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-rw-r--r--modules/visual_script/visual_script.h122
1 files changed, 60 insertions, 62 deletions
diff --git a/modules/visual_script/visual_script.h b/modules/visual_script/visual_script.h
index 59bdfb2fc3..bdb3c3a16b 100644
--- a/modules/visual_script/visual_script.h
+++ b/modules/visual_script/visual_script.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -46,7 +46,7 @@ class VisualScriptNode : public Resource {
friend class VisualScript;
- Set<VisualScript *> scripts_used;
+ Ref<VisualScript> script_used;
Array default_input_values;
bool breakpoint;
@@ -83,7 +83,7 @@ public:
virtual String get_text() const;
virtual String get_category() const = 0;
- //used by editor, this is not really saved
+ // Used by editor, this is not really saved.
void set_breakpoint(bool p_breakpoint);
bool is_breakpoint() const;
@@ -106,9 +106,9 @@ public:
class VisualScriptNodeInstance {
friend class VisualScriptInstance;
- friend class VisualScriptLanguage; //for debugger
+ friend class VisualScriptLanguage; // For debugger.
- enum { //input argument addressing
+ enum { // Input argument addressing.
INPUT_SHIFT = 1 << 24,
INPUT_MASK = INPUT_SHIFT - 1,
INPUT_DEFAULT_VALUE_BIT = INPUT_SHIFT, // from unassigned input port, using default value (edited by user)
@@ -138,13 +138,13 @@ public:
enum {
STEP_SHIFT = 1 << 24,
STEP_MASK = STEP_SHIFT - 1,
- STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, //push bit to stack
- STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, //go back to previous node
- STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, //do not advance past this node
- STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, //return from function
- STEP_YIELD_BIT = STEP_SHIFT << 4, //yield (will find VisualScriptFunctionState state in first working memory)
+ STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, // push bit to stack
+ STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, // go back to previous node
+ STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, // do not advance past this node
+ STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, // return from function
+ STEP_YIELD_BIT = STEP_SHIFT << 4, // yield (will find VisualScriptFunctionState state in first working memory)
- FLOW_STACK_PUSHED_BIT = 1 << 30, //in flow stack, means bit was pushed (must go back here if end of sequence)
+ FLOW_STACK_PUSHED_BIT = 1 << 30, // in flow stack, means bit was pushed (must go back here if end of sequence)
FLOW_STACK_MASK = FLOW_STACK_PUSHED_BIT - 1
};
@@ -157,7 +157,7 @@ public:
virtual int get_working_memory_size() const { return 0; }
- virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; //do a step, return which sequence port to go out
+ virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; // Do a step, return which sequence port to go out.
Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); }
@@ -211,34 +211,32 @@ private:
Variant::Type type;
};
- struct Function {
- struct NodeData {
- Point2 pos;
- Ref<VisualScriptNode> node;
- };
-
- Map<int, NodeData> nodes;
-
- Set<SequenceConnection> sequence_connections;
+ struct NodeData {
+ Point2 pos;
+ Ref<VisualScriptNode> node;
+ };
- Set<DataConnection> data_connections;
+ HashMap<int, NodeData> nodes; // Can be a sparse map.
- int function_id;
+ Set<SequenceConnection> sequence_connections;
+ Set<DataConnection> data_connections;
- Vector2 scroll;
+ Vector2 scroll;
- Function() { function_id = -1; }
+ struct Function {
+ int func_id;
+ Function() { func_id = -1; }
};
struct Variable {
PropertyInfo info;
Variant default_value;
bool _export;
- // add getter & setter options here
+ // Add getter & setter options here.
};
- Map<StringName, Function> functions;
- Map<StringName, Variable> variables;
+ HashMap<StringName, Function> functions;
+ HashMap<StringName, Variable> variables;
Map<StringName, Vector<Argument>> custom_signals;
Vector<ScriptNetData> rpc_functions;
Vector<ScriptNetData> rpc_variables;
@@ -249,7 +247,7 @@ private:
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
- //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
+ // void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
void _update_placeholders();
#endif
@@ -267,37 +265,38 @@ protected:
public:
bool inherits_script(const Ref<Script> &p_script) const override;
- // TODO: Remove it in future when breaking changes are acceptable
- StringName get_default_func() const;
- void add_function(const StringName &p_name);
+ void set_scroll(const Vector2 &p_scroll);
+ Vector2 get_scroll() const;
+
+ void add_function(const StringName &p_name, int p_func_node_id);
bool has_function(const StringName &p_name) const;
void remove_function(const StringName &p_name);
void rename_function(const StringName &p_name, const StringName &p_new_name);
- void set_function_scroll(const StringName &p_name, const Vector2 &p_scroll);
- Vector2 get_function_scroll(const StringName &p_name) const;
void get_function_list(List<StringName> *r_functions) const;
int get_function_node_id(const StringName &p_name) const;
void set_tool_enabled(bool p_enabled);
- void add_node(const StringName &p_func, int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
- void remove_node(const StringName &p_func, int p_id);
- bool has_node(const StringName &p_func, int p_id) const;
- Ref<VisualScriptNode> get_node(const StringName &p_func, int p_id) const;
- void set_node_position(const StringName &p_func, int p_id, const Point2 &p_pos);
- Point2 get_node_position(const StringName &p_func, int p_id) const;
- void get_node_list(const StringName &p_func, List<int> *r_nodes) const;
-
- void sequence_connect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
- void sequence_disconnect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
- bool has_sequence_connection(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) const;
- void get_sequence_connection_list(const StringName &p_func, List<SequenceConnection> *r_connection) const;
-
- void data_connect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
- void data_disconnect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
- bool has_data_connection(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
- void get_data_connection_list(const StringName &p_func, List<DataConnection> *r_connection) const;
- bool is_input_value_port_connected(const StringName &p_func, int p_node, int p_port) const;
- bool get_input_value_port_connection_source(const StringName &p_func, int p_node, int p_port, int *r_node, int *r_port) const;
+ void add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
+ void remove_node(int p_id);
+ bool has_node(int p_id) const;
+ Ref<VisualScriptNode> get_node(int p_id) const;
+ void set_node_position(int p_id, const Point2 &p_pos);
+ Point2 get_node_position(int p_id) const;
+ void get_node_list(List<int> *r_nodes) const;
+
+ void sequence_connect(int p_from_node, int p_from_output, int p_to_node);
+ void sequence_disconnect(int p_from_node, int p_from_output, int p_to_node);
+ bool has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const;
+ void get_sequence_connection_list(List<SequenceConnection> *r_connection) const;
+ Set<int> get_output_sequence_ports_connected(int from_node);
+
+ void data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
+ void data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
+ bool has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
+ void get_data_connection_list(List<DataConnection> *r_connection) const;
+
+ bool is_input_value_port_connected(int p_node, int p_port) const;
+ bool get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const;
void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false);
bool has_variable(const StringName &p_name) const;
@@ -392,7 +391,7 @@ class VisualScriptInstance : public ScriptInstance {
Object *owner;
Ref<VisualScript> script;
- Map<StringName, Variant> variables; //using variable path, not script
+ Map<StringName, Variant> variables; // Using variable path, not script.
Map<int, VisualScriptNodeInstance *> instances;
struct Function {
@@ -415,9 +414,8 @@ class VisualScriptInstance : public ScriptInstance {
void _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);
Variant _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> functions;
- friend class VisualScriptFunctionState; //for yield
- friend class VisualScriptLanguage; //for debugger
+ friend class VisualScriptFunctionState; // For yield.
+ friend class VisualScriptLanguage; // For debugger.
public:
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
@@ -538,7 +536,7 @@ public:
_FORCE_INLINE_ void enter_function(VisualScriptInstance *p_instance, const StringName *p_function, Variant *p_stack, Variant **p_work_mem, int *current_id) {
if (Thread::get_main_id() != Thread::get_caller_id()) {
- return; //no support for other threads than main for now
+ return; // No support for other threads than main for now.
}
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
@@ -546,7 +544,7 @@ public:
}
if (_debug_call_stack_pos >= _debug_max_call_stack) {
- //stack overflow
+ // Stack overflow.
_debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")";
EngineDebugger::get_script_debugger()->debug(this);
return;
@@ -562,7 +560,7 @@ public:
_FORCE_INLINE_ void exit_function() {
if (Thread::get_main_id() != Thread::get_caller_id()) {
- return; //no support for other threads than main for now
+ return; // No support for other threads than main for now.
}
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
@@ -640,7 +638,7 @@ public:
~VisualScriptLanguage();
};
-//aid for registering
+// Aid for registering.
template <class T>
static Ref<VisualScriptNode> create_node_generic(const String &p_name) {
Ref<T> node;