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GDevelop/Core/GDCore/Project/Project.h
2022-03-04 09:35:44 +01:00

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32 KiB
C++

/*
* 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/Project/ExtensionProperties.h"
#include "GDCore/Project/LoadingScreen.h"
#include "GDCore/Project/ObjectGroupsContainer.h"
#include "GDCore/Project/ObjectsContainer.h"
#include "GDCore/Project/PlatformSpecificAssets.h"
#include "GDCore/Project/ResourcesManager.h"
#include "GDCore/Project/VariablesContainer.h"
#include "GDCore/String.h"
namespace gd {
class Platform;
class Layout;
class ExternalEvents;
class ResourcesManager;
class ExternalLayout;
class EventsFunctionsExtension;
class Object;
class VariablesContainer;
class ArbitraryResourceWorker;
class SourceFile;
class Behavior;
class BehaviorsSharedData;
class BaseEvent;
class SerializerElement;
} // namespace gd
#undef GetObject // Disable an annoying macro
#undef CreateEvent
namespace gd {
/**
* \brief Base class representing a project (game), including all resources,
* scenes, objects, extensions...
*
* \ingroup PlatformDefinition
*/
class GD_CORE_API Project : public ObjectsContainer {
public:
Project();
Project(const Project&);
virtual ~Project();
Project& operator=(const Project& rhs);
/** \name Common properties
* Some properties for the project
*/
///@{
/**
* \brief Change the project name
*/
void SetName(const gd::String& name_) { name = name_; };
/**
* \brief Get the project name
*/
const gd::String& GetName() const { return name; }
/**
* \brief Get the categories/genres of the project.
*/
const std::vector<gd::String>& GetCategories() const { return categories; };
/**
* \brief Get the categories of the project, to modify them (non-const).
*/
std::vector<gd::String>& GetCategories() { return categories; };
/**
* \brief Change the project description
*/
void SetDescription(const gd::String& description_) { description = description_; };
/**
* \brief Get the project description
*/
const gd::String& GetDescription() const { return description; }
/**
* \brief Change the version of the project.
* This can be freely set, but should follow "X.Y.Z" format for compatibility
* with some exporters.
*/
void SetVersion(const gd::String& version_) { version = version_; };
/**
* \brief Get the project version.
*/
const gd::String& GetVersion() const { return version; }
/**
* \brief Change the author of the project.
*/
void SetAuthor(const gd::String& author_) { author = author_; };
/**
* \brief Get the project author name.
*/
const gd::String& GetAuthor() const { return author; }
/**
* \brief Get the author ids of the project.
*/
const std::vector<gd::String>& GetAuthorIds() const { return authorIds; };
/**
* \brief Get the author ids of the project, to modify them (non-const).
*/
std::vector<gd::String>& GetAuthorIds() { return authorIds; };
/**
* Define the project as playable with a keyboard.
* \param enable True to define the project as playable with a keyboard.
*/
void SetPlayableWithKeyboard(bool playable = true) { isPlayableWithKeyboard = playable; }
/**
* Check if the project is defined as playable with a keyboard.
*/
bool IsPlayableWithKeyboard() const { return isPlayableWithKeyboard; }
/**
* Define the project as playable with a gamepad.
* \param enable True to define the project as playable with a gamepad.
*/
void SetPlayableWithGamepad(bool playable = true) { isPlayableWithGamepad = playable; }
/**
* Check if the project is defined as playable with a gamepad.
*/
bool IsPlayableWithGamepad() const { return isPlayableWithGamepad; }
/**
* Define the project as playable on a mobile.
* \param enable True to define the project as playable on a mobile.
*/
void SetPlayableWithMobile(bool playable = true) { isPlayableWithMobile = playable; }
/**
* Check if the project is defined as playable on a mobile.
*/
bool IsPlayableWithMobile() const { return isPlayableWithMobile; }
/**
* \brief Change the project package name.
*/
void SetPackageName(const gd::String& packageName_) {
packageName = packageName_;
};
/**
* \brief Get the 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 the project orientation ("default", "landscape", "portrait").
*/
const gd::String& GetOrientation() const { return orientation; }
/**
* Called when project file has changed.
*/
void SetProjectFile(const gd::String& file) { projectFile = file; }
/**
* Return project file
* \see gd::Project::SetProjectFile
*/
const gd::String& GetProjectFile() const { return projectFile; }
/**
* 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; }
/**
* 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 SetGameResolutionSize(unsigned int width, unsigned int height) {
windowWidth = width;
windowHeight = height;
}
/**
* \brief Returns the default game resolution width.
*/
unsigned int GetGameResolutionWidth() const { return windowWidth; }
/**
* \brief Returns the default game resolution height.
*/
unsigned int GetGameResolutionHeight() const { return windowHeight; }
/**
* \brief Returns true if the game resolution should be adapted to the window
* size at runtime.
*/
bool GetAdaptGameResolutionAtRuntime() const {
return adaptGameResolutionAtRuntime;
}
/**
* \brief Set if the game resolution should be adapted to the window size at
* runtime. \see SetSizeOnStartupMode
*/
void SetAdaptGameResolutionAtRuntime(bool adaptGameResolutionAtRuntime_) {
adaptGameResolutionAtRuntime = adaptGameResolutionAtRuntime_;
}
/**
* \brief Get how the game size should be adapted to the screen.
*/
const gd::String& GetSizeOnStartupMode() const { return sizeOnStartupMode; }
/**
* \brief Set how to adapt the game size to the screen.
* \param mode The size to be used. Can be "adaptWidth", "adaptHeight" or
* empty fpr no changes to game size.
*/
void SetSizeOnStartupMode(const gd::String& mode) {
sizeOnStartupMode = mode;
}
/**
* 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 the scale mode used by the game (usually "linear" or "nearest").
*/
const gd::String& GetScaleMode() const { return scaleMode; }
/**
* Set the scale mode used by the game (usually "linear" or "nearest").
*/
void SetScaleMode(const gd::String& scaleMode_) { scaleMode = scaleMode_; }
/**
* Return true if pixels rounding option is enabled.
*/
bool GetPixelsRounding() const { return pixelsRounding; }
/**
* Set pixels rounding option to true or false.
*/
void SetPixelsRounding(bool enable) { pixelsRounding = enable; }
/**
* \brief Return if the project should set 0 as Z-order for objects created
* from events (which is deprecated) - instead of the highest Z order that was
* found on each layer when the scene started.
*/
bool GetUseDeprecatedZeroAsDefaultZOrder() const {
return useDeprecatedZeroAsDefaultZOrder;
}
/**
* \brief Set if the project should set 0 as Z-order for objects created from
* events (which is deprecated) - instead of the highest Z order that was
* found on each layer when the scene started.
*/
void SetUseDeprecatedZeroAsDefaultZOrder(bool enable) {
useDeprecatedZeroAsDefaultZOrder = enable;
}
/**
* \brief Change the project UUID.
*/
void SetProjectUuid(const gd::String& projectUuid_) {
projectUuid = projectUuid_;
};
/**
* \brief Get the project UUID, useful when using the game on online services
* that would require a unique identifier.
*/
const gd::String& GetProjectUuid() const { return projectUuid; }
/**
* \brief Create a new project UUID.
*/
void ResetProjectUuid();
/**
* \brief Get the properties set by extensions.
*
* Each extension can store arbitrary values indexed by a property name, which
* are useful to store project wide settings (AdMob id, etc...).
*/
gd::ExtensionProperties& GetExtensionProperties() {
return extensionProperties;
};
/**
* \brief Get the properties set by extensions.
*
* Each extension can store arbitrary values indexed by a property name, which
* are useful to store project wide settings (AdMob id, etc...).
*/
const gd::ExtensionProperties& GetExtensionProperties() const {
return extensionProperties;
};
/**
* 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);
///@}
/** \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 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 = "");
///@}
/** \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;
/**
* \brief Swap the specified layouts.
*
* Do nothing if indexes are not correct.
*/
void SwapLayouts(std::size_t first, std::size_t second);
/**
* \brief Return the number of layouts.
*/
std::size_t GetLayoutsCount() const;
/**
* \brief 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 Add a new layout constructed from 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.
*
* \note No pointer or reference must be kept on the layout passed
* as parameter.
*
*/
gd::Layout& InsertLayout(const Layout& layout, std::size_t position);
/**
* \brief Delete layout named "name".
*/
void RemoveLayout(const gd::String& name);
///@}
/**
* \brief Unserialize the project from an element.
*/
void UnserializeFrom(const SerializerElement& element);
/**
* \brief Serialize the project.
*
* "Dirty" flag is set to false when serialization is done.
*/
void SerializeTo(SerializerElement& element) const;
/**
* 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; };
/**
* Get the minor version of GDevelop used to save the project.
*/
unsigned int GetLastSaveGDBuildVersion() { return gdBuildVersion; };
/** \name External events management
* Members functions related to external events management.
*/
///@{
/**
* 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;
/**
* \brief Adds 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);
/**
* \brief Adds 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);
/**
* \brief Delete external events named "name".
*/
void RemoveExternalEvents(const gd::String& name);
///@}
/** \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;
/**
* \brief Swap the specified external layouts.
*
* Do nothing if indexes are not correct.
*/
void SwapExternalLayouts(std::size_t first, std::size_t second);
/**
* Return the number of external layout.
*/
std::size_t GetExternalLayoutsCount() const;
/**
* \brief Adds 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);
/**
* \brief Adds 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 projects
* \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);
/**
* \brief 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 Events functions extensions management
*/
///@{
/**
* \brief Check if events functions extension called "name" exists.
*/
bool HasEventsFunctionsExtensionNamed(const gd::String& name) const;
/**
* \brief Return a reference to the events functions extension called "name".
*/
EventsFunctionsExtension& GetEventsFunctionsExtension(const gd::String& name);
/**
* \brief Return a reference to the events functions extension called "name".
*/
const EventsFunctionsExtension& GetEventsFunctionsExtension(
const gd::String& name) const;
/**
* \brief Return a reference to the events functions extension at position
* "index" in the list
*/
EventsFunctionsExtension& GetEventsFunctionsExtension(std::size_t index);
/**
* \brief Return a reference to the events functions extension at position
* "index" in the list
*/
const EventsFunctionsExtension& GetEventsFunctionsExtension(
std::size_t index) const;
/**
* \brief Return the position of the events functions extension called "name"
* in the list.
*/
std::size_t GetEventsFunctionsExtensionPosition(const gd::String& name) const;
/**
* \brief Swap the specified events functions extensions.
*
* Do nothing if indexes are not correct.
*/
void SwapEventsFunctionsExtensions(std::size_t first, std::size_t second);
/**
* \brief Returns the number of events functions extension.
*/
std::size_t GetEventsFunctionsExtensionsCount() const;
/**
* \brief Adds a new empty events functions extension called "name" at the
* specified position in the list.
*/
gd::EventsFunctionsExtension& InsertNewEventsFunctionsExtension(
const gd::String& name, std::size_t position);
/**
* \brief Adds an events functions extension to the list.
*
* \note A copy of it is stored in the project (and returned).
* \return The newly stored events functions extension (a copy of the one
* passed as parameter).
*/
gd::EventsFunctionsExtension& InsertEventsFunctionsExtension(
const EventsFunctionsExtension& eventsFunctionExtension,
std::size_t position);
/**
* \brief Delete the events functions extension named "name".
*/
void RemoveEventsFunctionsExtension(const gd::String& name);
/**
* \brief Remove all the events functions extensions.
*/
void ClearEventsFunctionsExtensions();
///@}
/** \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 Called ( e.g. during compilation ) so as to inventory internal
* resources, sometimes update their filename or any other work or resources.
*
* See WholeProjectRefactorer for the same thing for events.
*
* \see WholeProjectRefactorer
* \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 name is valid (can be used safely for an object,
* behavior, events function name, etc...).
*/
static bool ValidateName(const gd::String& name);
///@}
/** \name External source files
* To manage external C++ or Javascript source files used by the game
*/
///@{
/**
* \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);
///@}
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);
gd::String name; ///< Game name
gd::String description; ///< Game description
gd::String version; ///< Game version number (used for some exports)
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.
gd::String scaleMode;
bool pixelsRounding; ///< If true, the rendering should stop pixel
///< interpolation of rendered objects.
bool adaptGameResolutionAtRuntime; ///< Should the game resolution be adapted
///< to the window size at runtime
gd::String
sizeOnStartupMode; ///< How to adapt the game size to the screen. Can be
///< "adaptWidth", "adaptHeight" or empty
gd::String projectUuid; ///< UUID useful to identify the game in online
///< services or database that would require it.
bool useDeprecatedZeroAsDefaultZOrder; ///< If true, objects created from
///< events will have 0 as Z order,
///< instead of the highest Z order
///< found on the layer at the scene
///< startup.
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
std::vector<std::unique_ptr<gd::EventsFunctionsExtension> >
eventsFunctionsExtensions;
gd::ResourcesManager
resourcesManager; ///< Contains all resources used by the project
std::vector<gd::Platform*>
platforms; ///< Pointers to the platforms this project supports.
gd::String firstLayout;
bool useExternalSourceFiles; ///< True if game used external source files.
std::vector<std::unique_ptr<gd::SourceFile> >
externalSourceFiles; ///< List of external source files used.
gd::String author; ///< Game author name, for publishing purpose.
std::vector<gd::String>
authorIds; ///< Game author ids, from GDevelop users DB.
std::vector<gd::String>
categories; ///< Game categories
bool isPlayableWithKeyboard; ///< The project is playable with a keyboard.
bool isPlayableWithGamepad; ///< The project is playable with a gamepad.
bool isPlayableWithMobile; ///< The project is playable on a mobile.
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
projectFile; ///< Path to the project file - when editing a local file.
gd::String latestCompilationDirectory;
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
ExtensionProperties
extensionProperties; ///< The properties of the extensions.
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 unsigned int gdBuildVersion; ///< The GD build version used the last
///< time the project was saved.
};
} // namespace gd
#endif // GDCORE_PROJECT_H