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GDevelop/Core/GDCore/Project/Object.h

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/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#ifndef GDCORE_OBJECT_H
#define GDCORE_OBJECT_H
#include <map>
#include <memory>
#include <vector>
#include "GDCore/Project/Behavior.h"
#include "GDCore/Project/EffectsContainer.h"
#include "GDCore/Project/ObjectConfiguration.h"
#include "GDCore/Project/VariablesContainer.h"
#include "GDCore/String.h"
#include "GDCore/Tools/MakeUnique.h"
#include "GDCore/Vector2.h"
namespace gd {
class PropertyDescriptor;
class Project;
class Layout;
class ArbitraryResourceWorker;
class InitialInstance;
class SerializerElement;
class EffectsContainer;
} // namespace gd
namespace gd {
/**
* \brief Represent an object of a platform
*
* \ingroup PlatformDefinition
*/
class GD_CORE_API Object {
public:
/**
* Create a new object with the name passed as argument.
*/
Object(const gd::String& name,
const gd::String& type,
std::unique_ptr<gd::ObjectConfiguration> configuration);
/**
* Create a new object with the name passed as argument.
*
* Object takes the ownership of the configuration.
*/
Object(const gd::String& name,
const gd::String& type,
gd::ObjectConfiguration* configuration);
/**
* Copy constructor. Calls Init().
*/
Object(const gd::Object& object) { Init(object); };
/**
* Assignment operator. Calls Init().
*/
Object& operator=(const gd::Object& object) {
if ((this) != &object) Init(object);
return *this;
}
/**
* Destructor.
*/
virtual ~Object();
/**
* Must return a pointer to a copy of the object. A such method is needed to
* do polymorphic copies. Just redefine this method in your derived object
* class like this:
* \code
* return gd::make_unique<MyObject>(*this);
* \endcode
*/
virtual std::unique_ptr<gd::Object> Clone() const {
return gd::make_unique<gd::Object>(*this);
}
/**
* \brief Return the object configuration.
*/
gd::ObjectConfiguration& GetConfiguration();
const gd::ObjectConfiguration& GetConfiguration() const;
/** \name Common properties
* Members functions related to common properties
*/
///@{
/** \brief Change the name of the object with the name passed as parameter.
*/
void SetName(const gd::String& name_) { name = name_; };
/** \brief Return the name of the object.
*/
const gd::String& GetName() const { return name; };
/** \brief Change the asset store id of the object.
*/
void SetAssetStoreId(const gd::String& assetStoreId_) {
assetStoreId = assetStoreId_;
};
/** \brief Return the asset store id of the object.
*/
const gd::String& GetAssetStoreId() const { return assetStoreId; };
/** \brief Change the type of the object.
*/
void SetType(const gd::String& type_) { configuration->SetType(type_); }
/** \brief Return the type of the object.
*/
const gd::String& GetType() const { return configuration->GetType(); }
/** \brief Shortcut to check if the object is a 3D object.
*/
bool Is3DObject() const { return configuration->Is3DObject(); }
///@}
/** \name Behaviors management
* Members functions related to behaviors management.
*/
///@{
/**
* \brief Return a vector containing the names of all the behaviors used by
* the object
*/
std::vector<gd::String> GetAllBehaviorNames() const;
/**
* \brief Return a reference to the content of the behavior called \a name.
*/
Behavior& GetBehavior(const gd::String& name);
/**
* \brief Return a reference to the content of the behavior called \a name.
*/
const Behavior& GetBehavior(const gd::String& name) const;
/**
* \brief Return true if object has a behavior called \a name.
*/
bool HasBehaviorNamed(const gd::String& name) const;
/**
* \brief Remove behavior called \a name
*/
void RemoveBehavior(const gd::String& name);
/**
* \brief Change the name of behavior called name to newName.
* \return true if name was successfully changed
*/
bool RenameBehavior(const gd::String& name, const gd::String& newName);
/**
* \brief Add the behavior of the specified \a type with the specified \a
* name.
*
* The project's current platform is used to initialize the content.
*
* \return A pointer to the newly added behavior content. NULL if the creation
* failed.
*/
gd::Behavior* AddNewBehavior(const gd::Project& project,
const gd::String& type,
const gd::String& name);
/**
* \brief Get a read-only access to the map containing the behaviors with
* their properties.
*/
const std::map<gd::String, std::unique_ptr<gd::Behavior>>&
GetAllBehaviorContents() const {
return behaviors;
};
///@}
/** \name Variable management
* Members functions related to object variables management.
*/
///@{
/**
* \brief Provide access to the gd::VariablesContainer member containing the
* object variables
*/
const gd::VariablesContainer& GetVariables() const { return objectVariables; }
/**
* \brief Provide access to the gd::VariablesContainer member containing the
* object variables
*/
gd::VariablesContainer& GetVariables() { return objectVariables; }
///@}
/**
* \name Effects management
* Member functions related to effects management.
*/
///@{
/**
* \brief Provide access to the gd::EffectsContainer member containing the
* effects.
*/
const gd::EffectsContainer& GetEffects() const { return effectsContainer; }
/**
* \brief Provide access to the gd::EffectsContainer member containing the
* effects.
*/
gd::EffectsContainer& GetEffects() { return effectsContainer; }
///@}
/** \name Serialization
* Members functions related to serialization of the object
*/
///@{
/**
* \brief Serialize the object.
* \see DoSerializeTo
*/
void SerializeTo(SerializerElement& element) const;
/**
* \brief Unserialize the object.
* \see DoUnserializeFrom
*/
void UnserializeFrom(gd::Project& project, const SerializerElement& element);
/**
* \brief Reset the persistent UUID, used to recognize
* the same object between serialization.
*/
Object& ResetPersistentUuid();
/**
* \brief Remove the persistent UUID - when the object no
* longer need to be recognized between serializations.
*/
Object& ClearPersistentUuid();
///@}
protected:
gd::String name; ///< The full name of the object
gd::String assetStoreId; ///< The ID of the asset if the object comes from
///< the store.
std::unique_ptr<gd::ObjectConfiguration> configuration;
std::map<gd::String, std::unique_ptr<gd::Behavior>>
behaviors; ///< Contains all behaviors and their properties for the
///< object. Behavior contents are the ownership of the
///< object.
gd::VariablesContainer
objectVariables; ///< List of the variables of the object
gd::EffectsContainer
effectsContainer; ///< The effects container for the object.
mutable gd::String persistentUuid; ///< A persistent random version 4 UUID,
///< useful for computing changesets.
/**
* Initialize object using another object. Used by copy-ctor and assign-op.
* Don't forget to update me if members were changed!
*
* It's needed because there is no default copy for a map of unique_ptr like
* behaviors and it must be a deep copy.
*/
void Init(const gd::Object& object);
};
/**
* \brief Functor testing object name
*
* \see gd::Object
*/
struct ObjectHasName : public std::binary_function<std::unique_ptr<gd::Object>,
gd::String,
bool> {
bool operator()(const std::unique_ptr<gd::Object>& object,
const gd::String& name) const {
return object->GetName() == name;
}
};
} // namespace gd
#endif // GDCORE_OBJECT_H