/*************************************************************************/ /* visual_script_func_nodes.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef VISUAL_SCRIPT_FUNC_NODES_H #define VISUAL_SCRIPT_FUNC_NODES_H #include "visual_script.h" class VisualScriptFunctionCall : public VisualScriptNode { GDCLASS(VisualScriptFunctionCall, VisualScriptNode) public: enum CallMode { CALL_MODE_SELF, CALL_MODE_NODE_PATH, CALL_MODE_INSTANCE, CALL_MODE_BASIC_TYPE, CALL_MODE_SINGLETON, }; enum RPCCallMode { RPC_DISABLED, RPC_RELIABLE, RPC_UNRELIABLE, RPC_RELIABLE_TO_ID, RPC_UNRELIABLE_TO_ID }; private: CallMode call_mode; StringName base_type; String base_script; Variant::Type basic_type; NodePath base_path; StringName function; int use_default_args; RPCCallMode rpc_call_mode; StringName singleton; bool validate; Node *_get_base_node() const; StringName _get_base_type() const; MethodInfo method_cache; void _update_method_cache(); void _set_argument_cache(const Dictionary &p_cache); Dictionary _get_argument_cache() const; protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "functions"; } void set_basic_type(Variant::Type p_type); Variant::Type get_basic_type() const; void set_base_type(const StringName &p_type); StringName get_base_type() const; void set_base_script(const String &p_path); String get_base_script() const; void set_singleton(const StringName &p_type); StringName get_singleton() const; void set_function(const StringName &p_type); StringName get_function() const; void set_base_path(const NodePath &p_type); NodePath get_base_path() const; void set_call_mode(CallMode p_mode); CallMode get_call_mode() const; void set_use_default_args(int p_amount); int get_use_default_args() const; void set_validate(bool p_amount); bool get_validate() const; void set_rpc_call_mode(RPCCallMode p_mode); RPCCallMode get_rpc_call_mode() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const; VisualScriptFunctionCall(); }; VARIANT_ENUM_CAST(VisualScriptFunctionCall::CallMode); VARIANT_ENUM_CAST(VisualScriptFunctionCall::RPCCallMode); class VisualScriptPropertySet : public VisualScriptNode { GDCLASS(VisualScriptPropertySet, VisualScriptNode) public: enum CallMode { CALL_MODE_SELF, CALL_MODE_NODE_PATH, CALL_MODE_INSTANCE, CALL_MODE_BASIC_TYPE, }; enum AssignOp { ASSIGN_OP_NONE, ASSIGN_OP_ADD, ASSIGN_OP_SUB, ASSIGN_OP_MUL, ASSIGN_OP_DIV, ASSIGN_OP_MOD, ASSIGN_OP_SHIFT_LEFT, ASSIGN_OP_SHIFT_RIGHT, ASSIGN_OP_BIT_AND, ASSIGN_OP_BIT_OR, ASSIGN_OP_BIT_XOR, ASSIGN_OP_MAX }; private: PropertyInfo type_cache; CallMode call_mode; Variant::Type basic_type; StringName base_type; String base_script; NodePath base_path; StringName property; StringName index; AssignOp assign_op; Node *_get_base_node() const; StringName _get_base_type() const; void _update_base_type(); void _update_cache(); void _set_type_cache(const Dictionary &p_type); Dictionary _get_type_cache() const; void _adjust_input_index(PropertyInfo &pinfo) const; protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "functions"; } void set_base_type(const StringName &p_type); StringName get_base_type() const; void set_base_script(const String &p_path); String get_base_script() const; void set_basic_type(Variant::Type p_type); Variant::Type get_basic_type() const; void set_property(const StringName &p_type); StringName get_property() const; void set_base_path(const NodePath &p_type); NodePath get_base_path() const; void set_call_mode(CallMode p_mode); CallMode get_call_mode() const; void set_index(const StringName &p_type); StringName get_index() const; void set_assign_op(AssignOp p_op); AssignOp get_assign_op() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const; VisualScriptPropertySet(); }; VARIANT_ENUM_CAST(VisualScriptPropertySet::CallMode); VARIANT_ENUM_CAST(VisualScriptPropertySet::AssignOp); class VisualScriptPropertyGet : public VisualScriptNode { GDCLASS(VisualScriptPropertyGet, VisualScriptNode) public: enum CallMode { CALL_MODE_SELF, CALL_MODE_NODE_PATH, CALL_MODE_INSTANCE, CALL_MODE_BASIC_TYPE, }; private: Variant::Type type_cache; CallMode call_mode; Variant::Type basic_type; StringName base_type; String base_script; NodePath base_path; StringName property; StringName index; void _update_base_type(); Node *_get_base_node() const; StringName _get_base_type() const; void _update_cache(); void _set_type_cache(Variant::Type p_type); Variant::Type _get_type_cache() const; protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "functions"; } void set_base_type(const StringName &p_type); StringName get_base_type() const; void set_base_script(const String &p_path); String get_base_script() const; void set_basic_type(Variant::Type p_type); Variant::Type get_basic_type() const; void set_property(const StringName &p_type); StringName get_property() const; void set_base_path(const NodePath &p_type); NodePath get_base_path() const; void set_call_mode(CallMode p_mode); CallMode get_call_mode() const; void set_index(const StringName &p_type); StringName get_index() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptPropertyGet(); }; VARIANT_ENUM_CAST(VisualScriptPropertyGet::CallMode); class VisualScriptEmitSignal : public VisualScriptNode { GDCLASS(VisualScriptEmitSignal, VisualScriptNode) private: StringName name; protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "functions"; } void set_signal(const StringName &p_type); StringName get_signal() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptEmitSignal(); }; void register_visual_script_func_nodes(); #endif // VISUAL_SCRIPT_FUNC_NODES_H