More visual script work

-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
This commit is contained in:
Juan Linietsky 2016-08-25 17:45:20 -03:00
parent 41a58f7935
commit 9c6175db11
35 changed files with 1707 additions and 252 deletions

View file

@ -1,7 +1,7 @@
#include "visual_script.h"
#include "visual_script_nodes.h"
#include "scene/main/node.h"
#include "os/os.h"
#include "globals.h"
#define SCRIPT_VARIABLES_PREFIX "script_variables/"
@ -31,11 +31,13 @@ void VisualScriptNode::_notification(int p_what) {
void VisualScriptNode::ports_changed_notify(){
default_input_values.resize( MAX(default_input_values.size(),get_input_value_port_count()) ); //let it grow as big as possible, we don't want to lose values on resize
emit_signal("ports_changed");
}
void VisualScriptNode::set_default_input_value(int p_port,const Variant& p_value) {
void VisualScriptNode::set_default_input_value(int p_port,const Variant& p_value) {
ERR_FAIL_INDEX(p_port,default_input_values.size());
@ -54,35 +56,40 @@ void VisualScriptNode::_set_default_input_values(Array p_values) {
default_input_values=p_values;
}
Array VisualScriptNode::_get_default_input_values() const {
//validate on save, since on load there is little info about this
void VisualScriptNode::validate_input_default_values() {
Array saved_values;
default_input_values.resize(get_input_value_port_count());
//actually validate on save
for(int i=0;i<get_input_value_port_count();i++) {
Variant::Type expected = get_input_value_port_info(i).type;
if (i>=default_input_values.size()) {
if (expected==Variant::NIL || expected==default_input_values[i].get_type()) {
continue;
} else {
//not the same, reconvert
Variant::CallError ce;
saved_values.push_back(Variant::construct(expected,NULL,0,ce,false));
} else {
if (expected==Variant::NIL || expected==default_input_values[i].get_type()) {
saved_values.push_back(default_input_values[i]);
} else {
//not the same, reconvert
Variant::CallError ce;
Variant existing = default_input_values[i];
const Variant *existingp=&existing;
saved_values.push_back( Variant::construct(expected,&existingp,1,ce,false) );
Variant existing = default_input_values[i];
const Variant *existingp=&existing;
default_input_values[i] = Variant::construct(expected,&existingp,1,ce,false);
if (ce.error!=Variant::CallError::CALL_OK) {
//could not convert? force..
default_input_values[i] = Variant::construct(expected,NULL,0,ce,false);
}
}
}
return saved_values;
}
Array VisualScriptNode::_get_default_input_values() const {
//validate on save, since on load there is little info about this
return default_input_values;
}
@ -224,6 +231,7 @@ int VisualScript::get_function_node_id(const StringName& p_name) const {
void VisualScript::_node_ports_changed(int p_id) {
StringName function;
for (Map<StringName,Function>::Element *E=functions.front();E;E=E->next()) {
@ -239,6 +247,10 @@ void VisualScript::_node_ports_changed(int p_id) {
Function &func = functions[function];
Ref<VisualScriptNode> vsn = func.nodes[p_id].node;
if (OS::get_singleton()->get_main_loop() && OS::get_singleton()->get_main_loop()->cast_to<SceneTree>() && OS::get_singleton()->get_main_loop()->cast_to<SceneTree>()->is_editor_hint()) {
vsn->validate_input_default_values(); //force validate default values when editing on editor
}
//must revalidate all the functions
{
@ -836,6 +848,10 @@ StringName VisualScript::get_instance_base_type() const {
return base_type;
}
Ref<Script> VisualScript::get_base_script() const {
return Ref<Script>(); // no inheritance in visual script
}
#ifdef TOOLS_ENABLED
void VisualScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
@ -1884,8 +1900,23 @@ Ref<Script> VisualScriptInstance::get_script() const{
ScriptInstance::RPCMode VisualScriptInstance::get_rpc_mode(const StringName& p_method) const {
const Map<StringName,VisualScript::Function>::Element *E = script->functions.find(p_method);
if (!E) {
return RPC_MODE_DISABLED;
}
if (E->get().function_id>=0 && E->get().nodes.has(E->get().function_id)) {
Ref<VisualScriptFunction> vsf = E->get().nodes[E->get().function_id].node;
if (vsf.is_valid()) {
return vsf->get_rpc_mode();
}
}
return RPC_MODE_DISABLED;
}
ScriptInstance::RPCMode VisualScriptInstance::get_rset_mode(const StringName& p_variable) const {
return RPC_MODE_DISABLED;