* Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
226 lines
7 KiB
C++
226 lines
7 KiB
C++
/*************************************************************************/
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/* graph_edit.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 GRAPH_EDIT_H
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#define GRAPH_EDIT_H
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#include "scene/gui/box_container.h"
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#include "scene/gui/graph_node.h"
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#include "scene/gui/scroll_bar.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tool_button.h"
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class GraphEdit;
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class GraphEditFilter : public Control {
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GDCLASS(GraphEditFilter, Control);
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friend class GraphEdit;
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GraphEdit *ge;
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virtual bool has_point(const Point2 &p_point) const;
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public:
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GraphEditFilter(GraphEdit *p_edit);
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};
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class GraphEdit : public Control {
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GDCLASS(GraphEdit, Control);
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public:
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struct Connection {
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StringName from;
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StringName to;
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int from_port;
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int to_port;
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float activity;
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};
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private:
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ToolButton *zoom_minus;
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ToolButton *zoom_reset;
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ToolButton *zoom_plus;
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ToolButton *snap_button;
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SpinBox *snap_amount;
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void _zoom_minus();
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void _zoom_reset();
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void _zoom_plus();
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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float port_grab_distance_horizontal;
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float port_grab_distance_vertical;
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bool connecting;
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String connecting_from;
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bool connecting_out;
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int connecting_index;
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int connecting_type;
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Color connecting_color;
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bool connecting_target;
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Vector2 connecting_to;
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String connecting_target_to;
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int connecting_target_index;
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bool just_disconected;
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bool dragging;
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bool just_selected;
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Vector2 drag_accum;
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Point2 drag_origin; // Workaround for GH-5907
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float zoom;
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bool box_selecting;
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bool box_selection_mode_aditive;
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Point2 box_selecting_from;
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Point2 box_selecting_to;
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Rect2 box_selecting_rect;
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List<GraphNode *> previus_selected;
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bool setting_scroll_ofs;
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bool right_disconnects;
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bool updating;
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bool awaiting_scroll_offset_update;
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List<Connection> connections;
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void _bake_segment2d(Vector<Vector2> &points, Vector<Color> &colors, float p_begin, float p_end, const Vector2 &p_a, const Vector2 &p_out, const Vector2 &p_b, const Vector2 &p_in, int p_depth, int p_min_depth, int p_max_depth, float p_tol, const Color &p_color, const Color &p_to_color, int &lines) const;
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void _draw_cos_line(CanvasItem *p_where, const Vector2 &p_from, const Vector2 &p_to, const Color &p_color, const Color &p_to_color);
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void _graph_node_raised(Node *p_gn);
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void _graph_node_moved(Node *p_gn);
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void _update_scroll();
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void _scroll_moved(double);
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void _gui_input(const Ref<InputEvent> &p_ev);
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Control *connections_layer;
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GraphEditFilter *top_layer;
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void _top_layer_input(const Ref<InputEvent> &p_ev);
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Rect2 create_hot_zone(const Vector2 &pos);
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void _top_layer_draw();
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void _connections_layer_draw();
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void _update_scroll_offset();
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Array _get_connection_list() const;
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bool lines_on_bg;
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struct ConnType {
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union {
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struct {
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uint32_t type_a;
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uint32_t type_b;
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};
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uint64_t key;
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};
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bool operator<(const ConnType &p_type) const {
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return key < p_type.key;
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}
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ConnType(uint32_t a = 0, uint32_t b = 0) {
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type_a = a;
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type_b = b;
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}
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};
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Set<ConnType> valid_connection_types;
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Set<int> valid_left_disconnect_types;
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Set<int> valid_right_disconnect_types;
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HBoxContainer *zoom_hb;
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friend class GraphEditFilter;
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bool _filter_input(const Point2 &p_point);
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void _snap_toggled();
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void _snap_value_changed(double);
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protected:
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static void _bind_methods();
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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void _notification(int p_what);
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virtual bool clips_input() const;
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public:
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Error connect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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bool is_node_connected(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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void disconnect_node(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port);
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void clear_connections();
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void set_connection_activity(const StringName &p_from, int p_from_port, const StringName &p_to, int p_to_port, float p_activity);
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void add_valid_connection_type(int p_type, int p_with_type);
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void remove_valid_connection_type(int p_type, int p_with_type);
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bool is_valid_connection_type(int p_type, int p_with_type) const;
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void set_zoom(float p_zoom);
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void set_zoom_custom(float p_zoom, const Vector2 &p_center);
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float get_zoom() const;
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GraphEditFilter *get_top_layer() const { return top_layer; }
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void get_connection_list(List<Connection> *r_connections) const;
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void set_right_disconnects(bool p_enable);
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bool is_right_disconnects_enabled() const;
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void add_valid_right_disconnect_type(int p_type);
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void remove_valid_right_disconnect_type(int p_type);
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void add_valid_left_disconnect_type(int p_type);
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void remove_valid_left_disconnect_type(int p_type);
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void set_scroll_ofs(const Vector2 &p_ofs);
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Vector2 get_scroll_ofs() const;
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void set_selected(Node *p_child);
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void set_use_snap(bool p_enable);
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bool is_using_snap() const;
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int get_snap() const;
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void set_snap(int p_snap);
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HBoxContainer *get_zoom_hbox();
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GraphEdit();
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};
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#endif // GRAPHEdit_H
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