本文整理汇总了C++中gd::Project类的典型用法代码示例。如果您正苦于以下问题:C++ Project类的具体用法?C++ Project怎么用?C++ Project使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Project类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ExportMainFile
bool AndroidExporter::ExportMainFile(gd::Project& project,
gd::String outputDir) {
gd::String layoutFunctionDeclarations;
gd::String functionAssignmentCode;
for (std::size_t i = 0; i < project.GetLayoutsCount(); ++i) {
auto layout = project.GetLayout(i);
gd::String layoutFunctionName =
"GDSceneEvents" +
gd::SceneNameMangler::GetMangledSceneName(layout.GetName());
gd::EventsCodeGenerator codeGenerator(project, layout, CppPlatform::Get());
layoutFunctionDeclarations += "extern \"C\" int " + layoutFunctionName +
"(RuntimeContext * runtimeContext);\n";
functionAssignmentCode += "\t\tif (scene.GetName() == \"" +
codeGenerator.ConvertToString(layout.GetName()) +
"\") function = &" + layoutFunctionName + ";\n";
}
gd::String mainFile = fs.ReadFile(GetAndroidProjectPath() + "/jni/main.cpp")
.FindAndReplace("/* GDCPP_EVENTS_DECLARATIONS */",
layoutFunctionDeclarations)
.FindAndReplace("/* GDCPP_EVENTS_ASSIGNMENTS */",
functionAssignmentCode);
return fs.WriteToFile(outputDir + "/jni/main.cpp", mainFile);
}
示例2: ExportEventsCode
bool AndroidExporter::ExportEventsCode(gd::Project& project,
gd::String outputDir) {
for (std::size_t i = 0; i < project.GetLayoutsCount(); ++i) {
gd::Layout& exportedLayout = project.GetLayout(i);
gd::String eventsOutput =
EventsCodeGenerator::GenerateSceneEventsCompleteCode(
project, exportedLayout, exportedLayout.GetEvents(), true);
gd::String filename = "scene" + gd::String::From(i) + ".cpp";
if (!fs.WriteToFile(outputDir + "/jni/" + filename, eventsOutput))
return false;
}
for (std::size_t i = 0; i < project.GetExternalEventsCount(); ++i) {
gd::ExternalEvents& externalEvents = project.GetExternalEvents(i);
DependenciesAnalyzer analyzer(project, externalEvents);
if (!analyzer.ExternalEventsCanBeCompiledForAScene().empty()) {
gd::String eventsOutput =
EventsCodeGenerator::GenerateExternalEventsCompleteCode(
project, externalEvents, true);
gd::String filename = "externalEvents" + gd::String::From(i) + ".cpp";
if (!fs.WriteToFile(outputDir + "/jni/" + filename, eventsOutput))
return false;
}
}
return true;
}
示例3: OnEventsModified
void ChangesNotifier::OnEventsModified(
gd::Project& game,
gd::Layout& scene,
bool indirectChange,
gd::String sourceOfTheIndirectChange) const {
#if !defined(GD_NO_WX_GUI) // Compilation is not supported when wxWidgets
// support is disabled.
std::cout << "Changes occured inside " << scene.GetName() << "...";
scene.SetRefreshNeeded();
if (!indirectChange ||
!game.HasExternalEventsNamed(
sourceOfTheIndirectChange)) // Changes occured directly in the scene:
// Recompile it.
{
scene.SetCompilationNeeded();
CodeCompilationHelpers::CreateSceneEventsCompilationTask(game, scene);
std::cout << "Recompilation triggered." << std::endl;
} else {
DependenciesAnalyzer analyzer(
game, game.GetExternalEvents(sourceOfTheIndirectChange));
if (analyzer.ExternalEventsCanBeCompiledForAScene() == scene.GetName()) {
// Do nothing: Changes occured in an external event which is compiled
// separately
std::cout << "But nothing to do." << std::endl;
} else {
// Changes occurred in an external event which is directly included in the
// scene events.
scene.SetCompilationNeeded();
std::cout << "Recompilation asked for later." << std::endl;
}
}
#endif
}
示例4: LoadResources
void TileSet::LoadResources(gd::Project &game)
{
try
{
gd::ImageResource & image = dynamic_cast<gd::ImageResource&>(game.GetResourcesManager().GetResource(textureName));
//Load the resource into a wxBitmap (IDE only) and also get its SFMLTextureWrapper
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
//Force to change the working directory to make it work
wxString oldWorkingDir = wxGetCwd();
wxSetWorkingDirectory(wxFileName::FileName(game.GetProjectFile()).GetPath());
#endif
m_tilesetTexture = game.GetImageManager()->GetSFMLTexture(textureName);
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
wxSetWorkingDirectory(oldWorkingDir);
if ( wxFileExists(image.GetAbsoluteFile(game)) )
{
m_tilesetBitmap.LoadFile(image.GetAbsoluteFile(game), wxBITMAP_TYPE_ANY);
}
#endif
//Readjust the m_collidable std::vector according to the number of tiles
m_collidable.resize(GetTilesCount(), true);
}
catch(...)
{
m_tilesetTexture = std::shared_ptr<SFMLTextureWrapper>();
}
}
示例5: LoadResources
void TileSet::LoadResources(gd::Project &game)
{
m_dirty = true;
if(game.GetResourcesManager().HasResource(textureName))
{
gd::ImageResource & image = dynamic_cast<gd::ImageResource&>(game.GetResourcesManager().GetResource(textureName));
//Load the resource into a wxBitmap (IDE only) and also get its SFMLTextureWrapper
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
//Force to change the working directory to make it work
wxString oldWorkingDir = wxGetCwd();
wxSetWorkingDirectory(wxFileName::FileName(game.GetProjectFile()).GetPath());
#endif
m_tilesetTexture = game.GetImageManager()->GetSFMLTexture(textureName);
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
wxSetWorkingDirectory(oldWorkingDir);
if ( wxFileExists(image.GetAbsoluteFile(game)) )
{
wxBitmap bmp( image.GetAbsoluteFile(game), wxBITMAP_TYPE_ANY);
m_tilesetBitmap = bmp;
}
#endif
}
else
{
m_tilesetTexture = std::shared_ptr<SFMLTextureWrapper>();
}
}
示例6: LoadFromFile
bool ProjectFileWriter::LoadFromFile(gd::Project & project, const gd::String & filename)
{
//Load the XML document structure
TiXmlDocument doc;
if ( !doc.LoadFile(filename.ToLocale().c_str()) )
{
gd::String errorTinyXmlDesc = doc.ErrorDesc();
gd::String error = _( "Error while loading :" ) + "\n" + errorTinyXmlDesc + "\n\n" +_("Make sure the file exists and that you have the right to open the file.");
gd::LogError( error );
return false;
}
#if defined(GD_IDE_ONLY)
project.SetProjectFile(filename);
project.SetDirty(false);
#endif
TiXmlHandle hdl( &doc );
gd::SerializerElement rootElement;
ConvertANSIXMLFile(hdl, doc, filename);
//Load the root element
TiXmlElement * rootXmlElement = hdl.FirstChildElement("project").ToElement();
//Compatibility with GD <= 3.3
if (!rootXmlElement) rootXmlElement = hdl.FirstChildElement("Project").ToElement();
if (!rootXmlElement) rootXmlElement = hdl.FirstChildElement("Game").ToElement();
//End of compatibility code
gd::Serializer::FromXML(rootElement, rootXmlElement);
//Unsplit the project
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
wxString projectPath = wxFileName::FileName(filename).GetPath();
gd::Splitter splitter;
splitter.Unsplit(rootElement, [&projectPath](gd::String path, gd::String name) {
TiXmlDocument doc;
gd::SerializerElement rootElement;
gd::String filename = projectPath + path + "-" + MakeFileNameSafe(name);
if (!doc.LoadFile(filename.ToLocale().c_str()))
{
gd::String errorTinyXmlDesc = doc.ErrorDesc();
gd::String error = _( "Error while loading :" ) + "\n" + errorTinyXmlDesc + "\n\n" +_("Make sure the file exists and that you have the right to open the file.");
gd::LogError(error);
return rootElement;
}
TiXmlHandle hdl( &doc );
gd::Serializer::FromXML(rootElement, hdl.FirstChildElement().ToElement());
return rootElement;
});
#endif
//Unserialize the whole project
project.UnserializeFrom(rootElement);
return true;
}
示例7:
void EventsListSerialization::UpdateInstructionsFromGD31x(gd::Project & project, std::vector < gd::Instruction > & list, bool instructionsAreActions)
{
for (unsigned int i = 0;i<list.size();++i)
{
gd::Instruction & instr = list[i];
const gd::InstructionMetadata & metadata = instructionsAreActions ?
MetadataProvider::GetActionMetadata(project.GetCurrentPlatform(), instr.GetType()) :
MetadataProvider::GetConditionMetadata(project.GetCurrentPlatform(), instr.GetType());
if (instr.GetType() == "VarScene" ||
instr.GetType() == "VarSceneTxt" ||
instr.GetType() == "VarGlobal" ||
instr.GetType() == "VarGlobalTxt" ||
instr.GetType() == "ModVarScene" ||
instr.GetType() == "ModVarSceneTxt" ||
instr.GetType() == "ModVarGlobal" ||
instr.GetType() == "ModVarGlobalTxt" )
{
std::vector< gd::Expression > parameters = instr.GetParameters();
if ( parameters.size() >= 1 ) parameters.erase(parameters.begin()+0);
instr.SetParameters(parameters);
}
if (instr.GetType() == "VarSceneDef" ||
instr.GetType() == "VarGlobalDef" ||
instr.GetType() == "VarObjetDef" )
{
instr.SetParameter(1, gd::Expression("\""+instr.GetParameter(1).GetPlainString()+"\""));
}
//UpdateInstructionsFromGD31x(project, instr.GetSubInstructions(), instructionsAreActions);
}
}
示例8: ReplaceLinkByLinkedEvents
void LinkEvent::ReplaceLinkByLinkedEvents(gd::Project & project, EventsList & eventList, unsigned int indexOfTheEventInThisList)
{
//Finding what to link to.
const EventsList * eventsToInclude = NULL;
gd::ExternalEvents * linkedExternalEvents = NULL;
if ( project.HasExternalEventsNamed(GetTarget()) )
{
linkedExternalEvents = &project.GetExternalEvents(GetTarget());
eventsToInclude = &project.GetExternalEvents(GetTarget()).GetEvents();
}
else if ( project.HasLayoutNamed(GetTarget()) ) eventsToInclude = &project.GetLayout(GetTarget()).GetEvents();
if ( eventsToInclude != NULL )
{
unsigned int firstEvent = IncludeAllEvents() ? 0 : GetIncludeStart();
unsigned int lastEvent = IncludeAllEvents() ? eventsToInclude->size() - 1 : GetIncludeEnd();
//Check bounds
if ( firstEvent >= eventsToInclude->size() )
{
std::cout << "Unable to get events from a link ( Invalid start )" << std::endl;
linkWasInvalid = true;
return;
}
if ( lastEvent >= eventsToInclude->size() )
{
std::cout << "Unable to get events from a link ( Invalid end )" << std::endl;
linkWasInvalid = true;
return;
}
if ( firstEvent > lastEvent )
{
std::cout << "Unable to get events from a link ( End is before start )" << std::endl;
linkWasInvalid = true;
return;
}
//Insert an empty event to replace the link event ( we'll delete the link event at the end )
//( If we just erase the link event without adding a blank event to replace it,
//the first event inserted by the link will not be preprocessed ( and it can be annoying if it require preprocessing, such as another link event ). )
gd::EmptyEvent emptyEvent;
eventList.InsertEvent(emptyEvent, indexOfTheEventInThisList);
eventList.InsertEvents(*eventsToInclude, firstEvent, lastEvent, indexOfTheEventInThisList+1);
//Delete the link event ( which is now at the end of the list of events we've just inserted )
eventList.RemoveEvent(indexOfTheEventInThisList + 1 + static_cast<unsigned>(lastEvent-firstEvent)+1);
}
else
{
std::cout << "Unable to get events from a link." << std::endl;
linkWasInvalid = true;
//Delete the link event
eventList.RemoveEvent(indexOfTheEventInThisList);
return;
}
linkWasInvalid = false;
}
示例9: UpdateBehaviorsSharedData
void Layout::UpdateBehaviorsSharedData(gd::Project & project)
{
std::vector < gd::String > allBehaviorsTypes;
std::vector < gd::String > allBehaviorsNames;
//Search in objects for the type and the name of every behaviors.
for (std::size_t i = 0;i<initialObjects.size();++i)
{
std::vector < gd::String > objectBehaviors = initialObjects[i]->GetAllBehaviorNames();
for (unsigned int j = 0;j<objectBehaviors.size();++j)
{
gd::Behavior & behavior = initialObjects[i]->GetBehavior(objectBehaviors[j]);
allBehaviorsTypes.push_back(behavior.GetTypeName());
allBehaviorsNames.push_back(behavior.GetName());
}
}
for (std::size_t i = 0;i<project.GetObjectsCount();++i)
{
std::vector < gd::String > objectBehaviors = project.GetObject(i).GetAllBehaviorNames();
for (std::size_t j = 0;j<objectBehaviors.size();++j)
{
gd::Behavior & behavior = project.GetObject(i).GetBehavior(objectBehaviors[j]);
allBehaviorsTypes.push_back(behavior.GetTypeName());
allBehaviorsNames.push_back(behavior.GetName());
}
}
//Create non existing shared data
for (std::size_t i = 0;i<allBehaviorsTypes.size() && i < allBehaviorsNames.size();++i)
{
if ( behaviorsInitialSharedDatas.find(allBehaviorsNames[i]) == behaviorsInitialSharedDatas.end() )
{
std::shared_ptr<gd::BehaviorsSharedData> behaviorsSharedDatas = project.CreateBehaviorSharedDatas(allBehaviorsTypes[i]);
if ( behaviorsSharedDatas )
{
behaviorsSharedDatas->SetName(allBehaviorsNames[i]);
behaviorsInitialSharedDatas[behaviorsSharedDatas->GetName()] = behaviorsSharedDatas;
}
}
}
//Remove useless shared data:
//First construct the list of existing shared data.
std::vector < gd::String > allSharedData;
for (std::map < gd::String, std::shared_ptr<gd::BehaviorsSharedData> >::const_iterator it = behaviorsInitialSharedDatas.begin();
it != behaviorsInitialSharedDatas.end();++it)
{
allSharedData.push_back(it->first);
}
//Then delete shared data not linked to a behavior
for (std::size_t i = 0;i<allSharedData.size();++i)
{
if ( std::find(allBehaviorsNames.begin(), allBehaviorsNames.end(), allSharedData[i]) == allBehaviorsNames.end() )
behaviorsInitialSharedDatas.erase(allSharedData[i]);
}
}
示例10: OnBehaviorEdited
void ChangesNotifier::OnBehaviorEdited(gd::Project & game, gd::Layout * scene, gd::Object & object, gd::Behavior & behavior) const
{
if ( scene )
scene->SetRefreshNeeded();
else //Scene pointer is not NULL: Update shared data of all scenes
{
for (std::size_t i = 0;i<game.GetLayoutsCount();++i)
game.GetLayout(i).SetRefreshNeeded();
}
}
示例11: UpdateBehaviorsSharedData
void ObjectsPropgridHelper::UpdateBehaviorsSharedData(gd::Project & project, gd::Layout * scene) const
{
if ( scene )
scene->UpdateBehaviorsSharedData(project);
else //Scene pointer is NULL: Update shared data of all scenes
{
for (std::size_t i = 0;i<project.GetLayoutsCount();++i)
project.GetLayout(i).UpdateBehaviorsSharedData(project);
}
}
示例12: OnAutomatismEdited
void ChangesNotifier::OnAutomatismEdited(gd::Project & game, gd::Layout * scene, gd::Object & object, gd::Automatism & automatism) const
{
if ( scene )
scene->SetRefreshNeeded();
else //Scene pointer is not NULL: Update shared data of all scenes
{
for (unsigned int i = 0;i<game.GetLayoutsCount();++i)
game.GetLayout(i).SetRefreshNeeded();
}
}
示例13: SaveToFile
bool ProjectFileWriter::SaveToFile(const gd::Project & project, const gd::String & filename, bool forceSingleFile)
{
//Serialize the whole project
gd::SerializerElement rootElement;
project.SerializeTo(rootElement);
#if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI)
if (project.IsFolderProject() && !forceSingleFile) //Optionally split the project
{
wxString projectPath = wxFileName::FileName(filename).GetPath();
gd::Splitter splitter;
auto splitElements = splitter.Split(rootElement, {
"/layouts/layout",
"/externalEvents/externalEvents",
"/externalLayouts/externalLayout",
});
for (auto & element : splitElements)
{
//Create a partial XML document
TiXmlDocument doc;
doc.LinkEndChild(new TiXmlDeclaration("1.0", "UTF-8", ""));
TiXmlElement * root = new TiXmlElement("projectPartial");
doc.LinkEndChild(root);
gd::Serializer::ToXML(element.element, root);
//And write the element in it
gd::String filename = projectPath + element.path + "-" + MakeFileNameSafe(element.name);
gd::RecursiveMkDir::MkDir(wxFileName::FileName(filename).GetPath());
if (!doc.SaveFile(filename.ToLocale().c_str()))
{
gd::LogError( _( "Unable to save file ") + filename + _("!\nCheck that the drive has enough free space, is not write-protected and that you have read/write permissions." ) );
return false;
}
}
}
#endif
//Create the main XML document
TiXmlDocument doc;
doc.LinkEndChild(new TiXmlDeclaration( "1.0", "UTF-8", "" ));
TiXmlElement * root = new TiXmlElement( "project" );
doc.LinkEndChild(root);
gd::Serializer::ToXML(rootElement, root);
//Write XML to file
if ( !doc.SaveFile( filename.ToLocale().c_str() ) )
{
gd::LogError( _( "Unable to save file ") + filename + _("!\nCheck that the drive has enough free space, is not write-protected and that you have read/write permissions." ) );
return false;
}
return true;
}
示例14: UnserializeFrom
void Object::UnserializeFrom(gd::Project & project, const SerializerElement & element)
{
//Name and type are already loaded.
objectVariables.UnserializeFrom(element.GetChild("variables", 0, "Variables"));
//Compatibility with GD <= 3.3
if (element.HasChild("Automatism"))
{
for (std::size_t i = 0; i < element.GetChildrenCount("Automatism"); ++i)
{
SerializerElement & behaviorElement = element.GetChild("Automatism", i);
gd::String autoType = behaviorElement.GetStringAttribute("type", "", "Type")
.FindAndReplace("Automatism", "Behavior");
gd::String autoName = behaviorElement.GetStringAttribute("name", "", "Name");
Behavior* behavior = project.CreateBehavior(autoType);
if ( behavior != NULL )
{
behavior->SetName(autoName);
behavior->UnserializeFrom(behaviorElement);
behaviors[behavior->GetName()] = behavior;
}
else
std::cout << "WARNING: Unknown behavior " << autoType << std::endl;
}
}
//End of compatibility code
else
{
SerializerElement & behaviorsElement = element.GetChild("behaviors", 0, "automatisms");
behaviorsElement.ConsiderAsArrayOf("behavior", "automatism");
for (std::size_t i = 0; i < behaviorsElement.GetChildrenCount(); ++i)
{
SerializerElement & behaviorElement = behaviorsElement.GetChild(i);
gd::String autoType = behaviorElement.GetStringAttribute("type")
.FindAndReplace("Automatism", "Behavior"); //Compatibility with GD <= 4
gd::String autoName = behaviorElement.GetStringAttribute("name");
Behavior* behavior = project.CreateBehavior(autoType);
if ( behavior != NULL )
{
behavior->SetName(autoName);
behavior->UnserializeFrom(behaviorElement);
behaviors[behavior->GetName()] = behavior;
}
else
std::cout << "WARNING: Unknown behavior " << autoType << std::endl;
}
}
DoUnserializeFrom(project, element);
}
示例15: FindArgumentsInEvents
std::set < std::string > EventsVariablesFinder::FindAllGlobalVariables(const gd::Platform & platform, const gd::Project & project)
{
std::set < std::string > results;
for (unsigned int i = 0;i<project.GetLayoutsCount();++i)
{
std::set < std::string > results2 = FindArgumentsInEvents(platform, project, project.GetLayout(i), project.GetLayout(i).GetEvents(), "globalvar");
results.insert(results2.begin(), results2.end());
}
return results;
}