Пример #1
0
gd::String EventsCodeGenerator::GenerateObject(
    const gd::String& objectName,
    const gd::String& type,
    gd::EventsCodeGenerationContext& context) {
  gd::String output;
  if (type == "objectList") {
    std::vector<gd::String> realObjects =
        ExpandObjectsName(objectName, context);

    output += "runtimeContext->ClearObjectListsMap()";
    for (std::size_t i = 0; i < realObjects.size(); ++i) {
      context.ObjectsListNeeded(realObjects[i]);
      output += ".AddObjectListToMap(\"" + ConvertToString(realObjects[i]) +
                "\", " + ManObjListName(realObjects[i]) + ")";
    }
    output += ".ReturnObjectListsMap()";
  } else if (type == "objectListWithoutPicking") {
    std::vector<gd::String> realObjects =
        ExpandObjectsName(objectName, context);

    output += "runtimeContext->ClearObjectListsMap()";
    for (std::size_t i = 0; i < realObjects.size(); ++i) {
      context.ObjectsListWithoutPickingNeeded(realObjects[i]);
      output += ".AddObjectListToMap(\"" + ConvertToString(realObjects[i]) +
                "\", " + ManObjListName(realObjects[i]) + ")";
    }
    output += ".ReturnObjectListsMap()";
  } else if (type == "objectPtr") {
    std::vector<gd::String> realObjects =
        ExpandObjectsName(objectName, context);

    if (find(realObjects.begin(),
             realObjects.end(),
             context.GetCurrentObject()) != realObjects.end() &&
        !context.GetCurrentObject().empty()) {
      // If object currently used by instruction is available, use it directly.
      output += ManObjListName(context.GetCurrentObject()) + "[i]";
    } else {
      for (std::size_t i = 0; i < realObjects.size(); ++i) {
        context.ObjectsListNeeded(realObjects[i]);
        output += "(!" + ManObjListName(realObjects[i]) + ".empty() ? " +
                  ManObjListName(realObjects[i]) + "[0] : ";
      }
      output += GenerateBadObject();
      for (std::size_t i = 0; i < realObjects.size(); ++i) output += ")";
    }
  }

  return output;
}
Пример #2
0
            virtual std::string GenerateCode(gd::Instruction & instruction, gd::EventsCodeGenerator & codeGenerator, gd::EventsCodeGenerationContext & context)
            {
                std::string outputCode;

                std::vector<std::string> realObjects = codeGenerator.ExpandObjectsName(instruction.GetParameter(0).GetPlainString(), context);
                for (unsigned int i = 0;i<realObjects.size();++i)
                {
                    context.SetCurrentObject(realObjects[i]);
                    context.ObjectsListNeeded(realObjects[i]);

                    std::string newX, newY;

                    std::string expression1Code;
                    {
                        gd::CallbacksForGeneratingExpressionCode callbacks(expression1Code, codeGenerator, context);
                        gd::ExpressionParser parser(instruction.GetParameters()[2].GetPlainString());
                        if (!parser.ParseMathExpression(codeGenerator.GetPlatform(), codeGenerator.GetProject(), codeGenerator.GetLayout(), callbacks) || expression1Code.empty())
                            expression1Code = "0";
                    }

                    std::string expression2Code;
                    {
                        gd::CallbacksForGeneratingExpressionCode callbacks(expression2Code, codeGenerator, context);
                        gd::ExpressionParser parser(instruction.GetParameters()[4].GetPlainString());
                        if (!parser.ParseMathExpression(codeGenerator.GetPlatform(), codeGenerator.GetProject(), codeGenerator.GetLayout(), callbacks) || expression2Code.empty())
                            expression2Code = "0";
                    }

                    std::string op1 = instruction.GetParameter(1).GetPlainString();
                    if ( op1 == "=" || op1.empty() )
                        newX = expression1Code;
                    else if ( op1 == "/" || op1 == "*" || op1 == "-" || op1 == "+" )
                        newX = codeGenerator.GetObjectListName(realObjects[i], context)+"[i].getX() "+op1 + expression1Code;
                    else
                        return "";
                    std::string op2 = instruction.GetParameter(3).GetPlainString();
                    if ( op2 == "=" || op2.empty() )
                        newY = expression2Code;
                    else if ( op2 == "/" || op2 == "*" || op2 == "-" || op2 == "+" )
                        newY = codeGenerator.GetObjectListName(realObjects[i], context)+"[i].getY() "+op2 + expression2Code;
                    else
                        return "";

                    std::string call = codeGenerator.GetObjectListName(realObjects[i], context)+"[i].setPosition("+newX+","+newY+")";

                    outputCode += "for(var i = 0, len = "+codeGenerator.GetObjectListName(realObjects[i], context)+".length ;i < len;++i) {\n";
                    outputCode += "    "+call+";\n";
                    outputCode += "}\n";

                    context.SetNoCurrentObject();
                }

                return outputCode;
            };
Пример #3
0
gd::String EventsCodeGenerator::GenerateGetVariable(
    const gd::String& variableName,
    const VariableScope& scope,
    gd::EventsCodeGenerationContext& context,
    const gd::String& objectName) {
  gd::String output;
  const gd::VariablesContainer* variables = NULL;
  if (scope == LAYOUT_VARIABLE) {
    output = "runtimeContext->GetSceneVariables()";

    if (HasProjectAndLayout()) {
      variables = &GetLayout().GetVariables();
    }
  } else if (scope == PROJECT_VARIABLE) {
    output = "runtimeContext->GetGameVariables()";

    if (HasProjectAndLayout()) {
      variables = &GetProject().GetVariables();
    }
  } else {
    std::vector<gd::String> realObjects =
        ExpandObjectsName(objectName, context);

    output = "RuntimeVariablesContainer::GetBadVariablesContainer()";
    for (std::size_t i = 0; i < realObjects.size(); ++i) {
      context.ObjectsListNeeded(realObjects[i]);

      // Generate the call to GetVariables() method.
      if (context.GetCurrentObject() == realObjects[i] &&
          !context.GetCurrentObject().empty())
        output =
            GetObjectListName(realObjects[i], context) + "[i]->GetVariables()";
      else
        output = "((" + GetObjectListName(realObjects[i], context) +
                 ".empty() ) ? " + output + " : " +
                 GetObjectListName(realObjects[i], context) +
                 "[0]->GetVariables())";
    }

    if (HasProjectAndLayout()) {
      if (GetLayout().HasObjectNamed(
              objectName))  // We check first layout's objects' list.
        variables = &GetLayout().GetObject(objectName).GetVariables();
      else if (GetProject().HasObjectNamed(
                   objectName))  // Then the global objects list.
        variables = &GetProject().GetObject(objectName).GetVariables();
    }
  }

  // Optimize the lookup of the variable when the variable is declared.
  //(In this case, it is stored in an array at runtime and we know its
  // position.)
  if (variables && variables->Has(variableName)) {
    std::size_t index = variables->GetPosition(variableName);
    if (index < variables->Count()) {
      output += ".Get(" + gd::String::From(index) + ")";
      return output;
    }
  }

  output += ".Get(" + ConvertToStringExplicit(variableName) + ")";
  return output;
}
Пример #4
0
gd::String EventsCodeGenerator::GenerateParameterCodes(const gd::String & parameter, const gd::ParameterMetadata & metadata,
                                                        gd::EventsCodeGenerationContext & context,
                                                        const gd::String & previousParameter,
                                                        std::vector < std::pair<gd::String, gd::String> > * supplementaryParametersTypes)
{
    gd::String argOutput;

    //Code only parameter type
    if ( metadata.type == "currentScene" )
    {
        argOutput += "*runtimeContext->scene";
    }
    //Code only parameter type
    else if ( metadata.type == "objectList" )
    {
        std::vector<gd::String> realObjects = ExpandObjectsName(parameter, context);

        argOutput += "runtimeContext->ClearObjectListsMap()";
        for (std::size_t i = 0;i<realObjects.size();++i)
        {
            context.ObjectsListNeeded(realObjects[i]);
            argOutput += ".AddObjectListToMap(\""+ConvertToString(realObjects[i])+"\", "+ManObjListName(realObjects[i])+")";
        }
        argOutput += ".ReturnObjectListsMap()";
    }
    //Code only parameter type
    else if ( metadata.type == "objectListWithoutPicking" )
    {
        std::vector<gd::String> realObjects = ExpandObjectsName(parameter, context);

        argOutput += "runtimeContext->ClearObjectListsMap()";
        for (std::size_t i = 0;i<realObjects.size();++i)
        {
            context.EmptyObjectsListNeeded(realObjects[i]);
            argOutput += ".AddObjectListToMap(\""+ConvertToString(realObjects[i])+"\", "+ManObjListName(realObjects[i])+")";
        }
        argOutput += ".ReturnObjectListsMap()";
    }
    //Code only parameter type
    else if ( metadata.type == "objectPtr")
    {
        std::vector<gd::String> realObjects = ExpandObjectsName(parameter, context);

        if ( find(realObjects.begin(), realObjects.end(), context.GetCurrentObject()) != realObjects.end() && !context.GetCurrentObject().empty())
        {
            //If object currently used by instruction is available, use it directly.
            argOutput += ManObjListName(context.GetCurrentObject())+"[i]";
        }
        else
        {
            for (std::size_t i = 0;i<realObjects.size();++i)
            {
                context.ObjectsListNeeded(realObjects[i]);
                argOutput += "(!"+ManObjListName(realObjects[i])+".empty() ? "+ManObjListName(realObjects[i])+"[0] : ";
            }
            argOutput += "NULL";
            for (std::size_t i = 0;i<realObjects.size();++i)
                argOutput += ")";
        }
    }
    else if (metadata.type == "scenevar")
    {
        VariableCodeGenerationCallbacks callbacks(argOutput, *this, context, VariableCodeGenerationCallbacks::LAYOUT_VARIABLE);

        gd::VariableParser parser(parameter);
        if ( !parser.Parse(callbacks) )
        {
            cout << "Error :" << parser.firstErrorStr << " in: "<< parameter << endl;
            argOutput = "runtimeContext->GetSceneVariables().GetBadVariable()";
        }
    }
    else if (metadata.type == "globalvar")
    {
        VariableCodeGenerationCallbacks callbacks(argOutput, *this, context, VariableCodeGenerationCallbacks::PROJECT_VARIABLE);

        gd::VariableParser parser(parameter);
        if ( !parser.Parse(callbacks) )
        {
            cout << "Error :" << parser.firstErrorStr << " in: "<< parameter << endl;
            argOutput = "runtimeContext->GetGameVariables().GetBadVariable()";
        }
    }
    else if (metadata.type == "objectvar")
    {
        //Object is either the object of the previous parameter or, if it is empty,
        //the object being picked by the instruction.
        gd::String object = previousParameter;
        if ( object.empty() ) object = context.GetCurrentObject();

        VariableCodeGenerationCallbacks callbacks(argOutput, *this, context, object);

        gd::VariableParser parser(parameter);
        if ( !parser.Parse(callbacks) )
        {
            cout << "Error :" << parser.firstErrorStr << " in: "<< parameter << endl;
            argOutput = "runtimeContext->GetGameVariables().GetBadVariable()";
        }
    }
    else
    {
        argOutput += gd::EventsCodeGenerator::GenerateParameterCodes(parameter, metadata, context, previousParameter, supplementaryParametersTypes);
    }

    return argOutput;
}