mirror of
https://github.com/godotengine/godot
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361 lines
10 KiB
C++
361 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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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