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GDevelop/Core/GDCore/Project/Layer.cpp

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C++

/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "GDCore/Project/Layer.h"
#include "GDCore/CommonTools.h"
#include "GDCore/Project/Effect.h"
#include "GDCore/Serialization/SerializerElement.h"
namespace gd {
Camera Layer::badCamera;
Layer::Layer()
: renderingType(""),
isVisible(true),
isLocked(false),
isLightingLayer(false),
followBaseLayerCamera(false),
camera3DNearPlaneDistance(3),
camera3DFarPlaneDistance(10000),
camera3DFieldOfView(45),
ambientLightColorR(200),
ambientLightColorG(200),
ambientLightColorB(200) {}
/**
* Change cameras count, automatically adding/removing them.
*/
void Layer::SetCameraCount(std::size_t n) {
while (cameras.size() < n) cameras.push_back(Camera());
while (cameras.size() > n)
cameras.erase(cameras.begin() + cameras.size() - 1);
}
void Layer::SerializeTo(SerializerElement& element) const {
element.SetAttribute("name", GetName());
element.SetAttribute("renderingType", GetRenderingType());
element.SetAttribute("cameraType", GetCameraType());
element.SetAttribute("visibility", GetVisibility());
element.SetAttribute("isLocked", IsLocked());
element.SetAttribute("isLightingLayer", IsLightingLayer());
element.SetAttribute("followBaseLayerCamera", IsFollowingBaseLayerCamera());
element.SetAttribute("ambientLightColorR", (int)GetAmbientLightColorRed());
element.SetAttribute("ambientLightColorG", (int)GetAmbientLightColorGreen());
element.SetAttribute("ambientLightColorB", (int)GetAmbientLightColorBlue());
element.SetAttribute("camera3DNearPlaneDistance",
GetCamera3DNearPlaneDistance());
element.SetAttribute("camera3DFarPlaneDistance",
GetCamera3DFarPlaneDistance());
element.SetAttribute("camera3DFieldOfView", GetCamera3DFieldOfView());
SerializerElement& camerasElement = element.AddChild("cameras");
camerasElement.ConsiderAsArrayOf("camera");
for (std::size_t c = 0; c < GetCameraCount(); ++c) {
SerializerElement& cameraElement = camerasElement.AddChild("camera");
cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize());
cameraElement.SetAttribute("width", GetCamera(c).GetWidth());
cameraElement.SetAttribute("height", GetCamera(c).GetHeight());
cameraElement.SetAttribute("defaultViewport",
GetCamera(c).UseDefaultViewport());
cameraElement.SetAttribute("viewportLeft", GetCamera(c).GetViewportX1());
cameraElement.SetAttribute("viewportTop", GetCamera(c).GetViewportY1());
cameraElement.SetAttribute("viewportRight", GetCamera(c).GetViewportX2());
cameraElement.SetAttribute("viewportBottom", GetCamera(c).GetViewportY2());
}
SerializerElement& effectsElement = element.AddChild("effects");
effectsContainer.SerializeTo(effectsElement);
}
/**
* \brief Unserialize the layer.
*/
void Layer::UnserializeFrom(const SerializerElement& element) {
SetName(element.GetStringAttribute("name", "", "Name"));
SetRenderingType(element.GetStringAttribute("renderingType", ""));
SetCameraType(element.GetStringAttribute("cameraType", "perspective"));
SetVisibility(element.GetBoolAttribute("visibility", true, "Visibility"));
SetLocked(element.GetBoolAttribute("isLocked", false));
SetLightingLayer(element.GetBoolAttribute("isLightingLayer", false));
SetFollowBaseLayerCamera(
element.GetBoolAttribute("followBaseLayerCamera", false));
SetAmbientLightColor(element.GetIntAttribute("ambientLightColorR", 200),
element.GetIntAttribute("ambientLightColorG", 200),
element.GetIntAttribute("ambientLightColorB", 200));
SetCamera3DNearPlaneDistance(element.GetDoubleAttribute(
"camera3DNearPlaneDistance", 0.1, "threeDNearPlaneDistance"));
SetCamera3DFarPlaneDistance(element.GetDoubleAttribute(
"camera3DFarPlaneDistance", 10000, "threeDFarPlaneDistance"));
SetCamera3DFieldOfView(element.GetDoubleAttribute(
"camera3DFieldOfView", 45, "threeDFieldOfView"));
cameras.clear();
SerializerElement& camerasElement = element.GetChild("cameras");
camerasElement.ConsiderAsArrayOf("camera");
for (std::size_t i = 0; i < camerasElement.GetChildrenCount(); ++i) {
const SerializerElement& cameraElement = camerasElement.GetChild(i);
Camera camera;
camera.SetUseDefaultSize(
cameraElement.GetBoolAttribute("defaultSize", true));
camera.SetSize(cameraElement.GetDoubleAttribute("width"),
cameraElement.GetDoubleAttribute("height"));
camera.SetUseDefaultViewport(
cameraElement.GetBoolAttribute("defaultViewport", true));
camera.SetViewport(cameraElement.GetDoubleAttribute("viewportLeft"),
cameraElement.GetDoubleAttribute("viewportTop"),
cameraElement.GetDoubleAttribute("viewportRight"),
cameraElement.GetDoubleAttribute("viewportBottom"));
cameras.push_back(camera);
}
if (camerasElement.GetChildrenCount() > 50) {
// Highly unlikely that we want as many cameras, as they were not even
// exposed in the editor nor used in the game engine. Must be because of a
// bug in the editor that duplicated cameras when cancelling changes on a
// layer. Reset to one camera.
SetCameraCount(1);
}
const SerializerElement& effectsElement = element.GetChild("effects");
effectsContainer.UnserializeFrom(effectsElement);
}
gd::EffectsContainer& Layer::GetEffects() { return effectsContainer; }
const gd::EffectsContainer& Layer::GetEffects() const {
return effectsContainer;
}
Camera::Camera()
: defaultSize(true),
defaultViewport(true),
x1(0),
y1(0),
x2(1),
y2(1),
width(0),
height(0) {}
} // namespace gd