/*************************************************************************/ /* visual_script_yield_nodes.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef VISUAL_SCRIPT_YIELD_NODES_H #define VISUAL_SCRIPT_YIELD_NODES_H #include "visual_script.h" class VisualScriptYield : public VisualScriptNode { GDCLASS(VisualScriptYield, VisualScriptNode); public: enum YieldMode { YIELD_RETURN, YIELD_FRAME, YIELD_PHYSICS_FRAME, YIELD_WAIT }; private: YieldMode yield_mode; float wait_time; 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_yield_mode(YieldMode p_mode); YieldMode get_yield_mode(); void set_wait_time(float p_time); float get_wait_time(); virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptYield(); }; VARIANT_ENUM_CAST(VisualScriptYield::YieldMode) class VisualScriptYieldSignal : public VisualScriptNode { GDCLASS(VisualScriptYieldSignal, VisualScriptNode); public: enum CallMode { CALL_MODE_SELF, CALL_MODE_NODE_PATH, CALL_MODE_INSTANCE, }; private: CallMode call_mode; StringName base_type; NodePath base_path; StringName signal; Node *_get_base_node() const; StringName _get_base_type() const; protected: virtual void _validate_property(PropertyInfo &property) const; static void _bind_methods(); public: virtual int get_output_sequence_port_count() const; virtual bool has_input_sequence_port() const; virtual String get_output_sequence_port_text(int p_port) const; virtual int get_input_value_port_count() const; virtual int get_output_value_port_count() const; virtual PropertyInfo get_input_value_port_info(int p_idx) const; virtual PropertyInfo get_output_value_port_info(int p_idx) const; virtual String get_caption() const; virtual String get_text() const; virtual String get_category() const { return "functions"; } void set_base_type(const StringName &p_type); StringName get_base_type() const; void set_signal(const StringName &p_type); StringName get_signal() const; void set_base_path(const NodePath &p_type); NodePath get_base_path() const; void set_call_mode(CallMode p_mode); CallMode get_call_mode() const; virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance); VisualScriptYieldSignal(); }; VARIANT_ENUM_CAST(VisualScriptYieldSignal::CallMode); void register_visual_script_yield_nodes(); #endif // VISUAL_SCRIPT_YIELD_NODES_H