the event is in no dataloss mode, maps an event name (string)
* to an array containing the data of each call of that event.
* @type {Object<string, string | Array>}
*/
lastEventData: {},
/**
* Tells how to handle an event (with or without data loss)
* Tells how to handle an event (with or without data loss).
* Maps the event name (string) to a boolean:
* true for dataloss, false for no dataloss.
* @type {Object<string, string>}
*/
eventHandling: {},
/**
* True if PeerJS is initialized and ready.
* @type {boolean}
*/
ready: false,
/**
* True if an error occured.
* @type {boolean}
*/
error: false,
/**
* Last error's message.
* @type {string}
*/
lastError: '',
/**
* True if a peer diconnected.
* List of IDs of peers that just disconnected.
* @type {Array<string>}
*/
peerJustDisconnected: false,
disconnectedPeers: [],
/**
* The last peer that has disconnected.
* List of IDs of peers that just remotely initiated a connection.
* @type {Array<string>}
*/
lastDisconnectedPeerId: '',
connectedPeers: [],
};
gdjs.evtTools.p2p.loadPeerJS = function () {
/**
* Internal function called to initialize PeerJS after its
* broker server has been configured.
* @private
*/
gdjs.evtTools.p2p._loadPeerJS = function () {
if (gdjs.evtTools.p2p.peer != null) return;
gdjs.evtTools.p2p.peer = new Peer(gdjs.evtTools.p2p.peerConfig);
gdjs.evtTools.p2p.peer.on('open', function () {
@@ -73,14 +97,24 @@ gdjs.evtTools.p2p.loadPeerJS = function () {
gdjs.evtTools.p2p.error = true;
gdjs.evtTools.p2p.lastError = errorMessage;
});
gdjs.evtTools.p2p.peer.on('connection', gdjs.evtTools.p2p._onConnection);
gdjs.evtTools.p2p.peer.on('connection', function (connection) {
connection.on('open', function () {
gdjs.evtTools.p2p._onConnection(connection);
gdjs.evtTools.p2p.connectedPeers.push(connection.peer);
});
});
gdjs.evtTools.p2p.peer.on('close', function () {
gdjs.evtTools.p2p.peer = null;
gdjs.evtTools.p2p.loadPeerJS();
gdjs.evtTools.p2p._loadPeerJS();
});
gdjs.evtTools.p2p.peer.on('disconnected', gdjs.evtTools.p2p.peer.reconnect);
};
/**
* Internal function called when a connection with a remote peer is initiated.
* @private
* @param {Peer.DataConnection} connection The DataConnection of the peer
*/
gdjs.evtTools.p2p._onConnection = function (connection) {
gdjs.evtTools.p2p.connections[connection.peer] = connection;
connection.on('data', function (data) {
@@ -117,15 +151,19 @@ gdjs.evtTools.p2p._onConnection = function (connection) {
disconnectChecker();
};
/**
* Internal function called when a remote client disconnects.
* @private
* @param {string} connectionID The ID of the peer that disconnected.
*/
gdjs.evtTools.p2p._onDisconnect = function (connectionID) {
gdjs.evtTools.p2p.peerJustDisconnected = true;
gdjs.evtTools.p2p.lastDisconnectedPeerId = connectionID;
gdjs.evtTools.p2p.disconnectedPeers.push(connectionID);
delete gdjs.evtTools.p2p.connections[connectionID];
};
/**
* Connects to another p2p client.
* @param {string} id - The other client's id.
* @param {string} id - The other client's ID.
*/
gdjs.evtTools.p2p.connect = function (id) {
var connection = gdjs.evtTools.p2p.peer.connect(id);
@@ -137,14 +175,14 @@ gdjs.evtTools.p2p.connect = function (id) {
/**
* Returns true when the event got triggered by another p2p client.
* @param {string} eventName
* @param {boolean} _dataLoss Is data loss allowed (accelerates event handling when true)?
* @param {boolean} defaultDataLoss Is data loss allowed (accelerates event handling when true)?
* @returns {boolean}
*/
gdjs.evtTools.p2p.onEvent = function (eventName, _dataLoss) {
gdjs.evtTools.p2p.onEvent = function (eventName, defaultDataLoss) {
var dataLoss = gdjs.evtTools.p2p.eventHandling[eventName];
if (dataLoss == undefined) {
gdjs.evtTools.p2p.eventHandling[eventName] = _dataLoss;
return gdjs.evtTools.p2p.onEvent(eventName, _dataLoss);
gdjs.evtTools.p2p.eventHandling[eventName] = defaultDataLoss;
return gdjs.evtTools.p2p.onEvent(eventName, defaultDataLoss);
}
if (dataLoss) {
var returnValue = gdjs.evtTools.p2p.triggeredEvents[eventName];
@@ -160,7 +198,7 @@ gdjs.evtTools.p2p.onEvent = function (eventName, _dataLoss) {
/**
* Send an event to one specific connected client.
* @param {string} id - The id of the client to send the event to.
* @param {string} id - The ID of the client to send the event to.
* @param {string} eventName - The event to trigger.
* @param {string} [eventData] - Additional data to send with the event.
*/
@@ -188,16 +226,16 @@ gdjs.evtTools.p2p.sendDataToAll = function (eventName, eventData) {
/**
* Send an event to one specific connected client.
* @param {string} id - The id of the client to send the event to.
* @param {string} id - The ID of the client to send the event to.
* @param {string} eventName - The event to trigger.
* @param {gdjs.Variable} variable - Additional variable to send with the event.
*/
gdjs.evtTools.p2p.sendVariableTo = function (id, eventName, variable) {
if (gdjs.evtTools.p2p.connections[id])
gdjs.evtTools.p2p.connections[id].send({
eventName: eventName,
data: gdjs.evtTools.network.variableStructureToJSON(variable),
});
gdjs.evtTools.p2p.sendDataTo(
id,
eventName,
gdjs.evtTools.network.variableStructureToJSON(variable)
);
};
/**
@@ -206,12 +244,10 @@ gdjs.evtTools.p2p.sendVariableTo = function (id, eventName, variable) {
* @param {gdjs.Variable} variable - Additional variable to send with the event.
*/
gdjs.evtTools.p2p.sendVariableToAll = function (eventName, variable) {
for (var id in gdjs.evtTools.p2p.connections) {
gdjs.evtTools.p2p.connections[id].send({
eventName: eventName,
data: gdjs.evtTools.network.variableStructureToJSON(variable),
});
}
gdjs.evtTools.p2p.sendDataToAll(
eventName,
gdjs.evtTools.network.variableStructureToJSON(variable)
);
};
/**
@@ -265,7 +301,7 @@ gdjs.evtTools.p2p.useCustomBrokerServer = function (
secure: ssl,
key,
};
gdjs.evtTools.p2p.loadPeerJS();
gdjs.evtTools.p2p._loadPeerJS();
};
/**
@@ -274,11 +310,11 @@ gdjs.evtTools.p2p.useCustomBrokerServer = function (
* this server should only be used for quick testing in development.
*/
gdjs.evtTools.p2p.useDefaultBrokerServer = function () {
gdjs.evtTools.p2p.loadPeerJS();
gdjs.evtTools.p2p._loadPeerJS();
};
/**
* Returns the own current peer ID
* Returns the own current peer ID.
* @see Peer.id
* @returns {string}
*/
@@ -288,7 +324,7 @@ gdjs.evtTools.p2p.getCurrentId = function () {
};
/**
* Returns true once PeerJS is initialized
* Returns true once PeerJS finished initialization.
* @see gdjs.evtTools.p2p.ready
* @returns {boolean}
*/
@@ -319,13 +355,39 @@ gdjs.evtTools.p2p.getLastError = function () {
* @returns {boolean}
*/
gdjs.evtTools.p2p.onDisconnect = function () {
var returnValue = gdjs.evtTools.p2p.peerJustDisconnected;
gdjs.evtTools.p2p.peerJustDisconnected = false;
return returnValue;
return gdjs.evtTools.p2p.disconnectedPeers.length > 0;
};
/**
* Get the ID of the peer that triggered onDisconnect.
* @returns {string}
*/
gdjs.evtTools.p2p.getDisconnectedPeer = function () {
return gdjs.evtTools.p2p.lastDisconnectedPeerId;
return (
gdjs.evtTools.p2p.disconnectedPeers[
gdjs.evtTools.p2p.disconnectedPeers.length - 1
] || ''
);
};
/**
* Returns true once if a remote peer just initiated a connection.
* @returns {boolean}
*/
gdjs.evtTools.p2p.onConnection = function () {
return gdjs.evtTools.p2p.connectedPeers.length > 0;
};
/**
* Get the ID of the peer that triggered onConnection.
* @returns {string}
*/
gdjs.evtTools.p2p.getConnectedPeer = function () {
return (
gdjs.evtTools.p2p.connectedPeers[
gdjs.evtTools.p2p.connectedPeers.length - 1
] || ''
);
};
gdjs.callbacksRuntimeScenePostEvents.push(function () {
@@ -336,4 +398,8 @@ gdjs.callbacksRuntimeScenePostEvents.push(function () {
)
gdjs.evtTools.p2p.lastEventData[i].pop();
}
if (gdjs.evtTools.p2p.disconnectedPeers.length > 0)
gdjs.evtTools.p2p.disconnectedPeers.pop();
if (gdjs.evtTools.p2p.connectedPeers.length > 0)
gdjs.evtTools.p2p.connectedPeers.pop();
});

View File

@@ -105,6 +105,21 @@ module.exports = {
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.onDisconnect');
extension
.addCondition(
'OnConnection',
_('Peer Connected'),
_('Triggers once when a remote peer initiates a connection.'),
_('P2P peer connected'),
_('P2P (experimental)'),
'JsPlatform/Extensions/p2picon.svg',
'JsPlatform/Extensions/p2picon.svg'
)
.getCodeExtraInformation()
.setIncludeFile('Extensions/P2P/A_peer.js')
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.onConnection');
extension
.addAction(
'Connect',
@@ -215,7 +230,7 @@ module.exports = {
.getCodeExtraInformation()
.setIncludeFile('Extensions/P2P/A_peer.js')
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.sendDataToAll');
.setFunctionName('gdjs.evtTools.p2p.sendVariableToAll');
extension
.addAction(
@@ -313,7 +328,7 @@ module.exports = {
.addStrExpression(
'GetLastDisconnectedPeer',
_('Get last disconnected peer'),
_('Gets the id of the latest peer that has disconnected.'),
_('Gets the ID of the latest peer that has disconnected.'),
_('P2P (experimental)'),
'JsPlatform/Extensions/p2picon.svg'
)
@@ -322,6 +337,19 @@ module.exports = {
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.getDisconnectedPeer');
extension
.addStrExpression(
'GetLastConnectedPeer',
_('Get ID of the connected peer'),
_('Gets the ID of the newly connected peer.'),
_('P2P (experimental)'),
'JsPlatform/Extensions/p2picon.svg'
)
.getCodeExtraInformation()
.setIncludeFile('Extensions/P2P/A_peer.js')
.addIncludeFile('Extensions/P2P/B_p2ptools.js')
.setFunctionName('gdjs.evtTools.p2p.getConnectedPeer');
return extension;
},
runExtensionSanityTests: function (

View File

@@ -66,15 +66,15 @@ void DeclarePanelSpriteObjectExtension(gd::PlatformExtension& extension) {
obj.AddAction(
"SetColor",
_("Global color"),
_("Change the global color of a Panel Sprite. The default color is white."),
_("Change color of _PARAM0_ to _PARAM1_"),
_("Tint color"),
_("Change the tint of a Panel Sprite. The default color is white."),
_("Change tint of _PARAM0_ to _PARAM1_"),
_("Effects"),
"res/actions/color24.png",
"res/actions/color.png")
.AddParameter("object", _("Object"), "PanelSprite")
.AddParameter("color", _("Color"));
.AddParameter("color", _("Tint"));
obj.AddAction("Width",
_("Width"),

View File

@@ -258,7 +258,7 @@ gdjs.PanelSpriteRuntimeObject.prototype.setColor = function(rgbColor) {
/**
* Get the tint of the panel sprite object.
*
* @returns {string} rgbColor The color, in RGB format ("128;200;255").
* @returns {string} The color, in RGB format ("128;200;255").
*/
gdjs.PanelSpriteRuntimeObject.prototype.getColor = function() {
return this._renderer.getColor();

View File

@@ -293,7 +293,7 @@ void ExtensionSubDeclaration2(gd::ObjectMetadata& obj) {
obj.AddCondition("NoMoreParticles",
_("No more particles"),
_("Return true if the object does not emit particles "
_("Check if the object does not emit particles "
"anylonger, so as to destroy it for example."),
_("_PARAM0_ does not emit anylonger."),
_("Common"),

View File

@@ -56,7 +56,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("PathFound",
_("Path found"),
_("Return true if a path has been found."),
_("Check if a path has been found."),
_("A path has been found for _PARAM0_"),
"",
"CppPlatform/Extensions/AStaricon24.png",
@@ -69,7 +69,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("DestinationReached",
_("Destination reached"),
_("Return true if the destination was reached."),
_("Check if the destination was reached."),
_("_PARAM0_ reached its destination"),
"",
"CppPlatform/Extensions/AStaricon24.png",
@@ -338,7 +338,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("DiagonalsAllowed",
_("Diagonal movement"),
_("Return true if the object is allowed to move "
_("Check if the object is allowed to move "
"diagonally on the path"),
_("Diagonal moves allowed for _PARAM0_"),
_("Path"),
@@ -366,7 +366,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("ObjectRotated",
_("Object rotated"),
_("Return true if the object is rotated when traveling on "
_("Check if the object is rotated when traveling on "
"its path."),
_("_PARAM0_ is rotated when traveling on its path"),
_("Path"),
@@ -622,7 +622,7 @@ void DeclarePathfindingBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("IsImpassable",
_("Is object impassable?"),
_("Return true if the obstacle is impassable"),
_("Check if the obstacle is impassable"),
_("_PARAM0_ is impassable"),
_("Obstacles"),
"CppPlatform/Extensions/pathfindingobstacleicon24.png",

View File

@@ -17,16 +17,17 @@ gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.getRendererObject = functio
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.clear = function() {
this._graphics.clear();
this.updateOutline();
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawRectangle = function(x1, y1, x2, y2) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.drawRect(x1, y1, x2 - x1, y2 - y1);
this._graphics.endFill();
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawCircle = function(x, y, radius) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.drawCircle(x, y, radius);
this._graphics.endFill();
@@ -55,12 +56,14 @@ gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawLineV2 = function(x1, y
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawEllipse = function(x1, y1, width, height) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.drawEllipse(x1, y1, width/2, height/2);
this._graphics.endFill();
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawRoundedRectangle = function(x1, y1, x2, y2, radius) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.drawRoundedRect(x1, y1, x2 - x1, y2 - y1, radius);
this._graphics.closePath();
@@ -68,6 +71,7 @@ gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawRoundedRectangle = func
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawStar = function(x1, y1, points, radius, innerRadius, rotation) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.drawStar(x1, y1, points, radius, innerRadius ? innerRadius : radius/2, rotation ? gdjs.toRad(rotation) : 0);
this._graphics.closePath();
@@ -75,6 +79,7 @@ gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawStar = function(x1, y1,
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawArc = function(x1, y1, radius, startAngle, endAngle, anticlockwise, closePath) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.moveTo( x1 + radius * Math.cos(gdjs.toRad(startAngle)), y1 + radius * Math.sin(gdjs.toRad(startAngle)));
this._graphics.arc(x1, y1, radius, gdjs.toRad(startAngle), gdjs.toRad(endAngle), anticlockwise ? true : false);
@@ -85,6 +90,7 @@ gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawArc = function(x1, y1,
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawBezierCurve = function(x1, y1, cpX, cpY, cpX2, cpY2, x2, y2) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.moveTo(x1, y1);
this._graphics.bezierCurveTo(cpX, cpY, cpX2, cpY2, x2, y2);
@@ -92,6 +98,7 @@ gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawBezierCurve = function(
};
gdjs.ShapePainterRuntimeObjectPixiRenderer.prototype.drawQuadraticCurve = function(x1, y1, cpX, cpY, x2, y2) {
this.updateOutline();
this._graphics.beginFill(this._object._fillColor, this._object._fillOpacity / 255);
this._graphics.moveTo(x1, y1);
this._graphics.quadraticCurveTo(cpX, cpY, x2, y2);

View File

@@ -30,14 +30,14 @@ void DeclareSystemInfoExtension(gd::PlatformExtension& extension) {
.SetIncludeFile("SystemInfo/SystemInfoTools.h");
extension
.AddCondition(
"IsWebGLSupported",
_("Is WebGL supported"),
_("Check if GPU accelerated WebGL is supported on the target device."),
_("WebGL is available"),
_("System information"),
"CppPlatform/Extensions/systeminfoicon24.png",
"CppPlatform/Extensions/systeminfoicon16.png")
.AddCondition("IsWebGLSupported",
_("Is WebGL supported"),
_("Check if GPU accelerated WebGL is supported on the "
"target device."),
_("WebGL is available"),
_("System information"),
"CppPlatform/Extensions/systeminfoicon24.png",
"CppPlatform/Extensions/systeminfoicon16.png")
.AddCodeOnlyParameter("currentScene", "")
.SetFunctionName("SystemInfo::IsWebGLSupported")
@@ -47,16 +47,28 @@ void DeclareSystemInfoExtension(gd::PlatformExtension& extension) {
.AddCondition(
"IsPreview",
_("Is the game running as a preview"),
_(
"Check if the game is currently being previewed in the editor. "
"This can be used to enable a \"Debug mode\" or do some work only in previews."
),
_("Check if the game is currently being previewed in the editor. "
"This can be used to enable a \"Debug mode\" or do some work only "
"in previews."),
_("The game is being previewed in the editor"),
_("System information"),
"CppPlatform/Extensions/systeminfoicon24.png",
"CppPlatform/Extensions/systeminfoicon16.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddCondition(
"HasTouchScreen",
_("Device has a touchscreen"),
_("Check if the device running the game has a touchscreen (typically "
"Android phones, iPhones, iPads, but also some laptops)."),
_("The device has a touchscreen"),
_("System information"),
"CppPlatform/Extensions/systeminfoicon24.png",
"CppPlatform/Extensions/systeminfoicon16.png")
.AddCodeOnlyParameter("currentScene", "");
#endif
}

View File

@@ -35,6 +35,10 @@ class SystemInfoJsExtension : public gd::PlatformExtension {
.codeExtraInformation
.SetIncludeFile("Extensions/SystemInfo/systeminfotools.js")
.SetFunctionName("gdjs.evtTools.systemInfo.isPreview");
GetAllConditions()["SystemInfo::HasTouchScreen"]
.codeExtraInformation
.SetIncludeFile("Extensions/SystemInfo/systeminfotools.js")
.SetFunctionName("gdjs.evtTools.systemInfo.hasTouchScreen");
StripUnimplementedInstructionsAndExpressions();
GD_COMPLETE_EXTENSION_COMPILATION_INFORMATION();

View File

@@ -1,48 +1,120 @@
// @ts-check
/**
GDevelop - SystemInfo Extension
Copyright (c) 2016 Florian Rival (Florian.Rival@gmail.com)
* GDevelop - SystemInfo Extension
* Copyright (c) 2016-present Florian Rival (Florian.Rival@gmail.com)
*/
/**
* @memberof gdjs.evtTools
* @class linkedObjects
* @static
* @private
*/
gdjs.evtTools.systemInfo = {};
gdjs.evtTools.systemInfo = (function () {
/** @type {?boolean} */
let cachedIsMobile = null;
/** @type {?boolean} */
let cachedHasTouchScreen = null;
gdjs.evtTools.systemInfo.isMobile = function() {
if (typeof cc !== "undefined" && cc.sys) {
return cc.sys.isMobile;
} else if (typeof Cocoon !== "undefined" && Cocoon.App) {
return true;
} else if (typeof window !== "undefined" && window.cordova) {
return true;
} else if (typeof window !== "undefined") {
// Try to detect mobile device browsers.
if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|ipad|iris|kindle|Android|Silk|lge |maemo|midp|mmp|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows (ce|phone)|xda|xiino/i.test(navigator.userAgent)
|| /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(navigator.userAgent.substr(0,4))) {
return true;
}
}
/** @returns {boolean} */
const checkIsMobile = () => {
// @ts-ignore
if (typeof cc !== 'undefined' && cc.sys) {
// @ts-ignore
return cc.sys.isMobile;
return false;
};
// @ts-ignore
} else if (typeof Cocoon !== 'undefined' && Cocoon.App) {
return true;
/**
* Check if the the device supports WebGL.
* @param {gdjs.RuntimeScene} runtimeScene
* @returns {boolean} true if WebGL is supported
*/
gdjs.evtTools.systemInfo.isWebGLSupported = function(runtimeScene) {
return runtimeScene.getGame().getRenderer().isWebGLSupported();
};
// @ts-ignore
} else if (typeof window !== 'undefined' && window.cordova) {
return true;
} else if (typeof window !== 'undefined') {
// Try to detect mobile device browsers.
if (
/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|ipad|iris|kindle|Android|Silk|lge |maemo|midp|mmp|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows (ce|phone)|xda|xiino/i.test(
navigator.userAgent
) ||
/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(
navigator.userAgent.substr(0, 4)
)
) {
return true;
}
/**
* Check if the game is running as a preview, launched from an editor.
* @param {gdjs.RuntimeScene} runtimeScene The current scene.
* @returns {boolean} true if the game is running as a preview.
*/
gdjs.evtTools.systemInfo.isPreview = function(runtimeScene) {
return runtimeScene.getGame().isPreview();
};
// Try to detect iOS
if (/iPad|iPhone|iPod/.test(navigator.platform)) {
return true;
} else if (/MacIntel/.test(navigator.platform)) {
// Work around for recent iPads that are "desktop-class browsing".
// We can still detect them using their touchscreen, but this is a hack.
// If mac laptops start to support touchscreens, this won't work anymore. Hence it's better
// to test for the presence of a touchscreen if needed rather than checking if the device
// is "mobile".
return !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2;
}
}
return false;
};
/**
* Check if the game runs on a mobile device (iPhone, iPad, Android).
* Note that the distinction between what is a mobile device and what is not
* is becoming blurry. If you use this for mobile controls,
* prefer to check if the device has touchscreen support.
* @returns {boolean}
*/
const isMobile = () => {
if (cachedIsMobile !== null) {
return cachedIsMobile;
}
return (cachedIsMobile = checkIsMobile());
};
/** @returns {boolean} */
const checkHasTouchScreen = () => {
// First check if the device is mobile, as all mobile devices have a touchscreen
// and some older browsers don't have support for `navigator.maxTouchPoints`
if (isMobile()) {
return true;
}
return !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2;
};
/**
* Check if the device has a touchscreen
*/
const hasTouchScreen = () => {
if (cachedHasTouchScreen !== null) {
return cachedHasTouchScreen;
}
return (cachedHasTouchScreen = checkHasTouchScreen());
};
/**
* Check if the the device supports WebGL.
* @param {gdjs.RuntimeScene} runtimeScene
* @returns {boolean} true if WebGL is supported
*/
const isWebGLSupported = (runtimeScene) => {
return runtimeScene.getGame().getRenderer().isWebGLSupported();
};
/**
* Check if the game is running as a preview, launched from an editor.
* @param {gdjs.RuntimeScene} runtimeScene The current scene.
* @returns {boolean} true if the game is running as a preview.
*/
const isPreview = (runtimeScene) => {
return runtimeScene.getGame().isPreview();
};
return {
isPreview: isPreview,
isWebGLSupported: isWebGLSupported,
hasTouchScreen: hasTouchScreen,
isMobile: isMobile,
};
})();

View File

@@ -71,11 +71,3 @@ gdjs.TextEntryRuntimeObject.prototype.activate = function(enable) {
this._activated = enable;
this._renderer.activate(this._activated);
};
gdjs.TextEntryRuntimeObject.prototype.setLayer = function(layer) {
// No renderable object
};
gdjs.TextEntryRuntimeObject.prototype.setZOrder = function(z) {
// No renderable object
};

View File

@@ -384,7 +384,7 @@ gdjs.TextRuntimeObject.prototype.setColor = function(str) {
/**
* Get the text color.
* @return {String} The color as a "R;G;B" string, for example: "255;0;0"
* @return {string} The color as a "R;G;B" string, for example: "255;0;0"
*/
gdjs.TextRuntimeObject.prototype.getColor = function(str) {
return this._color[0] + ";" + this._color[1] + ";" + this._color[2];

View File

@@ -62,15 +62,15 @@ void DeclareTiledSpriteObjectExtension(gd::PlatformExtension& extension) {
obj.AddAction(
"SetColor",
_("Global color"),
_("Change the global color of a Tiled Sprite. The default color is white."),
_("Change color of _PARAM0_ to _PARAM1_"),
_("Tint color"),
_("Change the tint of a Tiled Sprite. The default color is white."),
_("Change tint of _PARAM0_ to _PARAM1_"),
_("Effects"),
"res/actions/color24.png",
"res/actions/color.png")
.AddParameter("object", _("Object"), "TiledSprite")
.AddParameter("color", _("Color"));
.AddParameter("color", _("Tint"));
obj.AddAction("Width",
_("Width"),

View File

@@ -24,8 +24,7 @@ gdjs.TiledSpriteRuntimeObjectPixiRenderer.prototype.getRendererObject = function
};
gdjs.TiledSpriteRuntimeObjectPixiRenderer.prototype.updateOpacity = function() {
//TODO: Workaround a not working property in PIXI.js:
this._tiledSprite.alpha = this._tiledSprite.visible ? this._object.opacity/255 : 0;
this._tiledSprite.alpha = this._object.opacity/255;
}
gdjs.TiledSpriteRuntimeObjectPixiRenderer.prototype.updatePosition = function() {

View File

@@ -213,7 +213,7 @@ gdjs.TiledSpriteRuntimeObject.prototype.setColor = function(rgbColor) {
/**
* Get the tint of the tiled sprite object.
*
* @returns {string} rgbColor The color, in RGB format ("128;200;255").
* @returns {string} The color, in RGB format ("128;200;255").
*/
gdjs.TiledSpriteRuntimeObject.prototype.getColor = function() {
return this._renderer.getColor();

View File

@@ -290,8 +290,8 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"Angle",
_("Angle of movement"),
_("Compare the angle of the top-down movemement of the object."),
_("the angle of movemement"),
_("Compare the angle of the top-down movement of the object."),
_("the angle of movement"),
_("Movement"),
"CppPlatform/Extensions/topdownmovementicon24.png",
"CppPlatform/Extensions/topdownmovementicon16.png")
@@ -305,8 +305,8 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"XVelocity",
_("Speed on X axis"),
_("Compare the velocity of the top-down movemement of the object on the X axis."),
_("the speed of movemement on X axis"),
_("Compare the velocity of the top-down movement of the object on the X axis."),
_("the speed of movement on X axis"),
_("Movement"),
"CppPlatform/Extensions/topdownmovementicon24.png",
"CppPlatform/Extensions/topdownmovementicon16.png")
@@ -320,8 +320,8 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"YVelocity",
_("Speed on Y axis"),
_("Compare the velocity of the top-down movemement of the object on the Y axis."),
_("the speed of movemement on Y axis"),
_("Compare the velocity of the top-down movement of the object on the Y axis."),
_("the speed of movement on Y axis"),
_("Movement"),
"CppPlatform/Extensions/topdownmovementicon24.png",
"CppPlatform/Extensions/topdownmovementicon16.png")
@@ -347,7 +347,7 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition("DiagonalsAllowed",
_("Diagonal movement"),
_("Return true if the object is allowed to move diagonally"),
_("Check if the object is allowed to move diagonally"),
_("Allow diagonal moves for _PARAM0_"),
_("Movement"),
"CppPlatform/Extensions/topdownmovementicon24.png",
@@ -375,7 +375,7 @@ void DeclareTopDownMovementBehaviorExtension(gd::PlatformExtension& extension) {
aut.AddCondition(
"ObjectRotated",
_("Object rotated"),
_("Return true if the object is rotated while traveling on its path."),
_("Check if the object is rotated while traveling on its path."),
_("_PARAM0_ is rotated when moving"),
_("Movement"),
"CppPlatform/Extensions/topdownmovementicon24.png",

View File

@@ -66,8 +66,8 @@ module.exports = {
tweenBehavior,
new gd.BehaviorsSharedData()
)
.setIncludeFile("Extensions/TweenBehavior/tweenruntimebehavior.js")
.addIncludeFile("Extensions/TweenBehavior/shifty.js");
.setIncludeFile("Extensions/TweenBehavior/shifty.js")
.addIncludeFile("Extensions/TweenBehavior/tweenruntimebehavior.js");
const easingChoices = JSON.stringify([
"linear",
@@ -198,6 +198,64 @@ module.exports = {
.getCodeExtraInformation()
.setFunctionName("addObjectPositionXTween");
behavior
.addAction(
"AddObjectWidthTween",
_("Add object width tween"),
_("Add a tween animation for the object width."),
_(
"Tween the width of _PARAM0_ to _PARAM3_ with easing _PARAM4_ over _PARAM5_ms as _PARAM2_"
),
_("Size"),
"JsPlatform/Extensions/tween_behavior24.png",
"JsPlatform/Extensions/tween_behavior32.png"
)
.addParameter("object", _("Object"), "", false)
.addParameter("behavior", _("Behavior"), "TweenBehavior", false)
.addParameter("string", _("Tween Identifier"), "", false)
.addParameter("expression", _("To width"), "", false)
.addParameter("stringWithSelector", _("Easing"), easingChoices, false)
.setDefaultValue("linear")
.addParameter("expression", _("Duration"), "", false)
.addParameter(
"yesorno",
_("Destroy this object when tween finishes"),
"",
false
)
.setDefaultValue("no")
.getCodeExtraInformation()
.setFunctionName("addObjectWidthTween");
behavior
.addAction(
"AddObjectHeightTween",
_("Add object height tween"),
_("Add a tween animation for the object height."),
_(
"Tween the height of _PARAM0_ to _PARAM3_ with easing _PARAM4_ over _PARAM5_ms as _PARAM2_"
),
_("Size"),
"JsPlatform/Extensions/tween_behavior24.png",
"JsPlatform/Extensions/tween_behavior32.png"
)
.addParameter("object", _("Object"), "", false)
.addParameter("behavior", _("Behavior"), "TweenBehavior", false)
.addParameter("string", _("Tween Identifier"), "", false)
.addParameter("expression", _("To height"), "", false)
.addParameter("stringWithSelector", _("Easing"), easingChoices, false)
.setDefaultValue("linear")
.addParameter("expression", _("Duration"), "", false)
.addParameter(
"yesorno",
_("Destroy this object when tween finishes"),
"",
false
)
.setDefaultValue("no")
.getCodeExtraInformation()
.setFunctionName("addObjectHeightTween");
behavior
.addAction(
"AddObjectPositionYTween",

View File

@@ -817,6 +817,106 @@ gdjs.TweenRuntimeBehavior.prototype.addTextObjectCharacterSizeTween = function(
this._setupTweenEnding(identifier, destroyObjectWhenFinished);
};
/**
* Add an object width tween.
* @param {string} identifier Unique id to idenfify the tween
* @param {number} toWidth The target width
* @param {string} easingValue Type of easing
* @param {number} durationValue Duration in milliseconds
* @param {boolean} destroyObjectWhenFinished Destroy this object when the tween ends
*/
gdjs.TweenRuntimeBehavior.prototype.addObjectWidthTween = function(
identifier,
toWidth,
easingValue,
durationValue,
destroyObjectWhenFinished
) {
var that = this;
if (!this._isActive) return;
if (!!gdjs.TweenRuntimeBehavior.easings[easingValue]) return;
if (this._tweenExists(identifier)) {
this.removeTween(identifier);
}
var newTweenable = gdjs.TweenRuntimeBehavior.makeNewTweenable(
this._runtimeScene
);
newTweenable.setConfig({
from: {
width: this.owner.getWidth(),
},
to: {
width: toWidth,
},
duration: durationValue,
easing: easingValue,
step: function step(state) {
that.owner.setWidth(state.width);
},
});
this._addTween(
identifier,
newTweenable,
this._runtimeScene.getTimeManager().getTimeFromStart(),
durationValue
);
this._setupTweenEnding(identifier, destroyObjectWhenFinished);
};
/**
* Add an object height tween.
* @param {string} identifier Unique id to idenfify the tween
* @param {number} toHeight The target height
* @param {string} easingValue Type of easing
* @param {number} durationValue Duration in milliseconds
* @param {boolean} destroyObjectWhenFinished Destroy this object when the tween ends
*/
gdjs.TweenRuntimeBehavior.prototype.addObjectHeightTween = function(
identifier,
toHeight,
easingValue,
durationValue,
destroyObjectWhenFinished
) {
var that = this;
if (!this._isActive) return;
if (!!gdjs.TweenRuntimeBehavior.easings[easingValue]) return;
if (this._tweenExists(identifier)) {
this.removeTween(identifier);
}
var newTweenable = gdjs.TweenRuntimeBehavior.makeNewTweenable(
this._runtimeScene
);
newTweenable.setConfig({
from: {
height: this.owner.getHeight(),
},
to: {
height: toHeight,
},
duration: durationValue,
easing: easingValue,
step: function step(state) {
that.owner.setHeight(state.height);
},
});
this._addTween(
identifier,
newTweenable,
this._runtimeScene.getTimeManager().getTimeFromStart(),
durationValue
);
this._setupTweenEnding(identifier, destroyObjectWhenFinished);
};
/**
* Tween is playing.
* @param {string} identifier Unique id to idenfify the tween
@@ -1030,23 +1130,15 @@ gdjs.registerRuntimeSceneResumedCallback(function(runtimeScene) {
gdjs.TweenRuntimeBehavior._tweensProcessed = false;
gdjs.TweenRuntimeBehavior._currentTweenTime = 0;
gdjs.TweenRuntimeBehavior.prototype.doStepPreEvents = function(runtimeScene) {
// Process tweens (once per frame).
if (!gdjs.TweenRuntimeBehavior._tweensProcessed) {
gdjs.TweenRuntimeBehavior._currentTweenTime = runtimeScene
.getTimeManager()
.getTimeFromStart();
shifty.processTweens();
gdjs.TweenRuntimeBehavior._tweensProcessed = true;
}
};
gdjs.TweenRuntimeBehavior.prototype.doStepPostEvents = function(runtimeScene) {
gdjs.TweenRuntimeBehavior._tweensProcessed = false;
};
gdjs.registerRuntimeScenePreEventsCallback(function(runtimeScene) {
gdjs.TweenRuntimeBehavior._currentTweenTime = runtimeScene
.getTimeManager()
.getTimeFromStart();
shifty.processTweens();
});
// Set up Shifty.js so that the processing ("tick"/updates) is handled
// by the behavior (once per frame):
// by the behavior, once per frame. See above.
shifty.Tweenable.setScheduleFunction(function() {
/* Do nothing, we'll call processTweens manually. */
});

View File

@@ -4,6 +4,7 @@
*/
#include "JsCodeEvent.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/Serialization.h"
#include "GDCore/Events/Tools/EventsCodeNameMangler.h"
@@ -19,7 +20,7 @@ using namespace std;
namespace gdjs {
vector<pair<gd::Expression*, gd::ParameterMetadata> >
JsCodeEvent::GetAllExpressionsWithMetadata() {
JsCodeEvent::GetAllExpressionsWithMetadata() {
vector<pair<gd::Expression*, gd::ParameterMetadata> >
allExpressionsWithMetadata;
auto metadata = gd::ParameterMetadata().SetType("object");
@@ -30,7 +31,7 @@ vector<pair<gd::Expression*, gd::ParameterMetadata> >
}
vector<pair<const gd::Expression*, const gd::ParameterMetadata> >
JsCodeEvent::GetAllExpressionsWithMetadata() const {
JsCodeEvent::GetAllExpressionsWithMetadata() const {
vector<pair<const gd::Expression*, const gd::ParameterMetadata> >
allExpressionsWithMetadata;
auto metadata = gd::ParameterMetadata().SetType("object");
@@ -45,15 +46,14 @@ void JsCodeEvent::SerializeTo(gd::SerializerElement& element) const {
element.AddChild("parameterObjects")
.SetValue(parameterObjects.GetPlainString());
element.AddChild("useStrict").SetValue(useStrict);
element.AddChild("eventsSheetExpanded").SetValue(eventsSheetExpanded);
}
void JsCodeEvent::UnserializeFrom(gd::Project& project,
const gd::SerializerElement& element) {
inlineCode = element.GetChild("inlineCode").GetValue().GetString();
parameterObjects =
gd::Expression(element.GetChild("parameterObjects")
.GetValue()
.GetString());
parameterObjects = gd::Expression(
element.GetChild("parameterObjects").GetValue().GetString());
if (!element.HasChild("useStrict")) {
// Compatibility with GD <= 5.0.0-beta68
@@ -62,11 +62,20 @@ void JsCodeEvent::UnserializeFrom(gd::Project& project,
} else {
useStrict = element.GetChild("useStrict").GetBoolValue();
}
if (!element.HasChild("eventsSheetExpanded")) {
// Compatibility with GD <= 5.0.0-beta101
eventsSheetExpanded = false;
// end of compatibility code
} else {
eventsSheetExpanded = element.GetChild("eventsSheetExpanded").GetBoolValue();
}
}
JsCodeEvent::JsCodeEvent()
: BaseEvent(),
inlineCode("runtimeScene.setBackgroundColor(100,100,240);\n"),
useStrict(true) {}
useStrict(true),
eventsSheetExpanded(false) {}
} // namespace gdjs

View File

@@ -47,6 +47,9 @@ class JsCodeEvent : public gd::BaseEvent {
const gd::SerializerElement& element);
virtual bool IsUseStrict() const { return useStrict; }
bool IsEventsSheetExpanded() const { return eventsSheetExpanded; }
void SetEventsSheetExpanded(bool enable) { eventsSheetExpanded = enable; };
private:
void Init(const JsCodeEvent& event);
@@ -56,6 +59,7 @@ class JsCodeEvent : public gd::BaseEvent {
bool useStrict; ///< Should the generated JS function have "use strict". true
///< by default. Should be removed once all the game engine
///< is using "use strict".
bool eventsSheetExpanded; ///< Is the code block expanded in the events sheet?
};
} // namespace gdjs

View File

@@ -337,6 +337,10 @@ gd::String EventsCodeGenerator::GenerateEventsFunctionContext(
// Unknown object, don't create anything:
" return null;\n" +
" },\n"
// Allow to get a layer directly from the context for convenience:
" getLayer: function(layerName) {\n"
" return runtimeScene.getLayer(layerName);\n"
" },\n"
// Getter for arguments that are not objects
" getArgument: function(argName) {\n" +
argumentsGetters + " return \"\";\n" + " },\n" +

View File

@@ -4,6 +4,7 @@
* reserved. This project is released under the MIT License.
*/
#include "AdvancedExtension.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
@@ -68,6 +69,28 @@ AdvancedExtension::AdvancedExtension() {
booleanCode + "; }";
});
GetAllConditions()["GetArgumentAsBoolean"]
.GetCodeExtraInformation()
.SetCustomCodeGenerator([](gd::Instruction& instruction,
gd::EventsCodeGenerator& codeGenerator,
gd::EventsCodeGenerationContext& context) {
gd::String parameterNameCode =
gd::ExpressionCodeGenerator::GenerateExpressionCode(
codeGenerator,
context,
"string",
instruction.GetParameter(0).GetPlainString());
gd::String valueCode =
gd::String(instruction.IsInverted() ? "!" : "") +
"(typeof eventsFunctionContext !== 'undefined' ? "
"!!eventsFunctionContext.getArgument(" +
parameterNameCode + ") : false)";
gd::String outputCode =
codeGenerator.GenerateBooleanFullName("conditionTrue", context) +
".val = " + valueCode + ";\n";
return outputCode;
});
GetAllExpressions()["GetArgumentAsNumber"]
.GetCodeExtraInformation()
.SetCustomCodeGenerator([](const std::vector<gd::Expression>& parameters,

View File

@@ -189,6 +189,10 @@ BaseObjectExtension::BaseObjectExtension() {
"getAverageForce().getLength"); // Deprecated
objectExpressions["Distance"].SetFunctionName("getDistanceToObject");
objectExpressions["SqDistance"].SetFunctionName("getSqDistanceToObject");
objectExpressions["DistanceToPosition"].SetFunctionName("getDistanceToPosition");
objectExpressions["SqDistanceToPosition"].SetFunctionName("getSqDistanceToPosition");
objectExpressions["AngleToObject"].SetFunctionName("getAngleToObject");
objectExpressions["AngleToPosition"].SetFunctionName("getAngleToPosition");
objectExpressions["ObjectTimerElapsedTime"].SetFunctionName(
"getTimerElapsedTimeInSeconds");
objectStrExpressions["ObjectName"].SetFunctionName("getName");

View File

@@ -81,6 +81,13 @@ CameraExtension::CameraExtension() {
GetAllExpressions()["LayerTimeScale"].SetFunctionName(
"gdjs.evtTools.camera.getLayerTimeScale");
GetAllConditions()["LayerDefaultZOrder"].SetFunctionName(
"gdjs.evtTools.camera.getLayerDefaultZOrder");
GetAllActions()["SetLayerDefaultZOrder"].SetFunctionName(
"gdjs.evtTools.camera.setLayerDefaultZOrder");
GetAllExpressions()["LayerDefaultZOrder"].SetFunctionName(
"gdjs.evtTools.camera.getLayerDefaultZOrder");
StripUnimplementedInstructionsAndExpressions(); // Unimplemented things are
// listed here:
/*

View File

@@ -49,6 +49,10 @@ MathematicalToolsExtension::MathematicalToolsExtension() {
GetAllExpressions()["mod"].SetFunctionName("gdjs.evtTools.common.mod");
GetAllExpressions()["AngleDifference"].SetFunctionName(
"gdjs.evtTools.common.angleDifference");
GetAllExpressions()["AngleBetweenPositions"].SetFunctionName(
"gdjs.evtTools.common.angleBetweenPositions");
GetAllExpressions()["DistanceBetweenPositions"].SetFunctionName(
"gdjs.evtTools.common.distanceBetweenPositions");
GetAllExpressions()["int"].SetFunctionName("Math.round");
GetAllExpressions()["rint"].SetFunctionName("Math.round");
GetAllExpressions()["round"].SetFunctionName("Math.round");

View File

@@ -19,6 +19,8 @@ NetworkExtension::NetworkExtension() {
"gdjs.evtTools.network.sendDeprecatedSynchronousRequest");
GetAllActions()["SendAsyncRequest"].SetFunctionName(
"gdjs.evtTools.network.sendAsyncRequest");
GetAllActions()["EnableMetrics"].SetFunctionName(
"gdjs.evtTools.network.enableMetrics");
GetAllActions()["JSONToVariableStructure"].SetFunctionName(
"gdjs.evtTools.network.jsonToVariableStructure");
GetAllActions()["JSONToGlobalVariableStructure"].SetFunctionName(

View File

@@ -17,6 +17,8 @@ WindowExtension::WindowExtension() {
GetAllActions()["SetFullScreen"].SetFunctionName(
"gdjs.evtTools.window.setFullScreen");
GetAllConditions()["IsFullScreen"].SetFunctionName(
"gdjs.evtTools.window.isFullScreen");
GetAllActions()["SetWindowMargins"].SetFunctionName(
"gdjs.evtTools.window.setMargins");
GetAllActions()["SetWindowTitle"].SetFunctionName(

View File

@@ -122,8 +122,12 @@ bool Exporter::ExportWholePixiProject(
else if (exportForFacebookInstantGames)
source = gdjsRoot + "/Runtime/FacebookInstantGames/index.html";
if (!helper.ExportPixiIndexFile(
exportedProject, source, exportDir, includesFiles, "")) {
if (!helper.ExportPixiIndexFile(exportedProject,
source,
exportDir,
includesFiles,
/*nonRuntimeScriptsCacheBurst=*/0,
"")) {
gd::LogError(_("Error during export:\n") + lastError);
return false;
}
@@ -211,7 +215,7 @@ bool Exporter::ExportWholeCocos2dProject(gd::Project& project,
gd::ProjectStripper::StripProjectForExport(exportedProject);
//...and export it
gd::SerializerElement noRuntimeGameOptions;
gd::SerializerElement noRuntimeGameOptions;
helper.ExportProjectData(
fs, exportedProject, codeOutputDir + "/data.js", noRuntimeGameOptions);
includesFiles.push_back(codeOutputDir + "/data.js");

View File

@@ -58,8 +58,8 @@ std::map<gd::String, gd::String> GetExtensionDependencyExtraSettingValues(
return values;
};
bool AreMapKeysMissingElementOfSet(std::map<gd::String, gd::String> map,
std::set<gd::String> set) {
bool AreMapKeysMissingElementOfSet(const std::map<gd::String, gd::String> &map,
const std::set<gd::String> &set) {
bool missingKey = false;
for (auto &key : set) {
if (map.find(key) == map.end()) {
@@ -182,6 +182,7 @@ bool ExporterHelper::ExportProjectForPixiPreview(
gdjsRoot + "/Runtime/index.html",
options.exportPath,
includesFiles,
options.nonRuntimeScriptsCacheBurst,
"gdjs.runtimeGameOptions"))
return false;
@@ -213,11 +214,16 @@ bool ExporterHelper::ExportPixiIndexFile(
gd::String source,
gd::String exportDir,
const std::vector<gd::String> &includesFiles,
unsigned int nonRuntimeScriptsCacheBurst,
gd::String additionalSpec) {
gd::String str = fs.ReadFile(source);
// Generate the file
if (!CompleteIndexFile(str, exportDir, includesFiles, additionalSpec))
if (!CompleteIndexFile(str,
exportDir,
includesFiles,
nonRuntimeScriptsCacheBurst,
additionalSpec))
return false;
// Write the index.html file
@@ -297,7 +303,6 @@ bool ExporterHelper::ExportCordovaFiles(const gd::Project &project,
.FindAndReplace(
"GDJS_PACKAGENAME",
gd::Serializer::ToEscapedXMLString(project.GetPackageName()))
.FindAndReplace("GDJS_ORIENTATION", project.GetOrientation())
.FindAndReplace("GDJS_PROJECTVERSION", project.GetVersion())
.FindAndReplace("<!-- GDJS_ICONS_ANDROID -->", makeIconsAndroid())
.FindAndReplace("<!-- GDJS_ICONS_IOS -->", makeIconsIos());
@@ -397,7 +402,11 @@ bool ExporterHelper::ExportCocos2dFiles(
// Generate the file
std::vector<gd::String> noIncludesInThisFile;
if (!CompleteIndexFile(str, exportDir, noIncludesInThisFile, "")) {
if (!CompleteIndexFile(str,
exportDir,
noIncludesInThisFile,
/*nonRuntimeScriptsCacheBurst=*/0,
"")) {
lastError = "Unable to complete Cocos2d-JS index.html file.";
return false;
}
@@ -512,12 +521,10 @@ bool ExporterHelper::ExportElectronFiles(const gd::Project &project,
}
}
packages = packages.substr(
1, packages.size()); // Remove first line break for esthetic.
packages = packages.substr(
0,
packages.size() -
1); // Remove the , at the end as last item cannot have , in JSON.
if (!packages.empty()) {
// Remove the , at the end as last item cannot have , in JSON.
packages = packages.substr(0, packages.size() - 1);
}
str = str.FindAndReplace("\"GDJS_EXTENSION_NPM_DEPENDENCY\": \"0\"",
packages);
@@ -567,12 +574,14 @@ bool ExporterHelper::CompleteIndexFile(
gd::String &str,
gd::String exportDir,
const std::vector<gd::String> &includesFiles,
unsigned int nonRuntimeScriptsCacheBurst,
gd::String additionalSpec) {
if (additionalSpec.empty()) additionalSpec = "{}";
gd::String codeFilesIncludes;
for (auto &include : includesFiles) {
gd::String scriptSrc = GetExportedIncludeFilename(include);
gd::String scriptSrc =
GetExportedIncludeFilename(include, nonRuntimeScriptsCacheBurst);
// Sanity check if the file exists - if not skip it to avoid
// including it in the list of scripts.
@@ -775,7 +784,14 @@ bool ExporterHelper::ExportExternalSourceFiles(
}
gd::String ExporterHelper::GetExportedIncludeFilename(
const gd::String &include) {
const gd::String &include, unsigned int nonRuntimeScriptsCacheBurst) {
auto addSearchParameterToUrl = [](const gd::String &url,
const gd::String &urlEncodedParameterName,
const gd::String &urlEncodedValue) {
gd::String separator = url.find("?") == gd::String::npos ? "?" : "&";
return url + separator + urlEncodedParameterName + "=" + urlEncodedValue;
};
if (!fs.IsAbsolute(include)) {
// By convention, an include file that is relative is relative to
// the "<GDJS Root>/Runtime" folder, and will have the same relative
@@ -790,7 +806,19 @@ gd::String ExporterHelper::GetExportedIncludeFilename(
} else {
// Note: all the code generated from events are generated in another
// folder and fall in this case:
return fs.FileNameFrom(include);
gd::String resolvedInclude = fs.FileNameFrom(include);
if (nonRuntimeScriptsCacheBurst == 0) {
return resolvedInclude;
}
// Add the parameter to force the browser to reload the code - useful
// for cases where the browser is caching files that are getting
// overwritten.
return addSearchParameterToUrl(
resolvedInclude,
"gdCacheBurst",
gd::String::From(nonRuntimeScriptsCacheBurst));
}
}

View File

@@ -32,13 +32,17 @@ struct PreviewExportOptions {
* \param exportPath_ The path in the filesystem where to export the files
*/
PreviewExportOptions(gd::Project &project_, const gd::String &exportPath_)
: project(project_), exportPath(exportPath_), projectDataOnlyExport(false) {};
: project(project_),
exportPath(exportPath_),
projectDataOnlyExport(false),
nonRuntimeScriptsCacheBurst(0) {};
/**
* \brief Set the address of the debugger server that the game should reach out to,
* using WebSockets.
* \brief Set the address of the debugger server that the game should reach
* out to, using WebSockets.
*/
PreviewExportOptions &SetDebuggerServerAddress(const gd::String& address, const gd::String& port) {
PreviewExportOptions &SetDebuggerServerAddress(const gd::String &address,
const gd::String &port) {
debuggerServerAddress = address;
debuggerServerPort = port;
return *this;
@@ -76,11 +80,21 @@ struct PreviewExportOptions {
* \brief Set if the export should only export the project data, not
* exporting events code.
*/
PreviewExportOptions& SetProjectDataOnlyExport(bool enable) {
PreviewExportOptions &SetProjectDataOnlyExport(bool enable) {
projectDataOnlyExport = enable;
return *this;
}
/**
* \brief If set to a non zero value, the exported script URLs will have an
* extra search parameter added (with the given value) to ensure browser cache
* is bypassed when they are loaded.
*/
PreviewExportOptions &SetNonRuntimeScriptsCacheBurst(unsigned int value) {
nonRuntimeScriptsCacheBurst = value;
return *this;
}
gd::Project &project;
gd::String exportPath;
gd::String debuggerServerAddress;
@@ -89,6 +103,7 @@ struct PreviewExportOptions {
gd::String externalLayoutName;
std::map<gd::String, int> includeFileHashes;
bool projectDataOnlyExport;
unsigned int nonRuntimeScriptsCacheBurst;
};
/**
@@ -154,7 +169,8 @@ class ExporterHelper {
/**
* \brief Copy all the specified files to the
* export directory. Relative files are copied from "<GDJS root>/Runtime" directory.
* export directory. Relative files are copied from "<GDJS root>/Runtime"
* directory.
*
* \param includesFiles A vector with filenames to be copied.
* \param exportDir The directory where the files mus tbe copied.
@@ -186,8 +202,8 @@ class ExporterHelper {
* \brief Add the include files for all the objects of the project
* and their behaviors.
*/
void ExportObjectAndBehaviorsIncludes(
gd::Project &project, std::vector<gd::String> &includesFiles);
void ExportObjectAndBehaviorsIncludes(gd::Project &project,
std::vector<gd::String> &includesFiles);
/**
* \brief Copy the external source files used by the game into the export
@@ -214,13 +230,18 @@ class ExporterHelper {
* \param source The file to be used as a template for the final file.
* \param exportDir The directory where the preview must be created.
* \param includesFiles The JS files to be included in the HTML file. Order is
* important. \param additionalSpec JSON string that will be passed to the
* important.
* \param nonRuntimeScriptsCacheBurst If non zero, add an additional cache
* bursting parameter to scripts, that are not part of the runtime/extensions,
* to force the browser to reload them.
* \param additionalSpec JSON string that will be passed to the
* gdjs.RuntimeGame object.
*/
bool ExportPixiIndexFile(const gd::Project &project,
gd::String source,
gd::String exportDir,
const std::vector<gd::String> &includesFiles,
unsigned int nonRuntimeScriptsCacheBurst,
gd::String additionalSpec = "");
/**
@@ -232,6 +253,9 @@ class ExporterHelper {
* \param includesFiles "<!--GDJS_CODE_FILES -->" will be
* replaced by HTML tags to include the filenames
* contained inside the vector.
* \param nonRuntimeScriptsCacheBurst If non zero, add an additional cache
* bursting parameter to scripts, that are not part of the runtime/extensions,
* to force the browser to reload them.
* \param additionalSpec The string "GDJS_ADDITIONAL_SPEC"
* surrounded by comments marks will be replaced by the
* content of this string.
@@ -239,6 +263,7 @@ class ExporterHelper {
bool CompleteIndexFile(gd::String &indexFileContent,
gd::String exportDir,
const std::vector<gd::String> &includesFiles,
unsigned int nonRuntimeScriptsCacheBurst,
gd::String additionalSpec);
/**
@@ -290,7 +315,8 @@ class ExporterHelper {
* \brief Given an include file, returns the name of the file to reference
* in the exported game.
*/
gd::String GetExportedIncludeFilename(const gd::String& include);
gd::String GetExportedIncludeFilename(
const gd::String &include, unsigned int nonRuntimeScriptsCacheBurst = 0);
/**
* \brief Change the directory where code files are generated.
@@ -302,10 +328,10 @@ class ExporterHelper {
}
static void AddDeprecatedFontFilesToFontResources(
gd::AbstractFileSystem &fs,
gd::ResourcesManager &resourcesManager,
const gd::String &exportDir,
gd::String urlPrefix = "");
gd::AbstractFileSystem &fs,
gd::ResourcesManager &resourcesManager,
const gd::String &exportDir,
gd::String urlPrefix = "");
gd::AbstractFileSystem
&fs; ///< The abstract file system to be used for exportation.

View File

@@ -3,6 +3,7 @@
<name>GDJS_PROJECTNAME</name>
<content src="index.html" />
<plugin name="cordova-plugin-whitelist" version="1" />
<plugin name="cordova-plugin-screen-orientation" version="3.0.2" />
<access origin="*" />
<allow-intent href="http://*/*" />
<allow-intent href="https://*/*" />
@@ -21,7 +22,6 @@
<!-- GDJS_ICONS_IOS -->
</platform>
<preference name="orientation" value="GDJS_ORIENTATION" />
<preference name="BackgroundColor" value="0xff000000"/>
<!-- Android Fullscreen -->

View File

@@ -49,6 +49,17 @@ gdjs.RuntimeGameCocosRenderer.prototype.setFullScreen = function(enable) {
console.warn("Fullscreen is not implemented yet.");
};
/**
* Checks if the game is in full screen.
*/
gdjs.RuntimeGameCocosRenderer.prototype.isFullScreen = function() {
var electron = this.getElectron();
if (electron) {
return electron.remote.getCurrentWindow().isFullScreen();
}
return false; // Unsupported
}
/**
* Update the window size, if possible.
* @param {number} width The new width, in pixels.

View File

@@ -1,3 +1,4 @@
// @ts-check
/*
* GDevelop JS Platform
* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
@@ -11,116 +12,270 @@
*/
gdjs.evtTools.camera = gdjs.evtTools.camera || {};
gdjs.evtTools.camera.setCameraX = function(runtimeScene, x, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} x
* @param {string} layer
* @param {number} cameraId
*/
gdjs.evtTools.camera.setCameraX = function (runtimeScene, x, layer, cameraId) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
runtimeScene.getLayer(layer).setCameraX(x, cameraId);
}
runtimeScene.getLayer(layer).setCameraX(x, cameraId);
};
gdjs.evtTools.camera.setCameraY = function(runtimeScene, y, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} y
* @param {string} layer
* @param {number} cameraId
*/
gdjs.evtTools.camera.setCameraY = function (runtimeScene, y, layer, cameraId) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
runtimeScene.getLayer(layer).setCameraY(y, cameraId);
}
runtimeScene.getLayer(layer).setCameraY(y, cameraId);
};
gdjs.evtTools.camera.getCameraX = function(runtimeScene, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return 0; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} cameraId
* @returns {number}
*/
gdjs.evtTools.camera.getCameraX = function (runtimeScene, layer, cameraId) {
if (!runtimeScene.hasLayer(layer)) {
return 0;
}
return runtimeScene.getLayer(layer).getCameraX();
}
return runtimeScene.getLayer(layer).getCameraX();
};
gdjs.evtTools.camera.getCameraY = function(runtimeScene, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return 0; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} cameraId
* @returns {number}
*/
gdjs.evtTools.camera.getCameraY = function (runtimeScene, layer, cameraId) {
if (!runtimeScene.hasLayer(layer)) {
return 0;
}
return runtimeScene.getLayer(layer).getCameraY();
}
return runtimeScene.getLayer(layer).getCameraY();
};
gdjs.evtTools.camera.getCameraWidth = function(runtimeScene, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return 0; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} cameraId
* @returns {number}
*/
gdjs.evtTools.camera.getCameraWidth = function (runtimeScene, layer, cameraId) {
if (!runtimeScene.hasLayer(layer)) {
return 0;
}
return runtimeScene.getLayer(layer).getCameraWidth();
}
return runtimeScene.getLayer(layer).getCameraWidth();
};
gdjs.evtTools.camera.getCameraHeight = function(runtimeScene, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return 0; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} cameraId
* @returns {number}
*/
gdjs.evtTools.camera.getCameraHeight = function (
runtimeScene,
layer,
cameraId
) {
if (!runtimeScene.hasLayer(layer)) {
return 0;
}
return runtimeScene.getLayer(layer).getCameraHeight();
}
return runtimeScene.getLayer(layer).getCameraHeight();
};
gdjs.evtTools.camera.showLayer = function(runtimeScene, layer) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
*/
gdjs.evtTools.camera.showLayer = function (runtimeScene, layer) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).show(true);
}
return runtimeScene.getLayer(layer).show(true);
};
gdjs.evtTools.camera.hideLayer = function(runtimeScene, layer) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
*/
gdjs.evtTools.camera.hideLayer = function (runtimeScene, layer) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).show(false);
}
return runtimeScene.getLayer(layer).show(false);
};
gdjs.evtTools.camera.layerIsVisible = function(runtimeScene, layer) {
return runtimeScene.hasLayer(layer) && runtimeScene.getLayer(layer).isVisible();
}
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @returns {boolean}
*/
gdjs.evtTools.camera.layerIsVisible = function (runtimeScene, layer) {
return (
runtimeScene.hasLayer(layer) && runtimeScene.getLayer(layer).isVisible()
);
};
gdjs.evtTools.camera.setCameraRotation = function(runtimeScene, rotation, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} rotation
* @param {string} layer
* @param {number} cameraId
*/
gdjs.evtTools.camera.setCameraRotation = function (
runtimeScene,
rotation,
layer,
cameraId
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).setCameraRotation(rotation, cameraId);
}
gdjs.evtTools.camera.getCameraRotation = function(runtimeScene, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return 0; }
return runtimeScene.getLayer(layer).setCameraRotation(rotation, cameraId);
};
return runtimeScene.getLayer(layer).getCameraRotation(cameraId);
}
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} cameraId
* @returns {number}
*/
gdjs.evtTools.camera.getCameraRotation = function (
runtimeScene,
layer,
cameraId
) {
if (!runtimeScene.hasLayer(layer)) {
return 0;
}
gdjs.evtTools.camera.setCameraZoom = function(runtimeScene, newZoom, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
return runtimeScene.getLayer(layer).getCameraRotation(cameraId);
};
return runtimeScene.getLayer(layer).setCameraZoom(newZoom, cameraId);
}
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} newZoom
* @param {string} layer
* @param {number} cameraId
*/
gdjs.evtTools.camera.setCameraZoom = function (
runtimeScene,
newZoom,
layer,
cameraId
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
gdjs.evtTools.camera.centerCamera = function(runtimeScene, object, anticipateMove, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) || object == null ) { return; }
return runtimeScene.getLayer(layer).setCameraZoom(newZoom, cameraId);
};
var layer = runtimeScene.getLayer(layer);
var xOffset = 0; var yOffset = 0;
if ( anticipateMove && !object.hasNoForces() ) {
var objectAverageForce = object.getAverageForce();
var elapsedTimeInSeconds = object.getElapsedTime(runtimeScene) / 1000;
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {?gdjs.RuntimeObject} object
* @param {boolean} anticipateMove
* @param {string} layerName
* @param {number} cameraId
*/
gdjs.evtTools.camera.centerCamera = function (
runtimeScene,
object,
anticipateMove,
layerName,
cameraId
) {
if (!runtimeScene.hasLayer(layerName) || object == null) {
return;
}
xOffset = objectAverageForce.getX() * elapsedTimeInSeconds;
yOffset = objectAverageForce.getY() * elapsedTimeInSeconds;
}
var layer = runtimeScene.getLayer(layerName);
var xOffset = 0;
var yOffset = 0;
if (anticipateMove && !object.hasNoForces()) {
var objectAverageForce = object.getAverageForce();
var elapsedTimeInSeconds = object.getElapsedTime(runtimeScene) / 1000;
layer.setCameraX(object.getDrawableX()+object.getCenterX(), cameraId);
layer.setCameraY(object.getDrawableY()+object.getCenterY(), cameraId);
}
xOffset = objectAverageForce.getX() * elapsedTimeInSeconds;
yOffset = objectAverageForce.getY() * elapsedTimeInSeconds;
}
gdjs.evtTools.camera.centerCameraWithinLimits = function(runtimeScene, object, left, top, right, bottom, anticipateMove, layer, cameraId) {
if ( !runtimeScene.hasLayer(layer) || object == null ) { return; }
layer.setCameraX(object.getDrawableX() + object.getCenterX(), cameraId);
layer.setCameraY(object.getDrawableY() + object.getCenterY(), cameraId);
};
var layer = runtimeScene.getLayer(layer);
var xOffset = 0; var yOffset = 0;
if ( anticipateMove && !object.hasNoForces() ) {
var objectAverageForce = object.getAverageForce();
var elapsedTimeInSeconds = object.getElapsedTime(runtimeScene) / 1000;
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {?gdjs.RuntimeObject} object
* @param {number} left
* @param {number} top
* @param {number} right
* @param {number} bottom
* @param {boolean} anticipateMove
* @param {string} layerName
* @param {number} cameraId
*/
gdjs.evtTools.camera.centerCameraWithinLimits = function (
runtimeScene,
object,
left,
top,
right,
bottom,
anticipateMove,
layerName,
cameraId
) {
if (!runtimeScene.hasLayer(layerName) || object == null) {
return;
}
xOffset = objectAverageForce.getX() * elapsedTimeInSeconds;
yOffset = objectAverageForce.getY() * elapsedTimeInSeconds;
}
var layer = runtimeScene.getLayer(layerName);
var xOffset = 0;
var yOffset = 0;
if (anticipateMove && !object.hasNoForces()) {
var objectAverageForce = object.getAverageForce();
var elapsedTimeInSeconds = object.getElapsedTime(runtimeScene) / 1000;
var newX = object.getDrawableX()+object.getCenterX()+xOffset;
if ( newX < left +layer.getCameraWidth(cameraId)/2 ) newX = left+layer.getCameraWidth(cameraId)/2;
if ( newX > right-layer.getCameraWidth(cameraId)/2 ) newX = right-layer.getCameraWidth(cameraId)/2;
xOffset = objectAverageForce.getX() * elapsedTimeInSeconds;
yOffset = objectAverageForce.getY() * elapsedTimeInSeconds;
}
var newY = object.getDrawableY()+object.getCenterY()+yOffset;
if ( newY < top +layer.getCameraHeight(cameraId)/2 ) newY = top+layer.getCameraHeight(cameraId)/2;
if ( newY > bottom-layer.getCameraHeight(cameraId)/2 ) newY = bottom-layer.getCameraHeight(cameraId)/2;
var newX = object.getDrawableX() + object.getCenterX() + xOffset;
if (newX < left + layer.getCameraWidth(cameraId) / 2)
newX = left + layer.getCameraWidth(cameraId) / 2;
if (newX > right - layer.getCameraWidth(cameraId) / 2)
newX = right - layer.getCameraWidth(cameraId) / 2;
layer.setCameraX(newX, cameraId);
layer.setCameraY(newY, cameraId);
}
var newY = object.getDrawableY() + object.getCenterY() + yOffset;
if (newY < top + layer.getCameraHeight(cameraId) / 2)
newY = top + layer.getCameraHeight(cameraId) / 2;
if (newY > bottom - layer.getCameraHeight(cameraId) / 2)
newY = bottom - layer.getCameraHeight(cameraId) / 2;
layer.setCameraX(newX, cameraId);
layer.setCameraY(newY, cameraId);
};
/**
* Update a layer effect parameter (with a number).
@@ -130,11 +285,21 @@ gdjs.evtTools.camera.centerCameraWithinLimits = function(runtimeScene, object, l
* @param {string} parameter The parameter to update
* @param {number} value The new value
*/
gdjs.evtTools.camera.setLayerEffectDoubleParameter = function(runtimeScene, layer, effect, parameter, value) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
gdjs.evtTools.camera.setLayerEffectDoubleParameter = function (
runtimeScene,
layer,
effect,
parameter,
value
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).setEffectDoubleParameter(effect, parameter, value);
}
return runtimeScene
.getLayer(layer)
.setEffectDoubleParameter(effect, parameter, value);
};
/**
* Update a layer effect parameter (with a string).
@@ -144,11 +309,21 @@ gdjs.evtTools.camera.setLayerEffectDoubleParameter = function(runtimeScene, laye
* @param {string} parameter The parameter to update
* @param {string} value The new value
*/
gdjs.evtTools.camera.setLayerEffectStringParameter = function(runtimeScene, layer, effect, parameter, value) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
gdjs.evtTools.camera.setLayerEffectStringParameter = function (
runtimeScene,
layer,
effect,
parameter,
value
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).setEffectStringParameter(effect, parameter, value);
}
return runtimeScene
.getLayer(layer)
.setEffectStringParameter(effect, parameter, value);
};
/**
* Enable or disable a layer effect parameter (boolean).
@@ -158,11 +333,21 @@ gdjs.evtTools.camera.setLayerEffectStringParameter = function(runtimeScene, laye
* @param {string} parameter The parameter to update
* @param {boolean} value The new value
*/
gdjs.evtTools.camera.setLayerEffectBooleanParameter = function(runtimeScene, layer, effect, parameter, value) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
gdjs.evtTools.camera.setLayerEffectBooleanParameter = function (
runtimeScene,
layer,
effect,
parameter,
value
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).setEffectBooleanParameter(effect, parameter, value);
}
return runtimeScene
.getLayer(layer)
.setEffectBooleanParameter(effect, parameter, value);
};
/**
* Enable, or disable, an effect of a layer.
@@ -171,11 +356,18 @@ gdjs.evtTools.camera.setLayerEffectBooleanParameter = function(runtimeScene, lay
* @param {string} effect The name of the effect
* @param {boolean} enabled true to enable, false to disable.
*/
gdjs.evtTools.camera.enableLayerEffect = function(runtimeScene, layer, effect, enabled) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
gdjs.evtTools.camera.enableLayerEffect = function (
runtimeScene,
layer,
effect,
enabled
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
runtimeScene.getLayer(layer).enableEffect(effect, enabled);
}
runtimeScene.getLayer(layer).enableEffect(effect, enabled);
};
/**
* Check if an effect is enabled.
@@ -184,18 +376,70 @@ gdjs.evtTools.camera.enableLayerEffect = function(runtimeScene, layer, effect, e
* @param {string} effect The name of the effect
* @return {boolean} true if the effect is enabled, false otherwise.
*/
gdjs.evtTools.camera.layerEffectEnabled = function(runtimeScene, layer, effect) {
if ( !runtimeScene.hasLayer(layer) ) { return true; }
gdjs.evtTools.camera.layerEffectEnabled = function (
runtimeScene,
layer,
effect
) {
if (!runtimeScene.hasLayer(layer)) {
return true;
}
return runtimeScene.getLayer(layer).isEffectEnabled(effect);
}
return runtimeScene.getLayer(layer).isEffectEnabled(effect);
};
gdjs.evtTools.camera.setLayerTimeScale = function(runtimeScene, layer, timeScale) {
if ( !runtimeScene.hasLayer(layer) ) { return; }
return runtimeScene.getLayer(layer).setTimeScale(timeScale);
}
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} timeScale
*/
gdjs.evtTools.camera.setLayerTimeScale = function (
runtimeScene,
layer,
timeScale
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).setTimeScale(timeScale);
};
gdjs.evtTools.camera.getLayerTimeScale = function(runtimeScene, layer) {
if ( !runtimeScene.hasLayer(layer) ) { return 1; }
return runtimeScene.getLayer(layer).getTimeScale();
}
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @returns {number}
*/
gdjs.evtTools.camera.getLayerTimeScale = function (runtimeScene, layer) {
if (!runtimeScene.hasLayer(layer)) {
return 1;
}
return runtimeScene.getLayer(layer).getTimeScale();
};
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @param {number} defaultZOrder
*/
gdjs.evtTools.camera.setLayerDefaultZOrder = function (
runtimeScene,
layer,
defaultZOrder
) {
if (!runtimeScene.hasLayer(layer)) {
return;
}
return runtimeScene.getLayer(layer).setDefaultZOrder(defaultZOrder);
};
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} layer
* @returns {number}
*/
gdjs.evtTools.camera.getLayerDefaultZOrder = function (runtimeScene, layer) {
if (!runtimeScene.hasLayer(layer)) {
return 0;
}
return runtimeScene.getLayer(layer).getDefaultZOrder();
};

View File

@@ -17,7 +17,7 @@ gdjs.evtTools.common = gdjs.evtTools.common || {};
* @returns {number} The content of the variable, as a number.
* @private
*/
gdjs.evtTools.common.getVariableNumber = function(variable) {
gdjs.evtTools.common.getVariableNumber = function (variable) {
return variable.getAsNumber();
};
@@ -27,7 +27,7 @@ gdjs.evtTools.common.getVariableNumber = function(variable) {
* @returns {string} The content of the variable, as a string.
* @private
*/
gdjs.evtTools.common.getVariableString = function(variable) {
gdjs.evtTools.common.getVariableString = function (variable) {
return variable.getAsString();
};
@@ -38,7 +38,10 @@ gdjs.evtTools.common.getVariableString = function(variable) {
* @returns {boolean} true if the scene variable exits, false otherwise.
* @private
*/
gdjs.evtTools.common.sceneVariableExists = function(runtimeScene, variableName) {
gdjs.evtTools.common.sceneVariableExists = function (
runtimeScene,
variableName
) {
return runtimeScene.getVariables().has(variableName);
};
@@ -49,7 +52,10 @@ gdjs.evtTools.common.sceneVariableExists = function(runtimeScene, variableName)
* @returns {boolean} true if the global variable exits, false otherwise.
* @private
*/
gdjs.evtTools.common.globalVariableExists = function(runtimeScene, variableName) {
gdjs.evtTools.common.globalVariableExists = function (
runtimeScene,
variableName
) {
return runtimeScene.getGame().getVariables().has(variableName);
};
@@ -60,7 +66,7 @@ gdjs.evtTools.common.globalVariableExists = function(runtimeScene, variableName)
* @returns {boolean} true if child exist in the variable, false otherwise.
* @private
*/
gdjs.evtTools.common.variableChildExists = function(variable, childName) {
gdjs.evtTools.common.variableChildExists = function (variable, childName) {
return variable.hasChild(childName);
};
@@ -71,7 +77,7 @@ gdjs.evtTools.common.variableChildExists = function(variable, childName) {
* @returns {gdjs.Variable} The new variable, with the child removed.
* @private
*/
gdjs.evtTools.common.variableRemoveChild = function(variable, childName) {
gdjs.evtTools.common.variableRemoveChild = function (variable, childName) {
return variable.removeChild(childName);
};
@@ -80,7 +86,7 @@ gdjs.evtTools.common.variableRemoveChild = function(variable, childName) {
* @param {gdjs.Variable} variable Variable.
* @private
*/
gdjs.evtTools.common.variableClearChildren = function(variable) {
gdjs.evtTools.common.variableClearChildren = function (variable) {
variable.clearChildren();
};
@@ -90,7 +96,7 @@ gdjs.evtTools.common.variableClearChildren = function(variable) {
* @returns {number} The number of children in the variable.
* @private
*/
gdjs.evtTools.common.getVariableChildCount = function(variable) {
gdjs.evtTools.common.getVariableChildCount = function (variable) {
if (variable.isStructure() == false) return 0;
return Object.keys(variable.getAllChildren()).length;
};
@@ -101,7 +107,7 @@ gdjs.evtTools.common.getVariableChildCount = function(variable) {
* @returns {number} The parsed number, or NaN if invalid.
* @private
*/
gdjs.evtTools.common.toNumber = function(str) {
gdjs.evtTools.common.toNumber = function (str) {
return parseFloat(str);
};
@@ -111,7 +117,7 @@ gdjs.evtTools.common.toNumber = function(str) {
* @returns {string} The value as a string.
* @private
*/
gdjs.evtTools.common.toString = function(num) {
gdjs.evtTools.common.toString = function (num) {
//Using String literal is fastest than using toString according to
//http://jsperf.com/number-to-string/2 and http://jsben.ch/#/ghQYR
return '' + num;
@@ -123,7 +129,7 @@ gdjs.evtTools.common.toString = function(num) {
* @returns {boolean} The negated value.
* @private
*/
gdjs.evtTools.common.logicalNegation = function(bool) {
gdjs.evtTools.common.logicalNegation = function (bool) {
return !bool;
};
@@ -134,7 +140,7 @@ gdjs.evtTools.common.logicalNegation = function(bool) {
* @param {number} max The maximum value.
* @returns {number} The new value.
*/
gdjs.evtTools.common.clamp = function(x, min, max) {
gdjs.evtTools.common.clamp = function (x, min, max) {
return Math.min(Math.max(x, min), max);
};
@@ -143,7 +149,7 @@ gdjs.evtTools.common.clamp = function(x, min, max) {
* @param {number} arg Value.
* @returns {number} The hyperbolic arc-cosine for the value.
*/
gdjs.evtTools.common.acosh = function(arg) {
gdjs.evtTools.common.acosh = function (arg) {
// http://kevin.vanzonneveld.net
// + original by: Onno Marsman
return Math.log(arg + Math.sqrt(arg * arg - 1));
@@ -154,7 +160,7 @@ gdjs.evtTools.common.acosh = function(arg) {
* @param {number} arg Value.
* @returns {number} The hyperbolic arcsine for the value.
*/
gdjs.evtTools.common.asinh = function(arg) {
gdjs.evtTools.common.asinh = function (arg) {
// http://kevin.vanzonneveld.net
// + original by: Onno Marsman
return Math.log(arg + Math.sqrt(arg * arg + 1));
@@ -165,7 +171,7 @@ gdjs.evtTools.common.asinh = function(arg) {
* @param {number} arg Value.
* @returns {number} The hyperbolic arctangent for the value.
*/
gdjs.evtTools.common.atanh = function(arg) {
gdjs.evtTools.common.atanh = function (arg) {
// http://kevin.vanzonneveld.net
// + original by: Onno Marsman
return 0.5 * Math.log((1 + arg) / (1 - arg));
@@ -176,7 +182,7 @@ gdjs.evtTools.common.atanh = function(arg) {
* @param {number} arg Value.
* @returns {number} The hyperbolic cosine for the value.
*/
gdjs.evtTools.common.cosh = function(arg) {
gdjs.evtTools.common.cosh = function (arg) {
return (Math.exp(arg) + Math.exp(-arg)) / 2;
};
@@ -185,7 +191,7 @@ gdjs.evtTools.common.cosh = function(arg) {
* @param {number} arg Value.
* @returns {number} The hyperbolic sine for the value.
*/
gdjs.evtTools.common.sinh = function(arg) {
gdjs.evtTools.common.sinh = function (arg) {
return (Math.exp(arg) - Math.exp(-arg)) / 2;
};
@@ -194,7 +200,7 @@ gdjs.evtTools.common.sinh = function(arg) {
* @param {number} arg Value.
* @returns {number} The hyperbolic tangent for the value.
*/
gdjs.evtTools.common.tanh = function(arg) {
gdjs.evtTools.common.tanh = function (arg) {
return (Math.exp(arg) - Math.exp(-arg)) / (Math.exp(arg) + Math.exp(-arg));
};
@@ -203,7 +209,7 @@ gdjs.evtTools.common.tanh = function(arg) {
* @param {number} arg Value.
* @returns {number} The cotangent for the value.
*/
gdjs.evtTools.common.cot = function(arg) {
gdjs.evtTools.common.cot = function (arg) {
return 1 / Math.tan(arg);
};
@@ -212,7 +218,7 @@ gdjs.evtTools.common.cot = function(arg) {
* @param {number} arg Value.
* @returns {number} The cosecant for the value.
*/
gdjs.evtTools.common.csc = function(arg) {
gdjs.evtTools.common.csc = function (arg) {
return 1 / Math.sin(arg);
};
@@ -221,7 +227,7 @@ gdjs.evtTools.common.csc = function(arg) {
* @param {number} arg Value.
* @returns {number} The secant for the value.
*/
gdjs.evtTools.common.sec = function(arg) {
gdjs.evtTools.common.sec = function (arg) {
return 1 / Math.cos(arg);
};
@@ -230,7 +236,7 @@ gdjs.evtTools.common.sec = function(arg) {
* @param {number} arg Value.
* @returns {number} The base-10 logarithm for the value.
*/
gdjs.evtTools.common.log10 = function(arg) {
gdjs.evtTools.common.log10 = function (arg) {
return Math.log(arg) / Math.LN10;
};
@@ -239,7 +245,7 @@ gdjs.evtTools.common.log10 = function(arg) {
* @param {number} arg Value.
* @returns {number} The base-2 logarithm for the value.
*/
gdjs.evtTools.common.log2 = function(arg) {
gdjs.evtTools.common.log2 = function (arg) {
return Math.log(arg) / Math.LN2;
};
@@ -248,7 +254,7 @@ gdjs.evtTools.common.log2 = function(arg) {
* @param {number} arg Value.
* @returns {number} Return the sign for the value (1, -1 or 0).
*/
gdjs.evtTools.common.sign = function(arg) {
gdjs.evtTools.common.sign = function (arg) {
if (arg === 0) return 0;
return arg > 0 ? +1 : -1;
@@ -259,7 +265,7 @@ gdjs.evtTools.common.sign = function(arg) {
* @param {number} x Value.
* @returns {number} Return the cube root for the value.
*/
gdjs.evtTools.common.cbrt = function(x) {
gdjs.evtTools.common.cbrt = function (x) {
return Math.pow(x, 1 / 3);
};
@@ -269,7 +275,7 @@ gdjs.evtTools.common.cbrt = function(x) {
* @param {number} n Exponent value.
* @returns {number} Return the n-th root for the value.
*/
gdjs.evtTools.common.nthroot = function(x, n) {
gdjs.evtTools.common.nthroot = function (x, n) {
return Math.pow(x, 1 / n);
};
@@ -279,7 +285,7 @@ gdjs.evtTools.common.nthroot = function(x, n) {
* @param {number} y Divisor value.
* @returns {number} Return the remainder for the values.
*/
gdjs.evtTools.common.mod = function(x, y) {
gdjs.evtTools.common.mod = function (x, y) {
return x - y * Math.floor(x / y);
};
@@ -289,8 +295,37 @@ gdjs.evtTools.common.mod = function(x, y) {
* @param {number} angle2 Second angle, in degrees.
* @returns {number} Return the difference of the angles, in degrees.
*/
gdjs.evtTools.common.angleDifference = function(angle1, angle2) {
return gdjs.evtTools.common.mod(gdjs.evtTools.common.mod(angle1 - angle2, 360.0) + 180.0, 360.0) - 180.0;
gdjs.evtTools.common.angleDifference = function (angle1, angle2) {
return (
gdjs.evtTools.common.mod(
gdjs.evtTools.common.mod(angle1 - angle2, 360.0) + 180.0,
360.0
) - 180.0
);
};
/**
* Returns the angle, in degrees, between two positions.
* @param {number} x1 First point X position.
* @param {number} y1 First point Y position.
* @param {number} x2 Second point X position.
* @param {number} y2 Second point Y position.
* @returns {number} The angle between the positions, in degrees.
*/
gdjs.evtTools.common.angleBetweenPositions = function (x1, y1, x2, y2) {
return (Math.atan2(y2 - y1, x2 - x1) * 180) / Math.PI;
};
/**
* Returns the distance, in pixels, between two positions.
* @param {number} x1 First point X position.
* @param {number} y1 First point Y position.
* @param {number} x2 Second point X position.
* @param {number} y2 Second point Y position.
* @returns {number} The distance between the positions, in pixels.
*/
gdjs.evtTools.common.distanceBetweenPositions = function (x1, y1, x2, y2) {
return Math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
};
/**
@@ -300,7 +335,7 @@ gdjs.evtTools.common.angleDifference = function(angle1, angle2) {
* @param {number} x The interpolation value between 0 and 1.
* @returns {number} The interpolated value, now between a and b.
*/
gdjs.evtTools.common.lerp = function(a, b, x) {
gdjs.evtTools.common.lerp = function (a, b, x) {
return a + (b - a) * x;
};
@@ -309,6 +344,6 @@ gdjs.evtTools.common.lerp = function(a, b, x) {
* @param {number} x Value.
* @returns {number} Return the value with all decimal places dropped.
*/
gdjs.evtTools.common.trunc = function(x) {
gdjs.evtTools.common.trunc = function (x) {
return x | 0;
};

View File

@@ -102,6 +102,14 @@ gdjs.evtTools.network.sendDeprecatedSynchronousRequest = function (
} catch (e) {}
};
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {boolean} enable
*/
gdjs.evtTools.network.enableMetrics = function(runtimeScene, enable) {
runtimeScene.getGame().enableMetrics(enable);
}
/**
* Convert a variable to JSON.
* TODO: Move to gdjs.Variable static
@@ -176,7 +184,7 @@ gdjs.evtTools.network.jsonToVariableStructure = function (jsonStr, variable) {
gdjs.evtTools.network._objectToVariable(obj, variable);
return true;
} catch (e) {
//Do nothing iF JSON was not properly parsed;
// Do nothing if JSON was not properly parsed.
return false;
}
};

View File

@@ -319,7 +319,7 @@ gdjs.evtTools.object.pickNearestObject = function(objectsLists, x, y, inverted)
for(var j = 0;j < list.length;++j) {
var object = list[j];
var distance = object.getSqDistanceTo(x, y);
var distance = object.getSqDistanceToPosition(x, y);
if( first || (distance < best ^ inverted)) {
best = distance;
bestObject = object;
@@ -389,18 +389,26 @@ gdjs.evtTools.object.raycastObjectToPosition = function(objectsLists, x, y, endX
/**
* Do the work of creating a new object
* @private
* @param {EventsFunctionContext | gdjs.RuntimeScene} objectsContext
* @param {string} objectName
* @param {Hashtable} objectsLists
* @param {x} number
* @param {y} number
* @param {string} layerName
*/
gdjs.evtTools.object.doCreateObjectOnScene = function(objectsContext, objectName, objectsLists, x, y, layer) {
gdjs.evtTools.object.doCreateObjectOnScene = function(objectsContext, objectName, objectsLists, x, y, layerName) {
// objectsContext will either be the gdjs.RuntimeScene or, in an events function, the
// eventsFunctionContext. We can't directly use runtimeScene because the object name could
// be different than the real object name (this is the case in a function. The eventsFunctionContext
// will take care of this in createObject).
var obj = objectsContext.createObject(objectName);
var layer = objectsContext.getLayer(layerName);
if ( obj !== null ) {
//Do some extra setup
obj.setPosition(x,y);
obj.setLayer(layer);
obj.setLayer(layerName);
obj.setZOrder(layer.getDefaultZOrder());
//Let the new object be picked by next actions/conditions.
if ( objectsLists.containsKey(objectName) ) {

View File

@@ -1,3 +1,4 @@
// @ts-check
/*
* GDevelop JS Platform
* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
@@ -13,68 +14,161 @@
*/
gdjs.evtTools.window = gdjs.evtTools.window || {};
gdjs.evtTools.window.setMargins = function(runtimeScene, top, right, bottom, left) {
runtimeScene.getGame().getRenderer().setMargins(top, right, bottom, left);
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} top
* @param {number} right
* @param {number} bottom
* @param {number} left
*/
gdjs.evtTools.window.setMargins = function (
runtimeScene,
top,
right,
bottom,
left
) {
runtimeScene.getGame().getRenderer().setMargins(top, right, bottom, left);
};
gdjs.evtTools.window.setFullScreen = function(runtimeScene, enable, keepAspectRatio) {
runtimeScene.getGame().getRenderer().keepAspectRatio(keepAspectRatio);
runtimeScene.getGame().getRenderer().setFullScreen(enable);
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {boolean} enable
* @param {boolean} keepAspectRatio
*/
gdjs.evtTools.window.setFullScreen = function (
runtimeScene,
enable,
keepAspectRatio
) {
runtimeScene.getGame().getRenderer().keepAspectRatio(keepAspectRatio);
runtimeScene.getGame().getRenderer().setFullScreen(enable);
};
gdjs.evtTools.window.setWindowSize = function(runtimeScene, width, height, updateGameResolution) {
runtimeScene.getGame().getRenderer().setWindowSize(width, height);
if (updateGameResolution) {
runtimeScene.getGame().setGameResolutionSize(width, height);
}
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @returns {boolean}
*/
gdjs.evtTools.window.isFullScreen = function (runtimeScene) {
return runtimeScene.getGame().getRenderer().isFullScreen();
};
gdjs.evtTools.window.centerWindow = function(runtimeScene) {
runtimeScene.getGame().getRenderer().centerWindow();
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} width
* @param {number} height
* @param {boolean} updateGameResolution
*/
gdjs.evtTools.window.setWindowSize = function (
runtimeScene,
width,
height,
updateGameResolution
) {
runtimeScene.getGame().getRenderer().setWindowSize(width, height);
if (updateGameResolution) {
runtimeScene.getGame().setGameResolutionSize(width, height);
}
};
gdjs.evtTools.window.setGameResolutionSize = function(runtimeScene, width, height) {
runtimeScene.getGame().setGameResolutionSize(width, height);
/**
* @param {gdjs.RuntimeScene} runtimeScene
*/
gdjs.evtTools.window.centerWindow = function (runtimeScene) {
runtimeScene.getGame().getRenderer().centerWindow();
};
gdjs.evtTools.window.setGameResolutionResizeMode = function(runtimeScene, resizeMode) {
runtimeScene.getGame().setGameResolutionResizeMode(resizeMode);
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {number} width
* @param {number} height
*/
gdjs.evtTools.window.setGameResolutionSize = function (
runtimeScene,
width,
height
) {
runtimeScene.getGame().setGameResolutionSize(width, height);
};
gdjs.evtTools.window.setAdaptGameResolutionAtRuntime = function(runtimeScene, enable) {
runtimeScene.getGame().setAdaptGameResolutionAtRuntime(enable);
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} resizeMode
*/
gdjs.evtTools.window.setGameResolutionResizeMode = function (
runtimeScene,
resizeMode
) {
runtimeScene.getGame().setGameResolutionResizeMode(resizeMode);
};
gdjs.evtTools.window.setWindowTitle = function(runtimeScene, title) {
runtimeScene.getGame().getRenderer().setWindowTitle(title);
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {boolean} enable
*/
gdjs.evtTools.window.setAdaptGameResolutionAtRuntime = function (
runtimeScene,
enable
) {
runtimeScene.getGame().setAdaptGameResolutionAtRuntime(enable);
};
gdjs.evtTools.window.getWindowTitle = function(runtimeScene) {
runtimeScene.getGame().getRenderer().getWindowTitle();
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @param {string} title
*/
gdjs.evtTools.window.setWindowTitle = function (runtimeScene, title) {
runtimeScene.getGame().getRenderer().setWindowTitle(title);
};
gdjs.evtTools.window.getWindowInnerWidth = function() {
if (gdjs.RuntimeGameRenderer && gdjs.RuntimeGameRenderer.getWindowInnerWidth)
return gdjs.RuntimeGameRenderer.getWindowInnerWidth();
return (typeof window !== "undefined") ? window.innerWidth : 800;
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @returns {string}
*/
gdjs.evtTools.window.getWindowTitle = function (runtimeScene) {
return runtimeScene.getGame().getRenderer().getWindowTitle();
};
gdjs.evtTools.window.getWindowInnerHeight = function() {
if (gdjs.RuntimeGameRenderer && gdjs.RuntimeGameRenderer.getWindowInnerHeight)
return gdjs.RuntimeGameRenderer.getWindowInnerHeight();
/**
* @returns {number}
*/
gdjs.evtTools.window.getWindowInnerWidth = function () {
if (gdjs.RuntimeGameRenderer && gdjs.RuntimeGameRenderer.getWindowInnerWidth)
return gdjs.RuntimeGameRenderer.getWindowInnerWidth();
return (typeof window !== "undefined") ? window.innerHeight : 800;
return typeof window !== 'undefined' ? window.innerWidth : 800;
};
gdjs.evtTools.window.getGameResolutionWidth = function(runtimeScene) {
return runtimeScene.getGame().getGameResolutionWidth();
/**
* @returns {number}
*/
gdjs.evtTools.window.getWindowInnerHeight = function () {
if (gdjs.RuntimeGameRenderer && gdjs.RuntimeGameRenderer.getWindowInnerHeight)
return gdjs.RuntimeGameRenderer.getWindowInnerHeight();
return typeof window !== 'undefined' ? window.innerHeight : 800;
};
gdjs.evtTools.window.getGameResolutionHeight = function(runtimeScene) {
return runtimeScene.getGame().getGameResolutionHeight();
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @returns {number}
*/
gdjs.evtTools.window.getGameResolutionWidth = function (runtimeScene) {
return runtimeScene.getGame().getGameResolutionWidth();
};
gdjs.evtTools.window.openURL = function(url, runtimeScene) {
return runtimeScene.getGame().getRenderer().openURL(url);
/**
* @param {gdjs.RuntimeScene} runtimeScene
* @returns {number}
*/
gdjs.evtTools.window.getGameResolutionHeight = function (runtimeScene) {
return runtimeScene.getGame().getGameResolutionHeight();
};
/**
* @param {string} url
* @param {gdjs.RuntimeScene} runtimeScene
*/
gdjs.evtTools.window.openURL = function (url, runtimeScene) {
return runtimeScene.getGame().getRenderer().openURL(url);
};

View File

@@ -7,7 +7,7 @@
/**
* The `gdjs` namespace contains all classes and objects of the game engine.
* @namespace
* @namespace gdjs
*/
// @ts-ignore - creating the global object acting as a namespace
window.gdjs = {};
@@ -359,6 +359,66 @@ gdjs.copyArray = function (src, dst) {
dst.length = len;
};
/**
* Generate a UUID v4.
* @returns {string} The generated UUID.
*/
gdjs.makeUuid = function () {
// Fallback to non cryptographically secure UUIDs if not supported
if (typeof crypto === 'undefined' || !crypto.getRandomValues) {
const makeMathRandomUuid = (a) => {
return a
? (a ^ ((Math.random() * 16) >> (a / 4))).toString(16)
: (""+ 1e7 + -1e3 + -4e3 + -8e3 + -1e11).replace(
/[018]/g,
makeMathRandomUuid
);
};
return makeMathRandomUuid();
}
// @ts-ignore - TS does not like properties added on functions
if (!gdjs.makeUuid.hex) {
// @ts-ignore - TS does not like properties added on functions
gdjs.makeUuid.hex = [];
for (var i = 0; i < 256; i++) {
// @ts-ignore - TS does not like properties added on functions
gdjs.makeUuid.hex[i] = (i < 16 ? '0' : '') + i.toString(16);
}
}
// @ts-ignore - TS does not like properties added on functions
const hex = gdjs.makeUuid.hex;
var r = crypto.getRandomValues(new Uint8Array(16));
r[6] = (r[6] & 0x0f) | 0x40;
r[8] = (r[8] & 0x3f) | 0x80;
return (
hex[r[0]] +
hex[r[1]] +
hex[r[2]] +
hex[r[3]] +
'-' +
hex[r[4]] +
hex[r[5]] +
'-' +
hex[r[6]] +
hex[r[7]] +
'-' +
hex[r[8]] +
hex[r[9]] +
'-' +
hex[r[10]] +
hex[r[11]] +
hex[r[12]] +
hex[r[13]] +
hex[r[14]] +
hex[r[15]]
);
};
//Make sure console.warn and console.error are available.
console.warn = console.warn || console.log;
console.error = console.error || console.log;

File diff suppressed because one or more lines are too long

View File

@@ -20,6 +20,7 @@ gdjs.Layer = function (layerData, runtimeScene) {
this._cameraRotation = 0;
this._zoomFactor = 1;
this._timeScale = 1;
this._defaultZOrder = 0;
this._hidden = !layerData.visibility;
this._initialEffectsData = layerData.effects || [];
this._cameraX = runtimeScene.getGame().getGameResolutionWidth() / 2;
@@ -55,6 +56,23 @@ gdjs.Layer.prototype.getRenderer = function () {
return this._renderer;
};
/**
* Get the default Z order to be attributed to objects created on this layer
* (usually from events generated code).
* @returns {number}
*/
gdjs.Layer.prototype.getDefaultZOrder = function () {
return this._defaultZOrder;
}
/**
* Set the default Z order to be attributed to objects created on this layer.
* @param {number} defaultZOrder The Z order to use when creating a new object from events.
*/
gdjs.Layer.prototype.setDefaultZOrder = function (defaultZOrder) {
this._defaultZOrder = defaultZOrder;
}
/**
* Called by the RuntimeScene whenever the game resolution size is changed.
* Updates the layer width/height and position.

View File

@@ -284,7 +284,7 @@ gdjs.LayerPixiRenderer.prototype.updateClearColor = function () {
* Also, render texture is cleared with a specified clear color.
*/
gdjs.LayerPixiRenderer.prototype._updateRenderTexture = function () {
if (!this._pixiRenderer) return;
if (!this._pixiRenderer || this._pixiRenderer.type !== PIXI.RENDERER_TYPE.WEBGL) return;
if (!this._renderTexture) {
this._oldWidth = this._pixiRenderer.screen.width;
@@ -334,7 +334,7 @@ gdjs.LayerPixiRenderer.prototype._updateRenderTexture = function () {
* @private used only in lighting for now as the sprite could have MULTIPLY blend mode.
*/
gdjs.LayerPixiRenderer.prototype._replaceContainerWithSprite = function () {
if (!this._pixiRenderer) return;
if (!this._pixiRenderer || this._pixiRenderer.type !== PIXI.RENDERER_TYPE.WEBGL) return;
this._updateRenderTexture();
if (!this._renderTexture) return;

View File

@@ -5,7 +5,7 @@
* @param {gdjs.RuntimeGame} game The game that is being rendered
* @param {boolean} forceFullscreen If fullscreen should be always activated
*/
gdjs.RuntimeGamePixiRenderer = function(game, forceFullscreen) {
gdjs.RuntimeGamePixiRenderer = function (game, forceFullscreen) {
this._game = game;
this._isFullPage = true; //Used to track if the canvas is displayed on the full page.
@@ -18,6 +18,8 @@ gdjs.RuntimeGamePixiRenderer = function(game, forceFullscreen) {
this._canvasHeight = 0; // Current height of the canvas (might be scaled down/up compared to renderer)
this._keepRatio = true;
this._marginLeft = this._marginTop = this._marginRight = this._marginBottom = 0;
this._setupOrientation();
};
gdjs.RuntimeGameRenderer = gdjs.RuntimeGamePixiRenderer; //Register the class to let the engine use it.
@@ -26,19 +28,17 @@ gdjs.RuntimeGameRenderer = gdjs.RuntimeGamePixiRenderer; //Register the class to
* Create a standard canvas inside canvasArea.
*
*/
gdjs.RuntimeGamePixiRenderer.prototype.createStandardCanvas = function(
gdjs.RuntimeGamePixiRenderer.prototype.createStandardCanvas = function (
parentElement
) {
//Create the renderer and setup the rendering area
//"preserveDrawingBuffer: true" is needed to avoid flickering and background issues on some mobile phones (see #585 #572 #566 #463)
this._pixiRenderer = PIXI.autoDetectRenderer(
{
width: this._game.getGameResolutionWidth(),
height: this._game.getGameResolutionHeight(),
preserveDrawingBuffer: true,
antialias: false,
}
);
this._pixiRenderer = PIXI.autoDetectRenderer({
width: this._game.getGameResolutionWidth(),
height: this._game.getGameResolutionHeight(),
preserveDrawingBuffer: true,
antialias: false,
});
parentElement.appendChild(this._pixiRenderer.view); // add the renderer view element to the DOM
this._pixiRenderer.view.style['position'] = 'absolute';
this._pixiRenderer.view.tabIndex = 1; //Ensure that the canvas has the focus.
@@ -55,7 +55,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.createStandardCanvas = function(
//Handle resize
var that = this;
window.addEventListener('resize', function() {
window.addEventListener('resize', function () {
that._game.onWindowInnerSizeChanged();
that._resizeCanvas();
that._game._notifySceneForResize = true;
@@ -64,11 +64,11 @@ gdjs.RuntimeGamePixiRenderer.prototype.createStandardCanvas = function(
return this._pixiRenderer;
};
gdjs.RuntimeGamePixiRenderer.getWindowInnerWidth = function() {
gdjs.RuntimeGamePixiRenderer.getWindowInnerWidth = function () {
return typeof window !== 'undefined' ? window.innerWidth : 800;
};
gdjs.RuntimeGamePixiRenderer.getWindowInnerHeight = function() {
gdjs.RuntimeGamePixiRenderer.getWindowInnerHeight = function () {
return typeof window !== 'undefined' ? window.innerHeight : 800;
};
@@ -79,17 +79,42 @@ gdjs.RuntimeGamePixiRenderer.getWindowInnerHeight = function() {
* Note that if the canvas is fullscreen, it won't be resized, but when going back to
* non fullscreen mode, the requested size will be used.
*/
gdjs.RuntimeGamePixiRenderer.prototype.updateRendererSize = function() {
gdjs.RuntimeGamePixiRenderer.prototype.updateRendererSize = function () {
this._resizeCanvas();
};
/**
* Set the proper screen orientation from the project properties.
* @private
*/
gdjs.RuntimeGamePixiRenderer.prototype._setupOrientation = function () {
if (
typeof window === 'undefined' ||
!window.screen ||
!window.screen.orientation
)
return;
var gameOrientation = this._game.getGameData().properties.orientation;
try {
// We ignore the error as some platforms may not supporting locking (i.e: desktop).
if (gameOrientation === 'default') {
window.screen.orientation.unlock().catch(() => {});
} else {
window.screen.orientation.lock(gameOrientation).catch(() => {});
}
} catch (error) {
console.error('Unexpected error while setting up orientation: ', error);
}
};
/**
* Resize the renderer (the "game resolution") and the canvas (which can be larger
* or smaller to fill the page, with optional margins).
*
* @private
*/
gdjs.RuntimeGamePixiRenderer.prototype._resizeCanvas = function() {
gdjs.RuntimeGamePixiRenderer.prototype._resizeCanvas = function () {
// Set the Pixi renderer size to the game size.
// There is no "smart" resizing to be done here: the rendering of the game
// should be done with the size set on the game.
@@ -146,7 +171,7 @@ gdjs.RuntimeGamePixiRenderer.prototype._resizeCanvas = function() {
* Set if the aspect ratio must be kept when the game canvas is resized to fill
* the page.
*/
gdjs.RuntimeGamePixiRenderer.prototype.keepAspectRatio = function(enable) {
gdjs.RuntimeGamePixiRenderer.prototype.keepAspectRatio = function (enable) {
if (this._keepRatio === enable) return;
this._keepRatio = enable;
@@ -157,7 +182,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.keepAspectRatio = function(enable) {
/**
* Change the margin that must be preserved around the game canvas.
*/
gdjs.RuntimeGamePixiRenderer.prototype.setMargins = function(
gdjs.RuntimeGamePixiRenderer.prototype.setMargins = function (
top,
right,
bottom,
@@ -184,7 +209,10 @@ gdjs.RuntimeGamePixiRenderer.prototype.setMargins = function(
* @param {number} width The new width, in pixels.
* @param {number} height The new height, in pixels.
*/
gdjs.RuntimeGamePixiRenderer.prototype.setWindowSize = function(width, height) {
gdjs.RuntimeGamePixiRenderer.prototype.setWindowSize = function (
width,
height
) {
var electron = this.getElectron();
if (electron) {
// Use Electron BrowserWindow API
@@ -200,7 +228,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.setWindowSize = function(width, height) {
/**
* Center the window on screen.
*/
gdjs.RuntimeGamePixiRenderer.prototype.centerWindow = function() {
gdjs.RuntimeGamePixiRenderer.prototype.centerWindow = function () {
var electron = this.getElectron();
if (electron) {
// Use Electron BrowserWindow API
@@ -216,7 +244,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.centerWindow = function() {
/**
* De/activate fullscreen for the game.
*/
gdjs.RuntimeGamePixiRenderer.prototype.setFullScreen = function(enable) {
gdjs.RuntimeGamePixiRenderer.prototype.setFullScreen = function (enable) {
if (this._forceFullscreen) return;
if (this._isFullscreen !== enable) {
@@ -256,10 +284,22 @@ gdjs.RuntimeGamePixiRenderer.prototype.setFullScreen = function(enable) {
}
};
/**
* Checks if the game is in full screen.
*/
gdjs.RuntimeGamePixiRenderer.prototype.isFullScreen = function () {
var electron = this.getElectron();
if (electron) {
return electron.remote.getCurrentWindow().isFullScreen();
}
// Height check is used to detect user triggered full screen (for example F11 shortcut).
return this._isFullscreen || window.screen.height === window.innerHeight;
};
/**
* Add the standard events handler.
*/
gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function (
manager,
window,
document
@@ -323,18 +363,18 @@ gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
})();
//Keyboard
document.onkeydown = function(e) {
document.onkeydown = function (e) {
manager.onKeyPressed(e.keyCode, e.location);
};
document.onkeyup = function(e) {
document.onkeyup = function (e) {
manager.onKeyReleased(e.keyCode, e.location);
};
//Mouse
renderer.view.onmousemove = function(e) {
renderer.view.onmousemove = function (e) {
var pos = getEventPosition(e);
manager.onMouseMove(pos[0], pos[1]);
};
renderer.view.onmousedown = function(e) {
renderer.view.onmousedown = function (e) {
manager.onMouseButtonPressed(
e.button === 2
? gdjs.InputManager.MOUSE_RIGHT_BUTTON
@@ -345,7 +385,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
if (window.focus !== undefined) window.focus();
return false;
};
renderer.view.onmouseup = function(e) {
renderer.view.onmouseup = function (e) {
manager.onMouseButtonReleased(
e.button === 2
? gdjs.InputManager.MOUSE_RIGHT_BUTTON
@@ -357,24 +397,24 @@ gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
};
window.addEventListener(
'click',
function(e) {
function (e) {
if (window.focus !== undefined) window.focus();
e.preventDefault();
return false;
},
false
);
renderer.view.oncontextmenu = function(event) {
renderer.view.oncontextmenu = function (event) {
event.preventDefault();
event.stopPropagation();
return false;
};
renderer.view.onmousewheel = function(event) {
renderer.view.onmousewheel = function (event) {
manager.onMouseWheel(event.wheelDelta);
};
//Touches
//Also simulate mouse events when receiving touch events
window.addEventListener('touchmove', function(e) {
window.addEventListener('touchmove', function (e) {
e.preventDefault();
if (e.changedTouches) {
for (var i = 0; i < e.changedTouches.length; ++i) {
@@ -383,7 +423,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
}
}
});
window.addEventListener('touchstart', function(e) {
window.addEventListener('touchstart', function (e) {
e.preventDefault();
if (e.changedTouches) {
for (var i = 0; i < e.changedTouches.length; ++i) {
@@ -393,7 +433,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
}
return false;
});
window.addEventListener('touchend', function(e) {
window.addEventListener('touchend', function (e) {
e.preventDefault();
if (e.changedTouches) {
for (var i = 0; i < e.changedTouches.length; ++i) {
@@ -405,15 +445,15 @@ gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
});
};
gdjs.RuntimeGamePixiRenderer.prototype.setWindowTitle = function(title) {
gdjs.RuntimeGamePixiRenderer.prototype.setWindowTitle = function (title) {
if (typeof document !== 'undefined') document.title = title;
};
gdjs.RuntimeGamePixiRenderer.prototype.getWindowTitle = function() {
gdjs.RuntimeGamePixiRenderer.prototype.getWindowTitle = function () {
return typeof document !== 'undefined' ? document.title : '';
};
gdjs.RuntimeGamePixiRenderer.prototype.startGameLoop = function(fn) {
gdjs.RuntimeGamePixiRenderer.prototype.startGameLoop = function (fn) {
requestAnimationFrame(gameLoop);
var oldTime = 0;
@@ -425,14 +465,14 @@ gdjs.RuntimeGamePixiRenderer.prototype.startGameLoop = function(fn) {
}
};
gdjs.RuntimeGamePixiRenderer.prototype.getPIXIRenderer = function() {
gdjs.RuntimeGamePixiRenderer.prototype.getPIXIRenderer = function () {
return this._pixiRenderer;
};
/**
* Open the given URL in the system browser (or a new tab)
*/
gdjs.RuntimeGamePixiRenderer.prototype.openURL = function(url) {
gdjs.RuntimeGamePixiRenderer.prototype.openURL = function (url) {
// Try to detect the environment to use the most adapted
// way of opening an URL.
if (typeof Cocoon !== 'undefined' && Cocoon.App && Cocoon.App.openURL) {
@@ -446,7 +486,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.openURL = function(url) {
/**
* Close the game, if applicable
*/
gdjs.RuntimeGamePixiRenderer.prototype.stopGame = function() {
gdjs.RuntimeGamePixiRenderer.prototype.stopGame = function () {
// Try to detect the environment to use the most adapted
// way of closing the app
var electron = this.getElectron();
@@ -469,7 +509,7 @@ gdjs.RuntimeGamePixiRenderer.prototype.stopGame = function() {
/**
* Get the canvas DOM element.
*/
gdjs.RuntimeGamePixiRenderer.prototype.getCanvas = function() {
gdjs.RuntimeGamePixiRenderer.prototype.getCanvas = function () {
return this._pixiRenderer.view;
};
@@ -477,14 +517,14 @@ gdjs.RuntimeGamePixiRenderer.prototype.getCanvas = function() {
* Check if the device supports WebGL.
* @returns {boolean} true if WebGL is supported
*/
gdjs.RuntimeGamePixiRenderer.prototype.isWebGLSupported = function() {
gdjs.RuntimeGamePixiRenderer.prototype.isWebGLSupported = function () {
return this._pixiRenderer.type === PIXI.RENDERER_TYPE.WEBGL;
};
/**
* Get the electron module, if running as a electron renderer process.
*/
gdjs.RuntimeGamePixiRenderer.prototype.getElectron = function() {
gdjs.RuntimeGamePixiRenderer.prototype.getElectron = function () {
if (typeof require !== 'undefined') {
return require('electron');
}

View File

@@ -36,7 +36,7 @@ gdjs.SpriteRuntimeObjectPixiRenderer.prototype._updatePIXISprite = function() {
this._sprite.rotation = gdjs.toRad(this._object.angle);
this._sprite.visible = !this._object.hidden;
this._sprite.blendMode = this._object._blendMode;
this._sprite.alpha = this._sprite.visible ? this._object.opacity/255 : 0; //TODO: Workaround not working property in PIXI.js
this._sprite.alpha = this._object.opacity/255;
this._sprite.scale.x = this._object._scaleX;
this._sprite.scale.y = this._object._scaleY;
this._cachedWidth = Math.abs(this._sprite.width);
@@ -83,15 +83,11 @@ gdjs.SpriteRuntimeObjectPixiRenderer.prototype.updateAngle = function() {
}
gdjs.SpriteRuntimeObjectPixiRenderer.prototype.updateOpacity = function() {
//TODO: Workaround a not working property in PIXI.js:
this._sprite.alpha = this._sprite.visible ? this._object.opacity/255 : 0;
this._sprite.alpha = this._object.opacity/255;
}
gdjs.SpriteRuntimeObjectPixiRenderer.prototype.updateVisibility = function() {
this._sprite.visible = !this._object.hidden;
//TODO: Workaround a not working property in PIXI.js:
this._sprite.alpha = this._sprite.visible ? this._object.opacity/255 : 0;
}
gdjs.SpriteRuntimeObjectPixiRenderer.prototype.setColor = function(rgbColor) {

View File

@@ -30,23 +30,15 @@
* @param {ProjectData} data The object (usually stored in data.json) containing the full project data
* @param {RuntimeGameOptions=} options Optional object for specifiying additional options: {forceFullscreen: ...}
*/
gdjs.RuntimeGame = function(data, options) {
gdjs.RuntimeGame = function (data, options) {
options = options || {};
this._variables = new gdjs.VariablesContainer(data.variables);
this._data = data;
this._imageManager = new gdjs.ImageManager(
this._data.resources.resources
);
this._soundManager = new gdjs.SoundManager(
this._data.resources.resources
);
this._fontManager = new gdjs.FontManager(
this._data.resources.resources
);
this._jsonManager = new gdjs.JsonManager(
this._data.resources.resources
);
this._imageManager = new gdjs.ImageManager(this._data.resources.resources);
this._soundManager = new gdjs.SoundManager(this._data.resources.resources);
this._fontManager = new gdjs.FontManager(this._data.resources.resources);
this._jsonManager = new gdjs.JsonManager(this._data.resources.resources);
this._maxFPS = this._data ? this._data.properties.maxFPS : 60;
this._minFPS = this._data ? this._data.properties.minFPS : 15;
@@ -55,8 +47,7 @@ gdjs.RuntimeGame = function(data, options) {
this._originalWidth = this._gameResolutionWidth;
this._originalHeight = this._gameResolutionHeight;
this._resizeMode = this._data.properties.sizeOnStartupMode;
this._adaptGameResolutionAtRuntime =
this._data.properties.adaptGameResolutionAtRuntime;
this._adaptGameResolutionAtRuntime = this._data.properties.adaptGameResolutionAtRuntime;
/** @type {string} */
this._scaleMode = data.properties.scaleMode || 'linear';
this._renderer = new gdjs.RuntimeGameRenderer(
@@ -84,6 +75,12 @@ gdjs.RuntimeGame = function(data, options) {
? new gdjs.DebuggerClient(this)
: null;
/** @type {boolean} */
this._sessionMetricsInitialized = false;
/** @type {boolean} */
this._disableMetrics = false;
/** @type {boolean} */
this._isPreview = options.isPreview || false;
};
@@ -93,32 +90,24 @@ gdjs.RuntimeGame = function(data, options) {
*
* @param {ProjectData} projectData The object (usually stored in data.json) containing the full project data
*/
gdjs.RuntimeGame.prototype.setProjectData = function(projectData) {
gdjs.RuntimeGame.prototype.setProjectData = function (projectData) {
this._data = projectData;
this._imageManager.setResources(
this._data.resources.resources
);
this._soundManager.setResources(
this._data.resources.resources
);
this._fontManager.setResources(
this._data.resources.resources
);
this._jsonManager.setResources(
this._data.resources.resources
);
}
this._imageManager.setResources(this._data.resources.resources);
this._soundManager.setResources(this._data.resources.resources);
this._fontManager.setResources(this._data.resources.resources);
this._jsonManager.setResources(this._data.resources.resources);
};
/**
* Return the additional options passed to the RuntimeGame when created.
* @returns {?RuntimeGameOptions} The additional options, if any.
*/
gdjs.RuntimeGame.prototype.getAdditionalOptions = function() {
gdjs.RuntimeGame.prototype.getAdditionalOptions = function () {
return this._options;
};
gdjs.RuntimeGame.prototype.getRenderer = function() {
gdjs.RuntimeGame.prototype.getRenderer = function () {
return this._renderer;
};
@@ -126,7 +115,7 @@ gdjs.RuntimeGame.prototype.getRenderer = function() {
* Get the variables of the RuntimeGame.
* @return {gdjs.VariablesContainer} The global variables
*/
gdjs.RuntimeGame.prototype.getVariables = function() {
gdjs.RuntimeGame.prototype.getVariables = function () {
return this._variables;
};
@@ -134,7 +123,7 @@ gdjs.RuntimeGame.prototype.getVariables = function() {
* Get the gdjs.SoundManager of the RuntimeGame.
* @return {gdjs.HowlerSoundManager | gdjs.CocosSoundManager} The sound manager.
*/
gdjs.RuntimeGame.prototype.getSoundManager = function() {
gdjs.RuntimeGame.prototype.getSoundManager = function () {
// @ts-ignore
return this._soundManager;
};
@@ -143,7 +132,7 @@ gdjs.RuntimeGame.prototype.getSoundManager = function() {
* Get the gdjs.ImageManager of the RuntimeGame.
* @return {gdjs.PixiImageManager | gdjs.CocosImageManager} The image manager.
*/
gdjs.RuntimeGame.prototype.getImageManager = function() {
gdjs.RuntimeGame.prototype.getImageManager = function () {
// @ts-ignore
return this._imageManager;
};
@@ -152,7 +141,7 @@ gdjs.RuntimeGame.prototype.getImageManager = function() {
* Get the gdjs.FontManager of the RuntimeGame.
* @return {gdjs.FontFaceObserverFontManager} The font manager.
*/
gdjs.RuntimeGame.prototype.getFontManager = function() {
gdjs.RuntimeGame.prototype.getFontManager = function () {
// @ts-ignore
return this._fontManager;
};
@@ -162,7 +151,7 @@ gdjs.RuntimeGame.prototype.getFontManager = function() {
* and touches states.
* @return {gdjs.InputManager} The input manager owned by the game
*/
gdjs.RuntimeGame.prototype.getInputManager = function() {
gdjs.RuntimeGame.prototype.getInputManager = function () {
return this._inputManager;
};
@@ -171,7 +160,7 @@ gdjs.RuntimeGame.prototype.getInputManager = function() {
* resources.
* @return {gdjs.JsonManager} The json manager for the game
*/
gdjs.RuntimeGame.prototype.getJsonManager = function() {
gdjs.RuntimeGame.prototype.getJsonManager = function () {
return this._jsonManager;
};
@@ -179,7 +168,7 @@ gdjs.RuntimeGame.prototype.getJsonManager = function() {
* Get the object containing the game data
* @return {ProjectData} The object associated to the game.
*/
gdjs.RuntimeGame.prototype.getGameData = function() {
gdjs.RuntimeGame.prototype.getGameData = function () {
return this._data;
};
@@ -189,7 +178,7 @@ gdjs.RuntimeGame.prototype.getGameData = function() {
* @param {string=} sceneName The name of the scene. If not defined, the first scene will be returned.
* @return {?LayoutData} The data associated to the scene.
*/
gdjs.RuntimeGame.prototype.getSceneData = function(sceneName) {
gdjs.RuntimeGame.prototype.getSceneData = function (sceneName) {
var scene = null;
for (var i = 0, len = this._data.layouts.length; i < len; ++i) {
var sceneData = this._data.layouts[i];
@@ -212,7 +201,7 @@ gdjs.RuntimeGame.prototype.getSceneData = function(sceneName) {
* @param {string=} sceneName The name of the scene to search.
* @return {boolean} true if the scene exists. If sceneName is undefined, true if the game has a scene.
*/
gdjs.RuntimeGame.prototype.hasScene = function(sceneName) {
gdjs.RuntimeGame.prototype.hasScene = function (sceneName) {
var isTrue = false;
for (var i = 0, len = this._data.layouts.length; i < len; ++i) {
var sceneData = this._data.layouts[i];
@@ -232,7 +221,7 @@ gdjs.RuntimeGame.prototype.hasScene = function(sceneName) {
* @param {string} name The name of the external layout.
* @return {?ExternalLayoutData} The data associated to the external layout or null if not found.
*/
gdjs.RuntimeGame.prototype.getExternalLayoutData = function(name) {
gdjs.RuntimeGame.prototype.getExternalLayoutData = function (name) {
var externalLayout = null;
for (var i = 0, len = this._data.externalLayouts.length; i < len; ++i) {
var layoutData = this._data.externalLayouts[i];
@@ -250,7 +239,7 @@ gdjs.RuntimeGame.prototype.getExternalLayoutData = function(name) {
* Get the data representing all the global objects of the game.
* @return {ObjectData[]} The data associated to the global objects.
*/
gdjs.RuntimeGame.prototype.getInitialObjectsData = function() {
gdjs.RuntimeGame.prototype.getInitialObjectsData = function () {
return this._data.objects || [];
};
@@ -259,7 +248,7 @@ gdjs.RuntimeGame.prototype.getInitialObjectsData = function() {
*
* This is guaranteed to never change, even if the size of the game is changed afterwards.
*/
gdjs.RuntimeGame.prototype.getOriginalWidth = function() {
gdjs.RuntimeGame.prototype.getOriginalWidth = function () {
return this._originalWidth;
};
@@ -268,7 +257,7 @@ gdjs.RuntimeGame.prototype.getOriginalWidth = function() {
*
* This is guaranteed to never change, even if the size of the game is changed afterwards.
*/
gdjs.RuntimeGame.prototype.getOriginalHeight = function() {
gdjs.RuntimeGame.prototype.getOriginalHeight = function () {
return this._originalHeight;
};
@@ -276,7 +265,7 @@ gdjs.RuntimeGame.prototype.getOriginalHeight = function() {
* Get the game resolution (the size at which the game is played and rendered) width.
* @returns {number} The game resolution width, in pixels.
*/
gdjs.RuntimeGame.prototype.getGameResolutionWidth = function() {
gdjs.RuntimeGame.prototype.getGameResolutionWidth = function () {
return this._gameResolutionWidth;
};
@@ -284,7 +273,7 @@ gdjs.RuntimeGame.prototype.getGameResolutionWidth = function() {
* Get the game resolution (the size at which the game is played and rendered) height.
* @returns {number} The game resolution height, in pixels.
*/
gdjs.RuntimeGame.prototype.getGameResolutionHeight = function() {
gdjs.RuntimeGame.prototype.getGameResolutionHeight = function () {
return this._gameResolutionHeight;
};
@@ -294,7 +283,7 @@ gdjs.RuntimeGame.prototype.getGameResolutionHeight = function() {
* @param {number} width The new width
* @param {number} height The new height
*/
gdjs.RuntimeGame.prototype.setGameResolutionSize = function(width, height) {
gdjs.RuntimeGame.prototype.setGameResolutionSize = function (width, height) {
this._gameResolutionWidth = width;
this._gameResolutionHeight = height;
@@ -338,7 +327,7 @@ gdjs.RuntimeGame.prototype.setGameResolutionSize = function(width, height) {
*
* @param {string} resizeMode Either "" (don't change game resolution), "adaptWidth" or "adaptHeight".
*/
gdjs.RuntimeGame.prototype.setGameResolutionResizeMode = function(resizeMode) {
gdjs.RuntimeGame.prototype.setGameResolutionResizeMode = function (resizeMode) {
this._resizeMode = resizeMode;
this._forceGameResolutionUpdate();
};
@@ -350,7 +339,7 @@ gdjs.RuntimeGame.prototype.setGameResolutionResizeMode = function(resizeMode) {
*
* @returns {string} Either "" (don't change game resolution), "adaptWidth" or "adaptHeight".
*/
gdjs.RuntimeGame.prototype.getGameResolutionResizeMode = function() {
gdjs.RuntimeGame.prototype.getGameResolutionResizeMode = function () {
return this._resizeMode;
};
@@ -361,7 +350,7 @@ gdjs.RuntimeGame.prototype.getGameResolutionResizeMode = function() {
* configured to adapt the width or the height of the game.
* @param {boolean} enable true to change the game resolution according to the window/screen size.
*/
gdjs.RuntimeGame.prototype.setAdaptGameResolutionAtRuntime = function(enable) {
gdjs.RuntimeGame.prototype.setAdaptGameResolutionAtRuntime = function (enable) {
this._adaptGameResolutionAtRuntime = enable;
this._forceGameResolutionUpdate();
};
@@ -373,7 +362,7 @@ gdjs.RuntimeGame.prototype.setAdaptGameResolutionAtRuntime = function(enable) {
* configured to adapt the width or the height of the game.
* @returns {boolean} true if the game resolution is automatically changed according to the window/screen size.
*/
gdjs.RuntimeGame.prototype.getAdaptGameResolutionAtRuntime = function() {
gdjs.RuntimeGame.prototype.getAdaptGameResolutionAtRuntime = function () {
return this._adaptGameResolutionAtRuntime;
};
@@ -381,14 +370,14 @@ gdjs.RuntimeGame.prototype.getAdaptGameResolutionAtRuntime = function() {
* Return the minimal fps that must be guaranteed by the game
* (otherwise, game is slowed down).
*/
gdjs.RuntimeGame.prototype.getMinimalFramerate = function() {
gdjs.RuntimeGame.prototype.getMinimalFramerate = function () {
return this._minFPS;
};
/**
* Return the scale mode of the game ("linear" or "nearest").
*/
gdjs.RuntimeGame.prototype.getScaleMode = function() {
gdjs.RuntimeGame.prototype.getScaleMode = function () {
return this._scaleMode;
};
@@ -397,14 +386,14 @@ gdjs.RuntimeGame.prototype.getScaleMode = function() {
* When paused, the game won't step and will be freezed. Useful for debugging.
* @param {boolean} enable true to pause the game, false to unpause
*/
gdjs.RuntimeGame.prototype.pause = function(enable) {
gdjs.RuntimeGame.prototype.pause = function (enable) {
this._paused = enable;
};
/**
* Load all assets, displaying progress in renderer.
*/
gdjs.RuntimeGame.prototype.loadAllAssets = function(
gdjs.RuntimeGame.prototype.loadAllAssets = function (
callback,
progressCallback
) {
@@ -416,23 +405,23 @@ gdjs.RuntimeGame.prototype.loadAllAssets = function(
var that = this;
this._imageManager.loadTextures(
function(count, total) {
function (count, total) {
var percent = Math.floor((count / allAssetsTotal) * 100);
loadingScreen.render(percent);
if (progressCallback) progressCallback(percent);
},
function(texturesTotalCount) {
function (texturesTotalCount) {
that._soundManager.preloadAudio(
function(count, total) {
function (count, total) {
var percent = Math.floor(
((texturesTotalCount + count) / allAssetsTotal) * 100
);
loadingScreen.render(percent);
if (progressCallback) progressCallback(percent);
},
function(audioTotalCount) {
function (audioTotalCount) {
that._fontManager.loadFonts(
function(count, total) {
function (count, total) {
var percent = Math.floor(
((texturesTotalCount + audioTotalCount + count) /
allAssetsTotal) *
@@ -441,9 +430,9 @@ gdjs.RuntimeGame.prototype.loadAllAssets = function(
loadingScreen.render(percent);
if (progressCallback) progressCallback(percent);
},
function(fontTotalCount) {
function (fontTotalCount) {
that._jsonManager.preloadJsons(
function(count, total) {
function (count, total) {
var percent = Math.floor(
((texturesTotalCount +
audioTotalCount +
@@ -455,7 +444,7 @@ gdjs.RuntimeGame.prototype.loadAllAssets = function(
loadingScreen.render(percent);
if (progressCallback) progressCallback(percent);
},
function() {
function () {
loadingScreen.unload();
callback();
}
@@ -471,7 +460,7 @@ gdjs.RuntimeGame.prototype.loadAllAssets = function(
/**
* Start the game loop, to be called once assets are loaded.
*/
gdjs.RuntimeGame.prototype.startGameLoop = function() {
gdjs.RuntimeGame.prototype.startGameLoop = function () {
if (!this.hasScene()) {
console.log('The game has no scene.');
return;
@@ -502,7 +491,7 @@ gdjs.RuntimeGame.prototype.startGameLoop = function() {
//The standard game loop
var that = this;
var accumulatedElapsedTime = 0;
this._renderer.startGameLoop(function(lastCallElapsedTime) {
this._renderer.startGameLoop(function (lastCallElapsedTime) {
if (that._paused) return true;
// Skip the frame if we rendering frames too fast
@@ -534,6 +523,136 @@ gdjs.RuntimeGame.prototype.startGameLoop = function() {
return false;
});
setTimeout(() => {
this._setupSessionMetrics();
}, 10000);
};
/**
* Set if the session should be registered.
* @param {boolean} enable
*/
gdjs.RuntimeGame.prototype.enableMetrics = function (enable) {
this._disableMetrics = !enable;
if (enable) { this._setupSessionMetrics(); }
}
/**
* Register a new session for the game, and set up listeners to follow the session
* time.
*/
gdjs.RuntimeGame.prototype._setupSessionMetrics = function () {
if (this._sessionMetricsInitialized) return;
if (this._disableMetrics) return;
if (this.isPreview()) return;
if (typeof fetch === 'undefined') return;
if (!this._data.properties.projectUuid) return;
const baseUrl = 'https://api.gdevelop-app.com/analytics';
const playerId = this._getPlayerUuid();
let sessionId = null;
let lastSessionHitTime = Date.now();
fetch(baseUrl + '/session', {
method: 'POST',
headers: {
'Content-Type': 'application/json',
},
// It's important to ensure that the data sent here does not contain
// any personal information from the player or that would allow to
// precisely identify someone.
body: JSON.stringify({
gameId: this._data.properties.projectUuid,
playerId: playerId,
game: {
name: this._data.properties.name || '',
packageName: this._data.properties.packageName || '',
version: this._data.properties.version || '',
location: window.location.href,
},
platform: {
// @ts-ignore
isCordova: !!window.cordova,
devicePlatform:
// @ts-ignore
typeof device !== 'undefined' ? device.platform || '' : '',
navigatorPlatform:
typeof navigator !== 'undefined' ? navigator.platform : '',
hasTouch:
typeof navigator !== 'undefined'
? !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2
: false,
},
}),
})
.then((response) => response.text())
.then((returnedSessionId) => {
sessionId = returnedSessionId;
})
.catch(() => {
/* Ignore any error */
});
const sendSessionHit = () => {
if (!sessionId) return;
// Group repeated calls to sendSessionHit - which could
// happen because of multiple event listeners being fired.
if (Date.now() - lastSessionHitTime < 3 * 1000) return;
lastSessionHitTime = Date.now();
navigator.sendBeacon(
baseUrl + '/session-hit',
JSON.stringify({
gameId: this._data.properties.projectUuid,
playerId: playerId,
sessionId: sessionId,
})
);
};
if (typeof navigator !== 'undefined' && typeof document !== 'undefined') {
document.addEventListener('visibilitychange', () => {
sendSessionHit();
});
window.addEventListener(
'pagehide',
() => {
sendSessionHit();
},
false
);
// Detect Safari to work around Safari-specific bugs:
// - https://bugs.webkit.org/show_bug.cgi?id=151610
// - https://bugs.webkit.org/show_bug.cgi?id=151234
// @ts-ignore
const isSafari = typeof safari === 'object' && safari.pushNotification;
const isElectron = /electron/i.test(navigator.userAgent);
if (isSafari || isElectron) {
window.addEventListener('beforeunload', () => {
sendSessionHit();
});
}
}
this._sessionMetricsInitialized = true;
};
/**
* Generate an anonymous unique identifier to differentiate
* the player from others in the game metrics.
* @returns {string}
*/
gdjs.RuntimeGame.prototype._getPlayerUuid = function () {
const key = 'GDJS-internal-player-uuid';
const existingPlayerUuid = localStorage.getItem(key);
if (existingPlayerUuid) return existingPlayerUuid;
const newPlayerUuid = gdjs.makeUuid();
localStorage.setItem(key, newPlayerUuid);
return newPlayerUuid;
};
/**
@@ -541,14 +660,14 @@ gdjs.RuntimeGame.prototype.startGameLoop = function() {
* has changed size (this can result from a resize of the window,
* but also other factors like a device orientation change on mobile).
*/
gdjs.RuntimeGame.prototype.onWindowInnerSizeChanged = function() {
gdjs.RuntimeGame.prototype.onWindowInnerSizeChanged = function () {
this._forceGameResolutionUpdate();
};
/**
* Enlarge/reduce the width (or the height) of the game to fill the inner window.
*/
gdjs.RuntimeGame.prototype._forceGameResolutionUpdate = function() {
gdjs.RuntimeGame.prototype._forceGameResolutionUpdate = function () {
this.setGameResolutionSize(
this._gameResolutionWidth,
this._gameResolutionHeight
@@ -559,7 +678,7 @@ gdjs.RuntimeGame.prototype._forceGameResolutionUpdate = function() {
* Start a profiler for the currently running scene.
* @param {Function} onProfilerStopped Function to be called when the profiler is stopped. Will be passed the profiler as argument.
*/
gdjs.RuntimeGame.prototype.startCurrentSceneProfiler = function(
gdjs.RuntimeGame.prototype.startCurrentSceneProfiler = function (
onProfilerStopped
) {
var currentScene = this._sceneStack.getCurrentScene();
@@ -572,7 +691,7 @@ gdjs.RuntimeGame.prototype.startCurrentSceneProfiler = function(
/**
* Stop the profiler for the currently running scene.
*/
gdjs.RuntimeGame.prototype.stopCurrentSceneProfiler = function() {
gdjs.RuntimeGame.prototype.stopCurrentSceneProfiler = function () {
var currentScene = this._sceneStack.getCurrentScene();
if (!currentScene) return;
@@ -582,25 +701,25 @@ gdjs.RuntimeGame.prototype.stopCurrentSceneProfiler = function() {
/**
* Return true if a scene was loaded, false otherwise (i.e: game not yet started).
*/
gdjs.RuntimeGame.prototype.wasFirstSceneLoaded = function() {
gdjs.RuntimeGame.prototype.wasFirstSceneLoaded = function () {
return this._sceneStack.wasFirstSceneLoaded();
}
};
/**
* Return the stack of {@link gdjs.RuntimeScene} being played.
* @returns {gdjs.SceneStack}
*/
gdjs.RuntimeGame.prototype.getSceneStack = function() {
gdjs.RuntimeGame.prototype.getSceneStack = function () {
return this._sceneStack;
}
};
/**
* Check if the game is running as a preview, launched from an editor.
* @returns {boolean} true if the current game is a preview.
*/
gdjs.RuntimeGame.prototype.isPreview = function() {
gdjs.RuntimeGame.prototype.isPreview = function () {
return this._isPreview;
}
};
/**
* Gets an extension property from the project data.
@@ -608,9 +727,16 @@ gdjs.RuntimeGame.prototype.isPreview = function() {
* @param {string} propertyName The property name.
* @return {?string} The property value.
*/
gdjs.RuntimeGame.prototype.getExtensionProperty = function(extensionName, propertyName) {
for(let property of this._data.properties.extensionProperties) {
if(property.extension === extensionName && property.property === propertyName) return property.value;
gdjs.RuntimeGame.prototype.getExtensionProperty = function (
extensionName,
propertyName
) {
for (let property of this._data.properties.extensionProperties) {
if (
property.extension === extensionName &&
property.property === propertyName
)
return property.value;
}
return null;
}
};

View File

@@ -318,7 +318,11 @@ gdjs.RuntimeObject.prototype.deleteFromScene = function(runtimeScene) {
*/
gdjs.RuntimeObject.prototype.onDestroyFromScene = function(runtimeScene) {
var theLayer = runtimeScene.getLayer(this.layer);
theLayer.getRenderer().removeRendererObject(this.getRendererObject());
var rendererObject = this.getRendererObject();
if (rendererObject) {
theLayer.getRenderer().removeRendererObject(rendererObject);
}
for(var j = 0, lenj = this._behaviors.length;j<lenj;++j) {
this._behaviors[j].onDestroy();
@@ -516,8 +520,10 @@ gdjs.RuntimeObject.prototype.setLayer = function(layer) {
var newLayer = this._runtimeScene.getLayer(this.layer);
var rendererObject = this.getRendererObject();
oldLayer.getRenderer().removeRendererObject(rendererObject);
newLayer.getRenderer().addRendererObject(rendererObject, this.zOrder);
if (rendererObject) {
oldLayer.getRenderer().removeRendererObject(rendererObject);
newLayer.getRenderer().addRendererObject(rendererObject, this.zOrder);
}
};
/**
@@ -1364,17 +1370,59 @@ gdjs.RuntimeObject.prototype.getSqDistanceToObject = function(otherObject) {
};
/**
* Get the squared distance, in pixels, from the *object center* to a position.
* @param {number} pointX X position
* @param {number} pointY Y position
* Get the distance, in pixels, between *the center* of this object and a position.
* @param {number} targetX Target X position
* @param {number} targetY Target Y position
*/
gdjs.RuntimeObject.prototype.getSqDistanceTo = function(pointX, pointY) {
var x = this.getDrawableX()+this.getCenterX() - pointX;
var y = this.getDrawableY()+this.getCenterY() - pointY;
gdjs.RuntimeObject.prototype.getDistanceToPosition = function(targetX, targetY) {
return Math.sqrt(this.getSqDistanceToPosition(targetX, targetY));
};
/**
* Get the squared distance, in pixels, between *the center* of this object and a position.
* @param {number} targetX Target X position
* @param {number} targetY Target Y position
*/
gdjs.RuntimeObject.prototype.getSqDistanceToPosition = function(targetX, targetY) {
var x = this.getDrawableX()+this.getCenterX() - targetX;
var y = this.getDrawableY()+this.getCenterY() - targetY;
return x*x+y*y;
};
/**
* Get the squared distance, in pixels, from the *object center* to a position.
* @param {number} pointX X position
* @param {number} pointY Y position
* @deprecated Use `getSqDistanceToPosition` instead.
*/
gdjs.RuntimeObject.prototype.getSqDistanceTo = gdjs.RuntimeObject.prototype.getSqDistanceToPosition;
/**
* Get the angle, in degrees, from the *object center* to another object.
* @param {gdjs.RuntimeObject} otherObject The other object
*/
gdjs.RuntimeObject.prototype.getAngleToObject = function(otherObject) {
if ( otherObject === null ) return 0;
var x = this.getDrawableX()+this.getCenterX() - (otherObject.getDrawableX()+otherObject.getCenterX());
var y = this.getDrawableY()+this.getCenterY() - (otherObject.getDrawableY()+otherObject.getCenterY());
return Math.atan2(-y, -x)*180/Math.PI;
}
/**
* Get the angle, in degrees, from the *object center* to a position.
* @param {number} targetX Target X position
* @param {number} targetY Target Y position
*/
gdjs.RuntimeObject.prototype.getAngleToPosition = function(targetX, targetY) {
var x = this.getDrawableX()+this.getCenterX() - targetX;
var y = this.getDrawableY()+this.getCenterY() - targetY;
return Math.atan2(-y, -x)*180/Math.PI;
}
/**
* Put the object around a position, with a specific distance and angle.
* The distance and angle are computed between the position and *the center of the object*.

View File

@@ -119,6 +119,9 @@ gdjs.RuntimeScene.prototype.loadFromScene = function(sceneData) {
//Create initial instances of objects
this.createObjectsFrom(sceneData.instances, 0, 0, /*trackByPersistentUuid=*/ true);
// Set up the default z order (for objects created from events)
this._setLayerDefaultZOrders();
//Set up the function to be executed at each tick
this.setEventsGeneratedCodeFunction(sceneData);
@@ -315,6 +318,36 @@ gdjs.RuntimeScene.prototype.createObjectsFrom = function(data, xPos, yPos, track
}
};
/**
* Set the default Z order for each layer, which is the highest Z order found on each layer.
* Useful as it ensures that instances created from events are, by default, shown in front
* of other instances.
* @private
*/
gdjs.RuntimeScene.prototype._setLayerDefaultZOrders = function() {
if (this._runtimeGame.getGameData().properties.useDeprecatedZeroAsDefaultZOrder) {
// Deprecated option to still support games that were made considered 0 as the
// default Z order for all layers.
return;
}
/** @type {Object.<string, number>} */
var layerHighestZOrders = {};
var allInstances = this.getAdhocListOfAllInstances();
for(var i = 0, len = allInstances.length;i<len;++i) {
var object = allInstances[i];
var layerName = object.getLayer();
var zOrder = object.getZOrder();
if (layerHighestZOrders[layerName] === undefined || layerHighestZOrders[layerName] < zOrder)
layerHighestZOrders[layerName] = zOrder;
}
for(var layerName in layerHighestZOrders) {
this.getLayer(layerName).setDefaultZOrder(layerHighestZOrders[layerName] + 1);
}
}
/**
* Set the function called each time the scene is stepped to be the events generated code,

View File

@@ -903,7 +903,7 @@ gdjs.SpriteRuntimeObject.prototype.setColor = function(rgbColor) {
/**
* Get the tint of the sprite object.
*
* @returns {string} rgbColor The color, in RGB format ("128;200;255").
* @returns {string} The color, in RGB format ("128;200;255").
*/
gdjs.SpriteRuntimeObject.prototype.getColor = function() {
return this._renderer.getColor();

View File

@@ -5,24 +5,98 @@
*/
// Import all the types as global typedefs so that they can be used
// in any JS file of the game engine/extensions/tests. This file is not read by JSDoc
// because it's not compatible with these TypeScript definitions and import.
// in any JS file of the game engine/extensions/tests.
/** @typedef { import("./project-data").ProjectData } ProjectData */
/** @typedef { import("./project-data").ProjectPropertiesData } ProjectPropertiesData */
/** @typedef { import("./project-data").LoadingScreenData } LoadingScreenData */
/** @typedef { import("./project-data").LayoutData } LayoutData */
/** @typedef { import("./project-data").ExternalLayoutData } ExternalLayoutData */
/** @typedef { import("./project-data").InstanceData } InstanceData */
/** @typedef { import("./project-data").LayerData } LayerData */
/** @typedef { import("./project-data").CameraData } CameraData */
/** @typedef { import("./project-data").EffectData } EffectData */
/** @typedef { import("./project-data").ResourceData } ResourceData */
/** @typedef { import("./project-data").ResourcesData } ResourcesData */
/** @typedef { import("./project-data").BehaviorSharedData } BehaviorSharedData */
/** @typedef { import("pixi.js") } PIXI */
// Also declare the context that is passed to JavaScript functions in events:
/**
* @typedef { import("./project-data").ProjectData } ProjectData
* @typedef { import("./project-data").ProjectPropertiesData } ProjectPropertiesData
* @typedef { import("./project-data").LoadingScreenData } LoadingScreenData
* @typedef { import("./project-data").LayoutData } LayoutData
* @typedef { import("./project-data").ExternalLayoutData } ExternalLayoutData
* @typedef { import("./project-data").InstanceData } InstanceData
* @typedef { import("./project-data").LayerData } LayerData
* @typedef { import("./project-data").CameraData } CameraData
* @typedef { import("./project-data").EffectData } EffectData
* @typedef { import("./project-data").ResourceData } ResourceData
* @typedef { import("./project-data").ResourcesData } ResourcesData
* @typedef { import("./project-data").BehaviorSharedData } BehaviorSharedData
* Function returning the list of instances of the specified object.
*
* @callback GetObjectsFunction
* @param {string} objectName The name of the object for which instances must be returned.
* @return {gdjs.RuntimeObject[]} Instances of the specified object.
* @see EventsFunctionContext
*/
/**
* @typedef { import("pixi.js") } PIXI
* Function returning the Hashtable containing the lists of instances of the specified object.
*
* You can alter the list and this will alter the objects picked for the next conditions/actions/events.
* If you don't need this, prefer using `getObjects`.
*
* @callback GetObjectsListsFunction
* @param {string} objectName The name of the object for which instances must be returned.
* @return {?Hashtable} Hashtable containing the lists of instances (keys are object names in the current context), or `null` if not found
* @see EventsFunctionContext
*/
/**
* Function creating a new object from its name. The object is added to the instances
* living on the scene.
*
* @callback CreateObjectFunction
* @param {string} objectName The name of the object to be created
* @return {gdjs.RuntimeObject} The created object
* @see EventsFunctionContext
*/
/**
* Function to get the "real" behavior name, that can be used with `getBehavior`. For example:
* `object.getBehavior(eventsFunctionContext.getBehaviorName("MyBehavior"))`
*
* @callback GetBehaviorNameFunction
* @param {string} behaviorName The name of the behavior, as specified in the parameters of the function.
* @return {string} The name that can be passed to `getBehavior`.
* @see EventsFunctionContext
*/
/**
* Function returning the value (string or number) of an argument that was passed to the events function.
* To get objects, use `getObjects`.
*
* @callback GetArgumentFunction
* @param {string} argumentName The name of the argument, as specified in the parameters of the function.
* @return {string|number} The string or number passed for this argument
* @see EventsFunctionContext
*/
/**
* Function returning the layer with the given name
*
* @callback GetLayerFunction
* @param {string} name The name of the layer.
* @return {gdjs.Layer} The layer with the given name, or the base layer if not found.
* @see EventsFunctionContext
*/
/**
* Represents the context of the events function (or the behavior method),
* if any. If the JavaScript code is running in a scene, this will be undefined (so you can't use this in a scene).
*
* @typedef {Object} EventsFunctionContext
* @property {GetObjectsFunction} getObjects Get the list of instances of the specified object.
* @property {GetLayerFunction} getLayer Use `runtimeScene.getLayer` instead.
* @property {GetObjectsListsFunction} getObjectsLists Get the Hashtable containing the lists of instances of the specified object.
*
* You can alter the list and this will alter the objects picked for the next conditions/actions/events.
* If you don't need this, prefer using `getObjects`.
* @property {GetBehaviorNameFunction} getBehaviorName Get the "real" behavior name, that can be used with `getBehavior`. For example: `object.getBehavior(eventsFunctionContext.getBehaviorName("MyBehavior"))`
* @property {CreateObjectFunction} createObject Create a new object from its name. The object is added to the instances living on the scene.
* @property {GetArgumentFunction} getArgument Get the value (string or number) of an argument that was passed to the events function. To get objects, use `getObjects`.
* @property {boolean | number | string} returnValue The return value that should be returned by the expression or the condition.
*/

View File

@@ -121,11 +121,8 @@ export interface EffectData {
}
export interface ProjectPropertiesData {
adMobAppId: string;
adaptGameResolutionAtRuntime: boolean;
folderProject: boolean;
linuxExecutableFilename: string;
macExecutableFilename: string;
orientation: string;
packageName: string;
projectFile: string;
@@ -133,8 +130,6 @@ export interface ProjectPropertiesData {
sizeOnStartupMode: string;
useExternalSourceFiles: boolean;
version: string;
winExecutableFilename: string;
winExecutableIconFile: string;
name: string;
author: string;
windowWidth: number;
@@ -146,6 +141,8 @@ export interface ProjectPropertiesData {
loadingScreen: LoadingScreenData;
currentPlatform: string;
extensionProperties: Array<ExtensionProperty>;
useDeprecatedZeroAsDefaultZOrder?: boolean;
projectUuid?: string;
}
export interface ExtensionProperty {

View File

@@ -1,2 +0,0 @@
node_modules/
demo/dist/

View File

@@ -1,128 +0,0 @@
/**
* http://gruntjs.com/configuring-tasks
*/
module.exports = function (grunt) {
var path = require('path');
var DEMO_PATH = 'demo/dist';
var DEMO_SAMPLE_PATH = 'demo/sample';
grunt.initConfig({
pkg: grunt.file.readJSON('package.json'),
connect: {
options: {
hostname: '*'
},
demo: {
options: {
port: 8000,
base: DEMO_PATH,
middleware: function (connect, options) {
return [
require('connect-livereload')(),
connect.static(path.resolve(options.base))
];
}
}
}
},
watch: {
options: {
livereload: true
},
less: {
files: ['less/**/*.less'],
tasks: ['less']
},
lesscopy: {
files: ['static/styles/jaguar.css'],
tasks: ['copy:css']
},
jscopy: {
files: ['static/scripts/main.js'],
tasks: ['copy:js']
},
jsdoc: {
files: ['**/*.tmpl', '*.js'],
tasks: ['jsdoc']
},
demo: {
files: ['demo/sample/**/*.js'],
tasks: ['demo']
}
},
clean: {
demo: {
src: DEMO_PATH
}
},
jsdoc: {
demo: {
src: [
DEMO_SAMPLE_PATH + '/**/*.js',
// You can add README.md file for index page at documentations.
'README.md'
],
options: {
verbose: true,
destination: DEMO_PATH,
configure: 'conf.json',
template: './',
'private': false
}
}
},
less: {
dist: {
src: 'less/**/jaguar.less',
dest: 'static/styles/jaguar.css'
}
},
copy: {
css: {
src: 'static/styles/jaguar.css',
dest: DEMO_PATH + '/styles/jaguar.css'
},
js: {
src: 'static/scripts/main.js',
dest: DEMO_PATH + '/scripts/main.js'
}
}
});
// Load task libraries
[
'grunt-contrib-connect',
'grunt-contrib-watch',
'grunt-contrib-copy',
'grunt-contrib-clean',
'grunt-contrib-less',
'grunt-jsdoc',
].forEach(function (taskName) {
grunt.loadNpmTasks(taskName);
});
// Definitions of tasks
grunt.registerTask('default', 'Watch project files', [
'demo',
'connect:demo',
'watch'
]);
grunt.registerTask('demo', 'Create documentations for demo', [
'less',
'clean:demo',
'jsdoc:demo'
]);
};

View File

@@ -1,20 +0,0 @@
The MIT License (MIT)
Copyright (c) 2013 Sangmin, Shim
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

View File

@@ -1,56 +0,0 @@
Jaguar.js template for JSDoc 3
---
- [Jaguar.js](https://davidshimjs.github.io/jaguarjs/)
- [Jaguar.js Documentations](https://davidshimjs.github.io/jaguarjs/doc/)
- [JSDoc3](https://github.com/jsdoc3/jsdoc)
- [JSDoc3 API Documentations](http://usejsdoc.org)
Usage
---
1. If you want to create documentations with sample files, you can use commands below.
```
$ npm install
$ grunt demo
```
2. You can see any output related jsdoc process with a `--debug` flag.
```
$ grunt demo --debug
```
3. If you already have jsdoc system, you can use this project as jsdoc template.
```
$ jsdoc -t `project folder` -c `configuration file` `source files` `README.md file`
```
conf.json
---
You can set options for customizing your documentations.
```
"templates": {
"applicationName": "Demo",
"disqus": "",
"googleAnalytics": "",
"openGraph": {
"title": "",
"type": "website",
"image": "",
"site_name": "",
"url": ""
},
"meta": {
"title": "",
"description": "",
"keyword": ""
},
"linenums": true
}
```
License
---
This project under the MIT License. and this project refered by default template for JSDoc 3.
[![Bitdeli Badge](https://d2weczhvl823v0.cloudfront.net/davidshimjs/jaguarjs-jsdoc/trend.png)](https://bitdeli.com/free "Bitdeli Badge")

View File

@@ -1,34 +0,0 @@
{
"tags": {
"allowUnknownTags" : true
},
"plugins": ["plugins/markdown"],
"templates": {
"cleverLinks": true,
"monospaceLinks": true,
"default": {
"outputSourceFiles" : true
},
"applicationName": "Demo",
"disqus": "",
"googleAnalytics": "",
"openGraph": {
"title": "",
"type": "website",
"image": "",
"site_name": "",
"url": ""
},
"meta": {
"title": "",
"description": "",
"keyword": ""
},
"linenums": false
},
"markdown": {
"parser": "gfm",
"hardwrap": true,
"tags": ["examples"]
}
}

View File

@@ -1,31 +0,0 @@
(function (w) {
/**
* quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo
consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse
* @class
* @name namespace.Car
*/
w.namespace.Car = function () {
};
w.namespace.Car.prototype = /** @lends namespace.Car.prototype */{
/**
* Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod
*/
testMethod: function () {
},
testMethodUnNotated: function () {
},
testEvent: function () {
/**
* tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam,
* @name namespace.Car#testEvent
* @event
* @param {Event} e
*/
test.trigger();
}
};
})(window);

View File

@@ -1,32 +0,0 @@
/**
* Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod
tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam
* @class
* @extends Parent
*/
var Child = function () {
};
Child.prototype = /** @lends Child.prototype */{
/**
* cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidata
* @property {Boolean}
*/
testPropertyInChild: '',
/**
* cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non
*/
testMethodInChild: function (paramUnNotation) {
return {};
},
/**
* proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
* @return {Object} result
* @return {String} [result.property]
* @return {Number} result.property2=123 cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non
*/
returnObject: function () {
}
};

View File

@@ -1,4 +0,0 @@
/**
* @namespace
*/
var namespace = namespace || {};

View File

@@ -1,66 +0,0 @@
/**
* Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod
tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam
* @class
*/
var Parent = function () {
};
Parent.prototype = /** @lends Parent.prototype */{
/**
* cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidata
* @property {String}
*/
testProperty: '',
/**
* Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod
* @param {String|String[]} [paramA=Default Value] tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam
* @param {namespace.Car} [paramB] quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo
* @param {Function} [paramCallback]
* @param {String} paramCallback.firstParam
* @param {String} paramCallback.secondParam
* @return {Array|Object} Return value as non-object type. (or an object without properties)
*/
testMethod: function (paramA, paramB, paramCallback) {
return {};
},
/**
* This method will return object value.
* @return {Object} test returns object.
* @return {Boolean} test.foo property description
* @return {Number} test.bar optional property
*/
testReturnValue: function () {
},
/**
* @return Plain Text without type definition
*/
testReturnPlainText: function () {
},
/**
* @example
* <caption>JSDoc3 Captions</caption>
* var a = 0;
*
* for (var i = 0; i < 10; i++) {
* a++;
* }
*
* @example
* jaguarjs-doc uses markdown style.
*
* ```
* var a = 0;
*
* for (var i = 0; i < 10; i++) {
* a++;
* }
* ```
*/
testExample: function () {
}
};

View File

@@ -1,9 +0,0 @@
@navWidth: 250px;
@colorSubtitle: rgb(119, 156, 52);
@colorRed: rgb(238, 125, 125);
@colorLink: #2a6496;
@colorBgNavi: #1a1a1a;
.font-description () {
font-family: "freight-text-pro",Georgia,Cambria,"Times New Roman",Times,serif
}

View File

@@ -1,10 +0,0 @@
@import "common.less";
footer {
margin: 15px 0;
padding-top: 15px;
border-top: 1px solid #e1e1e1;
.font-description();
font-size: 0.8em;
color: gray;
}

View File

@@ -1,22 +0,0 @@
@import "common.less";
// normalize
html, body {
font: 1em "jaf-bernino-sans","Lucida Grande","Lucida Sans Unicode","Lucida Sans",Geneva,Verdana,sans-serif;
background-color: #fff;
}
ul, ol {
margin: 0;
padding: 0;
}
li {
list-style-type: none;
}
#wrap {
position: relative;
}
@import "navigation.less";
@import "main.less";
@import "footer.less";

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