godot/modules/visual_script/visual_script_property_selector.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

93 lines
4.1 KiB
C++

/*************************************************************************/
/* visual_script_property_selector.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_PROPERTYSELECTOR_H
#define VISUALSCRIPT_PROPERTYSELECTOR_H
#include "editor/property_editor.h"
#include "editor_help.h"
#include "scene/gui/rich_text_label.h"
class VisualScriptPropertySelector : public ConfirmationDialog {
GDCLASS(VisualScriptPropertySelector, ConfirmationDialog)
LineEdit *search_box;
Tree *search_options;
void _update_search();
void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
void get_visual_node_names(const String &root_filter, const Set<String> &filter, bool &found, TreeItem *const root, LineEdit *const search_box);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _confirmed();
void _text_changed(const String &p_newtext);
EditorHelpBit *help_bit;
bool properties;
bool visual_script_generic;
String selected;
Variant::Type type;
String base_type;
ObjectID script;
Object *instance;
bool virtuals_only;
bool seq_connect = false;
void _item_selected();
Vector<Variant::Type> type_filter;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void select_method_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false);
void select_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false, bool p_seq_connect = false);
void select_from_script(const Ref<Script> &p_script, const String &p_current /*= ""*/);
void select_from_basic_type(Variant::Type p_type, const String &p_current = "");
void select_from_action(const String &p_type, const String &p_current = "");
void select_from_instance(Object *p_instance, const String &p_current = "");
void select_from_visual_script(const String &p_base);
void show_window(float p_screen_ratio);
void set_type_filter(const Vector<Variant::Type> &p_type_filter);
VisualScriptPropertySelector();
};
#endif // VISUALSCRIPT_PROPERTYSELECTOR_H