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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.
366 lines
10 KiB
C++
366 lines
10 KiB
C++
/*************************************************************************/
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/* visual_script_func_nodes.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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_FUNC_NODES_H
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#define VISUAL_SCRIPT_FUNC_NODES_H
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#include "visual_script.h"
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class VisualScriptFunctionCall : public VisualScriptNode {
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GDCLASS(VisualScriptFunctionCall, VisualScriptNode);
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public:
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enum CallMode {
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CALL_MODE_SELF,
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CALL_MODE_NODE_PATH,
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CALL_MODE_INSTANCE,
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CALL_MODE_BASIC_TYPE,
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CALL_MODE_SINGLETON,
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};
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enum RPCCallMode {
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RPC_DISABLED,
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RPC_RELIABLE,
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RPC_UNRELIABLE,
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RPC_RELIABLE_TO_ID,
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RPC_UNRELIABLE_TO_ID
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};
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private:
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CallMode call_mode;
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StringName base_type;
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String base_script;
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Variant::Type basic_type;
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NodePath base_path;
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StringName function;
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int use_default_args;
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RPCCallMode rpc_call_mode;
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StringName singleton;
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bool validate;
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Node *_get_base_node() const;
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StringName _get_base_type() const;
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MethodInfo method_cache;
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void _update_method_cache();
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void _set_argument_cache(const Dictionary &p_cache);
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Dictionary _get_argument_cache() const;
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protected:
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virtual void _validate_property(PropertyInfo &property) 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;
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virtual bool has_input_sequence_port() const;
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virtual String get_output_sequence_port_text(int p_port) const;
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virtual int get_input_value_port_count() const;
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virtual int get_output_value_port_count() const;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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virtual String get_caption() const;
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virtual String get_text() const;
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virtual String get_category() const { return "functions"; }
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void set_basic_type(Variant::Type p_type);
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Variant::Type get_basic_type() const;
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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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void set_singleton(const StringName &p_type);
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StringName get_singleton() const;
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void set_function(const StringName &p_type);
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StringName get_function() const;
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void set_base_path(const NodePath &p_type);
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NodePath get_base_path() const;
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void set_call_mode(CallMode p_mode);
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CallMode get_call_mode() const;
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void set_use_default_args(int p_amount);
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int get_use_default_args() const;
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void set_validate(bool p_amount);
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bool get_validate() const;
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void set_rpc_call_mode(RPCCallMode p_mode);
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RPCCallMode get_rpc_call_mode() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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VisualScriptFunctionCall();
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};
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VARIANT_ENUM_CAST(VisualScriptFunctionCall::CallMode);
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VARIANT_ENUM_CAST(VisualScriptFunctionCall::RPCCallMode);
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class VisualScriptPropertySet : public VisualScriptNode {
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GDCLASS(VisualScriptPropertySet, VisualScriptNode);
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public:
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enum CallMode {
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CALL_MODE_SELF,
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CALL_MODE_NODE_PATH,
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CALL_MODE_INSTANCE,
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CALL_MODE_BASIC_TYPE,
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};
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enum AssignOp {
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ASSIGN_OP_NONE,
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ASSIGN_OP_ADD,
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ASSIGN_OP_SUB,
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ASSIGN_OP_MUL,
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ASSIGN_OP_DIV,
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ASSIGN_OP_MOD,
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ASSIGN_OP_SHIFT_LEFT,
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ASSIGN_OP_SHIFT_RIGHT,
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ASSIGN_OP_BIT_AND,
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ASSIGN_OP_BIT_OR,
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ASSIGN_OP_BIT_XOR,
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ASSIGN_OP_MAX
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};
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private:
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PropertyInfo type_cache;
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CallMode call_mode;
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Variant::Type basic_type;
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StringName base_type;
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String base_script;
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NodePath base_path;
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StringName property;
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StringName index;
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AssignOp assign_op;
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Node *_get_base_node() const;
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StringName _get_base_type() const;
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void _update_base_type();
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void _update_cache();
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void _set_type_cache(const Dictionary &p_type);
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Dictionary _get_type_cache() const;
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void _adjust_input_index(PropertyInfo &pinfo) const;
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protected:
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virtual void _validate_property(PropertyInfo &property) 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;
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virtual bool has_input_sequence_port() const;
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virtual String get_output_sequence_port_text(int p_port) const;
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virtual int get_input_value_port_count() const;
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virtual int get_output_value_port_count() const;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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virtual String get_caption() const;
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virtual String get_text() const;
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virtual String get_category() const { return "functions"; }
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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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void set_basic_type(Variant::Type p_type);
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Variant::Type get_basic_type() const;
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void set_property(const StringName &p_type);
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StringName get_property() const;
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void set_base_path(const NodePath &p_type);
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NodePath get_base_path() const;
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void set_call_mode(CallMode p_mode);
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CallMode get_call_mode() const;
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void set_index(const StringName &p_type);
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StringName get_index() const;
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void set_assign_op(AssignOp p_op);
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AssignOp get_assign_op() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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VisualScriptPropertySet();
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};
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VARIANT_ENUM_CAST(VisualScriptPropertySet::CallMode);
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VARIANT_ENUM_CAST(VisualScriptPropertySet::AssignOp);
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class VisualScriptPropertyGet : public VisualScriptNode {
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GDCLASS(VisualScriptPropertyGet, VisualScriptNode);
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public:
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enum CallMode {
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CALL_MODE_SELF,
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CALL_MODE_NODE_PATH,
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CALL_MODE_INSTANCE,
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CALL_MODE_BASIC_TYPE,
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};
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private:
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Variant::Type type_cache;
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CallMode call_mode;
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Variant::Type basic_type;
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StringName base_type;
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String base_script;
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NodePath base_path;
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StringName property;
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StringName index;
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void _update_base_type();
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Node *_get_base_node() const;
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StringName _get_base_type() const;
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void _update_cache();
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void _set_type_cache(Variant::Type p_type);
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Variant::Type _get_type_cache() const;
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protected:
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virtual void _validate_property(PropertyInfo &property) 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;
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virtual bool has_input_sequence_port() const;
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virtual String get_output_sequence_port_text(int p_port) const;
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virtual int get_input_value_port_count() const;
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virtual int get_output_value_port_count() const;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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virtual String get_caption() const;
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virtual String get_text() const;
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virtual String get_category() const { return "functions"; }
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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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void set_basic_type(Variant::Type p_type);
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Variant::Type get_basic_type() const;
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void set_property(const StringName &p_type);
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StringName get_property() const;
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void set_base_path(const NodePath &p_type);
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NodePath get_base_path() const;
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void set_call_mode(CallMode p_mode);
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CallMode get_call_mode() const;
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void set_index(const StringName &p_type);
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StringName get_index() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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VisualScriptPropertyGet();
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};
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VARIANT_ENUM_CAST(VisualScriptPropertyGet::CallMode);
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class VisualScriptEmitSignal : public VisualScriptNode {
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GDCLASS(VisualScriptEmitSignal, VisualScriptNode);
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private:
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StringName name;
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protected:
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virtual void _validate_property(PropertyInfo &property) 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;
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virtual bool has_input_sequence_port() const;
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virtual String get_output_sequence_port_text(int p_port) const;
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virtual int get_input_value_port_count() const;
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virtual int get_output_value_port_count() const;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const;
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virtual String get_caption() const;
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//virtual String get_text() const;
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virtual String get_category() const { return "functions"; }
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void set_signal(const StringName &p_type);
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StringName get_signal() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);
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VisualScriptEmitSignal();
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};
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void register_visual_script_func_nodes();
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#endif // VISUAL_SCRIPT_FUNC_NODES_H
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