text: /*************************************************************************/
  /*  visual_script_editor.h                                               */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 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 VISUALSCRIPT_EDITOR_H
  #define VISUALSCRIPT_EDITOR_H
  
  #include "editor/create_dialog.h"
  #include "editor/plugins/script_editor_plugin.h"
  #include "editor/property_editor.h"
  #include "scene/gui/graph_edit.h"
  #include "visual_script.h"
  #include "visual_script_property_selector.h"
  
  class VisualScriptEditorSignalEdit;
  class VisualScriptEditorVariableEdit;
  
  #ifdef TOOLS_ENABLED
  
  class VisualScriptEditor : public ScriptEditorBase {
  	GDCLASS(VisualScriptEditor, ScriptEditorBase);
  
  	enum {
  		TYPE_SEQUENCE = 1000,
  		INDEX_BASE_SEQUENCE = 1024
  
  	};
  
  	enum {
  		EDIT_DELETE_NODES,
  		EDIT_TOGGLE_BREAKPOINT,
  		EDIT_FIND_NODE_TYPE,
  		EDIT_COPY_NODES,
  		EDIT_CUT_NODES,
  		EDIT_PASTE_NODES,
  		EDIT_CREATE_FUNCTION,
  		REFRESH_GRAPH
  	};
  
  	enum PortAction {
  
  		CREATE_CALL_SET_GET,
  		CREATE_ACTION,
  	};
  
  	enum MemberAction {
  		MEMBER_EDIT,
  		MEMBER_REMOVE
  
  	};
  
  	enum MemberType {
  		MEMBER_FUNCTION,
  		MEMBER_VARIABLE,
  		MEMBER_SIGNAL
  	};
  
  	VBoxContainer *members_section;
  	MenuButton *edit_menu;
  
  	Ref<VisualScript> script;
  
  	Button *base_type_select;
  
  	LineEdit *func_name_box;
  	ScrollContainer *func_input_scroll;
  	VBoxContainer *func_input_vbox;
  	ConfirmationDialog *function_create_dialog;
  
  	GraphEdit *graph;
  
  	VisualScriptEditorSignalEdit *signal_editor;
  
  	AcceptDialog *edit_signal_dialog;
  	EditorInspector *edit_signal_edit;
  
  	VisualScriptPropertySelector *method_select;
  	VisualScriptPropertySelector *new_connect_node_select;
  	VisualScriptPropertySelector *new_virtual_method_select;
  
  	VisualScriptEditorVariableEdit *variable_editor;
  
  	AcceptDialog *edit_variable_dialog;
  	EditorInspector *edit_variable_edit;
  
  	CustomPropertyEditor *default_value_edit;
  
  	UndoRedo *undo_redo;
  
  	Tree *members;
  	AcceptDialog *function_name_edit;
  	LineEdit *function_name_box;
  
  	Label *hint_text;
  	Timer *hint_text_timer;
  
  	Label *select_func_text;
  
  	bool updating_graph;
  
  	void _show_hint(const String &p_hint);
  	void _hide_timer();
  
  	CreateDialog *select_base_type;
  
  	struct VirtualInMenu {
  		String name;
  		Variant::Type ret;
  		bool ret_variant;
  		Vector<Pair<Variant::Type, String>> args;
  	};
  
  	HashMap<StringName, Ref<StyleBox>> node_styles;
  	StringName edited_func;
  	StringName default_func;
  
  	void _update_graph_connections();
  	void _update_graph(int p_only_id = -1);
  
  	bool updating_members;
  
  	void _update_members();
  	String _sanitized_variant_text(const StringName &property_name);
  
  	StringName selected;
  
  	String _validate_name(const String &p_name) const;
  
  	struct Clipboard {
  		Map<int, Ref<VisualScriptNode>> nodes;
  		Map<int, Vector2> nodes_positions;
  
  		Set<VisualScript::SequenceConnection> sequence_connections;
  		Set<VisualScript::DataConnection> data_connections;
  	};
  
  	static Clipboard *clipboard;
  
  	PopupMenu *member_popup;
  	MemberType member_type;
  	String member_name;
  
  	PortAction port_action;
  	int port_action_node;
  	int port_action_output;
  	Vector2 port_action_pos;
  	int port_action_new_node;
  
  	bool saved_pos_dirty;
  	Vector2 saved_position;
  
  	Vector2 mouse_up_position;
  
  	void _port_action_menu(int p_option, const StringName &p_func);
  
  	void connect_data(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode, int new_id);
  
  	void _selected_connect_node(const String &p_text, const String &p_category, const bool p_connecting = true);
  	void connect_seq(Ref<VisualScriptNode> vnode_old, Ref<VisualScriptNode> vnode_new, int new_id);
  
  	void _cancel_connect_node();
  	int _create_new_node_from_name(const String &p_text, const Vector2 &p_point, const StringName &p_func = StringName());
  	void _selected_new_virtual_method(const String &p_text, const String &p_category, const bool p_connecting);
  
  	int error_line;
  
  	void _node_selected(Node *p_node);
  	void _center_on_node(const StringName &p_func, int p_id);
  
  	void _node_filter_changed(const String &p_text);
  	void _change_base_type_callback();
  	void _change_base_type();
  	void _toggle_tool_script();
  	void _member_selected();
  	void _member_edited();
  
  	void _begin_node_move();
  	void _end_node_move();
  	void _move_node(const StringName &p_func, int p_id, const Vector2 &p_to);
  
  	void _get_ends(int p_node, const List<VisualScript::SequenceConnection> &p_seqs, const Set<int> &p_selected, Set<int> &r_end_nodes);
  
  	void _node_moved(Vector2 p_from, Vector2 p_to, int p_id);
  	void _remove_node(int p_id);
  	void _graph_connected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
  	void _graph_disconnected(const String &p_from, int p_from_slot, const String &p_to, int p_to_slot);
  	void _graph_connect_to_empty(const String &p_from, int p_from_slot, const Vector2 &p_release_pos);
  
  	void _node_ports_changed(const String &p_func, int p_id);
  	void _node_create();
  
  	void _update_available_nodes();
  
  	void _member_button(Object *p_item, int p_column, int p_button);
  
  	void _expression_text_changed(const String &p_text, int p_id);
  	void _add_input_port(int p_id);
  	void _add_output_port(int p_id);
  	void _remove_input_port(int p_id, int p_port);
  	void _remove_output_port(int p_id, int p_port);
  	void _change_port_type(int p_select, int p_id, int p_port, bool is_input);
  	void _update_node_size(int p_id);
  	void _port_name_focus_out(const Node *p_name_box, int p_id, int p_port, bool is_input);
  
  	Vector2 _get_available_pos(bool centered = true, Vector2 ofs = Vector2()) const;
  	StringName _get_function_of_node(int p_id) const;
  
  	void _move_nodes_with_rescan(const StringName &p_func_from, const StringName &p_func_to, int p_id);
  	bool node_has_sequence_connections(const StringName &p_func, int p_id);
  
  	void _generic_search(String p_base_type = "", Vector2 pos = Vector2(), bool node_centered = false);
  
  	void _input(const Ref<InputEvent> &p_event);
  	void _graph_gui_input(const Ref<InputEvent> &p_event);
  	void _members_gui_input(const Ref<InputEvent> &p_event);
  	void _fn_name_box_input(const Ref<InputEvent> &p_event);
  	void _rename_function(const String &p_name, const String &p_new_name);
  
  	void _create_function_dialog();
  	void _create_function();
  	void _add_func_input();
  	void _remove_func_input(Node *p_node);
  	void _deselect_input_names();
  	void _add_node_dialog();
  	void _node_item_selected();
  	void _node_item_unselected();
  
  	void _on_nodes_delete();
  	void _on_nodes_duplicate();
  
  	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
  	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
  	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
  
  	int editing_id;
  	int editing_input;
  
  	bool can_swap;
  	int data_disconnect_node;
  	int data_disconnect_port;
  
  	void _default_value_changed();
  	void _default_value_edited(Node *p_button, int p_id, int p_input_port);
  
  	void _menu_option(int p_what);
  
  	void _graph_ofs_changed(const Vector2 &p_ofs);
  	void _comment_node_resized(const Vector2 &p_new_size, int p_node);
  
  	int selecting_method_id;
  	void _selected_method(const String &p_method, const String &p_type, const bool p_connecting);
  
  	void _draw_color_over_button(Object *obj, Color p_color);
  	void _button_resource_previewed(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, Variant p_ud);
  
  	VisualScriptNode::TypeGuess _guess_output_type(int p_port_action_node, int p_port_action_output, Set<int> &p_visited_nodes);
  
  	void _member_rmb_selected(const Vector2 &p_pos);
  	void _member_option(int p_option);
  
  protected:
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  	virtual void add_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
  	virtual void set_syntax_highlighter(Ref<EditorSyntaxHighlighter> p_highlighter) override;
  
  	virtual void apply_code() override;
  	virtual RES get_edited_resource() const override;
  	virtual void set_edited_resource(const RES &p_res) override;
  	virtual void enable_editor() override;
  	virtual Vector<String> get_functions() override;
  	virtual void reload_text() override;
  	virtual String get_name() override;
  	virtual Ref<Texture2D> get_theme_icon() override;
  	virtual bool is_unsaved() override;
  	virtual Variant get_edit_state() override;
  	virtual void set_edit_state(const Variant &p_state) override;
  	virtual void goto_line(int p_line, bool p_with_error = false) override;
  	virtual void set_executing_line(int p_line) override;
  	virtual void clear_executing_line() override;
  	virtual void trim_trailing_whitespace() override;
  	virtual void insert_final_newline() override;
  	virtual void convert_indent_to_spaces() override;
  	virtual void convert_indent_to_tabs() override;
  	virtual void ensure_focus() override;
  	virtual void tag_saved_version() override;
  	virtual void reload(bool p_soft) override;
  	virtual Array get_breakpoints() override;
  	virtual void add_callback(const String &p_function, PackedStringArray p_args) override;
  	virtual void update_settings() override;
  	virtual bool show_members_overview() override;
  	virtual void set_debugger_active(bool p_active) override;
  	virtual void set_tooltip_request_func(String p_method, Object *p_obj) override;
  	virtual Control *get_edit_menu() override;
  	virtual void clear_edit_menu() override;
  	virtual bool can_lose_focus_on_node_selection() override { return false; }
  	virtual void validate() override;
  
  	static void register_editor();
  
  	static void free_clipboard();
  
  	VisualScriptEditor();
  	~VisualScriptEditor();
  };
  
  // Singleton
  class _VisualScriptEditor : public Object {
  	GDCLASS(_VisualScriptEditor, Object);
  
  	friend class VisualScriptLanguage;
  
  protected:
  	static void _bind_methods();
  	static _VisualScriptEditor *singleton;
  
  	static Map<String, REF> custom_nodes;
  	static Ref<VisualScriptNode> create_node_custom(const String &p_name);
  
  public:
  	static _VisualScriptEditor *get_singleton() { return singleton; }
  
  	void add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script);
  	void remove_custom_node(const String &p_name, const String &p_category);
  
  	_VisualScriptEditor();
  	~_VisualScriptEditor();
  };
  #endif
  
  #endif // VISUALSCRIPT_EDITOR_H
  