Ero's Doc Sprint 1 (#5)

Co-authored-by: Eroax <eroaxe.business@gmail.com>
Reviewed-on: https://codeberg.org/Eroax/Re-DotDeck/pulls/5
Co-authored-by: Eroax <eroax@noreply.codeberg.org>
Co-committed-by: Eroax <eroax@noreply.codeberg.org>
This commit is contained in:
Eroax 2023-11-25 10:40:43 +00:00 committed by yagich
parent eeb509cae0
commit 2264890113
5 changed files with 144 additions and 55 deletions

View file

@ -1,15 +1,25 @@
extends Node extends Node
class_name NodeDB_
## Filepath used for referencing all [DeckNode] Files from.
const BASE_NODE_PATH := "res://classes/deck/nodes/" const BASE_NODE_PATH := "res://classes/deck/nodes/"
## Filepath where an Index of [NodeDB_.NodeDescriptor]s are saved to avoid reloading
## everything each run.
## @experimental
const NODE_INDEX_CACHE_PATH := "user://nodes_index.json" const NODE_INDEX_CACHE_PATH := "user://nodes_index.json"
## Filepath where the the list of Favorite Nodes is stored.
const FAVORITE_NODES_PATH := "user://favorite_nodes.json" const FAVORITE_NODES_PATH := "user://favorite_nodes.json"
## [Array] used for storing all the "Favorite" Nodes that were set in the [AddNodeMenu]
var favorite_nodes: Array[String] var favorite_nodes: Array[String]
# Dictionary[node_type, NodeDescriptor] # Dictionary[node_type, NodeDescriptor]
## [Dictionary] filled with node_type, or [String] keys. Correlating to
## [NodeDB_.NodeDescriptor]'s. Essentially where all the nodes are loaded in for data reference.
var nodes: Dictionary = {} var nodes: Dictionary = {}
## Loads in all the [DeckNode]s from [member BASE_NODE_PATH]. Or if a working
## cache exists at [member NODE_INDEX_CACHE_PATH] that takes priority
func _init() -> void: func _init() -> void:
load_favorites() load_favorites()
#if load_node_index(): #if load_node_index():
@ -41,14 +51,14 @@ func _init() -> void:
save_node_index() save_node_index()
## Helper Function that instances a [DeckNode] based off of it's [member DeckNode.node_type]
func instance_node(type: String) -> DeckNode: func instance_node(type: String) -> DeckNode:
if !nodes.has(type): if !nodes.has(type):
return null return null
return load(nodes[type]["script_path"]).new() return load(nodes[type]["script_path"]).new()
## Handles Saving the Index of all loaded nodes to [member NODE_INDEX_CACHE_PATH]
func save_node_index() -> void: func save_node_index() -> void:
var d := {} var d := {}
for node_type in nodes: for node_type in nodes:
@ -59,7 +69,8 @@ func save_node_index() -> void:
var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.WRITE) var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.WRITE)
f.store_string(json) f.store_string(json)
## Loads the Node Index from [member NODE_INDEX_CACHE_PATH] adding all of the
## [NodeDB_.NodeDescriptor]s in it to the [member nodes] [Dictionary]
func load_node_index() -> bool: func load_node_index() -> bool:
var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.READ) var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.READ)
if f == null: if f == null:
@ -79,7 +90,8 @@ func load_node_index() -> bool:
print("node index file exists, loaded") print("node index file exists, loaded")
return true return true
## Sets a specific [member DeckNode.node_type] to be a "favorite" for use in
## [AddNodeMenu]. Then stores the updated list of favorites at [member FAVORITE_NODES_PATH]
func set_node_favorite(node_type: String, favorite: bool) -> void: func set_node_favorite(node_type: String, favorite: bool) -> void:
if (favorite && node_type in favorite_nodes) || (!favorite && !(node_type in favorite_nodes)): if (favorite && node_type in favorite_nodes) || (!favorite && !(node_type in favorite_nodes)):
return return
@ -92,7 +104,7 @@ func set_node_favorite(node_type: String, favorite: bool) -> void:
var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.WRITE) var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.WRITE)
f.store_string(JSON.stringify(favorite_nodes, "\t")) f.store_string(JSON.stringify(favorite_nodes, "\t"))
## Loads the list of Favorite [memeber DeckNode.node_type]s from [member FAVORITE_NODES_PATH]
func load_favorites() -> void: func load_favorites() -> void:
var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.READ) var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.READ)
if !f: if !f:
@ -101,22 +113,32 @@ func load_favorites() -> void:
favorite_nodes.clear() favorite_nodes.clear()
favorite_nodes.assign(data) favorite_nodes.assign(data)
## Returns [code]true[/code] if the specified [member DeckNode.node_type] is marked Favorite
## by the user.
func is_node_favorite(node_type: String) -> bool: func is_node_favorite(node_type: String) -> bool:
return node_type in favorite_nodes return node_type in favorite_nodes
## Used for storing the shorthand data of a [DeckNode].
##
## Allows for more simply storing [DeckNode]s properties without needing to
## keep an instance
class NodeDescriptor: class NodeDescriptor:
## Default Name of the [DeckNode] type this is storing properties of.
var name: String var name: String
## The [member DeckNode.node_type] of the [DeckNode] this is based off of.
var type: String var type: String
## The description of the [DeckNode] reference [member DeckNode.description]
var description: String var description: String
## The description of the [DeckNode] reference [member DeckNode.aliases]
var aliases: String var aliases: String
## The description of the [DeckNode] reference [member DeckNode.category]
var category: String var category: String
## The description of the [DeckNode] reference [member DeckNode.appears_in_search]
var appears_in_search: bool var appears_in_search: bool
## Stores the path to this nodes [Script] in res:// for later instantiation.
var script_path: String var script_path: String
func _init( func _init(
p_script_path: String, p_script_path: String,
p_name: String, p_name: String,
@ -135,7 +157,7 @@ class NodeDescriptor:
category = p_category category = p_category
appears_in_search = p_appears_in_search appears_in_search = p_appears_in_search
## Converts all the properties in this [NodeDB_.NodeDescriptor] to a [Dictionary]. Format - {propery : value}
func to_dictionary() -> Dictionary: func to_dictionary() -> Dictionary:
var d := { var d := {
"name": name, "name": name,
@ -148,7 +170,7 @@ class NodeDescriptor:
} }
return d return d
## Creates a [NodeDB_.NodeDescriptor] from a given [Dictionary] of properties.
static func from_dictionary(data: Dictionary) -> NodeDescriptor: static func from_dictionary(data: Dictionary) -> NodeDescriptor:
var nd := NodeDescriptor.new( var nd := NodeDescriptor.new(
data.get("script_path", ""), data.get("script_path", ""),

View file

@ -1,10 +1,19 @@
extends Control extends Control
class_name DeckHolderRenderer
## Renderer class for [DeckHolder]
##
## Entry point for the [GraphEdit] based Renderer
## Reference to the base scene for [DeckRendererGraphEdit]
const DECK_SCENE := preload("res://graph_node_renderer/deck_renderer_graph_edit.tscn") const DECK_SCENE := preload("res://graph_node_renderer/deck_renderer_graph_edit.tscn")
## Reference to the main windows [TabContainerCustom]
@onready var tab_container: TabContainerCustom = %TabContainerCustom as TabContainerCustom @onready var tab_container: TabContainerCustom = %TabContainerCustom as TabContainerCustom
## Reference to the [FileDialog] used for File operations through the program.
@onready var file_dialog: FileDialog = $FileDialog @onready var file_dialog: FileDialog = $FileDialog
## Enum for storing the Options in the "File" PopupMenu.
enum FileMenuId { enum FileMenuId {
NEW, NEW,
OPEN, OPEN,
@ -13,6 +22,7 @@ enum FileMenuId {
CLOSE = 6, CLOSE = 6,
} }
## Weak Reference to the Deck that is currently going to be saved.
var _deck_to_save: WeakRef var _deck_to_save: WeakRef
@ -27,7 +37,8 @@ func _ready() -> void:
file_dialog.canceled.connect(disconnect_file_dialog_signals) file_dialog.canceled.connect(disconnect_file_dialog_signals)
## Called when the File button in the [MenuBar] is pressed with the [param id]
## of the button within it that was pressed.
func _on_file_id_pressed(id: int) -> void: func _on_file_id_pressed(id: int) -> void:
match id: match id:
FileMenuId.NEW: FileMenuId.NEW:
@ -41,7 +52,7 @@ func _on_file_id_pressed(id: int) -> void:
FileMenuId.CLOSE: FileMenuId.CLOSE:
close_current_tab() close_current_tab()
## Adds an empty [DeckRendererGraphEdit] with a corresponding [Deck] for it's data.
func add_empty_deck() -> void: func add_empty_deck() -> void:
var deck := DeckHolder.add_empty_deck() var deck := DeckHolder.add_empty_deck()
var inst: DeckRendererGraphEdit = DECK_SCENE.instantiate() var inst: DeckRendererGraphEdit = DECK_SCENE.instantiate()
@ -50,11 +61,12 @@ func add_empty_deck() -> void:
tab_container.set_tab_metadata(tab_container.get_current_tab(), deck) tab_container.set_tab_metadata(tab_container.get_current_tab(), deck)
inst.group_enter_requested.connect(_on_deck_renderer_group_enter_requested.bind(deck)) inst.group_enter_requested.connect(_on_deck_renderer_group_enter_requested.bind(deck))
## Closes the current tab in [member tab_container]
func close_current_tab() -> void: func close_current_tab() -> void:
tab_container.close_tab(tab_container.get_current_tab()) tab_container.close_tab(tab_container.get_current_tab())
## Opens [member file_dialog] with the mode [member FileDialog.FILE_MODE_SAVE_FILE]
## as well as getting a weakref to the active [Deck]
func open_save_dialog(path: String) -> void: func open_save_dialog(path: String) -> void:
file_dialog.file_mode = FileDialog.FILE_MODE_SAVE_FILE file_dialog.file_mode = FileDialog.FILE_MODE_SAVE_FILE
file_dialog.title = "Save a Deck" file_dialog.title = "Save a Deck"
@ -63,7 +75,8 @@ func open_save_dialog(path: String) -> void:
file_dialog.popup_centered() file_dialog.popup_centered()
file_dialog.file_selected.connect(_on_file_dialog_save_file, CONNECT_ONE_SHOT) file_dialog.file_selected.connect(_on_file_dialog_save_file, CONNECT_ONE_SHOT)
## Opens [member file_dialog] with the mode [FileDialog.FILE_MODE_OPEN_FILES]
## with the supplied [param path]
func open_open_dialog(path: String) -> void: func open_open_dialog(path: String) -> void:
file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILES file_dialog.file_mode = FileDialog.FILE_MODE_OPEN_FILES
file_dialog.title = "Open Deck(s)" file_dialog.title = "Open Deck(s)"
@ -71,7 +84,8 @@ func open_open_dialog(path: String) -> void:
file_dialog.popup_centered() file_dialog.popup_centered()
file_dialog.files_selected.connect(_on_file_dialog_open_files, CONNECT_ONE_SHOT) file_dialog.files_selected.connect(_on_file_dialog_open_files, CONNECT_ONE_SHOT)
## Connected to [signal FileDialog.save_file] on [member file_dialog].
## Saves the selected [Deck] if it still exists.
func _on_file_dialog_save_file(path: String) -> void: func _on_file_dialog_save_file(path: String) -> void:
var deck: Deck = _deck_to_save.get_ref() as Deck var deck: Deck = _deck_to_save.get_ref() as Deck
if !deck: if !deck:
@ -82,7 +96,8 @@ func _on_file_dialog_save_file(path: String) -> void:
var f := FileAccess.open(path, FileAccess.WRITE) var f := FileAccess.open(path, FileAccess.WRITE)
f.store_string(json) f.store_string(json)
## Connected to [signal FileDialog.open_files] on [member file_dialog]. Opens
## the selected paths, instantiating [DeckRenderGraphEdit]s and [Deck]s for each.
func _on_file_dialog_open_files(paths: PackedStringArray) -> void: func _on_file_dialog_open_files(paths: PackedStringArray) -> void:
for path in paths: for path in paths:
var deck := DeckHolder.open_deck_from_file(path) var deck := DeckHolder.open_deck_from_file(path)
@ -92,14 +107,14 @@ func _on_file_dialog_open_files(paths: PackedStringArray) -> void:
inst.initialize_from_deck() inst.initialize_from_deck()
inst.group_enter_requested.connect(_on_deck_renderer_group_enter_requested.bind(deck)) inst.group_enter_requested.connect(_on_deck_renderer_group_enter_requested.bind(deck))
## Gets the currently active [Deck] from [member tab_container]
func get_active_deck() -> Deck: func get_active_deck() -> Deck:
if tab_container.is_empty(): if tab_container.is_empty():
return null return null
return (tab_container.get_content(tab_container.get_current_tab()) as DeckRendererGraphEdit).deck return (tab_container.get_content(tab_container.get_current_tab()) as DeckRendererGraphEdit).deck
## Saves the active [Deck] in [member tab_container]
func save_active_deck() -> void: func save_active_deck() -> void:
if get_active_deck().save_path.is_empty(): if get_active_deck().save_path.is_empty():
open_save_dialog("res://") open_save_dialog("res://")
@ -108,7 +123,7 @@ func save_active_deck() -> void:
var f := FileAccess.open(get_active_deck().save_path, FileAccess.WRITE) var f := FileAccess.open(get_active_deck().save_path, FileAccess.WRITE)
f.store_string(json) f.store_string(json)
## Disconnects the [FileDialog] signals if they are already connected.
func disconnect_file_dialog_signals() -> void: func disconnect_file_dialog_signals() -> void:
if file_dialog.file_selected.is_connected(_on_file_dialog_save_file): if file_dialog.file_selected.is_connected(_on_file_dialog_save_file):
file_dialog.file_selected.disconnect(_on_file_dialog_save_file) file_dialog.file_selected.disconnect(_on_file_dialog_save_file)
@ -116,7 +131,9 @@ func disconnect_file_dialog_signals() -> void:
if file_dialog.files_selected.is_connected(_on_file_dialog_open_files): if file_dialog.files_selected.is_connected(_on_file_dialog_open_files):
file_dialog.files_selected.disconnect(_on_file_dialog_open_files) file_dialog.files_selected.disconnect(_on_file_dialog_open_files)
## Connected to [signal DeckRenderGraphEdit.group_entered_request] to allow entering
## groups based off the given [param group_id] and [param deck]. As well as adding
## a corresponding tab to [member tab_container]
func _on_deck_renderer_group_enter_requested(group_id: String, deck: Deck) -> void: func _on_deck_renderer_group_enter_requested(group_id: String, deck: Deck) -> void:
var group_deck := deck.get_group(group_id) var group_deck := deck.get_group(group_id)
var deck_renderer: DeckRendererGraphEdit = DECK_SCENE.instantiate() var deck_renderer: DeckRendererGraphEdit = DECK_SCENE.instantiate()

View file

@ -1,9 +1,14 @@
extends GraphNode extends GraphNode
class_name DeckNodeRendererGraphNode class_name DeckNodeRendererGraphNode
## [GraphNode] based renderer of [DeckNode]
## Stores the data container [DeckNode] that the visuals of this [DeckNodeRendererGraphNode]
## are based off.
var node: DeckNode var node: DeckNode
## Setups up all the properties based off [member node]. Including looping through
## [method DeckNode.get_all_ports()] and setting up all the descriptors.
func _ready() -> void: func _ready() -> void:
title = node.name title = node.name
node.position_updated.connect(_on_node_position_updated) node.position_updated.connect(_on_node_position_updated)
@ -50,17 +55,21 @@ func _ready() -> void:
Color.WHITE, Color.WHITE,
) )
## Connected to [signal GraphElement.position_offset_updated] and updates the
## [member node]s properties
func _on_position_offset_changed() -> void: func _on_position_offset_changed() -> void:
node.position.x = position_offset.x node.position.x = position_offset.x
node.position.y = position_offset.y node.position.y = position_offset.y
## Connected to [member node]s [signal position_updated] to keep parity with the
## data position.
func _on_node_position_updated(new_position: Dictionary) -> void: func _on_node_position_updated(new_position: Dictionary) -> void:
position_offset.x = new_position.x position_offset.x = new_position.x
position_offset.y = new_position.y position_offset.y = new_position.y
## Connected to [member node]s [signal port_added] handles setting up the specified
## [member Port.descriptor] with it's required nodes/signals etc. + adding the port
## using [method GraphNode.set_slot]
func _on_node_port_added(port_idx: int) -> void: func _on_node_port_added(port_idx: int) -> void:
var port := node.get_all_ports()[port_idx] var port := node.get_all_ports()[port_idx]
@ -103,7 +112,8 @@ func _on_node_port_added(port_idx: int) -> void:
Color.WHITE, Color.WHITE,
) )
## Connected to [member node]s [signal port_removed], queue_frees the [Node]
## used for the descriptor, as well as using [method GraphNode.set_slot] to remove the slot.
func _on_node_port_removed(port_idx: int) -> void: func _on_node_port_removed(port_idx: int) -> void:
set_slot( set_slot(
port_idx, port_idx,
@ -117,7 +127,8 @@ func _on_node_port_removed(port_idx: int) -> void:
get_child(port_idx).queue_free() get_child(port_idx).queue_free()
## Connected to [member node]s [signal ports_updated]. Remakes all of the ports
## + their descriptors whenever this is received to allow keeping the Renderers ports up to date.
func _on_node_ports_updated() -> void: func _on_node_ports_updated() -> void:
clear_all_slots() clear_all_slots()
for c in get_children(): for c in get_children():

View file

@ -1,29 +1,40 @@
extends GraphEdit extends GraphEdit
class_name DeckRendererGraphEdit class_name DeckRendererGraphEdit
## Reference to the [DeckNodeRendererGraphNode] used for later instantiation
const NODE_SCENE := preload("res://graph_node_renderer/deck_node_renderer_graph_node.tscn") const NODE_SCENE := preload("res://graph_node_renderer/deck_node_renderer_graph_node.tscn")
## Reference to the [AddNodeMenu] used for later instantiation
const ADD_NODE_MENU_SCENE := preload("res://graph_node_renderer/add_node_menu.tscn") const ADD_NODE_MENU_SCENE := preload("res://graph_node_renderer/add_node_menu.tscn")
## The [PopupPanel] that holds the [AddNodeMenu] scene.
var search_popup_panel: PopupPanel var search_popup_panel: PopupPanel
## Stores instance of [AddNodeMenu] that is used under [member search_popup_panel]
var add_node_menu: AddNodeMenu var add_node_menu: AddNodeMenu
@export var add_node_popup_size: Vector2i = Vector2i(500, 300) ## Used to specify the size of [member search_popup_panel].
@export var search_popup_size: Vector2i = Vector2i(500, 300)
## Stores the position of the [member search_popup_panel] for use when adding
## nodes in [method _on_add_node_menu_node_selected]
var popup_position: Vector2 var popup_position: Vector2
## References the [Deck] that holds all the functional properties of this [DeckRendererGraphEdit]
var deck: Deck: var deck: Deck:
set(v): set(v):
deck = v deck = v
deck.node_added.connect(_on_deck_node_added) deck.node_added.connect(_on_deck_node_added)
deck.node_removed.connect(_on_deck_node_removed) deck.node_removed.connect(_on_deck_node_removed)
## Emits when Group creation is requested. Ex. Hitting the "group_nodes" Hotkey.
signal group_enter_requested(group_id: String) signal group_enter_requested(group_id: String)
## Sets up the [member search_popup_panel] with an instance of [member ADD_NODE_SCENE]
## stored in [member add_node_menu]. And sets its size of [member search_popup_panel] to
## [member add_node_popup_size]
func _ready() -> void: func _ready() -> void:
add_node_menu = ADD_NODE_MENU_SCENE.instantiate() add_node_menu = ADD_NODE_MENU_SCENE.instantiate()
search_popup_panel = PopupPanel.new() search_popup_panel = PopupPanel.new()
search_popup_panel.add_child(add_node_menu) search_popup_panel.add_child(add_node_menu)
search_popup_panel.size = add_node_popup_size search_popup_panel.size = search_popup_size
add_child(search_popup_panel, false, Node.INTERNAL_MODE_BACK) add_child(search_popup_panel, false, Node.INTERNAL_MODE_BACK)
add_node_menu.node_selected.connect(_on_add_node_menu_node_selected) add_node_menu.node_selected.connect(_on_add_node_menu_node_selected)
@ -31,7 +42,8 @@ func _ready() -> void:
connection_request.connect(attempt_connection) connection_request.connect(attempt_connection)
disconnection_request.connect(attempt_disconnect) disconnection_request.connect(attempt_disconnect)
## Receives [signal GraphEdit.connection_request] and attempts to create a
## connection between the two [DeckNode]s involved, utilizes [NodeDB] for accessing them.
func attempt_connection(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void: func attempt_connection(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name)) var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name)) var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name))
@ -47,7 +59,8 @@ func attempt_connection(from_node_name: StringName, from_port: int, to_node_name
to_port to_port
) )
## Receives [signal GraphEdit.disconnection_request] and attempts to disconnect the two [DeckNode]s
## involved, utilizes [NodeDB] for accessing them.
func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void: func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name: StringName, to_port: int) -> void:
var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name)) var from_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(from_node_name))
var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name)) var to_node_renderer: DeckNodeRendererGraphNode = get_node(NodePath(to_node_name))
@ -64,7 +77,8 @@ func attempt_disconnect(from_node_name: StringName, from_port: int, to_node_name
to_port to_port
) )
## Returns the associated [DeckNodeRendererGraphNode] for the supplied [DeckNode].
## Or [code]null[/code] if none is found.
func get_node_renderer(node: DeckNode) -> DeckNodeRendererGraphNode: func get_node_renderer(node: DeckNode) -> DeckNodeRendererGraphNode:
for i: DeckNodeRendererGraphNode in get_children().slice(1): for i: DeckNodeRendererGraphNode in get_children().slice(1):
if i.node == node: if i.node == node:
@ -72,11 +86,11 @@ func get_node_renderer(node: DeckNode) -> DeckNodeRendererGraphNode:
return null return null
## Updates [member Deck]s meta property "offset" whenever [member GraphEdit.scroll_offset]
func _on_scroll_offset_changed(offset: Vector2) -> void: func _on_scroll_offset_changed(offset: Vector2) -> void:
deck.set_meta("offset", offset) deck.set_meta("offset", offset)
## Setups all the data from the set [member deck] in this [DeckRendererGraphEdit]
func initialize_from_deck() -> void: func initialize_from_deck() -> void:
# TODO: wait for https://github.com/godotengine/godot/issues/85005 to get merged # TODO: wait for https://github.com/godotengine/godot/issues/85005 to get merged
# until it is, all calls to GraphEdit#get_children will need to slice off the first element # until it is, all calls to GraphEdit#get_children will need to slice off the first element
@ -100,7 +114,8 @@ func initialize_from_deck() -> void:
refresh_connections() refresh_connections()
## Loops through all [DeckNode]s in [member Deck.nodes] and calls
## [method GraphEdit.connect_node] for all the connections that exist in each
func refresh_connections() -> void: func refresh_connections() -> void:
for node_id in deck.nodes: for node_id in deck.nodes:
var node: DeckNode = deck.nodes[node_id] var node: DeckNode = deck.nodes[node_id]
@ -131,14 +146,16 @@ func refresh_connections() -> void:
to_node_port to_node_port
) )
## Connected to [signal Deck.node_added], used to instance the required
## [DeckNodeRendererGraphNode] and set it's [member DeckNodeRenderGraphNode.position_offset]
func _on_deck_node_added(node: DeckNode) -> void: func _on_deck_node_added(node: DeckNode) -> void:
var inst: DeckNodeRendererGraphNode = NODE_SCENE.instantiate() var inst: DeckNodeRendererGraphNode = NODE_SCENE.instantiate()
inst.node = node inst.node = node
add_child(inst) add_child(inst)
inst.position_offset = inst.node.position_as_vector2() inst.position_offset = inst.node.position_as_vector2()
## Connected to [signal Deck.node_added], used to remove the specified
## [DeckNodeRendererGraphNode] and queue_free it.
func _on_deck_node_removed(node: DeckNode) -> void: func _on_deck_node_removed(node: DeckNode) -> void:
for renderer: DeckNodeRendererGraphNode in get_children().slice(1): for renderer: DeckNodeRendererGraphNode in get_children().slice(1):
if renderer.node != node: if renderer.node != node:
@ -147,14 +164,16 @@ func _on_deck_node_removed(node: DeckNode) -> void:
renderer.queue_free() renderer.queue_free()
break break
## Utility function that gets all [DeckNodeRenderGraphNode]s that are selected
## See [member GraphNode.selected]
func get_selected_nodes() -> Array: func get_selected_nodes() -> Array:
return get_children().slice(1).filter( return get_children().slice(1).filter(
func(x: DeckNodeRendererGraphNode): func(x: DeckNodeRendererGraphNode):
return x.selected return x.selected
) )
## Executes functionality based off hotkey inputs. Specifically handles creating groups
## based off the action "group_nodes".
func _gui_input(event: InputEvent) -> void: func _gui_input(event: InputEvent) -> void:
if event.is_action_pressed("group_nodes") && get_selected_nodes().size() > 0: if event.is_action_pressed("group_nodes") && get_selected_nodes().size() > 0:
print("?") print("?")
@ -167,7 +186,8 @@ func _gui_input(event: InputEvent) -> void:
refresh_connections() refresh_connections()
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
## Handles entering groups with action "enter_group". Done here to bypass neighbor
## functionality.
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if !has_focus(): if !has_focus():
return return
@ -179,7 +199,7 @@ func _input(event: InputEvent) -> void:
group_enter_requested.emit((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.group_id) group_enter_requested.emit((get_selected_nodes()[0] as DeckNodeRendererGraphNode).node.group_id)
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
## Opens [member search_popup_panel] at the mouse position. Connected to [signal GraphEdit.popup_request]
func _on_popup_request(p_popup_position: Vector2) -> void: func _on_popup_request(p_popup_position: Vector2) -> void:
var p := get_viewport_rect().position + get_global_mouse_position() var p := get_viewport_rect().position + get_global_mouse_position()
p += Vector2(10, 10) p += Vector2(10, 10)
@ -188,7 +208,9 @@ func _on_popup_request(p_popup_position: Vector2) -> void:
add_node_menu.focus_search_bar() add_node_menu.focus_search_bar()
popup_position = p_popup_position popup_position = p_popup_position
## Connected to [signal AddNodeMenu.node_selected] and creates a [DeckNode] using
## [method NodeDB.instance_node]. Then placing it at the [member scroll_offset] +
## [member popup_position] / [member zoom]
func _on_add_node_menu_node_selected(type: String) -> void: func _on_add_node_menu_node_selected(type: String) -> void:
var node := NodeDB.instance_node(type) as DeckNode var node := NodeDB.instance_node(type) as DeckNode
deck.add_node_inst(node) deck.add_node_inst(node)

View file

@ -1,17 +1,32 @@
extends VBoxContainer extends VBoxContainer
class_name TabContainerCustom class_name TabContainerCustom
## Custom Recreation of [TabContainer] for Flexibility
##
## Allows for more customizability within the [TabBar] thats used mainly. Extra buttons etc.
## Reference to the [TabBar] at the top of the Container.
@onready var tab_bar: TabBar = %TabBar @onready var tab_bar: TabBar = %TabBar
## Reference to the [Button] at the end of the [TabBar] that's
## used for adding new Tabs
@onready var add_tab_button: Button = %Button @onready var add_tab_button: Button = %Button
## Reference to the [MarginContainer] around the Tabs Contents.
@onready var content_container: MarginContainer = %ContentContainer @onready var content_container: MarginContainer = %ContentContainer
## Emitted when the add [Button] within [member tab_bar] is pressed
signal add_button_pressed signal add_button_pressed
## Emitted when the current tab in [member tab_bar] is changed.
signal tab_changed(tab: int) signal tab_changed(tab: int)
## Emitted when a tab in [member tab_bar] has been closed.
## See [signal TabBar.tab_close_requested]
signal tab_closed(tab: int) signal tab_closed(tab: int)
## Emitted when a request to close a tab in the [member tab_bar] has been
## requested using [signal TabBar.tab_close_pressed]
signal tab_close_requested(tab: int) signal tab_close_requested(tab: int)
## Emitted when the order of the tabs in [member tab_bar] has been changed.
signal tab_rearranged(old: int, new: int) signal tab_rearranged(old: int, new: int)
## Holds the previously active tab in [member tab_bar]
var _previous_active_tab: int = -1 var _previous_active_tab: int = -1
@ -43,21 +58,21 @@ func _ready() -> void:
_previous_active_tab = idx_to _previous_active_tab = idx_to
) )
## Adds the given [Node] as "content" for the given tabs name as a [String]
func add_content(c: Node, tab_title: String) -> void: func add_content(c: Node, tab_title: String) -> void:
tab_bar.add_tab(tab_title) tab_bar.add_tab(tab_title)
content_container.add_child(c) content_container.add_child(c)
tab_bar.set_current_tab(tab_bar.tab_count - 1) tab_bar.set_current_tab(tab_bar.tab_count - 1)
## Returns the count of tabs in [member tab_bar]
func get_tab_count() -> int: func get_tab_count() -> int:
return tab_bar.tab_count return tab_bar.tab_count
## Returns [code]true[/code] if [method get_tab_count] returns 0.
func is_empty() -> bool: func is_empty() -> bool:
return get_tab_count() == 0 return get_tab_count() == 0
## Closes the tab that is at the given [param tab] in [member tab_bar]
func close_tab(tab: int) -> void: func close_tab(tab: int) -> void:
content_container.get_child(tab).queue_free() content_container.get_child(tab).queue_free()
if !tab_bar.select_previous_available(): if !tab_bar.select_previous_available():
@ -67,18 +82,20 @@ func close_tab(tab: int) -> void:
if tab_bar.tab_count == 0: if tab_bar.tab_count == 0:
_previous_active_tab = -1 _previous_active_tab = -1
## Returns the currently selected tab in [member tab_bar]
func get_current_tab() -> int: func get_current_tab() -> int:
return tab_bar.current_tab return tab_bar.current_tab
## Returns the child of [member content_container] at the given [param idx]
func get_content(idx: int) -> Control: func get_content(idx: int) -> Control:
return content_container.get_child(idx) return content_container.get_child(idx)
## Sets the metadata value for the tab at index [param tab_idx], which can be
## retrieved later using [method TabBar.get_tab_metadata()]
func set_tab_metadata(tab: int, metadata: Variant) -> void: func set_tab_metadata(tab: int, metadata: Variant) -> void:
tab_bar.set_tab_metadata(tab, metadata) tab_bar.set_tab_metadata(tab, metadata)
## Returns the metadata value set to the tab at index [param tab_idx] using set_tab_metadata().
## If no metadata was previously set, returns null by default.
func get_tab_metadata(tab: int) -> Variant: func get_tab_metadata(tab: int) -> Variant:
return tab_bar.get_tab_metadata(tab) return tab_bar.get_tab_metadata(tab)