godot/modules/visual_script/visual_script_editor.h
Juan Linietsky da477b76a9 some class renames
TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00

245 lines
5.8 KiB
C++

#ifndef VisualSCRIPT_EDITOR_H
#define VisualSCRIPT_EDITOR_H
#include "tools/editor/plugins/script_editor_plugin.h"
#include "visual_script.h"
#include "tools/editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "tools/editor/create_dialog.h"
#include "tools/editor/property_selector.h"
class VisualScriptEditorSignalEdit;
class VisualScriptEditorVariableEdit;
#ifdef TOOLS_ENABLED
class VisualScriptEditor : public ScriptEditorBase {
GDCLASS(VisualScriptEditor,ScriptEditorBase)
enum {
TYPE_SEQUENCE=1000,
INDEX_BASE_SEQUENCE=1024
};
enum {
EDIT_DELETE_NODES,
EDIT_TOGGLE_BREAKPOINT,
EDIT_FIND_NODE_TYPE,
EDIT_COPY_NODES,
EDIT_CUT_NODES,
EDIT_PASTE_NODES,
};
enum PortAction {
CREATE_CALL,
CREATE_SET,
CREATE_GET,
CREATE_COND,
CREATE_SEQUENCE,
CREATE_SWITCH,
CREATE_ITERATOR,
CREATE_WHILE,
CREATE_RETURN,
};
MenuButton *edit_menu;
Ref<VisualScript> script;
Button *base_type_select;
HSplitContainer *main_hsplit;
VSplitContainer *left_vsplit;
GraphEdit *graph;
LineEdit *node_filter;
TextureRect *node_filter_icon;
VisualScriptEditorSignalEdit *signal_editor;
AcceptDialog *edit_signal_dialog;
PropertyEditor *edit_signal_edit;
PropertySelector *method_select;
PropertySelector *new_connect_node_select;
VisualScriptEditorVariableEdit *variable_editor;
AcceptDialog *edit_variable_dialog;
PropertyEditor *edit_variable_edit;
CustomPropertyEditor *default_value_edit;
UndoRedo *undo_redo;
Tree *members;
Tree *nodes;
Label *hint_text;
Timer *hint_text_timer;
Label *select_func_text;
bool updating_graph;
void _show_hint(const String& p_hint);
void _hide_timer();
CreateDialog *select_base_type;
struct VirtualInMenu {
String name;
Variant::Type ret;
bool ret_variant;
Vector< Pair<Variant::Type,String> > args;
};
Map<int,VirtualInMenu> virtuals_in_menu;
PopupMenu *new_function_menu;
StringName edited_func;
void _update_graph_connections();
void _update_graph(int p_only_id=-1);
bool updating_members;
void _update_members();
StringName selected;
String _validate_name(const String& p_name) const;
struct Clipboard {
Map<int,Ref<VisualScriptNode> > nodes;
Map<int,Vector2 > nodes_positions;
Set<VisualScript::SequenceConnection> sequence_connections;
Set<VisualScript::DataConnection> data_connections;
};
static Clipboard *clipboard;
PopupMenu *port_action_popup;
PortAction port_action;
int port_action_node;
int port_action_output;
Vector2 port_action_pos;
int port_action_new_node;
void _port_action_menu(int p_option);
void _selected_connect_node_method_or_setget(const String& p_text);
int error_line;
void _node_selected(Node* p_node);
void _center_on_node(int p_id);
void _node_filter_changed(const String& p_text);
void _change_base_type_callback();
void _change_base_type();
void _member_selected();
void _member_edited();
void _override_pressed(int p_id);
void _begin_node_move();
void _end_node_move();
void _move_node(String func,int p_id,const Vector2& p_to);
void _node_moved(Vector2 p_from,Vector2 p_to, int p_id);
void _remove_node(int p_id);
void _graph_connected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
void _graph_disconnected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
void _graph_connect_to_empty(const String& p_from,int p_from_slot,const Vector2& p_release_pos);
void _node_ports_changed(const String& p_func,int p_id);
void _available_node_doubleclicked();
void _update_available_nodes();
void _member_button(Object *p_item, int p_column, int p_button);
void _expression_text_changed(const String& p_text,int p_id);
String revert_on_drag;
void _input(const InputEvent& p_event);
void _on_nodes_delete();
void _on_nodes_duplicate();
Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
int editing_id;
int editing_input;
void _default_value_changed();
void _default_value_edited(Node * p_button,int p_id,int p_input_port);
void _menu_option(int p_what);
void _graph_ofs_changed(const Vector2& p_ofs);
void _comment_node_resized(const Vector2& p_new_size,int p_node);
int selecting_method_id;
void _selected_method(const String& p_method);
void _draw_color_over_button(Object* obj,Color p_color);
void _button_resource_previewed(const String& p_path,const Ref<Texture>& p_preview,Variant p_ud);
VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node,int p_port_action_output,Set<int> &visited_nodes);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual void apply_code();
virtual Ref<Script> get_edited_script() const;
virtual Vector<String> get_functions();
virtual void set_edited_script(const Ref<Script>& p_script);
virtual void reload_text();
virtual String get_name();
virtual Ref<Texture> get_icon();
virtual bool is_unsaved();
virtual Variant get_edit_state();
virtual void set_edit_state(const Variant& p_state);
virtual void goto_line(int p_line,bool p_with_error=false);
virtual void trim_trailing_whitespace();
virtual void ensure_focus();
virtual void tag_saved_version();
virtual void reload(bool p_soft);
virtual void get_breakpoints(List<int> *p_breakpoints);
virtual bool goto_method(const String& p_method);
virtual void add_callback(const String& p_function,PoolStringArray p_args);
virtual void update_settings();
virtual void set_debugger_active(bool p_active);
virtual void set_tooltip_request_func(String p_method,Object* p_obj);
virtual Control *get_edit_menu();
virtual bool can_lose_focus_on_node_selection() { return false; }
static void register_editor();
static void free_clipboard();
VisualScriptEditor();
~VisualScriptEditor();
};
#endif
#endif // VisualSCRIPT_EDITOR_H