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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Small fixes to redundand code, copy paste bugsqarmin2019-10-141-1/+1
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* Fix VS editor's "Create Function" dialogMichael Alexsander Silva Dias2019-09-281-0/+1
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* Cleanup VS editor's left menuMichael Alexsander Silva Dias2019-09-271-1/+1
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* Visualscript editor graph unification & refactoringSwarnim Arun2019-09-261-14/+52
| | | | Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
* Tool Mode for VisualscriptSwarnim Arun2019-09-211-0/+1
| | | | Add the ability to VisualScript to function in Tool mode aka the Editor itself similar to GDScript or Mono
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+1
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* Merge pull request #28766 from pgoral/editor_validation_issueRémi Verschelde2019-06-171-0/+1
|\ | | | | Changing method signature in other class in not recognized in working…
| * Changing method signature in other class in not recognized in working class ↵Goral2019-05-291-0/+1
| | | | | | | | in typed GDScript #28685
* | Merge pull request #29262 from DarknessCatt/issue-27476Rémi Verschelde2019-06-111-0/+1
|\ \ | |/ |/| Automatically add new line to scripts
| * Automatically add new line to scriptsMatheus Lima Cunha2019-05-291-0/+1
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* | VS: Give the generic search the current base type.K. S. Ernest (iFire) Lee2019-05-011-1/+1
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* | Added a marker in text_edit that tells which row is executing.Rikhardur Bjarni Einarsson2019-04-231-0/+2
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* add undeclared function params of VisualScriptEditor::_selected_method , ↵Liangdi2018-11-211-1/+1
| | | | Fixes #23475
* On virtual method creation cancel don't do anything.K. S. Ernest (iFire) Lee2018-11-051-1/+1
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* Fix inspector previewGuilherme Felipe2018-10-071-1/+1
| | | | Remove script preview to inspector dock
* Fix warnings about set but unused variables [-Wunused-but-set-variable]Rémi Verschelde2018-09-271-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes the following GCC 5 warnings: ``` drivers/gles2/rasterizer_canvas_gles2.cpp:814:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:2270:11: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:2673:22: warning: variable 'e' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:715:7: warning: variable 'no_cull' set but not used [-Wunused-but-set-variable] drivers/gles2/shader_gles2.cpp:693:14: warning: variable 'cc' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_canvas_gles3.cpp:1226:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_scene_gles3.cpp:3039:10: warning: variable 'contrib' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_scene_gles3.cpp:4504:32: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable] editor/editor_inspector.cpp:272:9: warning: variable 'guide_color' set but not used [-Wunused-but-set-variable] editor/editor_themes.cpp:1067:14: warning: variable 'alpha3' set but not used [-Wunused-but-set-variable] editor/editor_themes.cpp:263:8: warning: variable 'script_bg_color' set but not used [-Wunused-but-set-variable] editor/plugins/collision_shape_2d_editor_plugin.cpp:326:11: warning: variable 'cpoint' set but not used [-Wunused-but-set-variable] editor/plugins/mesh_editor_plugin.cpp:72:9: warning: variable 'size' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:471:12: warning: variable 'mpos' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:89:8: warning: variable 'basetype_color' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:90:8: warning: variable 'type_color' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:92:8: warning: variable 'string_color' set but not used [-Wunused-but-set-variable] modules/visual_script/visual_script_editor.cpp:2521:7: warning: variable 'seq_connect' set but not used [-Wunused-but-set-variable] platform/android/export/export.cpp:580:12: warning: variable 'styles_count' set but not used [-Wunused-but-set-variable] platform/android/export/export.cpp:584:12: warning: variable 'styles_offset' set but not used [-Wunused-but-set-variable] platform/osx/export/export.cpp:464:9: warning: variable 'zerr' set but not used [-Wunused-but-set-variable] scene/2d/tile_map.cpp:260:10: warning: variable 'tcenter' set but not used [-Wunused-but-set-variable] scene/3d/light.cpp:166:7: warning: variable 'editor_ok' set but not used [-Wunused-but-set-variable] scene/3d/navigation.cpp:566:11: warning: variable 'closest_navmesh' set but not used [-Wunused-but-set-variable] scene/gui/rich_text_label.cpp:869:8: warning: variable 'size' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:705:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:706:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:726:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:727:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable] scene/resources/material.cpp:430:7: warning: variable 'using_world' set but not used [-Wunused-but-set-variable] servers/visual/shader_language.cpp:2026:7: warning: variable 'all_const' set but not used [-Wunused-but-set-variable] servers/visual/visual_server_scene.cpp:1383:28: warning: variable 'z_max_cam' set but not used [-Wunused-but-set-variable] ``` Also fixes two [-Wunused-value] warnings: ``` scene/gui/text_edit.cpp:4405:20: warning: statement has no effect [-Wunused-value] servers/visual/visual_server_scene.cpp:905:48: warning: value computed is not used [-Wunused-value] ``` Some of those are bugs and need further work, they are identified with `// FIXME` comments.
* Fix warnings on non-static data member initializers (C++11 feature)Rémi Verschelde2018-09-271-1/+2
| | | | | | | | | | | | | | We're not formally using C++11 yet so those trigger compilation warnings (at least with GCC 5): ./main/input_default.h:122:30: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11 CursorShape default_shape = CURSOR_ARROW; ^ Note: We may allow those eventually (especially for non-int static const), but most of current occurrences were inconsistent with all other classes. See also http://www.stroustrup.com/C++11FAQ.html#member-init
* Change the default variable constructor to use EditorInspector and updated ↵K. S. Ernest (iFire) Lee2018-09-081-2/+2
| | | | property hints that were changed.
* Carry property hint and hint string through to Visualscript virtual functions.K. S. Ernest (iFire) Lee2018-07-271-1/+1
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* Visualscript fix crash and generic search does not connect ports.K. S. Ernest (iFire) Lee2018-07-261-2/+2
| | | | * Signal change requires function changes to _selected_new_virtual_method
* Visualscript: Don't show Shift+A search box at every screen and reuse ↵K. S. Ernest (iFire) Lee2018-07-251-0/+3
| | | | | | EDIT_FIND_NODE_TYPE (ctrl-f) shortcut. The generic search shortcut is now CTRL-F.
* Merge pull request #18867 from fire/better_vx_us_rebase_02Juan Linietsky2018-07-241-19/+20
|\ | | | | Improve VisualScript UX
| * Improve VisualScript UXK. S. Ernest (iFire) Lee2018-07-241-19/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* | Allow opening and editing of any utf_8 file in script editorPaulb232018-07-221-2/+2
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* -Fixes to how hashing happened, now StringName and NodePath use default ↵Juan Linietsky2018-07-021-1/+1
| | | | | | hasher, this was leading to some severe slowdown in scenarios -Fixes to some duplication scenarios for instanced scenes
* Abstracted the syntax highlighter from text editPaulb232018-04-021-0/+3
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* Merge pull request #15379 from ianb96/delete_key_fixRémi Verschelde2018-02-141-0/+1
|\ | | | | Filesystem and Visual Script Members delete key fix
| * Filesystem and Visual Script Members keyboard shortcuts fixIan2018-01-061-0/+1
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* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
|/ | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Create API to add and remove VisualScript custom nodesGeorge Marques2017-11-151-0/+23
| | | | | | | This makes a VisualScriptEditor singleton, which gives plugins the ability to register their own custom nodes. Those will be available for insertion in the Visual Script editor, under the "Custom Nodes" category.
* Improved VS node coloringDaniel J. Ramirez2017-09-121-0/+1
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* Many fixes to visual script, changed virtuals override for a proper selector.Juan Linietsky2017-09-121-5/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* VisualScriptEditor: Remove Node when canceling PropertySelector.Andreas Haas2017-08-221-0/+1
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-3/+21
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Added members overviewPaulb232017-05-291-0/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+1
| | | | this might cause bugs I haven't found yet..
* Merge pull request #8417 from neikeq/hello-thereRémi Verschelde2017-04-201-1/+0
|\ | | | | External editor improvements and fixes
| * External editor improvements and fixesIgnacio Etcheverry2017-04-171-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
* | Convert indent on savePaulb232017-04-181-0/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-50/+41
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-3/+31
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-4/+4
| | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()