godot/modules/visual_script/visual_script_editor.h

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#ifndef VisualSCRIPT_EDITOR_H
#define VisualSCRIPT_EDITOR_H
#include "tools/editor/plugins/script_editor_plugin.h"
#include "visual_script.h"
#include "tools/editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "tools/editor/create_dialog.h"
class VisualScriptEditorSignalEdit;
class VisualScriptEditorVariableEdit;
class VisualScriptEditor : public ScriptEditorBase {
OBJ_TYPE(VisualScriptEditor,ScriptEditorBase)
enum {
TYPE_SEQUENCE=1000,
INDEX_BASE_SEQUENCE=1024
};
enum {
EDIT_DELETE_NODES,
EDIT_TOGGLE_BREAKPOINT
};
MenuButton *edit_menu;
Ref<VisualScript> script;
Button *base_type_select;
HSplitContainer *main_hsplit;
VSplitContainer *left_vsplit;
GraphEdit *graph;
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LineEdit *node_filter;
TextureFrame *node_filter_icon;
VisualScriptEditorSignalEdit *signal_editor;
AcceptDialog *edit_signal_dialog;
PropertyEditor *edit_signal_edit;
VisualScriptEditorVariableEdit *variable_editor;
AcceptDialog *edit_variable_dialog;
PropertyEditor *edit_variable_edit;
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CustomPropertyEditor *default_value_edit;
UndoRedo *undo_redo;
Tree *members;
Tree *nodes;
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Label *hint_text;
Timer *hint_text_timer;
Label *select_func_text;
bool updating_graph;
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void _show_hint(const String& p_hint);
void _hide_timer();
CreateDialog *select_base_type;
struct VirtualInMenu {
String name;
Variant::Type ret;
bool ret_variant;
Vector< Pair<Variant::Type,String> > args;
};
Map<int,VirtualInMenu> virtuals_in_menu;
PopupMenu *new_function_menu;
StringName edited_func;
void _update_graph_connections();
void _update_graph(int p_only_id=-1);
bool updating_members;
void _update_members();
StringName selected;
String _validate_name(const String& p_name) const;
int error_line;
void _node_selected(Node* p_node);
void _center_on_node(int p_id);
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void _node_filter_changed(const String& p_text);
void _change_base_type_callback();
void _change_base_type();
void _member_selected();
void _member_edited();
void _override_pressed(int p_id);
void _begin_node_move();
void _end_node_move();
void _move_node(String func,int p_id,const Vector2& p_to);
void _node_moved(Vector2 p_from,Vector2 p_to, int p_id);
void _remove_node(int p_id);
void _graph_connected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
void _graph_disconnected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
void _node_ports_changed(const String& p_func,int p_id);
void _available_node_doubleclicked();
void _update_available_nodes();
void _member_button(Object *p_item, int p_column, int p_button);
String revert_on_drag;
void _input(const InputEvent& p_event);
void _on_nodes_delete();
void _on_nodes_duplicate();
Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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int editing_id;
int editing_input;
void _default_value_changed();
void _default_value_edited(Node * p_button,int p_id,int p_input_port);
void _menu_option(int p_what);
void _graph_ofs_changed(const Vector2& p_ofs);
protected:
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void _notification(int p_what);
static void _bind_methods();
public:
virtual void apply_code();
virtual Ref<Script> get_edited_script() const;
virtual Vector<String> get_functions();
virtual void set_edited_script(const Ref<Script>& p_script);
virtual void reload_text();
virtual String get_name();
virtual Ref<Texture> get_icon();
virtual bool is_unsaved();
virtual Variant get_edit_state();
virtual void set_edit_state(const Variant& p_state);
virtual void goto_line(int p_line,bool p_with_error=false);
virtual void trim_trailing_whitespace();
virtual void ensure_focus();
virtual void tag_saved_version();
virtual void reload(bool p_soft);
virtual void get_breakpoints(List<int> *p_breakpoints);
virtual bool goto_method(const String& p_method);
virtual void add_callback(const String& p_function,StringArray p_args);
virtual void update_settings();
virtual void set_debugger_active(bool p_active);
virtual void set_tooltip_request_func(String p_method,Object* p_obj);
virtual Control *get_edit_menu();
static void register_editor();
VisualScriptEditor();
~VisualScriptEditor();
};
#endif // VisualSCRIPT_EDITOR_H