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b143c63dcc
- 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>
59 lines
1.4 KiB
GDScript
59 lines
1.4 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 DeckNode
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func _init() -> void:
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name = "Set Deck Var"
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node_type = name.to_snake_case()
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description = "Set a deck variable on trigger."
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category = "general"
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add_input_port(
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DeckType.Types.STRING,
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"Variable Name",
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"field"
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)
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add_input_port(
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DeckType.Types.ANY,
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"Value",
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"field"
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)
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add_input_port(
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DeckType.Types.BOOL,
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"Set",
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"button"
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)
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add_output_port(
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DeckType.Types.ANY,
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"Value",
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"label"
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)
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func _receive(to_input_port: int, _data: Variant, _extra_data: Array = []) -> void:
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if to_input_port != 2:
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return
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var var_name: String = resolve_input_port_value(0)
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var var_value: Variant = resolve_input_port_value(1)
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#_belonging_to.variable_stack[var_name] = var_value
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_belonging_to.set_variable(var_name, var_value)
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send(0, var_value)
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# this can probably go into DeckNode with a different name that makes it clear
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# that it prioritizes call-time resolution
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# EDIT: done, see DeckNode#resolve_input_port_value
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func get_value_for_port(port: int) -> Variant:
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if request_value(port) != null:
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return request_value(port)
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elif get_input_ports()[port].value_callback.get_object() && get_input_ports()[port].value_callback.call() != null:
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return get_input_ports()[port].value_callback.call()
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else:
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return null
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