mirror of
https://github.com/godotengine/godot-visual-script.git
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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.
425 lines
14 KiB
C++
425 lines
14 KiB
C++
/**************************************************************************/
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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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#include "../visual_script.h"
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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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class EditorUndoRedoManager;
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class VisualScriptEditorSignalEdit;
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class VisualScriptEditorVariableEdit;
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#ifdef TOOLS_ENABLED
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class VisualScriptEditedProperty : public RefCounted {
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GDCLASS(VisualScriptEditedProperty, RefCounted);
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private:
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Variant edited_property;
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protected:
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static void _bind_methods();
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public:
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void set_edited_property(Variant p_variant);
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Variant get_edited_property() const;
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VisualScriptEditedProperty() {}
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};
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// TODO: Maybe this class should be refactored.
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// See https://github.com/godotengine/godot/issues/51913
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class VisualScriptEditor : public ScriptEditorBase {
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GDCLASS(VisualScriptEditor, ScriptEditorBase);
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enum { TYPE_SEQUENCE = 1000,
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INDEX_BASE_SEQUENCE = 1024 };
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enum {
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EDIT_ADD_NODE,
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EDIT_SEPARATOR, // popup menu separator - ignored
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EDIT_CUT_NODES,
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EDIT_COPY_NODES,
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EDIT_PASTE_NODES,
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EDIT_DELETE_NODES,
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EDIT_DUPLICATE_NODES,
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EDIT_CLEAR_COPY_BUFFER,
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EDIT_CREATE_FUNCTION,
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EDIT_TOGGLE_BREAKPOINT,
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EDIT_FIND_NODE_TYPE,
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REFRESH_GRAPH,
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};
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enum PortAction {
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CREATE_CALL_SET_GET,
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CREATE_ACTION,
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};
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enum MemberAction { MEMBER_EDIT,
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MEMBER_REMOVE };
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enum MemberType { MEMBER_FUNCTION,
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MEMBER_VARIABLE,
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MEMBER_SIGNAL };
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VBoxContainer *members_section = nullptr;
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MenuButton *edit_menu = nullptr;
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Ref<VisualScript> script;
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Button *base_type_select = nullptr;
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LineEdit *func_name_box = nullptr;
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ScrollContainer *func_input_scroll = nullptr;
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VBoxContainer *func_input_vbox = nullptr;
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ConfirmationDialog *function_create_dialog = nullptr;
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GraphEdit *graph = nullptr;
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HBoxContainer *status_bar = nullptr;
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Button *toggle_scripts_button = nullptr;
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VisualScriptEditorSignalEdit *signal_editor = nullptr;
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AcceptDialog *edit_signal_dialog = nullptr;
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EditorInspector *edit_signal_edit = nullptr;
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VisualScriptPropertySelector *method_select = nullptr;
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VisualScriptPropertySelector *new_connect_node_select = nullptr;
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VisualScriptPropertySelector *new_virtual_method_select = nullptr;
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VisualScriptEditorVariableEdit *variable_editor = nullptr;
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AcceptDialog *edit_variable_dialog = nullptr;
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EditorInspector *edit_variable_edit = nullptr;
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PopupPanel *default_property_editor_popup = nullptr;
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EditorProperty *default_property_editor = nullptr;
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Ref<VisualScriptEditedProperty> edited_default_property_holder;
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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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Label *hint_text = nullptr;
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Timer *hint_text_timer = nullptr;
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Label *select_func_text = nullptr;
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bool updating_graph = false;
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void _show_hint(const String &p_hint);
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void _hide_timer();
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CreateDialog *select_base_type = nullptr;
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struct VirtualInMenu {
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String name;
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Variant::Type ret;
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bool ret_variant;
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Vector<Pair<Variant::Type, String>> args;
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};
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HashMap<StringName, Color> node_colors;
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HashMap<StringName, Ref<StyleBox>> node_styles;
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HashMap<StringName, Variant::Type> base_type_map;
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void _update_graph_connections();
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void _update_graph(int p_only_id = -1);
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bool updating_members = false;
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void _update_members();
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String _sanitized_variant_text(const StringName &property_name);
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StringName selected;
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String _validate_name(const String &p_name) const;
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struct Clipboard {
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HashMap<int, Ref<VisualScriptNode>> nodes;
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HashMap<int, Vector2> nodes_positions;
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RBSet<VisualScript::SequenceConnection> sequence_connections;
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RBSet<VisualScript::DataConnection> data_connections;
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};
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static Clipboard *clipboard;
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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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String member_name;
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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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int port_action_new_node = 0;
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bool saved_pos_dirty = false;
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Vector2 mouse_up_position;
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void _port_action_menu(int p_option);
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void connect_data(Ref<VisualScriptNode> vnode_old,
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Ref<VisualScriptNode> vnode, int new_id);
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NodePath drop_path;
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Node *drop_node = nullptr;
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Vector2 drop_position;
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void _selected_connect_node(const String &p_text, const String &p_category,
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const bool p_connecting = true);
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void connect_seq(Ref<VisualScriptNode> vnode_old,
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Ref<VisualScriptNode> vnode_new, int new_id);
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void _cancel_connect_node();
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int _create_new_node_from_name(const String &p_text, const Vector2 &p_point);
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void _selected_new_virtual_method(const String &p_text,
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const String &p_category,
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const bool p_connecting);
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int error_line = -1;
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void _node_selected(Node *p_node);
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void _center_on_node(int p_id);
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void _node_filter_changed(const String &p_text);
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void _change_base_type_callback();
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void _change_base_type();
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void _toggle_tool_script();
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void _member_selected();
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void _member_edited();
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void _begin_node_move();
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void _end_node_move();
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void _move_node(int p_id, const Vector2 &p_to);
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void _get_ends(int p_node,
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const List<VisualScript::SequenceConnection> &p_seqs,
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const RBSet<int> &p_selected, RBSet<int> &r_end_nodes);
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void _node_moved(Vector2 p_from, Vector2 p_to, int p_id);
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void _remove_node(int p_id);
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void _graph_connected(const String &p_from, int p_from_slot,
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const String &p_to, int p_to_slot);
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void _graph_disconnected(const String &p_from, int p_from_slot,
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const String &p_to, int p_to_slot);
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void _graph_connect_to_empty(const String &p_from, int p_from_slot,
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const Vector2 &p_release_pos);
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void _node_ports_changed(int p_id);
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void _node_create();
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void _update_available_nodes();
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void _member_button(Object *p_item, int p_column, int p_button,
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MouseButton p_mouse_button);
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void _expression_text_changed(const String &p_text, int p_id);
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void _add_input_port(int p_id);
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void _add_output_port(int p_id);
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void _remove_input_port(int p_id, int p_port);
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void _remove_output_port(int p_id, int p_port);
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void _change_port_type(int p_select, int p_id, int p_port, bool is_input);
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void _update_node_size(int p_id);
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void _port_name_focus_out(const Node *p_name_box, int p_id, int p_port,
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bool is_input);
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Vector2 _get_pos_in_graph(Vector2 p_point) const;
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Vector2 _get_available_pos(bool p_centered = true,
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Vector2 p_pos = Vector2()) const;
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bool node_has_sequence_connections(int p_id);
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void _generic_search(Vector2 pos = Vector2(), bool node_centered = false);
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virtual void input(const Ref<InputEvent> &p_event) override;
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void _graph_gui_input(const Ref<InputEvent> &p_event);
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void _members_gui_input(const Ref<InputEvent> &p_event);
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void _fn_name_box_input(const Ref<InputEvent> &p_event);
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void _on_fn_name_box_confirmed();
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void _rename_function(const String &p_name, const String &p_new_name);
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void _create_function_dialog();
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void _create_function();
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void _add_func_input();
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void _remove_func_input(Node *p_node);
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void _deselect_input_names();
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void _add_node_dialog();
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void _node_item_selected();
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void _node_item_unselected();
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void _on_nodes_copy();
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void _on_nodes_paste();
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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);
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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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bool can_swap = false;
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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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void _default_value_edited(Node *p_button, int p_id, int p_input_port);
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void _menu_option(int p_what);
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void _graph_ofs_changed(const Vector2 &p_ofs);
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void _comment_node_resized(const Vector2 &p_new_size, int p_node);
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void _draw_color_over_button(Object *obj, Color p_color);
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void _button_resource_previewed(const String &p_path,
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const Ref<Texture2D> &p_preview,
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const Ref<Texture2D> &p_small_preview,
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Variant p_ud);
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VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node,
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int p_port_action_output,
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RBSet<int> &p_visited_nodes);
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void _member_rmb_selected(const Vector2 &p_pos, MouseButton p_button);
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void _member_option(int p_option);
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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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public:
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virtual void
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add_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
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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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virtual void enable_editor(Control *p_shortcut_context) override;
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virtual Vector<String> get_functions() override;
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virtual void reload_text() override;
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virtual String get_name() override;
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virtual Ref<Texture2D> get_theme_icon() override;
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virtual bool is_unsaved() override;
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virtual Variant get_edit_state() override;
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virtual void set_edit_state(const Variant &p_state) override;
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virtual void goto_line(int p_line, bool p_with_error = false) override;
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virtual void set_executing_line(int p_line) override;
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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 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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virtual PackedInt32Array get_breakpoints() override;
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virtual void set_breakpoint(int p_line, bool p_enable) override{};
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virtual void clear_breakpoints() override{};
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virtual void add_callback(const String &p_function,
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PackedStringArray p_args) override;
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virtual void update_settings() override;
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virtual bool show_members_overview() override;
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virtual void set_debugger_active(bool p_active) override;
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virtual void
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set_tooltip_request_func(const Callable &p_toolip_callback) override;
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virtual Control *get_edit_menu() override;
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virtual void clear_edit_menu() override;
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virtual void set_find_replace_bar(FindReplaceBar *p_bar) override {
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p_bar->hide();
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}; // Not needed here.
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virtual bool can_lose_focus_on_node_selection() override { return false; }
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virtual void validate() override;
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virtual Variant get_navigation_state() override { return Variant(); }
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virtual Control *get_base_editor() const override;
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static void register_editor();
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static void free_clipboard();
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void update_toggle_scripts_button() override;
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VisualScriptEditor();
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~VisualScriptEditor();
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};
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// Singleton
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class VisualScriptCustomNodes : public Object {
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GDCLASS(VisualScriptCustomNodes, Object);
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friend class VisualScriptLanguage;
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protected:
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static void _bind_methods();
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static VisualScriptCustomNodes *singleton;
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static HashMap<String, Ref<RefCounted>> custom_nodes;
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static Ref<VisualScriptNode> create_node_custom(const String &p_name);
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public:
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static VisualScriptCustomNodes *get_singleton() { return singleton; }
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void add_custom_node(const String &p_name, const String &p_category,
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const Ref<Script> &p_script);
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void remove_custom_node(const String &p_name, const String &p_category);
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VisualScriptCustomNodes();
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~VisualScriptCustomNodes();
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};
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#endif
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#endif // VISUAL_SCRIPT_EDITOR_H
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