virtualx-engine/modules/visual_script/visual_script_editor.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

307 lines
9.1 KiB
C++

/*************************************************************************/
/* visual_script_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef VISUALSCRIPT_EDITOR_H
#define VISUALSCRIPT_EDITOR_H
#include "editor/create_dialog.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/property_editor.h"
#include "editor/property_selector.h"
#include "scene/gui/graph_edit.h"
#include "visual_script.h"
class VisualScriptEditorSignalEdit;
class VisualScriptEditorVariableEdit;
#ifdef TOOLS_ENABLED
class VisualScriptEditor : public ScriptEditorBase {
GDCLASS(VisualScriptEditor, ScriptEditorBase)
enum {
TYPE_SEQUENCE = 1000,
INDEX_BASE_SEQUENCE = 1024
};
enum {
EDIT_DELETE_NODES,
EDIT_TOGGLE_BREAKPOINT,
EDIT_FIND_NODE_TYPE,
EDIT_COPY_NODES,
EDIT_CUT_NODES,
EDIT_PASTE_NODES,
};
enum PortAction {
CREATE_CALL,
CREATE_SET,
CREATE_GET,
CREATE_COND,
CREATE_SEQUENCE,
CREATE_SWITCH,
CREATE_ITERATOR,
CREATE_WHILE,
CREATE_RETURN,
};
enum MemberAction {
MEMBER_EDIT,
MEMBER_REMOVE
};
enum MemberType {
MEMBER_FUNCTION,
MEMBER_VARIABLE,
MEMBER_SIGNAL
};
VSplitContainer *left_vsplit;
MenuButton *edit_menu;
Ref<VisualScript> script;
Button *base_type_select;
GraphEdit *graph;
LineEdit *node_filter;
TextureRect *node_filter_icon;
VisualScriptEditorSignalEdit *signal_editor;
AcceptDialog *edit_signal_dialog;
PropertyEditor *edit_signal_edit;
PropertySelector *method_select;
PropertySelector *new_connect_node_select;
PropertySelector *new_virtual_method_select;
VisualScriptEditorVariableEdit *variable_editor;
AcceptDialog *edit_variable_dialog;
PropertyEditor *edit_variable_edit;
CustomPropertyEditor *default_value_edit;
UndoRedo *undo_redo;
Tree *members;
Tree *nodes;
Label *hint_text;
Timer *hint_text_timer;
Label *select_func_text;
bool updating_graph;
void _show_hint(const String &p_hint);
void _hide_timer();
CreateDialog *select_base_type;
struct VirtualInMenu {
String name;
Variant::Type ret;
bool ret_variant;
Vector<Pair<Variant::Type, String> > args;
};
HashMap<StringName, Ref<StyleBox>, StringNameHasher> node_styles;
StringName edited_func;
void _update_graph_connections();
void _update_graph(int p_only_id = -1);
bool updating_members;
void _update_members();
StringName selected;
String _validate_name(const String &p_name) const;
struct Clipboard {
Map<int, Ref<VisualScriptNode> > nodes;
Map<int, Vector2> nodes_positions;
Set<VisualScript::SequenceConnection> sequence_connections;
Set<VisualScript::DataConnection> data_connections;
};
static Clipboard *clipboard;
PopupMenu *port_action_popup;
PopupMenu *member_popup;
MemberType member_type;
String member_name;
PortAction port_action;
int port_action_node;
int port_action_output;
Vector2 port_action_pos;
int port_action_new_node;
void _port_action_menu(int p_option);
void _selected_connect_node_method_or_setget(const String &p_text);
void _cancel_connect_node_method_or_setget();
void _selected_new_virtual_method(const String &p_text);
int error_line;
void _node_selected(Node *p_node);
void _center_on_node(int p_id);
void _node_filter_changed(const String &p_text);
void _change_base_type_callback();
void _change_base_type();
void _member_selected();
void _member_edited();
void _begin_node_move();
void _end_node_move();
void _move_node(String func, int p_id, const Vector2 &p_to);
void _node_moved(Vector2 p_from, Vector2 p_to, int p_id);
void _remove_node(int p_id);
void _graph_connected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
void _graph_disconnected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
void _graph_connect_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_pos);
void _node_ports_changed(const String &p_func, int p_id);
void _available_node_doubleclicked();
void _update_available_nodes();
void _member_button(Object *p_item, int p_column, int p_button);
void _expression_text_changed(const String &p_text, int p_id);
String revert_on_drag;
void _input(const Ref<InputEvent> &p_event);
void _on_nodes_delete();
void _on_nodes_duplicate();
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
int editing_id;
int editing_input;
void _default_value_changed();
void _default_value_edited(Node *p_button, int p_id, int p_input_port);
void _menu_option(int p_what);
void _graph_ofs_changed(const Vector2 &p_ofs);
void _comment_node_resized(const Vector2 &p_new_size, int p_node);
int selecting_method_id;
void _selected_method(const String &p_method);
void _draw_color_over_button(Object *obj, Color p_color);
void _button_resource_previewed(const String &p_path, const Ref<Texture> &p_preview, Variant p_ud);
VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, Set<int> &visited_nodes);
void _member_rmb_selected(const Vector2 &p_pos);
void _member_option(int p_option);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual void apply_code();
virtual Ref<Script> get_edited_script() const;
virtual Vector<String> get_functions();
virtual void set_edited_script(const Ref<Script> &p_script);
virtual void reload_text();
virtual String get_name();
virtual Ref<Texture> get_icon();
virtual bool is_unsaved();
virtual Variant get_edit_state();
virtual void set_edit_state(const Variant &p_state);
virtual void goto_line(int p_line, bool p_with_error = false);
virtual void trim_trailing_whitespace();
virtual void convert_indent_to_spaces();
virtual void convert_indent_to_tabs();
virtual void ensure_focus();
virtual void tag_saved_version();
virtual void reload(bool p_soft);
virtual void get_breakpoints(List<int> *p_breakpoints);
virtual void add_callback(const String &p_function, PoolStringArray p_args);
virtual void update_settings();
virtual bool show_members_overview();
virtual void set_debugger_active(bool p_active);
virtual void set_tooltip_request_func(String p_method, Object *p_obj);
virtual Control *get_edit_menu();
virtual void clear_edit_menu();
virtual bool can_lose_focus_on_node_selection() { return false; }
static void register_editor();
static void free_clipboard();
VisualScriptEditor();
~VisualScriptEditor();
};
// Singleton
class _VisualScriptEditor : public Object {
GDCLASS(_VisualScriptEditor, Object);
friend class VisualScriptLanguage;
protected:
static void _bind_methods();
static _VisualScriptEditor *singleton;
static Map<String, RefPtr> custom_nodes;
static Ref<VisualScriptNode> create_node_custom(const String &p_name);
public:
static _VisualScriptEditor *get_singleton() { return singleton; }
void add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script);
void remove_custom_node(const String &p_name, const String &p_category);
_VisualScriptEditor();
~_VisualScriptEditor();
};
#endif
#endif // VISUALSCRIPT_EDITOR_H