Files
godot-visual-script/visual_script_yield_nodes.h
K. S. Ernest (iFire) Lee 9a4df15d3e 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.
2023-08-19 09:42:23 -07:00

150 lines
5.2 KiB
C++

/**************************************************************************/
/* visual_script_yield_nodes.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 VISUAL_SCRIPT_YIELD_NODES_H
#define VISUAL_SCRIPT_YIELD_NODES_H
#include "visual_script.h"
class VisualScriptYield : public VisualScriptNode {
GDCLASS(VisualScriptYield, VisualScriptNode);
public:
enum YieldMode {
YIELD_RETURN,
YIELD_FRAME,
YIELD_PHYSICS_FRAME,
YIELD_WAIT
};
private:
YieldMode yield_mode;
double wait_time;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "functions"; }
void set_yield_mode(YieldMode p_mode);
YieldMode get_yield_mode();
void set_wait_time(double p_time);
double get_wait_time();
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptYield();
};
VARIANT_ENUM_CAST(VisualScriptYield::YieldMode)
class VisualScriptYieldSignal : public VisualScriptNode {
GDCLASS(VisualScriptYieldSignal, VisualScriptNode);
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
};
private:
CallMode call_mode;
StringName base_type;
NodePath base_path;
StringName signal;
Node *_get_base_node() const;
StringName _get_base_type() const;
protected:
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "functions"; }
void set_base_type(const StringName &p_type);
StringName get_base_type() const;
void set_signal(const StringName &p_type);
StringName get_signal() const;
void set_base_path(const NodePath &p_type);
NodePath get_base_path() const;
void set_call_mode(CallMode p_mode);
CallMode get_call_mode() const;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptYieldSignal();
};
VARIANT_ENUM_CAST(VisualScriptYieldSignal::CallMode);
void register_visual_script_yield_nodes();
#endif // VISUAL_SCRIPT_YIELD_NODES_H