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Codebase Enhancements and Performance Improvements
We've made several updates to improve our codebase and application performance. - Clang format was applied for better readability and consistency, aiding other developers in understanding and contributing to the code. - We resolved issues that were causing visual script compilation failure. The visual script now compiles successfully, ensuring application functionality. - Broken sections within the codebase were fixed, improving overall stability. - Built-in functions from the visual script were removed to simplify the code and enhance readability. - Generic search performance was improved to provide faster results, enhancing user experience. - Missing flow nodes were added to the Visual Script, ensuring all necessary components are present for correct functioning. In an effort to streamline the codebase: - `VisualScriptComment` class and related code were removed, reducing complexity and improving maintainability. - Error messages were optimized for quicker feedback when errors occur. - Licenses were updated to reflect recent changes, ensuring legal compliance and project transparency. - The `get_global_name()` override in `visual_script.h` was fixed, and `TYPE_BUILTIN_FUNC` in `visual_script_expression.h` was removed, improving code functionality. - Search logic was refactored to avoid double searching, enhancing performance. - Documentation was updated to reflect recent changes, providing accurate information to users and developers. - Property selection logic in `VisualScriptPropertySelector` was refactored for easier understanding and modification. - Code was refactored to avoid variable shadowing, improving readability and reducing potential errors. - `.clang-format` and `.clang-tidy` configuration files were added to ensure consistent code styling. To make the code more robust and easier to understand: - Variable names were corrected for clarity, and error handling in `visual_script_expression.cpp` was improved. - Function and variable names were refactored for better readability and maintainability. - Member editing logic in `VisualScriptEditor` was simplified. - Name variables were updated to be unique, avoiding potential conflicts and errors. - The `VisualScriptSubCall` class was refactored for simplicity and ease of understanding. For macOS workflow: - It was updated to use the latest version and correct path for installing Vulkan SDK, enabling the application to leverage the latest features and improvements from the Vulkan SDK. - Mac Vulkan SDK was installed to support Vulkan-based functionalities. Lastly, we made necessary changes to pass CI/CD tests, ensuring the code quality and stability of the application.
This commit is contained in:
@@ -1,32 +1,32 @@
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/*************************************************************************/
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/* visual_script_editor.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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/**************************************************************************/
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/* visual_script_editor.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 VISUAL_SCRIPT_EDITOR_H
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#define VISUAL_SCRIPT_EDITOR_H
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@@ -35,6 +35,7 @@
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#include "editor/create_dialog.h"
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#include "editor/editor_inspector.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "scene/resources/style_box_flat.h"
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#include "visual_script_property_selector.h"
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class GraphEdit;
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@@ -131,7 +132,7 @@ class VisualScriptEditor : public ScriptEditorBase {
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EditorProperty *default_property_editor = nullptr;
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Ref<VisualScriptEditedProperty> edited_default_property_holder;
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Ref<EditorUndoRedoManager> undo_redo;
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EditorUndoRedoManager *undo_redo = nullptr;
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Tree *members = nullptr;
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AcceptDialog *function_name_edit = nullptr;
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LineEdit *function_name_box = nullptr;
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@@ -183,10 +184,10 @@ class VisualScriptEditor : public ScriptEditorBase {
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PopupMenu *popup_menu = nullptr;
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PopupMenu *member_popup = nullptr;
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MemberType member_type;
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MemberType member_type{};
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String member_name;
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PortAction port_action;
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PortAction port_action{};
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int port_action_node = 0;
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int port_action_output = 0;
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Vector2 port_action_pos;
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@@ -291,11 +292,9 @@ class VisualScriptEditor : public ScriptEditorBase {
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void _on_nodes_delete();
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void _on_nodes_duplicate();
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data,
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Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data,
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Control *p_from);
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Variant get_drag_data_fw(const Point2 &p_point);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data);
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int editing_id = 0;
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int editing_input = 0;
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@@ -304,6 +303,8 @@ class VisualScriptEditor : public ScriptEditorBase {
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int data_disconnect_node = 0;
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int data_disconnect_port = 0;
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String current_base_type;
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void _default_value_changed(const StringName &p_property,
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const Variant &p_value, const String &p_field,
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bool p_changing);
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@@ -329,6 +330,10 @@ class VisualScriptEditor : public ScriptEditorBase {
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void _toggle_scripts_pressed();
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void _set_base_type_and_script(Ref<VisualScriptNode> &node,
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const String &base_type,
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const String &base_script);
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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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@@ -339,6 +344,7 @@ public:
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virtual void
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set_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
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virtual void convert_indent() override;
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virtual void apply_code() override;
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virtual Ref<Resource> get_edited_resource() const override;
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virtual void set_edited_resource(const Ref<Resource> &p_res) override;
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@@ -355,8 +361,6 @@ public:
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virtual void clear_executing_line() override;
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virtual void trim_trailing_whitespace() override;
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virtual void insert_final_newline() override;
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virtual void convert_indent_to_spaces() override;
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virtual void convert_indent_to_tabs() override;
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virtual void ensure_focus() override;
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virtual void tag_saved_version() override;
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virtual void reload(bool p_soft) override;
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