godot/modules/visual_script/visual_script_func_nodes.h

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#ifndef VISUAL_SCRIPT_FUNC_NODES_H
#define VISUAL_SCRIPT_FUNC_NODES_H
#include "visual_script.h"
class VisualScriptFunctionCall : public VisualScriptNode {
OBJ_TYPE(VisualScriptFunctionCall,VisualScriptNode)
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
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CALL_MODE_BASIC_TYPE,
};
private:
CallMode call_mode;
StringName base_type;
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Variant::Type basic_type;
NodePath base_path;
StringName function;
int use_default_args;
Node *_get_base_node() const;
StringName _get_base_type() const;
void _update_defargs();
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"; }
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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_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;
virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
VisualScriptFunctionCall();
};
VARIANT_ENUM_CAST(VisualScriptFunctionCall::CallMode );
class VisualScriptPropertySet : public VisualScriptNode {
OBJ_TYPE(VisualScriptPropertySet,VisualScriptNode)
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
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CALL_MODE_BASIC_TYPE,
};
private:
CallMode call_mode;
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Variant::Type basic_type;
StringName base_type;
NodePath base_path;
StringName property;
bool use_builtin_value;
Variant builtin_value;
Node *_get_base_node() const;
StringName _get_base_type() const;
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void _update_base_type();
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;
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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_use_builtin_value(bool p_use);
bool is_using_builtin_value() const;
void set_builtin_value(const Variant &p_value);
Variant get_builtin_value() const;
virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
VisualScriptPropertySet();
};
VARIANT_ENUM_CAST(VisualScriptPropertySet::CallMode );
class VisualScriptPropertyGet : public VisualScriptNode {
OBJ_TYPE(VisualScriptPropertyGet,VisualScriptNode)
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
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CALL_MODE_BASIC_TYPE
};
private:
CallMode call_mode;
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Variant::Type basic_type;
StringName base_type;
NodePath base_path;
StringName property;
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void _update_base_type();
Node *_get_base_node() const;
StringName _get_base_type() 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;
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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;
virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
VisualScriptPropertyGet();
};
VARIANT_ENUM_CAST(VisualScriptPropertyGet::CallMode );
class VisualScriptScriptCall : public VisualScriptNode {
OBJ_TYPE(VisualScriptScriptCall,VisualScriptNode)
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
};
private:
CallMode call_mode;
NodePath base_path;
StringName function;
int argument_count;
Node *_get_base_node() const;
void _update_argument_count();
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_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_argument_count(int p_count);
int get_argument_count() const;
virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
VisualScriptScriptCall();
};
VARIANT_ENUM_CAST(VisualScriptScriptCall::CallMode );
class VisualScriptEmitSignal : public VisualScriptNode {
OBJ_TYPE(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