godot/modules/visual_script/visual_script_editor.h
David Cambré 8714e1e961 Fixes copy-paste issue in the visual script editor
Moves copy and paste in their own functions so copy_nodes_request and paste_nodes_request are able to work.
Applies paste offset to the last mouse clicked position.
2021-11-03 20:40:52 +01:00

371 lines
12 KiB
C++

/*************************************************************************/
/* visual_script_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 VISUALSCRIPT_EDITOR_H
#define VISUALSCRIPT_EDITOR_H
#include "editor/create_dialog.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/property_editor.h"
#include "scene/gui/graph_edit.h"
#include "visual_script.h"
#include "visual_script_property_selector.h"
class VisualScriptEditorSignalEdit;
class VisualScriptEditorVariableEdit;
#ifdef TOOLS_ENABLED
// TODO: Maybe this class should be refactored.
// See https://github.com/godotengine/godot/issues/51913
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,
EDIT_CREATE_FUNCTION,
REFRESH_GRAPH,
};
enum PortAction {
CREATE_CALL_SET_GET,
CREATE_ACTION,
};
enum MemberAction {
MEMBER_EDIT,
MEMBER_REMOVE
};
enum MemberType {
MEMBER_FUNCTION,
MEMBER_VARIABLE,
MEMBER_SIGNAL
};
VBoxContainer *members_section;
MenuButton *edit_menu;
Ref<VisualScript> script;
Button *base_type_select;
LineEdit *func_name_box;
ScrollContainer *func_input_scroll;
VBoxContainer *func_input_vbox;
ConfirmationDialog *function_create_dialog;
GraphEdit *graph;
HBoxContainer *status_bar;
Button *toggle_scripts_button;
VisualScriptEditorSignalEdit *signal_editor;
AcceptDialog *edit_signal_dialog;
EditorInspector *edit_signal_edit;
VisualScriptPropertySelector *method_select;
VisualScriptPropertySelector *new_connect_node_select;
VisualScriptPropertySelector *new_virtual_method_select;
VisualScriptEditorVariableEdit *variable_editor;
AcceptDialog *edit_variable_dialog;
EditorInspector *edit_variable_edit;
CustomPropertyEditor *default_value_edit;
UndoRedo *undo_redo;
Tree *members;
AcceptDialog *function_name_edit;
LineEdit *function_name_box;
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<StringName, Color> node_colors;
HashMap<StringName, Ref<StyleBox>> node_styles;
void _update_graph_connections();
void _update_graph(int p_only_id = -1);
bool updating_members;
void _update_members();
String _sanitized_variant_text(const StringName &property_name);
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 *member_popup;
MemberType member_type;
String member_name;
PortAction port_action;
int port_action_node;
int port_action_output;
Vector2 port_action_pos;
int port_action_new_node;
bool saved_pos_dirty;
Vector2 saved_position;
Vector2 mouse_up_position;
void _port_action_menu(int p_option);
void connect_data(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode, int new_id);
NodePath drop_path;
Node *drop_node = nullptr;
Vector2 drop_position;
void _selected_connect_node(const String &p_text, const String &p_category, const bool p_connecting = true);
void connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id);
void _cancel_connect_node();
int _create_new_node_from_name(const String &p_text, const Vector2 &p_point);
void _selected_new_virtual_method(const String &p_text, const String &p_category, const bool p_connecting);
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 _toggle_tool_script();
void _member_selected();
void _member_edited();
void _begin_node_move();
void _end_node_move();
void _move_node(int p_id, const Vector2 &p_to);
void _get_ends(int p_node, const List<VisualScript::SequenceConnection> &p_seqs, const Set<int> &p_selected, Set<int> &r_end_nodes);
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(int p_id);
void _node_create();
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);
void _add_input_port(int p_id);
void _add_output_port(int p_id);
void _remove_input_port(int p_id, int p_port);
void _remove_output_port(int p_id, int p_port);
void _change_port_type(int p_select, int p_id, int p_port, bool is_input);
void _update_node_size(int p_id);
void _port_name_focus_out(const Node *p_name_box, int p_id, int p_port, bool is_input);
Vector2 _get_pos_in_graph(Vector2 p_point) const;
Vector2 _get_available_pos(bool p_centered = true, Vector2 p_pos = Vector2()) const;
bool node_has_sequence_connections(int p_id);
void _generic_search(String p_base_type = "", Vector2 pos = Vector2(), bool node_centered = false);
virtual void input(const Ref<InputEvent> &p_event) override;
void _graph_gui_input(const Ref<InputEvent> &p_event);
void _members_gui_input(const Ref<InputEvent> &p_event);
void _fn_name_box_input(const Ref<InputEvent> &p_event);
void _rename_function(const String &p_name, const String &p_new_name);
void _create_function_dialog();
void _create_function();
void _add_func_input();
void _remove_func_input(Node *p_node);
void _deselect_input_names();
void _add_node_dialog();
void _node_item_selected();
void _node_item_unselected();
void _on_nodes_copy();
void _on_nodes_paste();
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;
bool can_swap;
int data_disconnect_node;
int data_disconnect_port;
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);
void _draw_color_over_button(Object *obj, Color p_color);
void _button_resource_previewed(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, Variant p_ud);
VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, Set<int> &p_visited_nodes);
void _member_rmb_selected(const Vector2 &p_pos);
void _member_option(int p_option);
void _toggle_scripts_pressed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual void add_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
virtual void set_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
virtual void apply_code() override;
virtual RES get_edited_resource() const override;
virtual void set_edited_resource(const RES &p_res) override;
virtual void enable_editor() override;
virtual Vector<String> get_functions() override;
virtual void reload_text() override;
virtual String get_name() override;
virtual Ref<Texture2D> get_theme_icon() override;
virtual bool is_unsaved() override;
virtual Variant get_edit_state() override;
virtual void set_edit_state(const Variant &p_state) override;
virtual void goto_line(int p_line, bool p_with_error = false) override;
virtual void set_executing_line(int p_line) override;
virtual void clear_executing_line() override;
virtual void trim_trailing_whitespace() override;
virtual void insert_final_newline() override;
virtual void convert_indent_to_spaces() override;
virtual void convert_indent_to_tabs() override;
virtual void ensure_focus() override;
virtual void tag_saved_version() override;
virtual void reload(bool p_soft) override;
virtual Array get_breakpoints() override;
virtual void set_breakpoint(int p_line, bool p_enable) override{};
virtual void clear_breakpoints() override{};
virtual void add_callback(const String &p_function, PackedStringArray p_args) override;
virtual void update_settings() override;
virtual bool show_members_overview() override;
virtual void set_debugger_active(bool p_active) override;
virtual void set_tooltip_request_func(String p_method, Object *p_obj) override;
virtual Control *get_edit_menu() override;
virtual void clear_edit_menu() override;
virtual void set_find_replace_bar(FindReplaceBar *p_bar) override { p_bar->hide(); }; // Not needed here.
virtual bool can_lose_focus_on_node_selection() override { return false; }
virtual void validate() override;
virtual Control *get_base_editor() const override;
static void register_editor();
static void free_clipboard();
void update_toggle_scripts_button() override;
VisualScriptEditor();
~VisualScriptEditor();
};
// Singleton
class VisualScriptCustomNodes : public Object {
GDCLASS(VisualScriptCustomNodes, Object);
friend class VisualScriptLanguage;
protected:
static void _bind_methods();
static VisualScriptCustomNodes *singleton;
static Map<String, REF> custom_nodes;
static Ref<VisualScriptNode> create_node_custom(const String &p_name);
public:
static VisualScriptCustomNodes *get_singleton() { return singleton; }
void add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script);
void remove_custom_node(const String &p_name, const String &p_category);
VisualScriptCustomNodes();
~VisualScriptCustomNodes();
};
#endif
#endif // VISUALSCRIPT_EDITOR_H