godot/modules/visual_script/visual_script_editor.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

245 lines
5.8 KiB
C++

#ifndef VisualSCRIPT_EDITOR_H
#define VisualSCRIPT_EDITOR_H
#include "tools/editor/plugins/script_editor_plugin.h"
#include "visual_script.h"
#include "tools/editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "tools/editor/create_dialog.h"
#include "tools/editor/property_selector.h"
class VisualScriptEditorSignalEdit;
class VisualScriptEditorVariableEdit;
#ifdef TOOLS_ENABLED
class VisualScriptEditor : public ScriptEditorBase {
GDCLASS(VisualScriptEditor,ScriptEditorBase)
enum {
TYPE_SEQUENCE=1000,
INDEX_BASE_SEQUENCE=1024
};
enum {
EDIT_DELETE_NODES,
EDIT_TOGGLE_BREAKPOINT,
EDIT_FIND_NODE_TYPE,
EDIT_COPY_NODES,
EDIT_CUT_NODES,
EDIT_PASTE_NODES,
};
enum PortAction {
CREATE_CALL,
CREATE_SET,
CREATE_GET,
CREATE_COND,
CREATE_SEQUENCE,
CREATE_SWITCH,
CREATE_ITERATOR,
CREATE_WHILE,
CREATE_RETURN,
};
MenuButton *edit_menu;
Ref<VisualScript> script;
Button *base_type_select;
HSplitContainer *main_hsplit;
VSplitContainer *left_vsplit;
GraphEdit *graph;
LineEdit *node_filter;
TextureFrame *node_filter_icon;
VisualScriptEditorSignalEdit *signal_editor;
AcceptDialog *edit_signal_dialog;
PropertyEditor *edit_signal_edit;
PropertySelector *method_select;
PropertySelector *new_connect_node_select;
VisualScriptEditorVariableEdit *variable_editor;
AcceptDialog *edit_variable_dialog;
PropertyEditor *edit_variable_edit;
CustomPropertyEditor *default_value_edit;
UndoRedo *undo_redo;
Tree *members;
Tree *nodes;
Label *hint_text;
Timer *hint_text_timer;
Label *select_func_text;
bool updating_graph;
void _show_hint(const String& p_hint);
void _hide_timer();
CreateDialog *select_base_type;
struct VirtualInMenu {
String name;
Variant::Type ret;
bool ret_variant;
Vector< Pair<Variant::Type,String> > args;
};
Map<int,VirtualInMenu> virtuals_in_menu;
PopupMenu *new_function_menu;
StringName edited_func;
void _update_graph_connections();
void _update_graph(int p_only_id=-1);
bool updating_members;
void _update_members();
StringName selected;
String _validate_name(const String& p_name) const;
struct Clipboard {
Map<int,Ref<VisualScriptNode> > nodes;
Map<int,Vector2 > nodes_positions;
Set<VisualScript::SequenceConnection> sequence_connections;
Set<VisualScript::DataConnection> data_connections;
};
static Clipboard *clipboard;
PopupMenu *port_action_popup;
PortAction port_action;
int port_action_node;
int port_action_output;
Vector2 port_action_pos;
int port_action_new_node;
void _port_action_menu(int p_option);
void _selected_connect_node_method_or_setget(const String& p_text);
int error_line;
void _node_selected(Node* p_node);
void _center_on_node(int p_id);
void _node_filter_changed(const String& p_text);
void _change_base_type_callback();
void _change_base_type();
void _member_selected();
void _member_edited();
void _override_pressed(int p_id);
void _begin_node_move();
void _end_node_move();
void _move_node(String func,int p_id,const Vector2& p_to);
void _node_moved(Vector2 p_from,Vector2 p_to, int p_id);
void _remove_node(int p_id);
void _graph_connected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
void _graph_disconnected(const String& p_from,int p_from_slot,const String& p_to,int p_to_slot);
void _graph_connect_to_empty(const String& p_from,int p_from_slot,const Vector2& p_release_pos);
void _node_ports_changed(const String& p_func,int p_id);
void _available_node_doubleclicked();
void _update_available_nodes();
void _member_button(Object *p_item, int p_column, int p_button);
void _expression_text_changed(const String& p_text,int p_id);
String revert_on_drag;
void _input(const InputEvent& p_event);
void _on_nodes_delete();
void _on_nodes_duplicate();
Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
int editing_id;
int editing_input;
void _default_value_changed();
void _default_value_edited(Node * p_button,int p_id,int p_input_port);
void _menu_option(int p_what);
void _graph_ofs_changed(const Vector2& p_ofs);
void _comment_node_resized(const Vector2& p_new_size,int p_node);
int selecting_method_id;
void _selected_method(const String& p_method);
void _draw_color_over_button(Object* obj,Color p_color);
void _button_resource_previewed(const String& p_path,const Ref<Texture>& p_preview,Variant p_ud);
VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node,int p_port_action_output,Set<int> &visited_nodes);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual void apply_code();
virtual Ref<Script> get_edited_script() const;
virtual Vector<String> get_functions();
virtual void set_edited_script(const Ref<Script>& p_script);
virtual void reload_text();
virtual String get_name();
virtual Ref<Texture> get_icon();
virtual bool is_unsaved();
virtual Variant get_edit_state();
virtual void set_edit_state(const Variant& p_state);
virtual void goto_line(int p_line,bool p_with_error=false);
virtual void trim_trailing_whitespace();
virtual void ensure_focus();
virtual void tag_saved_version();
virtual void reload(bool p_soft);
virtual void get_breakpoints(List<int> *p_breakpoints);
virtual bool goto_method(const String& p_method);
virtual void add_callback(const String& p_function,StringArray p_args);
virtual void update_settings();
virtual void set_debugger_active(bool p_active);
virtual void set_tooltip_request_func(String p_method,Object* p_obj);
virtual Control *get_edit_menu();
virtual bool can_lose_focus_on_node_selection() { return false; }
static void register_editor();
static void free_clipboard();
VisualScriptEditor();
~VisualScriptEditor();
};
#endif
#endif // VisualSCRIPT_EDITOR_H