Files
godot-visual-script/register_types.cpp
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

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6.0 KiB
C++

/**************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "register_types.h"
#include "core/config/engine.h"
#include "core/io/resource_loader.h"
#include "visual_script.h"
#include "visual_script_expression.h"
#include "visual_script_flow_control.h"
#include "visual_script_func_nodes.h"
#include "visual_script_nodes.h"
#include "visual_script_yield_nodes.h"
VisualScriptLanguage *visual_script_language = nullptr;
#ifdef TOOLS_ENABLED
#include "editor/visual_script_editor.h"
static VisualScriptCustomNodes *vs_custom_nodes_singleton = nullptr;
#endif
void initialize_visual_script_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
visual_script_language = memnew(VisualScriptLanguage);
// script_language_gd->init();
ScriptServer::register_language(visual_script_language);
GDREGISTER_CLASS(VisualScript);
GDREGISTER_ABSTRACT_CLASS(VisualScriptNode);
GDREGISTER_CLASS(VisualScriptFunctionState);
GDREGISTER_CLASS(VisualScriptFunction);
GDREGISTER_ABSTRACT_CLASS(VisualScriptLists);
GDREGISTER_CLASS(VisualScriptComposeArray);
GDREGISTER_CLASS(VisualScriptOperator);
GDREGISTER_CLASS(VisualScriptVariableSet);
GDREGISTER_CLASS(VisualScriptVariableGet);
GDREGISTER_CLASS(VisualScriptConstant);
GDREGISTER_CLASS(VisualScriptIndexGet);
GDREGISTER_CLASS(VisualScriptIndexSet);
GDREGISTER_CLASS(VisualScriptGlobalConstant);
GDREGISTER_CLASS(VisualScriptClassConstant);
GDREGISTER_CLASS(VisualScriptMathConstant);
GDREGISTER_CLASS(VisualScriptBasicTypeConstant);
GDREGISTER_CLASS(VisualScriptEngineSingleton);
GDREGISTER_CLASS(VisualScriptSceneNode);
GDREGISTER_CLASS(VisualScriptSceneTree);
GDREGISTER_CLASS(VisualScriptResourcePath);
GDREGISTER_CLASS(VisualScriptSelf);
GDREGISTER_CLASS(VisualScriptCustomNode);
GDREGISTER_CLASS(VisualScriptSubCall);
GDREGISTER_CLASS(VisualScriptConstructor);
GDREGISTER_CLASS(VisualScriptLocalVar);
GDREGISTER_CLASS(VisualScriptLocalVarSet);
GDREGISTER_CLASS(VisualScriptInputAction);
GDREGISTER_CLASS(VisualScriptDeconstruct);
GDREGISTER_CLASS(VisualScriptPreload);
GDREGISTER_CLASS(VisualScriptTypeCast);
GDREGISTER_CLASS(VisualScriptFunctionCall);
GDREGISTER_CLASS(VisualScriptPropertySet);
GDREGISTER_CLASS(VisualScriptPropertyGet);
GDREGISTER_CLASS(VisualScriptEmitSignal);
GDREGISTER_CLASS(VisualScriptReturn);
GDREGISTER_CLASS(VisualScriptCondition);
GDREGISTER_CLASS(VisualScriptWhile);
GDREGISTER_CLASS(VisualScriptIterator);
GDREGISTER_CLASS(VisualScriptSequence);
GDREGISTER_CLASS(VisualScriptSwitch);
GDREGISTER_CLASS(VisualScriptSelect);
GDREGISTER_CLASS(VisualScriptYield);
GDREGISTER_CLASS(VisualScriptYieldSignal);
GDREGISTER_CLASS(VisualScriptExpression);
register_visual_script_nodes();
register_visual_script_func_nodes();
register_visual_script_flow_control_nodes();
register_visual_script_yield_nodes();
register_visual_script_expression_node();
}
#ifdef TOOLS_ENABLED
if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
ClassDB::set_current_api(ClassDB::API_EDITOR);
GDREGISTER_CLASS(VisualScriptCustomNodes);
ClassDB::set_current_api(ClassDB::API_CORE);
vs_custom_nodes_singleton = memnew(VisualScriptCustomNodes);
Engine::get_singleton()->add_singleton(Engine::Singleton(
"VisualScriptCustomNodes", VisualScriptCustomNodes::get_singleton()));
VisualScriptEditor::register_editor();
}
#endif
}
void uninitialize_visual_script_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
unregister_visual_script_nodes();
ScriptServer::unregister_language(visual_script_language);
if (visual_script_language) {
memdelete(visual_script_language);
}
}
#ifdef TOOLS_ENABLED
if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
VisualScriptEditor::free_clipboard();
if (vs_custom_nodes_singleton) {
memdelete(vs_custom_nodes_singleton);
}
}
#endif
}