All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
341 lines
7.5 KiB
C++
341 lines
7.5 KiB
C++
#ifndef VISUAL_SCRIPT_FLOW_CONTROL_H
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#define VISUAL_SCRIPT_FLOW_CONTROL_H
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#include "visual_script.h"
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class VisualScriptReturn : public VisualScriptNode {
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GDCLASS(VisualScriptReturn,VisualScriptNode)
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Variant::Type type;
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bool with_value;
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protected:
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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 "flow_control"; }
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void set_return_type(Variant::Type);
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Variant::Type get_return_type() const;
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void set_enable_return_value(bool p_enable);
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bool is_return_value_enabled() const;
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptReturn();
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};
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class VisualScriptCondition : public VisualScriptNode {
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GDCLASS(VisualScriptCondition,VisualScriptNode)
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protected:
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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 "flow_control"; }
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptCondition();
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};
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class VisualScriptWhile : public VisualScriptNode {
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GDCLASS(VisualScriptWhile,VisualScriptNode)
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protected:
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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 "flow_control"; }
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptWhile();
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};
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class VisualScriptIterator : public VisualScriptNode {
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GDCLASS(VisualScriptIterator,VisualScriptNode)
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protected:
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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 "flow_control"; }
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptIterator();
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};
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class VisualScriptSequence : public VisualScriptNode {
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GDCLASS(VisualScriptSequence,VisualScriptNode)
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int steps;
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protected:
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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 "flow_control"; }
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void set_steps(int p_steps);
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int get_steps() const;
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptSequence();
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};
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class VisualScriptSwitch : public VisualScriptNode {
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GDCLASS(VisualScriptSwitch,VisualScriptNode)
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struct Case {
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Variant::Type type;
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Case() { type=Variant::NIL; }
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};
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Vector<Case> case_values;
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friend class VisualScriptNodeInstanceSwitch;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) 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 bool has_mixed_input_and_sequence_ports() const { return true; }
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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 "flow_control"; }
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptSwitch();
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};
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class VisualScriptInputFilter : public VisualScriptNode {
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GDCLASS(VisualScriptInputFilter,VisualScriptNode)
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Vector<InputEvent> filters;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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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 "flow_control"; }
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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptInputFilter();
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};
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class VisualScriptTypeCast : public VisualScriptNode {
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GDCLASS(VisualScriptTypeCast,VisualScriptNode)
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StringName base_type;
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String script;
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protected:
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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 "flow_control"; }
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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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virtual VisualScriptNodeInstance* instance(VisualScriptInstance* p_instance);
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VisualScriptTypeCast();
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};
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void register_visual_script_flow_control_nodes();
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#endif // VISUAL_SCRIPT_FLOW_CONTROL_H
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