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209 lines
8.1 KiB
C++
209 lines
8.1 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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#include "AllBuiltinExtensions.h"
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#include "GDCore/Tools/Localization.h"
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#include "GDCore/Extensions/Metadata/MultipleInstructionMetadata.h"
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using namespace std;
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namespace gd {
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void GD_CORE_API BuiltinExtensionsImplementer::ImplementsSceneExtension(
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gd::PlatformExtension& extension) {
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extension
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.SetExtensionInformation(
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"BuiltinScene",
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_("Scene"),
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_("Actions and conditions to manipulate the scenes during the game."),
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"Florian Rival",
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"Open source (MIT License)")
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.SetExtensionHelpPath("" /*TODO: Add a documentation page for this */);
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extension.AddInstructionOrExpressionGroupMetadata(_("Scene"))
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.SetIcon("res/conditions/depart24.png");
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extension
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.AddStrExpression("CurrentSceneName",
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_("Current scene name"),
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_("Name of the current scene"),
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"",
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"res/actions/texte.png")
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.AddCodeOnlyParameter("currentScene", "");
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extension
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.AddCondition("DepartScene",
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_("At the beginning of the scene"),
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_("Is true only when scene just begins."),
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_("At the beginning of the scene"),
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"",
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"res/conditions/depart24.png",
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"res/conditions/depart.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.MarkAsSimple();
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extension
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.AddCondition("SceneJustResumed",
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_("Scene just resumed"),
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_("The scene has just resumed after being paused."),
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_("Scene just resumed"),
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"",
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"res/conditions/depart24.png",
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"res/conditions/depart.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.MarkAsSimple();
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extension
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.AddCondition("DoesSceneExist",
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_("Does scene exist"),
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_("Check if a scene exists."),
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_("Scene _PARAM1_ exists"),
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"",
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"res/actions/texte.png",
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"res/actions/texte.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("sceneName", _("Name of the scene to check"))
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.MarkAsSimple();
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extension
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.AddAction("Scene",
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_("Change the scene"),
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_("Stop this scene and start the specified one instead."),
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_("Change to scene _PARAM1_"),
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"",
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"res/actions/replaceScene24.png",
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"res/actions/replaceScene.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("sceneName", _("Name of the new scene"))
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.AddParameter("yesorno", _("Stop any other paused scenes?"))
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.SetDefaultValue("true")
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.MarkAsAdvanced();
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extension
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.AddAction("PushScene",
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_("Pause and start a new scene"),
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_("Pause this scene and start the specified one.\nLater, you "
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"can use the \"Stop and go back to previous scene\" action "
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"to go back to this scene."),
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_("Pause the scene and start _PARAM1_"),
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"",
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"res/actions/pushScene24.png",
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"res/actions/pushScene.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("sceneName", _("Name of the new scene"))
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.MarkAsAdvanced();
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extension
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.AddAction(
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"PopScene",
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_("Stop and go back to previous scene"),
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_("Stop this scene and go back to the previous paused one.\nTo pause "
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"a scene, use the \"Pause and start a new scene\" action."),
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_("Stop the scene and go back to the previous paused one"),
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"",
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"res/actions/popScene24.png",
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"res/actions/popScene.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.MarkAsAdvanced();
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extension
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.AddAction("Quit",
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_("Quit the game"),
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_("Quit the game"),
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_("Quit the game"),
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"",
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"res/actions/quit24.png",
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"res/actions/quit.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.MarkAsAdvanced();
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extension
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.AddAction("SceneBackground",
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_("Background color"),
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_("Change the background color of the scene."),
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_("Set background color to _PARAM1_"),
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"",
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"res/actions/background24.png",
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"res/actions/background.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("color", _("Color"))
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.MarkAsAdvanced();
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extension
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.AddAction("DisableInputWhenFocusIsLost",
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_("Disable input when focus is lost"),
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_("mouse buttons must be taken "
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"into account even\nif the window is not active."),
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_("Disable input when focus is lost: _PARAM1_"),
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"",
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"res/actions/window24.png",
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"res/actions/window.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("yesorno", _("Deactivate input when focus is lost"))
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.MarkAsAdvanced();
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extension
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.AddCondition(
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"HasGameJustResumed",
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_("Game has just resumed"),
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_("Check if the game has just resumed from being hidden. It "
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"happens when the game tab is selected, a minimized window is "
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"restored or the application is put back on front."),
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_("Game has just resumed"),
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"",
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"res/actions/window24.png",
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"res/actions/window.png")
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.SetHelpPath("/interface/scene-editor/events")
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.AddCodeOnlyParameter("currentScene", "");
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extension
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.AddAction("PrioritizeLoadingOfScene",
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_("Preload scene"),
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_("Preload a scene resources as soon as possible in background."),
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_("Preload scene _PARAM1_ in background"),
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"",
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"res/actions/hourglass_black.svg",
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"res/actions/hourglass_black.svg")
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.SetHelpPath("/all-features/resources-loading")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("sceneName", _("Name of the new scene"))
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.MarkAsAdvanced();
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extension.AddExpressionAndCondition("number",
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"SceneLoadingProgress",
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_("Scene loading progress"),
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_("The progress of resources loading in background for a scene (between 0 and 1)."),
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_("_PARAM0_ loading progress"),
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_(""),
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"res/actions/hourglass_black.svg")
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.SetHelpPath("/all-features/resources-loading")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("sceneName", _("Scene name"))
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.UseStandardParameters("number", ParameterOptions::MakeNewOptions())
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.MarkAsAdvanced();
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extension
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.AddCondition("AreSceneAssetsLoaded",
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_("Scene preloaded"),
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_("Check if scene resources have finished to load in background."),
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_("Scene _PARAM1_ was preloaded in background"),
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"",
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"res/actions/hourglass_black.svg",
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"res/actions/hourglass_black.svg")
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.SetHelpPath("/all-features/resources-loading")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("sceneName", _("Scene name"))
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.MarkAsAdvanced();
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}
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} // namespace gd
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