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c7e003ffe6
closes #60 Reviewed-on: https://codeberg.org/StreamGraph/StreamGraph/pulls/74 Co-authored-by: Lera Elvoé <yagich@poto.cafe> Co-committed-by: Lera Elvoé <yagich@poto.cafe>
144 lines
4.9 KiB
GDScript
144 lines
4.9 KiB
GDScript
# (c) 2023-present Eroax
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# (c) 2023-present Yagich
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# GNU General Public License v3.0+ (see COPYING or https://www.gnu.org/licenses/gpl-3.0.txt)
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extends GraphNode
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class_name DeckNodeRendererGraphNode
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## [GraphNode] based renderer of [DeckNode]
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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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const TYPE_COLORS := {
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DeckType.Types.BOOL: Color("#7048e0"),
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DeckType.Types.STRING: Color("#dbe048"),
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DeckType.Types.NUMERIC: Color("#68e36c"),
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DeckType.Types.ARRAY: Color("#e36868"),
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DeckType.Types.DICTIONARY: Color("#79ede3"),
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DeckType.Types.ANY: Color.WHITE,
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}
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const PORT_USAGE_ICONS := {
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Port.UsageType.TRIGGER: preload("res://graph_node_renderer/textures/port_trigger_12.svg"),
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Port.UsageType.VALUE_REQUEST: preload("res://graph_node_renderer/textures/port_data_request_12.svg"),
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Port.UsageType.BOTH: preload("res://graph_node_renderer/textures/port_any_12.svg"),
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}
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const DESCRIPTOR_SCENES := {
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"button": preload("res://graph_node_renderer/descriptors/button_descriptor.tscn"),
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"field": preload("res://graph_node_renderer/descriptors/field_descriptor.tscn"),
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"singlechoice": preload("res://graph_node_renderer/descriptors/single_choice_descriptor.tscn"),
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"codeblock": preload("res://graph_node_renderer/descriptors/codeblock_descriptor.tscn"),
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"checkbox": preload("res://graph_node_renderer/descriptors/check_box_descriptor.tscn"),
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"spinbox": preload("res://graph_node_renderer/descriptors/spin_box_descriptor.tscn"),
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"label": preload("res://graph_node_renderer/descriptors/label_descriptor.tscn"),
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}
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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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resize_request.connect(_on_resize_request)
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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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position_offset_changed.connect(_on_position_offset_changed)
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node.renamed.connect(_on_node_renamed)
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if node.node_type == "group_node":
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get_titlebar_hbox().tooltip_text = "Group %s" % node.group_id.left(8)
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size = node.get_meta("size", Vector2())
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## Connected to [signal GraphElement.position_offset_updated] and updates the
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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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node.position_updated.emit(node.position)
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(get_parent() as DeckRendererGraphEdit).dirty = true
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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_changed.disconnect(_on_position_offset_changed)
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position_offset.x = new_position.x
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position_offset.y = new_position.y
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position_offset_changed.connect(_on_position_offset_changed)
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(get_parent() as DeckRendererGraphEdit).dirty = true
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func _on_resize_request(new_minsize: Vector2) -> void:
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node.set_meta(&"size", new_minsize)
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(get_parent() as DeckRendererGraphEdit).dirty = true
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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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await get_tree().process_frame
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size = Vector2()
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func _on_node_renamed(new_name: String) -> void:
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title = new_name
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func update_port(port: Port) -> void:
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var descriptor_split := port.descriptor.split(":")
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var d: DescriptorContainer
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if DESCRIPTOR_SCENES.has(descriptor_split[0]):
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d = DESCRIPTOR_SCENES[descriptor_split[0]].instantiate()
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else:
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d = DESCRIPTOR_SCENES.label.instantiate()
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add_child(d)
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d.set_up_from_port(port, node)
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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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TYPE_COLORS[port.type],
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port.port_type == DeckNode.PortType.OUTPUT,
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port.type,
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TYPE_COLORS[port.type],
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PORT_USAGE_ICONS[port.usage_type],
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PORT_USAGE_ICONS[port.usage_type],
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)
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