/*************************************************************************/ /* 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 "scene/gui/graph_edit.h" #include "visual_script.h" #include "visual_script_property_selector.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_SET_GET, CREATE_ACTION, }; enum MemberAction { MEMBER_EDIT, MEMBER_REMOVE }; enum MemberType { MEMBER_FUNCTION, MEMBER_VARIABLE, MEMBER_SIGNAL }; VSplitContainer *left_vsplit; MenuButton *edit_menu; Ref script; Button *base_type_select; GraphEdit *graph; LineEdit *node_filter; TextureRect *node_filter_icon; VisualScriptEditorSignalEdit *signal_editor; AcceptDialog *edit_signal_dialog; EditorInspector *edit_signal_edit; VisualScriptPropertySelector *method_select; VisualScriptPropertySelector *new_connect_node_select; VisualScriptPropertySelector *new_virtual_method_select; VisualScriptEditorVariableEdit *variable_editor; AcceptDialog *edit_variable_dialog; EditorInspector *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 > args; }; HashMap > 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 > nodes; Map nodes_positions; Set sequence_connections; Set data_connections; }; static Clipboard *clipboard; 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 new_node(Ref vnode, Vector2 ofs); void connect_data(Ref vnode_old, Ref vnode, int new_id); void _selected_connect_node(const String &p_text, const String &p_category, const bool p_connecting = true); void connect_seq(Ref vnode_old, Ref vnode_new, int new_id); void _cancel_connect_node(); void _create_new_node(const String &p_text, const String &p_category, const Vector2 &p_point); void _selected_new_virtual_method(const String &p_text, const String &p_category, const bool p_connecting); 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 &p_event); void _generic_search(); void _members_gui_input(const Ref &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, const String &p_type); void _draw_color_over_button(Object *obj, Color p_color); void _button_resource_previewed(const String &p_path, const Ref &p_preview, const Ref &p_small_preview, Variant p_ud); VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, Set &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 add_syntax_highlighter(SyntaxHighlighter *p_highlighter); virtual void set_syntax_highlighter(SyntaxHighlighter *p_highlighter); virtual void apply_code(); virtual RES get_edited_resource() const; virtual void set_edited_resource(const RES &p_res); virtual Vector get_functions(); virtual void reload_text(); virtual String get_name(); virtual Ref 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 *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 custom_nodes; static Ref 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