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GDevelop/Core/GDCore/Project/Project.h

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/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
#ifndef GDCORE_PROJECT_H
#define GDCORE_PROJECT_H
#include <memory>
#include <vector>
#include "GDCore/String.h"
class wxPropertyGrid;
class wxPropertyGridEvent;
class TiXmlElement;
#include "GDCore/Project/ClassWithObjects.h"
#include "GDCore/Project/ChangesNotifier.h"
#include "GDCore/Project/VariablesContainer.h"
#include "GDCore/Project/ResourcesManager.h"
#include "GDCore/Project/PlatformSpecificAssets.h"
#include "GDCore/Project/LoadingScreen.h"
#include "GDCore/Project/ObjectGroupsContainer.h"
namespace gd { class Platform; }
namespace gd { class Layout; }
namespace gd { class ExternalEvents; }
namespace gd { class ResourcesManager; }
namespace gd { class ExternalLayout; }
namespace gd { class Object; }
namespace gd { class VariablesContainer; }
namespace gd { class ArbitraryResourceWorker; }
namespace gd { class SourceFile; }
namespace gd { class ImageManager; }
namespace gd { class Behavior; }
namespace gd { class BehaviorsSharedData; }
namespace gd { class BaseEvent; }
namespace gd { class SerializerElement; }
#undef GetObject //Disable an annoying macro
#undef CreateEvent
namespace gd
{
/**
* \brief Base class used to represent a project of a platform
*
* \ingroup PlatformDefinition
*/
class GD_CORE_API Project : public ClassWithObjects
{
public:
Project();
Project(const Project&);
virtual ~Project();
Project& operator=(const Project & rhs);
/** \name Common properties
* Some properties for the project
*/
///@{
/**
* \brief Change project name
*/
void SetName(const gd::String & name_) { name = name_; };
/**
* \brief Get project name
*/
const gd::String & GetName() const { return name; }
#if defined(GD_IDE_ONLY)
/**
* \brief Change the author of the project.
*/
void SetAuthor(const gd::String & author_) { author = author_; };
/**
* \brief Get project author name.
*/
const gd::String & GetAuthor() const { return author; }
/**
* \brief Change project package name.
*/
void SetPackageName(const gd::String & packageName_) { packageName = packageName_; };
/**
* \brief Get project package name.
*/
const gd::String & GetPackageName() const { return packageName; }
/**
* \brief Change the project orientation (in particular when exported with Cordova).
* This has no effect on desktop and web browsers.
* \param orientation The orientation to use ("default", "landscape", "portrait").
*/
void SetOrientation(const gd::String & orientation_) { orientation = orientation_; };
/**
* \brief Get project orientation ("default", "landscape", "portrait").
*/
const gd::String & GetOrientation() const { return orientation; }
/**
* Called when project file has changed.
*/
void SetProjectFile(const gd::String & file) { gameFile = file; }
/**
* Return project file
* \see gd::Project::SetProjectFile
*/
const gd::String & GetProjectFile() const { return gameFile; }
/**
* Set that the project should be saved as a folder project.
* \param enable True to flag as a folder project, false to set it as single file project.
*/
void SetFolderProject(bool enable = true) { folderProject = enable; }
/**
* Check if the project is saved as a folder project.
* \see gd::Project::SetFolderProject
*/
bool IsFolderProject() const { return folderProject; }
/**
* Called when project file has changed.
*/
void SetLastCompilationDirectory(const gd::String & dir){ latestCompilationDirectory = dir; }
/**
* Return the latest directory used to compile the game
* \see gd::Project::SetLastCompilationDirectory
*/
const gd::String & GetLastCompilationDirectory() const {return latestCompilationDirectory;}
/**
* \brief Return a reference to platform assets of the project (icons, splashscreen...).
*/
gd::PlatformSpecificAssets & GetPlatformSpecificAssets() { return platformSpecificAssets; }
/**
* \brief Return a reference to platform assets of the project (icons, splashscreen...).
*/
const gd::PlatformSpecificAssets & GetPlatformSpecificAssets() const { return platformSpecificAssets; }
/**
* \brief Return a reference to loading screen setup for the project
*/
gd::LoadingScreen & GetLoadingScreen() { return loadingScreen; }
/**
* \brief Return a reference to loading screen setup for the project
*/
const gd::LoadingScreen & GetLoadingScreen() const { return loadingScreen; }
#endif
/**
* Change game's main window default width.
*
* \note This is only the default width used when creating the main window for the first time. To change the width at runtime, use the functions related to RuntimeScene.renderWindow
*/
void SetDefaultWidth(unsigned int width) { windowWidth = width; }
/**
* Get the default width of the project main window
*/
unsigned int GetMainWindowDefaultWidth() const { return windowWidth; }
/**
* Change the default height of the project main window
*/
void SetDefaultHeight(unsigned int height) { windowHeight = height; }
/**
* Return the default height of the project main window
*/
unsigned int GetMainWindowDefaultHeight() const { return windowHeight; }
/**
* Change the default maximum number of frames allowed to be rendered per seconds
*/
void SetMaximumFPS(int maxFPS_) { maxFPS = maxFPS_; }
/**
* Get the default number of maximum frame par seconds
*/
int GetMaximumFPS() const { return maxFPS; }
/**
* Change the default minimum number of frames allowed to be rendered per seconds
*/
void SetMinimumFPS(unsigned int minFPS_) { minFPS = minFPS_; }
/**
* Get the default number of minimum frame par seconds
*/
unsigned int GetMinimumFPS() const { return minFPS; }
/**
* Return true if vertical synchronization is enabled by default.
*/
bool IsVerticalSynchronizationEnabledByDefault() const { return verticalSync; }
/**
* Set if vertical synchronization is enabled by default.
*/
void SetVerticalSyncActivatedByDefault(bool enable) { verticalSync = enable; }
/**
* Return a reference to the vector containing the names of extensions used by the project.
*/
const std::vector < gd::String > & GetUsedExtensions() const { return extensionsUsed; };
/**
* Return a reference to the vector containing the names of extensions used by the project.
*/
std::vector < gd::String > & GetUsedExtensions() { return extensionsUsed; };
#if defined(GD_IDE_ONLY)
/**
* Return the list of platforms used by the project.
*/
const std::vector < Platform* > & GetUsedPlatforms() const { return platforms; };
/**
* Add a platform to the project
*/
void AddPlatform(Platform & platform);
/**
* Remove a platform from the project.
*
* \note The remove will fail if there is only one platform left.
* \return true if the platform was removed, false otherwise.
*/
bool RemovePlatform(const gd::String & platformName);
/**
* \brief Return a reference to the platform being currently used to edit the project.
*/
Platform & GetCurrentPlatform() const;
/**
* \brief Set the platform to be used to edit the project.
* \param platformName The name of the new current platform. If not found, the current platform won't be changed.
*/
void SetCurrentPlatform(const gd::String & platformName);
#endif
///@}
/** \name Factory method
* Member functions used to create objects for the project
*/
///@{
/**
* Create an object of the given type with the specified name.
*
* \note A project can use more than one platform. In this case, the first platform supporting the object is used,
* unless \a platformName argument is not empty.<br>
* It is assumed that each platform provides an equivalent object.
*
* \param type The type of the object
* \param name The name of the object
* \param platformName The name of the platform to be used. If empty, the first platform supporting the object is used.
*/
std::unique_ptr<gd::Object> CreateObject(const gd::String & type, const gd::String & name, const gd::String & platformName = "");
/**
* Create a behavior of the given type.
*
* \note A project can use more than one platform. In this case, the first platform supporting the behavior is used,
* unless \a platformName argument is not empty.<br>
* It is assumed that each platform provides an equivalent behavior.
*
* \param project The project for which the object must be created.
* \param type The type of the behavior
* \param platformName The name of the platform to be used. If empty, the first platform supporting the object is used.
*/
std::unique_ptr<gd::Behavior> CreateBehavior(const gd::String & type, const gd::String & platformName = "");
/**
* Create behavior shared data of the given type.
*
* \note A project can use more than one platform. In this case, the first platform supporting the behavior shared data is used,
* unless \a platformName argument is not empty.<br>
* It is assumed that each platform provides equivalent behavior shared data.
*
* \param project The project for which the behavior shared data must be created.
* \param type The type of behavior shared data
* \param platformName The name of the platform to be used. If empty, the first platform supporting the object is used.
*/
std::shared_ptr<gd::BehaviorsSharedData> CreateBehaviorSharedDatas(const gd::String & type, const gd::String & platformName = "");
#if defined(GD_IDE_ONLY)
/**
* Create an event of the given type.
*
* \note A project can use more than one platform. In this case, the first platform supporting the event is used,
* unless \a platformName argument is not empty.<br>
* It is assumed that each platform provides equivalent events.
*
* \param project The project for which the event must be created.
* \param type The type of the event
* \param platformName The name of the platform to be used. If empty, the first platform supporting the object is used.
*/
std::shared_ptr<gd::BaseEvent> CreateEvent(const gd::String & type, const gd::String & platformName = "");
///@}
#endif
#if !defined(GD_NO_WX_GUI)
/** \name GUI property grid management
* Members functions related to managing the wxWidgets property grid used to display the properties of the project.
*/
///@{
/**
* IDE calls this function so as to let the project populate a wxPropertyGrid with its properties.
*/
void PopulatePropertyGrid(wxPropertyGrid * grid);
/**
* IDE calls this function so that the project update its properties from the values stored in the wxPropertyGrid.
*/
void UpdateFromPropertyGrid(wxPropertyGrid * grid);
/**
* IDE calls this function when a property is selected in the property grid.
*/
void OnSelectionInPropertyGrid(wxPropertyGrid * grid, wxPropertyGridEvent & event);
/**
* IDE calls this function when a property was changed in the property grid.
*/
void OnChangeInPropertyGrid(wxPropertyGrid * grid, wxPropertyGridEvent & event);
///@}
#endif
/** \name Layouts management
* Members functions related to layout management.
*/
///@{
/**
* \brief Return true if layout called "name" exists.
*/
bool HasLayoutNamed(const gd::String & name) const;
/**
* \brief Return a reference to the layout called "name".
*/
Layout & GetLayout(const gd::String & name);
/**
* \brief Return a reference to the layout called "name".
*/
const Layout & GetLayout(const gd::String & name) const;
/**
* \brief Return a reference to the layout at position "index" in the layout list
*/
Layout & GetLayout(std::size_t index);
/**
* \brief Return a reference to the layout at position "index" in the layout list
*/
const Layout & GetLayout (std::size_t index) const;
/**
* \brief Return the position of the layout called "name" in the layout list
*/
std::size_t GetLayoutPosition(const gd::String & name) const;
#if defined(GD_IDE_ONLY)
/**
* \brief Swap the specified layouts.
*
* Do nothing if indexes are not correct.
*/
void SwapLayouts(std::size_t first, std::size_t second);
#endif
/**
* \brief Return the number of layouts.
*/
std::size_t GetLayoutsCount() const;
/**
* \brief Must add a new empty layout called "name" at the specified position in the layout list.
*/
gd::Layout & InsertNewLayout(const gd::String & name, std::size_t position);
/**
* \brief Must add a new layout constructed from the layout passed as parameter.
* \note No pointer or reference must be kept on the layout passed as parameter.
* \param layout The layout that must be copied and inserted into the project
* \param position Insertion position. Even if the position is invalid, the layout must be inserted at the end of the layout list.
*/
gd::Layout & InsertLayout(const Layout & layout, std::size_t position);
/**
* Must delete layout named "name".
*/
void RemoveLayout(const gd::String & name);
///@}
/**
* \brief Unserialize the project from an element.
*/
void UnserializeFrom(const SerializerElement & element);
#if defined(GD_IDE_ONLY)
/**
* \brief Called to serialize the project to a TiXmlElement.
*
* "Dirty" flag is set to false when serialization is done.
*/
void SerializeTo(SerializerElement & element) const;
/**
* \brief Return true if the project is marked as being modified (The IDE or application
* using the project should ask to save the project if the project is closed).
*/
bool IsDirty() { return dirty; }
/**
* \brief Mark the project as being modified (The IDE or application
* using the project should ask to save the project if the project is closed).
*/
void SetDirty(bool enable = true) { dirty = enable; }
/**
* Get the major version of GDevelop used to save the project.
*/
unsigned int GetLastSaveGDMajorVersion() { return GDMajorVersion; };
/**
* Get the minor version of GDevelop used to save the project.
*/
unsigned int GetLastSaveGDMinorVersion() { return GDMinorVersion; };
#endif
/** \name External events management
* Members functions related to external events management.
*/
///@{
#if defined(GD_IDE_ONLY)
/**
* Return true if external events called "name" exists.
*/
bool HasExternalEventsNamed(const gd::String & name) const;
/**
* Return a reference to the external events called "name".
*/
ExternalEvents & GetExternalEvents(const gd::String & name);
/**
* Return a reference to the external events called "name".
*/
const ExternalEvents & GetExternalEvents(const gd::String & name) const;
/**
* Return a reference to the external events at position "index" in the external events list
*/
ExternalEvents & GetExternalEvents(std::size_t index);
/**
* Return a reference to the external events at position "index" in the external events list
*/
const ExternalEvents & GetExternalEvents (std::size_t index) const;
/**
* Return the position of the external events called "name" in the external events list
*/
std::size_t GetExternalEventsPosition(const gd::String & name) const;
/**
* \brief Swap the specified external events.
*
* Do nothing if indexes are not correct.
*/
void SwapExternalEvents(std::size_t first, std::size_t second);
/**
* Return the number of external events.
*/
std::size_t GetExternalEventsCount() const;
/**
* Must add a new empty external events sheet called "name" at the specified position in the layout list.
*/
ExternalEvents & InsertNewExternalEvents(const gd::String & name, std::size_t position);
/**
* Must add a new external events sheet constructed from the layout passed as parameter.
* \note No pointer or reference must be kept on the external events passed as parameter.
* \param externalEvents The external events that must be copied and inserted into the project
* \param position Insertion position. Even if the position is invalid, the external events must be inserted at the end of the external events list.
*/
ExternalEvents & InsertExternalEvents(const ExternalEvents & externalEvents, std::size_t position);
/**
* Must delete external events named "name".
*/
void RemoveExternalEvents(const gd::String & name);
#endif
///@}
/** \name External layout management
* Members functions related to external layout management.
*/
///@{
/**
* Return true if external layout called "name" exists.
*/
bool HasExternalLayoutNamed(const gd::String & name) const;
/**
* Return a reference to the external layout called "name".
*/
ExternalLayout & GetExternalLayout(const gd::String & name);
/**
* Return a reference to the external layout called "name".
*/
const ExternalLayout & GetExternalLayout(const gd::String & name) const;
/**
* Return a reference to the external layout at position "index" in the external layout list
*/
ExternalLayout & GetExternalLayout(std::size_t index);
/**
* Return a reference to the external layout at position "index" in the external layout list
*/
const ExternalLayout & GetExternalLayout (std::size_t index) const;
/**
* Return the position of the external layout called "name" in the external layout list
*/
std::size_t GetExternalLayoutPosition(const gd::String & name) const;
#if defined(GD_IDE_ONLY)
/**
* \brief Swap the specified external layouts.
*
* Do nothing if indexes are not correct.
*/
void SwapExternalLayouts(std::size_t first, std::size_t second);
#endif
/**
* Return the number of external layout.
*/
std::size_t GetExternalLayoutsCount() const;
/**
* Must add a new empty external layout called "name" at the specified position in the layout list.
*/
gd::ExternalLayout & InsertNewExternalLayout(const gd::String & name, std::size_t position);
/**
* Must add a new external layout constructed from the layout passed as parameter.
* \note No pointer or reference must be kept on the external layout passed as parameter.
* \param externalLayout The external layout that must be copied and inserted into the project
* \param position Insertion position. Even if the position is invalid, the external layout must be inserted at the end of the external layout list.
*/
gd::ExternalLayout & InsertExternalLayout(const ExternalLayout & externalLayout, std::size_t position);
/**
* Must delete external layout named "name".
*/
void RemoveExternalLayout(const gd::String & name);
/**
* Set the first layout of the project.
*/
void SetFirstLayout(const gd::String & name ) { firstLayout = name; }
/**
* Get the first layout of the project.
*/
const gd::String & GetFirstLayout() { return firstLayout; }
///@}
/** \name Global objects groups management
* Members functions related to global objects groups management.
*/
///@{
#if defined(GD_IDE_ONLY)
/**
* \brief Return a reference to the project's objects groups.
*/
ObjectGroupsContainer & GetObjectGroups() { return objectGroups; }
/**
* \brief Return a const reference to the project's objects groups.
*/
const ObjectGroupsContainer & GetObjectGroups() const { return objectGroups; }
#endif
///@}
/** \name Resources management
* Members functions related to resources management.
*/
///@{
/**
* \brief Provide access to the ResourceManager member containing the list of the resources.
*/
const ResourcesManager & GetResourcesManager() const { return resourcesManager; }
/**
* \brief Provide access to the ResourceManager member containing the list of the resources.
*/
ResourcesManager & GetResourcesManager() { return resourcesManager; }
/**
* \brief Provide access to the ImageManager allowing to load SFML or OpenGL textures for the
* IDE ( or at runtime for the GD C++ Platform ).
*/
const std::shared_ptr<gd::ImageManager> & GetImageManager() const { return imageManager; }
/**
* \brief Provide access to the ImageManager allowing to load SFML or OpenGL textures for the
* IDE ( or at runtime for the GD C++ Platform ).
*/
std::shared_ptr<gd::ImageManager> & GetImageManager() { return imageManager; }
/**
* \brief Provide access to the ImageManager allowing to load SFML or OpenGL textures for the
* IDE ( or at runtime for the GD C++ Platform ).
*/
void SetImageManager(std::shared_ptr<gd::ImageManager> imageManager_) { imageManager = imageManager_; }
/**
* \brief Called ( e.g. during compilation ) so as to inventory internal resources and sometimes update their filename.
*
* \see ArbitraryResourceWorker
*/
void ExposeResources(gd::ArbitraryResourceWorker & worker);
///@}
/** \name Variable management
* Members functions related to global variables management.
*/
///@{
/**
* Provide access to the gd::VariablesContainer member containing the global variables
*/
inline const gd::VariablesContainer & GetVariables() const { return variables; }
/**
* Provide access to the gd::VariablesContainer member containing the global variables
*/
inline gd::VariablesContainer & GetVariables() { return variables; }
///@}
/** \name Other
*/
///@{
/**
* Return true if \a objectName can be used as name for an object.
*
* Default implementation check if objectName is only composed of a-z,A-Z,0-9 or _ characters an
* if does not conflict with an expression.
*/
static bool ValidateObjectName(const gd::String & objectName);
/**
* Return a message that will be displayed when an invalid object name has been entered.
*
* \note This message will be displayed by the IDE into a tooltip.
*/
static gd::String GetBadObjectNameWarning();
///@}
/** \name External source files
* To manage external C++ or Javascript source files used by the game
*/
///@{
#if defined(GD_IDE_ONLY)
/**
* \brief Return true if the game activated the use of external source files.
*/
bool UseExternalSourceFiles() const { return useExternalSourceFiles; }
/**
* \brief Return a const reference to the vector containing all the source files used by
* the game.
*/
const std::vector < std::unique_ptr<gd::SourceFile> > & GetAllSourceFiles() const { return externalSourceFiles; }
/**
* \brief Return true if the source file with the specified name is used by the game.
* \param name The filename of the source file.
* \param language Optional. If specified, check that the source file that exists is in this language.
*/
bool HasSourceFile(gd::String name, gd::String language = "") const;
/**
* Return a reference to the external source file with the given name.
*/
SourceFile & GetSourceFile(const gd::String & name);
/**
* Return a reference to the external source file with the given name.
*/
const SourceFile & GetSourceFile(const gd::String & name) const;
/**
* Remove the specified source file.
*/
void RemoveSourceFile(const gd::String & name);
/**
* Add a new source file the specified position in the external source files list.
*/
gd::SourceFile & InsertNewSourceFile(const gd::String & name, const gd::String & language, std::size_t position = -1);
#endif
///@}
//TODO: Put this in private part
#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:
/**
* Initialize from another game. Used by copy-ctor and assign-op.
* Don't forget to update me if members were changed!
*/
void Init(const gd::Project & project);
/**
* Helper method for LoadFromXml method.
*/
void LoadProjectInformationFromXml(const TiXmlElement * elem);
gd::String name; ///< Game name
unsigned int windowWidth; ///< Window default width
unsigned int windowHeight; ///< Window default height
int maxFPS; ///< Maximum Frame Per Seconds, -1 for unlimited
unsigned int minFPS; ///< Minimum Frame Per Seconds ( slow down game if FPS are below this number )
bool verticalSync; ///< If true, must activate vertical synchronization.
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> > externalLayouts; ///< List of all externals layouts
gd::ResourcesManager resourcesManager; ///< Contains all resources used by the project
std::shared_ptr<gd::ImageManager> imageManager;///< Image manager is accessed thanks to a (smart) ptr as it can be shared with GD C++ Platform projects.
std::vector < gd::String > extensionsUsed; ///< List of extensions used
std::vector < gd::Platform* > platforms; ///< Pointers to the platforms this project supports.
gd::String firstLayout;
#if defined(GD_IDE_ONLY)
bool useExternalSourceFiles; ///< True if game used external source files.
std::vector < std::unique_ptr<gd::SourceFile> > externalSourceFiles; ///< List of external source files used.
gd::ObjectGroupsContainer objectGroups; ///< Global objects groups
gd::String author; ///< Game author name
gd::String packageName; ///< Game package name
gd::String orientation; ///< Lock game orientation (on mobile devices). "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::Platform* currentPlatform; ///< The platform being used to edit the project.
gd::PlatformSpecificAssets platformSpecificAssets;
gd::LoadingScreen loadingScreen;
std::vector < std::unique_ptr<gd::ExternalEvents> > externalEvents; ///< List of all externals events
mutable unsigned int GDMajorVersion; ///< The GD major version used the last time the project was saved.
mutable unsigned int GDMinorVersion; ///< The GD minor version used the last time the project was saved.
mutable bool dirty; ///< True to flag the project as being modified.
#endif
};
}
#endif // GDCORE_PROJECT_H