746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
377 lines
13 KiB
C++
377 lines
13 KiB
C++
/*************************************************************************/
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/* visual_script_editor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUALSCRIPT_EDITOR_H
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#define VISUALSCRIPT_EDITOR_H
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#include "../visual_script.h"
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#include "editor/create_dialog.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/property_editor.h"
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#include "scene/gui/graph_edit.h"
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#include "visual_script_property_selector.h"
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class VisualScriptEditorSignalEdit;
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class VisualScriptEditorVariableEdit;
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#ifdef TOOLS_ENABLED
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// TODO: Maybe this class should be refactored.
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// See https://github.com/godotengine/godot/issues/51913
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class VisualScriptEditor : public ScriptEditorBase {
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GDCLASS(VisualScriptEditor, ScriptEditorBase);
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enum {
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TYPE_SEQUENCE = 1000,
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INDEX_BASE_SEQUENCE = 1024
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};
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enum {
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EDIT_ADD_NODE,
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EDIT_SEPARATOR, // popup menu separator - ignored
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EDIT_CUT_NODES,
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EDIT_COPY_NODES,
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EDIT_PASTE_NODES,
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EDIT_DELETE_NODES,
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EDIT_DUPLICATE_NODES,
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EDIT_CLEAR_COPY_BUFFER,
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EDIT_CREATE_FUNCTION,
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EDIT_TOGGLE_BREAKPOINT,
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EDIT_FIND_NODE_TYPE,
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REFRESH_GRAPH,
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};
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enum PortAction {
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CREATE_CALL_SET_GET,
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CREATE_ACTION,
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};
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enum MemberAction {
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MEMBER_EDIT,
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MEMBER_REMOVE
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};
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enum MemberType {
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MEMBER_FUNCTION,
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MEMBER_VARIABLE,
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MEMBER_SIGNAL
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};
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VBoxContainer *members_section = nullptr;
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MenuButton *edit_menu = nullptr;
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Ref<VisualScript> script;
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Button *base_type_select = nullptr;
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LineEdit *func_name_box = nullptr;
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ScrollContainer *func_input_scroll = nullptr;
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VBoxContainer *func_input_vbox = nullptr;
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ConfirmationDialog *function_create_dialog = nullptr;
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GraphEdit *graph = nullptr;
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HBoxContainer *status_bar = nullptr;
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Button *toggle_scripts_button = nullptr;
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VisualScriptEditorSignalEdit *signal_editor = nullptr;
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AcceptDialog *edit_signal_dialog = nullptr;
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EditorInspector *edit_signal_edit = nullptr;
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VisualScriptPropertySelector *method_select = nullptr;
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VisualScriptPropertySelector *new_connect_node_select = nullptr;
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VisualScriptPropertySelector *new_virtual_method_select = nullptr;
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VisualScriptEditorVariableEdit *variable_editor = nullptr;
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AcceptDialog *edit_variable_dialog = nullptr;
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EditorInspector *edit_variable_edit = nullptr;
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CustomPropertyEditor *default_value_edit = nullptr;
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UndoRedo *undo_redo = nullptr;
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Tree *members = nullptr;
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AcceptDialog *function_name_edit = nullptr;
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LineEdit *function_name_box = nullptr;
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Label *hint_text = nullptr;
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Timer *hint_text_timer = nullptr;
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Label *select_func_text = nullptr;
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bool updating_graph = false;
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void _show_hint(const String &p_hint);
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void _hide_timer();
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CreateDialog *select_base_type = nullptr;
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struct VirtualInMenu {
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String name;
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Variant::Type ret;
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bool ret_variant;
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Vector<Pair<Variant::Type, String>> args;
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};
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HashMap<StringName, Color> node_colors;
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HashMap<StringName, Ref<StyleBox>> node_styles;
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HashMap<StringName, Variant::Type> base_type_map;
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void _update_graph_connections();
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void _update_graph(int p_only_id = -1);
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bool updating_members = false;
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void _update_members();
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String _sanitized_variant_text(const StringName &property_name);
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StringName selected;
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String _validate_name(const String &p_name) const;
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struct Clipboard {
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HashMap<int, Ref<VisualScriptNode>> nodes;
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HashMap<int, Vector2> nodes_positions;
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RBSet<VisualScript::SequenceConnection> sequence_connections;
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RBSet<VisualScript::DataConnection> data_connections;
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};
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static Clipboard *clipboard;
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PopupMenu *popup_menu = nullptr;
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PopupMenu *member_popup = nullptr;
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MemberType member_type;
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String member_name;
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PortAction port_action;
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int port_action_node = 0;
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int port_action_output = 0;
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Vector2 port_action_pos;
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int port_action_new_node = 0;
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bool saved_pos_dirty = false;
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Vector2 mouse_up_position;
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void _port_action_menu(int p_option);
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void connect_data(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode, int new_id);
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NodePath drop_path;
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Node *drop_node = nullptr;
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Vector2 drop_position;
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void _selected_connect_node(const String &p_text, const String &p_category, const bool p_connecting = true);
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void connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id);
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void _cancel_connect_node();
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int _create_new_node_from_name(const String &p_text, const Vector2 &p_point);
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void _selected_new_virtual_method(const String &p_text, const String &p_category, const bool p_connecting);
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int error_line = -1;
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void _node_selected(Node *p_node);
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void _center_on_node(int p_id);
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void _node_filter_changed(const String &p_text);
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void _change_base_type_callback();
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void _change_base_type();
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void _toggle_tool_script();
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void _member_selected();
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void _member_edited();
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void _begin_node_move();
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void _end_node_move();
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void _move_node(int p_id, const Vector2 &p_to);
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void _get_ends(int p_node, const List<VisualScript::SequenceConnection> &p_seqs, const RBSet<int> &p_selected, RBSet<int> &r_end_nodes);
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void _node_moved(Vector2 p_from, Vector2 p_to, int p_id);
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void _remove_node(int p_id);
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void _graph_connected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
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void _graph_disconnected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
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void _graph_connect_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_pos);
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void _node_ports_changed(int p_id);
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void _node_create();
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void _update_available_nodes();
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void _member_button(Object *p_item, int p_column, int p_button);
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void _expression_text_changed(const String &p_text, int p_id);
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void _add_input_port(int p_id);
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void _add_output_port(int p_id);
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void _remove_input_port(int p_id, int p_port);
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void _remove_output_port(int p_id, int p_port);
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void _change_port_type(int p_select, int p_id, int p_port, bool is_input);
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void _update_node_size(int p_id);
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void _port_name_focus_out(const Node *p_name_box, int p_id, int p_port, bool is_input);
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Vector2 _get_pos_in_graph(Vector2 p_point) const;
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Vector2 _get_available_pos(bool p_centered = true, Vector2 p_pos = Vector2()) const;
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bool node_has_sequence_connections(int p_id);
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void _generic_search(Vector2 pos = Vector2(), bool node_centered = false);
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virtual void input(const Ref<InputEvent> &p_event) override;
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void _graph_gui_input(const Ref<InputEvent> &p_event);
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void _members_gui_input(const Ref<InputEvent> &p_event);
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void _fn_name_box_input(const Ref<InputEvent> &p_event);
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void _on_fn_name_box_confirmed();
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void _rename_function(const String &p_name, const String &p_new_name);
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void _create_function_dialog();
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void _create_function();
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void _add_func_input();
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void _remove_func_input(Node *p_node);
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void _deselect_input_names();
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void _add_node_dialog();
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void _node_item_selected();
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void _node_item_unselected();
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void _on_nodes_copy();
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void _on_nodes_paste();
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void _on_nodes_delete();
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void _on_nodes_duplicate();
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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int editing_id = 0;
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int editing_input = 0;
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bool can_swap = false;
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int data_disconnect_node = 0;
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int data_disconnect_port = 0;
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void _default_value_changed();
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void _default_value_edited(Node *p_button, int p_id, int p_input_port);
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void _menu_option(int p_what);
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void _graph_ofs_changed(const Vector2 &p_ofs);
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void _comment_node_resized(const Vector2 &p_new_size, int p_node);
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void _draw_color_over_button(Object *obj, Color p_color);
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void _button_resource_previewed(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, Variant p_ud);
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VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, RBSet<int> &p_visited_nodes);
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void _member_rmb_selected(const Vector2 &p_pos);
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void _member_option(int p_option);
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void _toggle_scripts_pressed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual void add_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
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virtual void set_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
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virtual void apply_code() override;
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virtual Ref<Resource> get_edited_resource() const override;
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virtual void set_edited_resource(const Ref<Resource> &p_res) override;
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virtual void enable_editor() override;
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virtual Vector<String> get_functions() override;
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virtual void reload_text() override;
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virtual String get_name() override;
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virtual Ref<Texture2D> get_theme_icon() override;
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virtual bool is_unsaved() override;
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virtual Variant get_edit_state() override;
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virtual void set_edit_state(const Variant &p_state) override;
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virtual void goto_line(int p_line, bool p_with_error = false) override;
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virtual void set_executing_line(int p_line) override;
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virtual void clear_executing_line() override;
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virtual void trim_trailing_whitespace() override;
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virtual void insert_final_newline() override;
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virtual void convert_indent_to_spaces() override;
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virtual void convert_indent_to_tabs() override;
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virtual void ensure_focus() override;
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virtual void tag_saved_version() override;
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virtual void reload(bool p_soft) override;
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virtual Array get_breakpoints() override;
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virtual void set_breakpoint(int p_line, bool p_enable) override{};
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virtual void clear_breakpoints() override{};
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virtual void add_callback(const String &p_function, PackedStringArray p_args) override;
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virtual void update_settings() override;
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virtual bool show_members_overview() override;
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virtual void set_debugger_active(bool p_active) override;
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virtual void set_tooltip_request_func(const Callable &p_toolip_callback) override;
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virtual Control *get_edit_menu() override;
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virtual void clear_edit_menu() override;
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virtual void set_find_replace_bar(FindReplaceBar *p_bar) override { p_bar->hide(); }; // Not needed here.
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virtual bool can_lose_focus_on_node_selection() override { return false; }
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virtual void validate() override;
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virtual Control *get_base_editor() const override;
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static void register_editor();
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static void free_clipboard();
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void update_toggle_scripts_button() override;
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VisualScriptEditor();
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~VisualScriptEditor();
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};
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// Singleton
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class VisualScriptCustomNodes : public Object {
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GDCLASS(VisualScriptCustomNodes, Object);
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friend class VisualScriptLanguage;
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protected:
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static void _bind_methods();
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static VisualScriptCustomNodes *singleton;
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static HashMap<String, Ref<RefCounted>> custom_nodes;
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static Ref<VisualScriptNode> create_node_custom(const String &p_name);
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public:
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static VisualScriptCustomNodes *get_singleton() { return singleton; }
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void add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script);
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void remove_custom_node(const String &p_name, const String &p_category);
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VisualScriptCustomNodes();
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~VisualScriptCustomNodes();
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};
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#endif
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#endif // VISUALSCRIPT_EDITOR_H
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