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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
7,000 commit! (And that's only for the `master` branch and for the engine code,
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 🎆
267 lines
9.4 KiB
C++
267 lines
9.4 KiB
C++
/*************************************************************************/
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/* visual_script_flow_control.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_FLOW_CONTROL_H
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#define VISUAL_SCRIPT_FLOW_CONTROL_H
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#include "visual_script.h"
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class VisualScriptReturn : public VisualScriptNode {
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GDCLASS(VisualScriptReturn, VisualScriptNode);
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Variant::Type type;
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bool with_value;
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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void set_return_type(Variant::Type);
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Variant::Type get_return_type() const;
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void set_enable_return_value(bool p_enable);
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bool is_return_value_enabled() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptReturn();
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};
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class VisualScriptCondition : public VisualScriptNode {
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GDCLASS(VisualScriptCondition, VisualScriptNode);
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptCondition();
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};
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class VisualScriptWhile : public VisualScriptNode {
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GDCLASS(VisualScriptWhile, VisualScriptNode);
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptWhile();
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};
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class VisualScriptIterator : public VisualScriptNode {
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GDCLASS(VisualScriptIterator, VisualScriptNode);
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptIterator();
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};
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class VisualScriptSequence : public VisualScriptNode {
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GDCLASS(VisualScriptSequence, VisualScriptNode);
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int steps;
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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void set_steps(int p_steps);
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int get_steps() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptSequence();
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};
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class VisualScriptSwitch : public VisualScriptNode {
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GDCLASS(VisualScriptSwitch, VisualScriptNode);
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struct Case {
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Variant::Type type;
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Case() { type = Variant::NIL; }
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};
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Vector<Case> case_values;
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friend class VisualScriptNodeInstanceSwitch;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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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 bool has_mixed_input_and_sequence_ports() const override { return true; }
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptSwitch();
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};
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class VisualScriptTypeCast : public VisualScriptNode {
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GDCLASS(VisualScriptTypeCast, VisualScriptNode);
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StringName base_type;
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String script;
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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 override;
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virtual String get_category() const override { return "flow_control"; }
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void set_base_type(const StringName &p_type);
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StringName get_base_type() const;
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void set_base_script(const String &p_path);
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String get_base_script() const;
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virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const override;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
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VisualScriptTypeCast();
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};
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void register_visual_script_flow_control_nodes();
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#endif // VISUAL_SCRIPT_FLOW_CONTROL_H
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