godot/modules/visual_script/visual_script.h
Hristo Stamenov 86bec25c51 Add the instance to the script property evaluation.
This needs to be done so that tool scripts are evaluated properly and their properties are categorized in the inspector (due to a bug of them being missing). I am talking about the properties coming from _get_property_list.
Also added a fallback so that we don't lose properties in the inspector even if they are not properly categorized.
2021-11-09 11:17:51 +02:00

627 lines
23 KiB
C++

/*************************************************************************/
/* visual_script.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 VISUAL_SCRIPT_H
#define VISUAL_SCRIPT_H
#include "core/debugger/engine_debugger.h"
#include "core/debugger/script_debugger.h"
#include "core/doc_data.h"
#include "core/object/script_language.h"
#include "core/os/thread.h"
class VisualScriptInstance;
class VisualScriptNodeInstance;
class VisualScript;
class VisualScriptNode : public Resource {
GDCLASS(VisualScriptNode, Resource);
friend class VisualScript;
Ref<VisualScript> script_used;
Array default_input_values;
bool breakpoint = false;
void _set_default_input_values(Array p_values);
Array _get_default_input_values() const;
void validate_input_default_values();
protected:
void ports_changed_notify();
static void _bind_methods();
public:
Ref<VisualScript> get_visual_script() const;
virtual int get_output_sequence_port_count() const = 0;
virtual bool has_input_sequence_port() const = 0;
virtual String get_output_sequence_port_text(int p_port) const = 0;
virtual bool has_mixed_input_and_sequence_ports() const { return false; }
virtual int get_input_value_port_count() const = 0;
virtual int get_output_value_port_count() const = 0;
virtual PropertyInfo get_input_value_port_info(int p_idx) const = 0;
virtual PropertyInfo get_output_value_port_info(int p_idx) const = 0;
void set_default_input_value(int p_port, const Variant &p_value);
Variant get_default_input_value(int p_port) const;
virtual String get_caption() const = 0;
virtual String get_text() const;
virtual String get_category() const = 0;
// Used by editor, this is not really saved.
void set_breakpoint(bool p_breakpoint);
bool is_breakpoint() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) = 0;
struct TypeGuess {
Variant::Type type = Variant::NIL;
StringName gdclass;
Ref<Script> script;
};
virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
VisualScriptNode();
};
class VisualScriptNodeInstance {
friend class VisualScriptInstance;
friend class VisualScriptLanguage; // For debugger.
enum { // Input argument addressing.
INPUT_SHIFT = 1 << 24,
INPUT_MASK = INPUT_SHIFT - 1,
INPUT_DEFAULT_VALUE_BIT = INPUT_SHIFT, // from unassigned input port, using default value (edited by user)
};
int id = 0;
int sequence_index = 0;
VisualScriptNodeInstance **sequence_outputs = nullptr;
int sequence_output_count = 0;
Vector<VisualScriptNodeInstance *> dependencies;
int *input_ports = nullptr;
int input_port_count = 0;
int *output_ports = nullptr;
int output_port_count = 0;
int working_mem_idx = 0;
int pass_idx = 0;
VisualScriptNode *base = nullptr;
public:
enum StartMode {
START_MODE_BEGIN_SEQUENCE,
START_MODE_CONTINUE_SEQUENCE,
START_MODE_RESUME_YIELD
};
enum {
STEP_SHIFT = 1 << 24,
STEP_MASK = STEP_SHIFT - 1,
STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, // push bit to stack
STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, // go back to previous node
STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, // do not advance past this node
STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, // return from function
STEP_YIELD_BIT = STEP_SHIFT << 4, // yield (will find VisualScriptFunctionState state in first working memory)
FLOW_STACK_PUSHED_BIT = 1 << 30, // in flow stack, means bit was pushed (must go back here if end of sequence)
FLOW_STACK_MASK = FLOW_STACK_PUSHED_BIT - 1
};
_FORCE_INLINE_ int get_input_port_count() const { return input_port_count; }
_FORCE_INLINE_ int get_output_port_count() const { return output_port_count; }
_FORCE_INLINE_ int get_sequence_output_count() const { return sequence_output_count; }
_FORCE_INLINE_ int get_id() const { return id; }
virtual int get_working_memory_size() const { return 0; }
virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; // Do a step, return which sequence port to go out.
Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); }
VisualScriptNodeInstance();
virtual ~VisualScriptNodeInstance();
};
class VisualScript : public Script {
GDCLASS(VisualScript, Script);
RES_BASE_EXTENSION("vs");
public:
struct SequenceConnection {
union {
struct {
uint64_t from_node : 24;
uint64_t from_output : 16;
uint64_t to_node : 24;
};
uint64_t id = 0;
};
bool operator<(const SequenceConnection &p_connection) const {
return id < p_connection.id;
}
};
struct DataConnection {
union {
struct {
uint64_t from_node : 24;
uint64_t from_port : 8;
uint64_t to_node : 24;
uint64_t to_port : 8;
};
uint64_t id = 0;
};
bool operator<(const DataConnection &p_connection) const {
return id < p_connection.id;
}
};
private:
friend class VisualScriptInstance;
StringName base_type;
struct Argument {
String name;
Variant::Type type = Variant::Type::NIL;
};
struct NodeData {
Point2 pos;
Ref<VisualScriptNode> node;
};
HashMap<int, NodeData> nodes; // Can be a sparse map.
Set<SequenceConnection> sequence_connections;
Set<DataConnection> data_connections;
Vector2 scroll;
struct Function {
int func_id;
Function() { func_id = -1; }
};
struct Variable {
PropertyInfo info;
Variant default_value;
bool _export = false;
// Add getter & setter options here.
};
HashMap<StringName, Function> functions;
HashMap<StringName, Variable> variables;
Map<StringName, Vector<Argument>> custom_signals;
Vector<Multiplayer::RPCConfig> rpc_functions;
Map<Object *, VisualScriptInstance *> instances;
bool is_tool_script;
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
// void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
void _update_placeholders();
#endif
void _set_variable_info(const StringName &p_name, const Dictionary &p_info);
Dictionary _get_variable_info(const StringName &p_name) const;
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
protected:
void _node_ports_changed(int p_id);
static void _bind_methods();
public:
bool inherits_script(const Ref<Script> &p_script) const override;
void set_scroll(const Vector2 &p_scroll);
Vector2 get_scroll() const;
void add_function(const StringName &p_name, int p_func_node_id);
bool has_function(const StringName &p_name) const;
void remove_function(const StringName &p_name);
void rename_function(const StringName &p_name, const StringName &p_new_name);
void get_function_list(List<StringName> *r_functions) const;
int get_function_node_id(const StringName &p_name) const;
void set_tool_enabled(bool p_enabled);
void add_node(int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
void remove_node(int p_id);
bool has_node(int p_id) const;
Ref<VisualScriptNode> get_node(int p_id) const;
void set_node_position(int p_id, const Point2 &p_pos);
Point2 get_node_position(int p_id) const;
void get_node_list(List<int> *r_nodes) const;
void sequence_connect(int p_from_node, int p_from_output, int p_to_node);
void sequence_disconnect(int p_from_node, int p_from_output, int p_to_node);
bool has_sequence_connection(int p_from_node, int p_from_output, int p_to_node) const;
void get_sequence_connection_list(List<SequenceConnection> *r_connection) const;
Set<int> get_output_sequence_ports_connected(int from_node);
void data_connect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void data_disconnect(int p_from_node, int p_from_port, int p_to_node, int p_to_port);
bool has_data_connection(int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
void get_data_connection_list(List<DataConnection> *r_connection) const;
bool is_input_value_port_connected(int p_node, int p_port) const;
bool get_input_value_port_connection_source(int p_node, int p_port, int *r_node, int *r_port) const;
void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false);
bool has_variable(const StringName &p_name) const;
void remove_variable(const StringName &p_name);
void set_variable_default_value(const StringName &p_name, const Variant &p_value);
Variant get_variable_default_value(const StringName &p_name) const;
void set_variable_info(const StringName &p_name, const PropertyInfo &p_info);
PropertyInfo get_variable_info(const StringName &p_name) const;
void set_variable_export(const StringName &p_name, bool p_export);
bool get_variable_export(const StringName &p_name) const;
void get_variable_list(List<StringName> *r_variables) const;
void rename_variable(const StringName &p_name, const StringName &p_new_name);
void add_custom_signal(const StringName &p_name);
bool has_custom_signal(const StringName &p_name) const;
void custom_signal_add_argument(const StringName &p_func, Variant::Type p_type, const String &p_name, int p_index = -1);
void custom_signal_set_argument_type(const StringName &p_func, int p_argidx, Variant::Type p_type);
Variant::Type custom_signal_get_argument_type(const StringName &p_func, int p_argidx) const;
void custom_signal_set_argument_name(const StringName &p_func, int p_argidx, const String &p_name);
String custom_signal_get_argument_name(const StringName &p_func, int p_argidx) const;
void custom_signal_remove_argument(const StringName &p_func, int p_argidx);
int custom_signal_get_argument_count(const StringName &p_func) const;
void custom_signal_swap_argument(const StringName &p_func, int p_argidx, int p_with_argidx);
void remove_custom_signal(const StringName &p_name);
void rename_custom_signal(const StringName &p_name, const StringName &p_new_name);
Set<int> get_output_sequence_ports_connected(const String &edited_func, int from_node);
void get_custom_signal_list(List<StringName> *r_custom_signals) const;
int get_available_id() const;
void set_instance_base_type(const StringName &p_type);
virtual bool can_instantiate() const override;
virtual Ref<Script> get_base_script() const override;
virtual StringName get_instance_base_type() const override;
virtual ScriptInstance *instance_create(Object *p_this) override;
virtual bool instance_has(const Object *p_this) const override;
virtual bool has_source_code() const override;
virtual String get_source_code() const override;
virtual void set_source_code(const String &p_code) override;
virtual Error reload(bool p_keep_state = false) override;
#ifdef TOOLS_ENABLED
virtual const Vector<DocData::ClassDoc> &get_documentation() const override {
static Vector<DocData::ClassDoc> docs;
return docs;
}
#endif // TOOLS_ENABLED
virtual bool is_tool() const override;
virtual bool is_valid() const override;
virtual ScriptLanguage *get_language() const override;
virtual bool has_script_signal(const StringName &p_signal) const override;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const override;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const override;
virtual void get_script_method_list(List<MethodInfo> *p_list) const override;
virtual bool has_method(const StringName &p_method) const override;
virtual MethodInfo get_method_info(const StringName &p_method) const override;
virtual void get_script_property_list(List<PropertyInfo> *p_list, const ScriptInstance *instance = nullptr) const override;
virtual int get_member_line(const StringName &p_member) const override;
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const override;
#ifdef TOOLS_ENABLED
virtual bool are_subnodes_edited() const;
#endif
VisualScript();
~VisualScript();
};
class VisualScriptInstance : public ScriptInstance {
Object *owner = nullptr;
Ref<VisualScript> script;
Map<StringName, Variant> variables; // Using variable path, not script.
Map<int, VisualScriptNodeInstance *> instances;
struct Function {
int node = 0;
int max_stack = 0;
int trash_pos = 0;
int flow_stack_size = 0;
int pass_stack_size = 0;
int node_count = 0;
int argument_count = 0;
};
Map<StringName, Function> functions;
Vector<Variant> default_values;
int max_input_args = 0;
int max_output_args = 0;
StringName source;
void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Callable::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node);
Variant _call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Callable::CallError &r_error);
friend class VisualScriptFunctionState; // For yield.
friend class VisualScriptLanguage; // For debugger.
public:
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
virtual void notification(int p_notification);
String to_string(bool *r_valid);
bool set_variable(const StringName &p_variable, const Variant &p_value) {
Map<StringName, Variant>::Element *E = variables.find(p_variable);
if (!E) {
return false;
}
E->get() = p_value;
return true;
}
bool get_variable(const StringName &p_variable, Variant *r_variable) const {
const Map<StringName, Variant>::Element *E = variables.find(p_variable);
if (!E) {
return false;
}
*r_variable = E->get();
return true;
}
virtual Ref<Script> get_script() const;
_FORCE_INLINE_ VisualScript *get_script_ptr() { return script.ptr(); }
_FORCE_INLINE_ Object *get_owner_ptr() { return owner; }
void create(const Ref<VisualScript> &p_script, Object *p_owner);
virtual ScriptLanguage *get_language();
virtual const Vector<Multiplayer::RPCConfig> get_rpc_methods() const;
VisualScriptInstance();
~VisualScriptInstance();
};
class VisualScriptFunctionState : public RefCounted {
GDCLASS(VisualScriptFunctionState, RefCounted);
friend class VisualScriptInstance;
ObjectID instance_id;
ObjectID script_id;
VisualScriptInstance *instance = nullptr;
StringName function;
Vector<uint8_t> stack;
int working_mem_index = 0;
int variant_stack_size = 0;
VisualScriptNodeInstance *node = nullptr;
int flow_stack_pos = 0;
int pass = 0;
Variant _signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
protected:
static void _bind_methods();
public:
void connect_to_signal(Object *p_obj, const String &p_signal, Array p_binds);
bool is_valid() const;
Variant resume(Array p_args);
VisualScriptFunctionState();
~VisualScriptFunctionState();
};
typedef Ref<VisualScriptNode> (*VisualScriptNodeRegisterFunc)(const String &p_type);
class VisualScriptLanguage : public ScriptLanguage {
Map<String, VisualScriptNodeRegisterFunc> register_funcs;
struct CallLevel {
Variant *stack = nullptr;
Variant **work_mem = nullptr;
const StringName *function = nullptr;
VisualScriptInstance *instance = nullptr;
int *current_id = nullptr;
};
int _debug_parse_err_node = -1;
String _debug_parse_err_file = "";
String _debug_error;
int _debug_call_stack_pos = 0;
int _debug_max_call_stack;
CallLevel *_call_stack;
public:
StringName notification = "_notification";
StringName _get_output_port_unsequenced;
StringName _step = "_step";
StringName _subcall = "_subcall";
static VisualScriptLanguage *singleton;
Mutex lock;
bool debug_break(const String &p_error, bool p_allow_continue = true);
bool debug_break_parse(const String &p_file, int p_node, const String &p_error);
_FORCE_INLINE_ void enter_function(VisualScriptInstance *p_instance, const StringName *p_function, Variant *p_stack, Variant **p_work_mem, int *current_id) {
if (Thread::get_main_id() != Thread::get_caller_id()) {
return; // No support for other threads than main for now.
}
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() + 1);
}
if (_debug_call_stack_pos >= _debug_max_call_stack) {
// Stack overflow.
_debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")";
EngineDebugger::get_script_debugger()->debug(this);
return;
}
_call_stack[_debug_call_stack_pos].stack = p_stack;
_call_stack[_debug_call_stack_pos].instance = p_instance;
_call_stack[_debug_call_stack_pos].function = p_function;
_call_stack[_debug_call_stack_pos].work_mem = p_work_mem;
_call_stack[_debug_call_stack_pos].current_id = current_id;
_debug_call_stack_pos++;
}
_FORCE_INLINE_ void exit_function() {
if (Thread::get_main_id() != Thread::get_caller_id()) {
return; // No support for other threads than main for now.
}
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0) {
EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() - 1);
}
if (_debug_call_stack_pos == 0) {
_debug_error = "Stack Underflow (Engine Bug)";
EngineDebugger::get_script_debugger()->debug(this);
return;
}
_debug_call_stack_pos--;
}
//////////////////////////////////////
virtual String get_name() const;
/* LANGUAGE FUNCTIONS */
virtual void init();
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String &p_path);
virtual void finish();
/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const;
virtual bool is_control_flow_keyword(String p_keyword) const;
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
virtual void get_string_delimiters(List<String> *p_delimiters) const;
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
virtual bool is_using_templates();
virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
virtual bool validate(const String &p_script, const String &p_path = "", List<String> *r_functions = nullptr, List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual bool supports_builtin_mode() const;
virtual int find_function(const String &p_function, const String &p_code) const;
virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
virtual void profiling_start();
virtual void profiling_stop();
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func);
void remove_register_func(const String &p_name);
Ref<VisualScriptNode> create_node_from_name(const String &p_name);
void get_registered_node_names(List<String> *r_names);
VisualScriptLanguage();
~VisualScriptLanguage();
};
// Aid for registering.
template <class T>
static Ref<VisualScriptNode> create_node_generic(const String &p_name) {
Ref<T> node;
node.instantiate();
return node;
}
#endif // VISUAL_SCRIPT_H