85670726fd
* 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.
93 lines
4.1 KiB
C++
93 lines
4.1 KiB
C++
/*************************************************************************/
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/* visual_script_property_selector.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUALSCRIPT_PROPERTYSELECTOR_H
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#define VISUALSCRIPT_PROPERTYSELECTOR_H
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#include "editor/property_editor.h"
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#include "editor_help.h"
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#include "scene/gui/rich_text_label.h"
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class VisualScriptPropertySelector : public ConfirmationDialog {
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GDCLASS(VisualScriptPropertySelector, ConfirmationDialog)
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LineEdit *search_box;
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Tree *search_options;
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void _update_search();
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void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
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void get_visual_node_names(const String &root_filter, const Set<String> &filter, bool &found, TreeItem *const root, LineEdit *const search_box);
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _confirmed();
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void _text_changed(const String &p_newtext);
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EditorHelpBit *help_bit;
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bool properties;
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bool visual_script_generic;
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String selected;
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Variant::Type type;
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String base_type;
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ObjectID script;
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Object *instance;
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bool virtuals_only;
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bool seq_connect = false;
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void _item_selected();
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Vector<Variant::Type> type_filter;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void select_method_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false);
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void select_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false, bool p_seq_connect = false);
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void select_from_script(const Ref<Script> &p_script, const String &p_current /*= ""*/);
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void select_from_basic_type(Variant::Type p_type, const String &p_current = "");
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void select_from_action(const String &p_type, const String &p_current = "");
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void select_from_instance(Object *p_instance, const String &p_current = "");
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void select_from_visual_script(const String &p_base);
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void show_window(float p_screen_ratio);
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void set_type_filter(const Vector<Variant::Type> &p_type_filter);
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VisualScriptPropertySelector();
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};
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#endif // VISUALSCRIPT_PROPERTYSELECTOR_H
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