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#ifndef VSCRIPT_H
#define VSCRIPT_H
#include "script_language.h"
#include "os/thread.h"
class VisualScriptInstance;
class VisualScriptNodeInstance;
class VisualScript;
class VisualScriptNode : public Resource {
OBJ_TYPE(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;
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 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;
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)
INPUT_UNSEQUENCED_READ_BIT=INPUT_SHIFT<<1, //from unsequenced read (requires calling a function, used for constants, variales, etc).
};
int id;
int sequence_index;
VisualScriptNodeInstance **sequence_outputs;
int sequence_output_count;
int *input_ports;
int input_port_count;
int *output_ports;
int output_port_count;
int working_mem_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; }
//unsequenced ports are those that can return a value even if no sequence happened through them, used for constants, variables, etc.
virtual bool is_output_port_unsequenced(int p_idx) const { return false; }
virtual bool get_output_port_unsequenced(int p_idx,Variant* r_value,Variant* p_working_mem,String &r_error) const { return true; }
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 {
OBJ_TYPE( 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;
};
Map<StringName,Function> functions;
Map<StringName,Variable> variables;
Map<StringName,StringName> script_variable_remap;
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_pos(const StringName& p_func,int p_id,const Point2& p_pos);
Point2 get_node_pos(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_name,int p_node,int p_port) const;
void add_variable(const StringName& p_name,const Variant& p_default_value=Variant());
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 get_variable_list(List<StringName> *r_variables);
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 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 String get_node_type() 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_method_list(List<MethodInfo> *p_list) const;
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 node_count;
int argument_count;
bool valid;
struct UnsequencedGet {
VisualScriptNodeInstance* from;
int from_port;
int to_stack;
};
Vector<UnsequencedGet> unsequenced_gets;
};
Map<StringName,Function> functions;
Vector<Variant> default_values;
int max_input_args,max_output_args;
StringName source;
Variant _call_internal(const StringName& p_method, void* p_stack,int p_stack_size, VisualScriptNodeInstance* p_node, int p_flow_stack_pos, 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();
VisualScriptInstance();
~VisualScriptInstance();
};
class VisualScriptFunctionState : public Reference {
OBJ_TYPE(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;
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;
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 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 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 StringArray& 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);
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 // VSCRIPT_H
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