before_code stringlengths 83 9.98k | reviewer_comment stringlengths 50 25.5k | language stringclasses 37
values | diff_context stringlengths 21 28.7k | after_code stringlengths 102 9.96k | repo_name stringclasses 406
values | file_path stringlengths 6 186 | comment_type stringclasses 5
values | quality_score float32 0.5 1 |
|---|---|---|---|---|---|---|---|---|
}
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = customCenterY;
this.invalidateHitboxes();
}
getRendererObject() {
return null;
}
getWidth() {
return this._customWidth;
}
getHeight() {
return this._customHeight;
}
... | ```suggestion
this._customHeight = height;
``` | JavaScript | @@ -62,6 +62,14 @@
return this._customHeight;
}
+ setWidth(width) {
+ this._customWidth = width;
+ }
+
+ setHeight(height) {
+ return this._customHeight = height; | }
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = customCenterY;
this.invalidateHitboxes();
}
getRendererObject() {
return null;
}
getWidth() {
return this._customWidth;
}
getHeight() {
return this._customHeight;
}
... | 4ian/GDevelop | GDJS/tests/tests/Extensions/testspriteruntimeobject.js | suggestion | 0.571 |
case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-movement'];
case 'ChangeTimeScale':
return ['pause-menu'];
case 'EcrireFichierExp':
case 'EcrireFichierTxt':
case 'LireFichierExp':
case 'LireFichierTxt':
case 'ReadN... | ```suggestion
return ['intermediate-toggle-states-with-variable'];
``` | JavaScript | @@ -124,6 +126,8 @@ export const getInstructionTutorialIds = (type: string): Array<string> => {
case 'ToggleObjectVariableAsBoolean':
case 'ToggleGlobalVariableAsBoolean':
case 'ToggleSceneVariableAsBoolean':
+ case 'SetBooleanObjectVariable':
+ case 'SetBooleanVariable':
return ['iIntermedi... | case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-movement'];
case 'ChangeTimeScale':
return ['pause-menu'];
case 'EcrireFichierExp':
case 'EcrireFichierTxt':
case 'LireFichierExp':
case 'LireFichierTxt':
case 'ReadN... | 4ian/GDevelop | newIDE/app/src/Utils/GDevelopServices/Tutorial.js | suggestion | 0.571 |
// @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
objectName: string
): ?gdObject {
if (objectsContainer && objectsContainer.hasObjectNamed(objectName))
return objectsContainer.getObject(objectName);
else if (
... | `ObjectsContainersList` should be used instead. You can pass a `ProjectScopedContainersAccessor` to your component. | JavaScript | @@ -15,3 +15,18 @@ export default function getObjectByName(
return null;
}
+
+export const hasObjectWithName = (
+ globalObjectsContainer: gdObjectsContainer | null,
+ objectsContainer?: ?gdObjectsContainer,
+ objectName: string
+): boolean => { | // @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
objectName: string
): ?gdObject {
if (objectsContainer && objectsContainer.hasObjectNamed(objectName))
return objectsContainer.getObject(objectName);
else if (
... | 4ian/GDevelop | newIDE/app/src/Utils/GetObjectByName.js | suggestion | 0.571 |
>
<QuickPublish
project={testProject.project}
gameAndBuildsManager={fakeEmptyGameAndBuildsManager}
isSavingProject={false}
isRequiredToSaveAsNewCloudProject={() =>
// Indicates that the project is already saved, there will be
// no need to sa... | I feel like this comment should be next to the props type in QuickPublish. I was not sure what it meant before reading this comment | JavaScript | @@ -119,6 +124,39 @@ export const AuthenticatedWithTooManyCloudProjects = () => {
</Template>
);
};
+
+export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAlready = () => {
+ return (
+ <Template>
+ <AuthenticatedUserContext.Provider
+ value={{
+ ...fakeAuthenticatedUserWi... | onClose={action('onClose')}
onContinueQuickCustomization={action('onContinueQuickCustomization')}
onTryAnotherGame={action('onTryAnotherGame')}
/>
</AuthenticatedUserContext.Provider>
</Template>
);
};
export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAl... | 4ian/GDevelop | newIDE/app/src/stories/componentStories/QuickCustomization/QuickPublish.stories.js | suggestion | 0.571 |
if (!selectedItem) return;
if (selectedItem.content.isDescendantOf(item.content)) {
selectObjectFolderOrObjectWithContext(null);
}
},
[selectObjectFolderOrObjectWithContext, selectedItems]
);
// Force List component to be mounted again if project or objectsContaine... | Removing the column, you removed the margin, you should maybe remove the `noMargin` in the child Column | JavaScript | @@ -1363,28 +1393,16 @@ const ObjectsList = React.forwardRef<Props, ObjectsListInterface>(
return (
<Background maxWidth>
- <Column> | * does not stay selected and not visible to the user.
*/
const onCollapseItem = React.useCallback(
(item: TreeViewItem) => {
if (!selectedItems || selectedItems.length !== 1) return;
const selectedItem = selectedItems[0];
if (!selectedItem) return;
if (selectedItem.co... | 4ian/GDevelop | newIDE/app/src/ObjectsList/index.js | suggestion | 0.571 |
this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
this._loadedThreeTextures.clear();
for (const threeTexture of threeTextures) {
threeTexture.dispose();
}
const threeMaterials: THREE.Material[] = ... | Will this work?
```
for (const pixiTexture of this._diskTextures.values()) {
if (pixiTexture.destroyed) {
continue;
}
pixiTexture.destroy();
}
this._diskTextures.clear();
```
Minus new array creation. | TypeScript | @@ -463,6 +463,54 @@ namespace gdjs {
}
return particleTexture;
}
+
+ dispose(): void {
+ this._loadedTextures.clear();
+
+ const threeTextures: THREE.Texture[] = [];
+ this._loadedThreeTextures.values(threeTextures);
+ this._loadedThreeTextures.clear();
+ for (const three... | * To be called when the game is disposed.
* Clear caches of loaded textures and materials.
*/
dispose(): void {
this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
this._loadedThreeTextures.clear();
f... | 4ian/GDevelop | GDJS/Runtime/pixi-renderers/pixi-image-manager.ts | suggestion | 0.786 |
/**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" parameters to accept extension
* variables.
*/
const gd::VariablesContainer &GetLegacySceneVariables() const {
return legacySceneVariables;
};
const gd::PropertiesContainersList ... | These are not references/pointers but values, meaning that ProjectScopedContainers moved from "I'm just a set of lists pointing to things in your project" to "I actually hold stuff, and you will have a bad time if you destroyed me and kept references to things". | C/C++ | @@ -236,6 +230,8 @@ class ProjectScopedContainers {
private:
gd::ObjectsContainersList objectsContainersList;
gd::VariablesContainersList variablesContainersList;
+ gd::VariablesContainer legacyGlobalVariables;
+ gd::VariablesContainer legacySceneVariables; | /**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" parameters to accept extension
* variables.
*/
const gd::VariablesContainer *GetLegacySceneVariables() const {
return legacySceneVariables;
};
const gd::PropertiesContainersList ... | 4ian/GDevelop | Core/GDCore/Project/ProjectScopedContainers.h | suggestion | 0.5 |
// We could pass it a string, but lets do it right
this.removeJoint(parseInt(jId, 10));
}
}
}
}
// Remove the joint
this.world.DestroyJoint(joint);
delete this.joints[jointId];
}
}
}
gdjs.registerRuntimeSc... | In the future, a `destroy()` method on the shared data would be I think safer (in the sense: it's part of the class, so there is less chance you forget to update it when needed) and we we should probably made the "shared data" something first class that is handled by the runtime scene (rather than something that is man... | TypeScript | @@ -300,14 +309,11 @@ namespace gdjs {
}
}
gdjs.registerRuntimeSceneUnloadedCallback(function (runtimeScene) {
- if (
- // @ts-ignore
- runtimeScene.physics2SharedData &&
- // @ts-ignore
- runtimeScene.physics2SharedData.world
- ) {
- // @ts-ignore
- Box2D.destroy(runtimeS... | if (
this.joints[jId].GetType() === Box2D.e_gearJoint &&
(Box2D.getPointer(
(this.joints[jId] as Box2D.b2GearJoint).GetJoint1()
) === Box2D.getPointer(joint) ||
Box2D.getPointer(
(this.joints[jId] as Bo... | 4ian/GDevelop | Extensions/Physics2Behavior/physics2runtimebehavior.ts | suggestion | 0.786 |
} catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWithProvider({
provider,
signal,
}: {|
provider: IdentityProvider,
signal?: AbortSignal,
|}) {
if (signal && signal.aborted) {
return Promise.reject(
new UserC... | this seemed duplicated in this file and the browser one.
This was always causing an error in the console because the signal always aborts (we trigger it when we close the dialog)
I don't think this deserves to raise an error as it's the expected path? | JavaScript | @@ -61,11 +61,6 @@ class LocalLoginProvider implements LoginProvider, FirebaseBasedLoginProvider {
if (signal) {
signal.addEventListener('abort', () => {
terminateWebSocket();
- reject( | } catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWithProvider({
provider,
signal,
}: {|
provider: IdentityProvider,
signal?: AbortSignal,
|}) {
if (signal && signal.aborted) {
return Promise.reject(
new UserC... | 4ian/GDevelop | newIDE/app/src/LoginProvider/LocalLoginProvider.js | refactor | 0.643 |
},
});
}
}
this.setState({
createAccountInProgress: false,
loginInProgress: false,
authenticatedUser: {
...this.state.authenticatedUser,
creatingOrLoggingInAccount: false,
},
});
this._automaticallyUpdateUserProfile = true;
};
_cancelL... | I don't like doing this here. It looks like we're trying to "finish a process". But the process is already there:
<img width="776" alt="image" src="https://github.com/user-attachments/assets/6fe5b8b4-8d4c-4124-b83a-34f6d90bbd83">
There is already a catch (ensuring that an exception will never stop the end to run)... | JavaScript | @@ -996,11 +996,19 @@ export default class AuthenticatedUserProvider extends React.Component<
this._automaticallyUpdateUserProfile = true;
};
- _cancelLogin = () => {
+ _cancelLoginOrSignUp = () => {
if (this._abortController) {
this._abortController.abort();
this._abortController = null;... | },
});
}
}
this.setState({
createAccountInProgress: false,
loginInProgress: false,
authenticatedUser: {
...this.state.authenticatedUser,
creatingOrLoggingInAccount: false,
},
});
this._automaticallyUpdateUserProfile = true;
};
_cancelL... | 4ian/GDevelop | newIDE/app/src/Profile/AuthenticatedUserProvider.js | suggestion | 0.643 |
preferences.getIsMenuBarHiddenInPreview,
preferences.getIsAlwaysOnTopInPreview,
preferences.values.openDiagnosticReportAutomatically,
currentlyRunningInAppTutorial,
getAuthenticatedPlayerForPreview,
quickCustomizationDialogOpenedFromGameId,
onCaptureFinished,
createCaptur... | Consider not adding yet-another-way-to-launch-preview and instead:
- Make the logic related to the timing inside the existing function.
- delayTimeInSeconds can also be in the function
- forcing a screenshot, bypassing the check for timing, is "just" a "forceScreenshot: true". But this is only used for quick customi... | JavaScript | @@ -1723,13 +1724,31 @@ const MainFrame = (props: Props) => {
const launchNewPreview = React.useCallback(
async options => {
const numberOfWindows = options ? options.numberOfWindows : 1;
- launchPreview({ networkPreview: false, numberOfWindows });
+ await launchPreview({ networkPreview: false,... | preferences.getIsMenuBarHiddenInPreview,
preferences.getIsAlwaysOnTopInPreview,
preferences.values.openDiagnosticReportAutomatically,
currentlyRunningInAppTutorial,
getAuthenticatedPlayerForPreview,
quickCustomizationDialogOpenedFromGameId,
onCaptureFinished,
createCaptur... | 4ian/GDevelop | newIDE/app/src/MainFrame/index.js | suggestion | 0.5 |
for (std::size_t c = 0; c < GetCameraCount(); ++c) {
SerializerElement& cameraElement = camerasElement.AddChild("camera");
cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize());
cameraElement.SetAttribute("width", GetCamera(c).GetWidth());
cameraElement.SetAttribute("height", Ge... | to make it a bit shorter
```suggestion
SetDefaultCameraBehavior(element.GetStringAttribute("defaultCameraBehavior", "top-left-anchored-if-never-moved"));
``` | C++ | @@ -80,6 +84,7 @@ void Layer::UnserializeFrom(const SerializerElement& element) {
SetName(element.GetStringAttribute("name", "", "Name"));
SetRenderingType(element.GetStringAttribute("renderingType", ""));
SetCameraType(element.GetStringAttribute("cameraType", "perspective"));
+ SetDefaultCameraBehavior(el... | for (std::size_t c = 0; c < GetCameraCount(); ++c) {
SerializerElement& cameraElement = camerasElement.AddChild("camera");
cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize());
cameraElement.SetAttribute("width", GetCamera(c).GetWidth());
cameraElement.SetAttribute("height", Ge... | 4ian/GDevelop | Core/GDCore/Project/Layer.cpp | suggestion | 0.786 |
// Handle scale mode.
if (this._game.getScaleMode() === 'nearest') {
gameCanvas.style['image-rendering'] = '-moz-crisp-edges';
gameCanvas.style['image-rendering'] = '-webkit-optimize-contrast';
gameCanvas.style['image-rendering'] = '-webkit-crisp-edges';
gameCanvas.style['im... | There is a lot of copy from the `createStandardCanvas` function. Could you rework `createStandardCanvas` so that it's using `useCanvas` under the hood?
Also, the name is probably not showing this is an important operation enough, that just can't be redone a second time. So I think it should be called `initializeForC... | TypeScript | @@ -189,6 +189,120 @@ namespace gdjs {
gameCanvas.focus();
}
+ useCanvas(gameCanvas: HTMLCanvasElement): void { |
// Prevent magnifying glass on iOS with a long press.
// Note that there are related bugs on iOS 15 (see https://bugs.webkit.org/show_bug.cgi?id=231161)
// but it seems not to affect us as the `domElementsContainer` has `pointerEvents` set to `none`.
domElementsContainer.style['-webkit-user-sel... | 4ian/GDevelop | GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts | suggestion | 0.643 |
} else {
outputObjectsContainer.InsertNewObject(
project,
parameter.GetExtraInfo(),
objectName,
outputObjectsContainer.GetObjectsCount());
}
// Memorize the last object name. By convention, parameters that require
// an object (mainly, "ob... | I wonder if the name can be confusing because a free function could have an object parameter without object type and the following behavior parameters be some capabilities (default behavior). It also won't be "all" the behaviors of the actual objects.
I guess it's kind of the required behavior for objects passed in pa... | C++ | @@ -71,7 +75,7 @@ void ParameterMetadataTools::ParametersToObjectsContainer(
const gd::String& behaviorType = parameter.GetExtraInfo();
gd::Object& object = outputObjectsContainer.GetObject(lastObjectName);
- allObjectBehaviorNames[lastObjectName].insert(behaviorName);
+ allObj... | // are all present (and no more than required by the object type).
// Non default behaviors coming from parameters will be added or removed later.
project.EnsureObjectDefaultBehaviors(outputObjectsContainer.GetObject(objectName));
} else {
// Create a new object (and its default be... | 4ian/GDevelop | Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp | suggestion | 1 |
parameters.removeParameter('MySpriteObject2');
expect(parameters.getParametersCount()).toBe(7);
objectsContainer = new gd.ObjectsContainer(gd.ObjectsContainer.Function);
gd.ParameterMetadataTools.parametersToObjectsContainer(
project,
parameters,
objectsContainer
... | Maybe `ObjectMetadata::AddDefaultBehavior` can be used to simulate a change of capability in a custom object. | JavaScript | @@ -4295,19 +4295,37 @@ describe('libGD.js', function () {
expect(objectsContainer.hasObjectNamed('MyObjectWithoutType')).toBe(true);
expect(objectsContainer.hasObjectNamed('MySpriteObject')).toBe(true);
- const objectWithoutType = objectsContainer.getObject('MyObjectWithoutType');
- expect(ob... |
parameters.removeParameter('MySpriteObject2');
expect(parameters.getParametersCount()).toBe(7);
objectsContainer = new gd.ObjectsContainer();
gd.ParameterMetadataTools.parametersToObjectsContainer(
project,
parameters,
objectsContainer
);
// Check that obje... | 4ian/GDevelop | GDevelop.js/__tests__/Core.js | suggestion | 0.571 |
std::set<gd::String> objectNamesInContainer =
outputObjectsContainer.GetAllObjectNames();
for (const auto& objectName : objectNamesInContainer) {
if (allObjectNames.find(objectName) == allObjectNames.end()) {
outputObjectsContainer.RemoveObject(objectName);
}
}
// Remove behaviors of object... | Actually, I think it's legit to add behavior parameters to require capabilities on an object without any specified type. | C++ | @@ -108,8 +112,14 @@ void ParameterMetadataTools::ParametersToObjectsContainer(
}
auto& object = outputObjectsContainer.GetObject(objectName);
+ const auto& allBehaviorNames = allObjectNonDefaultBehaviorNames[objectName];
for (const auto& behaviorName : object.GetAllBehaviorNames()) {
- const a... | }
}
// Remove objects that are not in the parameters anymore.
std::set<gd::String> objectNamesInContainer =
outputObjectsContainer.GetAllObjectNames();
for (const auto& objectName : objectNamesInContainer) {
if (allObjectNames.find(objectName) == allObjectNames.end()) {
outputObjectsContain... | 4ian/GDevelop | Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp | suggestion | 0.5 |
import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay';
const electron = optionalRequire('electron');
const path = optionalRequire('path');
export const getThumbnailWidth = ({ isMobile }: {| isMobile: boolean |}) =>
isMobile ? undefined : Math.min(245, Math.max(130, window.innerWidth / 4));
export ... | I'd rather say `Your project must be stored on your computer` rather than surely, it feels more english | JavaScript | @@ -50,13 +51,37 @@ import PreferencesContext from '../MainFrame/Preferences/PreferencesContext';
import { textEllipsisStyle } from '../UI/TextEllipsis';
import FileWithLines from '../UI/CustomSvgIcons/FileWithLines';
import TextButton from '../UI/TextButton';
-import { Tooltip } from '@material-ui/core';
+import { ... | import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay';
const electron = optionalRequire('electron');
const path = optionalRequire('path');
export const getThumbnailWidth = ({ isMobile }: {| isMobile: boolean |}) =>
isMobile ? undefined : Math.min(245, Math.max(130, window.innerWidth / 4));
export ... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameDashboardCard.js | suggestion | 0.5 |
onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
checked={eventsBasedObject.isInnerAreaFollowingParentSize()}
onCheck={(e, checked) => {
eventsBasedObject.markAsInnerAreaFollowingParentSize(checked);
onChange();
... | ```suggestion
label={<Trans>Private (can only be used inside the extension)</Trans>}
``` | JavaScript | @@ -141,6 +141,15 @@ export default function EventsBasedObjectEditor({
}}
/>
)}
+ <Checkbox
+ label={<Trans>Private</Trans>} | eventsBasedObject.markAsTextContainer(checked);
onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
checked={eventsBasedObject.isInnerAreaFollowingParentSize()}
onCheck={(e, checked) => {
eventsBasedObject.markAsInner... | 4ian/GDevelop | newIDE/app/src/EventsBasedObjectEditor/index.js | suggestion | 0.643 |
type: 'separator',
},
{
label: i18n._(t`Copy`),
click: () => this.copy(),
accelerator: 'CmdOrCtrl+C',
},
{
label: i18n._(t`Cut`),
click: () => this.cut(),
accelerator: 'CmdOrCtrl+X',
},
{
label: i18n._(t`Paste`),
... | ```suggestion
<Trans>This object won't be visible in the scene editor.</Trans>
``` | JavaScript | @@ -193,7 +206,21 @@ export class EventsBasedObjectTreeViewItemContent
}
renderRightComponent(i18n: I18nType): ?React.Node {
- return null;
+ return this.eventsBasedObject.isPrivate() ? (
+ <Tooltip
+ title={
+ <Trans>This object won't be visible in the events editor.</Trans> | type: 'separator',
},
{
label: i18n._(t`Copy`),
click: () => this.copy(),
accelerator: 'CmdOrCtrl+C',
},
{
label: i18n._(t`Cut`),
click: () => this.cut(),
accelerator: 'CmdOrCtrl+X',
},
{
label: i18n._(t`Paste`),
... | 4ian/GDevelop | newIDE/app/src/EventsFunctionsList/EventsBasedObjectTreeViewItemContent.js | suggestion | 0.571 |
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
return {
name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
... | The editor should ensure it never happens.
If we only allow to define "AnimationName" properties in the "Behavior properties" tab here (and not in "Scene properties"):

There should always be an object when a behavior propeti... | JavaScript | @@ -220,7 +220,40 @@ const createField = (
getLabel,
getDescription,
};
- } else {
+ } else if(valueType ==='animationname')
+ {
+ function getChoices()
+ {
+ if(!object)
+ { return [{value:"Object is not valid !", label:"Object is not valid !"}] } | onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
return {
name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
... | 4ian/GDevelop | newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js | suggestion | 0.5 |
name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
... | You can use the `mapFor` fonction to shorten the code a bit.
The empty string should be added to the list. | JavaScript | @@ -220,7 +220,40 @@ const createField = (
getLabel,
getDescription,
};
- } else {
+ } else if(valueType ==='animationname')
+ {
+ function getChoices()
+ {
+ if(!object)
+ { return [{value:"Object is not valid !", label:"Object is not valid !"}] }
+
+ let animationArray =... | name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
... | 4ian/GDevelop | newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js | suggestion | 0.571 |
forceUpdate();
onPropertiesUpdated &&
onPropertiesUpdated();
}}
fullWidth
... | I wonder if it should be below the "Choice" type as it's a bit more specific.
```suggestion
<SelectOption
key="property-type-animationname"
value="AnimationName"
... | JavaScript | @@ -729,6 +729,11 @@ export default function EventsBasedBehaviorPropertiesEditor({
value="Boolean"
label={t`Boolean (checkbox)`}
/>
+ <SelectOption
+ ... | forceUpdate();
onPropertiesUpdated &&
onPropertiesUpdated();
}}
fullWidth
... | 4ian/GDevelop | newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js | suggestion | 1 |
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())
.setType('number')
.setLabel(_('Padding'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('maxLength')
... | I think that the order is important here. I see that the text uses the order `left, center right`, so we might as well use the same here | JavaScript | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Bor... | .setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())
.setType('number')
.setLabel(_('Padding'))
.setGroup(_('Font'));
objectProperties
.getOrCreate('maxLength')
.setValu... | 4ian/GDevelop | Extensions/TextInput/JsExtension.js | suggestion | 0.571 |
)
)
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused (the cursor is in the field and player can type text in).'
),
... | ```suggestion
_('Input is submitted'),
```
I think it's better not mentioning any platform specific detail in the name | JavaScript | @@ -572,6 +609,22 @@ module.exports = {
.getCodeExtraInformation()
.setFunctionName('isFocused');
+ object
+ .addScopedCondition(
+ 'IsInputSubmitted',
+ _('Input is Submitted (Enter pressed'), | 'number',
gd.ParameterOptions.makeNewOptions().setDescription(
_('Opacity (0-255)')
)
)
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Ch... | 4ian/GDevelop | Extensions/TextInput/JsExtension.js | suggestion | 0.786 |
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused (the cursor is in the field and player can type text in).'
),
_('_PARAM0_ is focused'),
'',
'res/conditions/surObjet24.png',
... | ```suggestion
_('_PARAM0_ value was submitted'),
``` | JavaScript | @@ -572,6 +609,22 @@ module.exports = {
.getCodeExtraInformation()
.setFunctionName('isFocused');
+ object
+ .addScopedCondition(
+ 'IsInputSubmitted',
+ _('Input is Submitted (Enter pressed'),
+ _(
+ 'Check if the input is submitted, which usually happens when the ... | )
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused (the cursor is in the field and player can type text in).'
),
_('_PARAM... | 4ian/GDevelop | Extensions/TextInput/JsExtension.js | suggestion | 0.571 |
};
const formatRgbAndOpacityToCssRgba = (
rgbColor: [float, float, float],
opacity: float
) => {
return (
'rgba(' +
rgbColor[0] +
',' +
rgbColor[1] +
',' +
rgbColor[2] +
',' +
opacity / 255 +
')'
);
};
class TextInputRuntimeObjectPixiRend... | ```suggestion
private _isSubmitted: boolean;
``` | TypeScript | @@ -31,6 +37,8 @@ namespace gdjs {
private _input: HTMLInputElement | HTMLTextAreaElement | null = null;
private _instanceContainer: gdjs.RuntimeInstanceContainer;
private _runtimeGame: gdjs.RuntimeGame;
+ private _form: HTMLFormElement | null = null;
+ private _isSubmited: boolean; | return (
'rgba(' +
rgbColor[0] +
',' +
rgbColor[1] +
',' +
rgbColor[2] +
',' +
opacity / 255 +
')'
);
};
class TextInputRuntimeObjectPixiRenderer {
private _object: gdjs.TextInputRuntimeObject;
private _input: HTMLInputElement | HTMLTextAreaElem... | 4ian/GDevelop | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | suggestion | 0.571 |
}
getText() {
return this._string;
}
setText(newString: string) {
if (newString === this._string) return;
this._string = newString;
this._renderer.updateString();
}
/**
* Called by the renderer when the value of the input shown on the screen
* was changed (b... | ```suggestion
onRendererFormSubmitted() {
``` | TypeScript | @@ -348,6 +379,10 @@ namespace gdjs {
onRendererInputValueChanged(inputValue: string) {
this._string = inputValue;
}
+
+ onRendererFormSubmitted(inputValue: boolean) { | * @deprecated use `getText` instead
*/
getString() {
return this.getText();
}
/**
* Replace the text inside the text input.
* @deprecated use `setText` instead
*/
setString(text: string) {
this.setText(text);
}
getText() {
return this._string;
}
... | 4ian/GDevelop | Extensions/TextInput/textinputruntimeobject.ts | suggestion | 0.571 |
this._input.style.borderColor = formatRgbAndOpacityToCssRgba(
this._object._getRawBorderColor(),
this._object.getBorderOpacity()
);
}
updateBorderWidth() {
if (!this._input) return;
this._input.style.borderWidth = this._object.getBorderWidth() + 'px';
}
updateDi... | to avoid having the `?`, you could do this:
```js
const input = this._input;
if (!input) return;
// From then on, you can use `input` without TS complaining
``` | TypeScript | @@ -297,14 +317,36 @@ namespace gdjs {
this._input.style.borderWidth = this._object.getBorderWidth() + 'px';
}
updateDisabled() {
- if (!this._input) return;
+ if (!this._form) return;
- this._input.disabled = this._object.isDisabled();
+ this._form.disabled = this._object.isDisab... | );
}
updateBorderColorAndOpacity() {
if (!this._input) return;
this._input.style.borderColor = formatRgbAndOpacityToCssRgba(
this._object._getRawBorderColor(),
this._object.getBorderOpacity()
);
}
updateBorderWidth() {
if (!this._input) return;
this... | 4ian/GDevelop | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | suggestion | 0.786 |
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel... | I added a comment on the PR, I think you should add in the description that this property will not be used if the input type is a number. | JavaScript | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Fon... | : 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel... | 4ian/GDevelop | Extensions/TextInput/JsExtension.js | suggestion | 0.571 |
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getP... | I think you could use `(this._object.getOpacity() / 255).toFixed(3)` instead. The result of the division could be `0.59200000000005`, and I'm not sure if CSS has some limitations about that. | TypeScript | @@ -246,8 +271,8 @@ namespace gdjs {
}
updateOpacity() {
- if (!this._input) return;
- this._input.style.opacity = '' + this._object.getOpacity() / 255;
+ if (!this._form) return;
+ this._form.style.opacity = '' + this._object.getOpacity() / 255; |
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getP... | 4ian/GDevelop | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | suggestion | 0.571 |
updateReadOnly() {
if (!this._form) return;
this._form.readOnly = this._object.isReadOnly();
}
updateMaxLength() {
const input = this._input;
if (!input) return;
if (this._object.getMaxLength() <= 0) {
input.removeAttribute('maxLength');
return;
}
... | Is the `|| 'left'` necessary? I think we can be confident that the object only stores correct values | TypeScript | @@ -297,14 +322,37 @@ namespace gdjs {
this._input.style.borderWidth = this._object.getBorderWidth() + 'px';
}
updateDisabled() {
- if (!this._input) return;
+ if (!this._form) return;
- this._input.disabled = this._object.isDisabled();
+ this._form.disabled = this._object.isDisab... | updateReadOnly() {
if (!this._form) return;
this._form.readOnly = this._object.isReadOnly();
}
updateMaxLength() {
const input = this._input;
if (!input) return;
if (this._object.getMaxLength() <= 0) {
input.removeAttribute('maxLength');
return;
}
... | 4ian/GDevelop | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | suggestion | 0.5 |
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel(_('Width'))
.setGroup(_('Border ... | ```suggestion
'The maximum length of the input value (this property will be ignored if the input type is a number).'
``` | JavaScript | @@ -200,6 +209,34 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Fon... | )
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel(_('Width'))
.setGroup(_('Border ... | 4ian/GDevelop | Extensions/TextInput/JsExtension.js | suggestion | 0.857 |
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getPl... | ```suggestion
(this._object.getOpacity() / 255).toFixed(3);
```
toFixed returns as string already | TypeScript | @@ -246,8 +271,9 @@ namespace gdjs {
}
updateOpacity() {
- if (!this._input) return;
- this._input.style.opacity = '' + this._object.getOpacity() / 255;
+ if (!this._form) return;
+ this._form.style.opacity =
+ '' + (this._object.getOpacity() / 255).toFixed(3); | // Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getPl... | 4ian/GDevelop | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | suggestion | 0.714 |
import { LineStackLayout } from '../../UI/Layout';
import GlobalVariableIcon from '../../UI/CustomSvgIcons/GlobalVariable';
import SceneVariableIcon from '../../UI/CustomSvgIcons/SceneVariable';
import ObjectVariableIcon from '../../UI/CustomSvgIcons/ObjectVariable';
import LocalVariableIcon from '../../UI/CustomSvgIco... | Let's call this:
```suggestion
getVariableSourceFromIdentifierName: (
identifierName: string,
projectScopedContainers: gdProjectScopedContainers
) => VariablesContainer_SourceType,
```
to emphasis that we don't know if it's a variable name, a property name or a parameter name, and it could be a m... | JavaScript | @@ -55,6 +54,10 @@ type Props = {
...ParameterFieldProps,
isObjectVariable: boolean,
variablesContainers: Array<gdVariablesContainer>,
+ getVariableSourceFromVariableName: (
+ variableRootName: string,
+ projectScopedContainers: gdProjectScopedContainers
+ ) => VariablesContainer_SourceType, | import { LineStackLayout } from '../../UI/Layout';
import GlobalVariableIcon from '../../UI/CustomSvgIcons/GlobalVariable';
import SceneVariableIcon from '../../UI/CustomSvgIcons/SceneVariable';
import ObjectVariableIcon from '../../UI/CustomSvgIcons/ObjectVariable';
import LocalVariableIcon from '../../UI/CustomSvgIco... | 4ian/GDevelop | newIDE/app/src/EventsSheet/ParameterFields/VariableField.js | suggestion | 1 |
otherProjectFile.fileMetadata.fileIdentifier
);
});
}
return false;
};
const getDashboardItemsToDisplay = ({
project,
currentFileMetadata,
allDashboardItems,
searchText,
searchClient,
currentPage,
orderBy,
}: {|
project: ?gdProject,
currentFileMetadata: ?FileMetadata,
allDas... | I don't know if this array should be copied with a destructuring operation because it can be sorted below, affecting both `itemsToDisplay` and `allDashboardItems` I think | JavaScript | @@ -146,13 +146,7 @@ const getDashboardItemsToDisplay = ({
orderBy: GamesDashboardOrderBy,
|}): ?Array<DashboardItem> => {
if (!allDashboardItems) return null;
- let itemsToDisplay: DashboardItem[] = allDashboardItems.filter(
- item =>
- // First, filter out unsaved games, unless they are the opened pro... | otherProjectFile.fileMetadata.fileIdentifier
);
});
}
return false;
};
const getDashboardItemsToDisplay = ({
project,
currentFileMetadata,
allDashboardItems,
searchText,
searchClient,
currentPage,
orderBy,
}: {|
project: ?gdProject,
currentFileMetadata: ?FileMetadata,
allDas... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GamesList.js | suggestion | 0.571 |
/** Base parameters for {@link gdjs.Cube3DRuntimeObject} */
export interface Cube3DObjectData extends Object3DData {
/** The base parameters of the Cube3D object */
content: Object3DDataContent & {
enableTextureTransparency: boolean;
facesOrientation: 'Y' | 'Z';
frontFaceResourceName: stri... | You should be able to go back to where content comes from.
Long story short, it comes from the project serialized in JSON, meaning that the possible types of this object can only be `null`, `string` or `number`, or an array of those, or a child JSON. So it cannot be a `THREE.Color`. You can find examples in the textIn... | TypeScript | @@ -24,10 +24,10 @@ namespace gdjs {
rightFaceVisible: boolean;
topFaceVisible: boolean;
bottomFaceVisible: boolean;
+ color: THREE.Color; | /** Base parameters for {@link gdjs.Cube3DRuntimeObject} */
export interface Cube3DObjectData extends Object3DData {
/** The base parameters of the Cube3D object */
content: Object3DDataContent & {
enableTextureTransparency: boolean;
facesOrientation: 'Y' | 'Z';
frontFaceResourceName: stri... | 4ian/GDevelop | Extensions/3D/Cube3DRuntimeObject.ts | suggestion | 0.786 |
return this.isFaceAtIndexVisible(faceIndex);
}
/** @internal */
isFaceAtIndexVisible(faceIndex): boolean {
return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0;
}
/** @internal */
shouldRepeatTextureOnFaceAtIndex(faceIndex): boolean {
return (this._textureRepeatFacesB... | This method is part of a public interface. We don't want to rely THREE objects for inputs. You can check `setFillColor` int he codebase to see how it's done in other objects. | TypeScript | @@ -203,10 +206,13 @@ namespace gdjs {
if (this._faceResourceNames[faceIndex] === resourceName) {
return;
}
-
this._faceResourceNames[faceIndex] = resourceName;
this._renderer.updateFace(faceIndex);
}
+ setCubeColor(color: THREE.Color): void { | if (faceIndex === undefined) {
return false;
}
return this.isFaceAtIndexVisible(faceIndex);
}
/** @internal */
isFaceAtIndexVisible(faceIndex): boolean {
return (this._visibleFacesBitmask & (1 << faceIndex)) !== 0;
}
/** @internal */
shouldRepeatTextureOnFaceAt... | 4ian/GDevelop | Extensions/3D/Cube3DRuntimeObject.ts | suggestion | 0.5 |
}
return runtimeObject
.getInstanceContainer()
.getGame()
.getImageManager()
.getThreeMaterial(runtimeObject.getFaceAtIndexResourceName(faceIndex), {
useTransparentTexture: runtimeObject.shouldUseTransparentTexture(),
forceBasicMaterial:
runtimeObject._materialT... | Good idea to use a loop!
In JS, there's a more elegant way to do this, with a `map`.
So you could write:
```js
const materials = new Array(6).fill(0).map((_, index) => {
return material;
})
``` | TypeScript | @@ -75,14 +80,37 @@ namespace gdjs {
) {
const geometry = new THREE.BoxGeometry(1, 1, 1);
// TODO (3D) - feature: support color instead of texture?
- const materials = [
- getFaceMaterial(runtimeObject, materialIndexToFaceIndex[0]),
- getFaceMaterial(runtimeObject, materialIndexToF... | .getThreeMaterial(runtimeObject.getFaceAtIndexResourceName(faceIndex), {
useTransparentTexture: runtimeObject.shouldUseTransparentTexture(),
forceBasicMaterial:
runtimeObject._materialType ===
gdjs.Cube3DRuntimeObject.MaterialType.Basic,
});
};
class Cube3DRuntimeObj... | 4ian/GDevelop | Extensions/3D/Cube3DRuntimeObjectPixiRenderer.ts | suggestion | 0.857 |
};
class Cube3DRuntimeObjectPixiRenderer extends gdjs.RuntimeObject3DRenderer {
private _cube3DRuntimeObject: gdjs.Cube3DRuntimeObject;
private _boxMesh: THREE.Mesh;
constructor(
runtimeObject: gdjs.Cube3DRuntimeObject,
instanceContainer: gdjs.RuntimeInstanceContainer
) {
const g... | This seems unnecessary to me.
I feel like you could just do:
```js
const material = ...
materials.push(material)
```
since `getFaceMaterial` already returns a `MeshBasicMaterial` if no resource | TypeScript | @@ -75,14 +80,36 @@ namespace gdjs {
) {
const geometry = new THREE.BoxGeometry(1, 1, 1);
// TODO (3D) - feature: support color instead of texture?
- const materials = [
- getFaceMaterial(runtimeObject, materialIndexToFaceIndex[0]),
- getFaceMaterial(runtimeObject, materialIndexToF... |
constructor(
runtimeObject: gdjs.Cube3DRuntimeObject,
instanceContainer: gdjs.RuntimeInstanceContainer
) {
const geometry = new THREE.BoxGeometry(1, 1, 1);
const materials: THREE.Material[] = new Array(6)
.fill(0)
.map((_, index) =>
getFaceMaterial(runtimeObje... | 4ian/GDevelop | Extensions/3D/Cube3DRuntimeObjectPixiRenderer.ts | suggestion | 0.857 |
// Delete actions.
// Don't allow removing project if opened, as it would not result in any change in the list.
// (because an opened project is always displayed)
if (isCurrentProjectOpened || projectsList.length > 1) {
// No delete action possible.
} else {... | I would change the text because here you can have a case:
`You're deleting a game that has: ... - is published`
I would suggest:
`You're deleting a game which: - has x views... - is published...`
| JavaScript | @@ -513,9 +518,34 @@ const GameDashboardCard = ({
// Extract word translation to ensure it is not wrongly translated in the sentence.
const translatedConfirmText = i18n._(t`delete`);
+ const hasPlayerMessage = countOfSessionsLastWeek
+ ? t`${countOfSes... | // (because an opened project is always displayed)
if (isCurrentProjectOpened || projectsList.length > 1) {
// No delete action possible.
} else {
if (actions.length > 0) {
actions.push({
type: 'separator',
});
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameDashboardCard.js | suggestion | 0.643 |
.setFunctionName('isAnimationPaused');
// Deprecated
object
.addCondition(
'HasAnimationEnded',
_('Animation finished'),
_(
'Check if the animation being played by the Sprite object is finished.'
),
_('The animation of _PARAM0_ i... | I think in english it's a single word usually:
```suggestion
_('Set crossfade duration'),
_('Set the crossfade duration when switching to a new animation.'),
'Set crossfade duration of _PARAM0_ to _PARAM1_',
``` | JavaScript | @@ -800,6 +800,20 @@ module.exports = {
.markAsSimple()
.setHidden()
.setFunctionName('hasAnimationEnded');
+
+ object
+ .addScopedAction(
+ 'SetCrossfadeDuration',
+ _('Set cross fade duration'),
+ _('Set the duration of the cross fading between two ani... | .setFunctionName('isAnimationPaused');
// Deprecated
object
.addCondition(
'HasAnimationEnded',
_('Animation finished'),
_(
'Check if the animation being played by the Sprite object is finished.'
),
_('The animation of _PARAM0_ i... | 4ian/GDevelop | Extensions/3D/JsExtension.js | suggestion | 0.786 |
_('Animation finished'),
_(
'Check if the animation being played by the Sprite object is finished.'
),
_('The animation of _PARAM0_ is finished'),
_('Animations and images'),
'res/conditions/animation24.png',
'res/conditions/animation.png... | ```suggestion
.addParameter('number', _('Crossfade duration'), '', false)
``` | JavaScript | @@ -800,6 +800,20 @@ module.exports = {
.markAsSimple()
.setHidden()
.setFunctionName('hasAnimationEnded');
+
+ object
+ .addScopedAction(
+ 'SetCrossfadeDuration',
+ _('Set cross fade duration'),
+ _('Set the duration of the cross fading between two ani... | _('Animation finished'),
_(
'Check if the animation being played by the Sprite object is finished.'
),
_('The animation of _PARAM0_ is finished'),
_('Animations and images'),
'res/conditions/animation24.png',
'res/conditions/animation.png... | 4ian/GDevelop | Extensions/3D/JsExtension.js | suggestion | 0.571 |
/**
GDevelop - Particle System Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#include "Model3DObjectConfiguration.h"
#include "GDCore/CommonTools.h"
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/Project/InitialI... | Nitpicking, here and everywhere: `crossfadeDuration` (your PR contains a mix of crossFade and crossfade). Let's use crossfade everywhere it's possible. | C++ | @@ -23,7 +23,7 @@ Model3DObjectConfiguration::Model3DObjectConfiguration()
: width(100), height(100), depth(100), rotationX(0), rotationY(0),
rotationZ(0), modelResourceName(""), materialType("StandardWithoutMetalness"),
originLocation("ModelOrigin"), centerLocation("ModelOrigin"),
- keepAspectR... | /**
GDevelop - Particle System Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#include "Model3DObjectConfiguration.h"
#include "GDCore/CommonTools.h"
#include "GDCore/IDE/Project/ArbitraryResourceWorker.h"
#include "GDCore/Project/InitialI... | 4ian/GDevelop | Extensions/3D/Model3DObjectConfiguration.cpp | suggestion | 0.571 |
let rewardedVideoLoading = false; // Becomes true when the video is loading.
let rewardedVideoReady = false; // Becomes true when the video is loaded and ready to be shown.
let rewardedVideoShowing = false; // Becomes true when the video is showing.
let rewardedVideoRewardReceived = false; // Becomes tr... | I wonder if it's a good idea to delay this by 2 seconds, and offer:
- an action to cancel automatic consent dialog/tracking authorization display.
- an action to do it manually.
So that if I want to postpone this (because it's better if my player plays a bit or click a button in the menu, so I have the opportunity... | TypeScript | @@ -108,22 +109,53 @@ namespace gdjs {
let rewardedVideoRewardReceived = false; // Becomes true when the video is closed and the reward is received.
let rewardedVideoErrored = false; // Becomes true when the video fails to load.
- let npaValue = '0'; // TODO: expose an API to change this and also an auto... | let rewardedVideoLoading = false; // Becomes true when the video is loading.
let rewardedVideoReady = false; // Becomes true when the video is loaded and ready to be shown.
let rewardedVideoShowing = false; // Becomes true when the video is showing.
let rewardedVideoRewardReceived = false; // Becomes tr... | 4ian/GDevelop | Extensions/AdMob/admobtools.ts | security | 0.5 |
'SetTestMode',
_('Enable test mode'),
_(
'Activate or deactivate the test mode ("development" mode).\n' +
'When activated, tests ads will be served instead of real ones.\n' +
'\n' +
'It is important to enable test ads during development so that you c... | ```suggestion
'Prevent AdMob from initializing automatically. You will need to call the "Initialize AdMob" action instead.\n' +
``` | JavaScript | @@ -93,6 +93,41 @@ module.exports = {
.setIncludeFile('Extensions/AdMob/admobtools.js')
.setFunctionName('gdjs.adMob.setTestMode');
+ extension
+ .addAction(
+ 'PreventAdmobAutoInitialization',
+ _('Prevent Admob auto initialization'),
+ _(
+ 'Prevent Admob from ini... | 'SetTestMode',
_('Enable test mode'),
_(
'Activate or deactivate the test mode ("development" mode).\n' +
'When activated, tests ads will be served instead of real ones.\n' +
'\n' +
'It is important to enable test ads during development so that you c... | 4ian/GDevelop | Extensions/AdMob/JsExtension.js | suggestion | 0.786 |
return sound;
}
/**
* Creates a new gdjs.HowlerSound using preloaded/cached Howl instances.
* @param soundName The name of the file or resource to play.
* @param isMusic True if a music, false if a sound.
* @param volume Between 0 and 1.
* @param loop True if it should be played ... | here it seems the logic has changed, it's using resource (so `resource.file`) where it used to be that or `soundName` if not defined.
The resource is created from the soundName, I'm actually unsure if this case can happen or not | TypeScript | @@ -539,11 +586,12 @@ namespace gdjs {
howl = new Howl(
Object.assign(
{
- src: [this._resourceLoader.getFullUrl(fileName)],
+ src: this._getSoundUrlsFromResource(resource), | }
/**
* Creates a new gdjs.HowlerSound using preloaded/cached Howl instances.
* @param soundName The name of the file or resource to play.
* @param isMusic True if a music, false if a sound.
* @param volume Between 0 and 1.
* @param loop True if it should be played looping.
* @par... | 4ian/GDevelop | GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts | suggestion | 0.643 |
value="Boolean"
label={t`Boolean (checkbox)`}
/>
<SelectOption
key="property-type-choice"
... | I wonder if we should call this MultilineString, because:
- "Text Area" is a UI result
- Whereas "MultilineString" is more a data type. | JavaScript | @@ -754,6 +754,11 @@ export default function EventsBasedBehaviorPropertiesEditor({
value="KeyboardKey"
label={t`Keyboard key (text)`}
/>
+ <SelectOption
+... | value="Boolean"
label={t`Boolean (checkbox)`}
/>
<SelectOption
key="property-type-choice"
... | 4ian/GDevelop | newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js | suggestion | 0.571 |
const showProjectNeedToBeSaved = useProjectNeedToBeSavedAlertDialog(
resourceManagementProps.canInstallPrivateAsset
);
return async (
assetShortHeader: AssetShortHeader
): Promise<InstallAssetOutput | null> => {
try {
if (await showProjectNeedToBeSaved(assetShortHeader)) {
return null... | ```suggestion
message: t`Please upgrade the editor to the latest version.`,
``` | JavaScript | @@ -161,6 +161,16 @@ export const useInstallAsset = ({
project,
}
);
+ if (
+ requiredExtensionInstallation.incompatibleWithIdeExtensionShortHeaders
+ .length > 0
+ ) {
+ showAlert({
+ title: t`Could not install the asset`,
+ message: t`Pleas... | const showProjectNeedToBeSaved = useProjectNeedToBeSavedAlertDialog(
resourceManagementProps.canInstallPrivateAsset
);
return async (
assetShortHeader: AssetShortHeader
): Promise<InstallAssetOutput | null> => {
try {
if (await showProjectNeedToBeSaved(assetShortHeader)) {
return null... | 4ian/GDevelop | newIDE/app/src/AssetStore/NewObjectDialog.js | suggestion | 0.571 |
if (installAssetOutput)
onObjectsAddedFromAssets(installAssetOutput.createdObjects);
return !!installAssetOutput;
},
[installAsset, onObjectsAddedFromAssets]
);
const onInstallEmptyCustomObject = React.useCallback(
async (enumeratedObjectMetadata: EnumeratedObjectMetadata) => {
... | ```suggestion
message: t`Please upgrade the editor to the latest version.`,
``` | JavaScript | @@ -331,6 +341,16 @@ function NewObjectDialog({
project,
}
);
+ if (
+ requiredExtensionInstallation.incompatibleWithIdeExtensionShortHeaders
+ .length > 0
+ ) {
+ showAlert({
+ title: t`Could not install the asset`,
+ mes... | if (installAssetOutput)
onObjectsAddedFromAssets(installAssetOutput.createdObjects);
return !!installAssetOutput;
},
[installAsset, onObjectsAddedFromAssets]
);
const onInstallEmptyCustomObject = React.useCallback(
async (enumeratedObjectMetadata: EnumeratedObjectMetadata) => {
... | 4ian/GDevelop | newIDE/app/src/AssetStore/NewObjectDialog.js | suggestion | 0.571 |
|};
export type UserCourseProgress = {|
userId: string,
courseId: string,
progress: {| chapterId: string, completedTasks: number[] |}[],
|};
export type Environment = 'staging' | 'live';
export const client = axios.create({
baseURL: GDevelopAssetApi.baseUrl,
});
export const isAssetPackAudioOnly = (assetPac... | ```suggestion
export const isCompatibleWithGDevelopVersion = (
``` | JavaScript | @@ -243,10 +243,10 @@ export const doesAssetPackContainAudio = (
*/
export const isCompatibleWithAsset = ( | |};
export type UserCourseProgress = {|
userId: string,
courseId: string,
progress: {| chapterId: string, completedTasks: number[] |}[],
|};
export type Environment = 'staging' | 'live';
export const client = axios.create({
baseURL: GDevelopAssetApi.baseUrl,
});
export const isAssetPackAudioOnly = (assetPac... | 4ian/GDevelop | newIDE/app/src/Utils/GDevelopServices/Asset.js | suggestion | 0.571 |
gameId.current
? `/app-embedded/${gamesPlatformEmbeddedVersion}/games/${gameId.current}`
: isMobile
? // On mobile, go directly to a random game if none is specified.
`/app-embedded/${gamesPlatformEmbeddedVersion}/games/random`
: // On desktop, access the homepage.
`/app-embe... | I would probably add a check on `!loaded` too.
The iframe may be here without gd.games being loaded yet, or not loaded at all .
This component and the iframe is always in the DOM, but the `src` changes when a user arrives on the Play section, and the `loaded` becomes true when gd.games tells the editor it's ready. | JavaScript | @@ -68,6 +71,20 @@ const GamesPlatformFrame = ({ initialGameId, loaded, visible }: Props) => {
[loaded, initialGameId]
);
+ React.useEffect(
+ () => {
+ if (!iframeRef.current) return; | ? // On mobile, go directly to a random game if none is specified.
`/app-embedded/${gamesPlatformEmbeddedVersion}/games/random`
: // On desktop, access the homepage.
`/app-embedded/${gamesPlatformEmbeddedVersion}/${paletteType}`,
gdGamesHost
);
if (gameId.current || isMobile) url.sea... | 4ian/GDevelop | newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrame.js | suggestion | 0.643 |
? // On mobile, go directly to a random game if none is specified.
`/app-embedded/${gamesPlatformEmbeddedVersion}/games/random`
: // On desktop, access the homepage.
`/app-embedded/${gamesPlatformEmbeddedVersion}/${paletteType}`,
gdGamesHost
);
if (gameId.current || isMobile) url.sea... | ```suggestion
type: 'setKeyboardOffset',
```
? I think we prefer verbs like a function would be called | JavaScript | @@ -68,6 +71,20 @@ const GamesPlatformFrame = ({ initialGameId, loaded, visible }: Props) => {
[loaded, initialGameId]
);
+ React.useEffect(
+ () => {
+ if (!iframeRef.current) return;
+ iframeRef.current.contentWindow.postMessage(
+ {
+ type: 'keyboardOffset', | `/app-embedded/${gamesPlatformEmbeddedVersion}/${paletteType}`,
gdGamesHost
);
if (gameId.current || isMobile) url.searchParams.set('theme', paletteType);
const src = loaded ? url.toString() : '';
React.useEffect(
() => {
if (!loaded && initialGameId) {
// Every time the frame is... | 4ian/GDevelop | newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrame.js | suggestion | 0.929 |
const url = new URL(
gameId.current
? `/app-embedded/${gamesPlatformEmbeddedVersion}/games/${gameId.current}`
: isMobile
? // On mobile, go directly to a random game if none is specified.
`/app-embedded/${gamesPlatformEmbeddedVersion}/games/random`
: // On desktop, access the home... | as discussed, this should probably be moved to the top component `GamesPlatformFrameContext` to do a logic similar to `sendUserCustomTokenToFrame()` | JavaScript | @@ -68,6 +71,24 @@ const GamesPlatformFrame = ({ initialGameId, loaded, visible }: Props) => {
[loaded, initialGameId]
);
+ React.useEffect( | ? `/app-embedded/${gamesPlatformEmbeddedVersion}/games/${gameId.current}`
: isMobile
? // On mobile, go directly to a random game if none is specified.
`/app-embedded/${gamesPlatformEmbeddedVersion}/games/random`
: // On desktop, access the homepage.
`/app-embedded/${gamesPlatfor... | 4ian/GDevelop | newIDE/app/src/MainFrame/EditorContainers/HomePage/PlaySection/GamesPlatformFrame.js | suggestion | 0.571 |
...state,
currentFileMetadata: fileMetadata,
}));
},
ensureResourcesAreMoved,
onGameRegistered: gamesList.fetchGames,
});
const {
onSelectExampleShortHeader,
onSelectPrivateGameTemplateListingData,
renderNewProjectDialog,
fetchAndOpenNewProjectSetupDialogForExample... | ```suggestion
const gamesPlatformFrameTools = useGamesPlatformFrame({
``` | JavaScript | @@ -1235,6 +1233,11 @@ const MainFrame = (props: Props) => {
storageProviders: props.storageProviders,
});
+ const gamesPlatformFrameTools = UseGamesPlatformFrame({ | ...state,
currentFileMetadata: fileMetadata,
}));
},
ensureResourcesAreMoved,
onGameRegistered: gamesList.fetchGames,
});
const {
onSelectExampleShortHeader,
onSelectPrivateGameTemplateListingData,
renderNewProjectDialog,
fetchAndOpenNewProjectSetupDialogForExample... | 4ian/GDevelop | newIDE/app/src/MainFrame/index.js | suggestion | 0.643 |
import CustomDragLayer from '../UI/DragAndDrop/CustomDragLayer';
import CloudProjectRecoveryDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectRecoveryDialog';
import CloudProjectSaveChoiceDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectSaveChoiceDialog';
import CloudStorageProvider from ... | Avoid this error by preferring named exports:
```suggestion
import { useGamesPlatformFrame } from './EditorContainers/HomePage/PlaySection/UseGamesPlatformFrame';
``` | JavaScript | @@ -197,8 +198,8 @@ import { type ObjectWithContext } from '../ObjectsList/EnumerateObjects';
import useGamesList from '../GameDashboard/UseGamesList';
import useCapturesManager from './UseCapturesManager';
import useHomepageWitchForRouting from './UseHomepageWitchForRouting';
-import { GamesPlatformFrameContext } f... | import CustomDragLayer from '../UI/DragAndDrop/CustomDragLayer';
import CloudProjectRecoveryDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectRecoveryDialog';
import CloudProjectSaveChoiceDialog from '../ProjectsStorage/CloudStorageProvider/CloudProjectSaveChoiceDialog';
import CloudStorageProvider from ... | 4ian/GDevelop | newIDE/app/src/MainFrame/index.js | suggestion | 0.929 |
}));
},
ensureResourcesAreMoved,
onGameRegistered: gamesList.fetchGames,
});
const {
onSelectExampleShortHeader,
onSelectPrivateGameTemplateListingData,
renderNewProjectDialog,
fetchAndOpenNewProjectSetupDialogForExample,
openNewProjectDialog,
} = useNewProjectDialog({
i... | useCallback the onOpenProfileDialog, otherwise this means that `handleIframeMessage` is unstable and will be disconnected/reconnected at every single render 😱
This would probably be worth a log in the code doing the `addEventListener` so we can see the console filling with logs if we break the stability in the futu... | JavaScript | @@ -1235,6 +1233,11 @@ const MainFrame = (props: Props) => {
storageProviders: props.storageProviders,
});
+ const gamesPlatformFrameTools = UseGamesPlatformFrame({
+ fetchAndOpenNewProjectSetupDialogForExample,
+ onOpenProfileDialog: () => openProfileDialog(true), | }));
},
ensureResourcesAreMoved,
onGameRegistered: gamesList.fetchGames,
});
const {
onSelectExampleShortHeader,
onSelectPrivateGameTemplateListingData,
renderNewProjectDialog,
fetchAndOpenNewProjectSetupDialogForExample,
openNewProjectDialog,
} = useNewProjectDialog({
i... | 4ian/GDevelop | newIDE/app/src/MainFrame/index.js | suggestion | 0.786 |
currentProject
);
}}
onExtensionInstalled={onExtensionInstalled}
onShareProject={() => openShareDialog()}
isOpen={projectManagerOpen}
hotReloadPreviewButtonProps={hotReloadPreviewButtonProps}
resourceManagementProps={resourceManagemen... | Let's name this:
```suggestion
onEditorTabClosing();
```
to show it's being done (while traditionnally, something that is "ed" is when the thing is finished and it's the very last thing you call) | JavaScript | @@ -3728,21 +3728,31 @@ const MainFrame = (props: Props) => {
<TabsTitlebar
hidden={tabsTitleBarAndEditorToolbarHidden}
toggleProjectManager={toggleProjectManager}
- renderTabs={onHoverEditorTab => (
+ renderTabs={(onEditorTabHovered, onEditorTabClosed) => (
<DraggableE... | currentProject
);
}}
onExtensionInstalled={onExtensionInstalled}
onShareProject={() => openShareDialog()}
isOpen={projectManagerOpen}
hotReloadPreviewButtonProps={hotReloadPreviewButtonProps}
resourceManagementProps={resourceManagemen... | 4ian/GDevelop | newIDE/app/src/MainFrame/index.js | suggestion | 0.786 |
onChange={(e, i, period: string) => {
setDataPeriod(period);
}}
disableUnderline
>
<SelectOption key="month" value="month" label={t`Month`} />
<SelectOption key="year" value="year" label={t`Year`} />
... | ```suggestion
Visitors are considered players when they stayed at least 60 seconds including loading screens.
``` | JavaScript | @@ -142,6 +144,19 @@ export const GameAnalyticsPanel = ({
<Column noMargin alignItems="center" expand>
<Text size="block-title" align="center">
<Trans>{chartData.overview.playersCount} sessions</Trans>
+ <Tooltip
+ title={
... | onChange={(e, i, period: string) => {
setDataPeriod(period);
}}
disableUnderline
>
<SelectOption key="month" value="month" label={t`Month`} />
<SelectOption key="year" value="year" label={t`Year`} />
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.786 |
{recommendedMarketingPlan &&
gameFeaturings &&
fetchGameFeaturings && (
<Grid item xs={12} sm={5} md={4}>
<MarketingPlanSingleDisplay
fetchGameFeaturings={fetchGameFeaturings}
gameFeaturings={... | ```suggestion
Percentage of people who leave before 60 seconds including loading screens.
``` | JavaScript | @@ -169,6 +184,19 @@ export const GameAnalyticsPanel = ({
{Math.round(chartData.overview.bounceRatePercent)}% bounce
rate
</Trans>
+ <Tooltip
+ title={
+ <Text>
+ <T... | </Grid>
{recommendedMarketingPlan &&
gameFeaturings &&
fetchGameFeaturings && (
<Grid item xs={12} sm={5} md={4}>
<MarketingPlanSingleDisplay
fetchGameFeaturings={fetchGameFeaturings}
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.714 |
</Text>
<BounceRateChart
chartData={chartData}
height={chartHeight}
i18n={i18n}
/>
</Column>
</Grid>
<Grid item xs={12} sm={6}>
<Column expand noM... | I think it's obvious when reading the title and the hover tooltip:

```suggestion
``` | JavaScript | @@ -186,6 +214,17 @@ export const GameAnalyticsPanel = ({
)}{' '}
minutes per player
</Trans>
+ <Tooltip
+ title={
+ <Text>
+ <Trans>
+ Is... | </Tooltip>
</Text>
<BounceRateChart
chartData={chartData}
height={chartHeight}
i18n={i18n}
/>
</Column>
</Grid>
<Grid item xs={12} sm={6}>
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.786 |
<Trans>
{
chartData.overview.greaterDurationPlayerSurface
.playersCount
}{' '}
players with more than{' '}
{
chartData.overview.greaterDur... | I think this graph is obvious. If people don't know how to read axes, I doubt an explanation will help them.
```suggestion
``` | JavaScript | @@ -209,6 +248,20 @@ export const GameAnalyticsPanel = ({
}{' '}
minutes
</Trans>
+ <Tooltip
+ title={
+ <Text>
+ <Trans>
+ Average of pla... | <Column expand noMargin alignItems="center">
<Text size="block-title" align="center">
<Trans>
{
chartData.overview.greaterDurationPlayerSurface
.playersCount
}{' '}
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.714 |
chartData.overview.nearestToMedianDuration
.playersPercent
)}
% of players with more than{' '}
{
chartData.overview.nearestToMedianDuration
.durationInMin... | This graph is obvious too. The curves have already titles when you hover.

```suggestion
``` | JavaScript | @@ -232,6 +285,22 @@ export const GameAnalyticsPanel = ({
}{' '}
minutes
</Trans>
+ <Tooltip
+ title={
+ <Text>
+ <Trans>
+ Shows how long... | <Text size="block-title" align="center">
<Trans>
{Math.round(
chartData.overview.nearestToMedianDuration
.playersPercent
)}
% of players with more than{' '}
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.786 |
}}
disableUnderline
>
<SelectOption key="month" value="month" label={t`Month`} />
<SelectOption key="year" value="year" label={t`Year`} />
</SelectField>
</Line>
<Grid container spacing={2}>
... | Tooltips must as short as possible.
```suggestion
<Trans>
Viewers are
considered players when they stayed at least 60
seconds including loading screens.
</Trans>
``` | JavaScript | @@ -142,6 +144,19 @@ export const GameAnalyticsPanel = ({
<Column noMargin alignItems="center" expand>
<Text size="block-title" align="center">
<Trans>{chartData.overview.playersCount} sessions</Trans>
+ <Tooltip
+ title={
... | }}
disableUnderline
>
<SelectOption key="month" value="month" label={t`Month`} />
<SelectOption key="year" value="year" label={t`Year`} />
</SelectField>
</Line>
<Grid container spacing={2}>
... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.857 |
fetchGameFeaturings && (
<Grid item xs={12} sm={5} md={4}>
<MarketingPlanSingleDisplay
fetchGameFeaturings={fetchGameFeaturings}
gameFeaturings={gameFeaturings}
marketingPlan={recommendedMarketingPlan... | Stating the obvious only adds noise. People won't read it if it's 2 long sentences.
```suggestion
<Trans>
Percentage of people who leave before 60 seconds
including loading screens.
</Trans>
``` | JavaScript | @@ -169,6 +184,20 @@ export const GameAnalyticsPanel = ({
{Math.round(chartData.overview.bounceRatePercent)}% bounce
rate
</Trans>
+ <Tooltip
+ title={
+ <Text>
+ <T... | gameFeaturings &&
fetchGameFeaturings && (
<Grid item xs={12} sm={5} md={4}>
<MarketingPlanSingleDisplay
fetchGameFeaturings={fetchGameFeaturings}
gameFeaturings={gameFeaturings}
marke... | 4ian/GDevelop | newIDE/app/src/GameDashboard/GameAnalyticsPanel.js | suggestion | 0.786 |
runtimeScene.renderAndStep(1000 / 60);
expect(object.getY()).to.be.within(
-229.5833333333333 - epsilon,
-229.5833333333333 + epsilon
);
for (let i = 0; i < 4; ++i) {
// Verify that pressing the jump key does not change anything
object.getBehavior('auto1').simulat... | ```suggestion
it('can only jump once while the jump key is held', function () {
``` | JavaScript | @@ -644,6 +653,48 @@ describe('gdjs.PlatformerObjectRuntimeBehavior', function () {
expect(object.getY()).to.be(-30);
});
+ it('can jump only jump once while the jump key is held', function () { | runtimeScene.renderAndStep(1000 / 60);
expect(object.getY()).to.be.within(
-229.5833333333333 - epsilon,
-229.5833333333333 + epsilon
);
for (let i = 0; i < 4; ++i) {
// Verify that pressing the jump key does not change anything
object.getBehavior('auto1').simulat... | 4ian/GDevelop | Extensions/PlatformBehavior/tests/JumpAndFallingPlatformer.spec.js | suggestion | 0.571 |
.SetQuickCustomizationVisibility(gd::QuickCustomization::Hidden)
.SetGroup(_("Ledge"))
.SetType("Number")
.SetMeasurementUnit(gd::MeasurementUnit::GetPixel())
.SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("yGrabOffset")));
properties["XGrabTolerance"]
.Se... | ```suggestion
.SetLabel(_("Allows repeated jumps while holding the jump key (deprecated — best left unchecked)"))
``` | C++ | @@ -164,6 +165,15 @@ PlatformerObjectBehavior::GetProperties(
? "true"
: "false")
.SetType("Boolean");
+ properties["UseRepeatedJump"]
+ .SetLabel(_("Allow the character to jump again when the key is held (deprecated, it's "
+ "recommended to leave... | .SetQuickCustomizationVisibility(gd::QuickCustomization::Hidden)
.SetGroup(_("Ledge"))
.SetType("Number")
.SetMeasurementUnit(gd::MeasurementUnit::GetPixel())
.SetValue(
gd::String::From(behaviorContent.GetDoubleAttribute("yGrabOffset")));
properties["XGrabTolerance"]
.Se... | 4ian/GDevelop | Extensions/PlatformBehavior/PlatformerObjectBehavior.cpp | suggestion | 0.714 |
this._innerArea = {
min: [0, 0, 0],
max: [0, 0, 0],
};
}
this._innerArea.min[0] = usedVariantData.areaMinX;
this._innerArea.min[1] = usedVariantData.areaMinY;
this._innerArea.min[2] = usedVariantData.areaMinZ;
this._innerArea.max[0] = u... | `_reinitializeRenderer` clear the layer rendered objects
`_initializeFromObjectData` add the new ones | TypeScript | @@ -154,8 +154,8 @@ namespace gdjs {
override reinitialize(objectData: ObjectData & CustomObjectConfiguration) {
super.reinitialize(objectData);
- this._initializeFromObjectData(objectData);
this._reinitializeRenderer();
+ this._initializeFromObjectData(objectData); | if (!this._innerArea) {
this._innerArea = {
min: [0, 0, 0],
max: [0, 0, 0],
};
}
this._innerArea.min[0] = usedVariantData.areaMinX;
this._innerArea.min[1] = usedVariantData.areaMinY;
this._innerArea.min[2] = usedVariantData.areaMinZ;
... | 4ian/GDevelop | GDJS/Runtime/CustomRuntimeObject.ts | suggestion | 0.5 |
onLobbyQuickJoinFinished(runtimeScene);
if (openLobbiesPageIfFailure) {
openLobbiesWindow(runtimeScene);
}
}
};
export const getLobbyID = (): string => {
return _lobbyId || "";
};
export const authenticateAndQuickJoinWithLobbyID = async(
runtimeSce... | This looks fine, just one thing, the current quickJoin action differentiates between 'JOIN_GAME' and 'START_GAME'.
I think that if the LobbyId corresponds to a lobby that hasn't started, then the action will fail (nothing will happen).
Do you want to handle that case? | TypeScript | @@ -1696,7 +1696,35 @@ namespace gdjs {
}
}
};
+
+ export const getLobbyID = (): string => {
+ return _lobbyId || "";
+ };
+
+ export const authenticateAndQuickJoinWithLobbyID = async(
+ runtimeScene: gdjs.RuntimeScene,
+ lobbyID: string
+ ) => {
+ const playerId =... | _actionAfterJoiningLobby = 'JOIN_GAME';
} else {
throw new Error(
`Lobby in wrong status: ${quickJoinLobbyResponse.status}`
);
}
} else {
if (_connectionId) {
// Already connected to a lobby.
onLobbyQuickJoin... | 4ian/GDevelop | Extensions/Multiplayer/multiplayertools.ts | bug | 0.571 |
</AlertMessage>
))}
</ColumnStackLayout>
</Line>
) : null}
<PropertiesEditor
unsavedChanges={unsavedChanges}
schema={propertiesSchema}
... | ```suggestion
// Avoid to lose user changes by forcing them
``` | JavaScript | @@ -342,12 +360,22 @@ const CustomObjectPropertiesEditor = (props: Props) => {
label={<Trans>Edit</Trans>}
leftIcon={<Edit />}
onClick={editVariant}
+ // Avoid to loss user changes by forcing them | </AlertMessage>
))}
</ColumnStackLayout>
</Line>
) : null}
<PropertiesEditor
unsavedChanges={unsavedChanges}
schema={propertiesSchema}
... | 4ian/GDevelop | newIDE/app/src/ObjectEditor/Editors/CustomObjectPropertiesEditor/index.js | suggestion | 0.643 |
</AlertMessage>
))}
</ColumnStackLayout>
</Line>
) : null}
<PropertiesEditor
unsavedChanges={unsavedChanges}
schema={propertiesSchema}
... | ```suggestion
// Avoid to lose user changes by forcing them
``` | JavaScript | @@ -342,12 +360,22 @@ const CustomObjectPropertiesEditor = (props: Props) => {
label={<Trans>Edit</Trans>}
leftIcon={<Edit />}
onClick={editVariant}
+ // Avoid to loose user changes by forcing them | </AlertMessage>
))}
</ColumnStackLayout>
</Line>
) : null}
<PropertiesEditor
unsavedChanges={unsavedChanges}
schema={propertiesSchema}
... | 4ian/GDevelop | newIDE/app/src/ObjectEditor/Editors/CustomObjectPropertiesEditor/index.js | suggestion | 0.643 |
gd::ExpressionCodeGenerator::GenerateExpressionCode(
codeGenerator, context, "string",
instruction.GetParameter(0).GetPlainString());
gd::String operatorString = instruction.GetParameter(1).GetPlainString();
gd::String operandCode =
gd::Expressio... | The opening parenthesis was in the `leftOperand` parameter. While it was working, it's now easier to follow. | C++ | @@ -210,12 +220,13 @@ AdvancedExtension::AdvancedExtension() {
codeGenerator.GenerateUpperScopeBooleanFullName("isConditionTrue", context);
return resultingBoolean + " = " +
- gd::String(instruction.IsInverted() ? "!" : "") +
+ gd::String(instruction.IsInverted() ? "!... |
return "\"\" + eventsFunctionContext.getArgument(" + parameterNameCode +
")";
});
GetAllConditions()["CompareArgumentAsNumber"]
.SetCustomCodeGenerator([](gd::Instruction &instruction,
gd::EventsCodeGenerator &codeGenerator,
... | 4ian/GDevelop | GDJS/GDJS/Extensions/Builtin/AdvancedExtension.cpp | suggestion | 0.5 |
/**
* Process the specified resource.
*
* This method will only be run while loading screen is shown. It can do
* heavy tasks like parsing data.
*/
processResource(resourceName: string): Promise<void>;
/**
* Return the kind of resources handled by this manager.
*/
get... | ```suggestion
* @param resourceData The resource to clear
``` | TypeScript | @@ -31,19 +31,19 @@ namespace gdjs {
getResourceKinds(): Array<ResourceKind>;
/**
- * Should clear all resources, data, loaders stored by this manager.
+ * Clear all resources, data, loaders stored by this manager.
* Using the manager after calling this method is undefined behavior.
*/
... | /**
* Process the specified resource.
*
* This method will only be run while loading screen is shown. It can do
* heavy tasks like parsing data.
*/
processResource(resourceName: string): Promise<void>;
/**
* Return the kind of resources handled by this manager.
*/
get... | 4ian/GDevelop | GDJS/Runtime/ResourceManager.ts | suggestion | 0.571 |
const serializedExtension = await eventsFunctionsExtensionOpener.readEventsFunctionExtensionFile(
pathOrUrl
);
if (project.hasEventsFunctionsExtensionNamed(serializedExtension.name)) {
const answer = await showConfirmation({
title: t`Replace existing extension`,
message: t`An ex... | ```suggestion
message: t`The extension can't be imported because it has the same name as a built-in extension.`,
``` | JavaScript | @@ -65,13 +69,31 @@ export const importExtension = async (
);
if (project.hasEventsFunctionsExtensionNamed(serializedExtension.name)) {
- const answer = Window.showConfirmDialog(
- i18n._(
- t`An extension with this name already exists in the project. Importing this extension will repla... | try {
const pathOrUrl = await eventsFunctionsExtensionOpener.chooseEventsFunctionExtensionFile();
if (!pathOrUrl) return null;
const serializedExtension = await eventsFunctionsExtensionOpener.readEventsFunctionExtensionFile(
pathOrUrl
);
if (project.hasEventsFunctionsExtensionNamed(seriali... | 4ian/GDevelop | newIDE/app/src/AssetStore/ExtensionStore/InstallExtension.js | suggestion | 0.786 |
// @flow
import { Trans } from '@lingui/macro';
import { t } from '@lingui/macro';
import * as React from 'react';
import {
ResponsiveLineStackLayout,
LineStackLayout,
ColumnStackLayout,
} from '../UI/Layout';
import { Line } from '../UI/Grid';
import SemiControlledTextField from '../UI/SemiControlledTextField';
... | ```suggestion
export type Choice = {|
value: string,
label: string,
|};
``` | JavaScript | @@ -0,0 +1,99 @@
+// @flow
+import { Trans } from '@lingui/macro';
+import { t } from '@lingui/macro';
+import * as React from 'react';
+import {
+ ResponsiveLineStackLayout,
+ LineStackLayout,
+ ColumnStackLayout,
+} from '../UI/Layout';
+import { Line } from '../UI/Grid';
+import SemiControlledTextField from '../U... | // @flow
import { Trans } from '@lingui/macro';
import { t } from '@lingui/macro';
import * as React from 'react';
import {
ResponsiveLineStackLayout,
LineStackLayout,
ColumnStackLayout,
} from '../UI/Layout';
import { Line } from '../UI/Grid';
import SemiControlledTextField from '../UI/SemiControlledTextField';
... | 4ian/GDevelop | newIDE/app/src/ChoicesEditor/index.js | suggestion | 0.714 |
// @flow
import * as React from 'react';
import { type I18n as I18nType } from '@lingui/core';
import { type FiltersState, useFilters } from '../../UI/Search/FiltersChooser';
import {
getBehaviorsRegistry,
type BehaviorsRegistry,
type BehaviorShortHeader,
} from '../../Utils/GDevelopServices/Extension';
import { ... | Should that be:
```suggestion
const excludedExperimentalTiers = new Set(['community', 'experimental']);
``` | JavaScript | @@ -20,7 +20,7 @@ const gd: libGDevelop = global.gd;
const emptySearchText = '';
const noExcludedTiers = new Set();
-const excludedCommunityTiers = new Set(['community']);
+const excludedExperimentalTiers = new Set(['experimental']); | // @flow
import * as React from 'react';
import { type I18n as I18nType } from '@lingui/core';
import { type FiltersState, useFilters } from '../../UI/Search/FiltersChooser';
import {
getBehaviorsRegistry,
type BehaviorsRegistry,
type BehaviorShortHeader,
} from '../../Utils/GDevelopServices/Extension';
import { ... | 4ian/GDevelop | newIDE/app/src/AssetStore/BehaviorStore/BehaviorStoreContext.js | suggestion | 0.786 |
bool isAnyBehaviorMissing = false;
gd::ParameterMetadataTools::IterateOverParametersWithIndex(
instruction.GetParameters(), instrInfos.parameters,
[this, &isAnyBehaviorMissing,
&instrInfos](const gd::ParameterMetadata ¶meterMetadata,
const gd::Expression ¶meterVal... | I think it's safe to stop generating the instruction in this case because:
- the only built-in functions which has an `objectList` and a `behavior` are Physics collision conditions
- the diagnostic report bullied users to make them fix their groups
- the events-functions crashed so it was not usable for them | C++ | @@ -506,13 +512,24 @@ void EventsCodeGenerator::CheckBehaviorParameters(
if (!expectedBehaviorType.empty() &&
actualBehaviorType != expectedBehaviorType) {
+ const auto &objectParameterMetadata =
+ instrInfos.GetParameter(lastObjectIndex);
+ // Event... | bool isAnyBehaviorMissing = false;
gd::ParameterMetadataTools::IterateOverParametersWithIndex(
instruction.GetParameters(), instrInfos.parameters,
[this, &isAnyBehaviorMissing,
&instrInfos](const gd::ParameterMetadata ¶meterMetadata,
const gd::Expression ¶meterVal... | 4ian/GDevelop | Core/GDCore/Events/CodeGeneration/EventsCodeGenerator.cpp | bug | 0.643 |
bool EventsCodeGenerator::CheckBehaviorParameters(
const gd::Instruction &instruction,
const gd::InstructionMetadata &instrInfos) {
bool isAnyBehaviorMissing = false;
gd::ParameterMetadataTools::IterateOverParametersWithIndex(
instruction.GetParameters(), instrInfos.parameters,
[this, &isA... | "Lose sight" is not super clear. Maybe:
```suggestion
// Event functions crash if some objects in a group are missing
// the required behaviors, since they lose reference to the original objects.
// Missing behaviors are considered "fatal" only for ObjectList parameters,
... | C++ | @@ -506,13 +512,24 @@ void EventsCodeGenerator::CheckBehaviorParameters(
if (!expectedBehaviorType.empty() &&
actualBehaviorType != expectedBehaviorType) {
+ const auto &objectParameterMetadata =
+ instrInfos.GetParameter(lastObjectIndex);
+ // Event... | bool EventsCodeGenerator::CheckBehaviorParameters(
const gd::Instruction &instruction,
const gd::InstructionMetadata &instrInfos) {
bool isAnyBehaviorMissing = false;
gd::ParameterMetadataTools::IterateOverParametersWithIndex(
instruction.GetParameters(), instrInfos.parameters,
[this, &isA... | 4ian/GDevelop | Core/GDCore/Events/CodeGeneration/EventsCodeGenerator.cpp | bug | 0.857 |
}
return makeGenericFailure(
`Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". Instead, inspect properties of the object and modify it until it matches what you want it to be.`
);
};
const duplicateExistingObject = (duplicatedObjectNam... | ```suggestion
`Duplicated object "${duplicatedObjectName}" as "${newObject.getName()}". The new object "{newObject.getName()}" has the same type, behaviors, properties and effects as the one it was duplicated from.`
``` | JavaScript | @@ -662,7 +691,45 @@ const createOrReplaceObject: EditorFunction = {
);
};
- if (!shouldReplaceExistingObject) {
+ const duplicateExistingObject = (duplicatedObjectName: string) => {
+ const object = objectsContainer.getObject(duplicatedObjectName);
+ const serializedObject = serializeToJS... | }
return makeGenericFailure(
`Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". Instead, inspect properties of the object and modify it until it matches what you want it to be.`
);
};
const duplicateExistingObject = (duplicatedObjectNam... | 4ian/GDevelop | newIDE/app/src/EditorFunctions/index.js | refactor | 0.929 |
logger.warn(
'Unable to find bitmap font for resource "' + resourceName + '".'
);
return;
}
if (this._loadedFontsData.get(resource)) {
return;
}
try {
const response = await fetch(
this._resourceLoader.getFullUrl(resource.file),
... | ```suggestion
// Sanitize: remove lines starting with # (acting as comments)
``` | TypeScript | @@ -278,8 +278,15 @@ namespace gdjs {
'same-origin',
}
);
- const fontData = await response.text();
- this._loadedFontsData.set(resource, fontData);
+ const fontDataRaw = await response.text();
+
+ // Sanitize : remove the lines staring with # | logger.warn(
'Unable to find bitmap font for resource "' + resourceName + '".'
);
return;
}
if (this._loadedFontsData.get(resource)) {
return;
}
try {
const response = await fetch(
this._resourceLoader.getFullUrl(resource.file),
... | 4ian/GDevelop | GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts | security | 0.643 |
);
const deleteThisGroup = SafeExtractor.extractBooleanProperty(
changed_group,
'delete_this_group'
);
const objects = SafeExtractor.extractArrayProperty(
changed_group,
'objects'
);
if (groupName === null) {
warnings.push... | This will probably crash the app/mess up the memory because you release an object that is still owned by the list of groups. You need to call `remove` on the ObjectGroupsContainer | JavaScript | @@ -3891,6 +3934,94 @@ const changeScenePropertiesLayersEffects: EditorFunction = {
});
}
+ if (changed_groups) {
+ const groups = project
+ .getLayout(scene_name)
+ .getObjects()
+ .getObjectGroups();
+ changed_groups.forEach(changed_group => {
+ const groupName =... | }
changes.push(
`Modified "${propertyName}" property of the "${effectName}" effect to "${newValue}".`
);
});
}
if (newlyCreatedEffect) {
const effectMetadata = gd.MetadataProvider.getEffectMetadata(
project.getCurrentPla... | 4ian/GDevelop | newIDE/app/src/EditorFunctions/index.js | bug | 0.714 |
foundGroup.getName(),
newGroupName,
/* isObjectGroup=*/ true
);
foundGroup.setName(newGroupName);
changes.push(
`Renamed group "${groupName}" to "${newGroupName}" in scene "${scene_name}".`
);
}
i... | You already have it?
```suggestion
const sceneObjects = scene.getObjects();
```
I see any get as suspicious if I don't see a check before for existence. | JavaScript | @@ -3891,6 +3978,103 @@ const changeScenePropertiesLayersEffects: EditorFunction = {
});
}
+ if (changed_groups) {
+ const groups = scene.getObjects().getObjectGroups();
+ changed_groups.forEach(changed_group => {
+ const groupName = SafeExtractor.extractStringProperty(
+ chan... | foundGroup.getName(),
newGroupName,
/* isObjectGroup=*/ true
);
foundGroup.setName(newGroupName);
changes.push(
`Renamed group "${groupName}" to "${newGroupName}" in scene "${scene_name}".`
);
}
i... | 4ian/GDevelop | newIDE/app/src/EditorFunctions/index.js | suggestion | 0.714 |
return makeGenericFailure(
`Object with name "${object_name}" already exists in scene "${scene_name}" but with a different type ("${object_type}").`
);
}
// /!\ Tell the editor that some objects have potentially been modified (and even removed).
// This will forc... | For me, this scope should not be needed here: the function itself should do the work of searching the object wherever it is.
This is similar to events btw, you search in scene then in global objects. | JavaScript | @@ -790,15 +817,22 @@ const createOrReplaceObject: EditorFunction = {
};
/**
- * Retrieves the properties of a specific object in a scene
+ * Retrieves the properties of a specific object (global or in a scene)
*/
const inspectObjectProperties: EditorFunction = {
renderForEditor: ({ args, editorCallbacks }) =... |
if (!existingObject) {
// No existing object to duplicate, create a new one.
return createNewObject();
}
const objectsContainerWhereObjectWasFound = isGlobalObject
? globalObjects
: layoutObjects;
const targetObjectsContainer =
target_object_scope === 'g... | 4ian/GDevelop | newIDE/app/src/EditorFunctions/index.js | suggestion | 0.5 |
', '
)}.`;
return propertiesText;
};
const createNewObject = async () => {
// Check if object already exists.
let existingObject: gdObject | null = null;
if (layoutObjects.hasObjectNamed(object_name)) {
existingObject = layoutObjects.getObject(object_name);
... | Might be worth writing something like
```suggestion
`Object with name "${object_name}" already exists globally but with a different type ("${object_type}").`
```
(needs a boolean to remember or check where it's coming from, but worth it I think for a LLM that is freaking out) | JavaScript | @@ -553,11 +558,39 @@ const createOrReplaceObject: EditorFunction = {
};
const createNewObject = async () => {
+ // Check if object already exists.
+ let existingObject: gdObject | null = null;
+
+ if (layoutObjects.hasObjectNamed(object_name)) {
+ existingObject = layoutObjects.getObj... | ', '
)}.`;
return propertiesText;
};
const createNewObject = async () => {
// Check if object already exists.
let existingObject: gdObject | null = null;
let isGlobalObject = false;
if (layoutObjects.hasObjectNamed(object_name)) {
existingObject = layoutObje... | 4ian/GDevelop | newIDE/app/src/EditorFunctions/index.js | suggestion | 0.929 |
}
}
/**
* To be called when the game is disposed.
* Uninstall all the fonts from memory and clear cache of loaded fonts.
*/
dispose(): void {
for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) {
PIXI.BitmapFont.uninstall(bitmapFontInstallKey);
}
f... | I think that should be
```suggestion
if (bitmapFontInstallKey.startsWith(resourceData.name + '@')) {
```
to avoid issues when a resource name is a prefix of another (not that unlikely, it can happen if a resource name is "MyBitmapText" and another is "MyBitmapTextSpecial" or "MyBitmapText2", etc...) | TypeScript | @@ -316,19 +316,27 @@ namespace gdjs {
}
unloadResource(resourceData: ResourceData): void {
- const loadedFont = this._loadedFontsData.getFromName(resourceData.name);
- if (loadedFont) {
- this._loadedFontsData.delete(resourceData);
- }
+ this._loadedFontsData.delete(resourceData)... | }
}
/**
* To be called when the game is disposed.
* Uninstall all the fonts from memory and clear cache of loaded fonts.
*/
dispose(): void {
for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) {
PIXI.BitmapFont.uninstall(bitmapFontInstallKey);
}
f... | 4ian/GDevelop | GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts | suggestion | 0.857 |
PIXI.BitmapFont.uninstall(bitmapFontInstallKey);
}
this._pixiBitmapFontsInUse = {};
this._pixiBitmapFontsToUninstall.length = 0;
this._loadedFontsData.clear();
}
unloadResource(resourceData: ResourceData): void {
this._loadedFontsData.delete(resourceData);
for (con... | Same, probably safer to add the delimiter:
```suggestion
if (bitmapFontInstallKey.startsWith(resourceData.name + '@')) {
``` | TypeScript | @@ -316,19 +316,27 @@ namespace gdjs {
}
unloadResource(resourceData: ResourceData): void {
- const loadedFont = this._loadedFontsData.getFromName(resourceData.name);
- if (loadedFont) {
- this._loadedFontsData.delete(resourceData);
- }
+ this._loadedFontsData.delete(resourceData)... | PIXI.BitmapFont.uninstall(bitmapFontInstallKey);
}
this._pixiBitmapFontsInUse = {};
this._pixiBitmapFontsToUninstall.length = 0;
this._loadedFontsData.clear();
}
unloadResource(resourceData: ResourceData): void {
this._loadedFontsData.delete(resourceData);
for (con... | 4ian/GDevelop | GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts | suggestion | 0.714 |
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/IDE/Events/ExpressionVa... | GetParameter does not do any bound checking nor return a "null object", so let's check the bound to avoid a crash in case a wrong parameterIndex is passed. Better be safe. | C++ | @@ -0,0 +1,141 @@
+/*
+ * GDevelop Core
+ * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights
+ * reserved. This project is released under the MIT License.
+ */
+#include "InstructionValidator.h"
+
+#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
+#include "GDCore/Extensions/Metad... |
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/IDE/Events/ExpressionVa... | 4ian/GDevelop | Core/GDCore/IDE/InstructionValidator.cpp | bug | 0.571 |
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/IDE/Events/ExpressionVal... | ```suggestion
// TODO Remove the ternary when all parameter declarations use
``` | C++ | @@ -0,0 +1,141 @@
+/*
+ * GDevelop Core
+ * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights
+ * reserved. This project is released under the MIT License.
+ */
+#include "InstructionValidator.h"
+
+#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
+#include "GDCore/Extensions/Metad... | #include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
#include "GDCore/Extensions/Metadata/BehaviorMetadata.h"
#include "GDCore/Extensions/Metadata/InstructionMetadata.h"
#include "GDCore/Extensions/Metadata/MetadataProvider.h"
#include "GDCore/Extensions/Platform.h"
#include "GDCore/IDE/Events/ExpressionVal... | 4ian/GDevelop | Core/GDCore/IDE/InstructionValidator.cpp | suggestion | 0.643 |
std::size_t parameterIndex, const gd::String &value) {
auto ¶meterMetadata = metadata.GetParameter(parameterIndex);
// TODO Remove the ternary when any parameter declaration uses
// "number" instead of "expression".
auto ¶meterType = parameterMetadata.GetType() == "expression"
... | ```suggestion
// declared while legacy ones don't.
// This is why it's done here instead of in the parser directly.
``` | C++ | @@ -0,0 +1,141 @@
+/*
+ * GDevelop Core
+ * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights
+ * reserved. This project is released under the MIT License.
+ */
+#include "InstructionValidator.h"
+
+#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
+#include "GDCore/Extensions/Metad... | std::size_t parameterIndex, const gd::String &value) {
if (parameterIndex >= instruction.GetParametersCount() ||
parameterIndex >= metadata.GetParametersCount()) {
return false;
}
const auto ¶meterMetadata = metadata.GetParameter(parameterIndex);
// TODO Remove the ternary when all parameter d... | 4ian/GDevelop | Core/GDCore/IDE/InstructionValidator.cpp | suggestion | 0.786 |
auto ¶meterType = parameterMetadata.GetType() == "expression"
? "number"
: parameterMetadata.GetType();
bool shouldNotBeValidated = parameterType == "layer" && value.empty();
if (shouldNotBeValidated) {
return true;
}
if (gd::ParameterMetadata::I... | ```suggestion
// Check at least the name of the root variable, it's the best we can
``` | C++ | @@ -0,0 +1,141 @@
+/*
+ * GDevelop Core
+ * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights
+ * reserved. This project is released under the MIT License.
+ */
+#include "InstructionValidator.h"
+
+#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
+#include "GDCore/Extensions/Metad... | }
const auto ¶meterMetadata = metadata.GetParameter(parameterIndex);
// TODO Remove the ternary when all parameter declarations use
// "number" instead of "expression".
const auto ¶meterType = parameterMetadata.GetType() == "expression"
? "number"
... | 4ian/GDevelop | Core/GDCore/IDE/InstructionValidator.cpp | suggestion | 0.571 |
}
return true;
}
gd::String InstructionValidator::GetRootVariableName(const gd::String &name) {
auto dotPosition = name.find('.');
auto squareBracketPosition = name.find('[');
if (dotPosition == gd::String::npos &&
squareBracketPosition == gd::String::npos) {
return name;
}
return name.substr(0... | Here and below, try to const everything:
```suggestion
const auto &behaviorParameter = instructionMetadata.GetParameter(index);
``` | C++ | @@ -0,0 +1,141 @@
+/*
+ * GDevelop Core
+ * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights
+ * reserved. This project is released under the MIT License.
+ */
+#include "InstructionValidator.h"
+
+#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h"
+#include "GDCore/Extensions/Metad... | const auto &resourceName =
instruction.GetParameter(parameterIndex).GetPlainString();
return projectScopedContainers.GetResourcesContainersList()
.HasResourceNamed(resourceName);
}
return true;
}
gd::String InstructionValidator::GetRootVariableName(const gd::String &name) {
const auto dot... | 4ian/GDevelop | Core/GDCore/IDE/InstructionValidator.cpp | suggestion | 0.714 |
logger.warn(
'There was an error while preloading an audio file: ' + error
);
throw error;
}
} else if (
resource.preloadInCache ||
// Force downloading of sounds.
// TODO Decide if sounds should be allowed to be downloaded after the scene ... | I suggest an exception that gives more context to ease debugging:
```suggestion
reject(`HTTP error while preloading audio file in cache. Status is ${sound.status}.`);
``` | TypeScript | @@ -1059,7 +1068,13 @@ namespace gdjs {
const sound = new XMLHttpRequest();
sound.withCredentials =
this._resourceLoader.checkIfCredentialsRequired(file);
- sound.addEventListener('load', resolve);
+ sound.addEventListener('load', () => {
+ if ... | logger.warn(
'There was an error while preloading an audio file: ' + error
);
throw error;
}
} else if (
resource.preloadInCache ||
// Force downloading of sounds.
// TODO Decide if sounds should be allowed to be downloaded after the scene ... | 4ian/GDevelop | GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts | bug | 0.857 |
if (!resource) {
logger.warn(
'Unable to find bitmap font for resource "' + resourceName + '".'
);
return;
}
if (this._loadedFontsData.get(resource)) {
return;
}
try {
const response = await fetch(
this._resourceLoader.getFullUrl... | ```suggestion
throw new Error(`HTTP error while loading bitmap font. Status is ${sound.status}.`);
``` | TypeScript | @@ -278,6 +278,10 @@ namespace gdjs {
'same-origin',
}
);
+ if (!response.ok) {
+ throw new Error(`HTTP error! status: ${response.status}`); | if (!resource) {
logger.warn(
'Unable to find bitmap font for resource "' + resourceName + '".'
);
return;
}
if (this._loadedFontsData.get(resource)) {
return;
}
try {
const response = await fetch(
this._resourceLoader.getFullUrl... | 4ian/GDevelop | GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts | suggestion | 0.857 |
// @flow
import { type ProjectSettings } from './ProjectSettingsReader';
import { type Preferences } from '../MainFrame/Preferences/PreferencesContext';
/**
* Applies project-specific settings from a settings.ini file to the editor preferences.
* This allows projects to override certain editor preferences when they ... | This is fairly verbose. I wonder if we could reduce everything to a few key concepts:
- ProjectSettings renamed to "ProjectSpecificPreferences". It can be a "Partial<Preferences>" (or in Flow, I think it's `$Shape<Preferences>`).
- An "allowlist" of names of preferences that can be overwritten.
- When a project is loa... | JavaScript | @@ -0,0 +1,117 @@
+// @flow
+import { type ProjectSettings } from './ProjectSettingsReader';
+import { type Preferences } from '../MainFrame/Preferences/PreferencesContext';
+
+/**
+ * Applies project-specific settings from a settings.ini file to the editor preferences.
+ * This allows projects to override certain edit... | // @flow
import { type ParsedProjectSettings } from './ProjectSettingsReader';
import {
type Preferences,
type ProjectSpecificPreferencesValues,
} from '../MainFrame/Preferences/PreferencesContext';
/** Allowlist of preference keys that can be overridden per-project. */
const allowedPreferenceKeys: $ReadOnlyArray<... | 4ian/GDevelop | newIDE/app/src/Utils/ApplyProjectSettings.js | suggestion | 0.643 |
});
test('ignores non-boolean values', () => {
const rawSettings = {
autosaveOnPreview: 'true',
use3DEditor: 42,
showDeprecatedInstructionWarning: null,
};
expect(convertToProjectSettings(rawSettings)).toEqual({});
});
test('handles all valid preference keys',... | These tests are a bit of a "tautology". I would rather reduce the noise-to-signal ratio by not having them, as "testing a Set" is not super interesting and will actually make the codebase less flexible (because you have to remember updating these if at some point you rework the set to be something else). In other words... | JavaScript | @@ -0,0 +1,265 @@
+// @flow
+import {
+ flattenIniObject,
+ convertToProjectSettings,
+ VALID_PREFERENCE_KEYS,
+} from './ProjectSettingsReader';
+import ini from 'ini';
+
+describe('ProjectSettingsReader', () => {
+ describe('ini library parsing', () => {
+ test('parses true/false as native booleans', () => {
+... | // @flow
import {
filterAllowedPreferences,
applyProjectSettings,
} from './ApplyProjectSettings';
import YAML from 'yaml';
describe('ProjectSettingsReader', () => {
describe('end-to-end: YAML content applied to preferences', () => {
test('gdevelop-settings.yaml content is properly parsed, filtered, and appl... | 4ian/GDevelop | newIDE/app/src/Utils/ProjectSettingsReader.spec.js | suggestion | 0.5 |
// @flow
import optionalRequire from './OptionalRequire';
import YAML from 'yaml';
const fs = optionalRequire('node:fs');
const fsPromises = fs ? fs.promises : null;
const path = optionalRequire('node:path');
export type RawProjectSettings = {
preferences?: { [string]: mixed },
};
export type ParsedProjectSettings... | I suggest we use a slightly more specific name to avoid conflicts:
```suggestion
const SETTINGS_FILE_NAME = 'gdevelop-settings.yaml';
``` | JavaScript | @@ -0,0 +1,97 @@
+// @flow
+import optionalRequire from './OptionalRequire';
+import YAML from 'yaml';
+
+const fs = optionalRequire('node:fs');
+const fsPromises = fs ? fs.promises : null;
+const path = optionalRequire('node:path');
+
+export type RawProjectSettings = {
+ preferences?: { [string]: mixed },
+};
+
+exp... | // @flow
import optionalRequire from './OptionalRequire';
import YAML from 'yaml';
import { SafeExtractor } from './SafeExtractor';
const fs = optionalRequire('fs');
const fsPromises = fs ? fs.promises : null;
const path = optionalRequire('path');
export type ParsedProjectSettings = {
preferences: { [string]: boole... | 4ian/GDevelop | newIDE/app/src/Utils/ProjectSettingsReader.js | suggestion | 0.786 |
}
componentWillUnmount() {
unregisterOnResourceExternallyChangedCallback(
this.resourceExternallyChangedCallbackId
);
}
_onKeyDown = (event: KeyboardEvent) => {
if (event.key === 'ArrowDown' || event.key === 'ArrowUp') {
this._moveSelection(event.key === 'ArrowDown' ? 1 : -1);
ev... | Same as the other, I think it would be worth exposing Count and using GetResourcePosition rather than everytime getting getAllResourceNames + calling to JSArray which creates useless copies of the list of names in memory. | JavaScript | @@ -84,12 +84,43 @@ export default class ResourcesEditor extends React.Component<Props, State> {
this.onResourceExternallyChanged.bind(this)
);
}
+
componentWillUnmount() {
unregisterOnResourceExternallyChangedCallback(
this.resourceExternallyChangedCallbackId
);
}
+ _onKeyDown ... | componentDidMount() {
this.resourceExternallyChangedCallbackId = registerOnResourceExternallyChangedCallback(
this.onResourceExternallyChanged.bind(this)
);
}
componentWillUnmount() {
unregisterOnResourceExternallyChangedCallback(
this.resourceExternallyChangedCallbackId
);
}
ref... | 4ian/GDevelop | newIDE/app/src/ResourcesEditor/index.js | suggestion | 0.643 |
clipboardContent,
'actionsCount'
);
if (actionsCount === null) return false;
return actionsCount > 0;
};
export const copySelectionToClipboard = (selection: SelectionState) => {
const eventsList = new gd.EventsList();
const actionsList = new gd.InstructionsList();
const conditionsList = new gd.Ins... | Not sure if useful, but could you use contains:
https://github.com/4ian/GDevelop/blob/6377ece6f97ec3dc4d323066afdab8b28ff82ea6/Core/GDCore/Events/EventsList.h#L138-L144
(maybe not because you don't have an EventsList). | JavaScript | @@ -56,12 +56,43 @@ export const hasClipboardActions = () => {
return actionsCount > 0;
};
+const addAllSubEvents = (
+ event: gdBaseEvent,
+ events: Set<gdBaseEvent>
+): void => {
+ const subEvents = event.getSubEvents();
+ for (let i = 0; i < subEvents.getEventsCount(); i++) {
+ const subEvent = subEvent... | clipboardContent,
'actionsCount'
);
if (actionsCount === null) return false;
return actionsCount > 0;
};
const addAllSubEvents = (
event: gdBaseEvent,
events: Set<gdBaseEvent>
): void => {
const subEvents = event.getSubEvents();
for (let i = 0; i < subEvents.getEventsCount(); i++) {
const su... | 4ian/GDevelop | newIDE/app/src/EventsSheet/ClipboardKind.js | suggestion | 0.5 |
// @flow
import * as React from 'react';
import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer';
import GenericIconPreview from './GenericIconPreview';
import Music from '../../UI/CustomSvgIcons/Music';
type Props = {|
resourceName: string,
audioResourceSource: string,
|};
const AudioPrevie... | This ref is unused -> remove it.
```suggestion
``` | JavaScript | @@ -0,0 +1,41 @@
+// @flow
+import * as React from 'react';
+import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer';
+import GenericIconPreview from './GenericIconPreview';
+import Music from '../../UI/CustomSvgIcons/Music';
+
+type Props = {|
+ resourceName: string,
+ audioResourceSource: stri... | // @flow
import * as React from 'react';
import SoundPlayer from '../../UI/SoundPlayer';
import GenericIconPreview from './GenericIconPreview';
import Music from '../../UI/CustomSvgIcons/Music';
type Props = {|
resourceName: string,
audioResourceSource: string,
|};
const AudioPreview = ({ resourceName, audioResou... | 4ian/GDevelop | newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js | suggestion | 0.643 |
const mobileAudioRef = React.useRef<?Audio>(null);
const [isPlaying, setIsPlaying] = React.useState(false);
const onPlayPause = React.useCallback(
(forcePlay?: boolean) => {
if (!soundSrc) return;
setIsPlaying(_isPlaying => forcePlay || !_isPlaying);
},
[soundSrc]
);
... | You only use onPlayPause in this file. No reason to expose it to the outside world.
```suggestion
``` | JavaScript | @@ -0,0 +1,91 @@
+// @flow
+
+import * as React from 'react';
+import IconButton from '@material-ui/core/IconButton';
+import Play from '../CustomSvgIcons/Play';
+import Pause from '../CustomSvgIcons/Pause';
+
+type Props = {|
+ soundSrc: string | null,
+ onSoundLoaded?: () => void,
+ onSoundError?: () => void,
+|};... | }: Props) => {
const audioRef = React.useRef<?HTMLAudioElement>(null);
const [isPlaying, setIsPlaying] = React.useState(false);
const [isLoading, setIsLoading] = React.useState(false);
const [isAudioLoaded, setIsAudioLoaded] = React.useState(false);
const isMountedRef = useIsMounted();
const abortController... | 4ian/GDevelop | newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js | suggestion | 0.786 |
// @flow
import * as React from 'react';
import IconButton from '@material-ui/core/IconButton';
import Play from '../CustomSvgIcons/Play';
import Pause from '../CustomSvgIcons/Pause';
type Props = {|
soundSrc: string | null,
onSoundLoaded?: () => void,
onSoundError?: () => void,
|};
export type CompactSoundPla... | Interface "playPause" is used nowhere by other components, so no need to complexify the component.
```suggestion
const CompactSoundPlayer = ({ soundSrc, onSoundLoaded, onSoundError }: Props) => {
``` | JavaScript | @@ -0,0 +1,91 @@
+// @flow
+
+import * as React from 'react';
+import IconButton from '@material-ui/core/IconButton';
+import Play from '../CustomSvgIcons/Play';
+import Pause from '../CustomSvgIcons/Pause';
+
+type Props = {|
+ soundSrc: string | null,
+ onSoundLoaded?: () => void,
+ onSoundError?: () => void,
+|};... | // @flow
import * as React from 'react';
import IconButton from '@material-ui/core/IconButton';
import CircularProgress from '@material-ui/core/CircularProgress';
import Play from '../CustomSvgIcons/Play';
import Pause from '../CustomSvgIcons/Pause';
import { useIsMounted } from '../../Utils/UseIsMounted';
type Props... | 4ian/GDevelop | newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js | suggestion | 1 |
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