godot/modules/visual_script/visual_script_func_nodes.h
2017-08-12 15:12:49 -04:00

362 lines
10 KiB
C++

/*************************************************************************/
/* visual_script_func_nodes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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