2023-06-12 17:32:36 +02:00
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extends GraphNode
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class_name DeckNodeRendererGraphNode
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2023-11-25 11:40:43 +01:00
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## [GraphNode] based renderer of [DeckNode]
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2023-06-12 17:32:36 +02:00
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2023-11-25 12:01:17 +01:00
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## Stores the data container [DeckNode] that the visuals of this [DeckNodeRendererGraphNode]
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## are based off.
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var node: DeckNode
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## Setups up all the properties based off [member node]. Including looping through
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## [method DeckNode.get_all_ports()] and setting up all the descriptors.
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func _ready() -> void:
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title = node.name
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node.position_updated.connect(_on_node_position_updated)
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#node.port_added.connect(_on_node_port_added)
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#node.port_removed.connect(_on_node_port_removed)
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node.ports_updated.connect(_on_node_ports_updated)
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for port in node.get_all_ports():
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update_port(port)
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2023-06-24 05:39:50 +02:00
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2023-11-25 12:01:17 +01:00
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## Connected to [signal GraphElement.position_offset_updated] and updates the
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2023-11-25 11:40:43 +01:00
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## [member node]s properties
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func _on_position_offset_changed() -> void:
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node.position.x = position_offset.x
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node.position.y = position_offset.y
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2023-11-25 12:01:17 +01:00
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## Connected to [member node]s [signal position_updated] to keep parity with the
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## data position.
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func _on_node_position_updated(new_position: Dictionary) -> void:
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position_offset.x = new_position.x
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position_offset.y = new_position.y
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2023-11-25 12:01:17 +01:00
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## Connected to [member node]s [signal port_added] handles setting up the specified
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## [member Port.descriptor] with it's required nodes/signals etc. + adding the port
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## using [method GraphNode.set_slot]
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func _on_node_port_added(port_idx: int) -> void:
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var port := node.get_all_ports()[port_idx]
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update_port(port)
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## Connected to [member node]s [signal port_removed], queue_frees the [Node]
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## used for the descriptor, as well as using [method GraphNode.set_slot] to remove the slot.
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func _on_node_port_removed(port_idx: int) -> void:
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set_slot(
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port_idx,
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false,
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0,
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Color.WHITE,
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false,
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0,
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Color.WHITE,
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)
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get_child(port_idx).queue_free()
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## Connected to [member node]s [signal ports_updated]. Remakes all of the ports
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## + their descriptors whenever this is received to allow keeping the Renderers ports up to date.
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func _on_node_ports_updated() -> void:
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clear_all_slots()
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for c in get_children():
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c.queue_free()
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for port in node.get_all_ports():
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update_port(port)
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func update_port(port: Port) -> void:
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var descriptor_split := port.descriptor.split(":")
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match descriptor_split[0]:
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"button":
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var button := Button.new()
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add_child(button)
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button.text = port.label
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if port.port_type == DeckNode.PortType.OUTPUT:
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button.pressed.connect(
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func():
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node.send(port.index_of_type, true)
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)
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#elif port.port_type == DeckNode.PortType.INPUT:
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else:
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button.pressed.connect(
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func():
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node._receive(port.index_of_type, true)
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)
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"field":
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var line_edit := LineEdit.new()
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add_child(line_edit)
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if port.value:
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line_edit.text = str(port.value)
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line_edit.placeholder_text = port.label
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port.value_callback = line_edit.get_text
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line_edit.text_changed.connect(port.set_value)
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"singlechoice":
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var box := OptionButton.new()
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for item in descriptor_split.slice(1):
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box.add_item(item)
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add_child(box)
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port.value_callback = func(): return box.get_item_text(box.get_selected_id())
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if port.type == DeckType.Types.STRING:
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box.item_selected.connect(
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func(id: int):
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port.set_value.call(box.get_item_text(box.get_selected_id()))
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)
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"codeblock":
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var code_edit = CodeEdit.new()
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add_child(code_edit)
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if port.value:
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code_edit.text = str(port.value)
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code_edit.placeholder_text = port.label
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port.value_callback = code_edit.get_text
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code_edit.text_changed.connect(port.set_value.bind(code_edit.get_text))
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code_edit.custom_minimum_size = Vector2(200, 100)
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code_edit.size_flags_vertical = SIZE_EXPAND_FILL
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_:
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var label := Label.new()
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add_child(label)
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label.text = port.label
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set_slot(
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port.index,
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port.port_type == DeckNode.PortType.INPUT,
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port.type,
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Color.WHITE,
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port.port_type == DeckNode.PortType.OUTPUT,
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port.type,
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Color.WHITE,
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)
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