Files
godot-visual-script/doc_classes/VisualScriptInputAction.xml
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

34 lines
1.4 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualScriptInputAction" inherits="VisualScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
A Visual Script node returning a state of an action.
</brief_description>
<description>
[VisualScriptInputAction] can be used to check if an action is pressed or released.
</description>
<tutorials>
</tutorials>
<members>
<member name="action" type="StringName" setter="set_action_name" getter="get_action_name" default="&amp;&quot;&quot;">
Name of the action.
</member>
<member name="mode" type="int" setter="set_action_mode" getter="get_action_mode" enum="VisualScriptInputAction.Mode" default="0">
State of the action to check. See [enum Mode] for options.
</member>
</members>
<constants>
<constant name="MODE_PRESSED" value="0" enum="Mode">
[code]True[/code] if action is pressed.
</constant>
<constant name="MODE_RELEASED" value="1" enum="Mode">
[code]True[/code] if action is released (i.e. not pressed).
</constant>
<constant name="MODE_JUST_PRESSED" value="2" enum="Mode">
[code]True[/code] on the frame the action was pressed.
</constant>
<constant name="MODE_JUST_RELEASED" value="3" enum="Mode">
[code]True[/code] on the frame the action was released.
</constant>
</constants>
</class>