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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
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there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
154 lines
4.8 KiB
C++
154 lines
4.8 KiB
C++
/*************************************************************************/
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/* visual_script_builtin_funcs.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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_BUILTIN_FUNCS_H
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#define VISUAL_SCRIPT_BUILTIN_FUNCS_H
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#include "visual_script.h"
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class VisualScriptBuiltinFunc : public VisualScriptNode {
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GDCLASS(VisualScriptBuiltinFunc, VisualScriptNode);
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public:
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enum BuiltinFunc {
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MATH_SIN,
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MATH_COS,
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MATH_TAN,
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MATH_SINH,
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MATH_COSH,
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MATH_TANH,
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MATH_ASIN,
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MATH_ACOS,
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MATH_ATAN,
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MATH_ATAN2,
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MATH_SQRT,
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MATH_FMOD,
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MATH_FPOSMOD,
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MATH_FLOOR,
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MATH_CEIL,
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MATH_ROUND,
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MATH_ABS,
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MATH_SIGN,
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MATH_POW,
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MATH_LOG,
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MATH_EXP,
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MATH_ISNAN,
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MATH_ISINF,
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MATH_EASE,
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MATH_STEP_DECIMALS,
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MATH_SNAPPED,
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MATH_LERP,
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MATH_INVERSE_LERP,
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MATH_RANGE_LERP,
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MATH_MOVE_TOWARD,
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MATH_DECTIME,
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MATH_RANDOMIZE,
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MATH_RANDI,
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MATH_RANDF,
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MATH_RANDF_RANGE,
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MATH_RANDI_RANGE,
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MATH_SEED,
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MATH_RANDSEED,
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MATH_DEG2RAD,
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MATH_RAD2DEG,
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MATH_LINEAR2DB,
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MATH_DB2LINEAR,
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MATH_POLAR2CARTESIAN,
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MATH_CARTESIAN2POLAR,
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MATH_WRAP,
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MATH_WRAPF,
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LOGIC_MAX,
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LOGIC_MIN,
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LOGIC_CLAMP,
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LOGIC_NEAREST_PO2,
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OBJ_WEAKREF,
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TYPE_CONVERT,
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TYPE_OF,
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TYPE_EXISTS,
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TEXT_CHAR,
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TEXT_STR,
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TEXT_PRINT,
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TEXT_PRINTERR,
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TEXT_PRINTRAW,
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VAR_TO_STR,
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STR_TO_VAR,
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VAR_TO_BYTES,
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BYTES_TO_VAR,
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COLORN,
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MATH_SMOOTHSTEP,
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MATH_POSMOD,
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MATH_LERP_ANGLE,
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TEXT_ORD,
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FUNC_MAX
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};
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static int get_func_argument_count(BuiltinFunc p_func);
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static String get_func_name(BuiltinFunc p_func);
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static void exec_func(BuiltinFunc p_func, const Variant **p_inputs, Variant *r_return, Callable::CallError &r_error, String &r_error_str);
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static BuiltinFunc find_function(const String &p_string);
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private:
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static const char *func_name[FUNC_MAX];
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BuiltinFunc func;
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protected:
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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;
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virtual String get_category() const override { return "functions"; }
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void set_func(BuiltinFunc p_which);
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BuiltinFunc get_func();
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptBuiltinFunc(VisualScriptBuiltinFunc::BuiltinFunc func);
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VisualScriptBuiltinFunc();
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};
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VARIANT_ENUM_CAST(VisualScriptBuiltinFunc::BuiltinFunc)
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void register_visual_script_builtin_func_node();
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#endif // VISUAL_SCRIPT_BUILTIN_FUNCS_H
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