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path: root/modules/visual_script/visual_script_editor.h
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* 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()
* -Added diectly editable expressions on node to VSEditor, closes #6392Juan Linietsky2016-09-061-0/+1
| | | | -Added ability for LineEdit to expand to fit text