virtualx-engine/modules/visual_script/visual_script.cpp

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/*************************************************************************/
/* visual_script.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_script.h"
#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "core/os/os.h"
#include "scene/main/node.h"
#include "visual_script_nodes.h"
// Used by editor, this is not really saved.
void VisualScriptNode::set_breakpoint(bool p_breakpoint) {
breakpoint = p_breakpoint;
}
bool VisualScriptNode::is_breakpoint() const {
return breakpoint;
}
void VisualScriptNode::ports_changed_notify() {
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emit_signal("ports_changed");
}
void VisualScriptNode::set_default_input_value(int p_port, const Variant &p_value) {
ERR_FAIL_INDEX(p_port, default_input_values.size());
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default_input_values[p_port] = p_value;
#ifdef TOOLS_ENABLED
if (script_used.is_valid()) {
script_used->set_edited(true);
}
#endif
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}
Variant VisualScriptNode::get_default_input_value(int p_port) const {
ERR_FAIL_INDEX_V(p_port, default_input_values.size(), Variant());
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return default_input_values[p_port];
}
void VisualScriptNode::_set_default_input_values(Array p_values) {
default_input_values = p_values;
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}
void VisualScriptNode::validate_input_default_values() {
default_input_values.resize(MAX(default_input_values.size(), get_input_value_port_count())); //let it grow as big as possible, we don't want to lose values on resize
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// Actually validate on save.
for (int i = 0; i < get_input_value_port_count(); i++) {
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Variant::Type expected = get_input_value_port_info(i).type;
if (expected == Variant::NIL || expected == default_input_values[i].get_type()) {
continue;
} else {
// Not the same, reconvert.
Callable::CallError ce;
Variant existing = default_input_values[i];
const Variant *existingp = &existing;
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Variant::construct(expected, default_input_values[i], &existingp, 1, ce);
if (ce.error != Callable::CallError::CALL_OK) {
//could not convert? force..
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Variant::construct(expected, default_input_values[i], nullptr, 0, ce);
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}
}
}
}
Array VisualScriptNode::_get_default_input_values() const {
// Validate on save, since on load there is little info about this.
Array values = default_input_values;
values.resize(get_input_value_port_count());
return values;
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}
String VisualScriptNode::get_text() const {
return "";
}
void VisualScriptNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_visual_script"), &VisualScriptNode::get_visual_script);
ClassDB::bind_method(D_METHOD("set_default_input_value", "port_idx", "value"), &VisualScriptNode::set_default_input_value);
ClassDB::bind_method(D_METHOD("get_default_input_value", "port_idx"), &VisualScriptNode::get_default_input_value);
ClassDB::bind_method(D_METHOD("ports_changed_notify"), &VisualScriptNode::ports_changed_notify);
ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualScriptNode::_set_default_input_values);
ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualScriptNode::_get_default_input_values);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_default_input_values", "_get_default_input_values");
ADD_SIGNAL(MethodInfo("ports_changed"));
}
VisualScriptNode::TypeGuess VisualScriptNode::guess_output_type(TypeGuess *p_inputs, int p_output) const {
ERR_FAIL_COND_V(get_output_value_port_count() <= p_output, TypeGuess());
PropertyInfo pinfo = get_output_value_port_info(p_output);
TypeGuess tg;
tg.type = pinfo.type;
if (pinfo.hint == PROPERTY_HINT_RESOURCE_TYPE) {
tg.gdclass = pinfo.hint_string;
}
return tg;
}
Ref<VisualScript> VisualScriptNode::get_visual_script() const {
return script_used;
}
VisualScriptNode::VisualScriptNode() {
}
////////////////
/////////////////////
VisualScriptNodeInstance::VisualScriptNodeInstance() {
}
VisualScriptNodeInstance::~VisualScriptNodeInstance() {
if (sequence_outputs) {
memdelete_arr(sequence_outputs);
}
if (input_ports) {
memdelete_arr(input_ports);
}
if (output_ports) {
memdelete_arr(output_ports);
}
}
void VisualScript::add_function(const StringName &p_name, int p_func_node_id) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!String(p_name).is_valid_identifier());
ERR_FAIL_COND(functions.has(p_name));
ERR_FAIL_COND(variables.has(p_name));
ERR_FAIL_COND(custom_signals.has(p_name));
functions[p_name] = Function();
functions[p_name].func_id = p_func_node_id;
}
bool VisualScript::has_function(const StringName &p_name) const {
return functions.has(p_name);
}
void VisualScript::remove_function(const StringName &p_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!functions.has(p_name));
// Let the editor handle the node removal.
functions.erase(p_name);
}
void VisualScript::rename_function(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!functions.has(p_name));
if (p_new_name == p_name) {
return;
}
ERR_FAIL_COND(!String(p_new_name).is_valid_identifier());
ERR_FAIL_COND(functions.has(p_new_name));
ERR_FAIL_COND(variables.has(p_new_name));
ERR_FAIL_COND(custom_signals.has(p_new_name));
functions[p_new_name] = functions[p_name];
functions.erase(p_name);
}
void VisualScript::set_scroll(const Vector2 &p_scroll) {
scroll = p_scroll;
}
Vector2 VisualScript::get_scroll() const {
return scroll;
}
void VisualScript::get_function_list(List<StringName> *r_functions) const {
functions.get_key_list(r_functions);
// r_functions->sort_custom<StringName::AlphCompare>(); // Don't force sorting.
}
int VisualScript::get_function_node_id(const StringName &p_name) const {
ERR_FAIL_COND_V(!functions.has(p_name), -1);
return functions[p_name].func_id;
}
void VisualScript::_node_ports_changed(int p_id) {
Ref<VisualScriptNode> vsn = nodes[p_id].node;
vsn->validate_input_default_values();
// Must revalidate all the functions.
{
List<SequenceConnection> to_remove;
for (Set<SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id && E->get().from_output >= vsn->get_output_sequence_port_count()) {
to_remove.push_back(E->get());
}
if (E->get().to_node == p_id && !vsn->has_input_sequence_port()) {
to_remove.push_back(E->get());
}
}
while (to_remove.size()) {
sequence_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
{
List<DataConnection> to_remove;
for (Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id && E->get().from_port >= vsn->get_output_value_port_count()) {
to_remove.push_back(E->get());
}
if (E->get().to_node == p_id && E->get().to_port >= vsn->get_input_value_port_count()) {
to_remove.push_back(E->get());
}
}
while (to_remove.size()) {
data_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
#ifdef TOOLS_ENABLED
set_edited(true); // Something changed, let's set as edited.
emit_signal("node_ports_changed", p_id);
#endif
}
void VisualScript::add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(nodes.has(p_id)); // ID can exist only one in script.
NodeData nd;
nd.node = p_node;
nd.pos = p_pos;
Ref<VisualScriptNode> vsn = p_node;
vsn->connect("ports_changed", callable_mp(this, &VisualScript::_node_ports_changed), varray(p_id));
vsn->script_used = Ref<VisualScript>(this);
vsn->validate_input_default_values(); // Validate when fully loaded.
nodes[p_id] = nd;
}
void VisualScript::remove_node(int p_id) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!nodes.has(p_id));
{
List<SequenceConnection> to_remove;
for (Set<SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
to_remove.push_back(E->get());
}
}
while (to_remove.size()) {
sequence_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
{
List<DataConnection> to_remove;
for (Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
to_remove.push_back(E->get());
}
}
while (to_remove.size()) {
data_connections.erase(to_remove.front()->get());
to_remove.pop_front();
}
}
nodes[p_id].node->disconnect("ports_changed", callable_mp(this, &VisualScript::_node_ports_changed));
nodes[p_id].node->script_used.unref();
nodes.erase(p_id);
}
bool VisualScript::has_node(int p_id) const {
return nodes.has(p_id);
}
Ref<VisualScriptNode> VisualScript::get_node(int p_id) const {
ERR_FAIL_COND_V(!nodes.has(p_id), Ref<VisualScriptNode>());
return nodes[p_id].node;
}
void VisualScript::set_node_position(int p_id, const Point2 &p_pos) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!nodes.has(p_id));
nodes[p_id].pos = p_pos;
}
Point2 VisualScript::get_node_position(int p_id) const {
ERR_FAIL_COND_V(!nodes.has(p_id), Point2());
return nodes[p_id].pos;
}
void VisualScript::get_node_list(List<int> *r_nodes) const {
nodes.get_key_list(r_nodes);
}
void VisualScript::sequence_connect(int p_from_node, int p_from_output, int p_to_node) {
ERR_FAIL_COND(instances.size());
SequenceConnection sc;
sc.from_node = p_from_node;
sc.from_output = p_from_output;
sc.to_node = p_to_node;
ERR_FAIL_COND(sequence_connections.has(sc));
sequence_connections.insert(sc);
}
void VisualScript::sequence_disconnect(int p_from_node, int p_from_output, int p_to_node) {
SequenceConnection sc;
sc.from_node = p_from_node;
sc.from_output = p_from_output;
sc.to_node = p_to_node;
ERR_FAIL_COND(!sequence_connections.has(sc));
sequence_connections.erase(sc);
}
bool VisualScript::has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const {
SequenceConnection sc;
sc.from_node = p_from_node;
sc.from_output = p_from_output;
sc.to_node = p_to_node;
return sequence_connections.has(sc);
}
void VisualScript::get_sequence_connection_list(List<SequenceConnection> *r_connection) const {
for (const Set<SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
r_connection->push_back(E->get());
}
}
void VisualScript::data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
ERR_FAIL_COND(instances.size());
DataConnection dc;
dc.from_node = p_from_node;
dc.from_port = p_from_port;
dc.to_node = p_to_node;
dc.to_port = p_to_port;
ERR_FAIL_COND(data_connections.has(dc));
data_connections.insert(dc);
}
void VisualScript::data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
DataConnection dc;
dc.from_node = p_from_node;
dc.from_port = p_from_port;
dc.to_node = p_to_node;
dc.to_port = p_to_port;
ERR_FAIL_COND(!data_connections.has(dc));
data_connections.erase(dc);
}
bool VisualScript::has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
DataConnection dc;
dc.from_node = p_from_node;
dc.from_port = p_from_port;
dc.to_node = p_to_node;
dc.to_port = p_to_port;
return data_connections.has(dc);
}
bool VisualScript::is_input_value_port_connected(int p_node, int p_port) const {
for (const Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().to_node == p_node && E->get().to_port == p_port) {
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return true;
}
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}
return false;
}
bool VisualScript::get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const {
for (const Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().to_node == p_node && E->get().to_port == p_port) {
*r_node = E->get().from_node;
*r_port = E->get().from_port;
return true;
}
}
return false;
}
void VisualScript::get_data_connection_list(List<DataConnection> *r_connection) const {
for (const Set<DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
r_connection->push_back(E->get());
}
}
void VisualScript::set_tool_enabled(bool p_enabled) {
is_tool_script = p_enabled;
}
void VisualScript::add_variable(const StringName &p_name, const Variant &p_default_value, bool p_export) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!String(p_name).is_valid_identifier());
ERR_FAIL_COND(variables.has(p_name));
Variable v;
v.default_value = p_default_value;
v.info.type = p_default_value.get_type();
v.info.name = p_name;
v.info.hint = PROPERTY_HINT_NONE;
v._export = p_export;
variables[p_name] = v;
#ifdef TOOLS_ENABLED
_update_placeholders();
#endif
}
bool VisualScript::has_variable(const StringName &p_name) const {
return variables.has(p_name);
}
void VisualScript::remove_variable(const StringName &p_name) {
ERR_FAIL_COND(!variables.has(p_name));
variables.erase(p_name);
#ifdef TOOLS_ENABLED
_update_placeholders();
#endif
}
void VisualScript::set_variable_default_value(const StringName &p_name, const Variant &p_value) {
ERR_FAIL_COND(!variables.has(p_name));
variables[p_name].default_value = p_value;
#ifdef TOOLS_ENABLED
_update_placeholders();
#endif
}
Variant VisualScript::get_variable_default_value(const StringName &p_name) const {
ERR_FAIL_COND_V(!variables.has(p_name), Variant());
return variables[p_name].default_value;
}
void VisualScript::set_variable_info(const StringName &p_name, const PropertyInfo &p_info) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!variables.has(p_name));
variables[p_name].info = p_info;
variables[p_name].info.name = p_name;
#ifdef TOOLS_ENABLED
_update_placeholders();
#endif
}
PropertyInfo VisualScript::get_variable_info(const StringName &p_name) const {
ERR_FAIL_COND_V(!variables.has(p_name), PropertyInfo());
return variables[p_name].info;
}
void VisualScript::set_variable_export(const StringName &p_name, bool p_export) {
ERR_FAIL_COND(!variables.has(p_name));
variables[p_name]._export = p_export;
#ifdef TOOLS_ENABLED
_update_placeholders();
#endif
}
bool VisualScript::get_variable_export(const StringName &p_name) const {
ERR_FAIL_COND_V(!variables.has(p_name), false);
return variables[p_name]._export;
}
void VisualScript::_set_variable_info(const StringName &p_name, const Dictionary &p_info) {
PropertyInfo pinfo;
if (p_info.has("type")) {
pinfo.type = Variant::Type(int(p_info["type"]));
}
if (p_info.has("name")) {
pinfo.name = p_info["name"];
}
if (p_info.has("hint")) {
pinfo.hint = PropertyHint(int(p_info["hint"]));
}
if (p_info.has("hint_string")) {
pinfo.hint_string = p_info["hint_string"];
}
if (p_info.has("usage")) {
pinfo.usage = p_info["usage"];
}
set_variable_info(p_name, pinfo);
}
Dictionary VisualScript::_get_variable_info(const StringName &p_name) const {
PropertyInfo pinfo = get_variable_info(p_name);
Dictionary d;
d["type"] = pinfo.type;
d["name"] = pinfo.name;
d["hint"] = pinfo.hint;
d["hint_string"] = pinfo.hint_string;
d["usage"] = pinfo.usage;
return d;
}
void VisualScript::get_variable_list(List<StringName> *r_variables) const {
variables.get_key_list(r_variables);
// r_variables->sort_custom<StringName::AlphCompare>(); // Don't force it.
}
void VisualScript::set_instance_base_type(const StringName &p_type) {
ERR_FAIL_COND(instances.size());
base_type = p_type;
}
void VisualScript::rename_variable(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!variables.has(p_name));
if (p_new_name == p_name) {
return;
}
ERR_FAIL_COND(!String(p_new_name).is_valid_identifier());
ERR_FAIL_COND(functions.has(p_new_name));
ERR_FAIL_COND(variables.has(p_new_name));
ERR_FAIL_COND(custom_signals.has(p_new_name));
variables[p_new_name] = variables[p_name];
variables.erase(p_name);
List<int> ids;
get_node_list(&ids);
for (List<int>::Element *E = ids.front(); E; E = E->next()) {
Ref<VisualScriptVariableGet> nodeget = get_node(E->get());
if (nodeget.is_valid()) {
if (nodeget->get_variable() == p_name) {
nodeget->set_variable(p_new_name);
}
} else {
Ref<VisualScriptVariableSet> nodeset = get_node(E->get());
if (nodeset.is_valid()) {
if (nodeset->get_variable() == p_name) {
nodeset->set_variable(p_new_name);
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}
}
}
}
}
void VisualScript::add_custom_signal(const StringName &p_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!String(p_name).is_valid_identifier());
ERR_FAIL_COND(custom_signals.has(p_name));
custom_signals[p_name] = Vector<Argument>();
}
bool VisualScript::has_custom_signal(const StringName &p_name) const {
return custom_signals.has(p_name);
}
void VisualScript::custom_signal_add_argument(const StringName &p_func, Variant::Type p_type, const String &p_name, int p_index) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_func));
Argument arg;
arg.type = p_type;
arg.name = p_name;
if (p_index < 0) {
custom_signals[p_func].push_back(arg);
} else {
custom_signals[p_func].insert(0, arg);
}
}
void VisualScript::custom_signal_set_argument_type(const StringName &p_func, int p_argidx, Variant::Type p_type) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_func));
ERR_FAIL_INDEX(p_argidx, custom_signals[p_func].size());
custom_signals[p_func].write[p_argidx].type = p_type;
}
Variant::Type VisualScript::custom_signal_get_argument_type(const StringName &p_func, int p_argidx) const {
ERR_FAIL_COND_V(!custom_signals.has(p_func), Variant::NIL);
ERR_FAIL_INDEX_V(p_argidx, custom_signals[p_func].size(), Variant::NIL);
return custom_signals[p_func][p_argidx].type;
}
void VisualScript::custom_signal_set_argument_name(const StringName &p_func, int p_argidx, const String &p_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_func));
ERR_FAIL_INDEX(p_argidx, custom_signals[p_func].size());
custom_signals[p_func].write[p_argidx].name = p_name;
}
String VisualScript::custom_signal_get_argument_name(const StringName &p_func, int p_argidx) const {
ERR_FAIL_COND_V(!custom_signals.has(p_func), String());
ERR_FAIL_INDEX_V(p_argidx, custom_signals[p_func].size(), String());
return custom_signals[p_func][p_argidx].name;
}
void VisualScript::custom_signal_remove_argument(const StringName &p_func, int p_argidx) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_func));
ERR_FAIL_INDEX(p_argidx, custom_signals[p_func].size());
custom_signals[p_func].remove(p_argidx);
}
int VisualScript::custom_signal_get_argument_count(const StringName &p_func) const {
ERR_FAIL_COND_V(!custom_signals.has(p_func), 0);
return custom_signals[p_func].size();
}
void VisualScript::custom_signal_swap_argument(const StringName &p_func, int p_argidx, int p_with_argidx) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_func));
ERR_FAIL_INDEX(p_argidx, custom_signals[p_func].size());
ERR_FAIL_INDEX(p_with_argidx, custom_signals[p_func].size());
SWAP(custom_signals[p_func].write[p_argidx], custom_signals[p_func].write[p_with_argidx]);
}
void VisualScript::remove_custom_signal(const StringName &p_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_name));
custom_signals.erase(p_name);
}
void VisualScript::rename_custom_signal(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(instances.size());
ERR_FAIL_COND(!custom_signals.has(p_name));
if (p_new_name == p_name) {
return;
}
ERR_FAIL_COND(!String(p_new_name).is_valid_identifier());
ERR_FAIL_COND(functions.has(p_new_name));
ERR_FAIL_COND(variables.has(p_new_name));
ERR_FAIL_COND(custom_signals.has(p_new_name));
custom_signals[p_new_name] = custom_signals[p_name];
custom_signals.erase(p_name);
}
void VisualScript::get_custom_signal_list(List<StringName> *r_custom_signals) const {
for (const Map<StringName, Vector<Argument>>::Element *E = custom_signals.front(); E; E = E->next()) {
r_custom_signals->push_back(E->key());
}
r_custom_signals->sort_custom<StringName::AlphCompare>();
}
int VisualScript::get_available_id() const {
// This is infinitely increasing,
// so one might want to implement a better solution,
// if the there is a case for huge number of nodes to be added to visual script.
List<int> nds;
nodes.get_key_list(&nds);
int max = -1;
for (const List<int>::Element *E = nds.front(); E; E = E->next()) {
if (E->get() > max) {
max = E->get();
}
}
return (max + 1);
}
/////////////////////////////////
bool VisualScript::can_instance() const {
return true; // ScriptServer::is_scripting_enabled();
}
StringName VisualScript::get_instance_base_type() const {
return base_type;
}
Ref<Script> VisualScript::get_base_script() const {
return Ref<Script>(); // No inheritance in visual script.
}
#ifdef TOOLS_ENABLED
void VisualScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
placeholders.erase(p_placeholder);
}
void VisualScript::_update_placeholders() {
if (placeholders.size() == 0) {
return; // No bother if no placeholders.
}
List<PropertyInfo> pinfo;
Map<StringName, Variant> values;
List<StringName> keys;
variables.get_key_list(&keys);
for (List<StringName>::Element *E = keys.front(); E; E = E->next()) {
if (!variables[E->get()]._export) {
continue;
}
PropertyInfo p = variables[E->get()].info;
p.name = String(E->get());
pinfo.push_back(p);
values[p.name] = variables[E->get()].default_value;
}
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
E->get()->update(pinfo, values);
}
}
#endif
ScriptInstance *VisualScript::instance_create(Object *p_this) {
#ifdef TOOLS_ENABLED
if (!ScriptServer::is_scripting_enabled() && !is_tool_script) {
PlaceHolderScriptInstance *sins = memnew(PlaceHolderScriptInstance(VisualScriptLanguage::singleton, Ref<Script>((Script *)this), p_this));
placeholders.insert(sins);
List<PropertyInfo> pinfo;
Map<StringName, Variant> values;
List<StringName> keys;
variables.get_key_list(&keys);
for (const List<StringName>::Element *E = keys.front(); E; E = E->next()) {
if (!variables[E->get()]._export) {
continue;
}
PropertyInfo p = variables[E->get()].info;
p.name = String(E->get());
pinfo.push_back(p);
values[p.name] = variables[E->get()].default_value;
}
sins->update(pinfo, values);
return sins;
}
#endif
VisualScriptInstance *instance = memnew(VisualScriptInstance);
instance->create(Ref<VisualScript>(this), p_this);
{
MutexLock lock(VisualScriptLanguage::singleton->lock);
instances[p_this] = instance;
}
return instance;
}
bool VisualScript::instance_has(const Object *p_this) const {
return instances.has((Object *)p_this);
}
bool VisualScript::has_source_code() const {
return false;
}
String VisualScript::get_source_code() const {
return String();
}
void VisualScript::set_source_code(const String &p_code) {
}
Error VisualScript::reload(bool p_keep_state) {
return OK;
}
bool VisualScript::is_tool() const {
return is_tool_script;
}
bool VisualScript::is_valid() const {
return true; // Always valid.
}
ScriptLanguage *VisualScript::get_language() const {
return VisualScriptLanguage::singleton;
}
bool VisualScript::has_script_signal(const StringName &p_signal) const {
return custom_signals.has(p_signal);
}
void VisualScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
for (const Map<StringName, Vector<Argument>>::Element *E = custom_signals.front(); E; E = E->next()) {
MethodInfo mi;
mi.name = E->key();
for (int i = 0; i < E->get().size(); i++) {
PropertyInfo arg;
arg.type = E->get()[i].type;
arg.name = E->get()[i].name;
mi.arguments.push_back(arg);
}
r_signals->push_back(mi);
}
}
bool VisualScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {
if (!variables.has(p_property)) {
return false;
}
r_value = variables[p_property].default_value;
return true;
}
2016-08-19 21:48:08 +02:00
void VisualScript::get_script_method_list(List<MethodInfo> *p_list) const {
List<StringName> funcs;
functions.get_key_list(&funcs);
for (List<StringName>::Element *E = funcs.front(); E; E = E->next()) {
MethodInfo mi;
mi.name = E->get();
if (functions[E->get()].func_id >= 0) {
Ref<VisualScriptFunction> func = nodes[functions[E->get()].func_id].node;
if (func.is_valid()) {
for (int i = 0; i < func->get_argument_count(); i++) {
PropertyInfo arg;
arg.name = func->get_argument_name(i);
arg.type = func->get_argument_type(i);
mi.arguments.push_back(arg);
}
p_list->push_back(mi);
}
}
}
}
bool VisualScript::has_method(const StringName &p_method) const {
return functions.has(p_method);
}
MethodInfo VisualScript::get_method_info(const StringName &p_method) const {
const Function funct = functions[p_method];
if (funct.func_id == -1) {
return MethodInfo();
}
MethodInfo mi;
mi.name = p_method;
if (funct.func_id >= 0) {
Ref<VisualScriptFunction> func = nodes[funct.func_id].node;
if (func.is_valid()) {
for (int i = 0; i < func->get_argument_count(); i++) {
PropertyInfo arg;
arg.name = func->get_argument_name(i);
arg.type = func->get_argument_type(i);
mi.arguments.push_back(arg);
}
if (!func->is_sequenced()) {
mi.flags |= METHOD_FLAG_CONST;
}
}
}
return mi;
}
void VisualScript::get_script_property_list(List<PropertyInfo> *p_list) const {
List<StringName> vars;
get_variable_list(&vars);
for (List<StringName>::Element *E = vars.front(); E; E = E->next()) {
//if (!variables[E->get()]._export)
// continue;
PropertyInfo pi = variables[E->get()].info;
pi.usage |= PROPERTY_USAGE_SCRIPT_VARIABLE;
p_list->push_back(pi);
}
}
int VisualScript::get_member_line(const StringName &p_member) const {
return functions[p_member].func_id; // will be -1 if not found
}
#ifdef TOOLS_ENABLED
bool VisualScript::are_subnodes_edited() const {
List<int> keys;
nodes.get_key_list(&keys);
for (const List<int>::Element *F = keys.front(); F; F = F->next()) {
if (nodes[F->get()].node->is_edited()) {
return true;
}
}
return false;
}
#endif
Vector<ScriptNetData> VisualScript::get_rpc_methods() const {
return rpc_functions;
}
uint16_t VisualScript::get_rpc_method_id(const StringName &p_method) const {
for (int i = 0; i < rpc_functions.size(); i++) {
if (rpc_functions[i].name == p_method) {
return i;
}
}
return UINT16_MAX;
}
StringName VisualScript::get_rpc_method(const uint16_t p_rpc_method_id) const {
ERR_FAIL_COND_V(p_rpc_method_id >= rpc_functions.size(), StringName());
return rpc_functions[p_rpc_method_id].name;
}
MultiplayerAPI::RPCMode VisualScript::get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const {
ERR_FAIL_COND_V(p_rpc_method_id >= rpc_functions.size(), MultiplayerAPI::RPC_MODE_DISABLED);
return rpc_functions[p_rpc_method_id].mode;
}
MultiplayerAPI::RPCMode VisualScript::get_rpc_mode(const StringName &p_method) const {
return get_rpc_mode_by_id(get_rpc_method_id(p_method));
}
Vector<ScriptNetData> VisualScript::get_rset_properties() const {
return rpc_variables;
}
uint16_t VisualScript::get_rset_property_id(const StringName &p_variable) const {
for (int i = 0; i < rpc_variables.size(); i++) {
if (rpc_variables[i].name == p_variable) {
return i;
}
}
return UINT16_MAX;
}
StringName VisualScript::get_rset_property(const uint16_t p_rset_property_id) const {
ERR_FAIL_COND_V(p_rset_property_id >= rpc_variables.size(), StringName());
return rpc_variables[p_rset_property_id].name;
}
MultiplayerAPI::RPCMode VisualScript::get_rset_mode_by_id(const uint16_t p_rset_variable_id) const {
ERR_FAIL_COND_V(p_rset_variable_id >= rpc_variables.size(), MultiplayerAPI::RPC_MODE_DISABLED);
return rpc_variables[p_rset_variable_id].mode;
}
MultiplayerAPI::RPCMode VisualScript::get_rset_mode(const StringName &p_variable) const {
return get_rset_mode_by_id(get_rset_property_id(p_variable));
}
void VisualScript::_set_data(const Dictionary &p_data) {
Dictionary d = p_data;
if (d.has("base_type")) {
base_type = d["base_type"];
}
variables.clear();
Array vars = d["variables"];
for (int i = 0; i < vars.size(); i++) {
Dictionary v = vars[i];
StringName name = v["name"];
add_variable(name);
_set_variable_info(name, v);
set_variable_default_value(name, v["default_value"]);
set_variable_export(name, v.has("export") && bool(v["export"]));
}
custom_signals.clear();
Array sigs = d["signals"];
for (int i = 0; i < sigs.size(); i++) {
Dictionary cs = sigs[i];
add_custom_signal(cs["name"]);
Array args = cs["arguments"];
for (int j = 0; j < args.size(); j += 2) {
custom_signal_add_argument(cs["name"], Variant::Type(int(args[j + 1])), args[j]);
}
}
Array funcs = d["functions"];
functions.clear();
for (int i = 0; i < funcs.size(); i++) {
Dictionary func = funcs[i];
add_function(func["name"], func["function_id"]);
}
{
Array nodes = d["nodes"];
for (int i = 0; i < nodes.size(); i += 3) {
add_node(nodes[i], nodes[i + 2], nodes[i + 1]);
}
Array sequence_connections = d["sequence_connections"];
for (int j = 0; j < sequence_connections.size(); j += 3) {
sequence_connect(sequence_connections[j + 0], sequence_connections[j + 1], sequence_connections[j + 2]);
}
Array data_connections = d["data_connections"];
for (int j = 0; j < data_connections.size(); j += 4) {
data_connect(data_connections[j + 0], data_connections[j + 1], data_connections[j + 2], data_connections[j + 3]);
}
}
is_tool_script = d["is_tool_script"];
scroll = d["scroll"];
// Takes all the rpc methods.
rpc_functions.clear();
rpc_variables.clear();
List<StringName> fns;
functions.get_key_list(&fns);
for (const List<StringName>::Element *E = fns.front(); E; E = E->next()) {
if (functions[E->get()].func_id >= 0 && nodes.has(functions[E->get()].func_id)) {
Ref<VisualScriptFunction> vsf = nodes[functions[E->get()].func_id].node;
if (vsf.is_valid()) {
if (vsf->get_rpc_mode() != MultiplayerAPI::RPC_MODE_DISABLED) {
ScriptNetData nd;
nd.name = E->get();
nd.mode = vsf->get_rpc_mode();
if (rpc_functions.find(nd) == -1) {
rpc_functions.push_back(nd);
}
}
}
}
}
// Sort so we are 100% that they are always the same.
rpc_functions.sort_custom<SortNetData>();
}
Dictionary VisualScript::_get_data() const {
Dictionary d;
d["base_type"] = base_type;
Array vars;
List<StringName> var_names;
variables.get_key_list(&var_names);
for (const List<StringName>::Element *E = var_names.front(); E; E = E->next()) {
Dictionary var = _get_variable_info(E->get());
var["name"] = E->get(); // Make sure it's the right one.
var["default_value"] = variables[E->get()].default_value;
var["export"] = variables[E->get()]._export;
vars.push_back(var);
}
d["variables"] = vars;
Array sigs;
for (const Map<StringName, Vector<Argument>>::Element *E = custom_signals.front(); E; E = E->next()) {
Dictionary cs;
cs["name"] = E->key();
Array args;
for (int i = 0; i < E->get().size(); i++) {
args.push_back(E->get()[i].name);
args.push_back(E->get()[i].type);
}
cs["arguments"] = args;
sigs.push_back(cs);
}
d["signals"] = sigs;
Array funcs;
List<StringName> func_names;
functions.get_key_list(&func_names);
for (const List<StringName>::Element *E = func_names.front(); E; E = E->next()) {
Dictionary func;
func["name"] = E->get();
func["function_id"] = functions[E->get()].func_id;
funcs.push_back(func);
}
d["functions"] = funcs;
Array nds;
List<int> node_ids;
nodes.get_key_list(&node_ids);
for (const List<int>::Element *F = node_ids.front(); F; F = F->next()) {
nds.push_back(F->get());
nds.push_back(nodes[F->get()].pos);
nds.push_back(nodes[F->get()].node);
}
d["nodes"] = nds;
Array seqconns;
for (const Set<SequenceConnection>::Element *F = sequence_connections.front(); F; F = F->next()) {
seqconns.push_back(F->get().from_node);
seqconns.push_back(F->get().from_output);
seqconns.push_back(F->get().to_node);
}
d["sequence_connections"] = seqconns;
Array dataconns;
for (const Set<DataConnection>::Element *F = data_connections.front(); F; F = F->next()) {
dataconns.push_back(F->get().from_node);
dataconns.push_back(F->get().from_port);
dataconns.push_back(F->get().to_node);
dataconns.push_back(F->get().to_port);
}
d["data_connections"] = dataconns;
d["is_tool_script"] = is_tool_script;
d["scroll"] = scroll;
return d;
}
void VisualScript::_bind_methods() {
2021-01-04 17:12:55 +01:00
ClassDB::bind_method(D_METHOD("add_function", "name", "func_node_id"), &VisualScript::add_function);
ClassDB::bind_method(D_METHOD("has_function", "name"), &VisualScript::has_function);
ClassDB::bind_method(D_METHOD("remove_function", "name"), &VisualScript::remove_function);
ClassDB::bind_method(D_METHOD("rename_function", "name", "new_name"), &VisualScript::rename_function);
ClassDB::bind_method(D_METHOD("set_scroll", "ofs"), &VisualScript::set_scroll);
ClassDB::bind_method(D_METHOD("get_scroll"), &VisualScript::get_scroll);
ClassDB::bind_method(D_METHOD("add_node", "id", "node", "position"), &VisualScript::add_node, DEFVAL(Point2()));
ClassDB::bind_method(D_METHOD("remove_node", "id"), &VisualScript::remove_node);
ClassDB::bind_method(D_METHOD("get_function_node_id", "name"), &VisualScript::get_function_node_id);
ClassDB::bind_method(D_METHOD("get_node", "id"), &VisualScript::get_node);
ClassDB::bind_method(D_METHOD("has_node", "id"), &VisualScript::has_node);
ClassDB::bind_method(D_METHOD("set_node_position", "id", "position"), &VisualScript::set_node_position);
ClassDB::bind_method(D_METHOD("get_node_position", "id"), &VisualScript::get_node_position);
ClassDB::bind_method(D_METHOD("sequence_connect", "from_node", "from_output", "to_node"), &VisualScript::sequence_connect);
ClassDB::bind_method(D_METHOD("sequence_disconnect", "from_node", "from_output", "to_node"), &VisualScript::sequence_disconnect);
ClassDB::bind_method(D_METHOD("has_sequence_connection", "from_node", "from_output", "to_node"), &VisualScript::has_sequence_connection);
ClassDB::bind_method(D_METHOD("data_connect", "from_node", "from_port", "to_node", "to_port"), &VisualScript::data_connect);
ClassDB::bind_method(D_METHOD("data_disconnect", "from_node", "from_port", "to_node", "to_port"), &VisualScript::data_disconnect);
ClassDB::bind_method(D_METHOD("has_data_connection", "from_node", "from_port", "to_node", "to_port"), &VisualScript::has_data_connection);
ClassDB::bind_method(D_METHOD("add_variable", "name", "default_value", "export"), &VisualScript::add_variable, DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("has_variable", "name"), &VisualScript::has_variable);
ClassDB::bind_method(D_METHOD("remove_variable", "name"), &VisualScript::remove_variable);
ClassDB::bind_method(D_METHOD("set_variable_default_value", "name", "value"), &VisualScript::set_variable_default_value);
ClassDB::bind_method(D_METHOD("get_variable_default_value", "name"), &VisualScript::get_variable_default_value);
ClassDB::bind_method(D_METHOD("set_variable_info", "name", "value"), &VisualScript::_set_variable_info);
ClassDB::bind_method(D_METHOD("get_variable_info", "name"), &VisualScript::_get_variable_info);
ClassDB::bind_method(D_METHOD("set_variable_export", "name", "enable"), &VisualScript::set_variable_export);
ClassDB::bind_method(D_METHOD("get_variable_export", "name"), &VisualScript::get_variable_export);
ClassDB::bind_method(D_METHOD("rename_variable", "name", "new_name"), &VisualScript::rename_variable);
ClassDB::bind_method(D_METHOD("add_custom_signal", "name"), &VisualScript::add_custom_signal);
ClassDB::bind_method(D_METHOD("has_custom_signal", "name"), &VisualScript::has_custom_signal);
ClassDB::bind_method(D_METHOD("custom_signal_add_argument", "name", "type", "argname", "index"), &VisualScript::custom_signal_add_argument, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("custom_signal_set_argument_type", "name", "argidx", "type"), &VisualScript::custom_signal_set_argument_type);
ClassDB::bind_method(D_METHOD("custom_signal_get_argument_type", "name", "argidx"), &VisualScript::custom_signal_get_argument_type);
ClassDB::bind_method(D_METHOD("custom_signal_set_argument_name", "name", "argidx", "argname"), &VisualScript::custom_signal_set_argument_name);
ClassDB::bind_method(D_METHOD("custom_signal_get_argument_name", "name", "argidx"), &VisualScript::custom_signal_get_argument_name);
2017-07-22 12:11:42 +02:00
ClassDB::bind_method(D_METHOD("custom_signal_remove_argument", "name", "argidx"), &VisualScript::custom_signal_remove_argument);
ClassDB::bind_method(D_METHOD("custom_signal_get_argument_count", "name"), &VisualScript::custom_signal_get_argument_count);
ClassDB::bind_method(D_METHOD("custom_signal_swap_argument", "name", "argidx", "withidx"), &VisualScript::custom_signal_swap_argument);
ClassDB::bind_method(D_METHOD("remove_custom_signal", "name"), &VisualScript::remove_custom_signal);
ClassDB::bind_method(D_METHOD("rename_custom_signal", "name", "new_name"), &VisualScript::rename_custom_signal);
//ClassDB::bind_method(D_METHOD("set_variable_info","name","info"),&VScript::set_variable_info);
//ClassDB::bind_method(D_METHOD("get_variable_info","name"),&VScript::set_variable_info);
ClassDB::bind_method(D_METHOD("set_instance_base_type", "type"), &VisualScript::set_instance_base_type);
ClassDB::bind_method(D_METHOD("_set_data", "data"), &VisualScript::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &VisualScript::_get_data);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_data", "_get_data");
ADD_SIGNAL(MethodInfo("node_ports_changed", PropertyInfo(Variant::INT, "id")));
}
VisualScript::VisualScript() {
base_type = "Object";
is_tool_script = false;
}
bool VisualScript::inherits_script(const Ref<Script> &p_script) const {
return this == p_script.ptr(); // There is no inheritance in visual scripts, so this is enough.
}
Set<int> VisualScript::get_output_sequence_ports_connected(int from_node) {
Improve VisualScript UX * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
2018-05-13 05:34:35 +02:00
List<VisualScript::SequenceConnection> *sc = memnew(List<VisualScript::SequenceConnection>);
get_sequence_connection_list(sc);
Improve VisualScript UX * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
2018-05-13 05:34:35 +02:00
Set<int> connected;
for (List<VisualScript::SequenceConnection>::Element *E = sc->front(); E; E = E->next()) {
if (E->get().from_node == from_node) {
connected.insert(E->get().from_output);
}
}
memdelete(sc);
return connected;
}
VisualScript::~VisualScript() {
// Remove all nodes and stuff that hold data refs.
List<int> nds;
nodes.get_key_list(&nds);
for (const List<int>::Element *E = nds.front(); E; E = E->next()) {
remove_node(E->get());
}
}
////////////////////////////////////////////
bool VisualScriptInstance::set(const StringName &p_name, const Variant &p_value) {
Map<StringName, Variant>::Element *E = variables.find(p_name);
if (!E) {
return false;
}
E->get() = p_value;
return true;
}
bool VisualScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
const Map<StringName, Variant>::Element *E = variables.find(p_name);
if (!E) {
return false;
}
r_ret = E->get();
return true;
}
void VisualScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {
List<StringName> vars;
script->variables.get_key_list(&vars);
for (const List<StringName>::Element *E = vars.front(); E; E = E->next()) {
if (!script->variables[E->get()]._export) {
continue;
}
PropertyInfo p = script->variables[E->get()].info;
p.name = String(E->get());
p.usage |= PROPERTY_USAGE_SCRIPT_VARIABLE;
p_properties->push_back(p);
}
}
Variant::Type VisualScriptInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
if (!script->variables.has(p_name)) {
if (r_is_valid) {
*r_is_valid = false;
}
ERR_FAIL_V(Variant::NIL);
}
if (r_is_valid) {
*r_is_valid = true;
}
return script->variables[p_name].info.type;
}
void VisualScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
List<StringName> fns;
script->functions.get_key_list(&fns);
for (const List<StringName>::Element *E = fns.front(); E; E = E->next()) {
MethodInfo mi;
mi.name = E->get();
if (script->functions[E->get()].func_id >= 0 && script->nodes.has(script->functions[E->get()].func_id)) {
Ref<VisualScriptFunction> vsf = script->nodes[script->functions[E->get()].func_id].node;
if (vsf.is_valid()) {
for (int i = 0; i < vsf->get_argument_count(); i++) {
PropertyInfo arg;
arg.name = vsf->get_argument_name(i);
arg.type = vsf->get_argument_type(i);
mi.arguments.push_back(arg);
}
if (!vsf->is_sequenced()) { // Assumed constant if not sequenced.
mi.flags |= METHOD_FLAG_CONST;
}
}
}
p_list->push_back(mi);
}
}
bool VisualScriptInstance::has_method(const StringName &p_method) const {
return script->functions.has(p_method);
}
//#define VSDEBUG(m_text) print_line(m_text)
#define VSDEBUG(m_text)
void VisualScriptInstance::_dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Callable::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node) {
ERR_FAIL_COND(node->pass_idx == -1);
if (pass_stack[node->pass_idx] == p_pass) {
return;
}
pass_stack[node->pass_idx] = p_pass;
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if (!node->dependencies.is_empty()) {
int dc = node->dependencies.size();
VisualScriptNodeInstance **deps = node->dependencies.ptrw();
for (int i = 0; i < dc; i++) {
_dependency_step(deps[i], p_pass, pass_stack, input_args, output_args, variant_stack, r_error, error_str, r_error_node);
if (r_error.error != Callable::CallError::CALL_OK) {
return;
}
}
}
for (int i = 0; i < node->input_port_count; i++) {
int index = node->input_ports[i] & VisualScriptNodeInstance::INPUT_MASK;
if (node->input_ports[i] & VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT) {
// Is a default value (unassigned input port).
input_args[i] = &default_values[index];
} else {
// Regular temporary in stack.
input_args[i] = &variant_stack[index];
}
}
for (int i = 0; i < node->output_port_count; i++) {
output_args[i] = &variant_stack[node->output_ports[i]];
}
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Variant *working_mem = node->working_mem_idx >= 0 ? &variant_stack[node->working_mem_idx] : (Variant *)nullptr;
node->step(input_args, output_args, VisualScriptNodeInstance::START_MODE_BEGIN_SEQUENCE, working_mem, r_error, error_str);
// Ignore return.
if (r_error.error != Callable::CallError::CALL_OK) {
*r_error_node = node;
}
}
Variant VisualScriptInstance::_call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Callable::CallError &r_error) {
Map<StringName, Function>::Element *F = functions.find(p_method);
ERR_FAIL_COND_V(!F, Variant());
Function *f = &F->get();
// This call goes separate, so it can be yielded and suspended.
Variant *variant_stack = (Variant *)p_stack;
bool *sequence_bits = (bool *)(variant_stack + f->max_stack);
const Variant **input_args = (const Variant **)(sequence_bits + f->node_count);
Variant **output_args = (Variant **)(input_args + max_input_args);
int flow_max = f->flow_stack_size;
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int *flow_stack = flow_max ? (int *)(output_args + max_output_args) : (int *)nullptr;
int *pass_stack = flow_stack ? (int *)(flow_stack + flow_max) : (int *)nullptr;
String error_str;
VisualScriptNodeInstance *node = p_node;
bool error = false;
int current_node_id = f->node;
Variant return_value;
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Variant *working_mem = nullptr;
int flow_stack_pos = p_flow_stack_pos;
#ifdef DEBUG_ENABLED
if (EngineDebugger::is_active()) {
VisualScriptLanguage::singleton->enter_function(this, &p_method, variant_stack, &working_mem, &current_node_id);
}
#endif
while (true) {
p_pass++; // Increment pass.
current_node_id = node->get_id();
VSDEBUG("==========AT NODE: " + itos(current_node_id) + " base: " + node->get_base_node()->get_class_name());
VSDEBUG("AT STACK POS: " + itos(flow_stack_pos));
// Setup working mem.
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working_mem = node->working_mem_idx >= 0 ? &variant_stack[node->working_mem_idx] : (Variant *)nullptr;
VSDEBUG("WORKING MEM: " + itos(node->working_mem_idx));
if (current_node_id == f->node) {
// If function node, set up function arguments from beginning of stack.
for (int i = 0; i < f->argument_count; i++) {
input_args[i] = &variant_stack[i];
}
} else {
// Run dependencies first.
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if (!node->dependencies.is_empty()) {
int dc = node->dependencies.size();
VisualScriptNodeInstance **deps = node->dependencies.ptrw();
for (int i = 0; i < dc; i++) {
_dependency_step(deps[i], p_pass, pass_stack, input_args, output_args, variant_stack, r_error, error_str, &node);
if (r_error.error != Callable::CallError::CALL_OK) {
error = true;
current_node_id = node->id;
break;
}
}
}
if (!error) {
// Setup input pointers normally.
VSDEBUG("INPUT PORTS: " + itos(node->input_port_count));
for (int i = 0; i < node->input_port_count; i++) {
int index = node->input_ports[i] & VisualScriptNodeInstance::INPUT_MASK;
if (node->input_ports[i] & VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT) {
// Is a default value (unassigned input port).
input_args[i] = &default_values[index];
VSDEBUG("\tPORT " + itos(i) + " DEFAULT VAL");
} else {
// Regular temporary in stack.
input_args[i] = &variant_stack[index];
VSDEBUG("PORT " + itos(i) + " AT STACK " + itos(index));
}
}
}
}
if (error) {
break;
}
// Setup output pointers.
VSDEBUG("OUTPUT PORTS: " + itos(node->output_port_count));
for (int i = 0; i < node->output_port_count; i++) {
output_args[i] = &variant_stack[node->output_ports[i]];
VSDEBUG("PORT " + itos(i) + " AT STACK " + itos(node->output_ports[i]));
}
// Do step.
VisualScriptNodeInstance::StartMode start_mode;
{
if (p_resuming_yield) {
start_mode = VisualScriptNodeInstance::START_MODE_RESUME_YIELD;
p_resuming_yield = false; // Should resume only the first time.
} else if (flow_stack && (flow_stack[flow_stack_pos] & VisualScriptNodeInstance::FLOW_STACK_PUSHED_BIT)) {
// If there is a push bit, it means we are continuing a sequence.
start_mode = VisualScriptNodeInstance::START_MODE_CONTINUE_SEQUENCE;
} else {
start_mode = VisualScriptNodeInstance::START_MODE_BEGIN_SEQUENCE;
}
}
VSDEBUG("STEP - STARTSEQ: " + itos(start_mode));
int ret = node->step(input_args, output_args, start_mode, working_mem, r_error, error_str);
if (r_error.error != Callable::CallError::CALL_OK) {
// Use error from step.
error = true;
break;
}
if (ret & VisualScriptNodeInstance::STEP_YIELD_BIT) {
// Yielded!
if (node->get_working_memory_size() == 0) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("A node yielded without working memory, please read the docs on how to yield properly!");
error = true;
break;
} else {
Ref<VisualScriptFunctionState> state = *working_mem;
if (!state.is_valid()) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Node yielded, but did not return a function state in the first working memory.");
error = true;
break;
}
// Step 1, capture all state.
state->instance_id = get_owner_ptr()->get_instance_id();
state->script_id = get_script()->get_instance_id();
state->instance = this;
state->function = p_method;
state->working_mem_index = node->working_mem_idx;
state->variant_stack_size = f->max_stack;
state->node = node;
state->flow_stack_pos = flow_stack_pos;
state->stack.resize(p_stack_size);
state->pass = p_pass;
memcpy(state->stack.ptrw(), p_stack, p_stack_size);
// Step 2, run away, return directly.
r_error.error = Callable::CallError::CALL_OK;
#ifdef DEBUG_ENABLED
// Will re-enter later, so exiting.
if (EngineDebugger::is_active()) {
VisualScriptLanguage::singleton->exit_function();
}
#endif
return state;
}
}
#ifdef DEBUG_ENABLED
if (EngineDebugger::is_active()) {
// line
bool do_break = false;
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0) {
if (EngineDebugger::get_script_debugger()->get_depth() <= 0) {
EngineDebugger::get_script_debugger()->set_lines_left(EngineDebugger::get_script_debugger()->get_lines_left() - 1);
}
if (EngineDebugger::get_script_debugger()->get_lines_left() <= 0) {
do_break = true;
}
}
if (EngineDebugger::get_script_debugger()->is_breakpoint(current_node_id, source)) {
do_break = true;
}
if (do_break) {
VisualScriptLanguage::singleton->debug_break("Breakpoint", true);
}
EngineDebugger::get_singleton()->line_poll();
}
#endif
int output = ret & VisualScriptNodeInstance::STEP_MASK;
VSDEBUG("STEP RETURN: " + itos(ret));
if (ret & VisualScriptNodeInstance::STEP_EXIT_FUNCTION_BIT) {
if (node->get_working_memory_size() == 0) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Return value must be assigned to first element of node working memory! Fix your node please.");
error = true;
} else {
// Assign from working memory, first element.
return_value = *working_mem;
}
VSDEBUG("EXITING FUNCTION - VALUE " + String(return_value));
break; // Exit function requested, bye
}
VisualScriptNodeInstance *next = nullptr; // Next node.
if ((ret == output || ret & VisualScriptNodeInstance::STEP_FLAG_PUSH_STACK_BIT) && node->sequence_output_count) {
// If no exit bit was set, and has sequence outputs, guess next node.
2019-06-20 16:59:48 +02:00
if (output >= node->sequence_output_count) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Node returned an invalid sequence output: ") + itos(output);
error = true;
break;
}
next = node->sequence_outputs[output];
VSDEBUG("GOT NEXT NODE - " + (next ? itos(next->get_id()) : "Null"));
}
if (flow_stack) {
// Update flow stack pos (may have changed).
flow_stack[flow_stack_pos] = current_node_id;
// Add stack push bit if requested.
if (ret & VisualScriptNodeInstance::STEP_FLAG_PUSH_STACK_BIT) {
flow_stack[flow_stack_pos] |= VisualScriptNodeInstance::FLOW_STACK_PUSHED_BIT;
sequence_bits[node->sequence_index] = true; // Remember sequence bit.
VSDEBUG("NEXT SEQ - FLAG BIT");
} else {
sequence_bits[node->sequence_index] = false; // Forget sequence bit.
VSDEBUG("NEXT SEQ - NORMAL");
}
if (ret & VisualScriptNodeInstance::STEP_FLAG_GO_BACK_BIT) {
// Go back request.
if (flow_stack_pos > 0) {
flow_stack_pos--;
node = instances[flow_stack[flow_stack_pos] & VisualScriptNodeInstance::FLOW_STACK_MASK];
VSDEBUG("NEXT IS GO BACK");
} else {
VSDEBUG("NEXT IS GO BACK, BUT NO NEXT SO EXIT");
break; // Simply exit without value or error.
}
} else if (next) {
if (sequence_bits[next->sequence_index]) {
// What happened here is that we are entering a node that is in the middle of doing a sequence (pushed stack) from the front
// because each node has a working memory, we can't really do a sub-sequence
// as a result, the sequence will be restarted and the stack will roll back to find where this node
// started the sequence.
bool found = false;
for (int i = flow_stack_pos; i >= 0; i--) {
if ((flow_stack[i] & VisualScriptNodeInstance::FLOW_STACK_MASK) == next->get_id()) {
flow_stack_pos = i; // Roll back and remove bit.
flow_stack[i] = next->get_id();
sequence_bits[next->sequence_index] = false;
found = true;
}
}
if (!found) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Found sequence bit but not the node in the stack, report bug!");
error = true;
break;
}
node = next;
VSDEBUG("RE-ENTERED A LOOP, RETURNED STACK POS TO - " + itos(flow_stack_pos));
} else {
// Check for stack overflow.
if (flow_stack_pos + 1 >= flow_max) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
error_str = RTR("Stack overflow with stack depth: ") + itos(output);
error = true;
break;
}
node = next;
flow_stack_pos++;
flow_stack[flow_stack_pos] = node->get_id();
VSDEBUG("INCREASE FLOW STACK");
}
} else {
// No next node, try to go back in stack to pushed bit.
bool found = false;
for (int i = flow_stack_pos; i >= 0; i--) {
VSDEBUG("FS " + itos(i) + " - " + itos(flow_stack[i]));
if (flow_stack[i] & VisualScriptNodeInstance::FLOW_STACK_PUSHED_BIT) {
node = instances[flow_stack[i] & VisualScriptNodeInstance::FLOW_STACK_MASK];
flow_stack_pos = i;
found = true;
break;
}
}
if (!found) {
VSDEBUG("NO NEXT NODE, NO GO BACK, EXITING");
break; // Done, couldn't find a push stack bit.
}
VSDEBUG("NO NEXT NODE, GO BACK TO: " + itos(flow_stack_pos));
}
} else {
node = next; // Stackless mode, simply assign next node.
}
}
if (error) {
// Error
// Function, file, line, error, explanation.
String err_file = script->get_path();
String err_func = p_method;
int err_line = current_node_id; // Not a line but it works as one.
if (node && (r_error.error != Callable::CallError::CALL_ERROR_INVALID_METHOD || error_str == String())) {
if (error_str != String()) {
error_str += " ";
}
if (r_error.error == Callable::CallError::CALL_ERROR_INVALID_ARGUMENT) {
int errorarg = r_error.argument;
error_str += "Cannot convert argument " + itos(errorarg + 1) + " to " + Variant::get_type_name(Variant::Type(r_error.expected)) + ".";
} else if (r_error.error == Callable::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS) {
error_str += "Expected " + itos(r_error.argument) + " arguments.";
} else if (r_error.error == Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS) {
error_str += "Expected " + itos(r_error.argument) + " arguments.";
} else if (r_error.error == Callable::CallError::CALL_ERROR_INVALID_METHOD) {
error_str += "Invalid Call.";
} else if (r_error.error == Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL) {
error_str += "Base Instance is null";
}
}
//if (!GDScriptLanguage::get_singleton()->debug_break(err_text,false)) {
// debugger break did not happen
if (!VisualScriptLanguage::singleton->debug_break(error_str, false)) {
_err_print_error(err_func.utf8().get_data(), err_file.utf8().get_data(), err_line, error_str.utf8().get_data(), ERR_HANDLER_SCRIPT);
}
//}
} else {
//return_value=
}
#ifdef DEBUG_ENABLED
if (EngineDebugger::is_active()) {
VisualScriptLanguage::singleton->exit_function();
}
#endif
// Clean up variant stack.
for (int i = 0; i < f->max_stack; i++) {
variant_stack[i].~Variant();
}
return return_value;
}
Variant VisualScriptInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
r_error.error = Callable::CallError::CALL_OK; //ok by default
Map<StringName, Function>::Element *F = functions.find(p_method);
if (!F) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
VSDEBUG("CALLING: " + String(p_method));
Function *f = &F->get();
int total_stack_size = 0;
total_stack_size += f->max_stack * sizeof(Variant); //variants
total_stack_size += f->node_count * sizeof(bool);
total_stack_size += (max_input_args + max_output_args) * sizeof(Variant *); //arguments
total_stack_size += f->flow_stack_size * sizeof(int); //flow
total_stack_size += f->pass_stack_size * sizeof(int);
VSDEBUG("STACK SIZE: " + itos(total_stack_size));
VSDEBUG("STACK VARIANTS: : " + itos(f->max_stack));
VSDEBUG("SEQBITS: : " + itos(f->node_count));
VSDEBUG("MAX INPUT: " + itos(max_input_args));
VSDEBUG("MAX OUTPUT: " + itos(max_output_args));
VSDEBUG("FLOW STACK SIZE: " + itos(f->flow_stack_size));
VSDEBUG("PASS STACK SIZE: " + itos(f->pass_stack_size));
void *stack = alloca(total_stack_size);
Variant *variant_stack = (Variant *)stack;
bool *sequence_bits = (bool *)(variant_stack + f->max_stack);
const Variant **input_args = (const Variant **)(sequence_bits + f->node_count);
Variant **output_args = (Variant **)(input_args + max_input_args);
int flow_max = f->flow_stack_size;
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int *flow_stack = flow_max ? (int *)(output_args + max_output_args) : (int *)nullptr;
int *pass_stack = flow_stack ? (int *)(flow_stack + flow_max) : (int *)nullptr;
for (int i = 0; i < f->node_count; i++) {
sequence_bits[i] = false; // All starts as false.
}
memset(pass_stack, 0, f->pass_stack_size * sizeof(int));
Map<int, VisualScriptNodeInstance *>::Element *E = instances.find(f->node);
if (!E) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
ERR_FAIL_V_MSG(Variant(), "No VisualScriptFunction node in function.");
}
VisualScriptNodeInstance *node = E->get();
if (flow_stack) {
flow_stack[0] = node->get_id();
}
VSDEBUG("ARGUMENTS: " + itos(f->argument_count) = " RECEIVED: " + itos(p_argcount));
if (p_argcount < f->argument_count) {
r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
r_error.argument = node->get_input_port_count();
return Variant();
}
if (p_argcount > f->argument_count) {
r_error.error = Callable::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS;
r_error.argument = node->get_input_port_count();
return Variant();
}
// Allocate variant stack.
for (int i = 0; i < f->max_stack; i++) {
memnew_placement(&variant_stack[i], Variant);
}
// Allocate function arguments (must be copied for yield to work properly).
for (int i = 0; i < p_argcount; i++) {
variant_stack[i] = *p_args[i];
}
return _call_internal(p_method, stack, total_stack_size, node, 0, 0, false, r_error);
}
void VisualScriptInstance::notification(int p_notification) {
// Do nothing as this is called using virtual.
Variant what = p_notification;
const Variant *whatp = &what;
Callable::CallError ce;
call(VisualScriptLanguage::singleton->notification, &whatp, 1, ce); // Do as call.
}
String VisualScriptInstance::to_string(bool *r_valid) {
if (has_method(CoreStringNames::get_singleton()->_to_string)) {
Callable::CallError ce;
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Variant ret = call(CoreStringNames::get_singleton()->_to_string, nullptr, 0, ce);
if (ce.error == Callable::CallError::CALL_OK) {
if (ret.get_type() != Variant::STRING) {
if (r_valid) {
*r_valid = false;
}
ERR_FAIL_V_MSG(String(), "Wrong type for " + CoreStringNames::get_singleton()->_to_string + ", must be a String.");
}
if (r_valid) {
*r_valid = true;
}
return ret.operator String();
}
}
if (r_valid) {
*r_valid = false;
}
return String();
}
Ref<Script> VisualScriptInstance::get_script() const {
return script;
}
Vector<ScriptNetData> VisualScriptInstance::get_rpc_methods() const {
return script->get_rpc_methods();
}
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uint16_t VisualScriptInstance::get_rpc_method_id(const StringName &p_method) const {
return script->get_rpc_method_id(p_method);
}
StringName VisualScriptInstance::get_rpc_method(const uint16_t p_rpc_method_id) const {
return script->get_rpc_method(p_rpc_method_id);
}
MultiplayerAPI::RPCMode VisualScriptInstance::get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const {
return script->get_rpc_mode_by_id(p_rpc_method_id);
}
MultiplayerAPI::RPCMode VisualScriptInstance::get_rpc_mode(const StringName &p_method) const {
return script->get_rpc_mode(p_method);
}
Vector<ScriptNetData> VisualScriptInstance::get_rset_properties() const {
return script->get_rset_properties();
}
uint16_t VisualScriptInstance::get_rset_property_id(const StringName &p_variable) const {
return script->get_rset_property_id(p_variable);
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}
StringName VisualScriptInstance::get_rset_property(const uint16_t p_rset_property_id) const {
return script->get_rset_property(p_rset_property_id);
}
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MultiplayerAPI::RPCMode VisualScriptInstance::get_rset_mode_by_id(const uint16_t p_rset_variable_id) const {
return script->get_rset_mode_by_id(p_rset_variable_id);
}
MultiplayerAPI::RPCMode VisualScriptInstance::get_rset_mode(const StringName &p_variable) const {
return script->get_rset_mode(p_variable);
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}
void VisualScriptInstance::create(const Ref<VisualScript> &p_script, Object *p_owner) {
script = p_script;
owner = p_owner;
source = p_script->get_path();
max_input_args = 0;
max_output_args = 0;
if (Object::cast_to<Node>(p_owner)) {
// Turn on these if they exist and base is a node.
Node *node = Object::cast_to<Node>(p_owner);
if (p_script->functions.has("_process")) {
node->set_process(true);
}
if (p_script->functions.has("_physics_process")) {
node->set_physics_process(true);
}
if (p_script->functions.has("_input")) {
node->set_process_input(true);
}
if (p_script->functions.has("_unhandled_input")) {
node->set_process_unhandled_input(true);
}
if (p_script->functions.has("_unhandled_key_input")) {
node->set_process_unhandled_key_input(true);
}
}
// Setup variables.
{
List<StringName> keys;
script->variables.get_key_list(&keys);
for (const List<StringName>::Element *E = keys.front(); E; E = E->next()) {
variables[E->get()] = script->variables[E->get()].default_value;
}
}
// Setup functions from sequence trees.
{
List<StringName> keys;
script->functions.get_key_list(&keys);
for (const List<StringName>::Element *E = keys.front(); E; E = E->next()) {
const VisualScript::Function vsfn = p_script->functions[E->get()];
Function function;
function.node = vsfn.func_id;
function.max_stack = 0;
function.flow_stack_size = 0;
function.pass_stack_size = 0;
function.node_count = 0;
Map<StringName, int> local_var_indices;
if (function.node < 0) {
VisualScriptLanguage::singleton->debug_break_parse(get_script()->get_path(), 0, "No start node in function: " + String(E->get()));
ERR_CONTINUE(function.node < 0);
}
{
Ref<VisualScriptFunction> func_node = script->get_node(vsfn.func_id);
if (func_node.is_null()) {
VisualScriptLanguage::singleton->debug_break_parse(get_script()->get_path(), 0, "No VisualScriptFunction typed start node in function: " + String(E->get()));
}
ERR_CONTINUE(!func_node.is_valid());
function.argument_count = func_node->get_argument_count();
function.max_stack += function.argument_count;
function.flow_stack_size = func_node->is_stack_less() ? 0 : func_node->get_stack_size();
max_input_args = MAX(max_input_args, function.argument_count);
}
// Function nodes graphs.
Set<VisualScript::SequenceConnection> seqconns;
Set<VisualScript::DataConnection> dataconns;
Set<int> node_ids;
node_ids.insert(function.node);
{
List<int> nd_queue;
nd_queue.push_back(function.node);
while (!nd_queue.is_empty()) {
for (const Set<VisualScript::SequenceConnection>::Element *F = script->sequence_connections.front(); F; F = F->next()) {
if (nd_queue.front()->get() == F->get().from_node && !node_ids.has(F->get().to_node)) {
nd_queue.push_back(F->get().to_node);
node_ids.insert(F->get().to_node);
}
if (nd_queue.front()->get() == F->get().from_node && !seqconns.has(F->get())) {
seqconns.insert(F->get());
}
}
nd_queue.pop_front();
}
HashMap<int, HashMap<int, Pair<int, int>>> dc_lut; // :: to -> to_port -> (from, from_port)
for (const Set<VisualScript::DataConnection>::Element *F = script->data_connections.front(); F; F = F->next()) {
dc_lut[F->get().to_node][F->get().to_port] = Pair<int, int>(F->get().from_node, F->get().from_port);
}
for (const Set<int>::Element *F = node_ids.front(); F; F = F->next()) {
nd_queue.push_back(F->get());
}
List<int> dc_keys;
while (!nd_queue.is_empty()) {
int ky = nd_queue.front()->get();
dc_lut[ky].get_key_list(&dc_keys);
for (const List<int>::Element *F = dc_keys.front(); F; F = F->next()) {
VisualScript::DataConnection dc;
dc.from_node = dc_lut[ky][F->get()].first;
dc.from_port = dc_lut[ky][F->get()].second;
dc.to_node = ky;
dc.to_port = F->get();
dataconns.insert(dc);
nd_queue.push_back(dc.from_node);
node_ids.insert(dc.from_node);
}
dc_keys.clear(); // Necessary as get_key_list does a push_back not a set.
nd_queue.pop_front();
}
}
//Multiple passes are required to set up this complex thing..
//First create the nodes.
for (const Set<int>::Element *F = node_ids.front(); F; F = F->next()) {
Ref<VisualScriptNode> node = script->nodes[F->get()].node;
VisualScriptNodeInstance *instance = node->instance(this); // Create instance.
ERR_FAIL_COND(!instance);
instance->base = node.ptr();
instance->id = F->get();
instance->input_port_count = node->get_input_value_port_count();
instance->input_ports = nullptr;
instance->output_port_count = node->get_output_value_port_count();
instance->output_ports = nullptr;
instance->sequence_output_count = node->get_output_sequence_port_count();
instance->sequence_index = function.node_count++;
instance->sequence_outputs = nullptr;
instance->pass_idx = -1;
if (instance->input_port_count) {
instance->input_ports = memnew_arr(int, instance->input_port_count);
for (int i = 0; i < instance->input_port_count; i++) {
instance->input_ports[i] = -1; // If not assigned, will become default value.
}
}
if (instance->output_port_count) {
instance->output_ports = memnew_arr(int, instance->output_port_count);
for (int i = 0; i < instance->output_port_count; i++) {
instance->output_ports[i] = -1; // If not assigned, will output to trash.
}
}
if (instance->sequence_output_count) {
instance->sequence_outputs = memnew_arr(VisualScriptNodeInstance *, instance->sequence_output_count);
for (int i = 0; i < instance->sequence_output_count; i++) {
instance->sequence_outputs[i] = nullptr; // If it remains null, flow ends here.
}
}
if (Object::cast_to<VisualScriptLocalVar>(node.ptr()) || Object::cast_to<VisualScriptLocalVarSet>(*node)) {
// Working memory is shared only for this node, for the same variables.
Ref<VisualScriptLocalVar> vslv = node;
StringName var_name;
if (Object::cast_to<VisualScriptLocalVar>(*node)) {
var_name = String(Object::cast_to<VisualScriptLocalVar>(*node)->get_var_name()).strip_edges();
} else {
var_name = String(Object::cast_to<VisualScriptLocalVarSet>(*node)->get_var_name()).strip_edges();
}
if (!local_var_indices.has(var_name)) {
local_var_indices[var_name] = function.max_stack;
function.max_stack++;
}
instance->working_mem_idx = local_var_indices[var_name];
} else if (instance->get_working_memory_size()) {
instance->working_mem_idx = function.max_stack;
function.max_stack += instance->get_working_memory_size();
} else {
instance->working_mem_idx = -1; //no working mem
}
max_input_args = MAX(max_input_args, instance->input_port_count);
max_output_args = MAX(max_output_args, instance->output_port_count);
instances[F->get()] = instance;
}
function.trash_pos = function.max_stack++; // create pos for trash
// Second pass, do data connections.
for (const Set<VisualScript::DataConnection>::Element *F = dataconns.front(); F; F = F->next()) {
VisualScript::DataConnection dc = F->get();
ERR_CONTINUE(!instances.has(dc.from_node));
VisualScriptNodeInstance *from = instances[dc.from_node];
ERR_CONTINUE(!instances.has(dc.to_node));
VisualScriptNodeInstance *to = instances[dc.to_node];
ERR_CONTINUE(dc.from_port >= from->output_port_count);
ERR_CONTINUE(dc.to_port >= to->input_port_count);
if (from->output_ports[dc.from_port] == -1) {
int stack_pos = function.max_stack++;
from->output_ports[dc.from_port] = stack_pos;
}
if (from->get_sequence_output_count() == 0 && to->dependencies.find(from) == -1) {
// If the node we are reading from has no output sequence, we must call step() before reading from it.
if (from->pass_idx == -1) {
from->pass_idx = function.pass_stack_size;
function.pass_stack_size++;
}
to->dependencies.push_back(from);
}
to->input_ports[dc.to_port] = from->output_ports[dc.from_port]; // Read from wherever the stack is.
}
// Third pass, do sequence connections.
for (const Set<VisualScript::SequenceConnection>::Element *F = seqconns.front(); F; F = F->next()) {
VisualScript::SequenceConnection sc = F->get();
ERR_CONTINUE(!instances.has(sc.from_node));
VisualScriptNodeInstance *from = instances[sc.from_node];
ERR_CONTINUE(!instances.has(sc.to_node));
VisualScriptNodeInstance *to = instances[sc.to_node];
ERR_CONTINUE(sc.from_output >= from->sequence_output_count);
from->sequence_outputs[sc.from_output] = to;
}
//fourth pass:
// 1) unassigned input ports to default values
// 2) connect unassigned output ports to trash
for (const Set<int>::Element *F = node_ids.front(); F; F = F->next()) {
ERR_CONTINUE(!instances.has(F->get()));
Ref<VisualScriptNode> node = script->nodes[F->get()].node;
VisualScriptNodeInstance *instance = instances[F->get()];
// Connect to default values.
for (int i = 0; i < instance->input_port_count; i++) {
if (instance->input_ports[i] == -1) {
// Unassigned, connect to default val.
instance->input_ports[i] = default_values.size() | VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT;
default_values.push_back(node->get_default_input_value(i));
}
}
// Connect to trash.
for (int i = 0; i < instance->output_port_count; i++) {
if (instance->output_ports[i] == -1) {
instance->output_ports[i] = function.trash_pos; //trash is same for all
}
}
}
functions[E->get()] = function;
}
}
}
ScriptLanguage *VisualScriptInstance::get_language() {
return VisualScriptLanguage::singleton;
}
VisualScriptInstance::VisualScriptInstance() {
}
VisualScriptInstance::~VisualScriptInstance() {
{
MutexLock lock(VisualScriptLanguage::singleton->lock);
script->instances.erase(owner);
}
for (Map<int, VisualScriptNodeInstance *>::Element *E = instances.front(); E; E = E->next()) {
memdelete(E->get());
}
}
/////////////////////////////////////////////
/////////////////////
Variant VisualScriptFunctionState::_signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
ERR_FAIL_COND_V(function == StringName(), Variant());
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V_MSG(instance_id.is_valid() && !ObjectDB::get_instance(instance_id), Variant(), "Resumed after yield, but class instance is gone.");
ERR_FAIL_COND_V_MSG(script_id.is_valid() && !ObjectDB::get_instance(script_id), Variant(), "Resumed after yield, but script is gone.");
#endif
r_error.error = Callable::CallError::CALL_OK;
Array args;
if (p_argcount == 0) {
r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
r_error.argument = 1;
return Variant();
} else if (p_argcount == 1) {
//noooneee, reserved for me, me and only me.
} else {
for (int i = 0; i < p_argcount - 1; i++) {
args.push_back(*p_args[i]);
}
}
Ref<VisualScriptFunctionState> self = *p_args[p_argcount - 1]; //hi, I'm myself, needed this to remain alive.
if (self.is_null()) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = p_argcount - 1;
r_error.expected = Variant::OBJECT;
return Variant();
}
r_error.error = Callable::CallError::CALL_OK;
Variant *working_mem = ((Variant *)stack.ptr()) + working_mem_index;
*working_mem = args; // Arguments go to working mem.
Variant ret = instance->_call_internal(function, stack.ptrw(), stack.size(), node, flow_stack_pos, pass, true, r_error);
function = StringName(); //invalidate
return ret;
}
void VisualScriptFunctionState::connect_to_signal(Object *p_obj, const String &p_signal, Array p_binds) {
ERR_FAIL_NULL(p_obj);
Vector<Variant> binds;
for (int i = 0; i < p_binds.size(); i++) {
binds.push_back(p_binds[i]);
}
binds.push_back(Ref<VisualScriptFunctionState>(this)); //add myself on the back to avoid dying from unreferencing
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p_obj->connect(p_signal, Callable(this, "_signal_callback"), binds, CONNECT_ONESHOT);
}
bool VisualScriptFunctionState::is_valid() const {
return function != StringName();
}
Variant VisualScriptFunctionState::resume(Array p_args) {
ERR_FAIL_COND_V(function == StringName(), Variant());
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V_MSG(instance_id.is_valid() && !ObjectDB::get_instance(instance_id), Variant(), "Resumed after yield, but class instance is gone.");
ERR_FAIL_COND_V_MSG(script_id.is_valid() && !ObjectDB::get_instance(script_id), Variant(), "Resumed after yield, but script is gone.");
#endif
Callable::CallError r_error;
r_error.error = Callable::CallError::CALL_OK;
Variant *working_mem = ((Variant *)stack.ptr()) + working_mem_index;
*working_mem = p_args; // Arguments go to working mem.
Variant ret = instance->_call_internal(function, stack.ptrw(), stack.size(), node, flow_stack_pos, pass, true, r_error);
function = StringName(); //invalidate
return ret;
}
void VisualScriptFunctionState::_bind_methods() {
ClassDB::bind_method(D_METHOD("connect_to_signal", "obj", "signals", "args"), &VisualScriptFunctionState::connect_to_signal);
ClassDB::bind_method(D_METHOD("resume", "args"), &VisualScriptFunctionState::resume, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("is_valid"), &VisualScriptFunctionState::is_valid);
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "_signal_callback", &VisualScriptFunctionState::_signal_callback, MethodInfo("_signal_callback"));
}
VisualScriptFunctionState::VisualScriptFunctionState() {
}
VisualScriptFunctionState::~VisualScriptFunctionState() {
if (function != StringName()) {
Variant *s = ((Variant *)stack.ptr());
for (int i = 0; i < variant_stack_size; i++) {
s[i].~Variant();
}
}
}
///////////////////////////////////////////////
String VisualScriptLanguage::get_name() const {
return "VisualScript";
}
/* LANGUAGE FUNCTIONS */
void VisualScriptLanguage::init() {
}
String VisualScriptLanguage::get_type() const {
return "VisualScript";
}
String VisualScriptLanguage::get_extension() const {
return "vs";
}
Error VisualScriptLanguage::execute_file(const String &p_path) {
return OK;
}
void VisualScriptLanguage::finish() {
}
/* EDITOR FUNCTIONS */
void VisualScriptLanguage::get_reserved_words(List<String> *p_words) const {
}
bool VisualScriptLanguage::is_control_flow_keyword(String p_keyword) const {
return false;
}
void VisualScriptLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
}
void VisualScriptLanguage::get_string_delimiters(List<String> *p_delimiters) const {
}
Ref<Script> VisualScriptLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const {
Ref<VisualScript> script;
script.instance();
script->set_instance_base_type(p_base_class_name);
return script;
}
bool VisualScriptLanguage::is_using_templates() {
return true;
}
void VisualScriptLanguage::make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) {
Ref<VisualScript> script = p_script;
script->set_instance_base_type(p_base_class_name);
}
bool VisualScriptLanguage::validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions, List<ScriptLanguage::Warning> *r_warnings, Set<int> *r_safe_lines) const {
return false;
}
Script *VisualScriptLanguage::create_script() const {
return memnew(VisualScript);
}
bool VisualScriptLanguage::has_named_classes() const {
return false;
}
bool VisualScriptLanguage::supports_builtin_mode() const {
return true;
}
int VisualScriptLanguage::find_function(const String &p_function, const String &p_code) const {
return -1;
}
String VisualScriptLanguage::make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const {
return String();
}
void VisualScriptLanguage::auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {
}
void VisualScriptLanguage::add_global_constant(const StringName &p_variable, const Variant &p_value) {
}
/* DEBUGGER FUNCTIONS */
bool VisualScriptLanguage::debug_break_parse(const String &p_file, int p_node, const String &p_error) {
// Break because of parse error.
if (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_node = p_node;
_debug_parse_err_file = p_file;
_debug_error = p_error;
EngineDebugger::get_script_debugger()->debug(this, false, true);
return true;
} else {
return false;
}
}
bool VisualScriptLanguage::debug_break(const String &p_error, bool p_allow_continue) {
if (EngineDebugger::is_active() && Thread::get_caller_id() == Thread::get_main_id()) {
_debug_parse_err_node = -1;
_debug_parse_err_file = "";
_debug_error = p_error;
EngineDebugger::get_script_debugger()->debug(this, p_allow_continue, true);
return true;
} else {
return false;
}
}
String VisualScriptLanguage::debug_get_error() const {
return _debug_error;
}
int VisualScriptLanguage::debug_get_stack_level_count() const {
if (_debug_parse_err_node >= 0) {
return 1;
}
return _debug_call_stack_pos;
}
int VisualScriptLanguage::debug_get_stack_level_line(int p_level) const {
if (_debug_parse_err_node >= 0) {
return _debug_parse_err_node;
}
ERR_FAIL_INDEX_V(p_level, _debug_call_stack_pos, -1);
int l = _debug_call_stack_pos - p_level - 1;
return *(_call_stack[l].current_id);
}
String VisualScriptLanguage::debug_get_stack_level_function(int p_level) const {
if (_debug_parse_err_node >= 0) {
return "";
}
ERR_FAIL_INDEX_V(p_level, _debug_call_stack_pos, "");
int l = _debug_call_stack_pos - p_level - 1;
return *_call_stack[l].function;
}
String VisualScriptLanguage::debug_get_stack_level_source(int p_level) const {
if (_debug_parse_err_node >= 0) {
return _debug_parse_err_file;
}
ERR_FAIL_INDEX_V(p_level, _debug_call_stack_pos, "");
int l = _debug_call_stack_pos - p_level - 1;
return _call_stack[l].instance->get_script_ptr()->get_path();
}
void VisualScriptLanguage::debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
if (_debug_parse_err_node >= 0) {
return;
}
ERR_FAIL_INDEX(p_level, _debug_call_stack_pos);
int l = _debug_call_stack_pos - p_level - 1;
const StringName *f = _call_stack[l].function;
ERR_FAIL_COND(!_call_stack[l].instance->functions.has(*f));
//VisualScriptInstance::Function *func = &_call_stack[l].instance->functions[*f];
VisualScriptNodeInstance *node = _call_stack[l].instance->instances[*_call_stack[l].current_id];
ERR_FAIL_COND(!node);
p_locals->push_back("node_name");
p_values->push_back(node->get_base_node()->get_text());
for (int i = 0; i < node->input_port_count; i++) {
String name = node->get_base_node()->get_input_value_port_info(i).name;
if (name == String()) {
name = "in_" + itos(i);
}
p_locals->push_back("input/" + name);
//value is trickier
int in_from = node->input_ports[i];
int in_value = in_from & VisualScriptNodeInstance::INPUT_MASK;
if (in_from & VisualScriptNodeInstance::INPUT_DEFAULT_VALUE_BIT) {
p_values->push_back(_call_stack[l].instance->default_values[in_value]);
} else {
p_values->push_back(_call_stack[l].stack[in_value]);
}
}
for (int i = 0; i < node->output_port_count; i++) {
String name = node->get_base_node()->get_output_value_port_info(i).name;
if (name == String()) {
name = "out_" + itos(i);
}
p_locals->push_back("output/" + name);
//value is trickier
int in_from = node->output_ports[i];
p_values->push_back(_call_stack[l].stack[in_from]);
}
for (int i = 0; i < node->get_working_memory_size(); i++) {
p_locals->push_back("working_mem/mem_" + itos(i));
p_values->push_back((*_call_stack[l].work_mem)[i]);
}
/*
ERR_FAIL_INDEX(p_level,_debug_call_stack_pos);
VisualFunction *f = _call_stack[l].function;
List<Pair<StringName,int> > locals;
f->debug_get_stack_member_state(*_call_stack[l].line,&locals);
for( List<Pair<StringName,int> >::Element *E = locals.front();E;E=E->next() ) {
p_locals->push_back(E->get().first);
p_values->push_back(_call_stack[l].stack[E->get().second]);
}
*/
}
void VisualScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
if (_debug_parse_err_node >= 0) {
return;
}
ERR_FAIL_INDEX(p_level, _debug_call_stack_pos);
int l = _debug_call_stack_pos - p_level - 1;
Ref<VisualScript> vs = _call_stack[l].instance->get_script();
if (vs.is_null()) {
return;
}
List<StringName> vars;
vs->get_variable_list(&vars);
for (List<StringName>::Element *E = vars.front(); E; E = E->next()) {
Variant v;
if (_call_stack[l].instance->get_variable(E->get(), &v)) {
p_members->push_back("variables/" + E->get());
p_values->push_back(v);
}
}
}
void VisualScriptLanguage::debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
// No globals are really reachable in gdscript.
}
String VisualScriptLanguage::debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) {
return "";
}
void VisualScriptLanguage::reload_all_scripts() {
}
void VisualScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) {
}
/* LOADER FUNCTIONS */
void VisualScriptLanguage::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("vs");
}
void VisualScriptLanguage::get_public_functions(List<MethodInfo> *p_functions) const {
}
void VisualScriptLanguage::get_public_constants(List<Pair<String, Variant>> *p_constants) const {
}
void VisualScriptLanguage::profiling_start() {
}
void VisualScriptLanguage::profiling_stop() {
}
int VisualScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) {
return 0;
}
int VisualScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) {
return 0;
}
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VisualScriptLanguage *VisualScriptLanguage::singleton = nullptr;
void VisualScriptLanguage::add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func) {
ERR_FAIL_COND(register_funcs.has(p_name));
register_funcs[p_name] = p_func;
}
void VisualScriptLanguage::remove_register_func(const String &p_name) {
ERR_FAIL_COND(!register_funcs.has(p_name));
register_funcs.erase(p_name);
}
Ref<VisualScriptNode> VisualScriptLanguage::create_node_from_name(const String &p_name) {
ERR_FAIL_COND_V(!register_funcs.has(p_name), Ref<VisualScriptNode>());
return register_funcs[p_name](p_name);
}
void VisualScriptLanguage::get_registered_node_names(List<String> *r_names) {
for (Map<String, VisualScriptNodeRegisterFunc>::Element *E = register_funcs.front(); E; E = E->next()) {
r_names->push_back(E->key());
}
}
VisualScriptLanguage::VisualScriptLanguage() {
singleton = this;
int dmcs = GLOBAL_DEF("debug/settings/visual_script/max_call_stack", 1024);
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ProjectSettings::get_singleton()->set_custom_property_info("debug/settings/visual_script/max_call_stack", PropertyInfo(Variant::INT, "debug/settings/visual_script/max_call_stack", PROPERTY_HINT_RANGE, "1024,4096,1,or_greater")); //minimum is 1024
if (EngineDebugger::is_active()) {
// Debugging enabled!
_debug_max_call_stack = dmcs;
_call_stack = memnew_arr(CallLevel, _debug_max_call_stack + 1);
} else {
_debug_max_call_stack = 0;
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_call_stack = nullptr;
}
}
VisualScriptLanguage::~VisualScriptLanguage() {
if (_call_stack) {
memdelete_arr(_call_stack);
}
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singleton = nullptr;
}