/*************************************************************************/ /* visual_script_flow_control.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_FLOW_CONTROL_H #define VISUAL_SCRIPT_FLOW_CONTROL_H #include "visual_script.h" class VisualScriptReturn : public VisualScriptNode { GDCLASS(VisualScriptReturn, VisualScriptNode) Variant::Type type; bool with_value; protected: static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } void set_return_type(Variant::Type); Variant::Type get_return_type() const; void set_enable_return_value(bool p_enable); bool is_return_value_enabled() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptReturn(); }; class VisualScriptCondition : public VisualScriptNode { GDCLASS(VisualScriptCondition, VisualScriptNode) protected: static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptCondition(); }; class VisualScriptWhile : public VisualScriptNode { GDCLASS(VisualScriptWhile, VisualScriptNode) protected: static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptWhile(); }; class VisualScriptIterator : public VisualScriptNode { GDCLASS(VisualScriptIterator, VisualScriptNode) protected: static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptIterator(); }; class VisualScriptSequence : public VisualScriptNode { GDCLASS(VisualScriptSequence, VisualScriptNode) int steps; protected: static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } void set_steps(int p_steps); int get_steps() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptSequence(); }; class VisualScriptSwitch : public VisualScriptNode { GDCLASS(VisualScriptSwitch, VisualScriptNode) struct Case { Variant::Type type; Case() { type = Variant::NIL; } }; Vector case_values; friend class VisualScriptNodeInstanceSwitch; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual bool has_mixed_input_and_sequence_ports() const { return true; } virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptSwitch(); }; class VisualScriptTypeCast : public VisualScriptNode { GDCLASS(VisualScriptTypeCast, VisualScriptNode) StringName base_type; String script; protected: static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "flow_control"; } void set_base_type(const StringName &p_type); StringName get_base_type() const; void set_base_script(const String &p_path); String get_base_script() const; virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptTypeCast(); }; void register_visual_script_flow_control_nodes(); #endif // VISUAL_SCRIPT_FLOW_CONTROL_H