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Avoid having getters in the gd::Platform or the gd::Project, as they should not be responsible for this. Instead, use gd::MetadataProvider to fetch the BehaviorMetadata. Don't show in changelog
375 lines
11 KiB
C++
375 lines
11 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#ifndef GDCORE_OBJECT_H
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#define GDCORE_OBJECT_H
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#include <SFML/System/Vector2.hpp>
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#include <map>
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#include <memory>
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#include <vector>
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#include "GDCore/Project/BehaviorContent.h"
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#include "GDCore/Project/EffectsContainer.h"
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#include "GDCore/Project/VariablesContainer.h"
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#include "GDCore/String.h"
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#include "GDCore/Tools/MakeUnique.h"
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namespace gd {
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class PropertyDescriptor;
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class Project;
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class Layout;
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class ArbitraryResourceWorker;
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class InitialInstance;
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class SerializerElement;
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class EffectsContainer;
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} // namespace gd
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namespace gd {
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/**
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* \brief Base class used to represent an object of a platform
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*
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* \ingroup PlatformDefinition
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*/
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class GD_CORE_API Object {
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public:
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/**
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* Create a new object with the name passed as argument.
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* \param name Object's name
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*/
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Object(const gd::String& name);
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/**
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* Copy constructor. Calls Init().
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*/
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Object(const gd::Object& object) { Init(object); };
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/**
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* Assignment operator. Calls Init().
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*/
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Object& operator=(const gd::Object& object) {
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if ((this) != &object) Init(object);
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return *this;
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}
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/**
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* Destructor.
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*/
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virtual ~Object();
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/**
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* Must return a pointer to a copy of the object. A such method is needed to
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* do polymorphic copies. Just redefine this method in your derived object
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* class like this:
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* \code
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* return gd::make_unique<MyObject>(*this);
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* \endcode
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*/
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virtual std::unique_ptr<gd::Object> Clone() const {
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return gd::make_unique<gd::Object>(*this);
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}
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/** \name Common properties
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* Members functions related to common properties
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*/
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///@{
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/** \brief Change the name of the object with the name passed as parameter.
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*/
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void SetName(const gd::String& name_) { name = name_; };
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/** \brief Return the name of the object.
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*/
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const gd::String& GetName() const { return name; };
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/** \brief Change the type of the object.
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*/
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void SetType(const gd::String& type_) { type = type_; }
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/** \brief Return the type of the object.
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*/
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const gd::String& GetType() const { return type; }
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/** \brief Change the tags of the object.
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*/
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void SetTags(const gd::String& tags_) { tags = tags_; }
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/** \brief Return the tags of the object.
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*/
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const gd::String& GetTags() const { return tags; }
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///@}
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#if defined(GD_IDE_ONLY)
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/** \name Resources management
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* Members functions related to managing resources used by the object
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*/
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///@{
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/**
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* \brief Called ( e.g. during compilation ) so as to inventory internal
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* resources and sometimes update their filename. Implementation example:
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* \code
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* worker.ExposeImage(myImage);
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* worker.ExposeFile(myResourceFile);
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* \endcode
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*
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* \see ArbitraryResourceWorker
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*/
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virtual void ExposeResources(gd::ArbitraryResourceWorker& worker) { return; };
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/**
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* Redefine this function to return true if your object can use shaders.
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*/
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virtual bool SupportShaders() { return false; }
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///@}
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/** \name Object properties
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* Reading and updating object properties
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*/
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///@{
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/**
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* \brief Called when the IDE wants to know about the custom properties of the
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object.
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*
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* Usage example:
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\code
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std::map<gd::String, gd::PropertyDescriptor> properties;
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properties[ToString(_("Text"))].SetValue("Hello world!");
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return properties;
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\endcode
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*
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* \return a std::map with properties names as key.
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* \see gd::PropertyDescriptor
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*/
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virtual std::map<gd::String, gd::PropertyDescriptor> GetProperties() const;
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/**
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* \brief Called when the IDE wants to update a custom property of the object
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*
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* \return false if the new value cannot be set
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*/
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virtual bool UpdateProperty(const gd::String& name, const gd::String& value) {
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return false;
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};
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///@}
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/** \name Drawing and editing initial instances
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* Members functions related to drawing and editing initial instances of this
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* object
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*/
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///@{
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/**
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* \brief Called when the IDE wants to know about the custom properties of an
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* initial instance of this object.
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*
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* \return a std::map with properties names as key and values.
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* \see gd::InitialInstance
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*/
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virtual std::map<gd::String, gd::PropertyDescriptor>
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GetInitialInstanceProperties(const gd::InitialInstance& instance,
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gd::Project& project,
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gd::Layout& layout);
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/**
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* \brief Called when the IDE wants to update a custom property of an initial
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* instance of this object.
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*
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* \return false if the new value cannot be set
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* \see gd::InitialInstance
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*/
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virtual bool UpdateInitialInstanceProperty(gd::InitialInstance& instance,
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const gd::String& name,
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const gd::String& value,
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gd::Project& project,
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gd::Layout& layout) {
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return false;
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};
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///@}
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#endif
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/** \name Behaviors management
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* Members functions related to behaviors management.
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*/
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///@{
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/**
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* \brief Return a vector containing the names of all the behaviors used by
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* the object
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*/
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std::vector<gd::String> GetAllBehaviorNames() const;
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/**
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* \brief Return a reference to the content of the behavior called \a name.
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*/
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BehaviorContent& GetBehavior(const gd::String& name);
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/**
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* \brief Return a reference to the content of the behavior called \a name.
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*/
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const BehaviorContent& GetBehavior(const gd::String& name) const;
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/**
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* \brief Return true if object has a behavior called \a name.
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*/
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bool HasBehaviorNamed(const gd::String& name) const;
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/**
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* \brief Remove behavior called \a name
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*/
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void RemoveBehavior(const gd::String& name);
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/**
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* \brief Change the name of behavior called name to newName.
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* \return true if name was successfully changed
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*/
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bool RenameBehavior(const gd::String& name, const gd::String& newName);
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/**
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* \brief Add the specified behavior content to the object
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*
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* \return A reference to the newly added behavior content.
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*/
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gd::BehaviorContent& AddBehavior(const gd::BehaviorContent& behavior);
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#if defined(GD_IDE_ONLY)
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/**
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* \brief Add the behavior of the specified \a type with the specified \a
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* name.
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*
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* The project's current platform is used to initialize the content.
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*
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* \return A pointer to the newly added behavior content. NULL if the creation
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* failed.
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*/
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gd::BehaviorContent* AddNewBehavior(gd::Project& project,
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const gd::String& type,
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const gd::String& name);
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#endif
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/**
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* \brief Get a read-only access to the map containing the behaviors with
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* their properties.
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*/
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const std::map<gd::String, std::unique_ptr<gd::BehaviorContent>>&
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GetAllBehaviorContents() const {
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return behaviors;
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};
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///@}
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/** \name Variable management
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* Members functions related to object variables management.
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*/
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///@{
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/**
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* \brief Provide access to the gd::VariablesContainer member containing the
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* object variables
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*/
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const gd::VariablesContainer& GetVariables() const { return objectVariables; }
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/**
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* \brief Provide access to the gd::VariablesContainer member containing the
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* object variables
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*/
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gd::VariablesContainer& GetVariables() { return objectVariables; }
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///@}
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/**
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* \name Effects management
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* Member functions related to effects management.
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*/
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///@{
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/**
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* \brief Provide access to the gd::EffectsContainer member containing the
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* effects.
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*/
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const gd::EffectsContainer& GetEffects() const { return effectsContainer; }
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/**
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* \brief Provide access to the gd::EffectsContainer member containing the
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* effects.
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*/
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gd::EffectsContainer& GetEffects() { return effectsContainer; }
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///@}
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/** \name Serialization
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* Members functions related to serialization of the object
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*/
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///@{
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#if defined(GD_IDE_ONLY)
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/**
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* \brief Serialize the object.
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* \see DoSerializeTo
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*/
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void SerializeTo(SerializerElement& element) const;
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#endif
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/**
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* \brief Unserialize the object.
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* \see DoUnserializeFrom
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*/
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void UnserializeFrom(gd::Project& project, const SerializerElement& element);
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///@}
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protected:
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gd::String name; ///< The full name of the object
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gd::String type; ///< Which type is the object. ( To test if we can do
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///< something reserved to some objects with it )
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std::map<gd::String, std::unique_ptr<gd::BehaviorContent>>
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behaviors; ///< Contains all behaviors and their properties for the
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///< object. Behavior contents are the ownership of the
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///< object.
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gd::VariablesContainer
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objectVariables; ///< List of the variables of the object
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gd::String tags; ///< Comma-separated list of tags
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gd::EffectsContainer
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effectsContainer; ///< The effects container for the object.
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/**
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* \brief Derived objects can redefine this method to load custom attributes.
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*/
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virtual void DoUnserializeFrom(gd::Project& project,
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const SerializerElement& element){};
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#if defined(GD_IDE_ONLY)
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/**
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* \brief Derived objects can redefine this method to save custom attributes.
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*/
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virtual void DoSerializeTo(SerializerElement& element) const {};
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#endif
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/**
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* Initialize object using another object. Used by copy-ctor and assign-op.
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* Don't forget to update me if members were changed!
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*/
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void Init(const gd::Object& object);
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};
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/**
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* \brief Functor testing object name
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*
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* \see gd::Object
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*/
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struct ObjectHasName : public std::binary_function<std::unique_ptr<gd::Object>,
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gd::String,
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bool> {
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bool operator()(const std::unique_ptr<gd::Object>& object,
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const gd::String& name) const {
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return object->GetName() == name;
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}
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};
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} // namespace gd
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/**
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* An object list is a vector containing (smart) pointers to objects.
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*/
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using ObjList = std::vector<std::unique_ptr<gd::Object>>;
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/**
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* Objects are usually managed thanks to (smart) pointers.
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*/
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using ObjSPtr = std::unique_ptr<gd::Object>;
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#endif // GDCORE_OBJECT_H
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