godot/modules/visual_script/visual_script.h

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/*************************************************************************/
/* visual_script.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_H
#define VISUAL_SCRIPT_H
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/doc_data.h"
#include "core/object/script_language.h"
#include "core/os/thread.h"
class VisualScriptInstance;
class VisualScriptNodeInstance;
class VisualScript;
class VisualScriptNode : public Resource {
GDCLASS(VisualScriptNode, Resource);
friend class VisualScript;
Ref<VisualScript> script_used;
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Array default_input_values;
bool breakpoint = false;
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void _set_default_input_values(Array p_values);
Array _get_default_input_values() const;
void validate_input_default_values();
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protected:
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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 bool has_mixed_input_and_sequence_ports() const { return false; }
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);
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Variant get_default_input_value(int p_port) const;
virtual String get_caption() const = 0;
virtual String get_text() const;
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 *instantiate(VisualScriptInstance *p_instance) = 0;
struct TypeGuess {
Variant::Type type = Variant::NIL;
StringName gdclass;
Ref<Script> script;
};
virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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)
};
int id = 0;
int sequence_index = 0;
VisualScriptNodeInstance **sequence_outputs = nullptr;
int sequence_output_count = 0;
Vector<VisualScriptNodeInstance *> dependencies;
int *input_ports = nullptr;
int input_port_count = 0;
int *output_ports = nullptr;
int output_port_count = 0;
int working_mem_idx = 0;
int pass_idx = 0;
VisualScriptNode *base = nullptr;
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; }
virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::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 {
GDCLASS(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 = 0;
};
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 = 0;
};
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 = Variant::Type::NIL;
};
struct NodeData {
Point2 pos;
Ref<VisualScriptNode> node;
};
HashMap<int, NodeData> nodes; // Can be a sparse map.
Set<SequenceConnection> sequence_connections;
Set<DataConnection> data_connections;
Vector2 scroll;
struct Function {
int func_id;
Function() { func_id = -1; }
};
struct Variable {
PropertyInfo info;
Variant default_value;
bool _export = false;
// Add getter & setter options here.
};
HashMap<StringName, Function> functions;
HashMap<StringName, Variable> variables;
Map<StringName, Vector<Argument>> custom_signals;
Vector<Multiplayer::RPCConfig> rpc_functions;
Map<Object *, VisualScriptInstance *> instances;
bool is_tool_script;
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
// void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
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:
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bool inherits_script(const Ref<Script> &p_script) const override;
void set_scroll(const Vector2 &p_scroll);
Vector2 get_scroll() const;
void add_function(const StringName &p_name, int p_func_node_id);
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 get_function_list(List<StringName> *r_functions) const;
int get_function_node_id(const StringName &p_name) const;
void set_tool_enabled(bool p_enabled);
void add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
void remove_node(int p_id);
bool has_node(int p_id) const;
Ref<VisualScriptNode> get_node(int p_id) const;
void set_node_position(int p_id, const Point2 &p_pos);
Point2 get_node_position(int p_id) const;
void get_node_list(List<int> *r_nodes) const;
void sequence_connect(int p_from_node, int p_from_output, int p_to_node);
void sequence_disconnect(int p_from_node, int p_from_output, int p_to_node);
bool has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const;
void get_sequence_connection_list(List<SequenceConnection> *r_connection) const;
Set<int> get_output_sequence_ports_connected(int from_node);
void data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
bool has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
void get_data_connection_list(List<DataConnection> *r_connection) const;
bool is_input_value_port_connected(int p_node, int p_port) const;
bool get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const;
void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false);
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 set_variable_export(const StringName &p_name, bool p_export);
bool get_variable_export(const StringName &p_name) const;
void get_variable_list(List<StringName> *r_variables) const;
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);
Improve VisualScript UX * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
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Set<int> get_output_sequence_ports_connected(const String &edited_func, int from_node);
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_instantiate() const override;
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virtual Ref<Script> get_base_script() const override;
virtual StringName get_instance_base_type() const override;
virtual ScriptInstance *instance_create(Object *p_this) override;
virtual bool instance_has(const Object *p_this) const override;
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virtual bool has_source_code() const override;
virtual String get_source_code() const override;
virtual void set_source_code(const String &p_code) override;
virtual Error reload(bool p_keep_state = false) override;
#ifdef TOOLS_ENABLED
virtual Vector<DocData::ClassDoc> get_documentation() const override {
Vector<DocData::ClassDoc> docs;
return docs;
}
#endif // TOOLS_ENABLED
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virtual bool is_tool() const override;
virtual bool is_valid() const override;
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virtual ScriptLanguage *get_language() const override;
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virtual bool has_script_signal(const StringName &p_signal) const override;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const override;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const override;
virtual void get_script_method_list(List<MethodInfo> *p_list) const override;
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virtual bool has_method(const StringName &p_method) const override;
virtual MethodInfo get_method_info(const StringName &p_method) const override;
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virtual void get_script_property_list(List<PropertyInfo> *p_list) const override;
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virtual int get_member_line(const StringName &p_member) const override;
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const override;
#ifdef TOOLS_ENABLED
virtual bool are_subnodes_edited() const;
#endif
VisualScript();
~VisualScript();
};
class VisualScriptInstance : public ScriptInstance {
Object *owner = nullptr;
Ref<VisualScript> script;
Map<StringName, Variant> variables; // Using variable path, not script.
Map<int, VisualScriptNodeInstance *> instances;
struct Function {
int node = 0;
int max_stack = 0;
int trash_pos = 0;
int flow_stack_size = 0;
int pass_stack_size = 0;
int node_count = 0;
int argument_count = 0;
};
Map<StringName, Function> functions;
Vector<Variant> default_values;
int max_input_args = 0;
int max_output_args = 0;
StringName source;
void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Callable::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node);
Variant _call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Callable::CallError &r_error);
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;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
virtual void notification(int p_notification);
String to_string(bool *r_valid);
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();
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const;
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VisualScriptInstance();
~VisualScriptInstance();
};
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class VisualScriptFunctionState : public RefCounted {
GDCLASS(VisualScriptFunctionState, RefCounted);
friend class VisualScriptInstance;
ObjectID instance_id;
ObjectID script_id;
VisualScriptInstance *instance = nullptr;
StringName function;
Vector<uint8_t> stack;
int working_mem_index = 0;
int variant_stack_size = 0;
VisualScriptNodeInstance *node = nullptr;
int flow_stack_pos = 0;
int pass = 0;
Variant _signal_callback(const Variant **p_args, int p_argcount, Callable::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 = nullptr;
Variant **work_mem = nullptr;
const StringName *function = nullptr;
VisualScriptInstance *instance = nullptr;
int *current_id = nullptr;
};
int _debug_parse_err_node = -1;
String _debug_parse_err_file = "";
String _debug_error;
int _debug_call_stack_pos = 0;
int _debug_max_call_stack;
CallLevel *_call_stack = nullptr;
public:
StringName notification = "_notification";
StringName _get_output_port_unsequenced;
StringName _step = "_step";
StringName _subcall = "_subcall";
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 (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->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) + ")";
EngineDebugger::get_script_debugger()->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 (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() - 1);
}
if (_debug_call_stack_pos == 0) {
_debug_error = "Stack Underflow (Engine Bug)";
EngineDebugger::get_script_debugger()->debug(this);
return;
}
_debug_call_stack_pos--;
}
//////////////////////////////////////
virtual String get_name() const override;
/* LANGUAGE FUNCTIONS */
virtual void init() override;
virtual String get_type() const override;
virtual String get_extension() const override;
virtual Error execute_file(const String &p_path) override;
virtual void finish() override;
/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const override;
virtual bool is_control_flow_keyword(String p_keyword) const override;
virtual void get_comment_delimiters(List<String> *p_delimiters) const override;
virtual void get_string_delimiters(List<String> *p_delimiters) const override;
virtual bool is_using_templates() override;
virtual Ref<Script> make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const override;
virtual bool validate(const String &p_script, const String &p_path = "", List<String> *r_functions = nullptr, List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const override;
virtual Script *create_script() const override;
virtual bool has_named_classes() const override;
virtual bool supports_builtin_mode() const override;
virtual int find_function(const String &p_function, const String &p_code) const override;
virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const override;
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const override;
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) override;
/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const override;
virtual int debug_get_stack_level_count() const override;
virtual int debug_get_stack_level_line(int p_level) const override;
virtual String debug_get_stack_level_function(int p_level) const override;
virtual String debug_get_stack_level_source(int p_level) const override;
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) override;
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) override;
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) override;
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1) override;
virtual void reload_all_scripts() override;
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) override;
/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
virtual void get_public_functions(List<MethodInfo> *p_functions) const override;
virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const override;
virtual void profiling_start() override;
virtual void profiling_stop() override;
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) override;
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) override;
void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func);
void remove_register_func(const String &p_name);
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.instantiate();
return node;
}
#endif // VISUAL_SCRIPT_H