~~cl0ses #51~~
~~cl0ses #93~~
~~cl0ses #98~~
~~cl0ses #150~~
another change in this PR: the Deck and DeckNode classes now use manual memory management.
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/151
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
- node/port connections are now stored in the deck they belong to
- share the connections object between group instances for free syncing
- add compatibility code to allow loading decks made before this change
- disabled the ability to open multiple decks in the renderer for now since it'd cause problems when opening multiple decks and one of them is incompatible; to be redesigned later
closes#140
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/147
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
closes#97
when copying group nodes across decks (including in and out of groups), they become unique and completely independent copies of the original. this is done recursively, so in the case of copying:
- group X
- contained in Deck A
- has another group Z
into Deck B, group X will become group Y, group Z will become group W.
there is a rare bug that will sometimes cause the deck to save with no groups at all, which i haven't been able to hunt down and don't know how to replicate at the moment.
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/143
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
Just a quick fix that implements handling for if your Twitch authorization is invalid by adding a new signal that gets emitted, No_Twitch.invalid_auth. Which is connected to a lambda in twitch_setup_dialog that asks for authorization and opens the browser if it's received. It's not *pretty*, but it solves the problem temporarily.
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/135
Co-authored-by: Eroax <eroaxebusiness@duck.com>
Co-committed-by: Eroax <eroaxebusiness@duck.com>
first part of addressing #59
every `Port` now has a `usage_type` field that indicates whether it can be used for triggers (eg. sending and receiving events), value requests, or both. `Deck` has an additional method to validate if a potential connection is legal, which checks for the following in order:
1. the source and target nodes are not the same node;
2. the port usage is valid (trigger to trigger, value to value, both to any);
3. the port types are compatible
4. the connection doesn't already exist
all node ports by default use the "both" usage, since that will be the most common use case (especially in cases where an input port can accept either a trigger and a value request but the output can only send one type), but it can be specified as an optional argument in `add_[input|output]_port()`
usage types are represented in the renderer by different port icons:
![image](/attachments/28d3cfe9-c62c-4dd4-937d-64dbe87cb205)
there is a reference implementation in the Compare Values and Twitch Chat Received nodes, since those were used as examples in #59. other nodes will be added as a separate PR later if this is merged, since behavior will vary greatly per node.
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/69
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
every now and then, opening the project in Godot would throw an error saying that `res://graph_node_renderer/graph_node_renderer.tscn` scene was corrupted and could not be opened. the scene would refuse to open in the editor, throwing the same error. however, the app ran, instantiating the scene like nothing was wrong. the error would sometimes go away after a few restarts.
after many hours of searching up about it, i think i identified the problem. that specific scene file has nothing actually corrupted about it, and deleting and re-adding it solved the problem until some other random next time it popped up. see the relevant issues on godot's github:
https://github.com/godotengine/godot/issues/85907https://github.com/godotengine/godot/issues/79545https://github.com/godotengine/godot/issues/70985
for the time being, i've replaced most relevant scene preloads with exports. hopefully it doesn't happen now.
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/70
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
- Add credential saving for Twitch
- Sync NoTwitch with upstream to allow for API and EventSub access
- Add Twitch Connected Account Info and Twitch Request User Info nodes
Co-authored-by: Eroax <eroaxe.business@gmail.com>
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/56
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
- Mark the active deck dirty on variable change
- disable editing array/dictionary columns' value displays in the variable viewer
- make selecting nothing in the variable tree more resilient
Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/47
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
- moves the console to the new bottom dock
- adds a deck variables inspector to the bottom dock that allows adding, removing and editing variables of the currently open deck
- bottom dock can be opened with <kbd>N</kbd>
closes#33
Reviewed-on: https://codeberg.org/Eroax/StreamGraph/pulls/44
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
This handles adding the functionality for saving the Token and Channel for Twitch, as well as the Port and Password for OBS when handling connections.
Co-authored-by: Eroax <eroaxe.business@gmail.com>
Reviewed-on: https://codeberg.org/Eroax/StreamGraph/pulls/38
After months of work and over a hundred commits on this repo alone (not to mention the old, half-working repos on GitHub), StreamGraph is finally ready to be shown to the public, even if in an incomplete state.
This PR is a culmination of numerous design discussions, re-writes, and hours spent by both @Eroax and myself.
Reviewed-on: https://codeberg.org/Eroax/StreamGraph/pulls/18
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>
Adds both the Codeblock Descriptor along with the needed update to Port.set_value to allow Callbacks. + Adds the Expression node which utilizes the Codeblock descriptor.
Co-authored-by: Eroax <eroaxe.business@gmail.com>
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Reviewed-on: https://codeberg.org/Eroax/Re-DotDeck/pulls/9
no longer using classes for every type. the type system has been greatly simplified, with the added bonus that it hooks directly into GraphEdit's slot type system. connections will still fail if the type conversion fails, which may be used by other renderers.
the type conversion map is straightforward to understand, and easy to extend should the need arise (hopefully it shouldn't).
Reviewed-on: https://codeberg.org/Eroax/Re-DotDeck/pulls/8
Co-authored-by: Lera Elvoé <yagich@poto.cafe>
Co-committed-by: Lera Elvoé <yagich@poto.cafe>