1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
|
/*************************************************************************/
/* visual_script_func_nodes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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_FUNC_NODES_H
#define VISUAL_SCRIPT_FUNC_NODES_H
#include "visual_script.h"
class VisualScriptFunctionCall : public VisualScriptNode {
GDCLASS(VisualScriptFunctionCall, VisualScriptNode);
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
CALL_MODE_BASIC_TYPE,
CALL_MODE_SINGLETON,
};
enum RPCCallMode {
RPC_DISABLED,
RPC_RELIABLE,
RPC_UNRELIABLE,
RPC_RELIABLE_TO_ID,
RPC_UNRELIABLE_TO_ID
};
private:
CallMode call_mode;
StringName base_type;
String base_script;
Variant::Type basic_type;
NodePath base_path;
StringName function;
int use_default_args;
RPCCallMode rpc_call_mode;
StringName singleton;
bool validate;
Node *_get_base_node() const;
StringName _get_base_type() const;
MethodInfo method_cache;
void _update_method_cache();
void _set_argument_cache(const Dictionary &p_cache);
Dictionary _get_argument_cache() const;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "functions"; }
void set_basic_type(Variant::Type p_type);
Variant::Type get_basic_type() const;
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;
void set_singleton(const StringName &p_type);
StringName get_singleton() const;
void set_function(const StringName &p_type);
StringName get_function() const;
void set_base_path(const NodePath &p_type);
NodePath get_base_path() const;
void set_call_mode(CallMode p_mode);
CallMode get_call_mode() const;
void set_use_default_args(int p_amount);
int get_use_default_args() const;
void set_validate(bool p_amount);
bool get_validate() const;
void set_rpc_call_mode(RPCCallMode p_mode);
RPCCallMode get_rpc_call_mode() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const override;
VisualScriptFunctionCall();
};
VARIANT_ENUM_CAST(VisualScriptFunctionCall::CallMode);
VARIANT_ENUM_CAST(VisualScriptFunctionCall::RPCCallMode);
class VisualScriptPropertySet : public VisualScriptNode {
GDCLASS(VisualScriptPropertySet, VisualScriptNode);
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
CALL_MODE_BASIC_TYPE,
};
enum AssignOp {
ASSIGN_OP_NONE,
ASSIGN_OP_ADD,
ASSIGN_OP_SUB,
ASSIGN_OP_MUL,
ASSIGN_OP_DIV,
ASSIGN_OP_MOD,
ASSIGN_OP_SHIFT_LEFT,
ASSIGN_OP_SHIFT_RIGHT,
ASSIGN_OP_BIT_AND,
ASSIGN_OP_BIT_OR,
ASSIGN_OP_BIT_XOR,
ASSIGN_OP_MAX
};
private:
PropertyInfo type_cache;
CallMode call_mode;
Variant::Type basic_type;
StringName base_type;
String base_script;
NodePath base_path;
StringName property;
StringName index;
AssignOp assign_op;
Node *_get_base_node() const;
StringName _get_base_type() const;
void _update_base_type();
void _update_cache();
void _set_type_cache(const Dictionary &p_type);
Dictionary _get_type_cache() const;
void _adjust_input_index(PropertyInfo &pinfo) const;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "functions"; }
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;
void set_basic_type(Variant::Type p_type);
Variant::Type get_basic_type() const;
void set_property(const StringName &p_type);
StringName get_property() const;
void set_base_path(const NodePath &p_type);
NodePath get_base_path() const;
void set_call_mode(CallMode p_mode);
CallMode get_call_mode() const;
void set_index(const StringName &p_type);
StringName get_index() const;
void set_assign_op(AssignOp p_op);
AssignOp get_assign_op() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const override;
VisualScriptPropertySet();
};
VARIANT_ENUM_CAST(VisualScriptPropertySet::CallMode);
VARIANT_ENUM_CAST(VisualScriptPropertySet::AssignOp);
class VisualScriptPropertyGet : public VisualScriptNode {
GDCLASS(VisualScriptPropertyGet, VisualScriptNode);
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
CALL_MODE_BASIC_TYPE,
};
private:
Variant::Type type_cache;
CallMode call_mode;
Variant::Type basic_type;
StringName base_type;
String base_script;
NodePath base_path;
StringName property;
StringName index;
void _update_base_type();
Node *_get_base_node() const;
StringName _get_base_type() const;
void _update_cache();
void _set_type_cache(Variant::Type p_type);
Variant::Type _get_type_cache() const;
void _adjust_input_index(PropertyInfo &pinfo) const;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "functions"; }
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;
void set_basic_type(Variant::Type p_type);
Variant::Type get_basic_type() const;
void set_property(const StringName &p_type);
StringName get_property() const;
void set_base_path(const NodePath &p_type);
NodePath get_base_path() const;
void set_call_mode(CallMode p_mode);
CallMode get_call_mode() const;
void set_index(const StringName &p_type);
StringName get_index() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
VisualScriptPropertyGet();
};
VARIANT_ENUM_CAST(VisualScriptPropertyGet::CallMode);
class VisualScriptEmitSignal : public VisualScriptNode {
GDCLASS(VisualScriptEmitSignal, VisualScriptNode);
private:
StringName name;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
//virtual String get_text() const;
virtual String get_category() const override { return "functions"; }
void set_signal(const StringName &p_type);
StringName get_signal() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
VisualScriptEmitSignal();
};
void register_visual_script_func_nodes();
#endif // VISUAL_SCRIPT_FUNC_NODES_H
|