From 85670726fdf840da22d3ab1fe55de4162e9289df Mon Sep 17 00:00:00 2001 From: "K. S. Ernest (iFire) Lee" Date: Sat, 12 May 2018 20:34:35 -0700 Subject: 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. --- .../visual_script_property_selector.cpp | 705 +++++++++++++++++++++ 1 file changed, 705 insertions(+) create mode 100644 modules/visual_script/visual_script_property_selector.cpp (limited to 'modules/visual_script/visual_script_property_selector.cpp') diff --git a/modules/visual_script/visual_script_property_selector.cpp b/modules/visual_script/visual_script_property_selector.cpp new file mode 100644 index 0000000000..994ea1f791 --- /dev/null +++ b/modules/visual_script/visual_script_property_selector.cpp @@ -0,0 +1,705 @@ +/*************************************************************************/ +/* visual_script_property_selector.cpp */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#include "visual_script_property_selector.h" + +#include "editor_scale.h" +#include "modules/visual_script/visual_script.h" +#include "modules/visual_script/visual_script_builtin_funcs.h" +#include "modules/visual_script/visual_script_flow_control.h" +#include "modules/visual_script/visual_script_func_nodes.h" +#include "modules/visual_script/visual_script_nodes.h" +#include "os/keyboard.h" +#include "scene/main/node.h" +#include "scene/main/viewport.h" + +void VisualScriptPropertySelector::_text_changed(const String &p_newtext) { + _update_search(); +} + +void VisualScriptPropertySelector::_sbox_input(const Ref &p_ie) { + + Ref k = p_ie; + + if (k.is_valid()) { + + switch (k->get_scancode()) { + case KEY_UP: + case KEY_DOWN: + case KEY_PAGEUP: + case KEY_PAGEDOWN: { + + search_options->call("_gui_input", k); + search_box->accept_event(); + + TreeItem *root = search_options->get_root(); + if (!root->get_children()) + break; + + TreeItem *current = search_options->get_selected(); + + TreeItem *item = search_options->get_next_selected(root); + while (item) { + item->deselect(0); + item = search_options->get_next_selected(item); + } + + current->select(0); + + } break; + } + } +} + +void VisualScriptPropertySelector::_update_search() { + set_title(TTR("Search VisualScript")); + + search_options->clear(); + help_bit->set_text(""); + + TreeItem *root = search_options->create_item(); + bool found = false; + + if (properties) { + + List props; + + if (instance) { + instance->get_property_list(&props, true); + } else if (type != Variant::NIL) { + Variant v; + Variant::CallError ce; + v = Variant::construct(type, NULL, 0, ce); + + v.get_property_list(&props); + } else { + + Object *obj = ObjectDB::get_instance(script); + if (Object::cast_to