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228 lines
7.9 KiB
C++
228 lines
7.9 KiB
C++
/**
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Game Develop - Function Extension
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Copyright (c) 2008-2014 Florian Rival (Florian.Rival@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#if defined(GD_IDE_ONLY)
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#include "GDCore/Events/Serialization.h"
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#include "FunctionEvent.h"
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#include "GDCpp/RuntimeScene.h"
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#include "GDCpp/CommonTools.h"
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#include "GDCore/Events/EventsCodeGenerationContext.h"
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#include "GDCore/Events/EventsCodeGenerator.h"
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#include "GDCore/Events/EventsCodeNameMangler.h"
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#include "GDCore/Serialization/SerializerElement.h"
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#include "GDCpp/XmlMacros.h"
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#include "GDCpp/tinyxml/tinyxml.h"
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#include "GDCore/IDE/EventsRenderingHelper.h"
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#include "GDCore/IDE/EventsEditorItemsAreas.h"
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#include "GDCore/IDE/EventsEditorSelection.h"
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#include "FunctionEventEditorDlg.h"
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#include <wx/textdlg.h>
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namespace gd { class Project; }
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using namespace std;
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FunctionEvent::FunctionEvent() :
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BaseEvent(),
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name("MyFunction"),
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nameSelected(false)
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{
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}
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//Functions need some additionals "tools"
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const std::string FunctionEvent::globalDeclaration = "std::vector<std::string> * currentFunctionParameters;\n";
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vector < vector<gd::Instruction>* > FunctionEvent::GetAllConditionsVectors()
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{
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vector < vector<gd::Instruction>* > allConditions;
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allConditions.push_back(&conditions);
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return allConditions;
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}
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vector < vector<gd::Instruction>* > FunctionEvent::GetAllActionsVectors()
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{
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vector < vector<gd::Instruction>* > allActions;
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allActions.push_back(&actions);
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return allActions;
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}
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vector < const vector<gd::Instruction>* > FunctionEvent::GetAllConditionsVectors() const
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{
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vector < const vector<gd::Instruction>* > allConditions;
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allConditions.push_back(&conditions);
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return allConditions;
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}
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vector < const vector<gd::Instruction>* > FunctionEvent::GetAllActionsVectors() const
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{
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vector < const vector<gd::Instruction>* > allActions;
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allActions.push_back(&actions);
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return allActions;
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}
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void FunctionEvent::SerializeTo(gd::SerializerElement & element) const
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{
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element.AddChild("name").SetValue(name);
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element.AddChild("objectsPassedAsArgument").SetValue(objectsPassedAsArgument);
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gd::EventsListSerialization::SaveConditions(conditions, element.AddChild("conditions"));
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gd::EventsListSerialization::SaveActions(actions, element.AddChild("actions"));
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gd::EventsListSerialization::SerializeEventsTo(events, element.AddChild("events"));
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}
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void FunctionEvent::UnserializeFrom(gd::Project & project, const gd::SerializerElement & element)
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{
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name = element.GetChild("name", 0, "Name").GetValue().GetString();
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objectsPassedAsArgument = element.GetChild("objectsPassedAsArgument").GetValue().GetString();
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gd::EventsListSerialization::OpenConditions(project, conditions, element.GetChild("conditions", 0, "Conditions"));
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gd::EventsListSerialization::OpenActions(project, actions, element.GetChild("actions", 0, "Actions"));
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gd::EventsListSerialization::UnserializeEventsFrom(project, events, element.GetChild("events", 0, "Events"));
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}
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/**
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* Render the event in the bitmap
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*/
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void FunctionEvent::Render(wxDC & dc, int x, int y, unsigned int width, gd::EventsEditorItemsAreas & areas, gd::EventsEditorSelection & selection, const gd::Platform & platform)
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{
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gd::EventsRenderingHelper * renderingHelper = gd::EventsRenderingHelper::Get();
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int border = renderingHelper->instructionsListBorder;
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const int functionTextHeight = 20;
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//Draw header rectangle
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wxRect headerRect(x, y, width, functionTextHeight);
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renderingHelper->DrawNiceRectangle(dc, headerRect);
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//Name
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dc.SetFont( renderingHelper->GetNiceFont().Bold() );
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dc.SetTextForeground(wxColour(0,0,0));
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wxString caption = _("Function") + " " + name;
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if ( !objectsPassedAsArgument.empty() ) caption += " "+_("( Objects passed as parameters : ")+objectsPassedAsArgument+_(")");
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dc.DrawText( caption, x + 4, y + 3 );
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//Draw conditions rectangle
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wxRect rect(x, y+functionTextHeight, renderingHelper->GetConditionsColumnWidth()+border, GetRenderedHeight(width, platform)-functionTextHeight);
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renderingHelper->DrawNiceRectangle(dc, rect);
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//Draw actions and conditions
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renderingHelper->DrawConditionsList(conditions, dc,
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x+border,
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y+functionTextHeight+border,
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renderingHelper->GetConditionsColumnWidth()-border, this, areas, selection, platform);
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renderingHelper->DrawActionsList(actions, dc,
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x+renderingHelper->GetConditionsColumnWidth()+border,
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y+functionTextHeight+border,
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width-renderingHelper->GetConditionsColumnWidth()-border*2, this, areas, selection, platform);
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}
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unsigned int FunctionEvent::GetRenderedHeight(unsigned int width, const gd::Platform & platform) const
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{
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if ( eventHeightNeedUpdate )
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{
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gd::EventsRenderingHelper * renderingHelper = gd::EventsRenderingHelper::Get();
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int border = renderingHelper->instructionsListBorder;
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const int functionTextHeight = 20;
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//Get maximum height needed
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int conditionsHeight = renderingHelper->GetRenderedConditionsListHeight(conditions, renderingHelper->GetConditionsColumnWidth()-border*2, platform);
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int actionsHeight = renderingHelper->GetRenderedActionsListHeight(actions, width-renderingHelper->GetConditionsColumnWidth()-border*2, platform);
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renderedHeight = (( conditionsHeight > actionsHeight ? conditionsHeight : actionsHeight ) + functionTextHeight)+border*2;
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eventHeightNeedUpdate = false;
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}
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return renderedHeight;
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}
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gd::BaseEvent::EditEventReturnType FunctionEvent::EditEvent(wxWindow* parent_, gd::Project & game_, gd::Layout & scene_, gd::MainFrameWrapper & mainFrameWrapper_)
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{
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FunctionEventEditorDlg dialog(parent_, *this, game_, scene_);
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if ( dialog.ShowModal() == 0 ) return Cancelled;
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return ChangesMade;
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}
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/**
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* Initialize from another FunctionEvent.
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* Used by copy ctor and assignement operator
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*/
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void FunctionEvent::Init(const FunctionEvent & event)
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{
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events = event.events;
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name = event.name;
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objectsPassedAsArgument = event.objectsPassedAsArgument;
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conditions = event.conditions;
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actions = event.actions;
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}
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/**
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* Custom copy operator
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*/
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FunctionEvent::FunctionEvent(const FunctionEvent & event) :
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BaseEvent(event)
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{
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Init(event);
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}
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/**
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* Custom assignement operator
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*/
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FunctionEvent& FunctionEvent::operator=(const FunctionEvent & event)
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{
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if ( this != &event )
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{
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BaseEvent::operator=(event);
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Init(event);
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}
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return *this;
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}
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const FunctionEvent* FunctionEvent::SearchForFunctionInEvents(const gd::EventsList & events, const std::string & functionName)
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{
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for (unsigned int i = 0;i<events.size();++i)
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{
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try {
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const FunctionEvent & functionEvent = dynamic_cast<const FunctionEvent&>(events[i]);
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if ( functionEvent.GetName() == functionName )
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return &functionEvent;
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} catch(...) {}
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if ( events[i].CanHaveSubEvents() )
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{
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const FunctionEvent * result = SearchForFunctionInEvents(events[i].GetSubEvents(), functionName);
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if (result) return result;
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}
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}
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return NULL;
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}
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#endif
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