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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.
150 lines
5.2 KiB
C++
150 lines
5.2 KiB
C++
/**************************************************************************/
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/* visual_script_yield_nodes.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_YIELD_NODES_H
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#define VISUAL_SCRIPT_YIELD_NODES_H
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#include "visual_script.h"
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class VisualScriptYield : public VisualScriptNode {
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GDCLASS(VisualScriptYield, VisualScriptNode);
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public:
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enum YieldMode {
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YIELD_RETURN,
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YIELD_FRAME,
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YIELD_PHYSICS_FRAME,
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YIELD_WAIT
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};
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private:
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YieldMode yield_mode;
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double wait_time;
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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public:
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virtual int get_output_sequence_port_count() const override;
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virtual bool has_input_sequence_port() const override;
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virtual String get_output_sequence_port_text(int p_port) const override;
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virtual int get_input_value_port_count() const override;
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virtual int get_output_value_port_count() const override;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
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virtual String get_caption() const override;
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virtual String get_text() const override;
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virtual String get_category() const override { return "functions"; }
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void set_yield_mode(YieldMode p_mode);
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YieldMode get_yield_mode();
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void set_wait_time(double p_time);
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double get_wait_time();
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virtual VisualScriptNodeInstance *
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instantiate(VisualScriptInstance *p_instance) override;
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VisualScriptYield();
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};
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VARIANT_ENUM_CAST(VisualScriptYield::YieldMode)
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class VisualScriptYieldSignal : public VisualScriptNode {
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GDCLASS(VisualScriptYieldSignal, VisualScriptNode);
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public:
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enum CallMode {
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CALL_MODE_SELF,
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CALL_MODE_NODE_PATH,
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CALL_MODE_INSTANCE,
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};
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private:
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CallMode call_mode;
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StringName base_type;
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NodePath base_path;
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StringName signal;
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Node *_get_base_node() const;
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StringName _get_base_type() const;
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protected:
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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public:
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virtual int get_output_sequence_port_count() const override;
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virtual bool has_input_sequence_port() const override;
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virtual String get_output_sequence_port_text(int p_port) const override;
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virtual int get_input_value_port_count() const override;
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virtual int get_output_value_port_count() const override;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
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virtual String get_caption() const override;
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virtual String get_text() const override;
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virtual String get_category() const override { return "functions"; }
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void set_base_type(const StringName &p_type);
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StringName get_base_type() const;
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void set_signal(const StringName &p_type);
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StringName get_signal() const;
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void set_base_path(const NodePath &p_type);
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NodePath get_base_path() const;
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void set_call_mode(CallMode p_mode);
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CallMode get_call_mode() const;
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virtual VisualScriptNodeInstance *
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instantiate(VisualScriptInstance *p_instance) override;
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VisualScriptYieldSignal();
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};
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VARIANT_ENUM_CAST(VisualScriptYieldSignal::CallMode);
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void register_visual_script_yield_nodes();
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#endif // VISUAL_SCRIPT_YIELD_NODES_H
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