godot/modules/visual_script/visual_script_yield_nodes.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* visual_script_yield_nodes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef VISUAL_SCRIPT_YIELD_NODES_H
#define VISUAL_SCRIPT_YIELD_NODES_H
#include "visual_script.h"
class VisualScriptYield : public VisualScriptNode {
GDCLASS(VisualScriptYield, VisualScriptNode);
public:
enum YieldMode {
YIELD_RETURN,
YIELD_FRAME,
YIELD_PHYSICS_FRAME,
YIELD_WAIT
};
private:
YieldMode yield_mode;
float wait_time;
protected:
virtual void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const;
virtual bool has_input_sequence_port() const;
virtual String get_output_sequence_port_text(int p_port) const;
virtual int get_input_value_port_count() const;
virtual int get_output_value_port_count() const;
virtual PropertyInfo get_input_value_port_info(int p_idx) const;
virtual PropertyInfo get_output_value_port_info(int p_idx) const;
virtual String get_caption() const;
virtual String get_text() const;
virtual String get_category() const { return "functions"; }
void set_yield_mode(YieldMode p_mode);
YieldMode get_yield_mode();
void set_wait_time(float p_time);
float get_wait_time();
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
VisualScriptYield();
};
VARIANT_ENUM_CAST(VisualScriptYield::YieldMode)
class VisualScriptYieldSignal : public VisualScriptNode {
GDCLASS(VisualScriptYieldSignal, VisualScriptNode);
public:
enum CallMode {
CALL_MODE_SELF,
CALL_MODE_NODE_PATH,
CALL_MODE_INSTANCE,
};
private:
CallMode call_mode;
StringName base_type;
NodePath base_path;
StringName signal;
Node *_get_base_node() const;
StringName _get_base_type() const;
protected:
virtual void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const;
virtual bool has_input_sequence_port() const;
virtual String get_output_sequence_port_text(int p_port) const;
virtual int get_input_value_port_count() const;
virtual int get_output_value_port_count() const;
virtual PropertyInfo get_input_value_port_info(int p_idx) const;
virtual PropertyInfo get_output_value_port_info(int p_idx) const;
virtual String get_caption() const;
virtual String get_text() const;
virtual String get_category() const { return "functions"; }
void set_base_type(const StringName &p_type);
StringName get_base_type() const;
void set_signal(const StringName &p_type);
StringName get_signal() const;
void set_base_path(const NodePath &p_type);
NodePath get_base_path() const;
void set_call_mode(CallMode p_mode);
CallMode get_call_mode() const;
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
VisualScriptYieldSignal();
};
VARIANT_ENUM_CAST(VisualScriptYieldSignal::CallMode);
void register_visual_script_yield_nodes();
#endif // VISUAL_SCRIPT_YIELD_NODES_H