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/*************************************************************************/
/*  visual_script_func_nodes.h                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.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_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_args);
	Dictionary _get_argument_cache() const;

protected:
	virtual void _validate_property(PropertyInfo &property) 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 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 "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 *instance(VisualScriptInstance *p_instance);

	virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;

	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:
	virtual void _validate_property(PropertyInfo &property) 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 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 "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 *instance(VisualScriptInstance *p_instance);
	virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;

	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;

protected:
	virtual void _validate_property(PropertyInfo &property) 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 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 "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 *instance(VisualScriptInstance *p_instance);

	VisualScriptPropertyGet();
};

VARIANT_ENUM_CAST(VisualScriptPropertyGet::CallMode);

class VisualScriptEmitSignal : public VisualScriptNode {

	GDCLASS(VisualScriptEmitSignal, VisualScriptNode)

private:
	StringName name;

protected:
	virtual void _validate_property(PropertyInfo &property) 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 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 "functions"; }

	void set_signal(const StringName &p_type);
	StringName get_signal() const;

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptEmitSignal();
};

void register_visual_script_func_nodes();

#endif // VISUAL_SCRIPT_FUNC_NODES_H