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path: root/modules/visual_script/visual_script_editor.h
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* 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
* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-0/+27
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* More improvements to visual script..Juan Linietsky2016-08-311-1/+6
| | | | fixed a bug of not saving when sub-nodes changed.
* Even more work on visual script editor:Juan Linietsky2016-08-261-1/+8
| | | | | | | | -Added constructor nodes, specialized and conversion ones. -Cleaned up how unconnected input default values are shown and edited (much cleaner) -Dragging scene nodes into graph makes a call dialog appear by deault -Dragging properties into graph is set by default, not get -fixed dragging internal functions into graph
* More visual script workJuan Linietsky2016-08-251-0/+14
| | | | | | | | | -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
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+4
| | | | This one has an ordered list, built-in description, search, etc.
* VisualScript: Adding TOOLS_ENABLED flag where needed (#6144)vkbsb2016-08-151-0/+2
| | | Fixes #6022.
* -Show proper node name in subcallJuan Linietsky2016-08-081-1/+2
| | | | -Implemented Ctrl-F to focus script type search
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-2/+18
| | | | support, but VisualScript should be more or less done!
* More work on visual scripting..Juan Linietsky2016-08-031-0/+12
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* More progress on visual script editingJuan Linietsky2016-08-031-0/+8
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* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+147