/*************************************************************************/ /* visual_script.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 VISUAL_SCRIPT_H #define VISUAL_SCRIPT_H #include "os/thread.h" #include "script_language.h" class VisualScriptInstance; class VisualScriptNodeInstance; class VisualScript; class VisualScriptNode : public Resource { GDCLASS(VisualScriptNode, Resource) friend class VisualScript; Set<VisualScript *> scripts_used; Array default_input_values; bool breakpoint; void _set_default_input_values(Array p_values); Array _get_default_input_values() const; void validate_input_default_values(); protected: void _notification(int p_what); void ports_changed_notify(); static void _bind_methods(); public: Ref<VisualScript> get_visual_script() const; virtual int get_output_sequence_port_count() const = 0; virtual bool has_input_sequence_port() const = 0; virtual String get_output_sequence_port_text(int p_port) const = 0; virtual bool has_mixed_input_and_sequence_ports() const { return false; } virtual int get_input_value_port_count() const = 0; virtual int get_output_value_port_count() const = 0; virtual PropertyInfo get_input_value_port_info(int p_idx) const = 0; virtual PropertyInfo get_output_value_port_info(int p_idx) const = 0; void set_default_input_value(int p_port, const Variant &p_value); Variant get_default_input_value(int p_port) const; virtual String get_caption() const = 0; virtual String get_text() const = 0; virtual String get_category() const = 0; //used by editor, this is not really saved void set_breakpoint(bool p_breakpoint); bool is_breakpoint() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) = 0; struct TypeGuess { Variant::Type type; StringName gdclass; Ref<Script> script; TypeGuess() { type = Variant::NIL; } }; virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const; VisualScriptNode(); }; class VisualScriptNodeInstance { friend class VisualScriptInstance; friend class VisualScriptLanguage; //for debugger 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) }; int id; int sequence_index; VisualScriptNodeInstance **sequence_outputs; int sequence_output_count; Vector<VisualScriptNodeInstance *> dependencies; int *input_ports; int input_port_count; int *output_ports; int output_port_count; int working_mem_idx; int pass_idx; VisualScriptNode *base; public: enum StartMode { START_MODE_BEGIN_SEQUENCE, START_MODE_CONTINUE_SEQUENCE, START_MODE_RESUME_YIELD }; 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) 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 }; _FORCE_INLINE_ int get_input_port_count() const { return input_port_count; } _FORCE_INLINE_ int get_output_port_count() const { return output_port_count; } _FORCE_INLINE_ int get_sequence_output_count() const { return sequence_output_count; } _FORCE_INLINE_ int get_id() const { return id; } 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, Variant::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); } VisualScriptNodeInstance(); virtual ~VisualScriptNodeInstance(); }; class VisualScript : public Script { GDCLASS(VisualScript, Script) RES_BASE_EXTENSION("vs"); public: struct SequenceConnection { union { struct { uint64_t from_node : 24; uint64_t from_output : 16; uint64_t to_node : 24; }; uint64_t id; }; bool operator<(const SequenceConnection &p_connection) const { return id < p_connection.id; } }; struct DataConnection { union { struct { uint64_t from_node : 24; uint64_t from_port : 8; uint64_t to_node : 24; uint64_t to_port : 8; }; uint64_t id; }; bool operator<(const DataConnection &p_connection) const { return id < p_connection.id; } }; private: friend class VisualScriptInstance; StringName base_type; struct Argument { String name; Variant::Type type; }; struct Function { struct NodeData { Point2 pos; Ref<VisualScriptNode> node; }; Map<int, NodeData> nodes; Set<SequenceConnection> sequence_connections; Set<DataConnection> data_connections; int function_id; Vector2 scroll; Function() { function_id = -1; } }; struct Variable { PropertyInfo info; Variant default_value; bool _export; }; Map<StringName, Function> functions; Map<StringName, Variable> variables; Map<StringName, Vector<Argument> > custom_signals; Map<Object *, VisualScriptInstance *> instances; #ifdef TOOLS_ENABLED Set<PlaceHolderScriptInstance *> placeholders; //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder); void _update_placeholders(); #endif void _set_variable_info(const StringName &p_name, const Dictionary &p_info); Dictionary _get_variable_info(const StringName &p_name) const; void _set_data(const Dictionary &p_data); Dictionary _get_data() const; protected: void _node_ports_changed(int p_id); static void _bind_methods(); public: void add_function(const StringName &p_name); 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 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_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false); bool has_variable(const StringName &p_name) const; void remove_variable(const StringName &p_name); void set_variable_default_value(const StringName &p_name, const Variant &p_value); Variant get_variable_default_value(const StringName &p_name) const; void set_variable_info(const StringName &p_name, const PropertyInfo &p_info); PropertyInfo get_variable_info(const StringName &p_name) const; void set_variable_export(const StringName &p_name, bool p_export); bool get_variable_export(const StringName &p_name) const; void get_variable_list(List<StringName> *r_variables) const; void rename_variable(const StringName &p_name, const StringName &p_new_name); void add_custom_signal(const StringName &p_name); bool has_custom_signal(const StringName &p_name) const; void custom_signal_add_argument(const StringName &p_func, Variant::Type p_type, const String &p_name, int p_index = -1); void custom_signal_set_argument_type(const StringName &p_func, int p_argidx, Variant::Type p_type); Variant::Type custom_signal_get_argument_type(const StringName &p_func, int p_argidx) const; void custom_signal_set_argument_name(const StringName &p_func, int p_argidx, const String &p_name); String custom_signal_get_argument_name(const StringName &p_func, int p_argidx) const; void custom_signal_remove_argument(const StringName &p_func, int p_argidx); int custom_signal_get_argument_count(const StringName &p_func) const; void custom_signal_swap_argument(const StringName &p_func, int p_argidx, int p_with_argidx); void remove_custom_signal(const StringName &p_name); void rename_custom_signal(const StringName &p_name, const StringName &p_new_name); void get_custom_signal_list(List<StringName> *r_custom_signals) const; int get_available_id() const; void set_instance_base_type(const StringName &p_type); virtual bool can_instance() const; virtual Ref<Script> get_base_script() const; virtual StringName get_instance_base_type() const; virtual ScriptInstance *instance_create(Object *p_this); virtual bool instance_has(const Object *p_this) const; virtual bool has_source_code() const; virtual String get_source_code() const; virtual void set_source_code(const String &p_code); virtual Error reload(bool p_keep_state = false); virtual bool is_tool() const; virtual ScriptLanguage *get_language() const; virtual bool has_script_signal(const StringName &p_signal) const; virtual void get_script_signal_list(List<MethodInfo> *r_signals) const; virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const; virtual void get_script_method_list(List<MethodInfo> *p_list) const; virtual bool has_method(const StringName &p_method) const; virtual MethodInfo get_method_info(const StringName &p_method) const; virtual void get_script_property_list(List<PropertyInfo> *p_list) const; virtual int get_member_line(const StringName &p_member) const; #ifdef TOOLS_ENABLED virtual bool are_subnodes_edited() const; #endif VisualScript(); ~VisualScript(); }; class VisualScriptInstance : public ScriptInstance { Object *owner; Ref<VisualScript> script; Map<StringName, Variant> variables; //using variable path, not script Map<int, VisualScriptNodeInstance *> instances; struct Function { int node; int max_stack; int trash_pos; int return_pos; int flow_stack_size; int pass_stack_size; int node_count; int argument_count; bool valid; }; Map<StringName, Function> functions; Vector<Variant> default_values; int max_input_args, max_output_args; StringName source; void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Variant::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, Variant::CallError &r_error); //Map<StringName,Function> functions; 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; virtual void get_property_list(List<PropertyInfo> *p_properties) const; virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const; virtual void get_method_list(List<MethodInfo> *p_list) const; virtual bool has_method(const StringName &p_method) const; virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error); virtual void notification(int p_notification); bool set_variable(const StringName &p_variable, const Variant &p_value) { Map<StringName, Variant>::Element *E = variables.find(p_variable); if (!E) return false; E->get() = p_value; return true; } bool get_variable(const StringName &p_variable, Variant *r_variable) const { const Map<StringName, Variant>::Element *E = variables.find(p_variable); if (!E) return false; *r_variable = E->get(); return true; } virtual Ref<Script> get_script() const; _FORCE_INLINE_ VisualScript *get_script_ptr() { return script.ptr(); } _FORCE_INLINE_ Object *get_owner_ptr() { return owner; } void create(const Ref<VisualScript> &p_script, Object *p_owner); virtual ScriptLanguage *get_language(); virtual RPCMode get_rpc_mode(const StringName &p_method) const; virtual RPCMode get_rset_mode(const StringName &p_variable) const; VisualScriptInstance(); ~VisualScriptInstance(); }; class VisualScriptFunctionState : public Reference { GDCLASS(VisualScriptFunctionState, Reference); friend class VisualScriptInstance; ObjectID instance_id; ObjectID script_id; VisualScriptInstance *instance; StringName function; Vector<uint8_t> stack; int working_mem_index; int variant_stack_size; VisualScriptNodeInstance *node; int flow_stack_pos; int pass; Variant _signal_callback(const Variant **p_args, int p_argcount, Variant::CallError &r_error); protected: static void _bind_methods(); public: void connect_to_signal(Object *p_obj, const String &p_signal, Array p_binds); bool is_valid() const; Variant resume(Array p_args); VisualScriptFunctionState(); ~VisualScriptFunctionState(); }; typedef Ref<VisualScriptNode> (*VisualScriptNodeRegisterFunc)(const String &p_type); class VisualScriptLanguage : public ScriptLanguage { Map<String, VisualScriptNodeRegisterFunc> register_funcs; struct CallLevel { Variant *stack; Variant **work_mem; const StringName *function; VisualScriptInstance *instance; int *current_id; }; int _debug_parse_err_node; String _debug_parse_err_file; String _debug_error; int _debug_call_stack_pos; int _debug_max_call_stack; CallLevel *_call_stack; public: StringName notification; StringName _get_output_port_unsequenced; StringName _step; StringName _subcall; static VisualScriptLanguage *singleton; Mutex *lock; bool debug_break(const String &p_error, bool p_allow_continue = true); bool debug_break_parse(const String &p_file, int p_node, const String &p_error); _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 if (ScriptDebugger::get_singleton()->get_lines_left() > 0 && ScriptDebugger::get_singleton()->get_depth() >= 0) ScriptDebugger::get_singleton()->set_depth(ScriptDebugger::get_singleton()->get_depth() + 1); if (_debug_call_stack_pos >= _debug_max_call_stack) { //stack overflow _debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")"; ScriptDebugger::get_singleton()->debug(this); return; } _call_stack[_debug_call_stack_pos].stack = p_stack; _call_stack[_debug_call_stack_pos].instance = p_instance; _call_stack[_debug_call_stack_pos].function = p_function; _call_stack[_debug_call_stack_pos].work_mem = p_work_mem; _call_stack[_debug_call_stack_pos].current_id = current_id; _debug_call_stack_pos++; } _FORCE_INLINE_ void exit_function() { if (Thread::get_main_id() != Thread::get_caller_id()) return; //no support for other threads than main for now if (ScriptDebugger::get_singleton()->get_lines_left() > 0 && ScriptDebugger::get_singleton()->get_depth() >= 0) ScriptDebugger::get_singleton()->set_depth(ScriptDebugger::get_singleton()->get_depth() - 1); if (_debug_call_stack_pos == 0) { _debug_error = "Stack Underflow (Engine Bug)"; ScriptDebugger::get_singleton()->debug(this); return; } _debug_call_stack_pos--; } ////////////////////////////////////// virtual String get_name() const; /* LANGUAGE FUNCTIONS */ virtual void init(); virtual String get_type() const; virtual String get_extension() const; virtual Error execute_file(const String &p_path); virtual void finish(); /* EDITOR FUNCTIONS */ virtual void get_reserved_words(List<String> *p_words) const; virtual void get_comment_delimiters(List<String> *p_delimiters) const; virtual void get_string_delimiters(List<String> *p_delimiters) const; virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const; virtual bool is_using_templates(); virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script); virtual bool 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 = NULL) const; virtual Script *create_script() const; virtual bool has_named_classes() const; virtual bool supports_builtin_mode() const; virtual int find_function(const String &p_function, const String &p_code) const; virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const; virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const; virtual void add_global_constant(const StringName &p_variable, const Variant &p_value); /* DEBUGGER FUNCTIONS */ virtual String debug_get_error() const; virtual int debug_get_stack_level_count() const; virtual int debug_get_stack_level_line(int p_level) const; virtual String debug_get_stack_level_function(int p_level) const; virtual String debug_get_stack_level_source(int p_level) const; virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1); virtual void reload_all_scripts(); virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload); /* LOADER FUNCTIONS */ virtual void get_recognized_extensions(List<String> *p_extensions) const; virtual void get_public_functions(List<MethodInfo> *p_functions) const; virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const; virtual void profiling_start(); virtual void profiling_stop(); virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max); virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max); void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func); void remove_register_func(const String &p_name); Ref<VisualScriptNode> create_node_from_name(const String &p_name); void get_registered_node_names(List<String> *r_names); VisualScriptLanguage(); ~VisualScriptLanguage(); }; //aid for registering template <class T> static Ref<VisualScriptNode> create_node_generic(const String &p_name) { Ref<T> node; node.instance(); return node; } #endif // VISUAL_SCRIPT_H