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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2018-05-12 20:34:35 -0700
committerK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2018-07-24 13:59:28 -0700
commit85670726fdf840da22d3ab1fe55de4162e9289df (patch)
tree8f7a4eb8e0b265c94f7295090a01e4db75c4152d /modules/visual_script/visual_script_property_selector.h
parent9377f8db55abffc0532e797a3ff6bb39aaac9228 (diff)
downloadredot-engine-85670726fdf840da22d3ab1fe55de4162e9289df.tar.gz
Improve VisualScript UX
* 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.
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+/*************************************************************************/
+/* visual_script_property_selector.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 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 VISUALSCRIPT_PROPERTYSELECTOR_H
+#define VISUALSCRIPT_PROPERTYSELECTOR_H
+
+#include "editor/property_editor.h"
+#include "editor_help.h"
+#include "scene/gui/rich_text_label.h"
+
+class VisualScriptPropertySelector : public ConfirmationDialog {
+ GDCLASS(VisualScriptPropertySelector, ConfirmationDialog)
+
+ LineEdit *search_box;
+ Tree *search_options;
+
+ void _update_search();
+
+ void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
+
+ void get_visual_node_names(const String &root_filter, const Set<String> &filter, bool &found, TreeItem *const root, LineEdit *const search_box);
+
+ void _sbox_input(const Ref<InputEvent> &p_ie);
+
+ void _confirmed();
+ void _text_changed(const String &p_newtext);
+
+ EditorHelpBit *help_bit;
+
+ bool properties;
+ bool visual_script_generic;
+ String selected;
+ Variant::Type type;
+ String base_type;
+ ObjectID script;
+ Object *instance;
+ bool virtuals_only;
+
+ bool seq_connect = false;
+
+ void _item_selected();
+
+ Vector<Variant::Type> type_filter;
+
+protected:
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+ void select_method_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false);
+ void select_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false, bool p_seq_connect = false);
+ void select_from_script(const Ref<Script> &p_script, const String &p_current /*= ""*/);
+ void select_from_basic_type(Variant::Type p_type, const String &p_current = "");
+ void select_from_action(const String &p_type, const String &p_current = "");
+ void select_from_instance(Object *p_instance, const String &p_current = "");
+ void select_from_visual_script(const String &p_base);
+
+ void show_window(float p_screen_ratio);
+
+ void set_type_filter(const Vector<Variant::Type> &p_type_filter);
+
+ VisualScriptPropertySelector();
+};
+
+#endif // VISUALSCRIPT_PROPERTYSELECTOR_H