godot/modules/visual_script/visual_script_editor.h
K. S. Ernest (iFire) Lee 85670726fd 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.
2018-07-24 13:59:28 -07:00

313 lines
9.6 KiB
C++

/*************************************************************************/
/* visual_script_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 VISUALSCRIPT_EDITOR_H
#define VISUALSCRIPT_EDITOR_H
#include "editor/create_dialog.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "visual_script.h"
#include "visual_script_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_SET_GET,
CREATE_ACTION,
};
enum MemberAction {
MEMBER_EDIT,
MEMBER_REMOVE
};
enum MemberType {
MEMBER_FUNCTION,
MEMBER_VARIABLE,
MEMBER_SIGNAL
};
VSplitContainer *left_vsplit;
MenuButton *edit_menu;
Ref<VisualScript> script;
Button *base_type_select;
GraphEdit *graph;
LineEdit *node_filter;
TextureRect *node_filter_icon;
VisualScriptEditorSignalEdit *signal_editor;
AcceptDialog *edit_signal_dialog;
PropertyEditor *edit_signal_edit;
VisualScriptPropertySelector *method_select;
VisualScriptPropertySelector *new_connect_node_select;
VisualScriptPropertySelector *new_virtual_method_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;
};
HashMap<StringName, Ref<StyleBox> > node_styles;
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 *member_popup;
MemberType member_type;
String member_name;
bool seq_connect = false;
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 new_node(Ref<VisualScriptNode> vnode, Vector2 ofs);
void connect_data(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode, int new_id);
void _selected_connect_node(const String &p_text, const String &p_category);
void connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id);
void _cancel_connect_node();
void _create_new_node(const String &p_text, const String &p_category, const Vector2 &p_point);
void _selected_new_virtual_method(const String &p_text, const String &p_category);
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 _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 Ref<InputEvent> &p_event);
void _members_gui_input(const Ref<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, const String &p_type);
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);
void _member_rmb_selected(const Vector2 &p_pos);
void _member_option(int p_option);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual void add_syntax_highlighter(SyntaxHighlighter *p_highlighter);
virtual void set_syntax_highlighter(SyntaxHighlighter *p_highlighter);
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 convert_indent_to_spaces();
virtual void convert_indent_to_tabs();
virtual void ensure_focus();
virtual void tag_saved_version();
virtual void reload(bool p_soft);
virtual void get_breakpoints(List<int> *p_breakpoints);
virtual void add_callback(const String &p_function, PoolStringArray p_args);
virtual void update_settings();
virtual bool show_members_overview();
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 void clear_edit_menu();
virtual bool can_lose_focus_on_node_selection() { return false; }
static void register_editor();
static void free_clipboard();
VisualScriptEditor();
~VisualScriptEditor();
};
// Singleton
class _VisualScriptEditor : public Object {
GDCLASS(_VisualScriptEditor, Object);
friend class VisualScriptLanguage;
protected:
static void _bind_methods();
static _VisualScriptEditor *singleton;
static Map<String, RefPtr> custom_nodes;
static Ref<VisualScriptNode> create_node_custom(const String &p_name);
public:
static _VisualScriptEditor *get_singleton() { return singleton; }
void add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script);
void remove_custom_node(const String &p_name, const String &p_category);
_VisualScriptEditor();
~_VisualScriptEditor();
};
#endif
#endif // VISUALSCRIPT_EDITOR_H