godot/modules/visual_script/visual_script_flow_control.h
reduz f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00

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9.5 KiB
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/*************************************************************************/
/* visual_script_flow_control.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_FLOW_CONTROL_H
#define VISUAL_SCRIPT_FLOW_CONTROL_H
#include "visual_script.h"
class VisualScriptReturn : public VisualScriptNode {
GDCLASS(VisualScriptReturn, VisualScriptNode);
Variant::Type type;
bool with_value;
protected:
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
void set_return_type(Variant::Type);
Variant::Type get_return_type() const;
void set_enable_return_value(bool p_enable);
bool is_return_value_enabled() const;
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptReturn();
};
class VisualScriptCondition : public VisualScriptNode {
GDCLASS(VisualScriptCondition, VisualScriptNode);
protected:
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptCondition();
};
class VisualScriptWhile : public VisualScriptNode {
GDCLASS(VisualScriptWhile, VisualScriptNode);
protected:
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptWhile();
};
class VisualScriptIterator : public VisualScriptNode {
GDCLASS(VisualScriptIterator, VisualScriptNode);
protected:
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptIterator();
};
class VisualScriptSequence : public VisualScriptNode {
GDCLASS(VisualScriptSequence, VisualScriptNode);
int steps;
protected:
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
void set_steps(int p_steps);
int get_steps() const;
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptSequence();
};
class VisualScriptSwitch : public VisualScriptNode {
GDCLASS(VisualScriptSwitch, VisualScriptNode);
struct Case {
Variant::Type type;
Case() { type = Variant::NIL; }
};
Vector<Case> case_values;
friend class VisualScriptNodeInstanceSwitch;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
virtual void reset_state() override;
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual bool has_mixed_input_and_sequence_ports() const override { return true; }
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptSwitch();
};
class VisualScriptTypeCast : public VisualScriptNode {
GDCLASS(VisualScriptTypeCast, VisualScriptNode);
StringName base_type;
String script;
protected:
static void _bind_methods();
public:
virtual int get_output_sequence_port_count() const override;
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
virtual PropertyInfo get_input_value_port_info(int p_idx) const override;
virtual PropertyInfo get_output_value_port_info(int p_idx) const override;
virtual String get_caption() const override;
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
void set_base_type(const StringName &p_type);
StringName get_base_type() const;
void set_base_script(const String &p_path);
String get_base_script() const;
virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const override;
virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) override;
VisualScriptTypeCast();
};
void register_visual_script_flow_control_nodes();
#endif // VISUAL_SCRIPT_FLOW_CONTROL_H