text: /*************************************************************************/
  /*  visual_script.h                                                      */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef VISUAL_SCRIPT_H
  #define VISUAL_SCRIPT_H
  
  #include "core/os/thread.h"
  #include "core/script_language.h"
  
  class VisualScriptInstance;
  class VisualScriptNodeInstance;
  class VisualScript;
  
  class VisualScriptNode : public Resource {
  	GDCLASS(VisualScriptNode, Resource)
  
  	friend class VisualScript;
  
  	Set<VisualScript *> scripts_used;
  
  	Array default_input_values;
  	bool breakpoint;
  
  	void _set_default_input_values(Array p_values);
  	Array _get_default_input_values() const;
  
  	void validate_input_default_values();
  	void _update_input_ports();
  
  protected:
  	void _notification(int p_what);
  	void ports_changed_notify();
  	static void _bind_methods();
  
  public:
  	Ref<VisualScript> get_visual_script() const;
  
  	virtual int get_output_sequence_port_count() const = 0;
  	virtual bool has_input_sequence_port() const = 0;
  
  	virtual String get_output_sequence_port_text(int p_port) const = 0;
  
  	virtual bool has_mixed_input_and_sequence_ports() const { return false; }
  
  	virtual int get_input_value_port_count() const = 0;
  	virtual int get_output_value_port_count() const = 0;
  
  	virtual PropertyInfo get_input_value_port_info(int p_idx) const = 0;
  	virtual PropertyInfo get_output_value_port_info(int p_idx) const = 0;
  
  	void set_default_input_value(int p_port, const Variant &p_value);
  	Variant get_default_input_value(int p_port) const;
  
  	virtual String get_caption() const = 0;
  	virtual String get_text() const;
  	virtual String get_category() const = 0;
  
  	//used by editor, this is not really saved
  	void set_breakpoint(bool p_breakpoint);
  	bool is_breakpoint() const;
  
  	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) = 0;
  
  	struct TypeGuess {
  
  		Variant::Type type;
  		StringName gdclass;
  		Ref<Script> script;
  
  		TypeGuess() {
  			type = Variant::NIL;
  		}
  	};
  
  	virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
  
  	VisualScriptNode();
  };
  
  class VisualScriptNodeInstance {
  	friend class VisualScriptInstance;
  	friend class VisualScriptLanguage; //for debugger
  
  	enum { //input argument addressing
  		INPUT_SHIFT = 1 << 24,
  		INPUT_MASK = INPUT_SHIFT - 1,
  		INPUT_DEFAULT_VALUE_BIT = INPUT_SHIFT, // from unassigned input port, using default value (edited by user)
  	};
  
  	int id;
  	int sequence_index;
  	VisualScriptNodeInstance **sequence_outputs;
  	int sequence_output_count;
  	Vector<VisualScriptNodeInstance *> dependencies;
  	int *input_ports;
  	int input_port_count;
  	int *output_ports;
  	int output_port_count;
  	int working_mem_idx;
  	int pass_idx;
  
  	VisualScriptNode *base;
  
  public:
  	enum StartMode {
  		START_MODE_BEGIN_SEQUENCE,
  		START_MODE_CONTINUE_SEQUENCE,
  		START_MODE_RESUME_YIELD
  	};
  
  	enum {
  		STEP_SHIFT = 1 << 24,
  		STEP_MASK = STEP_SHIFT - 1,
  		STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, //push bit to stack
  		STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, //go back to previous node
  		STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, //do not advance past this node
  		STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, //return from function
  		STEP_YIELD_BIT = STEP_SHIFT << 4, //yield (will find VisualScriptFunctionState state in first working memory)
  
  		FLOW_STACK_PUSHED_BIT = 1 << 30, //in flow stack, means bit was pushed (must go back here if end of sequence)
  		FLOW_STACK_MASK = FLOW_STACK_PUSHED_BIT - 1
  
  	};
  
  	_FORCE_INLINE_ int get_input_port_count() const { return input_port_count; }
  	_FORCE_INLINE_ int get_output_port_count() const { return output_port_count; }
  	_FORCE_INLINE_ int get_sequence_output_count() const { return sequence_output_count; }
  
  	_FORCE_INLINE_ int get_id() const { return id; }
  
  	virtual int get_working_memory_size() const { return 0; }
  
  	virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Variant::CallError &r_error, String &r_error_str) = 0; //do a step, return which sequence port to go out
  
  	Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); }
  
  	VisualScriptNodeInstance();
  	virtual ~VisualScriptNodeInstance();
  };
  
  class VisualScript : public Script {
  
  	GDCLASS(VisualScript, Script)
  
  	RES_BASE_EXTENSION("vs");
  
  public:
  	struct SequenceConnection {
  
  		union {
  
  			struct {
  				uint64_t from_node : 24;
  				uint64_t from_output : 16;
  				uint64_t to_node : 24;
  			};
  			uint64_t id;
  		};
  
  		bool operator<(const SequenceConnection &p_connection) const {
  
  			return id < p_connection.id;
  		}
  	};
  
  	struct DataConnection {
  
  		union {
  
  			struct {
  				uint64_t from_node : 24;
  				uint64_t from_port : 8;
  				uint64_t to_node : 24;
  				uint64_t to_port : 8;
  			};
  			uint64_t id;
  		};
  
  		bool operator<(const DataConnection &p_connection) const {
  
  			return id < p_connection.id;
  		}
  	};
  
  private:
  	friend class VisualScriptInstance;
  
  	StringName base_type;
  	struct Argument {
  		String name;
  		Variant::Type type;
  	};
  
  	struct Function {
  		struct NodeData {
  			Point2 pos;
  			Ref<VisualScriptNode> node;
  		};
  
  		Map<int, NodeData> nodes;
  
  		Set<SequenceConnection> sequence_connections;
  
  		Set<DataConnection> data_connections;
  
  		int function_id;
  
  		Vector2 scroll;
  
  		Function() { function_id = -1; }
  	};
  
  	struct Variable {
  		PropertyInfo info;
  		Variant default_value;
  		bool _export;
  	};
  
  	Map<StringName, Function> functions;
  	Map<StringName, Variable> variables;
  	Map<StringName, Vector<Argument> > custom_signals;
  
  	Map<Object *, VisualScriptInstance *> instances;
  
  #ifdef TOOLS_ENABLED
  	Set<PlaceHolderScriptInstance *> placeholders;
  	//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
  	virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
  	void _update_placeholders();
  #endif
  
  	void _set_variable_info(const StringName &p_name, const Dictionary &p_info);
  	Dictionary _get_variable_info(const StringName &p_name) const;
  
  	void _set_data(const Dictionary &p_data);
  	Dictionary _get_data() const;
  
  protected:
  	void _node_ports_changed(int p_id);
  	static void _bind_methods();
  
  public:
  	void add_function(const StringName &p_name);
  	bool has_function(const StringName &p_name) const;
  	void remove_function(const StringName &p_name);
  	void rename_function(const StringName &p_name, const StringName &p_new_name);
  	void set_function_scroll(const StringName &p_name, const Vector2 &p_scroll);
  	Vector2 get_function_scroll(const StringName &p_name) const;
  	void get_function_list(List<StringName> *r_functions) const;
  	int get_function_node_id(const StringName &p_name) const;
  
  	void add_node(const StringName &p_func, int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
  	void remove_node(const StringName &p_func, int p_id);
  	bool has_node(const StringName &p_func, int p_id) const;
  	Ref<VisualScriptNode> get_node(const StringName &p_func, int p_id) const;
  	void set_node_position(const StringName &p_func, int p_id, const Point2 &p_pos);
  	Point2 get_node_position(const StringName &p_func, int p_id) const;
  	void get_node_list(const StringName &p_func, List<int> *r_nodes) const;
  
  	void sequence_connect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
  	void sequence_disconnect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
  	bool has_sequence_connection(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) const;
  	void get_sequence_connection_list(const StringName &p_func, List<SequenceConnection> *r_connection) const;
  
  	void data_connect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
  	void data_disconnect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
  	bool has_data_connection(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
  	void get_data_connection_list(const StringName &p_func, List<DataConnection> *r_connection) const;
  	bool is_input_value_port_connected(const StringName &p_func, int p_node, int p_port) const;
  	bool get_input_value_port_connection_source(const StringName &p_func, int p_node, int p_port, int *r_node, int *r_port) const;
  
  	void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false);
  	bool has_variable(const StringName &p_name) const;
  	void remove_variable(const StringName &p_name);
  	void set_variable_default_value(const StringName &p_name, const Variant &p_value);
  	Variant get_variable_default_value(const StringName &p_name) const;
  	void set_variable_info(const StringName &p_name, const PropertyInfo &p_info);
  	PropertyInfo get_variable_info(const StringName &p_name) const;
  	void set_variable_export(const StringName &p_name, bool p_export);
  	bool get_variable_export(const StringName &p_name) const;
  	void get_variable_list(List<StringName> *r_variables) const;
  	void rename_variable(const StringName &p_name, const StringName &p_new_name);
  
  	void add_custom_signal(const StringName &p_name);
  	bool has_custom_signal(const StringName &p_name) const;
  	void custom_signal_add_argument(const StringName &p_func, Variant::Type p_type, const String &p_name, int p_index = -1);
  	void custom_signal_set_argument_type(const StringName &p_func, int p_argidx, Variant::Type p_type);
  	Variant::Type custom_signal_get_argument_type(const StringName &p_func, int p_argidx) const;
  	void custom_signal_set_argument_name(const StringName &p_func, int p_argidx, const String &p_name);
  	String custom_signal_get_argument_name(const StringName &p_func, int p_argidx) const;
  	void custom_signal_remove_argument(const StringName &p_func, int p_argidx);
  	int custom_signal_get_argument_count(const StringName &p_func) const;
  	void custom_signal_swap_argument(const StringName &p_func, int p_argidx, int p_with_argidx);
  	void remove_custom_signal(const StringName &p_name);
  	void rename_custom_signal(const StringName &p_name, const StringName &p_new_name);
  	Set<int> get_output_sequence_ports_connected(const String &edited_func, int from_node);
  
  	void get_custom_signal_list(List<StringName> *r_custom_signals) const;
  
  	int get_available_id() const;
  
  	void set_instance_base_type(const StringName &p_type);
  
  	virtual bool can_instance() const;
  
  	virtual Ref<Script> get_base_script() const;
  	virtual StringName get_instance_base_type() const;
  	virtual ScriptInstance *instance_create(Object *p_this);
  	virtual bool instance_has(const Object *p_this) const;
  
  	virtual bool has_source_code() const;
  	virtual String get_source_code() const;
  	virtual void set_source_code(const String &p_code);
  	virtual Error reload(bool p_keep_state = false);
  
  	virtual bool is_tool() const;
  	virtual bool is_valid() const;
  
  	virtual ScriptLanguage *get_language() const;
  
  	virtual bool has_script_signal(const StringName &p_signal) const;
  	virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
  
  	virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
  	virtual void get_script_method_list(List<MethodInfo> *p_list) const;
  
  	virtual bool has_method(const StringName &p_method) const;
  	virtual MethodInfo get_method_info(const StringName &p_method) const;
  
  	virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
  
  	virtual int get_member_line(const StringName &p_member) const;
  
  #ifdef TOOLS_ENABLED
  	virtual bool are_subnodes_edited() const;
  #endif
  
  	VisualScript();
  	~VisualScript();
  };
  
  class VisualScriptInstance : public ScriptInstance {
  	Object *owner;
  	Ref<VisualScript> script;
  
  	Map<StringName, Variant> variables; //using variable path, not script
  	Map<int, VisualScriptNodeInstance *> instances;
  
  	struct Function {
  		int node;
  		int max_stack;
  		int trash_pos;
  		int flow_stack_size;
  		int pass_stack_size;
  		int node_count;
  		int argument_count;
  	};
  
  	Map<StringName, Function> functions;
  
  	Vector<Variant> default_values;
  	int max_input_args, max_output_args;
  
  	StringName source;
  
  	void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Variant::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node);
  	Variant _call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Variant::CallError &r_error);
  
  	//Map<StringName,Function> functions;
  	friend class VisualScriptFunctionState; //for yield
  	friend class VisualScriptLanguage; //for debugger
  public:
  	virtual bool set(const StringName &p_name, const Variant &p_value);
  	virtual bool get(const StringName &p_name, Variant &r_ret) const;
  	virtual void get_property_list(List<PropertyInfo> *p_properties) const;
  	virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const;
  
  	virtual void get_method_list(List<MethodInfo> *p_list) const;
  	virtual bool has_method(const StringName &p_method) const;
  	virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
  	virtual void notification(int p_notification);
  
  	bool set_variable(const StringName &p_variable, const Variant &p_value) {
  
  		Map<StringName, Variant>::Element *E = variables.find(p_variable);
  		if (!E)
  			return false;
  
  		E->get() = p_value;
  		return true;
  	}
  
  	bool get_variable(const StringName &p_variable, Variant *r_variable) const {
  
  		const Map<StringName, Variant>::Element *E = variables.find(p_variable);
  		if (!E)
  			return false;
  
  		*r_variable = E->get();
  		return true;
  	}
  
  	virtual Ref<Script> get_script() const;
  
  	_FORCE_INLINE_ VisualScript *get_script_ptr() { return script.ptr(); }
  	_FORCE_INLINE_ Object *get_owner_ptr() { return owner; }
  
  	void create(const Ref<VisualScript> &p_script, Object *p_owner);
  
  	virtual ScriptLanguage *get_language();
  
  	virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
  	virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
  
  	VisualScriptInstance();
  	~VisualScriptInstance();
  };
  
  class VisualScriptFunctionState : public Reference {
  
  	GDCLASS(VisualScriptFunctionState, Reference);
  	friend class VisualScriptInstance;
  
  	ObjectID instance_id;
  	ObjectID script_id;
  	VisualScriptInstance *instance;
  	StringName function;
  	Vector<uint8_t> stack;
  	int working_mem_index;
  	int variant_stack_size;
  	VisualScriptNodeInstance *node;
  	int flow_stack_pos;
  	int pass;
  
  	Variant _signal_callback(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
  
  protected:
  	static void _bind_methods();
  
  public:
  	void connect_to_signal(Object *p_obj, const String &p_signal, Array p_binds);
  	bool is_valid() const;
  	Variant resume(Array p_args);
  	VisualScriptFunctionState();
  	~VisualScriptFunctionState();
  };
  
  typedef Ref<VisualScriptNode> (*VisualScriptNodeRegisterFunc)(const String &p_type);
  
  class VisualScriptLanguage : public ScriptLanguage {
  
  	Map<String, VisualScriptNodeRegisterFunc> register_funcs;
  
  	struct CallLevel {
  
  		Variant *stack;
  		Variant **work_mem;
  		const StringName *function;
  		VisualScriptInstance *instance;
  		int *current_id;
  	};
  
  	int _debug_parse_err_node;
  	String _debug_parse_err_file;
  	String _debug_error;
  	int _debug_call_stack_pos;
  	int _debug_max_call_stack;
  	CallLevel *_call_stack;
  
  public:
  	StringName notification;
  	StringName _get_output_port_unsequenced;
  	StringName _step;
  	StringName _subcall;
  
  	static VisualScriptLanguage *singleton;
  
  	Mutex *lock;
  
  	bool debug_break(const String &p_error, bool p_allow_continue = true);
  	bool debug_break_parse(const String &p_file, int p_node, const String &p_error);
  
  	_FORCE_INLINE_ void enter_function(VisualScriptInstance *p_instance, const StringName *p_function, Variant *p_stack, Variant **p_work_mem, int *current_id) {
  
  		if (Thread::get_main_id() != Thread::get_caller_id())
  			return; //no support for other threads than main for now
  
  		if (ScriptDebugger::get_singleton()->get_lines_left() > 0 && ScriptDebugger::get_singleton()->get_depth() >= 0)
  			ScriptDebugger::get_singleton()->set_depth(ScriptDebugger::get_singleton()->get_depth() + 1);
  
  		if (_debug_call_stack_pos >= _debug_max_call_stack) {
  			//stack overflow
  			_debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")";
  			ScriptDebugger::get_singleton()->debug(this);
  			return;
  		}
  
  		_call_stack[_debug_call_stack_pos].stack = p_stack;
  		_call_stack[_debug_call_stack_pos].instance = p_instance;
  		_call_stack[_debug_call_stack_pos].function = p_function;
  		_call_stack[_debug_call_stack_pos].work_mem = p_work_mem;
  		_call_stack[_debug_call_stack_pos].current_id = current_id;
  		_debug_call_stack_pos++;
  	}
  
  	_FORCE_INLINE_ void exit_function() {
  
  		if (Thread::get_main_id() != Thread::get_caller_id())
  			return; //no support for other threads than main for now
  
  		if (ScriptDebugger::get_singleton()->get_lines_left() > 0 && ScriptDebugger::get_singleton()->get_depth() >= 0)
  			ScriptDebugger::get_singleton()->set_depth(ScriptDebugger::get_singleton()->get_depth() - 1);
  
  		if (_debug_call_stack_pos == 0) {
  
  			_debug_error = "Stack Underflow (Engine Bug)";
  			ScriptDebugger::get_singleton()->debug(this);
  			return;
  		}
  
  		_debug_call_stack_pos--;
  	}
  
  	//////////////////////////////////////
  
  	virtual String get_name() const;
  
  	/* LANGUAGE FUNCTIONS */
  	virtual void init();
  	virtual String get_type() const;
  	virtual String get_extension() const;
  	virtual Error execute_file(const String &p_path);
  	virtual void finish();
  
  	/* EDITOR FUNCTIONS */
  	virtual void get_reserved_words(List<String> *p_words) const;
  	virtual void get_comment_delimiters(List<String> *p_delimiters) const;
  	virtual void get_string_delimiters(List<String> *p_delimiters) const;
  	virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
  	virtual bool is_using_templates();
  	virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
  	virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = NULL, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const;
  	virtual Script *create_script() const;
  	virtual bool has_named_classes() const;
  	virtual bool supports_builtin_mode() const;
  	virtual int find_function(const String &p_function, const String &p_code) const;
  	virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
  	virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
  	virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
  
  	/* DEBUGGER FUNCTIONS */
  
  	virtual String debug_get_error() const;
  	virtual int debug_get_stack_level_count() const;
  	virtual int debug_get_stack_level_line(int p_level) const;
  	virtual String debug_get_stack_level_function(int p_level) const;
  	virtual String debug_get_stack_level_source(int p_level) const;
  	virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
  	virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
  	virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
  	virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
  
  	virtual void reload_all_scripts();
  	virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
  	/* LOADER FUNCTIONS */
  
  	virtual void get_recognized_extensions(List<String> *p_extensions) const;
  	virtual void get_public_functions(List<MethodInfo> *p_functions) const;
  	virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
  
  	virtual void profiling_start();
  	virtual void profiling_stop();
  
  	virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
  	virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
  
  	void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func);
  	void remove_register_func(const String &p_name);
  	Ref<VisualScriptNode> create_node_from_name(const String &p_name);
  	void get_registered_node_names(List<String> *r_names);
  
  	VisualScriptLanguage();
  	~VisualScriptLanguage();
  };
  
  //aid for registering
  template <class T>
  static Ref<VisualScriptNode> create_node_generic(const String &p_name) {
  
  	Ref<T> node;
  	node.instance();
  	return node;
  }
  
  #endif // VISUAL_SCRIPT_H
  