godot/modules/visual_script/visual_script_editor.cpp

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/*************************************************************************/
2017-09-01 14:07:55 +00:00
/* visual_script_editor.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "visual_script_editor.h"
#include "core/object.h"
#include "core/os/input.h"
#include "core/os/keyboard.h"
#include "core/script_language.h"
#include "core/variant.h"
#include "editor/editor_node.h"
#include "editor/editor_resource_preview.h"
#include "editor/editor_scale.h"
#include "scene/main/viewport.h"
#include "visual_script_expression.h"
#include "visual_script_flow_control.h"
#include "visual_script_func_nodes.h"
#include "visual_script_nodes.h"
#ifdef TOOLS_ENABLED
class VisualScriptEditorSignalEdit : public Object {
GDCLASS(VisualScriptEditorSignalEdit, Object);
StringName sig;
public:
UndoRedo *undo_redo;
Ref<VisualScript> script;
protected:
static void _bind_methods() {
ClassDB::bind_method("_sig_changed", &VisualScriptEditorSignalEdit::_sig_changed);
ADD_SIGNAL(MethodInfo("changed"));
}
void _sig_changed() {
_change_notify();
emit_signal("changed");
}
bool _set(const StringName &p_name, const Variant &p_value) {
if (sig == StringName()) {
return false;
}
if (p_name == "argument_count") {
int new_argc = p_value;
int argc = script->custom_signal_get_argument_count(sig);
if (argc == new_argc) {
return true;
}
undo_redo->create_action(TTR("Change Signal Arguments"));
if (new_argc < argc) {
for (int i = new_argc; i < argc; i++) {
undo_redo->add_do_method(script.ptr(), "custom_signal_remove_argument", sig, new_argc);
undo_redo->add_undo_method(script.ptr(), "custom_signal_add_argument", sig, script->custom_signal_get_argument_name(sig, i), script->custom_signal_get_argument_type(sig, i), -1);
}
} else if (new_argc > argc) {
for (int i = argc; i < new_argc; i++) {
undo_redo->add_do_method(script.ptr(), "custom_signal_add_argument", sig, Variant::NIL, "arg" + itos(i + 1), -1);
undo_redo->add_undo_method(script.ptr(), "custom_signal_remove_argument", sig, argc);
}
}
undo_redo->add_do_method(this, "_sig_changed");
undo_redo->add_undo_method(this, "_sig_changed");
undo_redo->commit_action();
return true;
}
if (String(p_name).begins_with("argument/")) {
int idx = String(p_name).get_slice("/", 1).to_int() - 1;
ERR_FAIL_INDEX_V(idx, script->custom_signal_get_argument_count(sig), false);
String what = String(p_name).get_slice("/", 2);
if (what == "type") {
int old_type = script->custom_signal_get_argument_type(sig, idx);
int new_type = p_value;
undo_redo->create_action(TTR("Change Argument Type"));
undo_redo->add_do_method(script.ptr(), "custom_signal_set_argument_type", sig, idx, new_type);
undo_redo->add_undo_method(script.ptr(), "custom_signal_set_argument_type", sig, idx, old_type);
undo_redo->commit_action();
return true;
}
if (what == "name") {
String old_name = script->custom_signal_get_argument_name(sig, idx);
String new_name = p_value;
undo_redo->create_action(TTR("Change Argument name"));
undo_redo->add_do_method(script.ptr(), "custom_signal_set_argument_name", sig, idx, new_name);
undo_redo->add_undo_method(script.ptr(), "custom_signal_set_argument_name", sig, idx, old_name);
undo_redo->commit_action();
return true;
}
}
return false;
}
bool _get(const StringName &p_name, Variant &r_ret) const {
if (sig == StringName()) {
return false;
}
if (p_name == "argument_count") {
r_ret = script->custom_signal_get_argument_count(sig);
return true;
}
if (String(p_name).begins_with("argument/")) {
int idx = String(p_name).get_slice("/", 1).to_int() - 1;
ERR_FAIL_INDEX_V(idx, script->custom_signal_get_argument_count(sig), false);
String what = String(p_name).get_slice("/", 2);
if (what == "type") {
r_ret = script->custom_signal_get_argument_type(sig, idx);
return true;
}
if (what == "name") {
r_ret = script->custom_signal_get_argument_name(sig, idx);
return true;
}
}
return false;
}
void _get_property_list(List<PropertyInfo> *p_list) const {
if (sig == StringName()) {
return;
}
p_list->push_back(PropertyInfo(Variant::INT, "argument_count", PROPERTY_HINT_RANGE, "0,256"));
String argt = "Variant";
for (int i = 1; i < Variant::VARIANT_MAX; i++) {
argt += "," + Variant::get_type_name(Variant::Type(i));
}
for (int i = 0; i < script->custom_signal_get_argument_count(sig); i++) {
p_list->push_back(PropertyInfo(Variant::INT, "argument/" + itos(i + 1) + "/type", PROPERTY_HINT_ENUM, argt));
p_list->push_back(PropertyInfo(Variant::STRING, "argument/" + itos(i + 1) + "/name"));
}
}
public:
void edit(const StringName &p_sig) {
sig = p_sig;
_change_notify();
}
VisualScriptEditorSignalEdit() { undo_redo = nullptr; }
};
class VisualScriptEditorVariableEdit : public Object {
GDCLASS(VisualScriptEditorVariableEdit, Object);
StringName var;
public:
UndoRedo *undo_redo;
Ref<VisualScript> script;
protected:
static void _bind_methods() {
ClassDB::bind_method("_var_changed", &VisualScriptEditorVariableEdit::_var_changed);
ClassDB::bind_method("_var_value_changed", &VisualScriptEditorVariableEdit::_var_value_changed);
ADD_SIGNAL(MethodInfo("changed"));
}
void _var_changed() {
_change_notify();
emit_signal("changed");
}
void _var_value_changed() {
_change_notify("value"); //so the whole tree is not redrawn, makes editing smoother in general
emit_signal("changed");
}
bool _set(const StringName &p_name, const Variant &p_value) {
if (var == StringName()) {
return false;
}
if (String(p_name) == "value") {
undo_redo->create_action(TTR("Set Variable Default Value"));
Variant current = script->get_variable_default_value(var);
undo_redo->add_do_method(script.ptr(), "set_variable_default_value", var, p_value);
undo_redo->add_undo_method(script.ptr(), "set_variable_default_value", var, current);
undo_redo->add_do_method(this, "_var_value_changed");
undo_redo->add_undo_method(this, "_var_value_changed");
undo_redo->commit_action();
return true;
}
Dictionary d = script->call("get_variable_info", var);
if (String(p_name) == "type") {
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Dictionary dc = d.duplicate();
dc["type"] = p_value;
undo_redo->create_action(TTR("Set Variable Type"));
undo_redo->add_do_method(script.ptr(), "set_variable_info", var, dc);
undo_redo->add_undo_method(script.ptr(), "set_variable_info", var, d);
// Setting the default value.
Variant::Type type = (Variant::Type)(int)p_value;
if (type != Variant::NIL) {
Variant default_value;
Variant::CallError ce;
default_value = Variant::construct(type, nullptr, 0, ce);
if (ce.error == Variant::CallError::CALL_OK) {
undo_redo->add_do_method(script.ptr(), "set_variable_default_value", var, default_value);
undo_redo->add_undo_method(script.ptr(), "set_variable_default_value", var, dc["value"]);
}
}
undo_redo->add_do_method(this, "_var_changed");
undo_redo->add_undo_method(this, "_var_changed");
undo_redo->commit_action();
return true;
}
if (String(p_name) == "hint") {
Dictionary dc = d.duplicate();
dc["hint"] = p_value;
undo_redo->create_action(TTR("Set Variable Type"));
undo_redo->add_do_method(script.ptr(), "set_variable_info", var, dc);
undo_redo->add_undo_method(script.ptr(), "set_variable_info", var, d);
undo_redo->add_do_method(this, "_var_changed");
undo_redo->add_undo_method(this, "_var_changed");
undo_redo->commit_action();
return true;
}
if (String(p_name) == "hint_string") {
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Dictionary dc = d.duplicate();
dc["hint_string"] = p_value;
undo_redo->create_action(TTR("Set Variable Type"));
undo_redo->add_do_method(script.ptr(), "set_variable_info", var, dc);
undo_redo->add_undo_method(script.ptr(), "set_variable_info", var, d);
undo_redo->add_do_method(this, "_var_changed");
undo_redo->add_undo_method(this, "_var_changed");
undo_redo->commit_action();
return true;
}
if (String(p_name) == "export") {
script->set_variable_export(var, p_value);
EditorNode::get_singleton()->get_inspector()->update_tree();
return true;
}
return false;
}
bool _get(const StringName &p_name, Variant &r_ret) const {
if (var == StringName()) {
return false;
}
if (String(p_name) == "value") {
r_ret = script->get_variable_default_value(var);
return true;
}
PropertyInfo pinfo = script->get_variable_info(var);
if (String(p_name) == "type") {
r_ret = pinfo.type;
return true;
}
if (String(p_name) == "hint") {
r_ret = pinfo.hint;
return true;
}
if (String(p_name) == "hint_string") {
r_ret = pinfo.hint_string;
return true;
}
if (String(p_name) == "export") {
r_ret = script->get_variable_export(var);
return true;
}
return false;
}
void _get_property_list(List<PropertyInfo> *p_list) const {
if (var == StringName()) {
return;
}
String argt = "Variant";
for (int i = 1; i < Variant::VARIANT_MAX; i++) {
argt += "," + Variant::get_type_name(Variant::Type(i));
}
p_list->push_back(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, argt));
p_list->push_back(PropertyInfo(script->get_variable_info(var).type, "value", script->get_variable_info(var).hint, script->get_variable_info(var).hint_string, PROPERTY_USAGE_DEFAULT));
// Update this when PropertyHint changes
p_list->push_back(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,ExpRange,Enum,ExpEasing,Length,SpriteFrame,KeyAccel,Flags,Layers2dRender,Layers2dPhysics,Layer3dRender,Layer3dPhysics,File,Dir,GlobalFile,GlobalDir,ResourceType,MultilineText,PlaceholderText,ColorNoAlpha,ImageCompressLossy,ImageCompressLossLess,ObjectId,TypeString,NodePathToEditedNode,MethodOfVariantType,MethodOfBaseType,MethodOfInstance,MethodOfScript,PropertyOfVariantType,PropertyOfBaseType,PropertyOfInstance,PropertyOfScript,ObjectTooBig,NodePathValidTypes,SaveFile"));
p_list->push_back(PropertyInfo(Variant::STRING, "hint_string"));
p_list->push_back(PropertyInfo(Variant::BOOL, "export"));
}
public:
void edit(const StringName &p_var) {
var = p_var;
_change_notify();
}
VisualScriptEditorVariableEdit() { undo_redo = nullptr; }
};
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static Color _color_from_type(Variant::Type p_type, bool dark_theme = true) {
Color color;
if (dark_theme) {
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switch (p_type) {
case Variant::NIL:
color = Color(0.41, 0.93, 0.74);
break;
case Variant::BOOL:
color = Color(0.55, 0.65, 0.94);
break;
case Variant::INT:
color = Color(0.49, 0.78, 0.94);
break;
case Variant::REAL:
color = Color(0.38, 0.85, 0.96);
break;
case Variant::STRING:
color = Color(0.42, 0.65, 0.93);
break;
case Variant::VECTOR2:
color = Color(0.74, 0.57, 0.95);
break;
case Variant::RECT2:
color = Color(0.95, 0.57, 0.65);
break;
case Variant::VECTOR3:
color = Color(0.84, 0.49, 0.93);
break;
case Variant::TRANSFORM2D:
color = Color(0.77, 0.93, 0.41);
break;
case Variant::PLANE:
color = Color(0.97, 0.44, 0.44);
break;
case Variant::QUAT:
color = Color(0.93, 0.41, 0.64);
break;
case Variant::AABB:
color = Color(0.93, 0.47, 0.57);
break;
case Variant::BASIS:
color = Color(0.89, 0.93, 0.41);
break;
case Variant::TRANSFORM:
color = Color(0.96, 0.66, 0.43);
break;
case Variant::COLOR:
color = Color(0.62, 1.0, 0.44);
break;
case Variant::NODE_PATH:
color = Color(0.41, 0.58, 0.93);
break;
case Variant::_RID:
color = Color(0.41, 0.93, 0.6);
break;
case Variant::OBJECT:
color = Color(0.47, 0.95, 0.91);
break;
case Variant::DICTIONARY:
color = Color(0.47, 0.93, 0.69);
break;
case Variant::ARRAY:
color = Color(0.88, 0.88, 0.88);
break;
case Variant::POOL_BYTE_ARRAY:
color = Color(0.67, 0.96, 0.78);
break;
case Variant::POOL_INT_ARRAY:
color = Color(0.69, 0.86, 0.96);
break;
case Variant::POOL_REAL_ARRAY:
color = Color(0.59, 0.91, 0.97);
break;
case Variant::POOL_STRING_ARRAY:
color = Color(0.62, 0.77, 0.95);
break;
case Variant::POOL_VECTOR2_ARRAY:
color = Color(0.82, 0.7, 0.96);
break;
case Variant::POOL_VECTOR3_ARRAY:
color = Color(0.87, 0.61, 0.95);
break;
case Variant::POOL_COLOR_ARRAY:
color = Color(0.91, 1.0, 0.59);
break;
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default:
color.set_hsv(p_type / float(Variant::VARIANT_MAX), 0.7, 0.7);
}
} else {
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switch (p_type) {
case Variant::NIL:
color = Color(0.15, 0.89, 0.63);
break;
case Variant::BOOL:
color = Color(0.43, 0.56, 0.92);
break;
case Variant::INT:
color = Color(0.31, 0.7, 0.91);
break;
case Variant::REAL:
color = Color(0.15, 0.8, 0.94);
break;
case Variant::STRING:
color = Color(0.27, 0.56, 0.91);
break;
case Variant::VECTOR2:
color = Color(0.68, 0.46, 0.93);
break;
case Variant::RECT2:
color = Color(0.93, 0.46, 0.56);
break;
case Variant::VECTOR3:
color = Color(0.86, 0.42, 0.93);
break;
case Variant::TRANSFORM2D:
color = Color(0.59, 0.81, 0.1);
break;
case Variant::PLANE:
color = Color(0.97, 0.44, 0.44);
break;
case Variant::QUAT:
color = Color(0.93, 0.41, 0.64);
break;
case Variant::AABB:
color = Color(0.93, 0.47, 0.57);
break;
case Variant::BASIS:
color = Color(0.7, 0.73, 0.1);
break;
case Variant::TRANSFORM:
color = Color(0.96, 0.56, 0.28);
break;
case Variant::COLOR:
color = Color(0.24, 0.75, 0.0);
break;
case Variant::NODE_PATH:
color = Color(0.41, 0.58, 0.93);
break;
case Variant::_RID:
color = Color(0.17, 0.9, 0.45);
break;
case Variant::OBJECT:
color = Color(0.07, 0.84, 0.76);
break;
case Variant::DICTIONARY:
color = Color(0.34, 0.91, 0.62);
break;
case Variant::ARRAY:
color = Color(0.45, 0.45, 0.45);
break;
case Variant::POOL_BYTE_ARRAY:
color = Color(0.38, 0.92, 0.6);
break;
case Variant::POOL_INT_ARRAY:
color = Color(0.38, 0.73, 0.92);
break;
case Variant::POOL_REAL_ARRAY:
color = Color(0.25, 0.83, 0.95);
break;
case Variant::POOL_STRING_ARRAY:
color = Color(0.38, 0.62, 0.92);
break;
case Variant::POOL_VECTOR2_ARRAY:
color = Color(0.62, 0.36, 0.92);
break;
case Variant::POOL_VECTOR3_ARRAY:
color = Color(0.79, 0.35, 0.92);
break;
case Variant::POOL_COLOR_ARRAY:
color = Color(0.57, 0.73, 0.0);
break;
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default:
color.set_hsv(p_type / float(Variant::VARIANT_MAX), 0.3, 0.3);
}
}
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return color;
}
void VisualScriptEditor::_update_graph_connections() {
graph->clear_connections();
List<StringName> funcs;
script->get_function_list(&funcs);
if (funcs.size() <= 0) {
updating_graph = false;
return;
}
for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) {
List<VisualScript::SequenceConnection> sequence_conns;
script->get_sequence_connection_list(F->get(), &sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
graph->connect_node(itos(E->get().from_node), E->get().from_output, itos(E->get().to_node), 0);
}
List<VisualScript::DataConnection> data_conns;
script->get_data_connection_list(F->get(), &data_conns);
for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
VisualScript::DataConnection dc = E->get();
Ref<VisualScriptNode> from_node = script->get_node(F->get(), E->get().from_node);
Ref<VisualScriptNode> to_node = script->get_node(F->get(), E->get().to_node);
if (to_node->has_input_sequence_port()) {
dc.to_port++;
}
dc.from_port += from_node->get_output_sequence_port_count();
graph->connect_node(itos(E->get().from_node), dc.from_port, itos(E->get().to_node), dc.to_port);
}
}
}
void VisualScriptEditor::_update_graph(int p_only_id) {
if (updating_graph) {
return;
}
updating_graph = true;
//byebye all nodes
if (p_only_id >= 0) {
if (graph->has_node(itos(p_only_id))) {
Node *gid = graph->get_node(itos(p_only_id));
if (gid) {
memdelete(gid);
}
}
} else {
for (int i = 0; i < graph->get_child_count(); i++) {
if (Object::cast_to<GraphNode>(graph->get_child(i))) {
memdelete(graph->get_child(i));
i--;
}
}
}
List<StringName> funcs;
script->get_function_list(&funcs);
if (funcs.size() <= 0) {
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graph->hide();
select_func_text->show();
updating_graph = false;
return;
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}
graph->show();
select_func_text->hide();
Ref<Texture> type_icons[Variant::VARIANT_MAX] = {
Control::get_icon("Variant", "EditorIcons"),
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Control::get_icon("bool", "EditorIcons"),
Control::get_icon("int", "EditorIcons"),
Control::get_icon("float", "EditorIcons"),
Control::get_icon("String", "EditorIcons"),
Control::get_icon("Vector2", "EditorIcons"),
Control::get_icon("Rect2", "EditorIcons"),
Control::get_icon("Vector3", "EditorIcons"),
Control::get_icon("Transform2D", "EditorIcons"),
Control::get_icon("Plane", "EditorIcons"),
Control::get_icon("Quat", "EditorIcons"),
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Control::get_icon("AABB", "EditorIcons"),
Control::get_icon("Basis", "EditorIcons"),
Control::get_icon("Transform", "EditorIcons"),
Control::get_icon("Color", "EditorIcons"),
Control::get_icon("NodePath", "EditorIcons"),
Control::get_icon("RID", "EditorIcons"),
Control::get_icon("MiniObject", "EditorIcons"),
Control::get_icon("Dictionary", "EditorIcons"),
Control::get_icon("Array", "EditorIcons"),
Control::get_icon("PoolByteArray", "EditorIcons"),
Control::get_icon("PoolIntArray", "EditorIcons"),
Control::get_icon("PoolRealArray", "EditorIcons"),
Control::get_icon("PoolStringArray", "EditorIcons"),
Control::get_icon("PoolVector2Array", "EditorIcons"),
Control::get_icon("PoolVector3Array", "EditorIcons"),
Control::get_icon("PoolColorArray", "EditorIcons")
};
Ref<Texture> seq_port = Control::get_icon("VisualShaderPort", "EditorIcons");
for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) { // loop through all the functions
List<int> ids;
script->get_node_list(F->get(), &ids);
StringName editor_icons = "EditorIcons";
for (List<int>::Element *E = ids.front(); E; E = E->next()) {
if (p_only_id >= 0 && p_only_id != E->get()) {
continue;
}
Ref<VisualScriptNode> node = script->get_node(F->get(), E->get());
Vector2 pos = script->get_node_position(F->get(), E->get());
GraphNode *gnode = memnew(GraphNode);
gnode->set_title(node->get_caption());
gnode->set_offset(pos * EDSCALE);
if (error_line == E->get()) {
gnode->set_overlay(GraphNode::OVERLAY_POSITION);
} else if (node->is_breakpoint()) {
gnode->set_overlay(GraphNode::OVERLAY_BREAKPOINT);
}
gnode->set_meta("__vnode", node);
gnode->set_name(itos(E->get()));
gnode->connect("dragged", this, "_node_moved", varray(E->get()));
gnode->connect("close_request", this, "_remove_node", varray(E->get()), CONNECT_DEFERRED);
if (E->get() != script->get_function_node_id(F->get())) {
//function can't be erased
gnode->set_show_close_button(true);
}
bool has_gnode_text = false;
Ref<VisualScriptLists> nd_list = node;
bool is_vslist = nd_list.is_valid();
if (is_vslist) {
HBoxContainer *hbnc = memnew(HBoxContainer);
if (nd_list->is_input_port_editable()) {
has_gnode_text = true;
Button *btn = memnew(Button);
btn->set_text(TTR("Add Input Port"));
hbnc->add_child(btn);
btn->connect("pressed", this, "_add_input_port", varray(E->get()), CONNECT_DEFERRED);
}
if (nd_list->is_output_port_editable()) {
if (nd_list->is_input_port_editable()) {
hbnc->add_spacer();
}
has_gnode_text = true;
Button *btn = memnew(Button);
btn->set_text(TTR("Add Output Port"));
hbnc->add_child(btn);
btn->connect("pressed", this, "_add_output_port", varray(E->get()), CONNECT_DEFERRED);
}
gnode->add_child(hbnc);
} else if (Object::cast_to<VisualScriptExpression>(node.ptr())) {
has_gnode_text = true;
LineEdit *line_edit = memnew(LineEdit);
line_edit->set_text(node->get_text());
line_edit->set_expand_to_text_length(true);
line_edit->add_font_override("font", get_font("source", "EditorFonts"));
gnode->add_child(line_edit);
line_edit->connect("text_changed", this, "_expression_text_changed", varray(E->get()));
} else {
String text = node->get_text();
if (!text.empty()) {
has_gnode_text = true;
Label *label = memnew(Label);
label->set_text(text);
gnode->add_child(label);
}
}
if (Object::cast_to<VisualScriptComment>(node.ptr())) {
Ref<VisualScriptComment> vsc = node;
gnode->set_comment(true);
gnode->set_resizable(true);
gnode->set_custom_minimum_size(vsc->get_size() * EDSCALE);
gnode->connect("resize_request", this, "_comment_node_resized", varray(E->get()));
2017-09-14 05:45:00 +00:00
}
if (node_styles.has(node->get_category())) {
Ref<StyleBoxFlat> sbf = node_styles[node->get_category()];
if (gnode->is_comment()) {
sbf = EditorNode::get_singleton()->get_theme_base()->get_theme()->get_stylebox("comment", "GraphNode");
}
Color c = sbf->get_border_color();
c.a = 1;
if (EditorSettings::get_singleton()->get("interface/theme/use_graph_node_headers")) {
Color mono_color = ((c.r + c.g + c.b) / 3) < 0.7 ? Color(1.0, 1.0, 1.0) : Color(0.0, 0.0, 0.0);
mono_color.a = 0.85;
c = mono_color;
}
gnode->add_color_override("title_color", c);
c.a = 0.7;
gnode->add_color_override("close_color", c);
gnode->add_color_override("resizer_color", c);
gnode->add_style_override("frame", sbf);
}
const Color mono_color = get_color("mono_color", "Editor");
int slot_idx = 0;
bool single_seq_output = node->get_output_sequence_port_count() == 1 && node->get_output_sequence_port_text(0) == String();
if ((node->has_input_sequence_port() || single_seq_output) || has_gnode_text) {
// IF has_gnode_text is true BUT we have no sequence ports to draw (in here),
// we still draw the disabled default ones to shift up the slots by one,
// so the slots DON'T start with the content text.
// IF has_gnode_text is false, but we DO want to draw default sequence ports,
// we draw a dummy text to take up the position of the sequence nodes, so all the other ports are still aligned correctly.
if (!has_gnode_text) {
Label *dummy = memnew(Label);
dummy->set_text(" ");
gnode->add_child(dummy);
}
gnode->set_slot(0, node->has_input_sequence_port(), TYPE_SEQUENCE, mono_color, single_seq_output, TYPE_SEQUENCE, mono_color, seq_port, seq_port);
slot_idx++;
}
int mixed_seq_ports = 0;
if (!single_seq_output) {
if (node->has_mixed_input_and_sequence_ports()) {
mixed_seq_ports = node->get_output_sequence_port_count();
} else {
for (int i = 0; i < node->get_output_sequence_port_count(); i++) {
Label *text2 = memnew(Label);
text2->set_text(node->get_output_sequence_port_text(i));
text2->set_align(Label::ALIGN_RIGHT);
gnode->add_child(text2);
gnode->set_slot(slot_idx, false, 0, Color(), true, TYPE_SEQUENCE, mono_color, seq_port, seq_port);
slot_idx++;
}
}
}
for (int i = 0; i < MAX(node->get_output_value_port_count(), MAX(mixed_seq_ports, node->get_input_value_port_count())); i++) {
bool left_ok = false;
Variant::Type left_type = Variant::NIL;
String left_name;
if (i < node->get_input_value_port_count()) {
PropertyInfo pi = node->get_input_value_port_info(i);
left_ok = true;
left_type = pi.type;
left_name = pi.name;
}
bool right_ok = false;
Variant::Type right_type = Variant::NIL;
String right_name;
if (i >= mixed_seq_ports && i < node->get_output_value_port_count() + mixed_seq_ports) {
PropertyInfo pi = node->get_output_value_port_info(i - mixed_seq_ports);
right_ok = true;
right_type = pi.type;
right_name = pi.name;
}
VBoxContainer *vbc = memnew(VBoxContainer);
HBoxContainer *hbc = memnew(HBoxContainer);
HBoxContainer *hbc2 = memnew(HBoxContainer);
vbc->add_child(hbc);
vbc->add_child(hbc2);
if (left_ok) {
Ref<Texture> t;
if (left_type >= 0 && left_type < Variant::VARIANT_MAX) {
t = type_icons[left_type];
}
if (t.is_valid()) {
TextureRect *tf = memnew(TextureRect);
tf->set_texture(t);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hbc->add_child(tf);
}
if (is_vslist) {
if (nd_list->is_input_port_name_editable()) {
LineEdit *name_box = memnew(LineEdit);
hbc->add_child(name_box);
name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
name_box->set_text(left_name);
name_box->set_expand_to_text_length(true);
name_box->connect("resized", this, "_update_node_size", varray(E->get()));
name_box->connect("focus_exited", this, "_port_name_focus_out", varray(name_box, E->get(), i, true));
} else {
hbc->add_child(memnew(Label(left_name)));
}
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if (nd_list->is_input_port_type_editable()) {
OptionButton *opbtn = memnew(OptionButton);
for (int j = Variant::NIL; j < Variant::VARIANT_MAX; j++) {
opbtn->add_item(Variant::get_type_name(Variant::Type(j)));
}
opbtn->select(left_type);
opbtn->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
hbc->add_child(opbtn);
opbtn->connect("item_selected", this, "_change_port_type", varray(E->get(), i, true), CONNECT_DEFERRED);
}
Button *rmbtn = memnew(Button);
rmbtn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Remove", "EditorIcons"));
hbc->add_child(rmbtn);
rmbtn->connect("pressed", this, "_remove_input_port", varray(E->get(), i), CONNECT_DEFERRED);
} else {
hbc->add_child(memnew(Label(left_name)));
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}
if (left_type != Variant::NIL && !script->is_input_value_port_connected(F->get(), E->get(), i)) {
PropertyInfo pi = node->get_input_value_port_info(i);
Button *button = memnew(Button);
Variant value = node->get_default_input_value(i);
if (value.get_type() != left_type) {
//different type? for now convert
//not the same, reconvert
Variant::CallError ce;
const Variant *existingp = &value;
value = Variant::construct(left_type, &existingp, 1, ce, false);
}
if (left_type == Variant::COLOR) {
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
button->connect("draw", this, "_draw_color_over_button", varray(button, value));
} else if (left_type == Variant::OBJECT && Ref<Resource>(value).is_valid()) {
Ref<Resource> res = value;
Array arr;
arr.push_back(button->get_instance_id());
arr.push_back(String(value));
EditorResourcePreview::get_singleton()->queue_edited_resource_preview(res, this, "_button_resource_previewed", arr);
} else if (pi.type == Variant::INT && pi.hint == PROPERTY_HINT_ENUM) {
button->set_text(pi.hint_string.get_slice(",", value));
} else {
button->set_text(value);
}
button->connect("pressed", this, "_default_value_edited", varray(button, E->get(), i));
hbc2->add_child(button);
}
} else {
Control *c = memnew(Control);
c->set_custom_minimum_size(Size2(10, 0) * EDSCALE);
hbc->add_child(c);
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}
hbc->add_spacer();
hbc2->add_spacer();
if (i < mixed_seq_ports) {
Label *text2 = memnew(Label);
text2->set_text(node->get_output_sequence_port_text(i));
text2->set_align(Label::ALIGN_RIGHT);
hbc->add_child(text2);
}
if (right_ok) {
if (is_vslist) {
Button *rmbtn = memnew(Button);
rmbtn->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Remove", "EditorIcons"));
hbc->add_child(rmbtn);
rmbtn->connect("pressed", this, "_remove_output_port", varray(E->get(), i), CONNECT_DEFERRED);
if (nd_list->is_output_port_type_editable()) {
OptionButton *opbtn = memnew(OptionButton);
for (int j = Variant::NIL; j < Variant::VARIANT_MAX; j++) {
opbtn->add_item(Variant::get_type_name(Variant::Type(j)));
}
opbtn->select(right_type);
opbtn->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
hbc->add_child(opbtn);
opbtn->connect("item_selected", this, "_change_port_type", varray(E->get(), i, false), CONNECT_DEFERRED);
}
if (nd_list->is_output_port_name_editable()) {
LineEdit *name_box = memnew(LineEdit);
hbc->add_child(name_box);
name_box->set_custom_minimum_size(Size2(60 * EDSCALE, 0));
name_box->set_text(right_name);
name_box->set_expand_to_text_length(true);
name_box->connect("resized", this, "_update_node_size", varray(E->get()));
name_box->connect("focus_exited", this, "_port_name_focus_out", varray(name_box, E->get(), i, false));
} else {
hbc->add_child(memnew(Label(right_name)));
}
} else {
hbc->add_child(memnew(Label(right_name)));
}
Ref<Texture> t;
if (right_type >= 0 && right_type < Variant::VARIANT_MAX) {
t = type_icons[right_type];
}
if (t.is_valid()) {
TextureRect *tf = memnew(TextureRect);
tf->set_texture(t);
tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
hbc->add_child(tf);
}
}
gnode->add_child(vbc);
bool dark_theme = get_constant("dark_theme", "Editor");
if (i < mixed_seq_ports) {
gnode->set_slot(slot_idx, left_ok, left_type, _color_from_type(left_type, dark_theme), true, TYPE_SEQUENCE, mono_color, Ref<Texture>(), seq_port);
} else {
gnode->set_slot(slot_idx, left_ok, left_type, _color_from_type(left_type, dark_theme), right_ok, right_type, _color_from_type(right_type, dark_theme));
}
slot_idx++;
}
graph->add_child(gnode);
if (gnode->is_comment()) {
graph->move_child(gnode, 0);
}
}
}
_update_graph_connections();
float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
graph->set_minimap_opacity(graph_minimap_opacity);
// use default_func instead of default_func for now I think that should be good stop gap solution to ensure not breaking anything
graph->call_deferred("set_scroll_ofs", script->get_function_scroll(default_func) * EDSCALE);
updating_graph = false;
}
void VisualScriptEditor::_change_port_type(int p_select, int p_id, int p_port, bool is_input) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
if (!vsn.is_valid()) {
return;
}
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undo_redo->create_action(TTR("Change Port Type"));
if (is_input) {
undo_redo->add_do_method(vsn.ptr(), "set_input_data_port_type", p_port, Variant::Type(p_select));
undo_redo->add_undo_method(vsn.ptr(), "set_input_data_port_type", p_port, vsn->get_input_value_port_info(p_port).type);
} else {
undo_redo->add_do_method(vsn.ptr(), "set_output_data_port_type", p_port, Variant::Type(p_select));
undo_redo->add_undo_method(vsn.ptr(), "set_output_data_port_type", p_port, vsn->get_output_value_port_info(p_port).type);
}
undo_redo->commit_action();
}
void VisualScriptEditor::_update_node_size(int p_id) {
Node *node = graph->get_node(itos(p_id));
if (Object::cast_to<Control>(node)) {
Object::cast_to<Control>(node)->set_size(Vector2(1, 1)); //shrink if text is smaller
}
}
void VisualScriptEditor::_port_name_focus_out(const Node *p_name_box, int p_id, int p_port, bool is_input) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
if (!vsn.is_valid()) {
return;
}
String text;
if (Object::cast_to<LineEdit>(p_name_box)) {
text = Object::cast_to<LineEdit>(p_name_box)->get_text();
} else {
return;
}
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undo_redo->create_action(TTR("Change Port Name"));
if (is_input) {
undo_redo->add_do_method(vsn.ptr(), "set_input_data_port_name", p_port, text);
undo_redo->add_undo_method(vsn.ptr(), "set_input_data_port_name", p_port, vsn->get_input_value_port_info(p_port).name);
} else {
undo_redo->add_do_method(vsn.ptr(), "set_output_data_port_name", p_port, text);
undo_redo->add_undo_method(vsn.ptr(), "set_output_data_port_name", p_port, vsn->get_output_value_port_info(p_port).name);
}
undo_redo->commit_action();
}
void VisualScriptEditor::_update_members() {
ERR_FAIL_COND(!script.is_valid());
updating_members = true;
members->clear();
TreeItem *root = members->create_item();
TreeItem *functions = members->create_item(root);
functions->set_selectable(0, false);
functions->set_text(0, TTR("Functions:"));
functions->add_button(0, Control::get_icon("Override", "EditorIcons"), 1, false, TTR("Override an existing built-in function."));
functions->add_button(0, Control::get_icon("Add", "EditorIcons"), 0, false, TTR("Create a new function."));
functions->set_custom_color(0, Control::get_color("mono_color", "Editor"));
List<StringName> func_names;
script->get_function_list(&func_names);
for (List<StringName>::Element *E = func_names.front(); E; E = E->next()) {
if (E->get() == default_func) {
continue;
}
TreeItem *ti = members->create_item(functions);
ti->set_text(0, E->get());
ti->set_selectable(0, true);
ti->set_metadata(0, E->get());
ti->add_button(0, Control::get_icon("Edit", "EditorIcons"), 0);
if (selected == E->get()) {
ti->select(0);
}
}
TreeItem *variables = members->create_item(root);
variables->set_selectable(0, false);
variables->set_text(0, TTR("Variables:"));
variables->add_button(0, Control::get_icon("Add", "EditorIcons"), -1, false, TTR("Create a new variable."));
variables->set_custom_color(0, Control::get_color("mono_color", "Editor"));
Ref<Texture> type_icons[Variant::VARIANT_MAX] = {
Control::get_icon("Variant", "EditorIcons"),
2017-12-17 20:04:59 +00:00
Control::get_icon("bool", "EditorIcons"),
Control::get_icon("int", "EditorIcons"),
Control::get_icon("float", "EditorIcons"),
Control::get_icon("String", "EditorIcons"),
Control::get_icon("Vector2", "EditorIcons"),
Control::get_icon("Rect2", "EditorIcons"),
Control::get_icon("Vector3", "EditorIcons"),
Control::get_icon("Transform2D", "EditorIcons"),
Control::get_icon("Plane", "EditorIcons"),
Control::get_icon("Quat", "EditorIcons"),
2017-12-17 20:04:59 +00:00
Control::get_icon("AABB", "EditorIcons"),
Control::get_icon("Basis", "EditorIcons"),
Control::get_icon("Transform", "EditorIcons"),
Control::get_icon("Color", "EditorIcons"),
Control::get_icon("NodePath", "EditorIcons"),
Control::get_icon("RID", "EditorIcons"),
Control::get_icon("MiniObject", "EditorIcons"),
Control::get_icon("Dictionary", "EditorIcons"),
Control::get_icon("Array", "EditorIcons"),
Control::get_icon("PoolByteArray", "EditorIcons"),
Control::get_icon("PoolIntArray", "EditorIcons"),
Control::get_icon("PoolRealArray", "EditorIcons"),
Control::get_icon("PoolStringArray", "EditorIcons"),
Control::get_icon("PoolVector2Array", "EditorIcons"),
Control::get_icon("PoolVector3Array", "EditorIcons"),
Control::get_icon("PoolColorArray", "EditorIcons")
};
List<StringName> var_names;
script->get_variable_list(&var_names);
for (List<StringName>::Element *E = var_names.front(); E; E = E->next()) {
TreeItem *ti = members->create_item(variables);
ti->set_text(0, E->get());
ti->set_suffix(0, "= " + _sanitized_variant_text(E->get()));
ti->set_icon(0, type_icons[script->get_variable_info(E->get()).type]);
ti->set_selectable(0, true);
ti->set_editable(0, true);
ti->set_metadata(0, E->get());
if (selected == E->get()) {
ti->select(0);
}
}
TreeItem *_signals = members->create_item(root);
_signals->set_selectable(0, false);
_signals->set_text(0, TTR("Signals:"));
_signals->add_button(0, Control::get_icon("Add", "EditorIcons"), -1, false, TTR("Create a new signal."));
_signals->set_custom_color(0, Control::get_color("mono_color", "Editor"));
List<StringName> signal_names;
script->get_custom_signal_list(&signal_names);
for (List<StringName>::Element *E = signal_names.front(); E; E = E->next()) {
TreeItem *ti = members->create_item(_signals);
ti->set_text(0, E->get());
ti->set_selectable(0, true);
ti->set_editable(0, true);
ti->set_metadata(0, E->get());
if (selected == E->get()) {
ti->select(0);
}
}
String base_type = script->get_instance_base_type();
String icon_type = base_type;
if (!Control::has_icon(base_type, "EditorIcons")) {
icon_type = "Object";
}
base_type_select->set_text(base_type);
base_type_select->set_icon(Control::get_icon(icon_type, "EditorIcons"));
updating_members = false;
}
String VisualScriptEditor::_sanitized_variant_text(const StringName &property_name) {
Variant var = script->get_variable_default_value(property_name);
if (script->get_variable_info(property_name).type != Variant::NIL) {
Variant::CallError ce;
const Variant *converted = &var;
var = Variant::construct(script->get_variable_info(property_name).type, &converted, 1, ce, false);
}
return String(var);
}
void VisualScriptEditor::_member_selected() {
if (updating_members) {
return;
}
TreeItem *ti = members->get_selected();
ERR_FAIL_COND(!ti);
selected = ti->get_metadata(0);
if (ti->get_parent() == members->get_root()->get_children()) {
#ifdef OSX_ENABLED
bool held_ctrl = Input::get_singleton()->is_key_pressed(KEY_META);
#else
bool held_ctrl = Input::get_singleton()->is_key_pressed(KEY_CONTROL);
#endif
if (held_ctrl) {
ERR_FAIL_COND(!script->has_function(selected));
_center_on_node(selected, script->get_function_node_id(selected));
}
}
}
void VisualScriptEditor::_member_edited() {
if (updating_members) {
return;
}
TreeItem *ti = members->get_edited();
ERR_FAIL_COND(!ti);
String name = ti->get_metadata(0);
String new_name = ti->get_text(0);
if (name == new_name) {
return;
}
if (!new_name.is_valid_identifier()) {
EditorNode::get_singleton()->show_warning(TTR("Name is not a valid identifier:") + " " + new_name);
updating_members = true;
ti->set_text(0, name);
updating_members = false;
return;
}
if (script->has_function(new_name) || script->has_variable(new_name) || script->has_custom_signal(new_name)) {
EditorNode::get_singleton()->show_warning(TTR("Name already in use by another func/var/signal:") + " " + new_name);
updating_members = true;
ti->set_text(0, name);
updating_members = false;
return;
}
TreeItem *root = members->get_root();
if (ti->get_parent() == root->get_children()) {
selected = new_name;
int node_id = script->get_function_node_id(name);
Ref<VisualScriptFunction> func;
if (script->has_node(name, node_id)) {
func = script->get_node(name, node_id);
}
undo_redo->create_action(TTR("Rename Function"));
undo_redo->add_do_method(script.ptr(), "rename_function", name, new_name);
undo_redo->add_undo_method(script.ptr(), "rename_function", new_name, name);
if (func.is_valid()) {
undo_redo->add_do_method(func.ptr(), "set_name", new_name);
undo_redo->add_undo_method(func.ptr(), "set_name", name);
}
// also fix all function calls
List<StringName> flst;
script->get_function_list(&flst);
for (List<StringName>::Element *E = flst.front(); E; E = E->next()) {
List<int> lst;
script->get_node_list(E->get(), &lst);
for (List<int>::Element *F = lst.front(); F; F = F->next()) {
Ref<VisualScriptFunctionCall> fncall = script->get_node(E->get(), F->get());
if (!fncall.is_valid()) {
continue;
}
if (fncall->get_function() == name) {
undo_redo->add_do_method(fncall.ptr(), "set_function", new_name);
undo_redo->add_undo_method(fncall.ptr(), "set_function", name);
}
}
}
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
return; //or crash because it will become invalid
}
if (ti->get_parent() == root->get_children()->get_next()) {
selected = new_name;
undo_redo->create_action(TTR("Rename Variable"));
undo_redo->add_do_method(script.ptr(), "rename_variable", name, new_name);
undo_redo->add_undo_method(script.ptr(), "rename_variable", new_name, name);
// also fix all variable setter & getter calls
List<StringName> vlst;
script->get_variable_list(&vlst);
for (List<StringName>::Element *E = vlst.front(); E; E = E->next()) {
List<int> lst;
script->get_node_list(E->get(), &lst);
for (List<int>::Element *F = lst.front(); F; F = F->next()) {
Ref<VisualScriptVariableGet> vget = script->get_node(E->get(), F->get());
if (vget.is_valid() && vget->get_variable() == name) {
undo_redo->add_do_method(vget.ptr(), "set_variable", new_name);
undo_redo->add_undo_method(vget.ptr(), "set_variable", name);
}
Ref<VisualScriptVariableSet> vset = script->get_node(E->get(), F->get());
if (vset.is_valid() && vset->get_variable() == name) {
undo_redo->add_do_method(vset.ptr(), "set_variable", new_name);
undo_redo->add_undo_method(vset.ptr(), "set_variable", name);
}
}
}
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
return; //or crash because it will become invalid
}
if (ti->get_parent() == root->get_children()->get_next()->get_next()) {
selected = new_name;
undo_redo->create_action(TTR("Rename Signal"));
undo_redo->add_do_method(script.ptr(), "rename_custom_signal", name, new_name);
undo_redo->add_undo_method(script.ptr(), "rename_custom_signal", new_name, name);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
return; //or crash because it will become invalid
}
}
void VisualScriptEditor::_create_function_dialog() {
function_create_dialog->popup_centered();
func_name_box->set_text("");
func_name_box->grab_focus();
for (int i = 0; i < func_input_vbox->get_child_count(); i++) {
Node *nd = func_input_vbox->get_child(i);
nd->queue_delete();
}
}
void VisualScriptEditor::_create_function() {
String name = _validate_name((func_name_box->get_text() == "") ? "new_func" : func_name_box->get_text());
selected = name;
Vector2 pos = _get_available_pos();
Ref<VisualScriptFunction> func_node;
func_node.instance();
func_node->set_name(name);
for (int i = 0; i < func_input_vbox->get_child_count(); i++) {
OptionButton *opbtn = Object::cast_to<OptionButton>(func_input_vbox->get_child(i)->get_child(3));
LineEdit *lne = Object::cast_to<LineEdit>(func_input_vbox->get_child(i)->get_child(1));
if (!opbtn || !lne) {
continue;
}
Variant::Type arg_type = Variant::Type(opbtn->get_selected());
String arg_name = lne->get_text();
func_node->add_argument(arg_type, arg_name);
}
undo_redo->create_action(TTR("Add Function"));
undo_redo->add_do_method(script.ptr(), "add_function", name);
undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id(), func_node, pos);
undo_redo->add_undo_method(script.ptr(), "remove_function", name);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
_update_graph();
}
void VisualScriptEditor::_add_node_dialog() {
_generic_search(script->get_instance_base_type(), graph->get_global_position() + Vector2(55, 80), true);
}
void VisualScriptEditor::_add_func_input() {
HBoxContainer *hbox = memnew(HBoxContainer);
hbox->set_h_size_flags(SIZE_EXPAND_FILL);
Label *name_label = memnew(Label);
name_label->set_text(TTR("Name:"));
hbox->add_child(name_label);
LineEdit *name_box = memnew(LineEdit);
name_box->set_h_size_flags(SIZE_EXPAND_FILL);
name_box->set_text("input");
name_box->connect("focus_entered", this, "_deselect_input_names");
hbox->add_child(name_box);
Label *type_label = memnew(Label);
type_label->set_text(TTR("Type:"));
hbox->add_child(type_label);
OptionButton *type_box = memnew(OptionButton);
type_box->set_custom_minimum_size(Size2(120 * EDSCALE, 0));
for (int i = Variant::NIL; i < Variant::VARIANT_MAX; i++) {
type_box->add_item(Variant::get_type_name(Variant::Type(i)));
}
type_box->select(1);
hbox->add_child(type_box);
Button *delete_button = memnew(Button);
delete_button->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Remove", "EditorIcons"));
delete_button->set_tooltip(vformat(TTR("Delete input port")));
hbox->add_child(delete_button);
for (int i = 0; i < func_input_vbox->get_child_count(); i++) {
LineEdit *line_edit = (LineEdit *)func_input_vbox->get_child(i)->get_child(1);
line_edit->deselect();
}
func_input_vbox->add_child(hbox);
hbox->set_meta("id", hbox->get_position_in_parent());
delete_button->connect("pressed", this, "_remove_func_input", varray(hbox));
name_box->select_all();
name_box->grab_focus();
}
void VisualScriptEditor::_remove_func_input(Node *p_node) {
func_input_vbox->remove_child(p_node);
p_node->queue_delete();
}
void VisualScriptEditor::_deselect_input_names() {
int cn = func_input_vbox->get_child_count();
for (int i = 0; i < cn; i++) {
LineEdit *lne = Object::cast_to<LineEdit>(func_input_vbox->get_child(i)->get_child(1));
if (lne) {
lne->deselect();
}
}
}
void VisualScriptEditor::_member_button(Object *p_item, int p_column, int p_button) {
TreeItem *ti = Object::cast_to<TreeItem>(p_item);
TreeItem *root = members->get_root();
if (ti->get_parent() == root) {
//main buttons
if (ti == root->get_children()) {
//add function, this one uses menu
if (p_button == 1) {
new_virtual_method_select->select_method_from_base_type(script->get_instance_base_type(), String(), true);
return;
} else if (p_button == 0) {
String name = _validate_name("new_function");
selected = name;
Vector2 pos = _get_available_pos();
Ref<VisualScriptFunction> func_node;
func_node.instance();
func_node->set_name(name);
undo_redo->create_action(TTR("Add Function"));
undo_redo->add_do_method(script.ptr(), "add_function", name);
undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id(), func_node, pos);
undo_redo->add_undo_method(script.ptr(), "remove_function", name);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
_update_graph();
}
return; //or crash because it will become invalid
}
if (ti == root->get_children()->get_next()) {
//add variable
String name = _validate_name("new_variable");
selected = name;
undo_redo->create_action(TTR("Add Variable"));
undo_redo->add_do_method(script.ptr(), "add_variable", name);
undo_redo->add_undo_method(script.ptr(), "remove_variable", name);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
return; //or crash because it will become invalid
}
if (ti == root->get_children()->get_next()->get_next()) {
//add variable
String name = _validate_name("new_signal");
selected = name;
undo_redo->create_action(TTR("Add Signal"));
undo_redo->add_do_method(script.ptr(), "add_custom_signal", name);
undo_redo->add_undo_method(script.ptr(), "remove_custom_signal", name);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
return; //or crash because it will become invalid
}
} else if (ti->get_parent() == root->get_children()) {
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selected = ti->get_text(0);
function_name_edit->set_position(Input::get_singleton()->get_mouse_position() - Vector2(60, -10));
function_name_edit->popup();
function_name_box->set_text(selected);
function_name_box->select_all();
}
}
void VisualScriptEditor::_add_input_port(int p_id) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
if (!vsn.is_valid()) {
return;
}
updating_graph = true;
undo_redo->create_action(TTR("Add Input Port"), UndoRedo::MERGE_ENDS);
undo_redo->add_do_method(vsn.ptr(), "add_input_data_port", Variant::NIL, "arg", -1);
undo_redo->add_do_method(this, "_update_graph", p_id);
undo_redo->add_undo_method(vsn.ptr(), "remove_input_data_port", vsn->get_input_value_port_count());
undo_redo->add_undo_method(this, "_update_graph", p_id);
updating_graph = false;
undo_redo->commit_action();
}
void VisualScriptEditor::_add_output_port(int p_id) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
if (!vsn.is_valid()) {
return;
}
updating_graph = true;
undo_redo->create_action(TTR("Add Output Port"), UndoRedo::MERGE_ENDS);
undo_redo->add_do_method(vsn.ptr(), "add_output_data_port", Variant::NIL, "arg", -1);
undo_redo->add_do_method(this, "_update_graph", p_id);
undo_redo->add_undo_method(vsn.ptr(), "remove_output_data_port", vsn->get_output_value_port_count());
undo_redo->add_undo_method(this, "_update_graph", p_id);
updating_graph = false;
undo_redo->commit_action();
}
void VisualScriptEditor::_remove_input_port(int p_id, int p_port) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
if (!vsn.is_valid()) {
return;
}
updating_graph = true;
undo_redo->create_action(TTR("Remove Input Port"), UndoRedo::MERGE_ENDS);
int conn_from = -1, conn_port = -1;
script->get_input_value_port_connection_source(func, p_id, p_port, &conn_from, &conn_port);
if (conn_from != -1) {
undo_redo->add_do_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, p_id, p_port);
}
undo_redo->add_do_method(vsn.ptr(), "remove_input_data_port", p_port);
undo_redo->add_do_method(this, "_update_graph", p_id);
if (conn_from != -1) {
undo_redo->add_undo_method(script.ptr(), "data_connect", func, conn_from, conn_port, p_id, p_port);
}
undo_redo->add_undo_method(vsn.ptr(), "add_input_data_port", vsn->get_input_value_port_info(p_port).type, vsn->get_input_value_port_info(p_port).name, p_port);
undo_redo->add_undo_method(this, "_update_graph", p_id);
updating_graph = false;
undo_redo->commit_action();
}
void VisualScriptEditor::_remove_output_port(int p_id, int p_port) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptLists> vsn = script->get_node(func, p_id);
if (!vsn.is_valid()) {
return;
}
updating_graph = true;
undo_redo->create_action(TTR("Remove Output Port"), UndoRedo::MERGE_ENDS);
List<VisualScript::DataConnection> data_connections;
script->get_data_connection_list(func, &data_connections);
HashMap<int, Set<int>> conn_map;
for (const List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (E->get().from_node == p_id && E->get().from_port == p_port) {
// push into the connections map
if (!conn_map.has(E->get().to_node)) {
conn_map.set(E->get().to_node, Set<int>());
}
conn_map[E->get().to_node].insert(E->get().to_port);
}
}
undo_redo->add_do_method(vsn.ptr(), "remove_output_data_port", p_port);
undo_redo->add_do_method(this, "_update_graph", p_id);
List<int> keys;
conn_map.get_key_list(&keys);
for (const List<int>::Element *E = keys.front(); E; E = E->next()) {
for (const Set<int>::Element *F = conn_map[E->get()].front(); F; F = F->next()) {
undo_redo->add_undo_method(script.ptr(), "data_connect", func, p_id, p_port, E->get(), F->get());
}
}
undo_redo->add_undo_method(vsn.ptr(), "add_output_data_port", vsn->get_output_value_port_info(p_port).type, vsn->get_output_value_port_info(p_port).name, p_port);
undo_redo->add_undo_method(this, "_update_graph", p_id);
updating_graph = false;
undo_redo->commit_action();
}
void VisualScriptEditor::_expression_text_changed(const String &p_text, int p_id) {
StringName func = _get_function_of_node(p_id);
Ref<VisualScriptExpression> vse = script->get_node(func, p_id);
if (!vse.is_valid()) {
return;
}
updating_graph = true;
undo_redo->create_action(TTR("Change Expression"), UndoRedo::MERGE_ENDS);
undo_redo->add_do_property(vse.ptr(), "expression", p_text);
undo_redo->add_undo_property(vse.ptr(), "expression", vse->get("expression"));
undo_redo->add_do_method(this, "_update_graph", p_id);
undo_redo->add_undo_method(this, "_update_graph", p_id);
undo_redo->commit_action();
Node *node = graph->get_node(itos(p_id));
if (Object::cast_to<Control>(node)) {
Object::cast_to<Control>(node)->set_size(Vector2(1, 1)); //shrink if text is smaller
}
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updating_graph = false;
}
Vector2 VisualScriptEditor::_get_pos_in_graph(Vector2 p_point) const {
Vector2 pos = (graph->get_scroll_ofs() + p_point) / (graph->get_zoom() * EDSCALE);
if (graph->is_using_snap()) {
int snap = graph->get_snap();
pos = pos.snapped(Vector2(snap, snap));
}
return pos;
}
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Vector2 VisualScriptEditor::_get_available_pos(bool p_centered, Vector2 p_pos) const {
if (p_centered) {
p_pos = _get_pos_in_graph(graph->get_size() * 0.5);
}
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while (true) {
bool exists = false;
List<StringName> all_fn;
script->get_function_list(&all_fn);
for (List<StringName>::Element *F = all_fn.front(); F; F = F->next()) {
StringName curr_fn = F->get();
List<int> existing;
script->get_node_list(curr_fn, &existing);
for (List<int>::Element *E = existing.front(); E; E = E->next()) {
Point2 pos = script->get_node_position(curr_fn, E->get());
if (pos.distance_to(p_pos) < 50) {
p_pos += Vector2(graph->get_snap(), graph->get_snap());
exists = true;
break;
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}
}
}
if (exists) {
continue;
}
break;
}
return p_pos;
}
String VisualScriptEditor::_validate_name(const String &p_name) const {
String valid = p_name;
int counter = 1;
while (true) {
bool exists = script->has_function(valid) || script->has_variable(valid) || script->has_custom_signal(valid);
if (exists) {
counter++;
valid = p_name + "_" + itos(counter);
continue;
}
break;
}
return valid;
}
void VisualScriptEditor::_on_nodes_copy() {
clipboard->nodes.clear();
clipboard->data_connections.clear();
clipboard->sequence_connections.clear();
Set<String> funcs;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected()) {
int id = String(gn->get_name()).to_int();
StringName func = _get_function_of_node(id);
Ref<VisualScriptNode> node = script->get_node(func, id);
if (Object::cast_to<VisualScriptFunction>(*node)) {
EditorNode::get_singleton()->show_warning(TTR("Can't copy the function node."));
return;
}
if (node.is_valid()) {
clipboard->nodes[id] = node->duplicate(true);
clipboard->nodes_positions[id] = script->get_node_position(func, id);
funcs.insert(String(func));
}
}
}
}
if (clipboard->nodes.empty()) {
return;
}
for (Set<String>::Element *F = funcs.front(); F; F = F->next()) {
List<VisualScript::SequenceConnection> sequence_connections;
script->get_sequence_connection_list(F->get(), &sequence_connections);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_connections.front(); E; E = E->next()) {
if (clipboard->nodes.has(E->get().from_node) && clipboard->nodes.has(E->get().to_node)) {
clipboard->sequence_connections.insert(E->get());
}
}
List<VisualScript::DataConnection> data_connections;
script->get_data_connection_list(F->get(), &data_connections);
for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (clipboard->nodes.has(E->get().from_node) && clipboard->nodes.has(E->get().to_node)) {
clipboard->data_connections.insert(E->get());
}
}
}
}
void VisualScriptEditor::_on_nodes_paste() {
if (clipboard->nodes.empty()) {
EditorNode::get_singleton()->show_warning(TTR("Clipboard is empty!"));
return;
}
Map<int, int> remap;
undo_redo->create_action(TTR("Paste VisualScript Nodes"));
int idc = script->get_available_id() + 1;
Set<int> to_select;
Set<Vector2> existing_positions;
{
List<StringName> functions;
script->get_function_list(&functions);
for (List<StringName>::Element *F = functions.front(); F; F = F->next()) {
List<int> nodes;
script->get_node_list(F->get(), &nodes);
for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
Vector2 pos = script->get_node_position(F->get(), E->get()).snapped(Vector2(2, 2));
existing_positions.insert(pos);
}
}
}
bool first_paste = true;
Vector2 position_offset = Vector2(0, 0);
for (Map<int, Ref<VisualScriptNode>>::Element *E = clipboard->nodes.front(); E; E = E->next()) {
Ref<VisualScriptNode> node = E->get()->duplicate();
int new_id = idc++;
to_select.insert(new_id);
remap[E->key()] = new_id;
Vector2 paste_pos = clipboard->nodes_positions[E->key()];
if (first_paste) {
position_offset = _get_pos_in_graph(mouse_up_position - graph->get_global_position()) - paste_pos;
first_paste = false;
}
paste_pos += position_offset;
while (existing_positions.has(paste_pos.snapped(Vector2(2, 2)))) {
paste_pos += Vector2(20, 20) * EDSCALE;
}
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, node, paste_pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
}
for (Set<VisualScript::SequenceConnection>::Element *E = clipboard->sequence_connections.front(); E; E = E->next()) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", default_func, remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", default_func, remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
}
for (Set<VisualScript::DataConnection>::Element *E = clipboard->data_connections.front(); E; E = E->next()) {
undo_redo->add_do_method(script.ptr(), "data_connect", default_func, remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
undo_redo->add_undo_method(script.ptr(), "data_disconnect", default_func, remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
int id = gn->get_name().operator String().to_int();
gn->set_selected(to_select.has(id));
}
}
}
void VisualScriptEditor::_on_nodes_delete() {
// delete all the selected nodes
List<int> to_erase;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected() && gn->is_close_button_visible()) {
to_erase.push_back(gn->get_name().operator String().to_int());
}
}
}
if (to_erase.empty()) {
return;
}
undo_redo->create_action(TTR("Remove VisualScript Nodes"));
for (List<int>::Element *F = to_erase.front(); F; F = F->next()) {
int cr_node = F->get();
StringName func = _get_function_of_node(cr_node);
undo_redo->add_do_method(script.ptr(), "remove_node", func, cr_node);
undo_redo->add_undo_method(script.ptr(), "add_node", func, cr_node, script->get_node(func, cr_node), script->get_node_position(func, cr_node));
List<VisualScript::SequenceConnection> sequence_conns;
script->get_sequence_connection_list(func, &sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
if (E->get().from_node == cr_node || E->get().to_node == cr_node) {
undo_redo->add_undo_method(script.ptr(), "sequence_connect", func, E->get().from_node, E->get().from_output, E->get().to_node);
}
}
List<VisualScript::DataConnection> data_conns;
script->get_data_connection_list(func, &data_conns);
for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
if (E->get().from_node == F->get() || E->get().to_node == F->get()) {
undo_redo->add_undo_method(script.ptr(), "data_connect", func, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualScriptEditor::_on_nodes_duplicate() {
Set<int> to_duplicate;
List<StringName> funcs;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected() && gn->is_close_button_visible()) {
int id = gn->get_name().operator String().to_int();
to_duplicate.insert(id);
funcs.push_back(_get_function_of_node(id));
}
}
}
if (to_duplicate.empty()) {
return;
}
undo_redo->create_action(TTR("Duplicate VisualScript Nodes"));
int idc = script->get_available_id() + 1;
Set<int> to_select;
HashMap<int, int> remap;
for (Set<int>::Element *F = to_duplicate.front(); F; F = F->next()) {
// duplicate from the specific function but place it into the default func as it would lack the connections
StringName func = _get_function_of_node(F->get());
Ref<VisualScriptNode> node = script->get_node(func, F->get());
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Ref<VisualScriptNode> dupe = node->duplicate(true);
int new_id = idc++;
remap.set(F->get(), new_id);
to_select.insert(new_id);
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, dupe, script->get_node_position(func, F->get()) + Vector2(20, 20));
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
}
for (List<StringName>::Element *F = funcs.front(); F; F = F->next()) {
List<VisualScript::SequenceConnection> seqs;
script->get_sequence_connection_list(F->get(), &seqs);
for (List<VisualScript::SequenceConnection>::Element *E = seqs.front(); E; E = E->next()) {
if (to_duplicate.has(E->get().from_node) && to_duplicate.has(E->get().to_node)) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", default_func, remap[E->get().from_node], E->get().from_output, remap[E->get().to_node]);
}
}
List<VisualScript::DataConnection> data;
script->get_data_connection_list(F->get(), &data);
for (List<VisualScript::DataConnection>::Element *E = data.front(); E; E = E->next()) {
if (to_duplicate.has(E->get().from_node) && to_duplicate.has(E->get().to_node)) {
undo_redo->add_do_method(script.ptr(), "data_connect", default_func, remap[E->get().from_node], E->get().from_port, remap[E->get().to_node], E->get().to_port);
}
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
int id = gn->get_name().operator String().to_int();
gn->set_selected(to_select.has(id));
}
}
if (to_select.size()) {
EditorNode::get_singleton()->push_item(script->get_node(default_func, to_select.front()->get()).ptr());
}
}
void VisualScriptEditor::_generic_search(String p_base_type, Vector2 pos, bool node_centered) {
if (node_centered) {
port_action_pos = graph->get_size() / 2.0f;
} else {
port_action_pos = graph->get_viewport()->get_mouse_position() - graph->get_global_position();
}
new_connect_node_select->select_from_visual_script(p_base_type, false, false); // neither connecting nor reset text
// ensure that the dialog fits inside the graph
Size2 bounds = graph->get_global_position() + graph->get_size() - new_connect_node_select->get_size();
pos.x = pos.x > bounds.x ? bounds.x : pos.x;
pos.y = pos.y > bounds.y ? bounds.y : pos.y;
if (pos != Vector2()) {
new_connect_node_select->set_position(pos);
}
}
void VisualScriptEditor::_input(const Ref<InputEvent> &p_event) {
// GUI input for VS Editor Plugin
Ref<InputEventMouseButton> key = p_event;
if (key.is_valid() && !key->is_pressed()) {
mouse_up_position = Input::get_singleton()->get_mouse_position();
}
}
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.
2018-05-13 03:34:35 +00:00
void VisualScriptEditor::_graph_gui_input(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseButton> key = p_event;
if (key.is_valid() && key->is_pressed() && key->get_button_mask() == BUTTON_RIGHT) {
saved_position = graph->get_local_mouse_position();
Point2 gpos = Input::get_singleton()->get_mouse_position();
_generic_search(script->get_instance_base_type(), gpos);
}
}
void VisualScriptEditor::_members_gui_input(const Ref<InputEvent> &p_event) {
Ref<InputEventKey> key = p_event;
if (key.is_valid() && key->is_pressed() && !key->is_echo()) {
if (members->has_focus()) {
TreeItem *ti = members->get_selected();
if (ti) {
TreeItem *root = members->get_root();
if (ti->get_parent() == root->get_children()) {
member_type = MEMBER_FUNCTION;
}
if (ti->get_parent() == root->get_children()->get_next()) {
member_type = MEMBER_VARIABLE;
}
if (ti->get_parent() == root->get_children()->get_next()->get_next()) {
member_type = MEMBER_SIGNAL;
}
member_name = ti->get_text(0);
}
if (ED_IS_SHORTCUT("visual_script_editor/delete_selected", p_event)) {
_member_option(MEMBER_REMOVE);
}
if (ED_IS_SHORTCUT("visual_script_editor/edit_member", p_event)) {
_member_option(MEMBER_EDIT);
}
}
}
Ref<InputEventMouseButton> btn = p_event;
if (btn.is_valid() && btn->is_doubleclick()) {
TreeItem *ti = members->get_selected();
if (ti && ti->get_parent() == members->get_root()->get_children()) { // to check if it's a function
_center_on_node(ti->get_metadata(0), script->get_function_node_id(ti->get_metadata(0)));
}
}
}
void VisualScriptEditor::_rename_function(const String &name, const String &new_name) {
if (!new_name.is_valid_identifier()) {
EditorNode::get_singleton()->show_warning(TTR("Name is not a valid identifier:") + " " + new_name);
return;
}
if (script->has_function(new_name) || script->has_variable(new_name) || script->has_custom_signal(new_name)) {
EditorNode::get_singleton()->show_warning(TTR("Name already in use by another func/var/signal:") + " " + new_name);
return;
}
int node_id = script->get_function_node_id(name);
Ref<VisualScriptFunction> func;
if (script->has_node(name, node_id)) {
func = script->get_node(name, node_id);
}
undo_redo->create_action(TTR("Rename Function"));
undo_redo->add_do_method(script.ptr(), "rename_function", name, new_name);
undo_redo->add_undo_method(script.ptr(), "rename_function", new_name, name);
if (func.is_valid()) {
undo_redo->add_do_method(func.ptr(), "set_name", new_name);
undo_redo->add_undo_method(func.ptr(), "set_name", name);
}
// also fix all function calls
List<StringName> flst;
script->get_function_list(&flst);
for (List<StringName>::Element *E = flst.front(); E; E = E->next()) {
List<int> lst;
script->get_node_list(E->get(), &lst);
for (List<int>::Element *F = lst.front(); F; F = F->next()) {
Ref<VisualScriptFunctionCall> fncall = script->get_node(E->get(), F->get());
if (!fncall.is_valid()) {
continue;
}
if (fncall->get_function() == name) {
undo_redo->add_do_method(fncall.ptr(), "set_function", new_name);
undo_redo->add_undo_method(fncall.ptr(), "set_function", name);
}
}
}
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
undo_redo->commit_action();
}
void VisualScriptEditor::_fn_name_box_input(const Ref<InputEvent> &p_event) {
if (!function_name_edit->is_visible()) {
return;
}
Ref<InputEventKey> key = p_event;
if (key.is_valid() && key->is_pressed() && key->get_scancode() == KEY_ENTER) {
function_name_edit->hide();
_rename_function(selected, function_name_box->get_text());
function_name_box->clear();
}
}
Variant VisualScriptEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
if (p_from == members) {
TreeItem *it = members->get_item_at_position(p_point);
if (!it) {
return Variant();
}
String type = it->get_metadata(0);
if (type == String()) {
return Variant();
}
Dictionary dd;
TreeItem *root = members->get_root();
if (it->get_parent() == root->get_children()) {
dd["type"] = "visual_script_function_drag";
dd["function"] = type;
} else if (it->get_parent() == root->get_children()->get_next()) {
dd["type"] = "visual_script_variable_drag";
dd["variable"] = type;
} else if (it->get_parent() == root->get_children()->get_next()->get_next()) {
dd["type"] = "visual_script_signal_drag";
dd["signal"] = type;
} else {
return Variant();
}
Label *label = memnew(Label);
label->set_text(it->get_text(0));
set_drag_preview(label);
return dd;
}
return Variant();
}
bool VisualScriptEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
if (p_from == graph) {
Dictionary d = p_data;
if (d.has("type") &&
(String(d["type"]) == "visual_script_node_drag" ||
String(d["type"]) == "visual_script_function_drag" ||
String(d["type"]) == "visual_script_variable_drag" ||
String(d["type"]) == "visual_script_signal_drag" ||
String(d["type"]) == "obj_property" ||
String(d["type"]) == "resource" ||
String(d["type"]) == "files" ||
String(d["type"]) == "nodes")) {
if (String(d["type"]) == "obj_property") {
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#ifdef OSX_ENABLED
const_cast<VisualScriptEditor *>(this)->_show_hint(vformat(TTR("Hold %s to drop a Getter. Hold Shift to drop a generic signature."), find_keycode_name(KEY_META)));
#else
const_cast<VisualScriptEditor *>(this)->_show_hint(TTR("Hold Ctrl to drop a Getter. Hold Shift to drop a generic signature."));
#endif
}
if (String(d["type"]) == "nodes") {
#ifdef OSX_ENABLED
const_cast<VisualScriptEditor *>(this)->_show_hint(vformat(TTR("Hold %s to drop a simple reference to the node."), find_keycode_name(KEY_META)));
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#else
const_cast<VisualScriptEditor *>(this)->_show_hint(TTR("Hold Ctrl to drop a simple reference to the node."));
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#endif
}
if (String(d["type"]) == "visual_script_variable_drag") {
#ifdef OSX_ENABLED
const_cast<VisualScriptEditor *>(this)->_show_hint(vformat(TTR("Hold %s to drop a Variable Setter."), find_keycode_name(KEY_META)));
#else
const_cast<VisualScriptEditor *>(this)->_show_hint(TTR("Hold Ctrl to drop a Variable Setter."));
#endif
}
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return true;
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}
}
return false;
}
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static Node *_find_script_node(Node *p_edited_scene, Node *p_current_node, const Ref<Script> &script) {
if (p_edited_scene != p_current_node && p_current_node->get_owner() != p_edited_scene) {
return nullptr;
}
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Ref<Script> scr = p_current_node->get_script();
if (scr.is_valid() && scr == script) {
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return p_current_node;
}
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for (int i = 0; i < p_current_node->get_child_count(); i++) {
Node *n = _find_script_node(p_edited_scene, p_current_node->get_child(i), script);
if (n) {
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return n;
}
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}
return nullptr;
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}
void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
if (p_from != graph) {
return;
}
Dictionary d = p_data;
if (!d.has("type")) {
return;
}
if (String(d["type"]) == "visual_script_node_drag") {
if (!d.has("node_type") || String(d["node_type"]) == "Null") {
return;
}
Vector2 pos = _get_pos_in_graph(p_point);
int new_id = _create_new_node_from_name(d["node_type"], pos, default_func);
Node *node = graph->get_node(itos(new_id));
if (node) {
graph->set_selected(node);
_node_selected(node);
}
}
if (String(d["type"]) == "visual_script_variable_drag") {
#ifdef OSX_ENABLED
bool use_set = Input::get_singleton()->is_key_pressed(KEY_META);
#else
bool use_set = Input::get_singleton()->is_key_pressed(KEY_CONTROL);
#endif
Vector2 pos = _get_pos_in_graph(p_point);
Ref<VisualScriptNode> vnode;
if (use_set) {
Ref<VisualScriptVariableSet> vnodes;
vnodes.instance();
vnodes->set_variable(d["variable"]);
vnode = vnodes;
} else {
Ref<VisualScriptVariableGet> vnodeg;
vnodeg.instance();
vnodeg->set_variable(d["variable"]);
vnode = vnodeg;
}
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vnode, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
Node *node = graph->get_node(itos(new_id));
if (node) {
graph->set_selected(node);
_node_selected(node);
}
}
if (String(d["type"]) == "visual_script_function_drag") {
Vector2 pos = _get_pos_in_graph(p_point);
Ref<VisualScriptFunctionCall> vnode;
vnode.instance();
vnode->set_call_mode(VisualScriptFunctionCall::CALL_MODE_SELF);
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vnode, pos);
undo_redo->add_do_method(vnode.ptr(), "set_base_type", script->get_instance_base_type());
undo_redo->add_do_method(vnode.ptr(), "set_function", d["function"]);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
Node *node = graph->get_node(itos(new_id));
if (node) {
graph->set_selected(node);
_node_selected(node);
}
}
if (String(d["type"]) == "visual_script_signal_drag") {
Vector2 pos = _get_pos_in_graph(p_point);
Ref<VisualScriptEmitSignal> vnode;
vnode.instance();
vnode->set_signal(d["signal"]);
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vnode, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
Node *node = graph->get_node(itos(new_id));
if (node) {
graph->set_selected(node);
_node_selected(node);
}
}
if (String(d["type"]) == "resource") {
Vector2 pos = _get_pos_in_graph(p_point);
Ref<VisualScriptPreload> prnode;
prnode.instance();
prnode->set_preload(d["resource"]);
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Preload Node"));
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, prnode, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
Node *node = graph->get_node(itos(new_id));
if (node) {
graph->set_selected(node);
_node_selected(node);
}
}
if (String(d["type"]) == "files") {
#ifdef OSX_ENABLED
bool use_preload = Input::get_singleton()->is_key_pressed(KEY_META);
#else
bool use_preload = Input::get_singleton()->is_key_pressed(KEY_CONTROL);
#endif
Vector2 pos = _get_pos_in_graph(p_point);
Array files = d["files"];
List<int> new_ids;
int new_id = script->get_available_id();
if (files.size()) {
undo_redo->create_action(TTR("Add Node(s)"));
for (int i = 0; i < files.size(); i++) {
Ref<Resource> res = ResourceLoader::load(files[i]);
if (!res.is_valid()) {
continue;
}
Ref<Script> drop_script = ResourceLoader::load(files[i]);
if (drop_script.is_valid() && drop_script->is_tool() && drop_script->get_instance_base_type() == "VisualScriptCustomNode" && !use_preload) {
Ref<VisualScriptCustomNode> vscn;
vscn.instance();
vscn->set_script(drop_script.get_ref_ptr());
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, vscn, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
} else {
Ref<VisualScriptPreload> prnode;
prnode.instance();
prnode->set_preload(res);
undo_redo->add_do_method(script.ptr(), "add_node", default_func, new_id, prnode, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, new_id);
}
new_ids.push_back(new_id);
new_id++;
pos += Vector2(20, 20);
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
for (List<int>::Element *E = new_ids.front(); E; E = E->next()) {
Node *node = graph->get_node(itos(E->get()));
if (node) {
graph->set_selected(node);
_node_selected(node);
}
}
}
if (String(d["type"]) == "nodes") {
Node *sn = _find_script_node(get_tree()->get_edited_scene_root(), get_tree()->get_edited_scene_root(), script);
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if (!sn) {
EditorNode::get_singleton()->show_warning(vformat(TTR("Can't drop nodes because script '%s' is not used in this scene."), get_name()));
return;
}
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#ifdef OSX_ENABLED
bool use_node = Input::get_singleton()->is_key_pressed(KEY_META);
#else
bool use_node = Input::get_singleton()->is_key_pressed(KEY_CONTROL);
#endif
Array nodes = d["nodes"];
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Vector2 pos = _get_pos_in_graph(p_point);
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undo_redo->create_action(TTR("Add Node(s) From Tree"));
int base_id = script->get_available_id();
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if (use_node || nodes.size() > 1) {
for (int i = 0; i < nodes.size(); i++) {
NodePath np = nodes[i];
Node *node = get_node(np);
if (!node) {
continue;
}
Ref<VisualScriptNode> n;
Ref<VisualScriptSceneNode> scene_node;
scene_node.instance();
scene_node->set_node_path(sn->get_path_to(node));
n = scene_node;
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undo_redo->add_do_method(script.ptr(), "add_node", default_func, base_id, n, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, base_id);
base_id++;
pos += Vector2(25, 25);
}
} else {
NodePath np = nodes[0];
Node *node = get_node(np);
drop_position = pos;
drop_node = node;
drop_path = sn->get_path_to(node);
new_connect_node_select->select_from_instance(node, "", false, node->get_class());
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}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
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if (String(d["type"]) == "obj_property") {
Node *sn = _find_script_node(get_tree()->get_edited_scene_root(), get_tree()->get_edited_scene_root(), script);
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if (!sn && !Input::get_singleton()->is_key_pressed(KEY_SHIFT)) {
EditorNode::get_singleton()->show_warning(vformat(TTR("Can't drop properties because script '%s' is not used in this scene.\nDrop holding 'Shift' to just copy the signature."), get_name()));
return;
}
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Object *obj = d["object"];
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if (!obj) {
return;
}
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Node *node = Object::cast_to<Node>(obj);
Vector2 pos = _get_pos_in_graph(p_point);
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#ifdef OSX_ENABLED
bool use_get = Input::get_singleton()->is_key_pressed(KEY_META);
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#else
bool use_get = Input::get_singleton()->is_key_pressed(KEY_CONTROL);
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#endif
if (!node || Input::get_singleton()->is_key_pressed(KEY_SHIFT)) {
if (use_get) {
undo_redo->create_action(TTR("Add Getter Property"));
} else {
undo_redo->create_action(TTR("Add Setter Property"));
}
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int base_id = script->get_available_id();
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Ref<VisualScriptNode> vnode;
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if (!use_get) {
Ref<VisualScriptPropertySet> pset;
pset.instance();
pset->set_call_mode(VisualScriptPropertySet::CALL_MODE_INSTANCE);
pset->set_base_type(obj->get_class());
vnode = pset;
} else {
Ref<VisualScriptPropertyGet> pget;
pget.instance();
pget->set_call_mode(VisualScriptPropertyGet::CALL_MODE_INSTANCE);
pget->set_base_type(obj->get_class());
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vnode = pget;
}
undo_redo->add_do_method(script.ptr(), "add_node", default_func, base_id, vnode, pos);
undo_redo->add_do_method(vnode.ptr(), "set_property", d["property"]);
if (!use_get) {
undo_redo->add_do_method(vnode.ptr(), "set_default_input_value", 0, d["value"]);
}
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undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, base_id);
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undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
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} else {
if (use_get) {
undo_redo->create_action(TTR("Add Getter Property"));
} else {
undo_redo->create_action(TTR("Add Setter Property"));
}
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int base_id = script->get_available_id();
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Ref<VisualScriptNode> vnode;
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if (!use_get) {
Ref<VisualScriptPropertySet> pset;
pset.instance();
if (sn == node) {
pset->set_call_mode(VisualScriptPropertySet::CALL_MODE_SELF);
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} else {
pset->set_call_mode(VisualScriptPropertySet::CALL_MODE_NODE_PATH);
pset->set_base_path(sn->get_path_to(node));
}
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vnode = pset;
} else {
Ref<VisualScriptPropertyGet> pget;
pget.instance();
if (sn == node) {
pget->set_call_mode(VisualScriptPropertyGet::CALL_MODE_SELF);
} else {
pget->set_call_mode(VisualScriptPropertyGet::CALL_MODE_NODE_PATH);
pget->set_base_path(sn->get_path_to(node));
}
vnode = pget;
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}
undo_redo->add_do_method(script.ptr(), "add_node", default_func, base_id, vnode, pos);
undo_redo->add_do_method(vnode.ptr(), "set_property", d["property"]);
if (!use_get) {
undo_redo->add_do_method(vnode.ptr(), "set_default_input_value", 0, d["value"]);
}
undo_redo->add_undo_method(script.ptr(), "remove_node", default_func, base_id);
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
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}
}
}
void VisualScriptEditor::_selected_method(const String &p_method, const String &p_type, const bool p_connecting) {
Ref<VisualScriptFunctionCall> vsfc = script->get_node(default_func, selecting_method_id);
if (!vsfc.is_valid()) {
return;
}
vsfc->set_function(p_method);
}
void VisualScriptEditor::_draw_color_over_button(Object *obj, Color p_color) {
Button *button = Object::cast_to<Button>(obj);
if (!button) {
return;
}
Ref<StyleBox> normal = get_stylebox("normal", "Button");
button->draw_rect(Rect2(normal->get_offset(), button->get_size() - normal->get_minimum_size()), p_color);
}
void VisualScriptEditor::_button_resource_previewed(const String &p_path, const Ref<Texture> &p_preview, const Ref<Texture> &p_small_preview, Variant p_ud) {
Array ud = p_ud;
ERR_FAIL_COND(ud.size() != 2);
ObjectID id = ud[0];
Object *obj = ObjectDB::get_instance(id);
if (!obj) {
return;
}
Button *b = Object::cast_to<Button>(obj);
ERR_FAIL_COND(!b);
if (p_preview.is_null()) {
b->set_text(ud[1]);
} else {
b->set_icon(p_preview);
}
}
/////////////////////////
void VisualScriptEditor::apply_code() {
}
RES VisualScriptEditor::get_edited_resource() const {
return script;
}
void VisualScriptEditor::set_edited_resource(const RES &p_res) {
ERR_FAIL_COND(script.is_valid());
ERR_FAIL_COND(p_res.is_null());
script = p_res;
signal_editor->script = script;
signal_editor->undo_redo = undo_redo;
variable_editor->script = script;
variable_editor->undo_redo = undo_redo;
script->connect("node_ports_changed", this, "_node_ports_changed");
default_func = script->get_default_func();
if (!script->has_function(default_func)) // this is the supposed default function
{
script->add_function(default_func);
script->set_edited(true); //so that if a function was added it's saved
}
_update_graph();
call_deferred("_update_members");
}
void VisualScriptEditor::enable_editor() {
}
Vector<String> VisualScriptEditor::get_functions() {
return Vector<String>();
}
void VisualScriptEditor::reload_text() {
}
String VisualScriptEditor::get_name() {
String name;
name = script->get_path().get_file();
if (name.empty()) {
// This appears for newly created built-in scripts before saving the scene.
name = TTR("[unsaved]");
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} else if (script->get_path().find("local://") == -1 || script->get_path().find("::") == -1) {
const String &script_name = script->get_name();
if (script_name != "") {
// If the built-in script has a custom resource name defined,
// display the built-in script name as follows: `ResourceName (scene_file.tscn)`
name = vformat("%s (%s)", script_name, name.get_slice("::", 0));
}
}
if (is_unsaved()) {
name += "(*)";
}
return name;
}
Ref<Texture> VisualScriptEditor::get_icon() {
return Control::get_icon("VisualScript", "EditorIcons");
}
bool VisualScriptEditor::is_unsaved() {
return script->is_edited() || script->are_subnodes_edited();
}
Variant VisualScriptEditor::get_edit_state() {
Dictionary d;
d["function"] = default_func;
d["scroll"] = graph->get_scroll_ofs();
d["zoom"] = graph->get_zoom();
d["using_snap"] = graph->is_using_snap();
d["snap"] = graph->get_snap();
return d;
}
void VisualScriptEditor::set_edit_state(const Variant &p_state) {
Dictionary d = p_state;
if (d.has("function")) {
selected = default_func;
}
_update_graph();
_update_members();
if (d.has("scroll")) {
graph->set_scroll_ofs(d["scroll"]);
}
if (d.has("zoom")) {
graph->set_zoom(d["zoom"]);
}
if (d.has("snap")) {
graph->set_snap(d["snap"]);
}
if (d.has("snap_enabled")) {
graph->set_use_snap(d["snap_enabled"]);
}
}
void VisualScriptEditor::_center_on_node(const StringName &p_func, int p_id) {
Node *n = graph->get_node(itos(p_id));
GraphNode *gn = Object::cast_to<GraphNode>(n);
// clear selection
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gnd = Object::cast_to<GraphNode>(graph->get_child(i));
if (gnd) {
gnd->set_selected(false);
}
}
if (gn) {
gn->set_selected(true);
Vector2 new_scroll = gn->get_offset() * graph->get_zoom() - graph->get_size() * 0.5 + gn->get_size() * 0.5;
graph->set_scroll_ofs(new_scroll);
script->set_function_scroll(p_func, new_scroll / EDSCALE);
script->set_edited(true);
}
}
void VisualScriptEditor::goto_line(int p_line, bool p_with_error) {
p_line += 1; //add one because script lines begin from 0.
if (p_with_error) {
error_line = p_line;
}
List<StringName> functions;
script->get_function_list(&functions);
for (List<StringName>::Element *E = functions.front(); E; E = E->next()) {
if (script->has_node(E->get(), p_line)) {
_update_graph();
_update_members();
call_deferred("call_deferred", "_center_on_node", E->get(), p_line); //editor might be just created and size might not exist yet
return;
}
}
}
void VisualScriptEditor::set_executing_line(int p_line) {
// todo: add a way to show which node is executing right now.
}
void VisualScriptEditor::clear_executing_line() {
// todo: add a way to show which node is executing right now.
}
void VisualScriptEditor::trim_trailing_whitespace() {
}
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void VisualScriptEditor::insert_final_newline() {
}
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void VisualScriptEditor::convert_indent_to_spaces() {
}
void VisualScriptEditor::convert_indent_to_tabs() {
}
void VisualScriptEditor::ensure_focus() {
graph->grab_focus();
}
void VisualScriptEditor::tag_saved_version() {
}
void VisualScriptEditor::reload(bool p_soft) {
_update_graph();
}
void VisualScriptEditor::get_breakpoints(List<int> *p_breakpoints) {
List<StringName> functions;
script->get_function_list(&functions);
for (List<StringName>::Element *E = functions.front(); E; E = E->next()) {
List<int> nodes;
script->get_node_list(E->get(), &nodes);
for (List<int>::Element *F = nodes.front(); F; F = F->next()) {
Ref<VisualScriptNode> vsn = script->get_node(E->get(), F->get());
if (vsn->is_breakpoint()) {
p_breakpoints->push_back(F->get() - 1); //subtract 1 because breakpoints in text start from zero
}
}
}
}
void VisualScriptEditor::add_callback(const String &p_function, PoolStringArray p_args) {
if (script->has_function(p_function)) {
_update_members();
_update_graph();
_center_on_node(p_function, script->get_function_node_id(p_function));
return;
}
Ref<VisualScriptFunction> func;
func.instance();
for (int i = 0; i < p_args.size(); i++) {
String name = p_args[i];
Variant::Type type = Variant::NIL;
if (name.find(":") != -1) {
String tt = name.get_slice(":", 1);
name = name.get_slice(":", 0);
for (int j = 0; j < Variant::VARIANT_MAX; j++) {
String tname = Variant::get_type_name(Variant::Type(j));
if (tname == tt) {
type = Variant::Type(j);
break;
}
}
}
func->add_argument(type, name);
}
func->set_name(p_function);
script->add_function(p_function);
script->add_node(p_function, script->get_available_id(), func);
_update_members();
_update_graph();
_center_on_node(p_function, script->get_function_node_id(p_function));
}
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bool VisualScriptEditor::show_members_overview() {
return false;
}
void VisualScriptEditor::update_settings() {
_update_graph();
}
void VisualScriptEditor::set_debugger_active(bool p_active) {
if (!p_active) {
error_line = -1;
_update_graph(); //clear line break
}
}
void VisualScriptEditor::set_tooltip_request_func(String p_method, Object *p_obj) {
}
Control *VisualScriptEditor::get_edit_menu() {
return edit_menu;
}
void VisualScriptEditor::_change_base_type() {
select_base_type->popup_create(true, true);
}
void VisualScriptEditor::_toggle_tool_script() {
script->set_tool_enabled(!script->is_tool());
}
void VisualScriptEditor::clear_edit_menu() {
memdelete(edit_menu);
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memdelete(members_section);
}
void VisualScriptEditor::_change_base_type_callback() {
String bt = select_base_type->get_selected_type();
ERR_FAIL_COND(bt == String());
undo_redo->create_action(TTR("Change Base Type"));
undo_redo->add_do_method(script.ptr(), "set_instance_base_type", bt);
undo_redo->add_undo_method(script.ptr(), "set_instance_base_type", script->get_instance_base_type());
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->commit_action();
}
void VisualScriptEditor::_node_selected(Node *p_node) {
Ref<VisualScriptNode> vnode = p_node->get_meta("__vnode");
if (vnode.is_null()) {
return;
}
EditorNode::get_singleton()->push_item(vnode.ptr()); //edit node in inspector
}
static bool _get_out_slot(const Ref<VisualScriptNode> &p_node, int p_slot, int &r_real_slot, bool &r_sequence) {
if (p_slot < p_node->get_output_sequence_port_count()) {
r_sequence = true;
r_real_slot = p_slot;
return true;
}
r_real_slot = p_slot - p_node->get_output_sequence_port_count();
r_sequence = false;
return (r_real_slot < p_node->get_output_value_port_count());
}
static bool _get_in_slot(const Ref<VisualScriptNode> &p_node, int p_slot, int &r_real_slot, bool &r_sequence) {
if (p_slot == 0 && p_node->has_input_sequence_port()) {
r_sequence = true;
r_real_slot = 0;
return true;
}
r_real_slot = p_slot - (p_node->has_input_sequence_port() ? 1 : 0);
r_sequence = false;
return r_real_slot < p_node->get_input_value_port_count();
}
void VisualScriptEditor::_begin_node_move() {
undo_redo->create_action(TTR("Move Node(s)"));
}
void VisualScriptEditor::_end_node_move() {
undo_redo->commit_action();
}
void VisualScriptEditor::_move_node(const StringName &p_func, int p_id, const Vector2 &p_to) {
if (!script->has_function(p_func)) {
return;
}
Node *node = graph->get_node(itos(p_id));
if (Object::cast_to<GraphNode>(node)) {
Object::cast_to<GraphNode>(node)->set_offset(p_to);
}
script->set_node_position(p_func, p_id, p_to / EDSCALE);
}
StringName VisualScriptEditor::_get_function_of_node(int p_id) const {
List<StringName> funcs;
script->get_function_list(&funcs);
for (List<StringName>::Element *E = funcs.front(); E; E = E->next()) {
if (script->has_node(E->get(), p_id)) {
return E->get();
}
}
return ""; // this is passed to avoid crash and is tested against later
}
void VisualScriptEditor::_node_moved(Vector2 p_from, Vector2 p_to, int p_id) {
StringName func = _get_function_of_node(p_id);
undo_redo->add_do_method(this, "_move_node", func, p_id, p_to);
undo_redo->add_undo_method(this, "_move_node", func, p_id, p_from);
}
void VisualScriptEditor::_remove_node(int p_id) {
undo_redo->create_action(TTR("Remove VisualScript Node"));
StringName func = _get_function_of_node(p_id);
undo_redo->add_do_method(script.ptr(), "remove_node", func, p_id);
undo_redo->add_undo_method(script.ptr(), "add_node", func, p_id, script->get_node(func, p_id), script->get_node_position(func, p_id));
List<VisualScript::SequenceConnection> sequence_conns;
script->get_sequence_connection_list(func, &sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
undo_redo->add_undo_method(script.ptr(), "sequence_connect", func, E->get().from_node, E->get().from_output, E->get().to_node);
}
}
List<VisualScript::DataConnection> data_conns;
script->get_data_connection_list(func, &data_conns);
for (List<VisualScript::DataConnection>::Element *E = data_conns.front(); E; E = E->next()) {
if (E->get().from_node == p_id || E->get().to_node == p_id) {
undo_redo->add_undo_method(script.ptr(), "data_connect", func, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
}
void VisualScriptEditor::_node_ports_changed(const String &p_func, int p_id) {
_update_graph(p_id);
}
bool VisualScriptEditor::node_has_sequence_connections(const StringName &p_func, int p_id) {
List<VisualScript::SequenceConnection> sequence_conns;
script->get_sequence_connection_list(p_func, &sequence_conns);
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
int from = E->get().from_node;
int to = E->get().to_node;
if (to == p_id || from == p_id) {
return true;
}
}
return false;
}
void VisualScriptEditor::_graph_connected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot) {
StringName from_func = _get_function_of_node(p_from.to_int());
Ref<VisualScriptNode> from_node = script->get_node(from_func, p_from.to_int());
ERR_FAIL_COND(!from_node.is_valid());
bool from_seq;
int from_port;
if (!_get_out_slot(from_node, p_from_slot, from_port, from_seq)) {
return; //can't connect this, it's invalid
}
StringName to_func = _get_function_of_node(p_to.to_int());
Ref<VisualScriptNode> to_node = script->get_node(to_func, p_to.to_int());
ERR_FAIL_COND(!to_node.is_valid());
bool to_seq;
int to_port;
if (!_get_in_slot(to_node, p_to_slot, to_port, to_seq)) {
return; //can't connect this, it's invalid
}
ERR_FAIL_COND(from_seq != to_seq);
// Checking to prevent warnings.
if (from_seq) {
if (script->has_sequence_connection(from_func, p_from.to_int(), from_port, p_to.to_int())) {
return;
}
} else if (script->has_data_connection(from_func, p_from.to_int(), from_port, p_to.to_int(), to_port)) {
return;
}
// Preventing connection to itself.
if (p_from.to_int() == p_to.to_int()) {
return;
}
// Do all the checks here
StringName func; // this the func where we store the one the nodes at the end of the resolution on having multiple nodes
undo_redo->create_action(TTR("Connect Nodes"));
if (from_func == to_func) {
func = to_func;
} else if (from_seq) {
// this is a sequence connection
_move_nodes_with_rescan(to_func, from_func, p_to.to_int()); // this function moves the nodes from func1 to func2
func = from_func;
} else {
if (node_has_sequence_connections(to_func, p_to.to_int())) {
if (node_has_sequence_connections(from_func, p_from.to_int())) {
ERR_PRINT("Trying to connect between different sequence node trees");
return;
} else {
_move_nodes_with_rescan(from_func, to_func, p_from.to_int());
func = to_func;
}
} else if (node_has_sequence_connections(from_func, p_from.to_int())) {
if (from_func == default_func) {
_move_nodes_with_rescan(from_func, to_func, p_from.to_int());
func = to_func;
} else {
_move_nodes_with_rescan(to_func, from_func, p_to.to_int());
func = from_func;
}
} else {
if (to_func == default_func) {
_move_nodes_with_rescan(to_func, from_func, p_to.to_int());
func = from_func;
} else {
_move_nodes_with_rescan(from_func, to_func, p_from.to_int());
func = to_func;
}
}
}
if (from_seq) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", func, p_from.to_int(), from_port, p_to.to_int());
// this undo error on undo after move can't be removed without painful gymnastics
undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, p_from.to_int(), from_port, p_to.to_int());
} else {
bool converted = false;
int conv_node = -1;
Ref<VisualScriptOperator> oper = to_node;
if (oper.is_valid() && oper->get_typed() == Variant::NIL) {
// it's an operator Node and if the type is already nil
if (from_node->get_output_value_port_info(from_port).type != Variant::NIL) {
oper->set_typed(from_node->get_output_value_port_info(from_port).type);
}
}
Ref<VisualScriptOperator> operf = from_node;
if (operf.is_valid() && operf->get_typed() == Variant::NIL) {
// it's an operator Node and if the type is already nil
if (to_node->get_input_value_port_info(to_port).type != Variant::NIL) {
operf->set_typed(to_node->get_input_value_port_info(to_port).type);
}
}
Variant::Type to_type = to_node->get_input_value_port_info(to_port).type;
Variant::Type from_type = from_node->get_output_value_port_info(from_port).type;
if (to_type != Variant::NIL && from_type != Variant::NIL && to_type != from_type) {
// add a constructor node between the ports
bool exceptions = false; // true if there are any exceptions
exceptions = exceptions || (to_type == Variant::INT && from_type == Variant::REAL);
exceptions = exceptions || (to_type == Variant::REAL && from_type == Variant::INT);
if (Variant::can_convert(from_type, to_type) && !exceptions) {
MethodInfo mi;
mi.name = Variant::get_type_name(to_type);
PropertyInfo pi;
pi.name = "from";
pi.type = from_type;
mi.arguments.push_back(pi);
mi.return_val.type = to_type;
// we know that this is allowed so create a new constructor node
Ref<VisualScriptConstructor> constructor;
constructor.instance();
constructor->set_constructor_type(to_type);
constructor->set_constructor(mi);
// add the new constructor node
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_node(p_from));
GraphNode *gn2 = Object::cast_to<GraphNode>(graph->get_node(p_to));
if (gn && gn2) {
Vector2 from_node_size = gn->get_rect().get_size();
Vector2 to_node_size = gn2->get_rect().get_size();
Vector2 to_node_pos = script->get_node_position(func, p_to.to_int());
Vector2 from_node_pos = script->get_node_position(func, p_from.to_int());
Vector2 new_to_node_pos = from_node_pos;
Vector2 constructor_pos;
if ((to_node_pos.x - from_node_pos.x) < 0) {
// to is behind from node
if (to_node_pos.x > (from_node_pos.x - to_node_size.x - 240)) {
new_to_node_pos.x = from_node_pos.x - to_node_size.x - 240; // approx size of constructor node + padding
} else {
new_to_node_pos.x = to_node_pos.x;
}
new_to_node_pos.y = to_node_pos.y;
constructor_pos.x = from_node_pos.x - 210;
constructor_pos.y = to_node_pos.y;
} else {
// to is ahead of from node
if (to_node_pos.x < (from_node_size.x + from_node_pos.x + 240)) {
new_to_node_pos.x = from_node_size.x + from_node_pos.x + 240; // approx size of constructor node + padding
} else {
new_to_node_pos.x = to_node_pos.x;
}
new_to_node_pos.y = to_node_pos.y;
constructor_pos.x = from_node_size.x + from_node_pos.x + 10;
constructor_pos.y = to_node_pos.y;
}
undo_redo->add_do_method(this, "_move_node", func, p_to.to_int(), new_to_node_pos);
undo_redo->add_undo_method(this, "_move_node", func, p_to.to_int(), to_node_pos);
conv_node = script->get_available_id();
undo_redo->add_do_method(script.ptr(), "add_node", func, conv_node, constructor, _get_available_pos(false, constructor_pos));
undo_redo->add_undo_method(script.ptr(), "remove_node", func, conv_node);
converted = true;
}
}
}
// disconnect current, and connect the new one
if (script->is_input_value_port_connected(func, p_to.to_int(), to_port)) {
if (can_swap && data_disconnect_node == p_to.to_int()) {
int conn_from;
int conn_port;
script->get_input_value_port_connection_source(func, p_to.to_int(), to_port, &conn_from, &conn_port);
undo_redo->add_do_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, p_to.to_int(), to_port);
undo_redo->add_do_method(script.ptr(), "data_connect", func, conn_from, conn_port, data_disconnect_node, data_disconnect_port);
undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, data_disconnect_node, data_disconnect_port);
undo_redo->add_undo_method(script.ptr(), "data_connect", func, conn_from, conn_port, p_to.to_int(), to_port);
can_swap = false; // swapped
} else {
int conn_from;
int conn_port;
script->get_input_value_port_connection_source(func, p_to.to_int(), to_port, &conn_from, &conn_port);
undo_redo->add_do_method(script.ptr(), "data_disconnect", func, conn_from, conn_port, p_to.to_int(), to_port);
undo_redo->add_undo_method(script.ptr(), "data_connect", func, conn_from, conn_port, p_to.to_int(), to_port);
}
}
if (!converted) {
undo_redo->add_do_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
} else {
// this is noice
undo_redo->add_do_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, conv_node, 0);
undo_redo->add_do_method(script.ptr(), "data_connect", func, conv_node, 0, p_to.to_int(), to_port);
// I don't think this is needed but gonna leave it here for now... until I need to finalise it all
undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, conv_node, 0);
undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, conv_node, 0, p_to.to_int(), to_port);
}
//update nodes in graph
if (!converted) {
undo_redo->add_do_method(this, "_update_graph", p_from.to_int());
undo_redo->add_do_method(this, "_update_graph", p_to.to_int());
undo_redo->add_undo_method(this, "_update_graph", p_from.to_int());
undo_redo->add_undo_method(this, "_update_graph", p_to.to_int());
} else {
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
}
}
undo_redo->add_do_method(this, "_update_graph_connections");
undo_redo->add_undo_method(this, "_update_graph_connections");
undo_redo->commit_action();
}
void VisualScriptEditor::_graph_disconnected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot) {
StringName func = _get_function_of_node(p_from.to_int());
ERR_FAIL_COND(func != _get_function_of_node(p_to.to_int()));
Ref<VisualScriptNode> from_node = script->get_node(func, p_from.to_int());
ERR_FAIL_COND(!from_node.is_valid());
bool from_seq;
int from_port;
if (!_get_out_slot(from_node, p_from_slot, from_port, from_seq)) {
return; //can't connect this, it's invalid
}
Ref<VisualScriptNode> to_node = script->get_node(func, p_to.to_int());
ERR_FAIL_COND(!to_node.is_valid());
bool to_seq;
int to_port;
if (!_get_in_slot(to_node, p_to_slot, to_port, to_seq)) {
return; //can't connect this, it's invalid
}
ERR_FAIL_COND(from_seq != to_seq);
undo_redo->create_action(TTR("Disconnect Nodes"));
if (from_seq) {
undo_redo->add_do_method(script.ptr(), "sequence_disconnect", func, p_from.to_int(), from_port, p_to.to_int());
undo_redo->add_undo_method(script.ptr(), "sequence_connect", func, p_from.to_int(), from_port, p_to.to_int());
} else {
can_swap = true;
data_disconnect_node = p_to.to_int();
data_disconnect_port = to_port;
undo_redo->add_do_method(script.ptr(), "data_disconnect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
undo_redo->add_undo_method(script.ptr(), "data_connect", func, p_from.to_int(), from_port, p_to.to_int(), to_port);
//update relevant nodes in the graph
undo_redo->add_do_method(this, "_update_graph", p_from.to_int());
undo_redo->add_do_method(this, "_update_graph", p_to.to_int());
undo_redo->add_undo_method(this, "_update_graph", p_from.to_int());
undo_redo->add_undo_method(this, "_update_graph", p_to.to_int());
}
undo_redo->add_do_method(this, "_update_graph_connections");
undo_redo->add_undo_method(this, "_update_graph_connections");
undo_redo->commit_action();
}
void VisualScriptEditor::_move_nodes_with_rescan(const StringName &p_func_from, const StringName &p_func_to, int p_id) {
Set<int> nodes_to_move;
HashMap<int, Map<int, int>> seqconns_to_move; // from => List(outp, to)
HashMap<int, Map<int, Pair<int, int>>> dataconns_to_move; // to => List(inp_p => from, outp)
nodes_to_move.insert(p_id);
Set<int> sequence_connections;
{
List<VisualScript::SequenceConnection> sequence_conns;
script->get_sequence_connection_list(p_func_from, &sequence_conns);
HashMap<int, Map<int, int>> seqcons; // from => List(out_p => to)
for (List<VisualScript::SequenceConnection>::Element *E = sequence_conns.front(); E; E = E->next()) {
int from = E->get().from_node;
int to = E->get().to_node;
int out_p = E->get().from_output;
if (!seqcons.has(from)) {
seqcons.set(from, Map<int, int>());
}
seqcons[from].insert(out_p, to);
sequence_connections.insert(to);
sequence_connections.insert(from);
}
int conn = p_id;
List<int> stack;
HashMap<int, Set<int>> seen; // from, outp
while (seqcons.has(conn)) {
for (auto E = seqcons[conn].front(); E; E = E->next()) {
if (seen.has(conn) && seen[conn].has(E->key())) {
if (!E->next()) {
if (stack.size() > 0) {
conn = stack.back()->get();
stack.pop_back();
break;
}
conn = -101;
break;
}
continue;
}
if (!seen.has(conn)) {
seen.set(conn, Set<int>());
}
seen[conn].insert(E->key());
stack.push_back(conn);
if (!seqconns_to_move.has(conn)) {
seqconns_to_move.set(conn, Map<int, int>());
}
seqconns_to_move[conn].insert(E->key(), E->get());
conn = E->get();
nodes_to_move.insert(conn);
break;
}
if (!seqcons.has(conn) && stack.size() > 0) {
conn = stack.back()->get();
stack.pop_back();
}
}
}
{
List<VisualScript::DataConnection> data_connections;
script->get_data_connection_list(p_func_from, &data_connections);
int func_from_node_id = script->get_function_node_id(p_func_from);
HashMap<int, Map<int, Pair<int, int>>> connections;
for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
int from = E->get().from_node;
int to = E->get().to_node;
int out_p = E->get().from_port;
int in_p = E->get().to_port;
// skip if the from_node is a function node
if (from == func_from_node_id) {
continue;
}
if (!connections.has(to)) {
connections.set(to, Map<int, Pair<int, int>>());
}
connections[to].insert(in_p, Pair<int, int>(from, out_p));
}
// go through the HashMap and do all sorts of crazy ass stuff now...
Set<int> nodes_to_be_added;
for (Set<int>::Element *F = nodes_to_move.front(); F; F = F->next()) {
HashMap<int, Set<int>> seen;
List<int> stack;
int id = F->get();
while (connections.has(id)) {
for (auto E = connections[id].front(); E; E = E->next()) {
if (seen.has(id) && seen[id].has(E->key())) {
if (!E->next()) {
if (stack.size() > 0) {
id = stack.back()->get();
stack.pop_back();
break;
}
id = -11; // I assume ids can't be negative should confirm it...
break;
}
continue;
}
if (sequence_connections.has(E->get().first)) {
if (!nodes_to_move.has(E->get().first)) {
if (stack.size() > 0) {
id = stack.back()->get();
stack.pop_back();
break;
}
id = -11; // I assume ids can't be negative should confirm it...
break;
}
}
if (!seen.has(id)) {
seen.set(id, Set<int>());
}
seen[id].insert(E->key());
stack.push_back(id);
if (!dataconns_to_move.has(id)) {
dataconns_to_move.set(id, Map<int, Pair<int, int>>());
}
dataconns_to_move[id].insert(E->key(), Pair<int, int>(E->get().first, E->get().second));
id = E->get().first;
nodes_to_be_added.insert(id);
break;
}
if (!connections.has(id) && stack.size() > 0) {
id = stack.back()->get();
stack.pop_back();
}
}
}
for (Set<int>::Element *E = nodes_to_be_added.front(); E; E = E->next()) {
nodes_to_move.insert(E->get());
}
}
// * this is primarily for the sake of the having proper undo
List<VisualScript::SequenceConnection> seqext;
List<VisualScript::DataConnection> dataext;
List<VisualScript::SequenceConnection> seq_connections;
script->get_sequence_connection_list(p_func_from, &seq_connections);
for (List<VisualScript::SequenceConnection>::Element *E = seq_connections.front(); E; E = E->next()) {
if (!nodes_to_move.has(E->get().from_node) && nodes_to_move.has(E->get().to_node)) {
seqext.push_back(E->get());
} else if (nodes_to_move.has(E->get().from_node) && !nodes_to_move.has(E->get().to_node)) {
seqext.push_back(E->get());
}
}
List<VisualScript::DataConnection> data_connections;
script->get_data_connection_list(p_func_from, &data_connections);
for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
if (!nodes_to_move.has(E->get().from_node) && nodes_to_move.has(E->get().to_node)) {
dataext.push_back(E->get());
} else if (nodes_to_move.has(E->get().from_node) && !nodes_to_move.has(E->get().to_node)) {
dataext.push_back(E->get());
}
}
// undo_redo->create_action("Rescan Functions");
for (Set<int>::Element *E = nodes_to_move.front(); E; E = E->next()) {
int id = E->get();
undo_redo->add_do_method(script.ptr(), "remove_node", p_func_from, id);
undo_redo->add_do_method(script.ptr(), "add_node", p_func_to, id, script->get_node(p_func_from, id), script->get_node_position(p_func_from, id));
undo_redo->add_undo_method(script.ptr(), "remove_node", p_func_to, id);
undo_redo->add_undo_method(script.ptr(), "add_node", p_func_from, id, script->get_node(p_func_from, id), script->get_node_position(p_func_from, id));
}
List<int> skeys;
seqconns_to_move.get_key_list(&skeys);
for (List<int>::Element *E = skeys.front(); E; E = E->next()) {
int from_node = E->get();
for (Map<int, int>::Element *F = seqconns_to_move[from_node].front(); F; F = F->next()) {
int from_port = F->key();
int to_node = F->get();
undo_redo->add_do_method(script.ptr(), "sequence_connect", p_func_to, from_node, from_port, to_node);
undo_redo->add_undo_method(script.ptr(), "sequence_connect", p_func_from, from_node, from_port, to_node);
}
}
List<int> keys;
dataconns_to_move.get_key_list(&keys);
for (List<int>::Element *E = keys.front(); E; E = E->next()) {
int to_node = E->get(); // to_node
for (Map<int, Pair<int, int>>::Element *F = dataconns_to_move[E->get()].front(); F; F = F->next()) {
int inp_p = F->key();
Pair<int, int> fro = F->get();
undo_redo->add_do_method(script.ptr(), "data_connect", p_func_to, fro.first, fro.second, to_node, inp_p);
undo_redo->add_undo_method(script.ptr(), "data_connect", p_func_from, fro.first, fro.second, to_node, inp_p);
}
}
// this to have proper undo operations
for (List<VisualScript::SequenceConnection>::Element *E = seqext.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "sequence_connect", p_func_from, E->get().from_node, E->get().from_output, E->get().to_node);
}
for (List<VisualScript::DataConnection>::Element *E = dataext.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "data_connect", p_func_from, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
// this doesn't need do methods as they are handled by the subsequent do calls implicitly
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
// undo_redo->commit_action();
}
void VisualScriptEditor::_graph_connect_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_pos) {
Node *node = graph->get_node(p_from);
GraphNode *gn = Object::cast_to<GraphNode>(node);
if (!gn) {
return;
}
StringName func = _get_function_of_node(p_from.to_int());
Ref<VisualScriptNode> vsn = script->get_node(func, p_from.to_int());
if (!vsn.is_valid()) {
return;
}
if (vsn->get_output_value_port_count() || vsn->get_output_sequence_port_count()) {
port_action_pos = p_release_pos;
}
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.
2018-05-13 03:34:35 +00:00
if (p_from_slot < vsn->get_output_sequence_port_count()) {
port_action_node = p_from.to_int();
port_action_output = p_from_slot;
_port_action_menu(CREATE_ACTION, func);
} else {
port_action_output = p_from_slot - vsn->get_output_sequence_port_count();
port_action_node = p_from.to_int();
_port_action_menu(CREATE_CALL_SET_GET, func);
}
}
2017-08-12 16:52:50 +00:00
VisualScriptNode::TypeGuess VisualScriptEditor::_guess_output_type(int p_port_action_node, int p_port_action_output, Set<int> &visited_nodes) {
VisualScriptNode::TypeGuess tg;
tg.type = Variant::NIL;
if (visited_nodes.has(p_port_action_node)) {
return tg; //no loop
}
2017-08-12 16:52:50 +00:00
visited_nodes.insert(p_port_action_node);
StringName func = _get_function_of_node(p_port_action_node);
Ref<VisualScriptNode> node = script->get_node(func, p_port_action_node);
if (!node.is_valid() || node->get_output_value_port_count() <= p_port_action_output) {
return tg;
}
Vector<VisualScriptNode::TypeGuess> in_guesses;
for (int i = 0; i < node->get_input_value_port_count(); i++) {
PropertyInfo pi = node->get_input_value_port_info(i);
VisualScriptNode::TypeGuess g;
g.type = pi.type;
if (g.type == Variant::NIL || g.type == Variant::OBJECT) {
//any or object input, must further guess what this is
int from_node;
int from_port;
if (script->get_input_value_port_connection_source(func, p_port_action_node, i, &from_node, &from_port)) {
g = _guess_output_type(from_node, from_port, visited_nodes);
} else {
Variant defval = node->get_default_input_value(i);
if (defval.get_type() == Variant::OBJECT) {
Object *obj = defval;
if (obj) {
g.type = Variant::OBJECT;
g.gdclass = obj->get_class();
g.script = obj->get_script();
}
}
}
}
in_guesses.push_back(g);
}
return node->guess_output_type(in_guesses.ptrw(), p_port_action_output);
}
void VisualScriptEditor::_port_action_menu(int p_option, const StringName &func) {
Set<int> vn;
switch (p_option) {
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.
2018-05-13 03:34:35 +00:00
case CREATE_CALL_SET_GET: {
Ref<VisualScriptFunctionCall> n;
n.instance();
VisualScriptNode::TypeGuess tg = _guess_output_type(port_action_node, port_action_output, vn);
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.
2018-05-13 03:34:35 +00:00
if (tg.gdclass != StringName()) {
n->set_base_type(tg.gdclass);
} else {
n->set_base_type("Object");
}
String type_string;
if (script->get_node(func, port_action_node)->get_output_value_port_count() > 0) {
type_string = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
}
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.
2018-05-13 03:34:35 +00:00
if (tg.type == Variant::OBJECT) {
if (tg.script.is_valid()) {
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select->select_from_script(tg.script, "");
} else if (type_string != String()) {
new_connect_node_select->select_from_base_type(type_string);
} else {
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select->select_from_base_type(n->get_base_type());
}
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.
2018-05-13 03:34:35 +00:00
} else if (tg.type == Variant::NIL) {
new_connect_node_select->select_from_base_type("");
} else {
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select->select_from_basic_type(tg.type);
}
// ensure that the dialog fits inside the graph
Vector2 pos = mouse_up_position;
Size2 bounds = graph->get_global_position() + graph->get_size() - new_connect_node_select->get_size();
pos.x = pos.x > bounds.x ? bounds.x : pos.x;
pos.y = pos.y > bounds.y ? bounds.y : pos.y;
new_connect_node_select->set_position(pos);
} break;
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.
2018-05-13 03:34:35 +00:00
case CREATE_ACTION: {
VisualScriptNode::TypeGuess tg = _guess_output_type(port_action_node, port_action_output, vn);
PropertyInfo property_info;
if (script->get_node(func, port_action_node)->get_output_value_port_count() > 0) {
property_info = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output);
}
if (tg.type == Variant::OBJECT) {
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.
2018-05-13 03:34:35 +00:00
if (property_info.type == Variant::OBJECT && property_info.hint_string != String()) {
new_connect_node_select->select_from_action(property_info.hint_string);
} else {
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select->select_from_action("");
}
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.
2018-05-13 03:34:35 +00:00
} else if (tg.type == Variant::NIL) {
new_connect_node_select->select_from_action("");
} else {
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select->select_from_action(Variant::get_type_name(tg.type));
}
// ensure that the dialog fits inside the graph
Vector2 pos = mouse_up_position;
Size2 bounds = graph->get_global_position() + graph->get_size() - new_connect_node_select->get_size();
pos.x = pos.x > bounds.x ? bounds.x : pos.x;
pos.y = pos.y > bounds.y ? bounds.y : pos.y;
new_connect_node_select->set_position(pos);
} break;
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.
2018-05-13 03:34:35 +00:00
}
}
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.
2018-05-13 03:34:35 +00:00
void VisualScriptEditor::connect_data(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode, int new_id) {
undo_redo->create_action(TTR("Connect Node Data"));
VisualScriptReturn *vnode_return = Object::cast_to<VisualScriptReturn>(vnode.ptr());
if (vnode_return != nullptr && vnode_old->get_output_value_port_count() > 0) {
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.
2018-05-13 03:34:35 +00:00
vnode_return->set_enable_return_value(true);
}
if (vnode_old->get_output_value_port_count() <= 0) {
undo_redo->commit_action();
return;
}
if (vnode->get_input_value_port_count() <= 0) {
undo_redo->commit_action();
return;
}
int port = port_action_output;
int value_count = vnode_old->get_output_value_port_count();
if (port >= value_count) {
port = 0;
}
StringName func = _get_function_of_node(port_action_node);
undo_redo->add_do_method(script.ptr(), "data_connect", func, port_action_node, port, new_id, 0);
undo_redo->add_undo_method(script.ptr(), "data_disconnect", func, port_action_node, port, new_id, 0);
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.
2018-05-13 03:34:35 +00:00
undo_redo->commit_action();
}
void VisualScriptEditor::_selected_connect_node(const String &p_text, const String &p_category, const bool p_connecting) {
Vector2 pos = _get_pos_in_graph(port_action_pos);
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.
2018-05-13 03:34:35 +00:00
Set<int> vn;
if (drop_position != Vector2()) {
pos = drop_position;
}
drop_position = Vector2();
bool port_node_exists = true;
StringName func = _get_function_of_node(port_action_node);
if (func == StringName()) {
func = default_func;
port_node_exists = false;
}
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.
2018-05-13 03:34:35 +00:00
if (p_category == "visualscript") {
Ref<VisualScriptNode> vnode_new = VisualScriptLanguage::singleton->create_node_from_name(p_text);
Ref<VisualScriptNode> vnode_old;
if (port_node_exists) {
vnode_old = script->get_node(func, port_action_node);
}
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.
2018-05-13 03:34:35 +00:00
int new_id = script->get_available_id();
if (Object::cast_to<VisualScriptOperator>(vnode_new.ptr()) && vnode_old.is_valid()) {
Variant::Type type = vnode_old->get_output_value_port_info(port_action_output).type;
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.
2018-05-13 03:34:35 +00:00
Object::cast_to<VisualScriptOperator>(vnode_new.ptr())->set_typed(type);
}
if (Object::cast_to<VisualScriptTypeCast>(vnode_new.ptr()) && vnode_old.is_valid()) {
Variant::Type type = vnode_old->get_output_value_port_info(port_action_output).type;
String hint_name = vnode_old->get_output_value_port_info(port_action_output).hint_string;
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.
2018-05-13 03:34:35 +00:00
if (type == Variant::OBJECT) {
Object::cast_to<VisualScriptTypeCast>(vnode_new.ptr())->set_base_type(hint_name);
} else if (type == Variant::NIL) {
Object::cast_to<VisualScriptTypeCast>(vnode_new.ptr())->set_base_type("");
} else {
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.
2018-05-13 03:34:35 +00:00
Object::cast_to<VisualScriptTypeCast>(vnode_new.ptr())->set_base_type(Variant::get_type_name(type));
}
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.
2018-05-13 03:34:35 +00:00
}
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.
2018-05-13 03:34:35 +00:00
undo_redo->create_action(TTR("Add Node"));
undo_redo->add_do_method(script.ptr(), "add_node", func, new_id, vnode_new, pos);
if (vnode_old.is_valid() && p_connecting) {
connect_seq(vnode_old, vnode_new, new_id);
connect_data(vnode_old, vnode_new, new_id);
}
undo_redo->add_undo_method(script.ptr(), "remove_node", func, new_id);
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.
2018-05-13 03:34:35 +00:00
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
return;
}
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.
2018-05-13 03:34:35 +00:00
Ref<VisualScriptNode> vnode;
Ref<VisualScriptPropertySet> script_prop_set;
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.
2018-05-13 03:34:35 +00:00
if (p_category == String("method")) {
Ref<VisualScriptFunctionCall> n;
n.instance();
if (!drop_path.is_empty()) {
if (drop_path == String(".")) {
n->set_call_mode(VisualScriptFunctionCall::CALL_MODE_SELF);
} else {
n->set_call_mode(VisualScriptFunctionCall::CALL_MODE_NODE_PATH);
n->set_base_path(drop_path);
}
}
if (drop_node) {
n->set_base_type(drop_node->get_class());
if (drop_node->get_script_instance()) {
n->set_base_script(drop_node->get_script_instance()->get_script()->get_path());
}
}
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.
2018-05-13 03:34:35 +00:00
vnode = n;
} else if (p_category == String("set")) {
Ref<VisualScriptPropertySet> n;
n.instance();
if (!drop_path.is_empty()) {
if (drop_path == String(".")) {
n->set_call_mode(VisualScriptPropertySet::CALL_MODE_SELF);
} else {
n->set_call_mode(VisualScriptPropertySet::CALL_MODE_NODE_PATH);
n->set_base_path(drop_path);
}
}
if (drop_node) {
n->set_base_type(drop_node->get_class());
if (drop_node->get_script_instance()) {
n->set_base_script(drop_node->get_script_instance()->get_script()->get_path());
}
}
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.
2018-05-13 03:34:35 +00:00
vnode = n;
script_prop_set = n;
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.
2018-05-13 03:34:35 +00:00
} else if (p_category == String("get")) {
Ref<VisualScriptPropertyGet> n;
n.instance();
n->set_property(p_text);
if (!drop_path.is_empty()) {
if (drop_path == String(".")) {
n->set_call_mode(VisualScriptPropertyGet::CALL_MODE_SELF);
} else {
n->set_call_mode(VisualScriptPropertyGet::CALL_MODE_NODE_PATH);
n->set_base_path(drop_path);
}
}
if (drop_node) {
n->set_base_type(drop_node->get_class());
if (drop_node->get_script_instance()) {
n->set_base_script(drop_node->get_script_instance()->get_script()->get_path());
}
}
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.
2018-05-13 03:34:35 +00:00
vnode = n;
}
drop_path = String();
drop_node = nullptr;
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.
2018-05-13 03:34:35 +00:00
if (p_category == String("action")) {
if (p_text == "VisualScriptCondition") {
Ref<VisualScriptCondition> n;
n.instance();
vnode = n;
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.
2018-05-13 03:34:35 +00:00
}
if (p_text == "VisualScriptSwitch") {
Ref<VisualScriptSwitch> n;
n.instance();
vnode = n;
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.
2018-05-13 03:34:35 +00:00
} else if (p_text == "VisualScriptSequence") {
Ref<VisualScriptSequence> n;
n.instance();
vnode = n;
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.
2018-05-13 03:34:35 +00:00
} else if (p_text == "VisualScriptIterator") {
Ref<VisualScriptIterator> n;
n.instance();
vnode = n;
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.
2018-05-13 03:34:35 +00:00
} else if (p_text == "VisualScriptWhile") {
Ref<VisualScriptWhile> n;
n.instance();
vnode = n;
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.
2018-05-13 03:34:35 +00:00
} else if (p_text == "VisualScriptReturn") {
Ref<VisualScriptReturn> n;
n.instance();
vnode = n;
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.
2018-05-13 03:34:35 +00:00
}
}
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
undo_redo->add_do_method(script.ptr(), "add_node", func, new_id, vnode, pos);
undo_redo->add_undo_method(script.ptr(), "remove_node", func, new_id);
undo_redo->add_do_method(this, "_update_graph", new_id);
undo_redo->add_undo_method(this, "_update_graph", new_id);
undo_redo->commit_action();
if (script_prop_set.is_valid()) {
script_prop_set->set_property(p_text);
}
port_action_new_node = new_id;
Ref<VisualScriptNode> vsn = script->get_node(func, port_action_new_node);
if (Object::cast_to<VisualScriptFunctionCall>(vsn.ptr())) {
Ref<VisualScriptFunctionCall> vsfc = vsn;
vsfc->set_function(p_text);
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.
2018-05-13 03:34:35 +00:00
if (port_node_exists && p_connecting) {
VisualScriptNode::TypeGuess tg = _guess_output_type(port_action_node, port_action_output, vn);
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.
2018-05-13 03:34:35 +00:00
if (tg.type == Variant::OBJECT) {
vsfc->set_call_mode(VisualScriptFunctionCall::CALL_MODE_INSTANCE);
vsfc->set_base_type(String(""));
if (tg.gdclass != StringName()) {
vsfc->set_base_type(tg.gdclass);
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.
2018-05-13 03:34:35 +00:00
} else if (script->get_node(func, port_action_node).is_valid()) {
PropertyHint hint = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint;
String base_type = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
if (base_type != String() && hint == PROPERTY_HINT_TYPE_STRING) {
vsfc->set_base_type(base_type);
}
if (p_text == "call" || p_text == "call_deferred") {
vsfc->set_function(String(""));
}
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.
2018-05-13 03:34:35 +00:00
}
if (tg.script.is_valid()) {
vsfc->set_base_script(tg.script->get_path());
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.
2018-05-13 03:34:35 +00:00
}
} else if (tg.type == Variant::NIL) {
vsfc->set_call_mode(VisualScriptFunctionCall::CALL_MODE_INSTANCE);
vsfc->set_base_type(String(""));
} else {
vsfc->set_call_mode(VisualScriptFunctionCall::CALL_MODE_BASIC_TYPE);
vsfc->set_basic_type(tg.type);
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.
2018-05-13 03:34:35 +00:00
}
}
}
if (port_node_exists && p_connecting) {
if (Object::cast_to<VisualScriptPropertySet>(vsn.ptr())) {
Ref<VisualScriptPropertySet> vsp = vsn;
VisualScriptNode::TypeGuess tg = _guess_output_type(port_action_node, port_action_output, vn);
if (tg.type == Variant::OBJECT) {
vsp->set_call_mode(VisualScriptPropertySet::CALL_MODE_INSTANCE);
vsp->set_base_type(String(""));
if (tg.gdclass != StringName()) {
vsp->set_base_type(tg.gdclass);
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.
2018-05-13 03:34:35 +00:00
} else if (script->get_node(func, port_action_node).is_valid()) {
PropertyHint hint = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint;
String base_type = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
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.
2018-05-13 03:34:35 +00:00
if (base_type != String() && hint == PROPERTY_HINT_TYPE_STRING) {
vsp->set_base_type(base_type);
}
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.
2018-05-13 03:34:35 +00:00
}
if (tg.script.is_valid()) {
vsp->set_base_script(tg.script->get_path());
}
} else if (tg.type == Variant::NIL) {
vsp->set_call_mode(VisualScriptPropertySet::CALL_MODE_INSTANCE);
vsp->set_base_type(String(""));
} else {
vsp->set_call_mode(VisualScriptPropertySet::CALL_MODE_BASIC_TYPE);
vsp->set_basic_type(tg.type);
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.
2018-05-13 03:34:35 +00:00
}
}
if (Object::cast_to<VisualScriptPropertyGet>(vsn.ptr())) {
Ref<VisualScriptPropertyGet> vsp = vsn;
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.
2018-05-13 03:34:35 +00:00
VisualScriptNode::TypeGuess tg = _guess_output_type(port_action_node, port_action_output, vn);
if (tg.type == Variant::OBJECT) {
vsp->set_call_mode(VisualScriptPropertyGet::CALL_MODE_INSTANCE);
vsp->set_base_type(String(""));
if (tg.gdclass != StringName()) {
vsp->set_base_type(tg.gdclass);
} else if (script->get_node(func, port_action_node).is_valid()) {
PropertyHint hint = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint;
String base_type = script->get_node(func, port_action_node)->get_output_value_port_info(port_action_output).hint_string;
if (base_type != String() && hint == PROPERTY_HINT_TYPE_STRING) {
vsp->set_base_type(base_type);
}
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.
2018-05-13 03:34:35 +00:00
}
if (tg.script.is_valid()) {
vsp->set_base_script(tg.script->get_path());
}
} else if (tg.type == Variant::NIL) {
vsp->set_call_mode(VisualScriptPropertyGet::CALL_MODE_INSTANCE);
vsp->set_base_type(String(""));
} else {
vsp->set_call_mode(VisualScriptPropertyGet::CALL_MODE_BASIC_TYPE);
vsp->set_basic_type(tg.type);
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.
2018-05-13 03:34:35 +00:00
}
}
}
if (port_node_exists) {
Ref<VisualScriptNode> vnode_old = script->get_node(func, port_action_node);
if (vnode_old.is_valid() && p_connecting) {
connect_seq(vnode_old, vnode, port_action_new_node);
connect_data(vnode_old, vnode, port_action_new_node);
}
}
2016-09-03 17:59:44 +00:00
_update_graph(port_action_new_node);
if (port_node_exists) {
_update_graph_connections();
}
}
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.
2018-05-13 03:34:35 +00:00
void VisualScriptEditor::connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id) {
VisualScriptOperator *vnode_operator = Object::cast_to<VisualScriptOperator>(vnode_new.ptr());
if (vnode_operator != nullptr && !vnode_operator->has_input_sequence_port()) {
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.
2018-05-13 03:34:35 +00:00
return;
}
VisualScriptConstructor *vnode_constructor = Object::cast_to<VisualScriptConstructor>(vnode_new.ptr());
if (vnode_constructor != nullptr) {
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.
2018-05-13 03:34:35 +00:00
return;
}
if (vnode_old->get_output_sequence_port_count() <= 0) {
return;
}
if (!vnode_new->has_input_sequence_port()) {
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.
2018-05-13 03:34:35 +00:00
return;
}
Fix warnings about unused variables [-Wunused-variable] Fixes the following GCC 5 warnings: ``` drivers/gles2/rasterizer_scene_gles2.cpp:1139:15: warning: unused variable 'offset' [-Wunused-variable] drivers/gles2/rasterizer_scene_gles2.cpp:1205:39: warning: unused variable 'multi_mesh' [-Wunused-variable] drivers/gles2/rasterizer_storage_gles2.cpp:359:7: warning: unused variable 'srgb' [-Wunused-variable] drivers/gles2/shader_gles2.cpp:1016:45: warning: unused variable 'texture_hints' [-Wunused-variable] editor/animation_track_editor.cpp:776:9: warning: unused variable 'keys_to' [-Wunused-variable] editor/editor_inspector.cpp:273:7: warning: unused variable 'vs_height' [-Wunused-variable] editor/editor_themes.cpp:202:10: warning: unused variable 'begin_time' [-Wunused-variable] editor/editor_themes.cpp:239:10: warning: unused variable 'end_time' [-Wunused-variable] editor/plugins/animation_blend_tree_editor_plugin.cpp:726:17: warning: unused variable 'an' [-Wunused-variable] editor/plugins/script_text_editor.cpp:1278:8: warning: unused variable 'fold_state' [-Wunused-variable] main/main.cpp:132:13: warning: 'use_vsync' defined but not used [-Wunused-variable] modules/cvtt/image_compress_cvtt.cpp:231:8: warning: unused variable 'y_end' [-Wunused-variable] modules/cvtt/image_compress_cvtt.cpp:311:6: warning: unused variable 'shift' [-Wunused-variable] modules/gdscript/gdscript_editor.cpp:58:7: warning: unused variable 'th' [-Wunused-variable] modules/gridmap/grid_map.cpp:1084:6: warning: unused variable 'ofs' [-Wunused-variable] modules/theora/video_stream_theora.cpp:442:9: warning: unused variable 'tr' [-Wunused-variable] modules/visual_script/visual_script_editor.cpp:2606:6: warning: unused variable 'count' [-Wunused-variable] modules/visual_script/visual_script_editor.cpp:2829:6: warning: unused variable 'seq_count' [-Wunused-variable] modules/visual_script/visual_script_editor.cpp:2844:24: warning: unused variable 'vnode_function' [-Wunused-variable] modules/websocket/lws_peer.cpp:122:12: warning: unused variable 'peer_data' [-Wunused-variable] modules/websocket/lws_peer.cpp:135:12: warning: unused variable 'peer_data' [-Wunused-variable] modules/websocket/lws_peer.cpp:63:12: warning: unused variable 'peer_data' [-Wunused-variable] modules/websocket/lws_peer.cpp:91:12: warning: unused variable 'peer_data' [-Wunused-variable] platform/android/export/export.cpp:763:16: warning: unused variable 'node_size' [-Wunused-variable] scene/gui/rich_text_label.cpp:850:10: warning: unused variable 'x_ofs' [-Wunused-variable] scene/gui/text_edit.cpp:653:8: warning: unused variable 'tab_w' [-Wunused-variable] scene/resources/bit_mask.cpp:186:6: warning: unused variable 'i' [-Wunused-variable] scene/resources/mesh.cpp:549:20: warning: '_array_name' defined but not used [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:107:10: warning: unused variable 'v2' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:108:10: warning: unused variable 'v3' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:109:10: warning: unused variable 'v4' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:110:10: warning: unused variable 'v5' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:111:10: warning: unused variable 'v0n' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:112:10: warning: unused variable 'v1n' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:113:10: warning: unused variable 'v2n' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:114:10: warning: unused variable 'v3n' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:115:10: warning: unused variable 'v4n' [-Wunused-variable] servers/audio/audio_rb_resampler.cpp:116:10: warning: unused variable 'v5n' [-Wunused-variable] servers/visual/default_mouse_cursor.xpm:2:21: warning: 'default_mouse_cursor_xpm' defined but not used [-Wunused-variable] ```
2018-09-27 09:24:41 +00:00
StringName func = _get_function_of_node(port_action_node);
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.
2018-05-13 03:34:35 +00:00
undo_redo->create_action(TTR("Connect Node Sequence"));
int pass_port = -vnode_old->get_output_sequence_port_count() + 1;
int return_port = port_action_output - 1;
if (vnode_old->get_output_value_port_info(port_action_output).name == String("pass") &&
!script->get_output_sequence_ports_connected(func, port_action_node).has(pass_port)) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, pass_port, new_id);
undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, pass_port, new_id);
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.
2018-05-13 03:34:35 +00:00
} else if (vnode_old->get_output_value_port_info(port_action_output).name == String("return") &&
!script->get_output_sequence_ports_connected(func, port_action_node).has(return_port)) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, return_port, new_id);
undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, return_port, new_id);
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.
2018-05-13 03:34:35 +00:00
} else {
for (int port = 0; port < vnode_old->get_output_sequence_port_count(); port++) {
int count = vnode_old->get_output_sequence_port_count();
if (port_action_output < count && !script->get_output_sequence_ports_connected(func, port_action_node).has(port_action_output)) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, port_action_output, new_id);
undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, port_action_output, new_id);
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.
2018-05-13 03:34:35 +00:00
break;
} else if (!script->get_output_sequence_ports_connected(func, port_action_node).has(port)) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", func, port_action_node, port, new_id);
undo_redo->add_undo_method(script.ptr(), "sequence_disconnect", func, port_action_node, port, new_id);
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.
2018-05-13 03:34:35 +00:00
break;
}
}
}
undo_redo->commit_action();
}
void VisualScriptEditor::_selected_new_virtual_method(const String &p_text, const String &p_category, const bool p_connecting) {
String name = p_text;
if (script->has_function(name)) {
EditorNode::get_singleton()->show_warning(vformat(TTR("Script already has function '%s'"), name));
return;
}
MethodInfo minfo;
{
List<MethodInfo> methods;
bool found = false;
ClassDB::get_virtual_methods(script->get_instance_base_type(), &methods);
for (List<MethodInfo>::Element *E = methods.front(); E; E = E->next()) {
if (E->get().name == name) {
minfo = E->get();
found = true;
}
}
ERR_FAIL_COND(!found);
}
selected = name;
Ref<VisualScriptFunction> func_node;
func_node.instance();
func_node->set_name(name);
undo_redo->create_action(TTR("Add Function"));
undo_redo->add_do_method(script.ptr(), "add_function", name);
for (int i = 0; i < minfo.arguments.size(); i++) {
func_node->add_argument(minfo.arguments[i].type, minfo.arguments[i].name, -1, minfo.arguments[i].hint, minfo.arguments[i].hint_string);
}
Vector2 pos = _get_available_pos();
undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id(), func_node, pos);
if (minfo.return_val.type != Variant::NIL || minfo.return_val.usage & PROPERTY_USAGE_NIL_IS_VARIANT) {
Ref<VisualScriptReturn> ret_node;
ret_node.instance();
ret_node->set_return_type(minfo.return_val.type);
ret_node->set_enable_return_value(true);
ret_node->set_name(name);
undo_redo->add_do_method(script.ptr(), "add_node", name, script->get_available_id() + 1, ret_node, _get_available_pos(false, pos + Vector2(500, 0)));
}
undo_redo->add_undo_method(script.ptr(), "remove_function", name);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
_update_graph();
}
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.
2018-05-13 03:34:35 +00:00
void VisualScriptEditor::_cancel_connect_node() {
// ensure the cancel is done
port_action_new_node = -1;
}
int VisualScriptEditor::_create_new_node_from_name(const String &p_text, const Vector2 &p_point, const StringName &p_func) {
StringName func = default_func;
if (p_func != StringName()) {
func = p_func;
}
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.
2018-05-13 03:34:35 +00:00
Ref<VisualScriptNode> vnode = VisualScriptLanguage::singleton->create_node_from_name(p_text);
int new_id = script->get_available_id();
undo_redo->create_action(TTR("Add Node"));
undo_redo->add_do_method(script.ptr(), "add_node", func, new_id, vnode, p_point);
undo_redo->add_undo_method(script.ptr(), "remove_node", func, new_id);
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.
2018-05-13 03:34:35 +00:00
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
return new_id;
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.
2018-05-13 03:34:35 +00:00
}
2016-08-04 01:06:39 +00:00
void VisualScriptEditor::_default_value_changed() {
Ref<VisualScriptNode> vsn = script->get_node(_get_function_of_node(editing_id), editing_id);
if (vsn.is_null()) {
2016-08-04 01:06:39 +00:00
return;
}
2016-08-04 01:06:39 +00:00
undo_redo->create_action(TTR("Change Input Value"));
undo_redo->add_do_method(vsn.ptr(), "set_default_input_value", editing_input, default_value_edit->get_variant());
undo_redo->add_undo_method(vsn.ptr(), "set_default_input_value", editing_input, vsn->get_default_input_value(editing_input));
2016-08-04 01:06:39 +00:00
undo_redo->add_do_method(this, "_update_graph", editing_id);
undo_redo->add_undo_method(this, "_update_graph", editing_id);
2016-08-04 01:06:39 +00:00
undo_redo->commit_action();
}
void VisualScriptEditor::_default_value_edited(Node *p_button, int p_id, int p_input_port) {
Ref<VisualScriptNode> vsn = script->get_node(_get_function_of_node(p_id), p_id);
if (vsn.is_null()) {
2016-08-04 01:06:39 +00:00
return;
}
2016-08-04 01:06:39 +00:00
PropertyInfo pinfo = vsn->get_input_value_port_info(p_input_port);
Variant existing = vsn->get_default_input_value(p_input_port);
if (pinfo.type != Variant::NIL && existing.get_type() != pinfo.type) {
2016-08-04 01:06:39 +00:00
Variant::CallError ce;
const Variant *existingp = &existing;
existing = Variant::construct(pinfo.type, &existingp, 1, ce, false);
2016-08-04 01:06:39 +00:00
}
default_value_edit->set_position(Object::cast_to<Control>(p_button)->get_global_position() + Vector2(0, Object::cast_to<Control>(p_button)->get_size().y));
default_value_edit->set_size(Size2(1, 1));
if (pinfo.type == Variant::NODE_PATH) {
Node *edited_scene = get_tree()->get_edited_scene_root();
if (edited_scene) { // Fixing an old crash bug ( Visual Script Crashes on editing NodePath with an empty scene open)
Node *script_node = _find_script_node(edited_scene, edited_scene, script);
if (script_node) {
//pick a node relative to the script, IF the script exists
pinfo.hint = PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE;
pinfo.hint_string = script_node->get_path();
} else {
//pick a path relative to edited scene
pinfo.hint = PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE;
pinfo.hint_string = get_tree()->get_edited_scene_root()->get_path();
}
}
}
if (default_value_edit->edit(nullptr, pinfo.name, pinfo.type, existing, pinfo.hint, pinfo.hint_string)) {
if (pinfo.hint == PROPERTY_HINT_MULTILINE_TEXT) {
default_value_edit->popup_centered_ratio();
} else {
default_value_edit->popup();
}
}
2016-08-04 01:06:39 +00:00
editing_id = p_id;
editing_input = p_input_port;
2016-08-04 01:06:39 +00:00
}
void VisualScriptEditor::_show_hint(const String &p_hint) {
2016-08-03 14:28:20 +00:00
hint_text->set_text(p_hint);
hint_text->show();
hint_text_timer->start();
}
void VisualScriptEditor::_hide_timer() {
hint_text->hide();
}
void VisualScriptEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
variable_editor->connect("changed", this, "_update_members");
signal_editor->connect("changed", this, "_update_members");
FALLTHROUGH;
}
case NOTIFICATION_THEME_CHANGED: {
if (p_what != NOTIFICATION_READY && !is_visible_in_tree()) {
return;
}
2017-09-08 19:41:44 +00:00
edit_variable_edit->add_style_override("bg", get_stylebox("bg", "Tree"));
edit_signal_edit->add_style_override("bg", get_stylebox("bg", "Tree"));
func_input_scroll->add_style_override("bg", get_stylebox("bg", "Tree"));
2017-10-03 02:31:32 +00:00
Ref<Theme> tm = EditorNode::get_singleton()->get_theme_base()->get_theme();
2017-10-03 02:31:32 +00:00
bool dark_theme = tm->get_constant("dark_theme", "Editor");
2017-09-08 19:41:44 +00:00
List<Pair<String, Color>> colors;
if (dark_theme) {
colors.push_back(Pair<String, Color>("flow_control", Color(0.96, 0.96, 0.96)));
colors.push_back(Pair<String, Color>("functions", Color(0.96, 0.52, 0.51)));
colors.push_back(Pair<String, Color>("data", Color(0.5, 0.96, 0.81)));
colors.push_back(Pair<String, Color>("operators", Color(0.67, 0.59, 0.87)));
colors.push_back(Pair<String, Color>("custom", Color(0.5, 0.73, 0.96)));
colors.push_back(Pair<String, Color>("constants", Color(0.96, 0.5, 0.69)));
} else {
colors.push_back(Pair<String, Color>("flow_control", Color(0.26, 0.26, 0.26)));
colors.push_back(Pair<String, Color>("functions", Color(0.95, 0.4, 0.38)));
colors.push_back(Pair<String, Color>("data", Color(0.07, 0.73, 0.51)));
colors.push_back(Pair<String, Color>("operators", Color(0.51, 0.4, 0.82)));
colors.push_back(Pair<String, Color>("custom", Color(0.31, 0.63, 0.95)));
colors.push_back(Pair<String, Color>("constants", Color(0.94, 0.18, 0.49)));
2017-09-08 19:41:44 +00:00
}
for (List<Pair<String, Color>>::Element *E = colors.front(); E; E = E->next()) {
Ref<StyleBoxFlat> sb = tm->get_stylebox("frame", "GraphNode");
if (!sb.is_null()) {
Ref<StyleBoxFlat> frame_style = sb->duplicate();
Color c = sb->get_border_color();
Color cn = E->get().second;
cn.a = c.a;
frame_style->set_border_color(cn);
node_styles[E->get().first] = frame_style;
}
}
if (is_visible_in_tree() && script.is_valid()) {
_update_members();
_update_graph();
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
members_section->set_visible(is_visible_in_tree());
} break;
2016-08-04 01:06:39 +00:00
}
}
2016-08-03 14:28:20 +00:00
void VisualScriptEditor::_graph_ofs_changed(const Vector2 &p_ofs) {
if (updating_graph || !script.is_valid()) {
return;
}
updating_graph = true;
// Just use the default func for all the properties that need to be handled for drawing rather than adding to the Visual Script Class
if (script->has_function(default_func)) {
script->set_function_scroll(default_func, graph->get_scroll_ofs() / EDSCALE);
script->set_edited(true);
}
updating_graph = false;
}
void VisualScriptEditor::_comment_node_resized(const Vector2 &p_new_size, int p_node) {
if (updating_graph) {
return;
}
StringName func = _get_function_of_node(p_node);
Ref<VisualScriptComment> vsc = script->get_node(func, p_node);
if (vsc.is_null()) {
return;
}
Node *node = graph->get_node(itos(p_node));
GraphNode *gn = Object::cast_to<GraphNode>(node);
if (!gn) {
return;
}
Vector2 new_size = p_new_size;
if (graph->is_using_snap()) {
Vector2 snap = Vector2(graph->get_snap(), graph->get_snap());
Vector2 min_size = (gn->get_minimum_size() + (snap * 0.5)).snapped(snap);
new_size = new_size.snapped(snap);
new_size.x = MAX(new_size.x, min_size.x);
new_size.y = MAX(new_size.y, min_size.y);
}
updating_graph = true;
graph->set_block_minimum_size_adjust(true); //faster resize
undo_redo->create_action(TTR("Resize Comment"), UndoRedo::MERGE_ENDS);
undo_redo->add_do_method(vsc.ptr(), "set_size", new_size / EDSCALE);
undo_redo->add_undo_method(vsc.ptr(), "set_size", vsc->get_size());
undo_redo->commit_action();
gn->set_custom_minimum_size(new_size);
gn->set_size(Size2(1, 1));
graph->set_block_minimum_size_adjust(false);
updating_graph = false;
}
void VisualScriptEditor::_menu_option(int p_what) {
switch (p_what) {
case EDIT_DELETE_NODES: {
_on_nodes_delete();
} break;
case EDIT_TOGGLE_BREAKPOINT: {
List<String> reselect;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected()) {
int id = String(gn->get_name()).to_int();
StringName func = _get_function_of_node(id);
Ref<VisualScriptNode> vsn = script->get_node(func, id);
if (vsn.is_valid()) {
vsn->set_breakpoint(!vsn->is_breakpoint());
reselect.push_back(gn->get_name());
}
}
}
}
_update_graph();
for (List<String>::Element *E = reselect.front(); E; E = E->next()) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_node(E->get()));
gn->set_selected(true);
}
} break;
case EDIT_FIND_NODE_TYPE: {
_generic_search(script->get_instance_base_type());
} break;
case EDIT_COPY_NODES: {
_on_nodes_copy();
} break;
case EDIT_CUT_NODES: {
_on_nodes_copy();
_on_nodes_delete();
} break;
case EDIT_PASTE_NODES: {
_on_nodes_paste();
} break;
case EDIT_CREATE_FUNCTION: {
StringName function = "";
Map<int, Ref<VisualScriptNode>> nodes;
Set<int> selections;
for (int i = 0; i < graph->get_child_count(); i++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
if (gn) {
if (gn->is_selected()) {
int id = String(gn->get_name()).to_int();
StringName func = _get_function_of_node(id);
Ref<VisualScriptNode> node = script->get_node(func, id);
if (Object::cast_to<VisualScriptFunction>(*node)) {
EditorNode::get_singleton()->show_warning(TTR("Can't create function with a function node."));
return;
}
if (node.is_valid()) {
if (func != function && function != StringName("")) {
EditorNode::get_singleton()->show_warning(TTR("Can't create function of nodes from nodes of multiple functions."));
return;
}
nodes.insert(id, node);
selections.insert(id);
function = func;
}
}
}
}
if (nodes.size() == 0) {
return; // nothing to be done if there are no valid nodes selected
}
Set<VisualScript::SequenceConnection> seqmove;
Set<VisualScript::DataConnection> datamove;
Set<VisualScript::SequenceConnection> seqext;
Set<VisualScript::DataConnection> dataext;
int start_node = -1;
Set<int> end_nodes;
if (nodes.size() == 1) {
Ref<VisualScriptNode> nd = script->get_node(function, nodes.front()->key());
if (nd.is_valid() && nd->has_input_sequence_port()) {
start_node = nodes.front()->key();
} else {
EditorNode::get_singleton()->show_warning(TTR("Select at least one node with sequence port."));
return;
}
} else {
List<VisualScript::SequenceConnection> seqs;
script->get_sequence_connection_list(function, &seqs);
if (seqs.size() == 0) {
// in case there are no sequence connections
// select the top most node cause that's probably how
// the user wants to connect the nodes
int top_nd = -1;
Vector2 top;
for (Map<int, Ref<VisualScriptNode>>::Element *E = nodes.front(); E; E = E->next()) {
Ref<VisualScriptNode> nd = script->get_node(function, E->key());
if (nd.is_valid() && nd->has_input_sequence_port()) {
if (top_nd < 0) {
top_nd = E->key();
top = script->get_node_position(function, top_nd);
}
Vector2 pos = script->get_node_position(function, E->key());
if (top.y > pos.y) {
top_nd = E->key();
top = pos;
}
}
}
Ref<VisualScriptNode> nd = script->get_node(function, top_nd);
if (nd.is_valid() && nd->has_input_sequence_port()) {
start_node = top_nd;
} else {
EditorNode::get_singleton()->show_warning(TTR("Select at least one node with sequence port."));
return;
}
} else {
// pick the node with input sequence
Set<int> nodes_from;
Set<int> nodes_to;
for (List<VisualScript::SequenceConnection>::Element *E = seqs.front(); E; E = E->next()) {
if (nodes.has(E->get().from_node) && nodes.has(E->get().to_node)) {
seqmove.insert(E->get());
nodes_from.insert(E->get().from_node);
} else if (nodes.has(E->get().from_node) && !nodes.has(E->get().to_node)) {
seqext.insert(E->get());
} else if (!nodes.has(E->get().from_node) && nodes.has(E->get().to_node)) {
if (start_node == -1) {
seqext.insert(E->get());
start_node = E->get().to_node;
} else {
EditorNode::get_singleton()->show_warning(TTR("Try to only have one sequence input in selection."));
return;
}
}
nodes_to.insert(E->get().to_node);
}
// to use to add return nodes
_get_ends(start_node, seqs, selections, end_nodes);
if (start_node == -1) {
// if we still don't have a start node then
// run through the nodes and select the first tree node
// ie node without any input sequence but output sequence
for (Set<int>::Element *E = nodes_from.front(); E; E = E->next()) {
if (!nodes_to.has(E->get())) {
start_node = E->get();
}
}
}
}
}
if (start_node == -1) {
return; // this should not happen, but just in case something goes wrong
}
List<Variant::Type> inputs; // input types
List<Pair<int, int>> input_connections;
{
List<VisualScript::DataConnection> dats;
script->get_data_connection_list(function, &dats);
for (List<VisualScript::DataConnection>::Element *E = dats.front(); E; E = E->next()) {
if (nodes.has(E->get().from_node) && nodes.has(E->get().to_node)) {
datamove.insert(E->get());
} else if (!nodes.has(E->get().from_node) && nodes.has(E->get().to_node)) {
// add all these as inputs for the Function
Ref<VisualScriptNode> node = script->get_node(function, E->get().to_node);
if (node.is_valid()) {
dataext.insert(E->get());
PropertyInfo pi = node->get_input_value_port_info(E->get().to_port);
inputs.push_back(pi.type);
input_connections.push_back(Pair<int, int>(E->get().to_node, E->get().to_port));
}
} else if (nodes.has(E->get().from_node) && !nodes.has(E->get().to_node)) {
dataext.insert(E->get());
}
}
}
String new_fn = _validate_name("new_function");
Vector2 pos = _get_available_pos(false, script->get_node_position(function, start_node) - Vector2(80, 150));
Ref<VisualScriptFunction> func_node;
func_node.instance();
func_node->set_name(new_fn);
undo_redo->create_action(TTR("Create Function"));
undo_redo->add_do_method(script.ptr(), "add_function", new_fn);
int fn_id = script->get_available_id();
undo_redo->add_do_method(script.ptr(), "add_node", new_fn, fn_id, func_node, pos);
undo_redo->add_undo_method(script.ptr(), "remove_function", new_fn);
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "emit_signal", "edited_script_changed");
undo_redo->add_undo_method(this, "emit_signal", "edited_script_changed");
// Move the nodes
for (Map<int, Ref<VisualScriptNode>>::Element *E = nodes.front(); E; E = E->next()) {
undo_redo->add_do_method(script.ptr(), "remove_node", function, E->key());
undo_redo->add_do_method(script.ptr(), "add_node", new_fn, E->key(), E->get(), script->get_node_position(function, E->key()));
// undo_redo->add_undo_method(script.ptr(), "remove_node", new_fn, E->key()); not needed cause we already remove the function :P
undo_redo->add_undo_method(script.ptr(), "add_node", function, E->key(), E->get(), script->get_node_position(function, E->key()));
}
for (Set<VisualScript::SequenceConnection>::Element *E = seqmove.front(); E; E = E->next()) {
undo_redo->add_do_method(script.ptr(), "sequence_connect", new_fn, E->get().from_node, E->get().from_output, E->get().to_node);
undo_redo->add_undo_method(script.ptr(), "sequence_connect", function, E->get().from_node, E->get().from_output, E->get().to_node);
}
for (Set<VisualScript::DataConnection>::Element *E = datamove.front(); E; E = E->next()) {
undo_redo->add_do_method(script.ptr(), "data_connect", new_fn, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
undo_redo->add_undo_method(script.ptr(), "data_connect", function, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
// Add undo for external connections as well so that it's easier to revert back and forth
// these didn't require do methods as it's already handled internally by other do calls
for (Set<VisualScript::SequenceConnection>::Element *E = seqext.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "sequence_connect", function, E->get().from_node, E->get().from_output, E->get().to_node);
}
for (Set<VisualScript::DataConnection>::Element *E = dataext.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "data_connect", function, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
// I don't really think we need support for non sequenced functions at this moment
undo_redo->add_do_method(script.ptr(), "sequence_connect", new_fn, fn_id, 0, start_node);
// end nodes are mapped to the return nodes with data connections if possible
int m = 1;
for (Set<int>::Element *G = end_nodes.front(); G; G = G->next()) {
Ref<VisualScriptReturn> ret_node;
ret_node.instance();
int ret_id = fn_id + (m++);
selections.insert(ret_id);
Vector2 posi = _get_available_pos(false, script->get_node_position(function, G->get()) + Vector2(80, -100));
undo_redo->add_do_method(script.ptr(), "add_node", new_fn, ret_id, ret_node, posi);
undo_redo->add_undo_method(script.ptr(), "remove_node", new_fn, ret_id);
undo_redo->add_do_method(script.ptr(), "sequence_connect", new_fn, G->get(), 0, ret_id);
// add data outputs from each of the end_nodes
Ref<VisualScriptNode> vsn = script->get_node(function, G->get());
if (vsn.is_valid() && vsn->get_output_value_port_count() > 0) {
ret_node->set_enable_return_value(true);
// use the zeroth data port cause that's the likely one that is planned to be used
ret_node->set_return_type(vsn->get_output_value_port_info(0).type);
undo_redo->add_do_method(script.ptr(), "data_connect", new_fn, G->get(), 0, ret_id, 0);
}
}
// * might make the system more intelligent by checking port from info.
int i = 0;
List<Pair<int, int>>::Element *F = input_connections.front();
for (List<Variant::Type>::Element *E = inputs.front(); E && F; E = E->next(), F = F->next()) {
func_node->add_argument(E->get(), "arg_" + String::num_int64(i), i);
undo_redo->add_do_method(script.ptr(), "data_connect", new_fn, fn_id, i, F->get().first, F->get().second);
i++; // increment i
}
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
// make sure all Nodes get marked for selection so that they can be moved together
selections.insert(fn_id);
for (int k = 0; k < graph->get_child_count(); k++) {
GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(k));
if (gn) {
int id = gn->get_name().operator String().to_int();
gn->set_selected(selections.has(id));
}
}
// Ensure Preview Selection is of newly created function node
if (selections.size()) {
EditorNode::get_singleton()->push_item(func_node.ptr());
}
} break;
case REFRESH_GRAPH: {
_update_graph();
} break;
}
}
// this is likely going to be very slow and I am not sure if I should keep it
// but I hope that it will not be a problem considering that we won't be creating functions so frequently
// and cyclic connections would be a problem but hopefully we won't let them get to this point
void VisualScriptEditor::_get_ends(int p_node, const List<VisualScript::SequenceConnection> &p_seqs, const Set<int> &p_selected, Set<int> &r_end_nodes) {
for (const List<VisualScript::SequenceConnection>::Element *E = p_seqs.front(); E; E = E->next()) {
int from = E->get().from_node;
int to = E->get().to_node;
if (from == p_node && p_selected.has(to)) {
// this is an interior connection move forward to the to node
_get_ends(to, p_seqs, p_selected, r_end_nodes);
} else if (from == p_node && !p_selected.has(to)) {
r_end_nodes.insert(from);
}
}
}
void VisualScriptEditor::_member_rmb_selected(const Vector2 &p_pos) {
TreeItem *ti = members->get_selected();
ERR_FAIL_COND(!ti);
member_popup->clear();
member_popup->set_position(members->get_global_position() + p_pos);
member_popup->set_size(Vector2());
function_name_edit->set_position(members->get_global_position() + p_pos);
function_name_edit->set_size(Vector2());
TreeItem *root = members->get_root();
Ref<Texture> del_icon = Control::get_icon("Remove", "EditorIcons");
Ref<Texture> edit_icon = Control::get_icon("Edit", "EditorIcons");
if (ti->get_parent() == root->get_children()) {
member_type = MEMBER_FUNCTION;
member_name = ti->get_text(0);
member_popup->add_icon_shortcut(edit_icon, ED_GET_SHORTCUT("visual_script_editor/edit_member"), MEMBER_EDIT);
member_popup->add_separator();
member_popup->add_icon_shortcut(del_icon, ED_GET_SHORTCUT("visual_script_editor/delete_selected"), MEMBER_REMOVE);
member_popup->popup();
return;
}
if (ti->get_parent() == root->get_children()->get_next()) {
member_type = MEMBER_VARIABLE;
member_name = ti->get_text(0);
member_popup->add_icon_shortcut(edit_icon, ED_GET_SHORTCUT("visual_script_editor/edit_member"), MEMBER_EDIT);
member_popup->add_separator();
member_popup->add_icon_shortcut(del_icon, ED_GET_SHORTCUT("visual_script_editor/delete_selected"), MEMBER_REMOVE);
member_popup->popup();
return;
}
if (ti->get_parent() == root->get_children()->get_next()->get_next()) {
member_type = MEMBER_SIGNAL;
member_name = ti->get_text(0);
member_popup->add_icon_shortcut(edit_icon, ED_GET_SHORTCUT("visual_script_editor/edit_member"), MEMBER_EDIT);
member_popup->add_separator();
member_popup->add_icon_shortcut(del_icon, ED_GET_SHORTCUT("visual_script_editor/delete_selected"), MEMBER_REMOVE);
member_popup->popup();
return;
}
}
void VisualScriptEditor::_member_option(int p_option) {
switch (member_type) {
case MEMBER_FUNCTION: {
if (p_option == MEMBER_REMOVE) {
//delete the function
String name = member_name;
undo_redo->create_action(TTR("Remove Function"));
undo_redo->add_do_method(script.ptr(), "remove_function", name);
undo_redo->add_undo_method(script.ptr(), "add_function", name);
List<int> nodes;
script->get_node_list(name, &nodes);
for (List<int>::Element *E = nodes.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "add_node", name, E->get(), script->get_node(name, E->get()), script->get_node_position(name, E->get()));
}
List<VisualScript::SequenceConnection> seq_connections;
script->get_sequence_connection_list(name, &seq_connections);
for (List<VisualScript::SequenceConnection>::Element *E = seq_connections.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "sequence_connect", name, E->get().from_node, E->get().from_output, E->get().to_node);
}
List<VisualScript::DataConnection> data_connections;
script->get_data_connection_list(name, &data_connections);
for (List<VisualScript::DataConnection>::Element *E = data_connections.front(); E; E = E->next()) {
undo_redo->add_undo_method(script.ptr(), "data_connect", name, E->get().from_node, E->get().from_port, E->get().to_node, E->get().to_port);
}
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->add_do_method(this, "_update_graph");
undo_redo->add_undo_method(this, "_update_graph");
undo_redo->commit_action();
} else if (p_option == MEMBER_EDIT) {
selected = members->get_selected()->get_text(0);
function_name_edit->popup();
function_name_box->set_text(selected);
function_name_box->select_all();
}
} break;
case MEMBER_VARIABLE: {
String name = member_name;
if (p_option == MEMBER_REMOVE) {
undo_redo->create_action(TTR("Remove Variable"));
undo_redo->add_do_method(script.ptr(), "remove_variable", name);
undo_redo->add_undo_method(script.ptr(), "add_variable", name, script->get_variable_default_value(name));
undo_redo->add_undo_method(script.ptr(), "set_variable_info", name, script->call("get_variable_info", name)); //return as dict
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->commit_action();
} else if (p_option == MEMBER_EDIT) {
variable_editor->edit(name);
edit_variable_dialog->set_title(TTR("Editing Variable:") + " " + name);
edit_variable_dialog->popup_centered_minsize(Size2(400, 200) * EDSCALE);
}
} break;
case MEMBER_SIGNAL: {
String name = member_name;
if (p_option == MEMBER_REMOVE) {
undo_redo->create_action(TTR("Remove Signal"));
undo_redo->add_do_method(script.ptr(), "remove_custom_signal", name);
undo_redo->add_undo_method(script.ptr(), "add_custom_signal", name);
for (int i = 0; i < script->custom_signal_get_argument_count(name); i++) {
undo_redo->add_undo_method(script.ptr(), "custom_signal_add_argument", name, script->custom_signal_get_argument_name(name, i), script->custom_signal_get_argument_type(name, i));
}
undo_redo->add_do_method(this, "_update_members");
undo_redo->add_undo_method(this, "_update_members");
undo_redo->commit_action();
} else if (p_option == MEMBER_EDIT) {
signal_editor->edit(name);
edit_signal_dialog->set_title(TTR("Editing Signal:") + " " + name);
edit_signal_dialog->popup_centered_minsize(Size2(400, 300) * EDSCALE);
}
} break;
}
}
void VisualScriptEditor::add_syntax_highlighter(SyntaxHighlighter *p_highlighter) {
}
void VisualScriptEditor::set_syntax_highlighter(SyntaxHighlighter *p_highlighter) {
}
void VisualScriptEditor::_bind_methods() {
ClassDB::bind_method("_member_button", &VisualScriptEditor::_member_button);
ClassDB::bind_method("_member_edited", &VisualScriptEditor::_member_edited);
ClassDB::bind_method("_member_selected", &VisualScriptEditor::_member_selected);
ClassDB::bind_method("_update_members", &VisualScriptEditor::_update_members);
ClassDB::bind_method("_members_gui_input", &VisualScriptEditor::_members_gui_input);
ClassDB::bind_method("_member_rmb_selected", &VisualScriptEditor::_member_rmb_selected);
ClassDB::bind_method("_member_option", &VisualScriptEditor::_member_option);
ClassDB::bind_method("_fn_name_box_input", &VisualScriptEditor::_fn_name_box_input);
ClassDB::bind_method("_change_base_type", &VisualScriptEditor::_change_base_type);
ClassDB::bind_method("_change_base_type_callback", &VisualScriptEditor::_change_base_type_callback);
ClassDB::bind_method("_toggle_tool_script", &VisualScriptEditor::_toggle_tool_script);
ClassDB::bind_method("_node_selected", &VisualScriptEditor::_node_selected);
ClassDB::bind_method("_node_moved", &VisualScriptEditor::_node_moved);
ClassDB::bind_method("_move_node", &VisualScriptEditor::_move_node);
ClassDB::bind_method("_begin_node_move", &VisualScriptEditor::_begin_node_move);
ClassDB::bind_method("_end_node_move", &VisualScriptEditor::_end_node_move);
ClassDB::bind_method("_remove_node", &VisualScriptEditor::_remove_node);
ClassDB::bind_method("_update_graph", &VisualScriptEditor::_update_graph, DEFVAL(-1));
ClassDB::bind_method("_node_ports_changed", &VisualScriptEditor::_node_ports_changed);
ClassDB::bind_method("_create_function_dialog", &VisualScriptEditor::_create_function_dialog);
ClassDB::bind_method("_create_function", &VisualScriptEditor::_create_function);
ClassDB::bind_method("_add_node_dialog", &VisualScriptEditor::_add_node_dialog);
ClassDB::bind_method("_add_func_input", &VisualScriptEditor::_add_func_input);
ClassDB::bind_method("_remove_func_input", &VisualScriptEditor::_remove_func_input);
ClassDB::bind_method("_deselect_input_names", &VisualScriptEditor::_deselect_input_names);
ClassDB::bind_method("_default_value_edited", &VisualScriptEditor::_default_value_edited);
ClassDB::bind_method("_default_value_changed", &VisualScriptEditor::_default_value_changed);
ClassDB::bind_method("_menu_option", &VisualScriptEditor::_menu_option);
ClassDB::bind_method("_graph_ofs_changed", &VisualScriptEditor::_graph_ofs_changed);
ClassDB::bind_method("_center_on_node", &VisualScriptEditor::_center_on_node);
ClassDB::bind_method("_comment_node_resized", &VisualScriptEditor::_comment_node_resized);
ClassDB::bind_method("_button_resource_previewed", &VisualScriptEditor::_button_resource_previewed);
ClassDB::bind_method("_port_action_menu", &VisualScriptEditor::_port_action_menu);
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.
2018-05-13 03:34:35 +00:00
ClassDB::bind_method("_selected_connect_node", &VisualScriptEditor::_selected_connect_node);
ClassDB::bind_method("_selected_new_virtual_method", &VisualScriptEditor::_selected_new_virtual_method);
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.
2018-05-13 03:34:35 +00:00
ClassDB::bind_method("_cancel_connect_node", &VisualScriptEditor::_cancel_connect_node);
ClassDB::bind_method("_create_new_node_from_name", &VisualScriptEditor::_create_new_node_from_name);
ClassDB::bind_method("_expression_text_changed", &VisualScriptEditor::_expression_text_changed);
ClassDB::bind_method("_add_input_port", &VisualScriptEditor::_add_input_port);
ClassDB::bind_method("_add_output_port", &VisualScriptEditor::_add_output_port);
ClassDB::bind_method("_remove_input_port", &VisualScriptEditor::_remove_input_port);
ClassDB::bind_method("_remove_output_port", &VisualScriptEditor::_remove_output_port);
ClassDB::bind_method("_change_port_type", &VisualScriptEditor::_change_port_type);
ClassDB::bind_method("_update_node_size", &VisualScriptEditor::_update_node_size);
ClassDB::bind_method("_port_name_focus_out", &VisualScriptEditor::_port_name_focus_out);
ClassDB::bind_method("get_drag_data_fw", &VisualScriptEditor::get_drag_data_fw);
ClassDB::bind_method("can_drop_data_fw", &VisualScriptEditor::can_drop_data_fw);
ClassDB::bind_method("drop_data_fw", &VisualScriptEditor::drop_data_fw);
ClassDB::bind_method("_input", &VisualScriptEditor::_input);
ClassDB::bind_method("_graph_gui_input", &VisualScriptEditor::_graph_gui_input);
ClassDB::bind_method("_on_nodes_copy", &VisualScriptEditor::_on_nodes_copy);
ClassDB::bind_method("_on_nodes_paste", &VisualScriptEditor::_on_nodes_paste);
ClassDB::bind_method("_on_nodes_delete", &VisualScriptEditor::_on_nodes_delete);
ClassDB::bind_method("_on_nodes_duplicate", &VisualScriptEditor::_on_nodes_duplicate);
ClassDB::bind_method("_hide_timer", &VisualScriptEditor::_hide_timer);
ClassDB::bind_method("_graph_connected", &VisualScriptEditor::_graph_connected);
ClassDB::bind_method("_graph_disconnected", &VisualScriptEditor::_graph_disconnected);
ClassDB::bind_method("_graph_connect_to_empty", &VisualScriptEditor::_graph_connect_to_empty);
ClassDB::bind_method("_update_graph_connections", &VisualScriptEditor::_update_graph_connections);
ClassDB::bind_method("_selected_method", &VisualScriptEditor::_selected_method);
ClassDB::bind_method("_draw_color_over_button", &VisualScriptEditor::_draw_color_over_button);
ClassDB::bind_method("_generic_search", &VisualScriptEditor::_generic_search);
}
VisualScriptEditor::VisualScriptEditor() {
if (!clipboard) {
clipboard = memnew(Clipboard);
}
updating_graph = false;
saved_pos_dirty = false;
saved_position = Vector2(0, 0);
edit_menu = memnew(MenuButton);
edit_menu->set_text(TTR("Edit"));
edit_menu->set_switch_on_hover(true);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/delete_selected"), EDIT_DELETE_NODES);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/toggle_breakpoint"), EDIT_TOGGLE_BREAKPOINT);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/find_node_type"), EDIT_FIND_NODE_TYPE);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/copy_nodes"), EDIT_COPY_NODES);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/cut_nodes"), EDIT_CUT_NODES);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/paste_nodes"), EDIT_PASTE_NODES);
edit_menu->get_popup()->add_separator();
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/create_function"), EDIT_CREATE_FUNCTION);
edit_menu->get_popup()->add_shortcut(ED_GET_SHORTCUT("visual_script_editor/refresh_nodes"), REFRESH_GRAPH);
edit_menu->get_popup()->connect("id_pressed", this, "_menu_option");
2019-09-27 20:10:05 +00:00
members_section = memnew(VBoxContainer);
// Add but wait until done setting up this.
ScriptEditor::get_singleton()->get_left_list_split()->call_deferred("add_child", members_section);
members_section->set_v_size_flags(SIZE_EXPAND_FILL);
CheckButton *tool_script_check = memnew(CheckButton);
tool_script_check->set_text(TTR("Make Tool:"));
2019-09-27 20:10:05 +00:00
members_section->add_child(tool_script_check);
tool_script_check->connect("pressed", this, "_toggle_tool_script");
/// Members ///
members = memnew(Tree);
2019-09-27 20:10:05 +00:00
members_section->add_margin_child(TTR("Members:"), members, true);
members->set_custom_minimum_size(Size2(0, 50 * EDSCALE));
members->set_hide_root(true);
members->connect("button_pressed", this, "_member_button");
members->connect("item_edited", this, "_member_edited");
members->connect("cell_selected", this, "_member_selected", varray(), CONNECT_DEFERRED);
members->connect("gui_input", this, "_members_gui_input");
members->connect("item_rmb_selected", this, "_member_rmb_selected");
members->set_allow_rmb_select(true);
members->set_allow_reselect(true);
members->set_hide_folding(true);
members->set_drag_forwarding(this);
member_popup = memnew(PopupMenu);
add_child(member_popup);
member_popup->connect("id_pressed", this, "_member_option");
function_name_edit = memnew(PopupDialog);
function_name_box = memnew(LineEdit);
function_name_edit->add_child(function_name_box);
function_name_edit->set_h_size_flags(SIZE_EXPAND);
function_name_box->connect("gui_input", this, "_fn_name_box_input");
function_name_box->set_expand_to_text_length(true);
add_child(function_name_edit);
/// Actual Graph ///
graph = memnew(GraphEdit);
add_child(graph);
2018-07-10 13:30:26 +00:00
graph->set_v_size_flags(Control::SIZE_EXPAND_FILL);
graph->set_anchors_and_margins_preset(Control::PRESET_WIDE);
graph->connect("node_selected", this, "_node_selected");
graph->connect("_begin_node_move", this, "_begin_node_move");
graph->connect("_end_node_move", this, "_end_node_move");
graph->connect("copy_nodes_request", this, "_on_nodes_copy");
graph->connect("paste_nodes_request", this, "_on_nodes_paste");
graph->connect("delete_nodes_request", this, "_on_nodes_delete");
graph->connect("duplicate_nodes_request", this, "_on_nodes_duplicate");
graph->connect("gui_input", this, "_graph_gui_input");
graph->set_drag_forwarding(this);
float graph_minimap_opacity = EditorSettings::get_singleton()->get("editors/visual_editors/minimap_opacity");
graph->set_minimap_opacity(graph_minimap_opacity);
2016-08-03 14:28:20 +00:00
graph->hide();
graph->connect("scroll_offset_changed", this, "_graph_ofs_changed");
2016-08-03 14:28:20 +00:00
2019-09-27 20:10:05 +00:00
/// Add Buttons to Top Bar/Zoom bar.
HBoxContainer *graph_hbc = graph->get_zoom_hbox();
Label *base_lbl = memnew(Label);
base_lbl->set_text(TTR("Change Base Type:") + " ");
graph_hbc->add_child(base_lbl);
base_type_select = memnew(Button);
base_type_select->connect("pressed", this, "_change_base_type");
graph_hbc->add_child(base_type_select);
Button *add_nds = memnew(Button);
add_nds->set_text(TTR("Add Nodes..."));
graph_hbc->add_child(add_nds);
add_nds->connect("pressed", this, "_add_node_dialog");
Button *fn_btn = memnew(Button);
fn_btn->set_text(TTR("Add Function..."));
graph_hbc->add_child(fn_btn);
fn_btn->connect("pressed", this, "_create_function_dialog");
2019-09-27 20:10:05 +00:00
// Add Function Dialog.
VBoxContainer *function_vb = memnew(VBoxContainer);
function_vb->set_v_size_flags(SIZE_EXPAND_FILL);
2019-12-17 01:04:30 +00:00
function_vb->set_custom_minimum_size(Size2(450, 300) * EDSCALE);
HBoxContainer *func_name_hbox = memnew(HBoxContainer);
function_vb->add_child(func_name_hbox);
Label *func_name_label = memnew(Label);
func_name_label->set_text(TTR("Name:"));
func_name_hbox->add_child(func_name_label);
func_name_box = memnew(LineEdit);
func_name_box->set_h_size_flags(SIZE_EXPAND_FILL);
func_name_box->set_placeholder(TTR("function_name"));
func_name_box->set_text("");
func_name_box->connect("focus_entered", this, "_deselect_input_names");
func_name_hbox->add_child(func_name_box);
2019-09-27 20:10:05 +00:00
// Add minor setting for function if needed, here!
function_vb->add_child(memnew(HSeparator));
Button *add_input_button = memnew(Button);
add_input_button->set_h_size_flags(SIZE_EXPAND_FILL);
add_input_button->set_text(TTR("Add Input"));
add_input_button->connect("pressed", this, "_add_func_input");
function_vb->add_child(add_input_button);
func_input_scroll = memnew(ScrollContainer);
func_input_scroll->set_v_size_flags(SIZE_EXPAND_FILL);
function_vb->add_child(func_input_scroll);
func_input_vbox = memnew(VBoxContainer);
func_input_vbox->set_h_size_flags(SIZE_EXPAND_FILL);
func_input_scroll->add_child(func_input_vbox);
function_create_dialog = memnew(ConfirmationDialog);
function_create_dialog->set_v_size_flags(SIZE_EXPAND_FILL);
function_create_dialog->set_title(TTR("Create Function"));
function_create_dialog->add_child(function_vb);
function_create_dialog->get_ok()->set_text(TTR("Create"));
function_create_dialog->get_ok()->connect("pressed", this, "_create_function");
add_child(function_create_dialog);
select_func_text = memnew(Label);
select_func_text->set_text(TTR("Select or create a function to edit its graph."));
2016-08-03 14:28:20 +00:00
select_func_text->set_align(Label::ALIGN_CENTER);
select_func_text->set_valign(Label::VALIGN_CENTER);
select_func_text->set_h_size_flags(SIZE_EXPAND_FILL);
add_child(select_func_text);
2016-08-03 14:28:20 +00:00
hint_text = memnew(Label);
hint_text->set_anchor_and_margin(MARGIN_TOP, ANCHOR_END, -100);
hint_text->set_anchor_and_margin(MARGIN_BOTTOM, ANCHOR_END, 0);
hint_text->set_anchor_and_margin(MARGIN_RIGHT, ANCHOR_END, 0);
2016-08-03 14:28:20 +00:00
hint_text->set_align(Label::ALIGN_CENTER);
hint_text->set_valign(Label::VALIGN_CENTER);
graph->add_child(hint_text);
hint_text_timer = memnew(Timer);
2016-08-03 14:28:20 +00:00
hint_text_timer->set_wait_time(4);
hint_text_timer->connect("timeout", this, "_hide_timer");
2016-08-03 14:28:20 +00:00
add_child(hint_text_timer);
2019-09-27 20:10:05 +00:00
// Allowed casts (connections).
for (int i = 0; i < Variant::VARIANT_MAX; i++) {
graph->add_valid_connection_type(Variant::NIL, i);
graph->add_valid_connection_type(i, Variant::NIL);
for (int j = 0; j < Variant::VARIANT_MAX; j++) {
if (Variant::can_convert(Variant::Type(i), Variant::Type(j))) {
graph->add_valid_connection_type(i, j);
}
}
graph->add_valid_right_disconnect_type(i);
}
graph->add_valid_left_disconnect_type(TYPE_SEQUENCE);
graph->connect("connection_request", this, "_graph_connected");
graph->connect("disconnection_request", this, "_graph_disconnected");
graph->connect("connection_to_empty", this, "_graph_connect_to_empty");
edit_signal_dialog = memnew(AcceptDialog);
edit_signal_dialog->get_ok()->set_text(TTR("Close"));
add_child(edit_signal_dialog);
signal_editor = memnew(VisualScriptEditorSignalEdit);
edit_signal_edit = memnew(EditorInspector);
edit_signal_dialog->add_child(edit_signal_edit);
edit_signal_edit->edit(signal_editor);
edit_variable_dialog = memnew(AcceptDialog);
edit_variable_dialog->get_ok()->set_text(TTR("Close"));
add_child(edit_variable_dialog);
variable_editor = memnew(VisualScriptEditorVariableEdit);
edit_variable_edit = memnew(EditorInspector);
edit_variable_dialog->add_child(edit_variable_edit);
edit_variable_edit->edit(variable_editor);
select_base_type = memnew(CreateDialog);
2019-09-27 20:10:05 +00:00
select_base_type->set_base_type("Object"); // Anything goes.
select_base_type->connect("create", this, "_change_base_type_callback");
add_child(select_base_type);
undo_redo = EditorNode::get_singleton()->get_undo_redo();
updating_members = false;
set_process_input(true);
set_process_unhandled_input(true);
2016-08-04 01:06:39 +00:00
default_value_edit = memnew(CustomPropertyEditor);
2016-08-04 01:06:39 +00:00
add_child(default_value_edit);
default_value_edit->connect("variant_changed", this, "_default_value_changed");
2016-08-04 01:06:39 +00:00
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.
2018-05-13 03:34:35 +00:00
method_select = memnew(VisualScriptPropertySelector);
add_child(method_select);
method_select->connect("selected", this, "_selected_method");
error_line = -1;
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select = memnew(VisualScriptPropertySelector);
add_child(new_connect_node_select);
new_connect_node_select->set_resizable(true);
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.
2018-05-13 03:34:35 +00:00
new_connect_node_select->connect("selected", this, "_selected_connect_node");
new_connect_node_select->get_cancel()->connect("pressed", this, "_cancel_connect_node");
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.
2018-05-13 03:34:35 +00:00
new_virtual_method_select = memnew(VisualScriptPropertySelector);
add_child(new_virtual_method_select);
new_virtual_method_select->connect("selected", this, "_selected_new_virtual_method");
}
VisualScriptEditor::~VisualScriptEditor() {
2019-09-27 20:10:05 +00:00
undo_redo->clear_history(); // Avoid crashes.
memdelete(signal_editor);
memdelete(variable_editor);
}
static ScriptEditorBase *create_editor(const RES &p_resource) {
if (Object::cast_to<VisualScript>(*p_resource)) {
return memnew(VisualScriptEditor);
}
return nullptr;
}
VisualScriptEditor::Clipboard *VisualScriptEditor::clipboard = nullptr;
void VisualScriptEditor::free_clipboard() {
if (clipboard) {
memdelete(clipboard);
}
}
static void register_editor_callback() {
ScriptEditor::register_create_script_editor_function(create_editor);
ED_SHORTCUT("visual_script_editor/delete_selected", TTR("Delete Selected"), KEY_DELETE);
ED_SHORTCUT("visual_script_editor/toggle_breakpoint", TTR("Toggle Breakpoint"), KEY_F9);
ED_SHORTCUT("visual_script_editor/find_node_type", TTR("Find Node Type"), KEY_MASK_CMD + KEY_F);
ED_SHORTCUT("visual_script_editor/copy_nodes", TTR("Copy Nodes"), KEY_MASK_CMD + KEY_C);
ED_SHORTCUT("visual_script_editor/cut_nodes", TTR("Cut Nodes"), KEY_MASK_CMD + KEY_X);
ED_SHORTCUT("visual_script_editor/paste_nodes", TTR("Paste Nodes"), KEY_MASK_CMD + KEY_V);
ED_SHORTCUT("visual_script_editor/create_function", TTR("Make Function"), KEY_MASK_CMD + KEY_G);
ED_SHORTCUT("visual_script_editor/refresh_nodes", TTR("Refresh Graph"), KEY_MASK_CMD + KEY_R);
ED_SHORTCUT("visual_script_editor/edit_member", TTR("Edit Member"), KEY_MASK_CMD + KEY_E);
}
void VisualScriptEditor::register_editor() {
2019-09-27 20:10:05 +00:00
// Too early to register stuff here, request a callback.
EditorNode::add_plugin_init_callback(register_editor_callback);
}
Ref<VisualScriptNode> _VisualScriptEditor::create_node_custom(const String &p_name) {
Ref<VisualScriptCustomNode> node;
node.instance();
node->set_script(singleton->custom_nodes[p_name]);
return node;
}
_VisualScriptEditor *_VisualScriptEditor::singleton = nullptr;
Map<String, RefPtr> _VisualScriptEditor::custom_nodes;
_VisualScriptEditor::_VisualScriptEditor() {
singleton = this;
}
_VisualScriptEditor::~_VisualScriptEditor() {
custom_nodes.clear();
}
void _VisualScriptEditor::add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
String node_name = "custom/" + p_category + "/" + p_name;
custom_nodes.insert(node_name, p_script.get_ref_ptr());
VisualScriptLanguage::singleton->add_register_func(node_name, &_VisualScriptEditor::create_node_custom);
emit_signal("custom_nodes_updated");
}
void _VisualScriptEditor::remove_custom_node(const String &p_name, const String &p_category) {
String node_name = "custom/" + p_category + "/" + p_name;
custom_nodes.erase(node_name);
VisualScriptLanguage::singleton->remove_register_func(node_name);
emit_signal("custom_nodes_updated");
}
void _VisualScriptEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_custom_node", "name", "category", "script"), &_VisualScriptEditor::add_custom_node);
ClassDB::bind_method(D_METHOD("remove_custom_node", "name", "category"), &_VisualScriptEditor::remove_custom_node);
ADD_SIGNAL(MethodInfo("custom_nodes_updated"));
}
void VisualScriptEditor::validate() {
}
#endif