initial commit: canny cat basic movement, bouncing, some gridmap tiles for levels
21
addons/godot_state_charts/LICENSE
Normal file
|
@ -0,0 +1,21 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2023 Jan Thomä
|
||||
|
||||
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.
|
22
addons/godot_state_charts/all_of_guard.gd
Normal file
|
@ -0,0 +1,22 @@
|
|||
@tool
|
||||
@icon("all_of_guard.svg")
|
||||
|
||||
## A composite guard that is satisfied when all of its guards are satisfied.
|
||||
class_name AllOfGuard
|
||||
extends Guard
|
||||
|
||||
## The guards that need to be satisified. When empty, returns true.
|
||||
@export var guards:Array[Guard] = []
|
||||
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
for guard in guards:
|
||||
if not guard.is_satisfied(context_transition, context_state):
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
func get_supported_trigger_types() -> int:
|
||||
var supported_trigger_types:int = StateChart.TriggerType.NONE
|
||||
for guard in guards:
|
||||
supported_trigger_types |= guard.get_supported_trigger_types()
|
||||
return supported_trigger_types
|
1
addons/godot_state_charts/all_of_guard.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 8 1 C 6.6741569 1 5.4373689 1.3647032 4.3828125 2 L 2 2 C 1.4460018 2 1 2.4460018 1 3 L 1 8 C 1 11.877988 4.1220117 15 8 15 C 11.877988 15 15 11.877988 15 8 L 15 3 C 15 2.4460018 14.553997 2 14 2 L 11.617188 2 C 10.562631 1.3647032 9.3258431 1 8 1 z M 8 3 C 8.6661496 3 9.341059 3.1508527 9.9296875 3.5429688 C 10.518315 3.9350846 11 4.6664108 11 5.5 C 11 6.9485493 9.7463158 7.7230237 9.5 7.8652344 C 9.2154316 8.0295298 8.9412084 8.1318679 8.6484375 8.234375 C 8.6681764 8.2541435 8.6871907 8.2731281 8.7070312 8.2929688 C 8.9070123 8.4929497 9.2811078 8.799985 9.7128906 9.1347656 C 9.9017773 8.6062498 10 8.1127633 10 8 L 12 8 C 12 8.6954536 11.795285 9.5095092 11.384766 10.361328 C 12.044312 10.824409 12.554688 11.167969 12.554688 11.167969 L 11.445312 12.832031 C 11.445313 12.832031 10.925524 12.485639 10.251953 12.013672 C 9.6766003 12.579442 8.9294983 13 8 13 C 6.8333369 13 5.8637218 12.710781 5.1503906 12.175781 C 4.4370594 11.640784 4 10.833331 4 10 C 4 9.2388379 4.3300936 8.5580855 4.765625 8.0820312 C 4.9713648 7.857149 5.1975274 7.6693505 5.4316406 7.5058594 C 5.1796661 7.0623217 5 6.566579 5 6 C 5 5.1666691 5.3858355 4.4501019 5.9179688 3.9179688 C 6.450102 3.3858354 7.1666691 3 8 3 z M 8 5 C 7.8333339 5 7.5498958 5.1141669 7.3320312 5.3320312 C 7.1141669 5.5498958 7 5.8333339 7 6 C 7 6.1264072 7.0667919 6.3402314 7.234375 6.6171875 C 7.3875379 6.5601425 7.53671 6.5060056 7.6738281 6.4570312 C 8.0933833 6.3071794 8.4471687 6.1652679 8.5 6.1347656 C 8.8373346 5.9400052 9 5.958085 9 5.5 C 9 5.3320472 8.9816816 5.3145276 8.8203125 5.2070312 C 8.6589434 5.0995351 8.3338474 5 8 5 z M 6.6777344 9.0839844 C 6.4967446 9.2009263 6.3438607 9.3203258 6.2402344 9.4335938 C 6.0610842 9.6294125 6 9.7611651 6 10 C 6 10.166667 6.0629436 10.359219 6.3496094 10.574219 C 6.6362752 10.789219 7.1666691 11 8 11 C 8.202884 11 8.4004221 10.931957 8.5917969 10.804688 C 8.0988221 10.427669 7.6364251 10.050488 7.2929688 9.7070312 C 7.0901233 9.5041858 6.8823271 9.2968491 6.6777344 9.0839844 z "/></svg>
|
After Width: | Height: | Size: 2.1 KiB |
38
addons/godot_state_charts/all_of_guard.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://ux4ia8xhhjrx"
|
||||
path="res://.godot/imported/all_of_guard.svg-49642db22a4a20844b2d39e67c930c8b.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/all_of_guard.svg"
|
||||
dest_files=["res://.godot/imported/all_of_guard.svg-49642db22a4a20844b2d39e67c930c8b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
63
addons/godot_state_charts/animation_player_state.gd
Normal file
|
@ -0,0 +1,63 @@
|
|||
@tool
|
||||
@icon("animation_player_state.svg")
|
||||
class_name AnimationPlayerState
|
||||
extends AtomicState
|
||||
|
||||
## Animation player that this state will use.
|
||||
@export_node_path("AnimationPlayer") var animation_player: NodePath:
|
||||
set(value):
|
||||
animation_player = value
|
||||
update_configuration_warnings()
|
||||
|
||||
## The name of the animation that should be played when this state is entered.
|
||||
## When this is empty, the name of this state will be used.
|
||||
@export var animation_name: StringName = ""
|
||||
|
||||
## A custom blend time for the animation. The default value of -1.0 will use the
|
||||
## default blend time of the animation player.
|
||||
@export var custom_blend: float = -1.0
|
||||
|
||||
## A custom speed for the animation. Use negative values to play the animation
|
||||
## backwards.
|
||||
@export var custom_speed: float = 1.0
|
||||
|
||||
## Whether the animation should be played from the end.
|
||||
@export var from_end: bool = false
|
||||
|
||||
var _animation_player: AnimationPlayer
|
||||
|
||||
func _ready():
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
super._ready()
|
||||
_animation_player = get_node_or_null(animation_player)
|
||||
|
||||
if not is_instance_valid(_animation_player):
|
||||
push_error("The animation player is invalid. This node will not work.")
|
||||
|
||||
func _state_enter(transition_target:StateChartState):
|
||||
super._state_enter(transition_target)
|
||||
|
||||
if not is_instance_valid(_animation_player):
|
||||
return
|
||||
|
||||
var target_animation = animation_name
|
||||
if target_animation == "":
|
||||
target_animation = get_name()
|
||||
|
||||
if _animation_player.current_animation == target_animation and _animation_player.is_playing():
|
||||
return
|
||||
|
||||
_animation_player.play(target_animation, custom_blend, custom_speed, from_end)
|
||||
|
||||
func _get_configuration_warnings():
|
||||
var warnings = super._get_configuration_warnings()
|
||||
warnings.append("This node is deprecated and will be removed in a future version.")
|
||||
|
||||
if animation_player.is_empty():
|
||||
warnings.append("No animation player is set.")
|
||||
elif get_node_or_null(animation_player) == null:
|
||||
warnings.append("The animation player path is invalid.")
|
||||
|
||||
return warnings
|
1
addons/godot_state_charts/animation_player_state.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380034 0 0 1.3380034 0 3 L 0 13 C 0 14.661996 1.3380034 16 3 16 L 13 16 C 14.661996 16 16 14.661996 16 13 L 16 3 C 16 1.3380034 14.661996 0 13 0 L 3 0 z M 3 1 L 13 1 C 14.107998 1 15 1.8920022 15 3 L 15 13 C 15 14.107998 14.107998 15 13 15 L 3 15 C 1.8920022 15 1 14.107998 1 13 L 1 3 C 1 1.8920022 1.8920022 1 3 1 z M 8 3 A 5 5 0 0 0 3 8 A 5 5 0 0 0 8 13 A 5 5 0 0 0 13 8 A 5 5 0 0 0 8 3 z M 6 5 L 11 8 L 6 11 L 6 5 z "/></svg>
|
After Width: | Height: | Size: 526 B |
38
addons/godot_state_charts/animation_player_state.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b3m20gsesp4i0"
|
||||
path="res://.godot/imported/animation_player_state.svg-1acd03c414690dd7446458c5293935cb.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/animation_player_state.svg"
|
||||
dest_files=["res://.godot/imported/animation_player_state.svg-1acd03c414690dd7446458c5293935cb.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
63
addons/godot_state_charts/animation_tree_state.gd
Normal file
|
@ -0,0 +1,63 @@
|
|||
@tool
|
||||
@icon("animation_tree_state.svg")
|
||||
class_name AnimationTreeState
|
||||
extends AtomicState
|
||||
|
||||
|
||||
## Animation tree that this state will use.
|
||||
@export_node_path("AnimationTree") var animation_tree:NodePath:
|
||||
set(value):
|
||||
animation_tree = value
|
||||
update_configuration_warnings()
|
||||
|
||||
## The name of the state that should be activated in the animation tree
|
||||
## when this state is entered. If this is empty, the name of this state
|
||||
## will be used.
|
||||
@export var state_name:StringName = ""
|
||||
|
||||
|
||||
var _animation_tree_state_machine:AnimationNodeStateMachinePlayback
|
||||
|
||||
func _ready():
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
super._ready()
|
||||
|
||||
_animation_tree_state_machine = null
|
||||
var the_tree = get_node_or_null(animation_tree)
|
||||
|
||||
if is_instance_valid(the_tree):
|
||||
var state_machine = the_tree.get("parameters/playback")
|
||||
if state_machine is AnimationNodeStateMachinePlayback:
|
||||
_animation_tree_state_machine = state_machine
|
||||
else:
|
||||
push_error("The animation tree does not have a state machine as root node. This node will not work.")
|
||||
else:
|
||||
push_error("The animation tree is invalid. This node will not work.")
|
||||
|
||||
|
||||
func _state_enter(transition_target:StateChartState):
|
||||
super._state_enter(transition_target)
|
||||
|
||||
if not is_instance_valid(_animation_tree_state_machine):
|
||||
return
|
||||
|
||||
var target_state = state_name
|
||||
if target_state == "":
|
||||
target_state = get_name()
|
||||
|
||||
# mirror this state to the animation tree
|
||||
_animation_tree_state_machine.travel(target_state)
|
||||
|
||||
|
||||
func _get_configuration_warnings():
|
||||
var warnings = super._get_configuration_warnings()
|
||||
warnings.append("This node is deprecated and will be removed in a future version.")
|
||||
|
||||
if animation_tree.is_empty():
|
||||
warnings.append("No animation tree is set.")
|
||||
elif get_node_or_null(animation_tree) == null:
|
||||
warnings.append("The animation tree path is invalid.")
|
||||
|
||||
return warnings
|
1
addons/godot_state_charts/animation_tree_state.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380051 0 0 1.3380051 0 3 L 0 13 C 0 14.661994 1.3380051 16 3 16 L 13 16 C 14.661994 16 16 14.661994 16 13 L 16 3 C 16 1.3380051 14.661994 0 13 0 L 3 0 z M 3 1 L 13 1 C 14.107997 1 15 1.8920033 15 3 L 15 13 C 15 14.107997 14.107997 15 13 15 L 3 15 C 1.8920033 15 1 14.107997 1 13 L 1 3 C 1 1.8920033 1.8920033 1 3 1 z M 3 3 L 3 13 L 4 13 L 4 11 L 5 11 L 5 13 L 11 13 L 11 11 L 12 11 L 12 13 L 13 13 L 13 3 L 12 3 L 12 4 L 11 4 L 11 3 L 5 3 L 5 4 L 4 4 L 4 3 L 3 3 z M 4 5 L 5 5 L 5 7 L 4 7 L 4 5 z M 6 5 L 7 5 L 7 8 L 9 8 L 9 9 L 8 9 L 8 10 L 10 10 L 10 11.013672 L 7 11.013672 L 7 10 L 7 9 L 6 9 L 6 5 z M 11 5 L 12 5 L 12 7 L 11 7 L 11 5 z M 4 8 L 5 8 L 5 10 L 4 10 L 4 8 z M 11 8 L 12 8 L 12 10 L 11 10 L 11 8 z "/></svg>
|
After Width: | Height: | Size: 821 B |
38
addons/godot_state_charts/animation_tree_state.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://3wqyduuj0fq"
|
||||
path="res://.godot/imported/animation_tree_state.svg-b99077fc178cfa1e23b2c854c7735c4a.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/animation_tree_state.svg"
|
||||
dest_files=["res://.godot/imported/animation_tree_state.svg-b99077fc178cfa1e23b2c854c7735c4a.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
21
addons/godot_state_charts/any_of_guard.gd
Normal file
|
@ -0,0 +1,21 @@
|
|||
@tool
|
||||
@icon("any_of_guard.svg")
|
||||
|
||||
## A composite guard, that is satisfied if any of the guards are satisfied.
|
||||
class_name AnyOfGuard
|
||||
extends Guard
|
||||
|
||||
## The guards of which at least one must be satisfied. If empty, this guard is not satisfied.
|
||||
@export var guards: Array[Guard] = []
|
||||
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
for guard in guards:
|
||||
if guard.is_satisfied(context_transition, context_state):
|
||||
return true
|
||||
return false
|
||||
|
||||
func get_supported_trigger_types() -> int:
|
||||
var supported_trigger_types:int = StateChart.TriggerType.NONE
|
||||
for guard in guards:
|
||||
supported_trigger_types |= guard.get_supported_trigger_types()
|
||||
return supported_trigger_types
|
1
addons/godot_state_charts/any_of_guard.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 8 1 C 6.6741569 1 5.4373689 1.3647032 4.3828125 2 L 2 2 C 1.4460018 2 1 2.4460018 1 3 L 1 8 C 1 11.877988 4.1220117 15 8 15 C 11.877988 15 15 11.877988 15 8 L 15 3 C 15 2.4460018 14.553997 2 14 2 L 11.617188 2 C 10.562631 1.3647032 9.3258431 1 8 1 z M 5 4 L 7 4 L 7 12 L 5 12 L 5 4 z M 9 4 L 11 4 L 11 12 L 9 12 L 9 4 z "/></svg>
|
After Width: | Height: | Size: 418 B |
38
addons/godot_state_charts/any_of_guard.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dbf5ogymlonu4"
|
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path="res://.godot/imported/any_of_guard.svg-3b1aa026a997dbfebde2cc5993b5c820.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/any_of_guard.svg"
|
||||
dest_files=["res://.godot/imported/any_of_guard.svg-3b1aa026a997dbfebde2cc5993b5c820.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
25
addons/godot_state_charts/atomic_state.gd
Normal file
|
@ -0,0 +1,25 @@
|
|||
@tool
|
||||
@icon("atomic_state.svg")
|
||||
## This is a state that has no sub-states.
|
||||
class_name AtomicState
|
||||
extends StateChartState
|
||||
|
||||
func _handle_transition(transition:Transition, source:StateChartState):
|
||||
# resolve the target state
|
||||
var target = transition.resolve_target()
|
||||
if not target is StateChartState:
|
||||
push_error("The target state '" + str(transition.to) + "' of the transition from '" + source.name + "' is not a state.")
|
||||
return
|
||||
# atomic states cannot transition, so we need to ask the parent
|
||||
# ask the parent
|
||||
get_parent()._handle_transition(transition, source)
|
||||
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray :
|
||||
var warnings = super._get_configuration_warnings()
|
||||
# check if we have any child nodes which are not transitions
|
||||
for child in get_children():
|
||||
if child is StateChartState:
|
||||
warnings.append("Atomic states cannot have child states. These will be ignored.")
|
||||
break
|
||||
return warnings
|
1
addons/godot_state_charts/atomic_state.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380034 0 0 1.3380034 0 3 L 0 13 C 0 14.661996 1.3380034 16 3 16 L 13 16 C 14.661996 16 16 14.661996 16 13 L 16 3 C 16 1.3380034 14.661996 0 13 0 L 3 0 z M 3 1 L 13 1 C 14.107998 1 15 1.8920022 15 3 L 15 13 C 15 14.107998 14.107998 15 13 15 L 3 15 C 1.8920022 15 1 14.107998 1 13 L 1 3 C 1 1.8920022 1.8920022 1 3 1 z M 8 3 A 5 5 0 0 0 3 8 A 5 5 0 0 0 8 13 A 5 5 0 0 0 13 8 A 5 5 0 0 0 8 3 z "/></svg>
|
After Width: | Height: | Size: 498 B |
38
addons/godot_state_charts/atomic_state.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://c4ojtah20jtxc"
|
||||
path="res://.godot/imported/atomic_state.svg-5ab16e5747cef5b5980c4bf84ef9b1af.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/atomic_state.svg"
|
||||
dest_files=["res://.godot/imported/atomic_state.svg-5ab16e5747cef5b5980c4bf84ef9b1af.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
269
addons/godot_state_charts/compound_state.gd
Normal file
|
@ -0,0 +1,269 @@
|
|||
@tool
|
||||
@icon("compound_state.svg")
|
||||
## A compound state is a state that has multiple sub-states of which exactly one can
|
||||
## be active at any given time.
|
||||
class_name CompoundState
|
||||
extends StateChartState
|
||||
|
||||
## Called when a child state is entered.
|
||||
signal child_state_entered()
|
||||
|
||||
## Called when a child state is exited.
|
||||
signal child_state_exited()
|
||||
|
||||
## The initial state which should be activated when this state is activated.
|
||||
@export_node_path("StateChartState") var initial_state:NodePath:
|
||||
get:
|
||||
return initial_state
|
||||
set(value):
|
||||
initial_state = value
|
||||
update_configuration_warnings()
|
||||
|
||||
|
||||
## The currently active substate.
|
||||
var _active_state:StateChartState = null
|
||||
|
||||
## The initial state
|
||||
@onready var _initial_state:StateChartState = get_node_or_null(initial_state)
|
||||
|
||||
## The history states of this compound state.
|
||||
var _history_states:Array[HistoryState] = []
|
||||
## Whether any of the history states needs a deep history.
|
||||
var _needs_deep_history:bool = false
|
||||
|
||||
func _init() -> void:
|
||||
# subscribe to the child_entered_tree signal in edit mode so we can
|
||||
# automatically set the initial state when a new sub-state is added
|
||||
if Engine.is_editor_hint():
|
||||
child_entered_tree.connect(
|
||||
func(child:Node):
|
||||
# when a child is added in the editor and the child is a state
|
||||
# and we don't have an initial state yet, set the initial state
|
||||
# to the newly added child
|
||||
if child is StateChartState and initial_state.is_empty():
|
||||
# the newly added node may have a random name now,
|
||||
# so we need to defer the call to build a node path
|
||||
# to the next frame, so the editor has time to rename
|
||||
# the node to its final name
|
||||
(func(): initial_state = get_path_to(child)).call_deferred()
|
||||
)
|
||||
|
||||
|
||||
func _state_init():
|
||||
super._state_init()
|
||||
|
||||
# check if we have any history states
|
||||
for child in get_children():
|
||||
if child is HistoryState:
|
||||
var child_as_history_state:HistoryState = child as HistoryState
|
||||
_history_states.append(child_as_history_state)
|
||||
# remember if any of the history states needs a deep history
|
||||
_needs_deep_history = _needs_deep_history or child_as_history_state.deep
|
||||
|
||||
# initialize all substates. find all children of type State and call _state_init on them.
|
||||
for child in get_children():
|
||||
if child is StateChartState:
|
||||
var child_as_state:StateChartState = child as StateChartState
|
||||
child_as_state._state_init()
|
||||
child_as_state.state_entered.connect(func(): child_state_entered.emit())
|
||||
child_as_state.state_exited.connect(func(): child_state_exited.emit())
|
||||
|
||||
func _state_enter(transition_target:StateChartState):
|
||||
super._state_enter(transition_target)
|
||||
# activate the initial state _unless_ one of these are true
|
||||
# - the transition target is a descendant of this state
|
||||
# - we already have an active state because entering the state triggered an immediate transition to a child state
|
||||
# - we are no longer active becasue entering the state triggered an immediate transition to some other state
|
||||
var target_is_descendant := false
|
||||
if transition_target != null and is_ancestor_of(transition_target):
|
||||
target_is_descendant = true
|
||||
|
||||
if not target_is_descendant and not is_instance_valid(_active_state) and _state_active:
|
||||
if _initial_state != null:
|
||||
if _initial_state is HistoryState:
|
||||
_restore_history_state(_initial_state)
|
||||
else:
|
||||
_active_state = _initial_state
|
||||
_active_state._state_enter(null)
|
||||
else:
|
||||
push_error("No initial state set for state '" + name + "'.")
|
||||
|
||||
func _state_step():
|
||||
super._state_step()
|
||||
if _active_state != null:
|
||||
_active_state._state_step()
|
||||
|
||||
func _state_save(saved_state:SavedState, child_levels:int = -1):
|
||||
super._state_save(saved_state, child_levels)
|
||||
|
||||
# in addition save all history states, as they are never active and normally would not be saved
|
||||
var parent = saved_state.get_substate_or_null(self)
|
||||
if parent == null:
|
||||
push_error("Probably a bug: The state of '" + name + "' was not saved.")
|
||||
return
|
||||
|
||||
for history_state in _history_states:
|
||||
history_state._state_save(parent, child_levels)
|
||||
|
||||
func _state_restore(saved_state:SavedState, child_levels:int = -1):
|
||||
super._state_restore(saved_state, child_levels)
|
||||
|
||||
# in addition check if we are now active and if so determine the current active state
|
||||
if active:
|
||||
# find the currently active child
|
||||
for child in get_children():
|
||||
if child is StateChartState and child.active:
|
||||
_active_state = child
|
||||
break
|
||||
|
||||
func _state_exit():
|
||||
# if we have any history states, we need to save the current active state
|
||||
if _history_states.size() > 0:
|
||||
var saved_state = SavedState.new()
|
||||
# we save the entire hierarchy if any of the history states needs a deep history
|
||||
# otherwise we only save this level. This way we can save memory and processing time
|
||||
_state_save(saved_state, -1 if _needs_deep_history else 1)
|
||||
|
||||
# now save the saved state in all history states
|
||||
for history_state in _history_states:
|
||||
# when saving history it's ok when we save deep history in a history state that doesn't need it
|
||||
# because at restore time we will use the state's deep flag to determine if we need to restore
|
||||
# the entire hierarchy or just this level. This way we don't need multiple copies of the same
|
||||
# state hierarchy.
|
||||
history_state.history = saved_state
|
||||
|
||||
# deactivate the current state
|
||||
if _active_state != null:
|
||||
_active_state._state_exit()
|
||||
_active_state = null
|
||||
super._state_exit()
|
||||
|
||||
|
||||
func _process_transitions(trigger_type:StateChart.TriggerType, event:StringName = "") -> bool:
|
||||
if not active:
|
||||
return false
|
||||
|
||||
# forward to the active state
|
||||
if is_instance_valid(_active_state):
|
||||
if _active_state._process_transitions(trigger_type, event):
|
||||
# emit the event_received signal when the trigger type is event
|
||||
if trigger_type == StateChart.TriggerType.EVENT:
|
||||
self.event_received.emit(event)
|
||||
return true
|
||||
|
||||
# if the event was not handled by the active state, we handle it here
|
||||
# base class will also emit the event_received signal
|
||||
return super._process_transitions(trigger_type, event)
|
||||
|
||||
|
||||
func _handle_transition(transition:Transition, source:StateChartState):
|
||||
# print("CompoundState._handle_transition: " + name + " from " + source.name + " to " + str(transition.to))
|
||||
# resolve the target state
|
||||
var target = transition.resolve_target()
|
||||
if not target is StateChartState:
|
||||
push_error("The target state '" + str(transition.to) + "' of the transition from '" + source.name + "' is not a state.")
|
||||
return
|
||||
|
||||
# the target state can be
|
||||
# 0. this state. in this case exit this state and re-enter it. This can happen when
|
||||
# a child state transfers to its parent state.
|
||||
# 1. a direct child of this state. this is the easy case in which
|
||||
# we will deactivate the current _active_state and activate the target
|
||||
# 2. a descendant of this state. in this case we find the direct child which
|
||||
# is the ancestor of the target state, activate it and then ask it to perform
|
||||
# the transition.
|
||||
# 3. no descendant of this state. in this case, we ask our parent state to
|
||||
# perform the transition
|
||||
|
||||
if target == self:
|
||||
# exit this state and re-enter it
|
||||
_state_exit()
|
||||
_state_enter(target)
|
||||
return
|
||||
|
||||
if target in get_children():
|
||||
# all good, now first deactivate the current state
|
||||
if is_instance_valid(_active_state):
|
||||
_active_state._state_exit()
|
||||
|
||||
# now check if the target is a history state, if this is the
|
||||
# case, we need to restore the saved state
|
||||
if target is HistoryState:
|
||||
_restore_history_state(target)
|
||||
return
|
||||
|
||||
# else, just activate the target state
|
||||
_active_state = target
|
||||
_active_state._state_enter(target)
|
||||
return
|
||||
|
||||
if self.is_ancestor_of(target):
|
||||
# find the child which is the ancestor of the new target.
|
||||
for child in get_children():
|
||||
if child is StateChartState and child.is_ancestor_of(target):
|
||||
# found it.
|
||||
# change active state if necessary
|
||||
if _active_state != child:
|
||||
if is_instance_valid(_active_state):
|
||||
_active_state._state_exit()
|
||||
|
||||
_active_state = child
|
||||
# give the transition target because we will send
|
||||
# the transition to the child state right after we activate it.
|
||||
# this avoids the child needlessly entering the initial state
|
||||
_active_state._state_enter(target)
|
||||
|
||||
# ask child to handle the transition
|
||||
child._handle_transition(transition, source)
|
||||
return
|
||||
return
|
||||
|
||||
# ask the parent
|
||||
get_parent()._handle_transition(transition, source)
|
||||
|
||||
|
||||
func _restore_history_state(target:HistoryState):
|
||||
# print("Target is history state, restoring saved state.")
|
||||
var saved_state = target.history
|
||||
if saved_state != null:
|
||||
# restore the saved state
|
||||
_state_restore(saved_state, -1 if target.deep else 1)
|
||||
return
|
||||
# print("No history saved so far, activating default state.")
|
||||
# if we don't have history, we just activate the default state
|
||||
var default_state = target.get_node_or_null(target.default_state)
|
||||
if is_instance_valid(default_state):
|
||||
_active_state = default_state
|
||||
_active_state._state_enter(null)
|
||||
return
|
||||
else:
|
||||
push_error("The default state '" + str(target.default_state) + "' of the history state '" + target.name + "' cannot be found.")
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings = super._get_configuration_warnings()
|
||||
|
||||
# count the amount of child states
|
||||
var child_count = 0
|
||||
for child in get_children():
|
||||
if child is StateChartState:
|
||||
child_count += 1
|
||||
|
||||
if child_count < 1:
|
||||
warnings.append("Compound states should have at least one child state.")
|
||||
|
||||
elif child_count < 2:
|
||||
warnings.append("Compound states with only one child state are not very useful. Consider adding more child states or removing this compound state.")
|
||||
|
||||
var the_initial_state = get_node_or_null(initial_state)
|
||||
|
||||
if not is_instance_valid(the_initial_state):
|
||||
warnings.append("Initial state could not be resolved, is the path correct?")
|
||||
|
||||
elif the_initial_state.get_parent() != self:
|
||||
warnings.append("Initial state must be a direct child of this compound state.")
|
||||
|
||||
return warnings
|
1
addons/godot_state_charts/compound_state.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380034 0 0 1.3380034 0 3 L 0 13 C 0 14.661996 1.3380034 16 3 16 L 13 16 C 14.661996 16 16 14.661996 16 13 L 16 3 C 16 1.3380034 14.661996 0 13 0 L 3 0 z M 3 1 L 13 1 C 14.107998 1 15 1.8920022 15 3 L 15 13 C 15 14.107998 14.107998 15 13 15 L 3 15 C 1.8920022 15 1 14.107998 1 13 L 1 3 C 1 1.8920022 1.8920022 1 3 1 z M 8 2.5 A 2.5 2.5 0 0 0 5.5 5 A 2.5 2.5 0 0 0 5.9941406 6.4804688 L 4.8476562 8.4726562 A 2.5454545 2.5454545 0 0 0 4.5449219 8.4550781 A 2.5454545 2.5454545 0 0 0 2 11 A 2.5454545 2.5454545 0 0 0 4.5449219 13.544922 A 2.5454545 2.5454545 0 0 0 6.8828125 12 L 9.1953125 12 A 2.5 2.5 0 0 0 11.5 13.544922 A 2.5 2.5 0 0 0 14 11.044922 A 2.5 2.5 0 0 0 11.5 8.5449219 A 2.5 2.5 0 0 0 11.236328 8.5644531 L 10.013672 6.46875 A 2.5 2.5 0 0 0 10.5 5 A 2.5 2.5 0 0 0 8 2.5 z M 8.2890625 7.4785156 L 9.5 9.5546875 A 2.5 2.5 0 0 0 9.2304688 10 L 6.8847656 10 A 2.5454545 2.5454545 0 0 0 6.5800781 9.4707031 L 7.7265625 7.4804688 A 2.5 2.5 0 0 0 8 7.5 A 2.5 2.5 0 0 0 8.2890625 7.4785156 z "/></svg>
|
After Width: | Height: | Size: 1.1 KiB |
38
addons/godot_state_charts/compound_state.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bbudjoa3ds4qj"
|
||||
path="res://.godot/imported/compound_state.svg-84780d78ec1f15e1cbb9d20f4df031a7.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/compound_state.svg"
|
||||
dest_files=["res://.godot/imported/compound_state.svg-84780d78ec1f15e1cbb9d20f4df031a7.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
66
addons/godot_state_charts/csharp/CompoundState.cs
Normal file
|
@ -0,0 +1,66 @@
|
|||
|
||||
|
||||
// ReSharper disable once CheckNamespace
|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using System;
|
||||
using Godot;
|
||||
|
||||
/// <summary>
|
||||
/// Wrapper around the compound state node.
|
||||
/// </summary>
|
||||
public class CompoundState : StateChartState
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when a child state is entered.
|
||||
/// </summary>
|
||||
public event Action ChildStateEntered
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.ChildStateEntered, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.ChildStateEntered, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a child state is exited.
|
||||
/// </summary>
|
||||
public event Action ChildStateExited
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.ChildStateExited, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.ChildStateExited, Callable.From(value));
|
||||
}
|
||||
|
||||
private CompoundState(Node wrapped) : base(wrapped)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a wrapper object around the given node and verifies that the node
|
||||
/// is actually a compound state. The wrapper object can then be used to interact
|
||||
/// with the compound state chart from C#.
|
||||
/// </summary>
|
||||
/// <param name="state">the node that is the state</param>
|
||||
/// <returns>a State wrapper.</returns>
|
||||
/// <throws>ArgumentException if the node is not a state.</throws>
|
||||
public new static CompoundState Of(Node state)
|
||||
{
|
||||
if (state.GetScript().As<Script>() is not GDScript gdScript ||
|
||||
!gdScript.ResourcePath.EndsWith("compound_state.gd"))
|
||||
{
|
||||
throw new ArgumentException("Given node is not a compound state.");
|
||||
}
|
||||
|
||||
return new CompoundState(state);
|
||||
}
|
||||
|
||||
public new class SignalName : StateChartState.SignalName
|
||||
{
|
||||
|
||||
/// <see cref="CompoundState.ChildStateEntered"/>
|
||||
public static readonly StringName ChildStateEntered = "child_state_entered";
|
||||
|
||||
/// <see cref="CompoundState.ChildStateExited"/>
|
||||
public static readonly StringName ChildStateExited = "child_state_exited";
|
||||
|
||||
}
|
||||
}
|
||||
}
|
49
addons/godot_state_charts/csharp/NodeWrapper.cs
Normal file
|
@ -0,0 +1,49 @@
|
|||
// ReSharper disable once CheckNamespace
|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using Godot;
|
||||
|
||||
/// <summary>
|
||||
/// Base class for all wrapper classes. Provides some common functionality. Not to be used directly.
|
||||
/// </summary>
|
||||
public abstract class NodeWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// The wrapped node.
|
||||
/// </summary>
|
||||
protected readonly Node Wrapped;
|
||||
|
||||
protected NodeWrapper(Node wrapped)
|
||||
{
|
||||
Wrapped = wrapped;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows to connect to signals on the wrapped node.
|
||||
/// </summary>
|
||||
/// <param name="signal"></param>
|
||||
/// <param name="method"></param>
|
||||
/// <param name="flags"></param>
|
||||
public Error Connect(StringName signal, Callable method, uint flags = 0u)
|
||||
{
|
||||
return Wrapped.Connect(signal, method, flags);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Allows to call methods on the wrapped node deferred.
|
||||
/// </summary>
|
||||
public Variant CallDeferred(string method, params Variant[] args)
|
||||
{
|
||||
return Wrapped.CallDeferred(method, args);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows to call methods on the wrapped node.
|
||||
/// </summary>
|
||||
public Variant Call(string method, params Variant[] args)
|
||||
{
|
||||
return Wrapped.Call(method, args);
|
||||
}
|
||||
}
|
||||
}
|
129
addons/godot_state_charts/csharp/StateChart.cs
Normal file
|
@ -0,0 +1,129 @@
|
|||
// ReSharper disable once CheckNamespace
|
||||
|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// Wrapper around the GDScript state chart node. Allows interacting with the state chart.
|
||||
/// </summary>
|
||||
public class StateChart : NodeWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// Emitted when the state chart receives an event. This will be
|
||||
/// emitted no matter which state is currently active and can be
|
||||
/// useful to trigger additional logic elsewhere in the game
|
||||
/// without having to create a custom event bus. It is also used
|
||||
/// by the state chart debugger. Note that this will emit the
|
||||
/// events in the order in which they are processed, which may
|
||||
/// be different from the order in which they were received. This is
|
||||
/// because the state chart will always finish processing one event
|
||||
/// fully before processing the next. If an event is received
|
||||
/// while another is still processing, it will be enqueued.
|
||||
/// </summary>
|
||||
public event Action<StringName> EventReceived
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.EventReceived, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.EventReceived, Callable.From(value));
|
||||
}
|
||||
|
||||
protected StateChart(Node wrapped) : base(wrapped)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a wrapper object around the given node and verifies that the node
|
||||
/// is actually a state chart. The wrapper object can then be used to interact
|
||||
/// with the state chart from C#.
|
||||
/// </summary>
|
||||
/// <param name="stateChart">the node that is the state chart</param>
|
||||
/// <returns>a StateChart wrapper.</returns>
|
||||
/// <throws>ArgumentException if the node is not a state chart.</throws>
|
||||
public static StateChart Of(Node stateChart)
|
||||
{
|
||||
if (stateChart.GetScript().As<Script>() is not GDScript gdScript
|
||||
|| !gdScript.ResourcePath.EndsWith("state_chart.gd"))
|
||||
{
|
||||
throw new ArgumentException("Given node is not a state chart.");
|
||||
}
|
||||
|
||||
return new StateChart(stateChart);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends an event to the state chart node.
|
||||
/// </summary>
|
||||
/// <param name="eventName">the name of the event to send</param>
|
||||
public void SendEvent(string eventName)
|
||||
{
|
||||
Call(MethodName.SendEvent, eventName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets an expression property on the state chart node for later use with expression guards.
|
||||
/// </summary>
|
||||
/// <param name="name">the name of the property to set. This is case sensitive.</param>
|
||||
/// <param name="value">the value to set the property to.</param>
|
||||
public void SetExpressionProperty(string name, Variant value)
|
||||
{
|
||||
Call(MethodName.SetExpressionProperty, name, value);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Returns the value of an expression property on the state chart node.
|
||||
/// </summary>
|
||||
/// <param name="name">the name of the proeprty to read. This is case sensitive. </param>
|
||||
/// <param name="defaultValue">the default value to be returned if no such property exists</param>
|
||||
/// <returns>the value of the property</returns>
|
||||
public T GetExpressionProperty<[MustBeVariant]T>(string name, T defaultValue = default)
|
||||
{
|
||||
return Call(MethodName.GetExpressionProperty, name, Variant.From(defaultValue)).As<T>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Steps the state chart node. This will invoke all <code>state_stepped</code> signals on the
|
||||
/// currently active states in the state charts. See the "Stepping Mode" section of the manual
|
||||
/// for more details.
|
||||
/// </summary>
|
||||
public void Step()
|
||||
{
|
||||
Call(MethodName.Step);
|
||||
}
|
||||
|
||||
public class SignalName : Node.SignalName
|
||||
{
|
||||
/// <see cref="StateChart.EventReceived"/>
|
||||
///
|
||||
/// </summary>
|
||||
public static readonly StringName EventReceived = "event_received";
|
||||
}
|
||||
|
||||
public new class MethodName : Node.MethodName
|
||||
{
|
||||
/// <summary>
|
||||
/// Sends an event to the state chart node.
|
||||
/// </summary>
|
||||
public static readonly StringName SendEvent = "send_event";
|
||||
|
||||
/// <summary>
|
||||
/// Sets an expression property on the state chart node for later use with expression guards.
|
||||
/// </summary>
|
||||
public static readonly StringName SetExpressionProperty = "set_expression_property";
|
||||
|
||||
/// <summary>
|
||||
/// Returns the value of an expression property on the state chart node.
|
||||
/// </summary>
|
||||
public static readonly StringName GetExpressionProperty = "get_expression_property";
|
||||
|
||||
/// <summary>
|
||||
/// Steps the state chart node. This will invoke all <code>state_stepped</code> signals on the
|
||||
/// currently active states in the state charts. See the "Stepping Mode" section of the manual
|
||||
/// for more details.
|
||||
/// </summary>
|
||||
public static readonly StringName Step = "step";
|
||||
}
|
||||
|
||||
}
|
||||
}
|
65
addons/godot_state_charts/csharp/StateChartDebugger.cs
Normal file
|
@ -0,0 +1,65 @@
|
|||
// ReSharper disable once CheckNamespace
|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// Wrapper around the state chart debugger node.
|
||||
/// </summary>
|
||||
public class StateChartDebugger : NodeWrapper
|
||||
{
|
||||
private StateChartDebugger(Node wrapped) : base(wrapped) {}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a wrapper object around the given node and verifies that the node
|
||||
/// is actually a state chart debugger. The wrapper object can then be used to interact
|
||||
/// with the state chart debugger from C#.
|
||||
/// </summary>
|
||||
/// <param name="stateChartDebugger">the node that is the state chart debugger</param>
|
||||
/// <returns>a StateChartDebugger wrapper.</returns>
|
||||
/// <throws>ArgumentException if the node is not a state chart debugger.</throws>
|
||||
public static StateChartDebugger Of(Node stateChartDebugger)
|
||||
{
|
||||
if (stateChartDebugger.GetScript().As<Script>() is not GDScript gdScript
|
||||
|| !gdScript.ResourcePath.EndsWith("state_chart_debugger.gd"))
|
||||
{
|
||||
throw new ArgumentException("Given node is not a state chart debugger.");
|
||||
}
|
||||
|
||||
return new StateChartDebugger(stateChartDebugger);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the node that the state chart debugger should debug.
|
||||
/// </summary>
|
||||
/// <param name="node">the the node that should be debugged. Can be a state chart or any
|
||||
/// node above a state chart. The debugger will automatically pick the first state chart
|
||||
/// node below the given one.</param>
|
||||
public void DebugNode(Node node)
|
||||
{
|
||||
Call(MethodName.DebugNode, node);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a history entry to the history output.
|
||||
/// </summary>
|
||||
/// <param name="text">the text to add</param>
|
||||
public void AddHistoryEntry(string text)
|
||||
{
|
||||
Call(MethodName.AddHistoryEntry, text);
|
||||
}
|
||||
|
||||
public new class MethodName : Node.MethodName
|
||||
{
|
||||
/// <summary>
|
||||
/// Sets the node that the state chart debugger should debug.
|
||||
/// </summary>
|
||||
public static readonly string DebugNode = "debug_node";
|
||||
/// <summary>
|
||||
/// Adds a history entry to the history output.
|
||||
/// </summary>
|
||||
public static readonly string AddHistoryEntry = "add_history_entry";
|
||||
}
|
||||
}
|
||||
}
|
156
addons/godot_state_charts/csharp/StateChartState.cs
Normal file
|
@ -0,0 +1,156 @@
|
|||
// ReSharper disable once CheckNamespace
|
||||
|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
/// <summary>
|
||||
/// A wrapper around the state node that allows interacting with it from C#.
|
||||
/// </summary>
|
||||
public class StateChartState : NodeWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when the state is entered.
|
||||
/// </summary>
|
||||
public event Action StateEntered
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateEntered, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateEntered, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is exited.
|
||||
/// </summary>
|
||||
public event Action StateExited
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateExited, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateExited, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state receives an event. Only called if the state is active.
|
||||
/// </summary>
|
||||
public event Action<StringName> EventReceived
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.EventReceived, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.EventReceived, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is processing.
|
||||
/// </summary>
|
||||
public event Action<float> StateProcessing
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateProcessing, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateProcessing, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is physics processing.
|
||||
/// </summary>
|
||||
public event Action<float> StatePhysicsProcessing
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StatePhysicsProcessing, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StatePhysicsProcessing, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state chart <code>Step</code> function is called.
|
||||
/// </summary>
|
||||
public event Action StateStepped
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateStepped, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateStepped, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is receiving input.
|
||||
/// </summary>
|
||||
public event Action<InputEvent> StateInput
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateInput, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateInput, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is receiving unhandled input.
|
||||
/// </summary>
|
||||
public event Action<InputEvent> StateUnhandledInput
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateUnhandledInput, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateUnhandledInput, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame while a delayed transition is pending for this state.
|
||||
/// Returns the initial delay and the remaining delay of the transition.
|
||||
/// </summary>
|
||||
public event Action<float,float> TransitionPending
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.TransitionPending, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.TransitionPending, Callable.From(value));
|
||||
}
|
||||
|
||||
|
||||
protected StateChartState(Node wrapped) : base(wrapped) {}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Creates a wrapper object around the given node and verifies that the node
|
||||
/// is actually a state. The wrapper object can then be used to interact
|
||||
/// with the state chart from C#.
|
||||
/// </summary>
|
||||
/// <param name="state">the node that is the state</param>
|
||||
/// <returns>a State wrapper.</returns>
|
||||
/// <throws>ArgumentException if the node is not a state.</throws>
|
||||
public static StateChartState Of(Node state)
|
||||
{
|
||||
if (state.GetScript().As<Script>() is not GDScript gdScript ||
|
||||
!gdScript.ResourcePath.EndsWith("state.gd"))
|
||||
{
|
||||
throw new ArgumentException("Given node is not a state.");
|
||||
}
|
||||
|
||||
return new StateChartState(state);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this state is currently active.
|
||||
/// </summary>
|
||||
public bool Active => Wrapped.Get("active").As<bool>();
|
||||
|
||||
|
||||
public class SignalName : Godot.Node.SignalName
|
||||
{
|
||||
|
||||
/// <see cref="StateChartState.StateEntered"/>
|
||||
public static readonly StringName StateEntered = "state_entered";
|
||||
|
||||
/// <see cref="StateChartState.StateExited"/>
|
||||
public static readonly StringName StateExited = "state_exited";
|
||||
|
||||
/// <see cref="StateChartState.EventReceived"/>
|
||||
public static readonly StringName EventReceived = "event_received";
|
||||
|
||||
/// <see cref="StateChartState.StateProcessing"/>
|
||||
public static readonly StringName StateProcessing = "state_processing";
|
||||
|
||||
/// <see cref="StateChartState.StatePhysicsProcessing"/>
|
||||
public static readonly StringName StatePhysicsProcessing = "state_physics_processing";
|
||||
|
||||
/// <see cref="StateChartState.StateStepped"/>
|
||||
public static readonly StringName StateStepped = "state_stepped";
|
||||
|
||||
/// <see cref="StateChartState.StateInput"/>
|
||||
public static readonly StringName StateInput = "state_input";
|
||||
|
||||
/// <see cref="StateChartState.StateUnhandledInput"/>
|
||||
public static readonly StringName StateUnhandledInput = "state_unhandled_input";
|
||||
|
||||
/// <see cref="StateChartState.TransitionPending"/>
|
||||
public static readonly StringName TransitionPending = "transition_pending";
|
||||
|
||||
}
|
||||
}
|
||||
}
|
53
addons/godot_state_charts/csharp/Transition.cs
Normal file
|
@ -0,0 +1,53 @@
|
|||
using System;
|
||||
|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using Godot;
|
||||
|
||||
/// <summary>
|
||||
/// A transition between two states.
|
||||
/// </summary>
|
||||
public class Transition : NodeWrapper {
|
||||
|
||||
/// <summary>
|
||||
/// Called when the transition is taken.
|
||||
/// </summary>
|
||||
public event Action Taken {
|
||||
add => Wrapped.Connect(SignalName.Taken, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.Taken, Callable.From(value));
|
||||
}
|
||||
|
||||
private Transition(Node transition) : base(transition) {}
|
||||
|
||||
public static Transition Of(Node transition) {
|
||||
if (transition.GetScript().As<Script>() is not GDScript gdScript
|
||||
|| !gdScript.ResourcePath.EndsWith("transition.gd"))
|
||||
{
|
||||
throw new ArgumentException("Given node is not a transition.");
|
||||
}
|
||||
return new Transition(transition);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes the transition. The transition will be taken immediately by
|
||||
/// default, even if it has a delay. If you want to wait for the delay
|
||||
/// to pass, you can set the immediately parameter to false.
|
||||
/// </summary>
|
||||
public void Take(bool immediately = true) {
|
||||
Call(MethodName.Take, immediately);
|
||||
}
|
||||
|
||||
|
||||
public class SignalName : Godot.Node.SignalName
|
||||
{
|
||||
/// <see cref="Transition.Taken"/>
|
||||
public static readonly StringName Taken = "taken";
|
||||
}
|
||||
|
||||
public class MethodName : Godot.Node.MethodName
|
||||
{
|
||||
/// <see cref="Transition.Take"/>
|
||||
public static readonly StringName Take = "take";
|
||||
}
|
||||
}
|
||||
}
|
8
addons/godot_state_charts/debug_util.gd
Normal file
|
@ -0,0 +1,8 @@
|
|||
## Returns the path of a node in the scene tree
|
||||
## Returns the name of the node if the node is not in the tree.
|
||||
static func path_of(node: Node) -> String:
|
||||
if node == null:
|
||||
return ""
|
||||
if !node.is_inside_tree():
|
||||
return node.name + " (not in tree)"
|
||||
return str(node.get_path())
|
39
addons/godot_state_charts/expression_guard.gd
Normal file
|
@ -0,0 +1,39 @@
|
|||
@tool
|
||||
@icon("expression_guard.svg")
|
||||
class_name ExpressionGuard
|
||||
extends Guard
|
||||
|
||||
const ExpressionUtil = preload("expression_util.gd")
|
||||
const DebugUtil = preload("debug_util.gd")
|
||||
|
||||
var expression:String = ""
|
||||
|
||||
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
var root:StateChart = context_state._chart
|
||||
|
||||
if not is_instance_valid(root):
|
||||
push_error("Could not find root state chart node, cannot evaluate expression")
|
||||
return false
|
||||
|
||||
var result:Variant = ExpressionUtil.evaluate_expression("guard in " + DebugUtil.path_of(context_transition), root, expression, false)
|
||||
|
||||
if typeof(result) != TYPE_BOOL:
|
||||
push_error("Expression: ", expression ," result: ", result, " is not a boolean. Returning false.")
|
||||
return false
|
||||
|
||||
return result
|
||||
|
||||
func get_supported_trigger_types() -> int:
|
||||
return StateChart.TriggerType.PROPERTY_CHANGE
|
||||
|
||||
func _get_property_list() -> Array[Dictionary]:
|
||||
var properties:Array[Dictionary] = []
|
||||
properties.append({
|
||||
"name": "expression",
|
||||
"type": TYPE_STRING,
|
||||
"usage": PROPERTY_USAGE_DEFAULT,
|
||||
"hint": PROPERTY_HINT_EXPRESSION
|
||||
})
|
||||
|
||||
return properties
|
1
addons/godot_state_charts/expression_guard.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 8 1 C 6.6741556 1 5.43737 1.3647026 4.3828125 2 L 2 2 C 1.4460012 2 1 2.4460012 1 3 L 1 8 C 1 11.877992 4.1220078 15 8 15 C 11.877992 15 15 11.877992 15 8 L 15 3 C 15 2.4460012 14.553998 2 14 2 L 11.617188 2 C 10.56263 1.3647026 9.3258444 1 8 1 z M 9 3 C 9.9835664 3 10.737359 3.3452173 11.203125 3.7226562 C 11.668891 4.1000952 11.90625 4.5761719 11.90625 4.5761719 L 10.09375 5.4238281 C 10.09375 5.4238281 10.096553 5.3999033 9.9453125 5.2773438 C 9.7940722 5.1547842 9.548398 5 9 5 C 9 5 8.708751 5.0137887 8.4472656 5.1445312 C 8.1857804 5.275274 8 5.3333354 8 6 L 8 7 L 10 7 L 10 9 L 8 9 L 8 10 C 8 10.833331 7.6389227 11.469349 7.3320312 11.929688 C 7.02514 12.390024 6.7070312 12.707031 6.7070312 12.707031 L 5.2929688 11.292969 C 5.2929687 11.292969 5.4748616 11.109973 5.6679688 10.820312 C 5.8610759 10.530652 6 10.166667 6 10 L 6 6 C 6 4.6666706 6.8142226 3.7247245 7.5527344 3.3554688 C 8.291246 2.9862128 9 3 9 3 z "/></svg>
|
After Width: | Height: | Size: 1 KiB |
38
addons/godot_state_charts/expression_guard.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://t4jcjthwq04d"
|
||||
path="res://.godot/imported/expression_guard.svg-e0dc5b3c566ccd2411887df3fe1bbb2b.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/expression_guard.svg"
|
||||
dest_files=["res://.godot/imported/expression_guard.svg-e0dc5b3c566ccd2411887df3fe1bbb2b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
22
addons/godot_state_charts/expression_util.gd
Normal file
|
@ -0,0 +1,22 @@
|
|||
static func evaluate_expression(context:String, state_chart: StateChart, expression: String, default_value:Variant) -> Variant:
|
||||
var the_expression := Expression.new()
|
||||
var input_names = state_chart._expression_properties.keys()
|
||||
|
||||
var parse_result:int = the_expression.parse(expression, input_names)
|
||||
|
||||
if parse_result != OK:
|
||||
push_error("(" + context + ") Expression parse error : " + the_expression.get_error_text() + " for expression " + expression)
|
||||
return default_value
|
||||
|
||||
# input values need to be in the same order as the input names, so we build an array
|
||||
# of values
|
||||
var input_values:Array = []
|
||||
for input_name in input_names:
|
||||
input_values.append(state_chart._expression_properties[input_name])
|
||||
|
||||
var result = the_expression.execute(input_values, null, false)
|
||||
if the_expression.has_execute_failed():
|
||||
push_error("(" + context + ") Expression execute error: " + the_expression.get_error_text() + " for expression: " + expression)
|
||||
return default_value
|
||||
|
||||
return result
|
127
addons/godot_state_charts/godot_state_charts.gd
Normal file
|
@ -0,0 +1,127 @@
|
|||
@tool
|
||||
extends EditorPlugin
|
||||
|
||||
## The sidebar control for 2D
|
||||
var _ui_sidebar_canvas:Control
|
||||
## The sidebar control for 3D
|
||||
var _ui_sidebar_spatial:Control
|
||||
|
||||
## Scene holding the sidebar
|
||||
var _sidebar_ui:PackedScene = preload("utilities/editor_sidebar.tscn")
|
||||
|
||||
var _debugger_plugin:EditorDebuggerPlugin
|
||||
var _inspector_plugin:EditorInspectorPlugin
|
||||
|
||||
enum SidebarLocation {
|
||||
LEFT = 1,
|
||||
RIGHT = 2
|
||||
}
|
||||
|
||||
## The current location of the sidebar. Default is left.
|
||||
var _current_sidebar_location:SidebarLocation = SidebarLocation.LEFT
|
||||
|
||||
|
||||
func _enter_tree():
|
||||
# prepare a copy of the sidebar for both 2D and 3D.
|
||||
_ui_sidebar_canvas = _sidebar_ui.instantiate()
|
||||
_ui_sidebar_canvas.sidebar_toggle_requested.connect(_toggle_sidebar)
|
||||
_ui_sidebar_canvas.hide()
|
||||
_ui_sidebar_spatial = _sidebar_ui.instantiate()
|
||||
_ui_sidebar_spatial.sidebar_toggle_requested.connect(_toggle_sidebar)
|
||||
_ui_sidebar_spatial.hide()
|
||||
|
||||
|
||||
# and add it to the right place in the editor ui
|
||||
_add_sidebars()
|
||||
# get notified when selection changes so we can
|
||||
# update the sidebar contents accordingly
|
||||
get_editor_interface().get_selection().selection_changed.connect(_on_selection_changed)
|
||||
|
||||
# Add the debugger plugin
|
||||
_debugger_plugin = preload("utilities/editor_debugger/editor_debugger_plugin.gd").new()
|
||||
_debugger_plugin.initialize(get_editor_interface().get_editor_settings())
|
||||
add_debugger_plugin(_debugger_plugin)
|
||||
|
||||
# add the inspector plugin for events
|
||||
_inspector_plugin = preload("utilities/event_editor/event_inspector_plugin.gd").new()
|
||||
add_inspector_plugin(_inspector_plugin)
|
||||
|
||||
|
||||
func _set_window_layout(configuration):
|
||||
_remove_sidebars()
|
||||
_current_sidebar_location = configuration.get_value("GodotStateCharts", "sidebar_location", SidebarLocation.LEFT)
|
||||
_add_sidebars()
|
||||
|
||||
|
||||
func _get_window_layout(configuration):
|
||||
configuration.set_value("GodotStateCharts", "sidebar_location", _current_sidebar_location)
|
||||
|
||||
|
||||
func _toggle_sidebar():
|
||||
_remove_sidebars()
|
||||
_current_sidebar_location = SidebarLocation.RIGHT if _current_sidebar_location == SidebarLocation.LEFT else SidebarLocation.LEFT
|
||||
_add_sidebars()
|
||||
queue_save_layout()
|
||||
|
||||
|
||||
func _add_sidebars():
|
||||
if _current_sidebar_location == SidebarLocation.LEFT:
|
||||
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, _ui_sidebar_spatial)
|
||||
add_control_to_container(EditorPlugin.CONTAINER_CANVAS_EDITOR_SIDE_LEFT, _ui_sidebar_canvas)
|
||||
else:
|
||||
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, _ui_sidebar_spatial)
|
||||
add_control_to_container(EditorPlugin.CONTAINER_CANVAS_EDITOR_SIDE_RIGHT, _ui_sidebar_canvas)
|
||||
|
||||
|
||||
func _remove_sidebars():
|
||||
if _current_sidebar_location == SidebarLocation.LEFT:
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_CANVAS_EDITOR_SIDE_LEFT,_ui_sidebar_canvas)
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_LEFT, _ui_sidebar_spatial)
|
||||
else:
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_CANVAS_EDITOR_SIDE_RIGHT,_ui_sidebar_canvas)
|
||||
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT, _ui_sidebar_spatial)
|
||||
|
||||
|
||||
|
||||
func _ready():
|
||||
# inititalize the side bars
|
||||
_ui_sidebar_canvas.setup(get_editor_interface(), get_undo_redo())
|
||||
_ui_sidebar_spatial.setup(get_editor_interface(), get_undo_redo())
|
||||
_inspector_plugin.setup(get_undo_redo())
|
||||
|
||||
|
||||
|
||||
func _exit_tree():
|
||||
# remove the debugger plugin
|
||||
remove_debugger_plugin(_debugger_plugin)
|
||||
|
||||
# remove the inspector plugin
|
||||
remove_inspector_plugin(_inspector_plugin)
|
||||
|
||||
# remove the side bars
|
||||
_remove_sidebars()
|
||||
if is_instance_valid(_ui_sidebar_canvas):
|
||||
_ui_sidebar_canvas.queue_free()
|
||||
if is_instance_valid(_ui_sidebar_spatial):
|
||||
_ui_sidebar_spatial.queue_free()
|
||||
|
||||
|
||||
func _on_selection_changed() -> void:
|
||||
# get the current selection
|
||||
var selection = get_editor_interface().get_selection().get_selected_nodes()
|
||||
|
||||
# show sidebar if we selected a chart or a state
|
||||
if selection.size() == 1:
|
||||
var selected_node = selection[0]
|
||||
if selected_node is StateChart \
|
||||
or selected_node is StateChartState \
|
||||
or selected_node is Transition:
|
||||
_ui_sidebar_canvas.show()
|
||||
_ui_sidebar_canvas.change_selected_node(selected_node)
|
||||
_ui_sidebar_spatial.show()
|
||||
_ui_sidebar_spatial.change_selected_node(selected_node)
|
||||
return
|
||||
|
||||
# otherwise hide it
|
||||
_ui_sidebar_canvas.hide()
|
||||
_ui_sidebar_spatial.hide()
|
13
addons/godot_state_charts/guard.gd
Normal file
|
@ -0,0 +1,13 @@
|
|||
@icon("guard.svg")
|
||||
class_name Guard
|
||||
extends Resource
|
||||
|
||||
## Returns true if the guard is satisfied, false otherwise.
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
push_error("Guard.is_satisfied() is not implemented. Did you forget to override it?")
|
||||
return false
|
||||
|
||||
## Returns the triggers which should trigger the guard's evaluation. This is a bit mask of [StateChart.TriggerType].
|
||||
func get_supported_trigger_types() -> int:
|
||||
push_error("Guard._get_supported_trigger_types() is not implemented. Did you forget to override it?")
|
||||
return StateChart.TriggerType.NONE
|
1
addons/godot_state_charts/guard.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#a2703a" d="M 8 1 C 6.6741582 1 5.4373678 1.3647038 4.3828125 2 L 2 2 C 1.4460024 2 1 2.4460024 1 3 L 1 8 C 1 11.877984 4.1220156 15 8 15 C 11.877984 15 15 11.877984 15 8 L 15 3 C 15 2.4460024 14.553996 2 14 2 L 11.617188 2 C 10.562632 1.3647038 9.3258418 1 8 1 z "/></svg>
|
After Width: | Height: | Size: 348 B |
38
addons/godot_state_charts/guard.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://hupxr7umhvwh"
|
||||
path="res://.godot/imported/guard.svg-d0ead7a3baf32c0a7719fb3b73645353.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/guard.svg"
|
||||
dest_files=["res://.godot/imported/guard.svg-d0ead7a3baf32c0a7719fb3b73645353.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
58
addons/godot_state_charts/history_state.gd
Normal file
|
@ -0,0 +1,58 @@
|
|||
@tool
|
||||
@icon("history_state.svg")
|
||||
class_name HistoryState
|
||||
extends StateChartState
|
||||
|
||||
## Whether this state is a deep history state. A deep history state
|
||||
## will remember all nested states, while a shallow history state will
|
||||
## only remember the last active state of the parent state.
|
||||
@export var deep:bool = false
|
||||
|
||||
## The default state to transition to if no history is available.
|
||||
@export_node_path("StateChartState") var default_state:NodePath:
|
||||
set(value):
|
||||
default_state = value
|
||||
update_configuration_warnings()
|
||||
|
||||
|
||||
## The stored history, if any.
|
||||
var history:SavedState = null
|
||||
|
||||
|
||||
func _state_save(saved_state:SavedState, _child_levels:int = -1) -> void:
|
||||
# History states are pseudo states, so they only save remembered history if any
|
||||
var our_state := SavedState.new()
|
||||
our_state.history = history
|
||||
saved_state.add_substate(self, our_state)
|
||||
|
||||
|
||||
func _state_restore(saved_state:SavedState, _child_levels:int = -1) -> void:
|
||||
# History states are pseudo states, so they only restore remembered history if any
|
||||
var our_state := saved_state.get_substate_or_null(self)
|
||||
if our_state != null:
|
||||
history = our_state.history
|
||||
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings := super._get_configuration_warnings()
|
||||
|
||||
# a history state must be a child of a compound state otherwise it is useless
|
||||
var parent_state := get_parent()
|
||||
if not parent_state is CompoundState:
|
||||
warnings.append("A history state must be a child of a compound state.")
|
||||
|
||||
# the default state must be a state
|
||||
var default_state_node := get_node_or_null(default_state)
|
||||
if not default_state_node is StateChartState:
|
||||
warnings.append("The default state is not set or is not a state.")
|
||||
else:
|
||||
# the default state must be a child of the parent state
|
||||
if not get_parent().is_ancestor_of(default_state_node):
|
||||
warnings.append("The default state must be a child of the parent state.")
|
||||
|
||||
# a history state must not have any children
|
||||
if get_child_count() > 0:
|
||||
warnings.append("History states cannot have child nodes.")
|
||||
|
||||
return warnings
|
||||
|
1
addons/godot_state_charts/history_state.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380051 0 0 1.3380051 0 3 L 0 5 L 1 5 L 1 3 C 1 1.8920033 1.8920033 1 3 1 L 13 1 C 14.107997 1 15 1.8920033 15 3 L 15 13 C 15 14.107997 14.107997 15 13 15 L 3 15 C 1.8920033 15 1 14.107997 1 13 L 1 10 L 0 10 L 0 13 C 0 14.661994 1.3380051 16 3 16 L 13 16 C 14.661994 16 16 14.661994 16 13 L 16 3 C 16 1.3380051 14.661994 0 13 0 L 3 0 z M 8 3 A 5 5 0 0 0 3.0742188 7.1816406 L 1.5546875 6.1679688 L 0.4453125 7.8320312 L 3.4453125 9.8320312 A 1.0001 1.0001 0 0 0 4.5546875 9.8320312 L 7.5546875 7.8320312 L 6.4453125 6.1679688 L 5.1699219 7.0195312 A 3 3 0 0 1 8 5 A 3 3 0 0 1 11 8 A 3 3 0 0 1 8 11 A 3 3 0 0 1 5.8867188 10.113281 L 4.4726562 11.527344 A 5 5 0 0 0 8 13 A 5 5 0 0 0 13 8 A 5 5 0 0 0 8 3 z "/></svg>
|
After Width: | Height: | Size: 810 B |
38
addons/godot_state_charts/history_state.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bkf1e240ouleb"
|
||||
path="res://.godot/imported/history_state.svg-7ed355ddc4d844fa3139e70c23187edd.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/history_state.svg"
|
||||
dest_files=["res://.godot/imported/history_state.svg-7ed355ddc4d844fa3139e70c23187edd.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
18
addons/godot_state_charts/not_guard.gd
Normal file
|
@ -0,0 +1,18 @@
|
|||
@tool
|
||||
@icon("not_guard.svg")
|
||||
## A guard which is satisfied when the given guard is not satisfied.
|
||||
class_name NotGuard
|
||||
extends Guard
|
||||
|
||||
## The guard that should not be satisfied. When null, this guard is always satisfied.
|
||||
@export var guard: Guard
|
||||
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
if guard == null:
|
||||
return true
|
||||
return not guard.is_satisfied(context_transition, context_state)
|
||||
|
||||
func get_supported_trigger_types() -> int:
|
||||
if guard == null:
|
||||
return StateChart.TriggerType.NONE
|
||||
return guard.get_supported_trigger_types()
|
1
addons/godot_state_charts/not_guard.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 8 1 C 6.6741566 1 5.4373693 1.3647032 4.3828125 2 L 2 2 C 1.4460022 2 1 2.4460022 1 3 L 1 8 C 1 11.877988 4.1220118 15 8 15 C 11.877988 15 15 11.877988 15 8 L 15 3 C 15 2.4460022 14.553997 2 14 2 L 11.617188 2 C 10.562631 1.3647032 9.3258431 1 8 1 z M 7 3 L 9 3 L 9 10 L 7 10 L 7 3 z M 8 11 A 1 1 0 0 1 9 12 A 1 1 0 0 1 8 13 A 1 1 0 0 1 7 12 A 1 1 0 0 1 8 11 z "/></svg>
|
After Width: | Height: | Size: 459 B |
38
addons/godot_state_charts/not_guard.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bnjw3kjyx1gbb"
|
||||
path="res://.godot/imported/not_guard.svg-b2d127d6ec93eb4ce2d86c4aadb7bbfe.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/not_guard.svg"
|
||||
dest_files=["res://.godot/imported/not_guard.svg-b2d127d6ec93eb4ce2d86c4aadb7bbfe.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
116
addons/godot_state_charts/parallel_state.gd
Normal file
|
@ -0,0 +1,116 @@
|
|||
@tool
|
||||
@icon("parallel_state.svg")
|
||||
## A parallel state is a state which can have sub-states, all of which are active
|
||||
## when the parallel state is active.
|
||||
class_name ParallelState
|
||||
extends StateChartState
|
||||
|
||||
# all children of the state
|
||||
var _sub_states:Array[StateChartState] = []
|
||||
|
||||
func _state_init():
|
||||
super._state_init()
|
||||
# find all children of this state which are states
|
||||
for child in get_children():
|
||||
if child is StateChartState:
|
||||
_sub_states.append(child)
|
||||
child._state_init()
|
||||
|
||||
# since there is no state transitions between parallel states, we don't need to
|
||||
# subscribe to events from our children
|
||||
|
||||
|
||||
func _handle_transition(transition:Transition, source:StateChartState):
|
||||
# resolve the target state
|
||||
var target = transition.resolve_target()
|
||||
if not target is StateChartState:
|
||||
push_error("The target state '" + str(transition.to) + "' of the transition from '" + source.name + "' is not a state.")
|
||||
return
|
||||
|
||||
# the target state can be
|
||||
# 0. this state. in this case just activate the state and all its children.
|
||||
# this can happen when a child state transfers back to its parent state.
|
||||
# 1. a direct child of this state. this is the easy case in which
|
||||
# we will do nothing, because our direct children are always active.
|
||||
# 2. a descendant of this state. in this case we find the direct child which
|
||||
# is the ancestor of the target state and then ask it to perform
|
||||
# the transition.
|
||||
# 3. no descendant of this state. in this case, we ask our parent state to
|
||||
# perform the transition
|
||||
|
||||
if target == self:
|
||||
# exit this state
|
||||
_state_exit()
|
||||
# then re-enter it
|
||||
_state_enter(target)
|
||||
return
|
||||
|
||||
if target in get_children():
|
||||
# all good, nothing to do.
|
||||
return
|
||||
|
||||
if self.is_ancestor_of(target):
|
||||
# find the child which is the ancestor of the new target.
|
||||
for child in get_children():
|
||||
if child is StateChartState and child.is_ancestor_of(target):
|
||||
# ask child to handle the transition
|
||||
child._handle_transition(transition, source)
|
||||
return
|
||||
return
|
||||
|
||||
# ask the parent
|
||||
get_parent()._handle_transition(transition, source)
|
||||
|
||||
func _state_enter(transition_target:StateChartState):
|
||||
super._state_enter(transition_target)
|
||||
# enter all children
|
||||
for child in _sub_states:
|
||||
child._state_enter(transition_target)
|
||||
|
||||
func _state_exit():
|
||||
# exit all children
|
||||
for child in _sub_states:
|
||||
child._state_exit()
|
||||
|
||||
super._state_exit()
|
||||
|
||||
func _state_step():
|
||||
super._state_step()
|
||||
for child in _sub_states:
|
||||
child._state_step()
|
||||
|
||||
func _process_transitions(trigger_type:StateChart.TriggerType, event:StringName = "") -> bool:
|
||||
if not active:
|
||||
return false
|
||||
|
||||
# forward to all children
|
||||
var handled := false
|
||||
for child in _sub_states:
|
||||
var child_handled_it = child._process_transitions(trigger_type, event)
|
||||
handled = handled or child_handled_it
|
||||
|
||||
# if any child handled this, we don't touch it anymore
|
||||
if handled:
|
||||
# emit the event_received signal for completeness
|
||||
# if the trigger type is event
|
||||
if trigger_type == StateChart.TriggerType.EVENT:
|
||||
self.event_received.emit(event)
|
||||
return true
|
||||
|
||||
# otherwise handle it ourselves
|
||||
# defer to the base class
|
||||
return super._process_transitions(trigger_type, event)
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings = super._get_configuration_warnings()
|
||||
|
||||
var child_count = 0
|
||||
for child in get_children():
|
||||
if child is StateChartState:
|
||||
child_count += 1
|
||||
|
||||
if child_count < 2:
|
||||
warnings.append("Parallel states should have at least two child states.")
|
||||
|
||||
|
||||
return warnings
|
1
addons/godot_state_charts/parallel_state.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380034 0 0 1.3380034 0 3 L 0 4 L 1 4 L 1 3 C 1 1.8920033 1.8920033 1 3 1 L 13 1 C 14.107997 1 15 1.8920033 15 3 L 15 4 L 16 4 L 16 3 C 16 1.3380034 14.661996 0 13 0 L 3 0 z M 7 2 L 7 14 L 9 14 L 9 2 L 7 2 z M 3 5 A 3 3 0 0 0 0 8 A 3 3 0 0 0 3 11 A 3 3 0 0 0 6 8 A 3 3 0 0 0 3 5 z M 13 5 A 3 3 0 0 0 10 8 A 3 3 0 0 0 13 11 A 3 3 0 0 0 16 8 A 3 3 0 0 0 13 5 z M 0 12 L 0 13 C 0 14.661996 1.3380034 16 3 16 L 13 16 C 14.661996 16 16 14.661996 16 13 L 16 12 L 15 12 L 15 13 C 15 14.107997 14.107997 15 13 15 L 3 15 C 1.8920033 15 1 14.107997 1 13 L 1 12 L 0 12 z "/></svg>
|
After Width: | Height: | Size: 666 B |
38
addons/godot_state_charts/parallel_state.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dsa1nco51br8d"
|
||||
path="res://.godot/imported/parallel_state.svg-33f40e94bafae79f072d67563e0adcd3.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/parallel_state.svg"
|
||||
dest_files=["res://.godot/imported/parallel_state.svg-33f40e94bafae79f072d67563e0adcd3.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
7
addons/godot_state_charts/plugin.cfg
Normal file
|
@ -0,0 +1,7 @@
|
|||
[plugin]
|
||||
|
||||
name="Godot State Charts"
|
||||
description="A simple, yet powerful state charts library for Godot"
|
||||
author="Jan Thomä & Contributors"
|
||||
version="0.21.3"
|
||||
script="godot_state_charts.gd"
|
31
addons/godot_state_charts/saved_state.gd
Normal file
|
@ -0,0 +1,31 @@
|
|||
## This represents the saved state of a state chart (or a part of it).
|
||||
## It is used to save the state of a state chart to a file and to restore it later.
|
||||
## It is also used in History states.
|
||||
class_name SavedState
|
||||
extends Resource
|
||||
|
||||
## The saved states of any active child states
|
||||
## Key is the name of the child state, value is the SavedState of the child state
|
||||
@export var child_states: Dictionary = {}
|
||||
|
||||
## The path to the currently pending transition, if any
|
||||
@export var pending_transition_name: NodePath
|
||||
|
||||
## The remaining time of the active transition, if any
|
||||
@export var pending_transition_remaining_delay: float = 0
|
||||
|
||||
## The initial time of the active transition, if any
|
||||
@export var pending_transition_initial_delay: float = 0
|
||||
|
||||
## History of the state, if this state is a history state, otherwise null
|
||||
@export var history:SavedState = null
|
||||
|
||||
|
||||
## Adds the given substate to this saved state
|
||||
func add_substate(state:StateChartState, saved_state:SavedState):
|
||||
child_states[state.name] = saved_state
|
||||
|
||||
## Returns the saved state of the given substate, or null if it does not exist
|
||||
func get_substate_or_null(state:StateChartState) -> SavedState:
|
||||
return child_states.get(state.name)
|
||||
|
310
addons/godot_state_charts/state_chart.gd
Normal file
|
@ -0,0 +1,310 @@
|
|||
@icon("state_chart.svg")
|
||||
@tool
|
||||
## This is statechart. It contains a root state (commonly a compound or parallel state) and is the entry point for
|
||||
## the state machine.
|
||||
class_name StateChart
|
||||
extends Node
|
||||
|
||||
## The the remote debugger
|
||||
const DebuggerRemote = preload("utilities/editor_debugger/editor_debugger_remote.gd")
|
||||
|
||||
## The state chart utility class.
|
||||
const StateChartUtil = preload("utilities/state_chart_util.gd")
|
||||
|
||||
## Emitted when the state chart receives an event. This will be
|
||||
## emitted no matter which state is currently active and can be
|
||||
## useful to trigger additional logic elsewhere in the game
|
||||
## without having to create a custom event bus. It is also used
|
||||
## by the state chart debugger. Note that this will emit the
|
||||
## events in the order in which they are processed, which may
|
||||
## be different from the order in which they were received. This is
|
||||
## because the state chart will always finish processing one event
|
||||
## fully before processing the next. If an event is received
|
||||
## while another is still processing, it will be enqueued.
|
||||
signal event_received(event:StringName)
|
||||
|
||||
@export_group("Debugging")
|
||||
## Flag indicating if this state chart should be tracked by the
|
||||
## state chart debugger in the editor.
|
||||
@export var track_in_editor:bool = false
|
||||
|
||||
## If set, the state chart will issue a warning when trying to
|
||||
## send an event that is not configured for any transition of
|
||||
## the state chart. It is usually a good idea to leave this
|
||||
## enabled, but in certain cases this may get in the way so
|
||||
## you can disable it here.
|
||||
@export var warn_on_sending_unknown_events:bool = true
|
||||
|
||||
@export_group("")
|
||||
## Initial values for the expression properties. These properties can be used in expressions, e.g
|
||||
## for guards or transition delays. It is recommended to set an initial value for each property
|
||||
## you use in an expression to ensure that this expression is always valid. If you don't set
|
||||
## an initial value, some expressions may fail to be evaluated if they use a property that has
|
||||
## not been set yet.
|
||||
@export var initial_expression_properties:Dictionary = {}
|
||||
|
||||
## The root state of the state chart.
|
||||
var _state:StateChartState = null
|
||||
|
||||
## This dictonary contains known properties used in expression guards. Use the
|
||||
## [method set_expression_property] to add properties to this dictionary.
|
||||
var _expression_properties:Dictionary = {
|
||||
}
|
||||
|
||||
## A list of pending events
|
||||
var _queued_events:Array[StringName] = []
|
||||
|
||||
## Whether or not a property change is pending.
|
||||
var _property_change_pending:bool = false
|
||||
|
||||
## Whether or not a state change occured during processing and we need to re-run
|
||||
## automatic transitions that may have been triggered by the state change.
|
||||
var _state_change_pending:bool = false
|
||||
|
||||
## Flag indicating if the state chart is currently processing.
|
||||
## Until a change is fully processed, no further changes can
|
||||
## be introduced from the outside.
|
||||
var _locked_down:bool = false
|
||||
|
||||
var _queued_transitions:Array[Dictionary] = []
|
||||
var _transitions_processing_active:bool = false
|
||||
|
||||
var _debugger_remote:DebuggerRemote = null
|
||||
var _valid_event_names:Array[StringName] = []
|
||||
|
||||
## A trigger type that defines events that can trigger a transition.
|
||||
enum TriggerType {
|
||||
## No trigger type. This usually should not happen and is used as a default value.
|
||||
NONE = 0,
|
||||
## The transition will be triggered by an event.
|
||||
EVENT = 1,
|
||||
## The transition is automatic and thus will be triggered when the state is entered.
|
||||
STATE_ENTER = 2,
|
||||
## The transition is automatic and will be triggered by a property change.
|
||||
PROPERTY_CHANGE = 4,
|
||||
## The transition is automatic and will be triggered by a state change.
|
||||
STATE_CHANGE = 8,
|
||||
}
|
||||
|
||||
func _ready() -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
# check if we have exactly one child that is a state
|
||||
if get_child_count() != 1:
|
||||
push_error("StateChart must have exactly one child")
|
||||
return
|
||||
|
||||
# check if the child is a state
|
||||
var child:Node = get_child(0)
|
||||
if not child is StateChartState:
|
||||
push_error("StateMachine's child must be a State")
|
||||
return
|
||||
|
||||
# in debug builds, collect a list of valid event names
|
||||
# to warn the developer when using an event that doesn't
|
||||
# exist.
|
||||
if OS.is_debug_build():
|
||||
_valid_event_names = StateChartUtil.events_of(self)
|
||||
|
||||
# set the initial expression properties
|
||||
if initial_expression_properties != null:
|
||||
for key in initial_expression_properties.keys():
|
||||
if not key is String and not key is StringName:
|
||||
push_error("Expression property names must be strings. Ignoring initial expression property with key ", key)
|
||||
continue
|
||||
_expression_properties[key] = initial_expression_properties[key]
|
||||
|
||||
# initialize the state machine
|
||||
_state = child as StateChartState
|
||||
_state._state_init()
|
||||
|
||||
# We wait one frame before entering initial state, so
|
||||
# parents of the state chart have a chance to run their
|
||||
# _ready methods first and not get events from the state
|
||||
# chart while they have not yet been initialized
|
||||
_enter_initial_state.call_deferred()
|
||||
|
||||
# if we are in an editor build and this chart should be tracked
|
||||
# by the debugger, create a debugger remote
|
||||
if track_in_editor and OS.has_feature("editor") and not Engine.is_editor_hint():
|
||||
_debugger_remote = DebuggerRemote.new(self)
|
||||
# add the remote as a child, so it gets cleaned up when the state
|
||||
# chart is deleted
|
||||
add_child(_debugger_remote)
|
||||
|
||||
|
||||
func _enter_initial_state():
|
||||
# https://github.com/derkork/godot-statecharts/issues/143
|
||||
# make sure that transitions resulting from state_enter handlers still
|
||||
# adhere our transactional processing
|
||||
_transitions_processing_active = true
|
||||
_locked_down = true
|
||||
|
||||
# enter the state
|
||||
_state._state_enter(null)
|
||||
|
||||
# run any queued transitions that may have come up during the enter
|
||||
_run_queued_transitions()
|
||||
|
||||
# run any queued external events that may have come up during the enter
|
||||
_run_changes()
|
||||
|
||||
|
||||
## Sends an event to this state chart. The event will be passed to the innermost active state first and
|
||||
## is then moving up in the tree until it is consumed. Events will trigger transitions and actions via emitted
|
||||
## signals. There is no guarantee when the event will be processed. The state chart
|
||||
## will process the event as soon as possible but there is no guarantee that the
|
||||
## event will be fully processed when this method returns.
|
||||
func send_event(event:StringName) -> void:
|
||||
if not is_node_ready():
|
||||
push_error("State chart is not yet ready. If you call `send_event` in _ready, please call it deferred, e.g. `state_chart.send_event.call_deferred(\"my_event\").")
|
||||
return
|
||||
|
||||
if not is_instance_valid(_state):
|
||||
push_error("State chart has no root state. Ignoring call to `send_event`.")
|
||||
return
|
||||
|
||||
if warn_on_sending_unknown_events and event != "" and OS.is_debug_build() and not _valid_event_names.has(event):
|
||||
push_warning("State chart does not have an event '", event , "' defined. Sending this event will do nothing.")
|
||||
|
||||
_queued_events.append(event)
|
||||
if _locked_down:
|
||||
return
|
||||
|
||||
_run_changes()
|
||||
|
||||
|
||||
## Sets a property that can be used in expression guards. The property will be available as a global variable
|
||||
## with the same name. E.g. if you set the property "foo" to 42, you can use the expression "foo == 42" in
|
||||
## an expression guard.
|
||||
func set_expression_property(name:StringName, value) -> void:
|
||||
if not is_node_ready():
|
||||
push_error("State chart is not yet ready. If you call `set_expression_property` in `_ready`, please call it deferred, e.g. `state_chart.set_expression_property.call_deferred(\"my_property\", 5).")
|
||||
return
|
||||
|
||||
if not is_instance_valid(_state):
|
||||
push_error("State chart has no root state. Ignoring call to `set_expression_property`.")
|
||||
return
|
||||
|
||||
_expression_properties[name] = value
|
||||
_property_change_pending = true
|
||||
|
||||
if not _locked_down:
|
||||
_run_changes()
|
||||
|
||||
|
||||
## Returns the value of a previously set expression property. If the property does not exist, the default value
|
||||
## will be returned.
|
||||
func get_expression_property(name:StringName, default:Variant = null) -> Variant:
|
||||
return _expression_properties.get(name, default)
|
||||
|
||||
|
||||
func _run_changes() -> void:
|
||||
# enable the reentrance lock
|
||||
_locked_down = true
|
||||
|
||||
while (not _queued_events.is_empty()) or _property_change_pending or _state_change_pending:
|
||||
# We process stuff in this order:
|
||||
# 1. State changes
|
||||
if _state_change_pending:
|
||||
_state_change_pending = false
|
||||
_state._process_transitions(TriggerType.STATE_CHANGE)
|
||||
|
||||
# 2. Property changes
|
||||
if _property_change_pending:
|
||||
_property_change_pending = false
|
||||
_state._process_transitions(TriggerType.PROPERTY_CHANGE)
|
||||
|
||||
# 3. Events
|
||||
if not _queued_events.is_empty():
|
||||
# process the next event
|
||||
var next_event = _queued_events.pop_front()
|
||||
event_received.emit(next_event)
|
||||
_state._process_transitions(TriggerType.EVENT, next_event)
|
||||
|
||||
_locked_down = false
|
||||
|
||||
|
||||
## Allows states to queue a transition for running. This will eventually run the transition
|
||||
## once all currently running transitions have finished. States should call this method
|
||||
## when they want to transition away from themselves.
|
||||
func _run_transition(transition:Transition, source:StateChartState) -> void:
|
||||
|
||||
# Queue up the transition for running
|
||||
_queued_transitions.append({transition : source})
|
||||
|
||||
# if we are currently inside of a transition, finish processing the queue so we
|
||||
# get a predictable order. Queing can happen a state has an automatic transition on enter,
|
||||
# or when a transition is triggered as part of a signal handler. In these cases, we want to
|
||||
# finish the current transition before starting a new one because otherwise the transitions
|
||||
# see really unpredictable state changes. In a sense, every transition is also a
|
||||
# transaction that needs to be fully processed before the next one can start.
|
||||
if _transitions_processing_active:
|
||||
return
|
||||
|
||||
_run_queued_transitions()
|
||||
|
||||
## Runs all queued transitions until none are left. This also checks for infinite loops in transitions and
|
||||
## ensures triggering guards on state changes.
|
||||
func _run_queued_transitions() -> void:
|
||||
_transitions_processing_active = true
|
||||
|
||||
var execution_count := 1
|
||||
|
||||
# if we still have transitions
|
||||
while _queued_transitions.size() > 0:
|
||||
var next_transition_entry = _queued_transitions.pop_front()
|
||||
var next_transition = next_transition_entry.keys()[0]
|
||||
var next_transition_source = next_transition_entry[next_transition]
|
||||
_do_run_transition(next_transition, next_transition_source)
|
||||
execution_count += 1
|
||||
|
||||
if execution_count > 100:
|
||||
push_error("Infinite loop detected in transitions. Aborting. The state chart is now in an invalid state and no longer usable.")
|
||||
break
|
||||
|
||||
_transitions_processing_active = false
|
||||
|
||||
# transitions trigger a state change which can in turn activate
|
||||
# other transitions, so we need to handle these
|
||||
if not _locked_down:
|
||||
_run_changes()
|
||||
|
||||
## Runs the transition. Used internally by the state chart, do not call this directly.
|
||||
func _do_run_transition(transition:Transition, source:StateChartState):
|
||||
if source.active:
|
||||
# Notify interested parties that the transition is about to be taken
|
||||
transition.taken.emit()
|
||||
source._handle_transition(transition, source)
|
||||
_state_change_pending = true
|
||||
else:
|
||||
_warn_not_active(transition, source)
|
||||
|
||||
|
||||
func _warn_not_active(transition:Transition, source:StateChartState):
|
||||
push_warning("Ignoring request for transitioning from ", source.name, " to ", transition.to, " as the source state is no longer active. Check whether your trigger multiple state changes within a single frame.")
|
||||
|
||||
|
||||
|
||||
## Calls the `step` function in all active states. Used for situations where `state_processing` and
|
||||
## `state_physics_processing` don't make sense (e.g. turn-based games, or games with a fixed timestep).
|
||||
func step() -> void:
|
||||
if not is_node_ready():
|
||||
push_error("State chart is not yet ready. If you call `step` in `_ready`, please call it deferred, e.g. `state_chart.step.call_deferred()`.")
|
||||
return
|
||||
|
||||
if not is_instance_valid(_state):
|
||||
push_error("State chart has no root state. Ignoring call to `step`.")
|
||||
return
|
||||
_state._state_step()
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:PackedStringArray = []
|
||||
if get_child_count() != 1:
|
||||
warnings.append("StateChart must have exactly one child")
|
||||
else:
|
||||
var child:Node = get_child(0)
|
||||
if not child is StateChartState:
|
||||
warnings.append("StateChart's child must be a State")
|
||||
return warnings
|
1
addons/godot_state_charts/state_chart.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 3 0 C 1.3380034 0 0 1.3380034 0 3 L 0 13 C 0 14.661996 1.3380034 16 3 16 L 13 16 C 14.661996 16 16 14.661996 16 13 L 16 3 C 16 1.3380034 14.661996 0 13 0 L 3 0 z M 3 1 L 13 1 C 14.107998 1 15 1.8920022 15 3 L 15 13 C 15 14.107998 14.107998 15 13 15 L 3 15 C 1.8920022 15 1 14.107998 1 13 L 1 3 C 1 1.8920022 1.8920022 1 3 1 z M 4 3 C 3.4460006 3 3 3.4460006 3 4 L 3 7 C 3 7.5539994 3.4460006 8 4 8 L 6 8 L 6 12 C 6 12.553999 6.4460006 13 7 13 L 12 13 C 12.553999 13 13 12.553999 13 12 L 13 7 C 13 6.4460006 12.553999 6 12 6 L 8 6 L 8 4 C 8 3.4460006 7.5539994 3 7 3 L 4 3 z "/></svg>
|
After Width: | Height: | Size: 672 B |
38
addons/godot_state_charts/state_chart.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://vfbywtgh66nb"
|
||||
path="res://.godot/imported/state_chart.svg-5c268dd045b20d73dfacd5cdf7606676.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/state_chart.svg"
|
||||
dest_files=["res://.godot/imported/state_chart.svg-5c268dd045b20d73dfacd5cdf7606676.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
319
addons/godot_state_charts/state_chart_state.gd
Normal file
|
@ -0,0 +1,319 @@
|
|||
@tool
|
||||
## This class represents a state that can be either active or inactive.
|
||||
class_name StateChartState
|
||||
extends Node
|
||||
|
||||
## Called when the state is entered.
|
||||
signal state_entered()
|
||||
|
||||
## Called when the state is exited.
|
||||
signal state_exited()
|
||||
|
||||
## Called when the state receives an event. Only called if the state is active.
|
||||
signal event_received(event:StringName)
|
||||
|
||||
## Called when the state is processing.
|
||||
signal state_processing(delta:float)
|
||||
|
||||
## Called when the state is physics processing.
|
||||
signal state_physics_processing(delta:float)
|
||||
|
||||
## Called when the state chart step function is called.
|
||||
signal state_stepped()
|
||||
|
||||
## Called when the state is receiving input.
|
||||
signal state_input(event:InputEvent)
|
||||
|
||||
## Called when the state is receiving unhandled input.
|
||||
signal state_unhandled_input(event:InputEvent)
|
||||
|
||||
## Called every frame while a delayed transition is pending for this state.
|
||||
## Returns the initial delay and the remaining delay of the transition.
|
||||
signal transition_pending(initial_delay:float, remaining_delay:float)
|
||||
|
||||
|
||||
## Whether the state is currently active (internal flag, use active).
|
||||
var _state_active:bool = false
|
||||
|
||||
## Whether the current state is active.
|
||||
var active:bool:
|
||||
get: return _state_active
|
||||
|
||||
## The currently active pending transition.
|
||||
var _pending_transition:Transition = null
|
||||
|
||||
## Remaining time in seconds until the pending transition is triggered.
|
||||
var _pending_transition_remaining_delay:float = 0
|
||||
## The initial time of the pending transition.
|
||||
var _pending_transition_initial_delay:float = 0
|
||||
|
||||
## Transitions in this state that react on events.
|
||||
var _transitions:Array[Transition] = []
|
||||
|
||||
|
||||
## The state chart that owns this state.
|
||||
var _chart:StateChart
|
||||
|
||||
func _ready() -> void:
|
||||
# don't run in the editor
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
_chart = _find_chart(get_parent())
|
||||
|
||||
|
||||
## Finds the owning state chart by moving upwards.
|
||||
func _find_chart(parent:Node) -> StateChart:
|
||||
if parent is StateChart:
|
||||
return parent
|
||||
|
||||
return _find_chart(parent.get_parent())
|
||||
|
||||
## Runs a transition either immediately or delayed depending on the
|
||||
## transition settings.
|
||||
func _run_transition(transition:Transition, immediately:bool = false):
|
||||
var initial_delay := transition.evaluate_delay()
|
||||
if not immediately and initial_delay > 0:
|
||||
_queue_transition(transition, initial_delay)
|
||||
else:
|
||||
_chart._run_transition(transition, self)
|
||||
|
||||
|
||||
|
||||
## Called when the state chart is built.
|
||||
func _state_init():
|
||||
# disable state by default
|
||||
process_mode = Node.PROCESS_MODE_DISABLED
|
||||
_state_active = false
|
||||
_toggle_processing(false)
|
||||
|
||||
# load transitions
|
||||
_transitions.clear()
|
||||
for child in get_children():
|
||||
if child is Transition:
|
||||
_transitions.append(child)
|
||||
|
||||
|
||||
## Called when the state is entered. The parameter gives the target of the transition
|
||||
## that caused the entering of the state. This can be used determine whether an
|
||||
## initial child state should be activated. If the state entering was not caused by a transition
|
||||
## this can be null.
|
||||
func _state_enter(_transition_target:StateChartState):
|
||||
# print("state_enter: " + name)
|
||||
_state_active = true
|
||||
|
||||
process_mode = Node.PROCESS_MODE_INHERIT
|
||||
|
||||
# enable processing if someone listens to our signal
|
||||
_toggle_processing(true)
|
||||
|
||||
# emit the signal
|
||||
state_entered.emit()
|
||||
|
||||
# process transitions that are triggered by entering the state
|
||||
_process_transitions(StateChart.TriggerType.STATE_ENTER)
|
||||
|
||||
## Called when the state is exited.
|
||||
func _state_exit():
|
||||
# print("state_exit: " + name)
|
||||
# cancel any pending transitions
|
||||
_pending_transition = null
|
||||
_pending_transition_remaining_delay = 0
|
||||
_pending_transition_initial_delay = 0
|
||||
_state_active = false
|
||||
# stop processing
|
||||
process_mode = Node.PROCESS_MODE_DISABLED
|
||||
_toggle_processing(false)
|
||||
|
||||
# emit the signal
|
||||
state_exited.emit()
|
||||
|
||||
## Called when the state should be saved. The parameter is is the SavedState object
|
||||
## of the parent state. The state is expected to add a child to the SavedState object
|
||||
## under its own name.
|
||||
##
|
||||
## The child_levels parameter indicates how many levels of children should be saved.
|
||||
## If set to -1 (default), all children should be saved. If set to 0, no children should be saved.
|
||||
##
|
||||
## This method will only be called if the state is active and should only be called on
|
||||
## active children if children should be saved.
|
||||
func _state_save(saved_state:SavedState, child_levels:int = -1) -> void:
|
||||
if not active:
|
||||
push_error("_state_save should only be called if the state is active.")
|
||||
return
|
||||
|
||||
# create a new SavedState object for this state
|
||||
var our_saved_state := SavedState.new()
|
||||
our_saved_state.pending_transition_name = _pending_transition.name if _pending_transition != null else ""
|
||||
our_saved_state.pending_transition_remaining_delay = _pending_transition_remaining_delay
|
||||
our_saved_state.pending_transition_initial_delay = _pending_transition_initial_delay
|
||||
# add it to the parent
|
||||
saved_state.add_substate(self, our_saved_state)
|
||||
|
||||
if child_levels == 0:
|
||||
return
|
||||
|
||||
# calculate the child levels for the children, -1 means all children
|
||||
var sub_child_levels:int = -1 if child_levels == -1 else child_levels - 1
|
||||
|
||||
# save all children
|
||||
for child in get_children():
|
||||
if child is StateChartState and child.active:
|
||||
child._state_save(our_saved_state, sub_child_levels)
|
||||
|
||||
|
||||
## Called when the state should be restored. The parameter is the SavedState object
|
||||
## of the parent state. The state is expected to retrieve the SavedState object
|
||||
## for itself from the parent and restore its state from it.
|
||||
##
|
||||
## The child_levels parameter indicates how many levels of children should be restored.
|
||||
## If set to -1 (default), all children should be restored. If set to 0, no children should be restored.
|
||||
##
|
||||
## If the state was not active when it was saved, this method still will be called
|
||||
## but the given SavedState object will not contain any data for this state.
|
||||
func _state_restore(saved_state:SavedState, child_levels:int = -1) -> void:
|
||||
# print("restoring state " + name)
|
||||
var our_saved_state := saved_state.get_substate_or_null(self)
|
||||
if our_saved_state == null:
|
||||
# if we are currently active, deactivate the state
|
||||
if active:
|
||||
_state_exit()
|
||||
# otherwise we are already inactive, so we don't need to do anything
|
||||
return
|
||||
|
||||
# otherwise if we are currently inactive, activate the state
|
||||
if not active:
|
||||
_state_enter(null)
|
||||
# and restore any pending transition
|
||||
_pending_transition = get_node_or_null(our_saved_state.pending_transition_name) as Transition
|
||||
_pending_transition_remaining_delay = our_saved_state.pending_transition_remaining_delay
|
||||
_pending_transition_initial_delay = our_saved_state.pending_transition_initial_delay
|
||||
|
||||
# if _pending_transition != null:
|
||||
# print("restored pending transition " + _pending_transition.name + " with time " + str(_pending_transition_remaining_delay))
|
||||
# else:
|
||||
# print("no pending transition restored")
|
||||
|
||||
if child_levels == 0:
|
||||
return
|
||||
|
||||
# calculate the child levels for the children, -1 means all children
|
||||
var sub_child_levels := -1 if child_levels == -1 else child_levels - 1
|
||||
|
||||
# restore all children
|
||||
for child in get_children():
|
||||
if child is StateChartState:
|
||||
child._state_restore(our_saved_state, sub_child_levels)
|
||||
|
||||
|
||||
## Called while the state is active.
|
||||
func _process(delta:float) -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
|
||||
# emit the processing signal
|
||||
state_processing.emit(delta)
|
||||
# check if there is a pending transition
|
||||
if _pending_transition != null:
|
||||
_pending_transition_remaining_delay -= delta
|
||||
|
||||
# Notify interested parties that currently a transition is pending.
|
||||
transition_pending.emit(_pending_transition.delay_seconds, max(0, _pending_transition_remaining_delay))
|
||||
|
||||
# if the transition is ready, trigger it
|
||||
# and clear it.
|
||||
if _pending_transition_remaining_delay <= 0:
|
||||
var transition_to_send := _pending_transition
|
||||
_pending_transition = null
|
||||
_pending_transition_remaining_delay = 0
|
||||
# print("requesting transition from " + name + " to " + transition_to_send.to.get_concatenated_names() + " now")
|
||||
_chart._run_transition(transition_to_send, self)
|
||||
|
||||
|
||||
|
||||
func _handle_transition(_transition:Transition, _source:StateChartState):
|
||||
push_error("State " + name + " cannot handle transitions.")
|
||||
|
||||
|
||||
func _physics_process(delta:float) -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
state_physics_processing.emit(delta)
|
||||
|
||||
## Called when the state chart step function is called.
|
||||
func _state_step():
|
||||
state_stepped.emit()
|
||||
|
||||
func _input(event:InputEvent):
|
||||
state_input.emit(event)
|
||||
|
||||
|
||||
func _unhandled_input(event:InputEvent):
|
||||
state_unhandled_input.emit(event)
|
||||
|
||||
## Processes all transitions in this state.
|
||||
func _process_transitions(trigger_type:StateChart.TriggerType, event:StringName = "") -> bool:
|
||||
if not active:
|
||||
return false
|
||||
|
||||
# emit an event received signal if this is an event trigger
|
||||
if trigger_type == StateChart.TriggerType.EVENT:
|
||||
event_received.emit(event)
|
||||
|
||||
# Walk over all transitions
|
||||
for transition in _transitions:
|
||||
# Check if the transition is triggered by the given trigger type
|
||||
if transition.is_triggered_by(trigger_type) \
|
||||
# if the event is given it needs to match the event of the transition
|
||||
and (event == "" or transition.event == event) \
|
||||
# and in every case the guard needs to match
|
||||
and transition.evaluate_guard():
|
||||
# print(name + ": consuming event " + event)
|
||||
# first match wins
|
||||
# if the winning transition is the currently pending transition, we do not replace it
|
||||
if transition != _pending_transition:
|
||||
_run_transition(transition)
|
||||
|
||||
# but in any case we return true, because we consumed the event
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
## Queues the transition to be triggered after the delay.
|
||||
func _queue_transition(transition:Transition, initial_delay:float):
|
||||
# print("transitioning from " + name + " to " + transition.to.get_concatenated_names() + " in " + str(transition.delay_seconds) + " seconds" )
|
||||
# queue the transition for the delay time (0 means next frame)
|
||||
_pending_transition = transition
|
||||
_pending_transition_initial_delay = initial_delay
|
||||
_pending_transition_remaining_delay = initial_delay
|
||||
|
||||
# enable processing when we have a transition
|
||||
set_process(true)
|
||||
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var result := []
|
||||
# if not at least one of our ancestors is a StateChart add a warning
|
||||
var parent := get_parent()
|
||||
var found := false
|
||||
while is_instance_valid(parent):
|
||||
if parent is StateChart:
|
||||
found = true
|
||||
break
|
||||
parent = parent.get_parent()
|
||||
|
||||
if not found:
|
||||
result.append("State is not a child of a StateChart. This will not work.")
|
||||
|
||||
return result
|
||||
|
||||
|
||||
func _toggle_processing(active:bool):
|
||||
set_process(active and _has_connections(state_processing))
|
||||
set_physics_process(active and _has_connections(state_physics_processing))
|
||||
set_process_input(active and _has_connections(state_input))
|
||||
set_process_unhandled_input(active and _has_connections(state_unhandled_input))
|
||||
|
||||
## Checks whether the given signal has connections.
|
||||
func _has_connections(sgnl:Signal) -> bool:
|
||||
return sgnl.get_connections().size() > 0
|
22
addons/godot_state_charts/state_is_active_guard.gd
Normal file
|
@ -0,0 +1,22 @@
|
|||
@tool
|
||||
@icon("state_is_active_guard.svg")
|
||||
## A guard that checks if a certain state is active.
|
||||
class_name StateIsActiveGuard
|
||||
extends Guard
|
||||
|
||||
const DebugUtil = preload("debug_util.gd")
|
||||
|
||||
## The state to be checked. When null this guard will return false.
|
||||
@export_node_path("StateChartState") var state: NodePath
|
||||
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
## resolve the state, relative to the transition
|
||||
var actual_state := context_transition.get_node_or_null(state)
|
||||
|
||||
if actual_state == null:
|
||||
push_warning("State ", state , " referenced in StateIsActiveGuard below ", DebugUtil.path_of(context_state), " could not be resolved. Verify that the node path is correct.")
|
||||
return false
|
||||
return actual_state.active
|
||||
|
||||
func get_supported_trigger_types() -> int:
|
||||
return StateChart.TriggerType.STATE_CHANGE
|
1
addons/godot_state_charts/state_is_active_guard.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 8 1 C 6.6741556 1 5.43737 1.3647026 4.3828125 2 L 2 2 C 1.4460012 2 1 2.4460012 1 3 L 1 8 C 1 11.877992 4.1220078 15 8 15 C 11.877992 15 15 11.877992 15 8 L 15 3 C 15 2.4460012 14.553998 2 14 2 L 11.617188 2 C 10.56263 1.3647026 9.3258444 1 8 1 z M 6 4 L 10 4 C 11.099348 4 12 4.9006519 12 6 L 12 10 C 12 11.099348 11.099348 12 10 12 L 6 12 C 4.9006519 12 4 11.099348 4 10 L 4 6 C 4 4.9006519 4.9006519 4 6 4 z M 6 5 C 5.4373531 5 5 5.4373531 5 6 L 5 10 C 5 10.562646 5.4373531 11 6 11 L 10 11 C 10.562646 11 11 10.562646 11 10 L 11 6 C 11 5.4373531 10.562646 5 10 5 L 6 5 z M 8 6 A 2 2 0 0 1 10 8 A 2 2 0 0 1 8 10 A 2 2 0 0 1 6 8 A 2 2 0 0 1 8 6 z "/></svg>
|
After Width: | Height: | Size: 747 B |
38
addons/godot_state_charts/state_is_active_guard.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://1713pry1l3cs"
|
||||
path="res://.godot/imported/state_is_active_guard.svg-d4eaf044adc73632156a007f84651435.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/state_is_active_guard.svg"
|
||||
dest_files=["res://.godot/imported/state_is_active_guard.svg-d4eaf044adc73632156a007f84651435.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
1
addons/godot_state_charts/toggle_sidebar.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 6 5 L 1 8 L 6 11 L 6 5 z M 10 5 L 10 11 L 15 8 L 10 5 z "/></svg>
|
After Width: | Height: | Size: 154 B |
37
addons/godot_state_charts/toggle_sidebar.svg.import
Normal file
|
@ -0,0 +1,37 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://vga3avpb4gyh"
|
||||
path="res://.godot/imported/toggle_sidebar.svg-99e4fe22fa516ab6214c0533adb07ec0.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/toggle_sidebar.svg"
|
||||
dest_files=["res://.godot/imported/toggle_sidebar.svg-99e4fe22fa516ab6214c0533adb07ec0.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
193
addons/godot_state_charts/transition.gd
Normal file
|
@ -0,0 +1,193 @@
|
|||
@tool
|
||||
@icon("transition.svg")
|
||||
class_name Transition
|
||||
extends Node
|
||||
|
||||
const ExpressionUtil = preload("expression_util.gd")
|
||||
const DebugUtil = preload("debug_util.gd")
|
||||
|
||||
## Flag indicating that this transition has been modified and needs to update its caches.
|
||||
var _dirty:bool = true
|
||||
|
||||
## Cached target state of this transition. Will be resolved when [method resolve_target] is called.
|
||||
var _target:StateChartState = null
|
||||
|
||||
## The trigger types that are supported by this transition. This is a bit mask of the supported trigger types.
|
||||
## The trigger types are defined in the [StateChart] class.
|
||||
var _supported_trigger_types:int = 0
|
||||
|
||||
## Fired when this transition is taken. For delayed transitions, this signal
|
||||
## will be fired when the transition is actually executed (e.g. when its delay
|
||||
## has elapsed and the transition has not been arborted before). The signal will
|
||||
## always be fired before the state is exited.
|
||||
signal taken()
|
||||
|
||||
## The target state to which the transition should switch
|
||||
@export_node_path("StateChartState") var to:NodePath:
|
||||
set(value):
|
||||
to = value
|
||||
_dirty = true
|
||||
update_configuration_warnings()
|
||||
|
||||
## The event that should trigger this transition, can be empty in which case
|
||||
## the transition will immediately be tried when the state is entered
|
||||
@export var event:StringName = "":
|
||||
set(value):
|
||||
event = value
|
||||
_dirty = true
|
||||
update_configuration_warnings()
|
||||
|
||||
## An expression that must evaluate to true for the transition to be taken. Can be
|
||||
## empty in which case the transition will always be taken
|
||||
@export var guard:Guard:
|
||||
set(value):
|
||||
guard = value
|
||||
_dirty = true
|
||||
update_configuration_warnings()
|
||||
|
||||
## A delay in seconds before the transition is taken. Can be 0 in which case
|
||||
## the transition will be taken immediately. The transition will only be taken
|
||||
## if the state is still active when the delay has passed and has never been left.
|
||||
## @deprecated: use the new delay_in_seconds property instead
|
||||
var delay_seconds:float = 0.0:
|
||||
set(value):
|
||||
delay_in_seconds = str(value)
|
||||
get:
|
||||
if delay_in_seconds.is_valid_float():
|
||||
return float(delay_in_seconds)
|
||||
return 0.0
|
||||
|
||||
## An expression for the delay in seconds before the transition is taken.
|
||||
## This expression can use all expression properties of the state chart.
|
||||
## If the expression does not evaluate to a valid float or a negative value,
|
||||
## the delay will be 0. When the delay is 0, the transition will be taken immediately.
|
||||
## The transition will only be taken if the state is still active when the delay has
|
||||
## passed and has never been left.
|
||||
var delay_in_seconds:String = "0.0":
|
||||
set(value):
|
||||
delay_in_seconds = value
|
||||
update_configuration_warnings()
|
||||
|
||||
|
||||
## Read-only property that returns true if the transition has an event specified.
|
||||
## @deprecated: this property is no longer needed. It will be removed in a future version.
|
||||
var has_event:bool:
|
||||
get:
|
||||
return event != null and event.length() > 0
|
||||
|
||||
|
||||
## Returns true if this transition is potentially triggered by the given trigger type.
|
||||
func is_triggered_by(trigger_type:StateChart.TriggerType) -> bool:
|
||||
if _dirty:
|
||||
_refresh_caches()
|
||||
return (_supported_trigger_types & trigger_type) != 0
|
||||
|
||||
## Takes this transition immediately or with a delay if defined
|
||||
## Note: if there is a delay on this transition and immediately param is true, it forces the transition to be taken without the delay
|
||||
func take(immediately:bool = true) -> void:
|
||||
var parent_state:StateChartState = get_parent() as StateChartState
|
||||
if parent_state == null:
|
||||
push_error("Transitions must be children of states.")
|
||||
return
|
||||
|
||||
parent_state._run_transition(self, immediately)
|
||||
|
||||
## Evaluates the guard expression and returns true if the transition should be taken.
|
||||
## If no guard expression is specified, this function will always return true.
|
||||
func evaluate_guard() -> bool:
|
||||
if guard == null:
|
||||
return true
|
||||
|
||||
var parent_state:StateChartState = get_parent() as StateChartState
|
||||
if parent_state == null:
|
||||
push_error("Transitions must be children of states.")
|
||||
return false
|
||||
|
||||
return guard.is_satisfied(self, get_parent())
|
||||
|
||||
|
||||
## Evaluates the delay of this transition.
|
||||
func evaluate_delay() -> float:
|
||||
# if the expression just is a single float, skip the evaluation and just
|
||||
# return the float value. This is a performance optimization.
|
||||
if delay_in_seconds.is_valid_float():
|
||||
return float(delay_in_seconds)
|
||||
|
||||
# evaluate the expression
|
||||
var parent_state:StateChartState = get_parent() as StateChartState
|
||||
if parent_state == null:
|
||||
push_error("Transitions must be children of states.")
|
||||
return 0.0
|
||||
|
||||
var result = ExpressionUtil.evaluate_expression("delay of " + DebugUtil.path_of(self), parent_state._chart, delay_in_seconds, 0.0)
|
||||
if typeof(result) != TYPE_FLOAT:
|
||||
push_error("Expression: ", delay_in_seconds ," result: ", result, " is not a float. Returning 0.0.")
|
||||
return 0.0
|
||||
|
||||
return result
|
||||
|
||||
## Resolves the target state and returns it. If the target state is not found,
|
||||
## this function will return null.
|
||||
func resolve_target() -> StateChartState:
|
||||
if _dirty:
|
||||
_refresh_caches()
|
||||
return _target
|
||||
|
||||
func _get_configuration_warnings() -> PackedStringArray:
|
||||
var warnings:Array = []
|
||||
if get_child_count() > 0:
|
||||
warnings.append("Transitions should not have children")
|
||||
|
||||
if to == null or to.is_empty():
|
||||
warnings.append("The target state is not set")
|
||||
elif resolve_target() == null:
|
||||
warnings.append("The target state " + str(to) + " could not be found")
|
||||
|
||||
if not (get_parent() is StateChartState):
|
||||
warnings.append("Transitions must be children of states.")
|
||||
|
||||
return warnings
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
var properties:Array = []
|
||||
properties.append({
|
||||
"name": "delay_in_seconds",
|
||||
"type": TYPE_STRING,
|
||||
"usage": PROPERTY_USAGE_DEFAULT,
|
||||
"hint": PROPERTY_HINT_EXPRESSION
|
||||
})
|
||||
|
||||
# hide the old delay_seconds property
|
||||
properties.append({
|
||||
"name": "delay_seconds",
|
||||
"type": TYPE_FLOAT,
|
||||
"usage": PROPERTY_USAGE_NONE
|
||||
})
|
||||
|
||||
return properties
|
||||
|
||||
|
||||
func _refresh_caches():
|
||||
_dirty = false
|
||||
var is_automatic:bool = (event == null or event.length() == 0)
|
||||
|
||||
if to != null and not to.is_empty():
|
||||
var result:Node = get_node_or_null(to)
|
||||
if result is StateChartState:
|
||||
_target = result
|
||||
|
||||
_supported_trigger_types = 0
|
||||
if not is_automatic:
|
||||
# non-automatic transitions can only be triggered by events
|
||||
_supported_trigger_types |= StateChart.TriggerType.EVENT
|
||||
else:
|
||||
# automatic transitions can be triggered by multiple conditions.
|
||||
# ALL automatic transitions can be triggered by state enter
|
||||
_supported_trigger_types |= StateChart.TriggerType.STATE_ENTER
|
||||
# ALL automatic transitions remain "in play" until the state is left. While
|
||||
# "in play" they can be triggered by property changes or state changes.
|
||||
# Which changes exactly are supported is determined by the used guard(s).
|
||||
|
||||
# Check the guard for trigger types
|
||||
if guard != null:
|
||||
_supported_trigger_types |= guard.get_supported_trigger_types()
|
1
addons/godot_state_charts/transition.svg
Normal file
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#ef9f4c" d="M 0 2 L 0 4 L 1 4 L 1 12 L 0 12 L 0 14 L 2 14 A 1.0001 1.0001 0 0 0 3 13 L 3 3 A 1.0001 1.0001 0 0 0 2 2 L 0 2 z M 14 2 A 1.0001 1.0001 0 0 0 13 3 L 13 13 A 1.0001 1.0001 0 0 0 14 14 L 16 14 L 16 12 L 15 12 L 15 4 L 16 4 L 16 2 L 14 2 z M 8.8320312 4.4453125 L 7.1679688 5.5546875 L 8.1328125 7 L 5 7 L 5 9 L 8.1328125 9 L 7.1679688 10.445312 L 8.8320312 11.554688 L 10.832031 8.5546875 A 1.0001 1.0001 0 0 0 10.832031 7.4453125 L 8.8320312 4.4453125 z "/></svg>
|
After Width: | Height: | Size: 549 B |
38
addons/godot_state_charts/transition.svg.import
Normal file
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://chb8tq62aj2b2"
|
||||
path="res://.godot/imported/transition.svg-20a1a52a85a71c731b2386952d47b2f7.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/transition.svg"
|
||||
dest_files=["res://.godot/imported/transition.svg-20a1a52a85a71c731b2386952d47b2f7.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
58
addons/godot_state_charts/utilities/debugger_history.gd
Normal file
|
@ -0,0 +1,58 @@
|
|||
const RingBuffer = preload("ring_buffer.gd")
|
||||
|
||||
var _buffer:RingBuffer = null
|
||||
|
||||
var _dirty:bool = false
|
||||
|
||||
## Whether the history has changed since the full
|
||||
## history string was last requested.
|
||||
var dirty:bool:
|
||||
get: return _dirty
|
||||
|
||||
func _init(maximum_lines:int = 500):
|
||||
_buffer = RingBuffer.new(maximum_lines)
|
||||
_dirty = false
|
||||
|
||||
|
||||
## Sets the maximum number of lines to store in the history.
|
||||
## This will clear the history.
|
||||
func set_maximum_lines(maximum_lines:int) -> void:
|
||||
_buffer.set_maximum_lines(maximum_lines)
|
||||
|
||||
|
||||
## Adds an item to the history list.
|
||||
func add_history_entry(frame:int, text:String) -> void:
|
||||
_buffer.append("[%s]: %s \n" % [frame, text])
|
||||
_dirty = true
|
||||
|
||||
|
||||
## Adds a transition to the history list.
|
||||
func add_transition(frame:int, name:String, from:String, to:String) -> void:
|
||||
add_history_entry(frame, "[»] Transition: %s from %s to %s" % [name, from, to])
|
||||
|
||||
|
||||
## Adds an event to the history list.
|
||||
func add_event(frame:int, event:StringName) -> void:
|
||||
add_history_entry(frame, "[!] Event received: %s" % event)
|
||||
|
||||
|
||||
## Adds a state entered event to the history list.
|
||||
func add_state_entered(frame:int, name:StringName) -> void:
|
||||
add_history_entry(frame, "[>] Enter: %s" % name)
|
||||
|
||||
|
||||
## Adds a state exited event to the history list.
|
||||
func add_state_exited(frame:int, name:StringName) -> void:
|
||||
add_history_entry(frame, "[<] Exit: %s" % name)
|
||||
|
||||
|
||||
## Clears the history.
|
||||
func clear() -> void:
|
||||
_buffer.clear()
|
||||
_dirty = true
|
||||
|
||||
|
||||
## Returns the full history as a string.
|
||||
func get_history_text() -> String:
|
||||
_dirty = false
|
||||
return _buffer.join()
|
|
@ -0,0 +1,388 @@
|
|||
## UI for the in-editor state debugger
|
||||
@tool
|
||||
extends Control
|
||||
|
||||
## Utility class for holding state info
|
||||
const DebuggerStateInfo = preload("editor_debugger_state_info.gd")
|
||||
## Debugger history wrapper. Shared with in-game debugger.
|
||||
const DebuggerHistory = preload("../debugger_history.gd")
|
||||
## The debugger message
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
## The settings propapagor
|
||||
const SettingsPropagator = preload("editor_debugger_settings_propagator.gd")
|
||||
|
||||
## Constants for the settings
|
||||
const SETTINGS_ROOT:String = "godot_state_charts/debugger/"
|
||||
const SETTINGS_IGNORE_EVENTS:String = SETTINGS_ROOT + "ignore_events"
|
||||
const SETTINGS_IGNORE_STATE_CHANGES:String = SETTINGS_ROOT + "ignore_state_changes"
|
||||
const SETTINGS_IGNORE_TRANSITIONS:String = SETTINGS_ROOT + "ignore_transitions"
|
||||
const SETTINGS_MAXIMUM_LINES:String = SETTINGS_ROOT + "maximum_lines"
|
||||
const SETTINGS_SPLIT_OFFSET:String = SETTINGS_ROOT + "split_offset"
|
||||
|
||||
|
||||
## The tree that shows all state charts
|
||||
@onready var _all_state_charts_tree:Tree = %AllStateChartsTree
|
||||
## The tree that shows the current state chart
|
||||
@onready var _current_state_chart_tree:Tree = %CurrentStateChartTree
|
||||
## The history edit
|
||||
@onready var _history_edit:TextEdit = %HistoryEdit
|
||||
## The settings UI
|
||||
@onready var _ignore_events_checkbox:CheckBox = %IgnoreEventsCheckbox
|
||||
@onready var _ignore_state_changes_checkbox:CheckBox = %IgnoreStateChangesCheckbox
|
||||
@onready var _ignore_transitions_checkbox:CheckBox = %IgnoreTransitionsCheckbox
|
||||
@onready var _maximum_lines_spin_box:SpinBox = %MaximumLinesSpinBox
|
||||
@onready var _split_container:HSplitContainer = %SplitContainer
|
||||
|
||||
## The actual settings
|
||||
var _ignore_events:bool = true
|
||||
var _ignore_state_changes:bool = false
|
||||
var _ignore_transitions:bool = true
|
||||
|
||||
|
||||
## The editor settings for storing all the settings across sessions
|
||||
var _settings:EditorSettings = null
|
||||
|
||||
## The current session (EditorDebuggerSession)
|
||||
## this does not exist in exported games, so this is deliberately not
|
||||
## typed, to avoid compile errors after exporting
|
||||
var _session = null
|
||||
|
||||
## Dictionary of all state charts and their states. Key is the path to the
|
||||
## state chart, value is a dictionary of states. Key is the path to the state,
|
||||
## value is the state info (an array).
|
||||
var _state_infos:Dictionary = {}
|
||||
## Dictionary of all state charts and their histories. Key is the path to the
|
||||
## state chart, value is the history.
|
||||
var _chart_histories:Dictionary = {}
|
||||
## Path to the currently selected state chart.
|
||||
var _current_chart:NodePath = ""
|
||||
|
||||
## Helper variable for debouncing the maximum lines setting. When
|
||||
## the value is -1, the setting hasn't been changed yet. When it's
|
||||
## >= 0, the setting has been changed and the timer is waiting for
|
||||
## the next timeout to update the setting. The debouncing is done
|
||||
## in the same function that updates the text edit.
|
||||
var _debounced_maximum_lines:int = -1
|
||||
|
||||
## Initializes the debugger UI using the editor settings.
|
||||
func initialize(settings:EditorSettings, session:EditorDebuggerSession):
|
||||
clear()
|
||||
_settings = settings
|
||||
_session = session
|
||||
|
||||
# restore editor settings
|
||||
_ignore_events = _get_setting_or_default(SETTINGS_IGNORE_EVENTS, true)
|
||||
_ignore_state_changes = _get_setting_or_default(SETTINGS_IGNORE_STATE_CHANGES, false)
|
||||
_ignore_transitions = _get_setting_or_default(SETTINGS_IGNORE_TRANSITIONS, true)
|
||||
|
||||
# initialize UI elements, so they match the settings
|
||||
_ignore_events_checkbox.set_pressed_no_signal(_ignore_events)
|
||||
_ignore_state_changes_checkbox.set_pressed_no_signal(_ignore_state_changes)
|
||||
_ignore_transitions_checkbox.set_pressed_no_signal(_ignore_transitions)
|
||||
_maximum_lines_spin_box.value = _get_setting_or_default(SETTINGS_MAXIMUM_LINES, 300)
|
||||
_split_container.split_offset = _get_setting_or_default(SETTINGS_SPLIT_OFFSET, 0)
|
||||
|
||||
## Returns the given setting or the default value if the setting is not set.
|
||||
## No clue, why this isn't a built-in function.
|
||||
func _get_setting_or_default(key, default) -> Variant :
|
||||
if _settings == null:
|
||||
return default
|
||||
|
||||
if not _settings.has_setting(key):
|
||||
return default
|
||||
|
||||
return _settings.get_setting(key)
|
||||
|
||||
## Sets the given setting and marks it as changed.
|
||||
func _set_setting(key, value) -> void:
|
||||
if _settings == null:
|
||||
return
|
||||
_settings.set_setting(key, value)
|
||||
_settings.mark_setting_changed(key)
|
||||
|
||||
|
||||
## Clears all state charts and state trees.
|
||||
func clear():
|
||||
_clear_all()
|
||||
|
||||
|
||||
## Clears all state charts and state trees.
|
||||
func _clear_all():
|
||||
_state_infos.clear()
|
||||
_chart_histories.clear()
|
||||
_all_state_charts_tree.clear()
|
||||
|
||||
var root := _all_state_charts_tree.create_item()
|
||||
root.set_text(0, "State Charts")
|
||||
root.set_selectable(0, false)
|
||||
|
||||
_clear_current()
|
||||
|
||||
## Clears all data about the current chart from the ui
|
||||
func _clear_current():
|
||||
_current_chart = ""
|
||||
_current_state_chart_tree.clear()
|
||||
_history_edit.clear()
|
||||
var root := _current_state_chart_tree.create_item()
|
||||
root.set_text(0, "States")
|
||||
root.set_selectable(0, false)
|
||||
|
||||
## Adds a new state chart to the debugger.
|
||||
func add_chart(path:NodePath):
|
||||
_state_infos[path] = {}
|
||||
_chart_histories[path] = DebuggerHistory.new()
|
||||
|
||||
_repaint_charts()
|
||||
|
||||
# push the settings to the new chart remote
|
||||
SettingsPropagator.send_settings_update(_session, path, _ignore_events, _ignore_transitions)
|
||||
|
||||
if _current_chart.is_empty():
|
||||
_current_chart = path
|
||||
_select_current_chart()
|
||||
|
||||
|
||||
## Removes a state chart from the debugger.
|
||||
func remove_chart(path:NodePath):
|
||||
_state_infos.erase(path)
|
||||
if _current_chart == path:
|
||||
_clear_current()
|
||||
_repaint_charts()
|
||||
|
||||
## Updates state information for a state chart.
|
||||
func update_state(_frame:int, state_info:Array) -> void:
|
||||
var chart := DebuggerStateInfo.get_chart(state_info)
|
||||
var path := DebuggerStateInfo.get_state(state_info)
|
||||
|
||||
if not _state_infos.has(chart):
|
||||
push_error("Probable bug: Received state info for unknown chart %s" % [chart])
|
||||
return
|
||||
|
||||
_state_infos[chart][path] = state_info
|
||||
|
||||
## Called when a state is entered.
|
||||
func state_entered(frame:int, chart:NodePath, state:NodePath) -> void:
|
||||
if not _state_infos.has(chart):
|
||||
return
|
||||
|
||||
if not _ignore_state_changes:
|
||||
var history:DebuggerHistory = _chart_histories[chart]
|
||||
history.add_state_entered(frame, _get_node_name(state))
|
||||
|
||||
var state_info = _state_infos[chart][state]
|
||||
DebuggerStateInfo.set_active(state_info, true)
|
||||
|
||||
## Called when a state is exited.
|
||||
func state_exited(frame:int, chart:NodePath, state:NodePath) -> void:
|
||||
if not _state_infos.has(chart):
|
||||
return
|
||||
|
||||
if not _ignore_state_changes:
|
||||
var history:DebuggerHistory = _chart_histories[chart]
|
||||
history.add_state_exited(frame, _get_node_name(state))
|
||||
|
||||
var state_info = _state_infos[chart][state]
|
||||
DebuggerStateInfo.set_active(state_info, false)
|
||||
|
||||
|
||||
## Called when an event is received.
|
||||
func event_received(frame:int, chart:NodePath, event:StringName) -> void:
|
||||
var history:DebuggerHistory = _chart_histories.get(chart, null)
|
||||
history.add_event(frame, event)
|
||||
|
||||
## Called when a transition is pending
|
||||
func transition_pending(_frame:int, chart:NodePath, state:NodePath, transition:NodePath, pending_time:float) -> void:
|
||||
var state_info = _state_infos[chart][state]
|
||||
DebuggerStateInfo.set_transition_pending(state_info, transition, pending_time)
|
||||
|
||||
|
||||
func transition_taken(frame:int, chart:NodePath, transition:NodePath, source:NodePath, destination:NodePath) -> void:
|
||||
var history:DebuggerHistory = _chart_histories.get(chart, null)
|
||||
history.add_transition(frame, _get_node_name(transition), _get_node_name(source), _get_node_name(destination))
|
||||
|
||||
|
||||
## Repaints the tree of all state charts.
|
||||
func _repaint_charts() -> void:
|
||||
for chart in _state_infos.keys():
|
||||
_add_to_tree(_all_state_charts_tree, chart, preload("../../state_chart.svg"))
|
||||
_clear_unused_items(_all_state_charts_tree.get_root())
|
||||
|
||||
|
||||
## Selects the current chart in the main tree.
|
||||
func _select_current_chart(item:TreeItem = _all_state_charts_tree.get_root()) -> void:
|
||||
if item.has_meta("__path") and item.get_meta("__path") == _current_chart:
|
||||
_all_state_charts_tree.set_selected(item, 0)
|
||||
return
|
||||
|
||||
var first_child := item.get_first_child()
|
||||
if first_child != null:
|
||||
_select_current_chart(first_child)
|
||||
|
||||
var next := item.get_next()
|
||||
while next != null:
|
||||
_select_current_chart(next)
|
||||
next = next.get_next()
|
||||
|
||||
|
||||
|
||||
## Repaints the tree of the currently selected state chart.
|
||||
func _repaint_current_chart(force:bool = false) -> void:
|
||||
if _current_chart.is_empty():
|
||||
return
|
||||
|
||||
# get the history for this chart and update the history text edit
|
||||
var history:DebuggerHistory = _chart_histories[_current_chart]
|
||||
if history != null and (history.dirty or force):
|
||||
_history_edit.text = history.get_history_text()
|
||||
_history_edit.scroll_vertical = _history_edit.get_line_count() - 1
|
||||
|
||||
# update the tree
|
||||
for state_info in _state_infos[_current_chart].values():
|
||||
if DebuggerStateInfo.get_active(state_info):
|
||||
_add_to_tree(_current_state_chart_tree, DebuggerStateInfo.get_state(state_info), DebuggerStateInfo.get_state_icon(state_info))
|
||||
if DebuggerStateInfo.get_transition_pending(state_info):
|
||||
var transition_path := DebuggerStateInfo.get_transition_path(state_info)
|
||||
var transition_delay := DebuggerStateInfo.get_transition_delay(state_info)
|
||||
var name := _get_node_name(transition_path)
|
||||
_add_to_tree(_current_state_chart_tree, DebuggerStateInfo.get_transition_path(state_info), preload("../../transition.svg"), "%s (%.1fs)" % [name, transition_delay])
|
||||
_clear_unused_items(_current_state_chart_tree.get_root())
|
||||
|
||||
|
||||
## Walks over the tree and removes all items that are not marked as in use
|
||||
## removes the "in-use" marker from all remaining items
|
||||
func _clear_unused_items(root:TreeItem) -> void:
|
||||
if root == null:
|
||||
return
|
||||
|
||||
for child in root.get_children():
|
||||
if not child.has_meta("__in_use"):
|
||||
root.remove_child(child)
|
||||
_free_all(child)
|
||||
else:
|
||||
child.remove_meta("__in_use")
|
||||
_clear_unused_items(child)
|
||||
|
||||
|
||||
## Frees this tree item and all its children
|
||||
func _free_all(root:TreeItem) -> void:
|
||||
if root == null:
|
||||
return
|
||||
|
||||
for child in root.get_children():
|
||||
root.remove_child(child)
|
||||
_free_all(child)
|
||||
|
||||
root.free()
|
||||
|
||||
## Adds an item to the tree. Will re-use existing items if possible.
|
||||
## The node path will be used as structure for the tree. The created
|
||||
## leaf will have the given icon and text.
|
||||
func _add_to_tree(tree:Tree, path:NodePath, icon:Texture2D, text:String = ""):
|
||||
var ref := tree.get_root()
|
||||
|
||||
for i in path.get_name_count():
|
||||
var segment := path.get_name(i)
|
||||
# do we need to add a new child?
|
||||
var needs_new := true
|
||||
|
||||
if ref != null:
|
||||
for child in ref.get_children():
|
||||
# re-use child if it exists
|
||||
if child.get_text(0) == segment:
|
||||
ref = child
|
||||
ref.set_meta("__in_use", true)
|
||||
needs_new = false
|
||||
break
|
||||
|
||||
if needs_new:
|
||||
ref = tree.create_item(ref)
|
||||
ref.set_text(0, segment)
|
||||
ref.set_meta("__in_use", true)
|
||||
ref.set_selectable(0, false)
|
||||
|
||||
|
||||
ref.set_meta("__path", path)
|
||||
if text != "":
|
||||
ref.set_text(0, text)
|
||||
ref.set_icon(0, icon)
|
||||
ref.set_selectable(0, true)
|
||||
|
||||
|
||||
## Called when a state chart is selected in the tree.
|
||||
func _on_all_state_charts_tree_item_selected():
|
||||
var item := _all_state_charts_tree.get_selected()
|
||||
if item == null:
|
||||
return
|
||||
|
||||
if not item.has_meta("__path"):
|
||||
return
|
||||
|
||||
var path = item.get_meta("__path")
|
||||
_current_chart = path
|
||||
_repaint_current_chart(true)
|
||||
|
||||
|
||||
## Called every 0.5 seconds to update the history text edit and the maximum lines setting.
|
||||
func _on_timer_timeout():
|
||||
# update the maximum lines setting if it has changed
|
||||
if _debounced_maximum_lines >= 0:
|
||||
_set_setting(SETTINGS_MAXIMUM_LINES, _debounced_maximum_lines)
|
||||
|
||||
# walk over all histories and update their maximum lines
|
||||
for history in _chart_histories.values():
|
||||
history.set_maximum_lines(_debounced_maximum_lines)
|
||||
|
||||
# and reset the debounced value
|
||||
_debounced_maximum_lines = -1
|
||||
|
||||
# repaint the current chart
|
||||
_repaint_current_chart()
|
||||
|
||||
|
||||
|
||||
## Called when the ignore events checkbox is toggled.
|
||||
func _on_ignore_events_checkbox_toggled(button_pressed:bool) -> void:
|
||||
_ignore_events = button_pressed
|
||||
_set_setting(SETTINGS_IGNORE_EVENTS, button_pressed)
|
||||
|
||||
# push the new setting to all remote charts
|
||||
for chart in _state_infos.keys():
|
||||
SettingsPropagator.send_settings_update(_session, chart, _ignore_events, _ignore_transitions)
|
||||
|
||||
## Called when the ignore state changes checkbox is toggled.
|
||||
func _on_ignore_state_changes_checkbox_toggled(button_pressed:bool) -> void:
|
||||
_ignore_state_changes = button_pressed
|
||||
_set_setting(SETTINGS_IGNORE_STATE_CHANGES, button_pressed)
|
||||
|
||||
## Called when the ignore transitions checkbox is toggled.
|
||||
func _on_ignore_transitions_checkbox_toggled(button_pressed:bool) -> void:
|
||||
_ignore_transitions = button_pressed
|
||||
_set_setting(SETTINGS_IGNORE_TRANSITIONS, button_pressed)
|
||||
|
||||
# push the new setting to all remote charts
|
||||
for chart in _state_infos.keys():
|
||||
SettingsPropagator.send_settings_update(_session, chart, _ignore_events, _ignore_transitions)
|
||||
|
||||
## Called when the maximum lines spin box value is changed.
|
||||
func _on_maximum_lines_spin_box_value_changed(value:int) -> void:
|
||||
_debounced_maximum_lines = value
|
||||
|
||||
## Called when the split container is dragged.
|
||||
func _on_split_container_dragged(offset:int) -> void:
|
||||
_set_setting(SETTINGS_SPLIT_OFFSET, offset)
|
||||
|
||||
|
||||
## Helper to get the last element of a node path
|
||||
func _get_node_name(path:NodePath) -> StringName:
|
||||
return path.get_name(path.get_name_count() - 1)
|
||||
|
||||
## Called when the clear button is pressed.
|
||||
func _on_clear_button_pressed() -> void:
|
||||
_history_edit.text = ""
|
||||
if _chart_histories.has(_current_chart):
|
||||
var history:DebuggerHistory = _chart_histories[_current_chart]
|
||||
history.clear()
|
||||
|
||||
## Called when the copy to clipboard button is pressed.
|
||||
func _on_copy_to_clipboard_button_pressed() -> void:
|
||||
DisplayServer.clipboard_set(_history_edit.text)
|
|
@ -0,0 +1,120 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://donfbhh5giyfy"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/godot_state_charts/utilities/editor_debugger/editor_debugger.gd" id="1_ia1de"]
|
||||
|
||||
[node name="State Charts" type="VBoxContainer"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_ia1de")
|
||||
|
||||
[node name="SplitContainer" type="HSplitContainer" parent="."]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
split_offset = 300
|
||||
|
||||
[node name="AllStateChartsTree" type="Tree" parent="SplitContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="TabContainer" type="TabContainer" parent="SplitContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="State Chart" type="MarginContainer" parent="SplitContainer/TabContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="CurrentStateChartTree" type="Tree" parent="SplitContainer/TabContainer/State Chart"]
|
||||
unique_name_in_owner = true
|
||||
custom_minimum_size = Vector2(200, 0)
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="History" type="MarginContainer" parent="SplitContainer/TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="SplitContainer/TabContainer/History"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 4
|
||||
|
||||
[node name="HistoryEdit" type="TextEdit" parent="SplitContainer/TabContainer/History/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="SplitContainer/TabContainer/History/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="ClearButton" type="Button" parent="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Clear"
|
||||
|
||||
[node name="CopyToClipboardButton" type="Button" parent="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Copy to Clipboard"
|
||||
|
||||
[node name="Settings" type="MarginContainer" parent="SplitContainer/TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="SplitContainer/TabContainer/Settings"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 4
|
||||
|
||||
[node name="IgnoreEventsCheckbox" type="CheckBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show events in the history."
|
||||
text = "Ignore events"
|
||||
|
||||
[node name="IgnoreStateChangesCheckbox" type="CheckBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show state changes in the history."
|
||||
text = "Ignore state changes"
|
||||
|
||||
[node name="IgnoreTransitionsCheckbox" type="CheckBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show transitions in the history."
|
||||
text = "Ignore transitions"
|
||||
|
||||
[node name="Label" type="Label" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Maximum lines in history"
|
||||
|
||||
[node name="MaximumLinesSpinBox" type="SpinBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
min_value = 50.0
|
||||
max_value = 1000.0
|
||||
value = 300.0
|
||||
rounded = true
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 0.2
|
||||
autostart = true
|
||||
|
||||
[connection signal="dragged" from="SplitContainer" to="." method="_on_split_container_dragged"]
|
||||
[connection signal="item_selected" from="SplitContainer/AllStateChartsTree" to="." method="_on_all_state_charts_tree_item_selected"]
|
||||
[connection signal="pressed" from="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer/ClearButton" to="." method="_on_clear_button_pressed"]
|
||||
[connection signal="pressed" from="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer/CopyToClipboardButton" to="." method="_on_copy_to_clipboard_button_pressed"]
|
||||
[connection signal="toggled" from="SplitContainer/TabContainer/Settings/VBoxContainer/IgnoreEventsCheckbox" to="." method="_on_ignore_events_checkbox_toggled"]
|
||||
[connection signal="toggled" from="SplitContainer/TabContainer/Settings/VBoxContainer/IgnoreStateChangesCheckbox" to="." method="_on_ignore_state_changes_checkbox_toggled"]
|
||||
[connection signal="toggled" from="SplitContainer/TabContainer/Settings/VBoxContainer/IgnoreTransitionsCheckbox" to="." method="_on_ignore_transitions_checkbox_toggled"]
|
||||
[connection signal="value_changed" from="SplitContainer/TabContainer/Settings/VBoxContainer/MaximumLinesSpinBox" to="." method="_on_maximum_lines_spin_box_value_changed"]
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
|
@ -0,0 +1,117 @@
|
|||
@tool
|
||||
|
||||
const MESSAGE_PREFIX = "gds"
|
||||
const STATE_CHART_ADDED_MESSAGE = MESSAGE_PREFIX + ":sca"
|
||||
const STATE_CHART_REMOVED_MESSAGE = MESSAGE_PREFIX + ":scr"
|
||||
const STATE_UPDATED_MESSAGE = MESSAGE_PREFIX + ":stu"
|
||||
const STATE_ENTERED_MESSAGE = MESSAGE_PREFIX + ":sten"
|
||||
const STATE_EXITED_MESSAGE = MESSAGE_PREFIX + ":stex"
|
||||
const TRANSITION_PENDING_MESSAGE = MESSAGE_PREFIX + ":trp"
|
||||
const TRANSITION_TAKEN_MESSAGE = MESSAGE_PREFIX + ":trf"
|
||||
const STATE_CHART_EVENT_RECEIVED_MESSAGE = MESSAGE_PREFIX + ":scev"
|
||||
|
||||
const DebuggerStateInfo = preload("editor_debugger_state_info.gd")
|
||||
|
||||
## Whether we can currently send debugger messages.
|
||||
static func _can_send() -> bool:
|
||||
return not Engine.is_editor_hint() and OS.has_feature("editor")
|
||||
|
||||
|
||||
## Sends a state_chart_added message.
|
||||
static func state_chart_added(chart:StateChart) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_CHART_ADDED_MESSAGE, [chart.get_path()])
|
||||
|
||||
## Sends a state_chart_removed message.
|
||||
static func state_chart_removed(chart:StateChart) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_CHART_REMOVED_MESSAGE, [chart.get_path()])
|
||||
|
||||
|
||||
## Sends a state_updated message
|
||||
static func state_updated(chart:StateChart, state:StateChartState) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not state.is_inside_tree() or not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
var transition_path:NodePath = NodePath()
|
||||
if is_instance_valid(state._pending_transition) and state._pending_transition.is_inside_tree():
|
||||
transition_path = chart.get_path_to(state._pending_transition)
|
||||
|
||||
EngineDebugger.send_message(STATE_UPDATED_MESSAGE, [Engine.get_process_frames(), DebuggerStateInfo.make_array( \
|
||||
chart.get_path(), \
|
||||
chart.get_path_to(state), \
|
||||
state.active, \
|
||||
is_instance_valid(state._pending_transition), \
|
||||
transition_path, \
|
||||
state._pending_transition_remaining_delay, \
|
||||
state)]
|
||||
)
|
||||
|
||||
|
||||
## Sends a state_entered message
|
||||
static func state_entered(chart:StateChart, state:StateChartState) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not state.is_inside_tree() or not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_ENTERED_MESSAGE,[Engine.get_process_frames(), chart.get_path(), chart.get_path_to(state)])
|
||||
|
||||
## Sends a state_exited message
|
||||
static func state_exited(chart:StateChart, state:StateChartState) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not state.is_inside_tree() or not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_EXITED_MESSAGE,[Engine.get_process_frames(), chart.get_path(), chart.get_path_to(state)])
|
||||
|
||||
## Sends a transition taken message
|
||||
static func transition_taken(chart:StateChart, source:StateChartState, transition:Transition) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
var target:StateChartState = transition.resolve_target()
|
||||
if not source.is_inside_tree() or not chart.is_inside_tree() or not transition.is_inside_tree() or target == null or not target.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(TRANSITION_TAKEN_MESSAGE,[Engine.get_process_frames(), chart.get_path(), chart.get_path_to(transition), chart.get_path_to(source), chart.get_path_to(target)])
|
||||
|
||||
|
||||
## Sends an event received message
|
||||
static func event_received(chart:StateChart, event_name:StringName) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_CHART_EVENT_RECEIVED_MESSAGE, [Engine.get_process_frames(), chart.get_path(), event_name])
|
||||
|
||||
## Sends a transition pending message
|
||||
static func transition_pending(chart:StateChart, source:StateChartState, transition:Transition, pending_transition_remaining_delay:float) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not source.is_inside_tree() or not chart.is_inside_tree() or not transition.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(TRANSITION_PENDING_MESSAGE, [Engine.get_process_frames(), chart.get_path(), chart.get_path_to(source), chart.get_path_to(transition), pending_transition_remaining_delay])
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,53 @@
|
|||
## Debugger plugin to show state charts in the editor UI.
|
||||
extends EditorDebuggerPlugin
|
||||
|
||||
## Debugger message network protocol
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
const DebuggerUI = preload("editor_debugger.gd")
|
||||
|
||||
## The UI scene holding the debugger UI
|
||||
var _debugger_ui_scene:PackedScene = preload("editor_debugger.tscn")
|
||||
|
||||
## Current editor settings
|
||||
var _settings:EditorSettings = null
|
||||
|
||||
func initialize(settings:EditorSettings):
|
||||
_settings = settings
|
||||
|
||||
func _has_capture(prefix):
|
||||
return prefix == DebuggerMessage.MESSAGE_PREFIX
|
||||
|
||||
func _capture(message, data, session_id):
|
||||
var ui:DebuggerUI = get_session(session_id).get_meta("__state_charts_debugger_ui")
|
||||
match(message):
|
||||
DebuggerMessage.STATE_CHART_EVENT_RECEIVED_MESSAGE:
|
||||
ui.event_received(data[0], data[1], data[2])
|
||||
DebuggerMessage.STATE_CHART_ADDED_MESSAGE:
|
||||
ui.add_chart(data[0])
|
||||
DebuggerMessage.STATE_CHART_REMOVED_MESSAGE:
|
||||
ui.remove_chart(data[0])
|
||||
DebuggerMessage.STATE_UPDATED_MESSAGE:
|
||||
ui.update_state(data[0], data[1])
|
||||
DebuggerMessage.STATE_CHART_EVENT_RECEIVED_MESSAGE:
|
||||
ui.event_received(data[0], data[1], data[2])
|
||||
DebuggerMessage.STATE_ENTERED_MESSAGE:
|
||||
ui.state_entered(data[0], data[1], data[2])
|
||||
DebuggerMessage.STATE_EXITED_MESSAGE:
|
||||
ui.state_exited(data[0], data[1], data[2])
|
||||
DebuggerMessage.TRANSITION_PENDING_MESSAGE:
|
||||
ui.transition_pending(data[0], data[1], data[2], data[3], data[4])
|
||||
DebuggerMessage.TRANSITION_TAKEN_MESSAGE:
|
||||
ui.transition_taken(data[0], data[1], data[2], data[3], data[4])
|
||||
|
||||
return true
|
||||
|
||||
func _setup_session(session_id):
|
||||
# get the session
|
||||
var session = get_session(session_id)
|
||||
# Add a new tab in the debugger session UI containing a label.
|
||||
var debugger_ui:DebuggerUI = _debugger_ui_scene.instantiate()
|
||||
# add the session tab
|
||||
session.add_session_tab(debugger_ui)
|
||||
session.stopped.connect(debugger_ui.clear)
|
||||
session.set_meta("__state_charts_debugger_ui", debugger_ui)
|
||||
debugger_ui.initialize(_settings, session)
|
|
@ -0,0 +1,102 @@
|
|||
## This is the remote part of the editor debugger. It attaches to a state
|
||||
## chart similar to the in-game debugger and forwards signals and debug
|
||||
## information to the editor.
|
||||
extends Node
|
||||
|
||||
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
const SettingsPropagator = preload("editor_debugger_settings_propagator.gd")
|
||||
|
||||
# The scene tree, needed to interface with the settings propagator
|
||||
var _tree:SceneTree
|
||||
|
||||
# the state chart we track
|
||||
var _state_chart:StateChart
|
||||
|
||||
# whether to send transitions to the editor
|
||||
var _ignore_transitions:bool = true
|
||||
# whether to send events to the editor
|
||||
var _ignore_events:bool = true
|
||||
|
||||
|
||||
## Sets up the debugger remote to track the given state chart.
|
||||
func _init(state_chart:StateChart):
|
||||
if not is_instance_valid(state_chart):
|
||||
push_error("Probable bug: State chart is not valid. Please report this bug.")
|
||||
return
|
||||
|
||||
if not state_chart.is_inside_tree():
|
||||
push_error("Probably bug: State chart is not in tree. Please report this bug.")
|
||||
return
|
||||
|
||||
_state_chart = state_chart
|
||||
|
||||
|
||||
func _ready():
|
||||
# subscribe to settings changes coming from the editor debugger
|
||||
# will auto-unsubscribe when the chart goes away. We do this before
|
||||
# sending state_chart_added, so we get the initial settings update delivered
|
||||
SettingsPropagator.get_instance(get_tree()).settings_updated.connect(_on_settings_updated)
|
||||
|
||||
# send initial state chart
|
||||
DebuggerMessage.state_chart_added(_state_chart)
|
||||
|
||||
# prepare signals and send initial state of all states
|
||||
_prepare()
|
||||
|
||||
|
||||
func _on_settings_updated(chart:NodePath, ignore_events:bool, ignore_transitions:bool):
|
||||
if _state_chart.get_path() != chart:
|
||||
return # doesn't affect this chart
|
||||
|
||||
_ignore_events = ignore_events
|
||||
_ignore_transitions = ignore_transitions
|
||||
|
||||
|
||||
## Connects all signals from the currently processing state chart
|
||||
func _prepare():
|
||||
_state_chart.event_received.connect(_on_event_received)
|
||||
|
||||
# find all state nodes below the state chart and connect their signals
|
||||
for child in _state_chart.get_children():
|
||||
if child is StateChartState:
|
||||
_prepare_state(child)
|
||||
|
||||
|
||||
func _prepare_state(state:StateChartState):
|
||||
state.state_entered.connect(_on_state_entered.bind(state))
|
||||
state.state_exited.connect(_on_state_exited.bind(state))
|
||||
state.transition_pending.connect(_on_transition_pending.bind(state))
|
||||
|
||||
# send initial state
|
||||
DebuggerMessage.state_updated(_state_chart, state)
|
||||
|
||||
# recurse into children
|
||||
for child in state.get_children():
|
||||
if child is StateChartState:
|
||||
_prepare_state(child)
|
||||
if child is Transition:
|
||||
child.taken.connect(_on_transition_taken.bind(state, child))
|
||||
|
||||
|
||||
func _on_transition_taken(source:StateChartState, transition:Transition):
|
||||
if _ignore_transitions:
|
||||
return
|
||||
DebuggerMessage.transition_taken(_state_chart, source, transition)
|
||||
|
||||
|
||||
func _on_event_received(event:StringName):
|
||||
if _ignore_events:
|
||||
return
|
||||
DebuggerMessage.event_received(_state_chart, event)
|
||||
|
||||
func _on_state_entered(state:StateChartState):
|
||||
DebuggerMessage.state_entered(_state_chart, state)
|
||||
|
||||
func _on_state_exited(state:StateChartState):
|
||||
DebuggerMessage.state_exited(_state_chart, state)
|
||||
|
||||
func _on_transition_pending(num1, remaining, state:StateChartState):
|
||||
DebuggerMessage.transition_pending(_state_chart, state, state._pending_transition, remaining)
|
||||
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
@tool
|
||||
## This node receives messages from the editor debugger and forwards them to the state chart. It
|
||||
## the reverse of EditorDebuggerMessage.
|
||||
extends Node
|
||||
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
const SETTINGS_UPDATED_MESSAGE = DebuggerMessage.MESSAGE_PREFIX + ":scsu"
|
||||
const NAME = "StateChartEditorRemoteControl"
|
||||
|
||||
signal settings_updated(chart:NodePath, ignore_events:bool, ignore_transitions:bool)
|
||||
|
||||
static func get_instance(tree:SceneTree):
|
||||
# because we add the node deferred, callers in the same frame would not see
|
||||
# the node. Therefore we put it as metadata on the tree root. If we set the
|
||||
# minimum to Godot 4.2, we can use a static var for this which will
|
||||
# avoid this trickery.
|
||||
var result = tree.root.get_meta(NAME) if tree.root.has_meta(NAME) else null
|
||||
if not is_instance_valid(result):
|
||||
# we want to avoid using class_name to avoid polluting the namespace with
|
||||
# classes that are internals. we cannot use preload (cylic dependency)
|
||||
# so we have to do this abomination
|
||||
result = load("res://addons/godot_state_charts/utilities/editor_debugger/editor_debugger_settings_propagator.gd").new()
|
||||
result.name = NAME
|
||||
tree.root.set_meta(NAME, result)
|
||||
tree.root.add_child.call_deferred(result)
|
||||
|
||||
return result
|
||||
|
||||
## Sends a settings updated message.
|
||||
## session is an EditorDebuggerSession but this does not exist after export
|
||||
## so its not statically typed here. This code won't run after export anyways.
|
||||
static func send_settings_update(session, chart:NodePath, ignore_events:bool, ignore_transitions:bool) -> void:
|
||||
session.send_message(SETTINGS_UPDATED_MESSAGE, [chart, ignore_events, ignore_transitions])
|
||||
|
||||
|
||||
func _enter_tree():
|
||||
# When the node enters the tree, register a message capture to receive
|
||||
# settings updates from the editor.
|
||||
EngineDebugger.register_message_capture(DebuggerMessage.MESSAGE_PREFIX, _on_settings_updated)
|
||||
|
||||
|
||||
func _exit_tree():
|
||||
# When the node exits the tree, shut down the message capture.
|
||||
EngineDebugger.unregister_message_capture(DebuggerMessage.MESSAGE_PREFIX)
|
||||
|
||||
|
||||
|
||||
func _on_settings_updated(key:String, data:Array) -> bool:
|
||||
# Inform interested parties that
|
||||
settings_updated.emit(data[0], data[1], data[2])
|
||||
# accept the message
|
||||
return true
|
||||
|
||||
|
|
@ -0,0 +1,104 @@
|
|||
@tool
|
||||
## Helper class for serializing/deserializing state information from the game
|
||||
## into a format that can be used by the editor.
|
||||
|
||||
## State types that can be serialized
|
||||
enum StateTypes {
|
||||
AtomicState = 1,
|
||||
CompoundState = 2,
|
||||
ParallelState = 3,
|
||||
AnimationPlayerState = 4,
|
||||
AnimationTreeState = 5
|
||||
}
|
||||
|
||||
## Create an array from the given state information.
|
||||
static func make_array( \
|
||||
## The owning chart
|
||||
chart:NodePath, \
|
||||
## Path of the state
|
||||
path:NodePath, \
|
||||
## Whether it is currently active
|
||||
active:bool, \
|
||||
## Whether a transition is currently pending for this state
|
||||
transition_pending:bool, \
|
||||
## The path of the pending transition if any.
|
||||
transition_path:NodePath, \
|
||||
## The remaining transition delay for the pending transition if any.
|
||||
transition_delay:float, \
|
||||
## The kind of state
|
||||
state:StateChartState \
|
||||
) -> Array:
|
||||
return [ \
|
||||
chart, \
|
||||
path, \
|
||||
active, \
|
||||
transition_pending, \
|
||||
transition_path, \
|
||||
transition_delay, \
|
||||
type_for_state(state) ]
|
||||
|
||||
## Get the state type for the given state.
|
||||
static func type_for_state(state:StateChartState) -> StateTypes:
|
||||
if state is CompoundState:
|
||||
return StateTypes.CompoundState
|
||||
elif state is ParallelState:
|
||||
return StateTypes.ParallelState
|
||||
elif state is AnimationPlayerState:
|
||||
return StateTypes.AnimationPlayerState
|
||||
elif state is AnimationTreeState:
|
||||
return StateTypes.AnimationTreeState
|
||||
else:
|
||||
return StateTypes.AtomicState
|
||||
|
||||
## Accessors for the array.
|
||||
static func get_chart(array:Array) -> NodePath:
|
||||
return array[0]
|
||||
|
||||
static func get_state(array:Array) -> NodePath:
|
||||
return array[1]
|
||||
|
||||
static func get_active(array:Array) -> bool:
|
||||
return array[2]
|
||||
|
||||
static func get_transition_pending(array:Array) -> bool:
|
||||
return array[3]
|
||||
|
||||
static func get_transition_path(array:Array) -> NodePath:
|
||||
return array[4]
|
||||
|
||||
static func get_transition_delay(array:Array) -> float:
|
||||
return array[5]
|
||||
|
||||
static func get_state_type(array:Array) -> StateTypes:
|
||||
return array[6]
|
||||
|
||||
## Returns an icon for the state type of the given array.
|
||||
static func get_state_icon(array:Array) -> Texture2D:
|
||||
var type = get_state_type(array)
|
||||
if type == StateTypes.AtomicState:
|
||||
return preload("../../atomic_state.svg")
|
||||
elif type == StateTypes.CompoundState:
|
||||
return preload("../../compound_state.svg")
|
||||
elif type == StateTypes.ParallelState:
|
||||
return preload("../../parallel_state.svg")
|
||||
elif type == StateTypes.AnimationPlayerState:
|
||||
return preload("../../animation_player_state.svg")
|
||||
elif type == StateTypes.AnimationTreeState:
|
||||
return preload("../../animation_tree_state.svg")
|
||||
else:
|
||||
return null
|
||||
|
||||
|
||||
static func set_active(array:Array, active:bool) -> void:
|
||||
array[2] = active
|
||||
# if no longer active, clear the pending transition
|
||||
if not active:
|
||||
array[3] = false
|
||||
array[4] = null
|
||||
array[5] = 0.0
|
||||
|
||||
|
||||
static func set_transition_pending(array:Array, transition:NodePath, pending_time:float) -> void:
|
||||
array[3] = true
|
||||
array[4] = transition
|
||||
array[5] = pending_time
|
99
addons/godot_state_charts/utilities/editor_sidebar.gd
Normal file
|
@ -0,0 +1,99 @@
|
|||
@tool
|
||||
extends Control
|
||||
|
||||
## Emitted when the user requests to toggle the sidebar.
|
||||
signal sidebar_toggle_requested()
|
||||
|
||||
## The currently selected node or null
|
||||
var _selected_node:Node
|
||||
## The editor interface
|
||||
var _editor_interface:EditorInterface
|
||||
## The undo/redo facility
|
||||
var _undo_redo:EditorUndoRedoManager
|
||||
|
||||
@onready var _add_section:Control = %AddSection
|
||||
@onready var _no_options_label:Control = %NoOptionsLabel
|
||||
@onready var _add_node_name_line_edit:LineEdit = %AddNodeNameLineEdit
|
||||
@onready var _add_grid_container:Control = %AddGridContainer
|
||||
|
||||
|
||||
func setup(editor_interface:EditorInterface, undo_redo:EditorUndoRedoManager):
|
||||
_editor_interface = editor_interface
|
||||
_undo_redo = undo_redo
|
||||
|
||||
|
||||
func change_selected_node(node):
|
||||
_selected_node = node
|
||||
_repaint()
|
||||
|
||||
func _repaint():
|
||||
# we can add states to all composite states and to the
|
||||
# root if the root has no child state yet.
|
||||
var can_add_states = \
|
||||
( _selected_node is StateChart and _selected_node.get_child_count() == 0 ) \
|
||||
or _selected_node is ParallelState \
|
||||
or _selected_node is CompoundState
|
||||
|
||||
# we can add transitions to all states
|
||||
var can_add_transitions = \
|
||||
_selected_node is StateChartState
|
||||
|
||||
_add_section.visible = can_add_states or can_add_transitions
|
||||
_no_options_label.visible = not (can_add_states or can_add_transitions)
|
||||
|
||||
|
||||
for btn in _add_grid_container.get_children():
|
||||
if btn.is_in_group("statebutton"):
|
||||
btn.visible = can_add_states
|
||||
else:
|
||||
btn.visible = can_add_transitions
|
||||
|
||||
|
||||
func _create_node(type, name:StringName):
|
||||
|
||||
var final_name = _add_node_name_line_edit.text.strip_edges()
|
||||
if final_name.length() == 0:
|
||||
final_name = name
|
||||
|
||||
var new_node = type.new()
|
||||
_undo_redo.create_action("Add " + final_name)
|
||||
_undo_redo.add_do_method(_selected_node, "add_child", new_node)
|
||||
_undo_redo.add_undo_method(_selected_node, "remove_child", new_node)
|
||||
_undo_redo.add_do_reference(new_node)
|
||||
_undo_redo.add_do_method(new_node, "set_owner", _selected_node.get_tree().edited_scene_root)
|
||||
_undo_redo.add_do_property(new_node, "name", final_name)
|
||||
_undo_redo.commit_action()
|
||||
|
||||
|
||||
if Input.is_key_pressed(KEY_SHIFT):
|
||||
_editor_interface.get_selection().clear()
|
||||
_editor_interface.get_selection().add_node(new_node)
|
||||
|
||||
_add_node_name_line_edit.grab_focus()
|
||||
_editor_interface.edit_node(new_node)
|
||||
_repaint()
|
||||
|
||||
|
||||
|
||||
func _on_atomic_state_pressed():
|
||||
_create_node(AtomicState, "AtomicState")
|
||||
|
||||
|
||||
func _on_compound_state_pressed():
|
||||
_create_node(CompoundState, "CompoundState")
|
||||
|
||||
|
||||
func _on_parallel_state_pressed():
|
||||
_create_node(ParallelState, "ParallelState")
|
||||
|
||||
|
||||
func _on_history_state_pressed():
|
||||
_create_node(HistoryState, "HistoryState")
|
||||
|
||||
|
||||
func _on_transition_pressed():
|
||||
_create_node(Transition, "Transition")
|
||||
|
||||
|
||||
func _on_toggle_sidebar_button_pressed():
|
||||
sidebar_toggle_requested.emit()
|
117
addons/godot_state_charts/utilities/editor_sidebar.tscn
Normal file
|
@ -0,0 +1,117 @@
|
|||
[gd_scene load_steps=8 format=3 uid="uid://bephgxrkhh3e2"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/godot_state_charts/utilities/editor_sidebar.gd" id="1_7kcy8"]
|
||||
[ext_resource type="Texture2D" uid="uid://c4ojtah20jtxc" path="res://addons/godot_state_charts/atomic_state.svg" id="2_0k4pg"]
|
||||
[ext_resource type="Texture2D" uid="uid://bbudjoa3ds4qj" path="res://addons/godot_state_charts/compound_state.svg" id="3_b4okj"]
|
||||
[ext_resource type="Texture2D" uid="uid://dsa1nco51br8d" path="res://addons/godot_state_charts/parallel_state.svg" id="4_lmfic"]
|
||||
[ext_resource type="Texture2D" uid="uid://bkf1e240ouleb" path="res://addons/godot_state_charts/history_state.svg" id="5_oj1t0"]
|
||||
[ext_resource type="Texture2D" uid="uid://chb8tq62aj2b2" path="res://addons/godot_state_charts/transition.svg" id="6_72e5q"]
|
||||
[ext_resource type="Texture2D" uid="uid://vga3avpb4gyh" path="res://addons/godot_state_charts/toggle_sidebar.svg" id="9_dqcj0"]
|
||||
|
||||
[node name="EditorSidebar" type="MarginContainer"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_constants/margin_left = 4
|
||||
theme_override_constants/margin_top = 4
|
||||
theme_override_constants/margin_bottom = 4
|
||||
script = ExtResource("1_7kcy8")
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="AddSection" type="VBoxContainer" parent="VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="AddLabel" type="Label" parent="VBoxContainer/AddSection"]
|
||||
layout_mode = 2
|
||||
text = "Add"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="AddNodeNameLineEdit" type="LineEdit" parent="VBoxContainer/AddSection"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
placeholder_text = "Name"
|
||||
alignment = 1
|
||||
expand_to_text_length = true
|
||||
select_all_on_focus = true
|
||||
caret_blink = true
|
||||
caret_blink_interval = 0.5
|
||||
|
||||
[node name="AddGridContainer" type="HFlowContainer" parent="VBoxContainer/AddSection"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
theme_override_constants/h_separation = 5
|
||||
theme_override_constants/v_separation = 5
|
||||
alignment = 1
|
||||
|
||||
[node name="CompoundState" type="Button" parent="VBoxContainer/AddSection/AddGridContainer" groups=["statebutton"]]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 0
|
||||
size_flags_vertical = 0
|
||||
tooltip_text = "CompoundState"
|
||||
icon = ExtResource("3_b4okj")
|
||||
icon_alignment = 1
|
||||
|
||||
[node name="ParallelState" type="Button" parent="VBoxContainer/AddSection/AddGridContainer" groups=["statebutton"]]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 0
|
||||
size_flags_vertical = 0
|
||||
tooltip_text = "ParallelState"
|
||||
icon = ExtResource("4_lmfic")
|
||||
icon_alignment = 1
|
||||
|
||||
[node name="AtomicState" type="Button" parent="VBoxContainer/AddSection/AddGridContainer" groups=["statebutton"]]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 0
|
||||
size_flags_vertical = 0
|
||||
tooltip_text = "AtomicState"
|
||||
icon = ExtResource("2_0k4pg")
|
||||
icon_alignment = 1
|
||||
|
||||
[node name="HistoryState" type="Button" parent="VBoxContainer/AddSection/AddGridContainer" groups=["statebutton"]]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 0
|
||||
size_flags_vertical = 0
|
||||
tooltip_text = "HistoryState"
|
||||
icon = ExtResource("5_oj1t0")
|
||||
icon_alignment = 1
|
||||
|
||||
[node name="Transition" type="Button" parent="VBoxContainer/AddSection/AddGridContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 0
|
||||
size_flags_vertical = 0
|
||||
tooltip_text = "Transition"
|
||||
icon = ExtResource("6_72e5q")
|
||||
icon_alignment = 1
|
||||
|
||||
[node name="NoOptionsLabel" type="Label" parent="VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
custom_minimum_size = Vector2(100, 0)
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 0
|
||||
text = "This node cannot have further child nodes."
|
||||
horizontal_alignment = 1
|
||||
autowrap_mode = 2
|
||||
|
||||
[node name="Spacer" type="Control" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="ToggleSidebarButton" type="Button" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 4
|
||||
tooltip_text = "Toggle sidebar location"
|
||||
icon = ExtResource("9_dqcj0")
|
||||
|
||||
[connection signal="pressed" from="VBoxContainer/AddSection/AddGridContainer/CompoundState" to="." method="_on_compound_state_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/AddSection/AddGridContainer/ParallelState" to="." method="_on_parallel_state_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/AddSection/AddGridContainer/AtomicState" to="." method="_on_atomic_state_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/AddSection/AddGridContainer/HistoryState" to="." method="_on_history_state_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/AddSection/AddGridContainer/Transition" to="." method="_on_transition_pressed"]
|
||||
[connection signal="pressed" from="VBoxContainer/ToggleSidebarButton" to="." method="_on_toggle_sidebar_button_pressed"]
|
100
addons/godot_state_charts/utilities/event_editor/event_editor.gd
Normal file
|
@ -0,0 +1,100 @@
|
|||
@tool
|
||||
extends EditorProperty
|
||||
|
||||
const StateChartUtil = preload("../state_chart_util.gd")
|
||||
var _refactor_window_scene:PackedScene = preload("../event_refactor/event_refactor.tscn")
|
||||
|
||||
|
||||
# The main control for editing the property.
|
||||
var _property_control:LineEdit = LineEdit.new()
|
||||
# drop down button for the popup menu
|
||||
var _dropdown_button:Button = Button.new()
|
||||
# popup menu with event names
|
||||
var _popup_menu:PopupMenu = PopupMenu.new()
|
||||
|
||||
# the state chart we are currently editing
|
||||
var _chart:StateChart
|
||||
# the undo redo manager
|
||||
var _undo_redo:EditorUndoRedoManager
|
||||
|
||||
|
||||
func _init(transition:Transition, undo_redo:EditorUndoRedoManager):
|
||||
|
||||
# save the variables
|
||||
_chart = StateChartUtil.find_parent_state_chart(transition)
|
||||
_undo_redo = undo_redo
|
||||
|
||||
# setup the ui
|
||||
_popup_menu.index_pressed.connect(_on_event_selected)
|
||||
|
||||
_dropdown_button.icon = get_theme_icon("arrow", "OptionButton")
|
||||
_dropdown_button.flat = true
|
||||
_dropdown_button.pressed.connect(_show_popup)
|
||||
|
||||
# build the actual editor
|
||||
var hbox := HBoxContainer.new()
|
||||
hbox.add_child(_property_control)
|
||||
hbox.add_child(_dropdown_button)
|
||||
_property_control.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
|
||||
# Add the control as a direct child of EditorProperty node.
|
||||
add_child(hbox)
|
||||
add_child(_popup_menu)
|
||||
|
||||
# Make sure the control is able to retain the focus.
|
||||
add_focusable(_property_control)
|
||||
_property_control.text_changed.connect(_on_text_changed)
|
||||
|
||||
## Shows the popup when the user clicks the button.
|
||||
func _show_popup():
|
||||
# always show up-to-date information in selector
|
||||
var known_events = StateChartUtil.events_of(_chart)
|
||||
|
||||
_popup_menu.clear()
|
||||
_popup_menu.add_item("<empty>")
|
||||
_popup_menu.add_icon_item(get_theme_icon("Tools", "EditorIcons"), "Manage...")
|
||||
|
||||
if known_events.size() > 0:
|
||||
_popup_menu.add_separator()
|
||||
|
||||
for event in known_events:
|
||||
_popup_menu.add_item(event)
|
||||
|
||||
# and show it relative to the dropdown button
|
||||
var gt := _dropdown_button.get_global_rect()
|
||||
_popup_menu.reset_size()
|
||||
var ms := _popup_menu.get_contents_minimum_size().x
|
||||
var popup_pos := gt.end - Vector2(ms, 0) + Vector2(DisplayServer.window_get_position())
|
||||
_popup_menu.set_position(popup_pos)
|
||||
_popup_menu.popup()
|
||||
|
||||
|
||||
func _on_event_selected(index:int) -> void:
|
||||
# index 1 == "Manage"
|
||||
if index == 1:
|
||||
# open refactor window
|
||||
var window = _refactor_window_scene.instantiate()
|
||||
add_child(window)
|
||||
window.open(_chart, _undo_redo)
|
||||
return
|
||||
|
||||
# replace content with selection from popup
|
||||
var event := _popup_menu.get_item_text(index) if index > 0 else ""
|
||||
_property_control.text = event
|
||||
_on_text_changed(event)
|
||||
_property_control.grab_focus()
|
||||
|
||||
|
||||
func _on_text_changed(new_text:String):
|
||||
emit_changed(get_edited_property(), new_text)
|
||||
|
||||
|
||||
func _update_property() -> void:
|
||||
# Read the current value from the property.
|
||||
var new_value = get_edited_object()[get_edited_property()]
|
||||
|
||||
# if the text is already correct, don't change it.
|
||||
if new_value == _property_control.text:
|
||||
return
|
||||
|
||||
_property_control.text = new_value
|
|
@ -0,0 +1,29 @@
|
|||
@tool
|
||||
extends EditorInspectorPlugin
|
||||
|
||||
const EventEditor = preload("event_editor.gd")
|
||||
|
||||
var _undo_redo:EditorUndoRedoManager
|
||||
|
||||
|
||||
func setup(undo_redo:EditorUndoRedoManager):
|
||||
_undo_redo = undo_redo
|
||||
|
||||
|
||||
func _can_handle(_object):
|
||||
# We support all objects in this example.
|
||||
return true
|
||||
|
||||
|
||||
func _parse_property(object, type, name, _hint_type, _hint_string, _usage_flags, _wide):
|
||||
# We handle properties of type integer.
|
||||
if object is Transition and name == "event" and type == TYPE_STRING_NAME:
|
||||
# Create an instance of the custom property editor and register
|
||||
# it to a specific property path.
|
||||
var editor = EventEditor.new(object as Transition, _undo_redo)
|
||||
add_property_editor(name, editor)
|
||||
# Inform the editor to remove the default property editor for
|
||||
# this property type.
|
||||
return true
|
||||
else:
|
||||
return false
|
|
@ -0,0 +1,52 @@
|
|||
@tool
|
||||
|
||||
extends ConfirmationDialog
|
||||
|
||||
const StateChartUtil = preload("../state_chart_util.gd")
|
||||
|
||||
@onready var _event_list:ItemList = %EventList
|
||||
@onready var _event_name_edit:LineEdit = %EventNameEdit
|
||||
|
||||
var _chart:StateChart
|
||||
var _undo_redo:EditorUndoRedoManager
|
||||
var _current_event_name:StringName = ""
|
||||
|
||||
func open(chart:StateChart, undo_redo:EditorUndoRedoManager):
|
||||
title = "Events of " + chart.name
|
||||
_chart = chart
|
||||
_refresh_events()
|
||||
_undo_redo = undo_redo
|
||||
|
||||
|
||||
func _refresh_events():
|
||||
_event_list.clear()
|
||||
for item in StateChartUtil.events_of(_chart):
|
||||
_event_list.add_item(item)
|
||||
|
||||
func _close():
|
||||
hide()
|
||||
queue_free()
|
||||
|
||||
|
||||
func _on_event_list_item_selected(index:int):
|
||||
_current_event_name = _event_list.get_item_text(index)
|
||||
_event_name_edit.text = _current_event_name
|
||||
_on_event_name_edit_text_changed(_current_event_name)
|
||||
|
||||
|
||||
func _on_event_name_edit_text_changed(new_text):
|
||||
# disable rename button if the event name is the same as the
|
||||
# currently selected event
|
||||
get_ok_button().disabled = new_text == _current_event_name
|
||||
|
||||
|
||||
func _on_confirmed():
|
||||
var new_event_name = _event_name_edit.text
|
||||
var transitions = StateChartUtil.transitions_of(_chart)
|
||||
_undo_redo.create_action("Rename state chart event")
|
||||
for transition in transitions:
|
||||
if transition.event == _current_event_name:
|
||||
_undo_redo.add_do_property(transition, "event", new_event_name)
|
||||
_undo_redo.add_undo_property(transition, "event", _current_event_name)
|
||||
_undo_redo.commit_action()
|
||||
_close()
|
|
@ -0,0 +1,55 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://cvlabg8e2qbk3"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/godot_state_charts/utilities/event_refactor/event_refactor.gd" id="1_hh1x6"]
|
||||
|
||||
[node name="event_refactor" type="ConfirmationDialog"]
|
||||
initial_position = 1
|
||||
title = "Rename Event"
|
||||
size = Vector2i(586, 562)
|
||||
visible = true
|
||||
ok_button_text = "Rename"
|
||||
dialog_autowrap = true
|
||||
script = ExtResource("1_hh1x6")
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="."]
|
||||
offset_left = 8.0
|
||||
offset_top = 8.0
|
||||
offset_right = 578.0
|
||||
offset_bottom = 513.0
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Label" type="Label" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Event"
|
||||
|
||||
[node name="EventList" type="ItemList" parent="MarginContainer/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
custom_minimum_size = Vector2(560, 330)
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 10
|
||||
|
||||
[node name="Label2" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "New name"
|
||||
|
||||
[node name="EventNameEdit" type="LineEdit" parent="MarginContainer/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
caret_blink = true
|
||||
caret_blink_interval = 0.5
|
||||
|
||||
[connection signal="canceled" from="." to="." method="_close"]
|
||||
[connection signal="confirmed" from="." to="." method="_on_confirmed"]
|
||||
[connection signal="item_selected" from="MarginContainer/VBoxContainer/EventList" to="." method="_on_event_list_item_selected"]
|
||||
[connection signal="text_changed" from="MarginContainer/VBoxContainer/HBoxContainer/EventNameEdit" to="." method="_on_event_name_edit_text_changed"]
|
54
addons/godot_state_charts/utilities/ring_buffer.gd
Normal file
|
@ -0,0 +1,54 @@
|
|||
|
||||
|
||||
## The content of the ring buffer
|
||||
var _content:Array[String] = []
|
||||
|
||||
## The current index in the ring buffer
|
||||
var _index = 0
|
||||
|
||||
## The size of the ring buffer
|
||||
var _size = 0
|
||||
|
||||
## Whether the buffer is fully populated
|
||||
var _filled = false
|
||||
|
||||
|
||||
func _init(size:int = 300):
|
||||
_size = size
|
||||
_content.resize(size)
|
||||
|
||||
|
||||
## Sets the maximum number of lines to store. This clears the buffer.
|
||||
func set_maximum_lines(lines:int):
|
||||
_size = lines
|
||||
_content.resize(lines)
|
||||
clear()
|
||||
|
||||
## Adds an item to the ring buffer
|
||||
func append(value:String):
|
||||
_content[_index] = value
|
||||
if _index + 1 < _size:
|
||||
_index += 1
|
||||
else:
|
||||
_index = 0
|
||||
_filled = true
|
||||
|
||||
|
||||
## Joins the items of the ring buffer into a big string
|
||||
func join():
|
||||
var result = ""
|
||||
if _filled:
|
||||
# start by _index + 1, run to the end and then continue from the start
|
||||
for i in range(_index, _size):
|
||||
result += _content[i]
|
||||
|
||||
# when not filled, just start at the beginning
|
||||
for i in _index:
|
||||
result += _content[i]
|
||||
|
||||
return result
|
||||
|
||||
|
||||
func clear():
|
||||
_index = 0
|
||||
_filled = false
|
280
addons/godot_state_charts/utilities/state_chart_debugger.gd
Normal file
|
@ -0,0 +1,280 @@
|
|||
@icon("state_chart_debugger.svg")
|
||||
extends Control
|
||||
|
||||
const DebuggerHistory = preload("debugger_history.gd")
|
||||
|
||||
## Whether or not the debugger is enabled.
|
||||
@export var enabled:bool = true:
|
||||
set(value):
|
||||
enabled = value
|
||||
if not Engine.is_editor_hint():
|
||||
_setup_processing(enabled)
|
||||
|
||||
|
||||
## The initial node that should be watched. Optional, if not set
|
||||
## then no node will be watched. You can set the node that should
|
||||
## be watched at runtime by calling debug_node().
|
||||
@export var initial_node_to_watch:NodePath
|
||||
|
||||
## Maximum lines to display in the history. Keep at 300 or below
|
||||
## for best performance.
|
||||
@export var maximum_lines:int = 300
|
||||
|
||||
## If set to true, events will not be printed in the history panel.
|
||||
## If you send a large amount of events then this may clutter the
|
||||
## output so you can disable it here.
|
||||
@export var ignore_events:bool = false
|
||||
|
||||
## If set to true, state changes will not be printed in the history
|
||||
## panel. If you have a large amount of state changes, this may clutter
|
||||
## the output so you can disable it here.
|
||||
@export var ignore_state_changes:bool = false
|
||||
|
||||
## If set to true, transitions will not be printed in the history.
|
||||
@export var ignore_transitions:bool = false
|
||||
|
||||
## The tree that shows the state chart.
|
||||
@onready var _tree:Tree = %Tree
|
||||
## The text field with the history.
|
||||
@onready var _history_edit:TextEdit = %HistoryEdit
|
||||
|
||||
# the state chart we track
|
||||
var _state_chart:StateChart
|
||||
var _root:Node
|
||||
|
||||
# the states we are currently connected to
|
||||
var _connected_states:Array[StateChartState] = []
|
||||
|
||||
# the transitions we are currently connected to
|
||||
# key is the transition, value is the callable
|
||||
var _connected_transitions:Dictionary = {}
|
||||
|
||||
# the debugger history in text form
|
||||
var _history:DebuggerHistory = null
|
||||
|
||||
func _ready():
|
||||
# always run, even if the game is paused
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS
|
||||
|
||||
# initialize the buffer
|
||||
_history = DebuggerHistory.new(maximum_lines)
|
||||
|
||||
%CopyToClipboardButton.pressed.connect(func (): DisplayServer.clipboard_set(_history_edit.text))
|
||||
%ClearButton.pressed.connect(_clear_history)
|
||||
|
||||
var to_watch = get_node_or_null(initial_node_to_watch)
|
||||
if is_instance_valid(to_watch):
|
||||
debug_node(to_watch)
|
||||
|
||||
# mirror the editor settings
|
||||
%IgnoreEventsCheckbox.set_pressed_no_signal(ignore_events)
|
||||
%IgnoreStateChangesCheckbox.set_pressed_no_signal(ignore_state_changes)
|
||||
%IgnoreTransitionsCheckbox.set_pressed_no_signal(ignore_transitions)
|
||||
|
||||
|
||||
|
||||
## Adds an item to the history list.
|
||||
func add_history_entry(text:String):
|
||||
_history.add_history_entry(Engine.get_process_frames(), text)
|
||||
|
||||
## Sets up the debugger to track the given state chart. If the given node is not
|
||||
## a state chart, it will search the children for a state chart. If no state chart
|
||||
## is found, the debugger will be disabled.
|
||||
func debug_node(root:Node) -> bool:
|
||||
# if we are not enabled, we do nothing
|
||||
if not enabled:
|
||||
return false
|
||||
|
||||
_root = root
|
||||
|
||||
# disconnect all existing signals
|
||||
_disconnect_all_signals()
|
||||
|
||||
var success = _debug_node(root)
|
||||
|
||||
|
||||
# if we have no success, we disable the debugger
|
||||
if not success:
|
||||
push_warning("No state chart found. Disabling debugger.")
|
||||
_setup_processing(false)
|
||||
_state_chart = null
|
||||
else:
|
||||
# find all state nodes below the state chart and connect their signals
|
||||
_connect_all_signals()
|
||||
_clear_history()
|
||||
_setup_processing(true)
|
||||
|
||||
return success
|
||||
|
||||
|
||||
func _debug_node(root:Node) -> bool:
|
||||
# if we have no root, we use the scene root
|
||||
if not is_instance_valid(root):
|
||||
return false
|
||||
|
||||
if root is StateChart:
|
||||
_state_chart = root
|
||||
return true
|
||||
|
||||
# no luck, search the children
|
||||
for child in root.get_children():
|
||||
if _debug_node(child):
|
||||
# found one, return
|
||||
return true
|
||||
|
||||
# no luck, return false
|
||||
return false
|
||||
|
||||
|
||||
func _setup_processing(enabled:bool):
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS if enabled else Node.PROCESS_MODE_DISABLED
|
||||
visible = enabled
|
||||
|
||||
|
||||
## Disconnects all signals from the currently connected states.
|
||||
func _disconnect_all_signals():
|
||||
if is_instance_valid(_state_chart):
|
||||
if not ignore_events:
|
||||
_state_chart.event_received.disconnect(_on_event_received)
|
||||
|
||||
for state in _connected_states:
|
||||
# in case the state has been destroyed meanwhile
|
||||
if is_instance_valid(state):
|
||||
state.state_entered.disconnect(_on_state_entered)
|
||||
state.state_exited.disconnect(_on_state_exited)
|
||||
|
||||
for transition in _connected_transitions.keys():
|
||||
# in case the transition has been destroyed meanwhile
|
||||
if is_instance_valid(transition):
|
||||
transition.taken.disconnect(_connected_transitions.get(transition))
|
||||
|
||||
|
||||
|
||||
## Connects all signals from the currently processing state chart
|
||||
func _connect_all_signals():
|
||||
_connected_states.clear()
|
||||
_connected_transitions.clear()
|
||||
|
||||
if not is_instance_valid(_state_chart):
|
||||
return
|
||||
|
||||
_state_chart.event_received.connect(_on_event_received)
|
||||
|
||||
# find all state nodes below the state chart and connect their signals
|
||||
for child in _state_chart.get_children():
|
||||
if child is StateChartState:
|
||||
_connect_signals(child)
|
||||
|
||||
|
||||
func _connect_signals(state:StateChartState):
|
||||
state.state_entered.connect(_on_state_entered.bind(state))
|
||||
state.state_exited.connect(_on_state_exited.bind(state))
|
||||
_connected_states.append(state)
|
||||
|
||||
# recurse into children
|
||||
for child in state.get_children():
|
||||
if child is StateChartState:
|
||||
_connect_signals(child)
|
||||
if child is Transition:
|
||||
var callable = _on_before_transition.bind(child, state)
|
||||
child.taken.connect(callable)
|
||||
_connected_transitions[child] = callable
|
||||
|
||||
|
||||
func _process(delta):
|
||||
# Clear contents
|
||||
_tree.clear()
|
||||
|
||||
if not is_instance_valid(_state_chart):
|
||||
return
|
||||
|
||||
var root = _tree.create_item()
|
||||
root.set_text(0, _root.name)
|
||||
|
||||
# walk over the state chart and find all active states
|
||||
_collect_active_states(_state_chart, root )
|
||||
|
||||
# also show the values of all variables
|
||||
var items = _state_chart._expression_properties.keys()
|
||||
|
||||
if items.size() <= 0:
|
||||
return # nothing to show
|
||||
|
||||
# sort by name so it doesn't flicker all the time
|
||||
items.sort()
|
||||
|
||||
var properties_root = root.create_child()
|
||||
properties_root.set_text(0, "< Expression properties >")
|
||||
|
||||
for item in items:
|
||||
var value = str(_state_chart._expression_properties.get(item))
|
||||
|
||||
var property_line = properties_root.create_child()
|
||||
property_line.set_text(0, "%s = %s" % [item, value])
|
||||
|
||||
|
||||
func _collect_active_states(root:Node, parent:TreeItem):
|
||||
for child in root.get_children():
|
||||
if child is StateChartState:
|
||||
if child.active:
|
||||
var state_item:TreeItem = _tree.create_item(parent)
|
||||
state_item.set_text(0, child.name)
|
||||
|
||||
if is_instance_valid(child._pending_transition):
|
||||
var transition_item: TreeItem = state_item.create_child()
|
||||
transition_item.set_text(0, ">> %s (%.2f)" % [child._pending_transition.name, child._pending_transition_remaining_delay])
|
||||
|
||||
_collect_active_states(child, state_item)
|
||||
|
||||
|
||||
func _clear_history():
|
||||
_history_edit.text = ""
|
||||
_history.clear()
|
||||
|
||||
func _on_before_transition(transition:Transition, source:StateChartState):
|
||||
if ignore_transitions:
|
||||
return
|
||||
|
||||
_history.add_transition(Engine.get_process_frames(), transition.name, _state_chart.get_path_to(source), _state_chart.get_path_to(transition.resolve_target()))
|
||||
|
||||
|
||||
func _on_event_received(event:StringName):
|
||||
if ignore_events:
|
||||
return
|
||||
|
||||
_history.add_event(Engine.get_process_frames(), event)
|
||||
|
||||
|
||||
func _on_state_entered(state:StateChartState):
|
||||
if ignore_state_changes:
|
||||
return
|
||||
|
||||
_history.add_state_entered(Engine.get_process_frames(), state.name)
|
||||
|
||||
|
||||
func _on_state_exited(state:StateChartState):
|
||||
if ignore_state_changes:
|
||||
return
|
||||
|
||||
_history.add_state_exited(Engine.get_process_frames(), state.name)
|
||||
|
||||
|
||||
func _on_timer_timeout():
|
||||
# ignore the timer if the history edit isn't visible
|
||||
if not _history_edit.visible or not _history.dirty:
|
||||
return
|
||||
|
||||
# fill the history field
|
||||
_history_edit.text = _history.get_history_text()
|
||||
_history_edit.scroll_vertical = _history_edit.get_line_count() - 1
|
||||
|
||||
|
||||
func _on_ignore_events_checkbox_toggled(button_pressed):
|
||||
ignore_events = button_pressed
|
||||
|
||||
|
||||
func _on_ignore_state_changes_checkbox_toggled(button_pressed):
|
||||
ignore_state_changes = button_pressed
|
||||
|
||||
func _on_ignore_transitions_checkbox_toggled(button_pressed):
|
||||
ignore_transitions = button_pressed
|
|
@ -0,0 +1 @@
|
|||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="#8eef97" d="M 3 0 C 1.3380034 0 0 1.3380034 0 3 L 0 13 C 0 14.661996 1.3380034 16 3 16 L 13 16 C 14.661996 16 16 14.661996 16 13 L 16 3 C 16 1.3380034 14.661996 0 13 0 L 3 0 z M 3 1 L 13 1 C 14.107998 1 15 1.8920022 15 3 L 15 13 C 15 14.107998 14.107998 15 13 15 L 3 15 C 1.8920022 15 1 14.107998 1 13 L 1 3 C 1 1.8920022 1.8920022 1 3 1 z M 7 3 L 7 4 L 6 4 L 6 5 L 10 5 L 10 4 L 9 4 L 9 3 L 7 3 z M 2 5 L 2 6 L 3 6 L 3 5 L 2 5 z M 3 6 L 3 7 L 4 7 L 4 6 L 3 6 z M 13 5 L 13 6 L 14 6 L 14 5 L 13 5 z M 13 6 L 12 6 L 12 7 L 13 7 L 13 6 z M 6 6 L 6 7 L 5 7 L 5 11 L 6 11 L 6 12 L 10 12 L 10 11 L 11 11 L 11 7 L 10 7 L 10 6 L 6 6 z M 2 8 L 2 9 L 4 9 L 4 8 L 2 8 z M 12 8 L 12 9 L 14 9 L 14 8 L 12 8 z M 3 10 L 3 11 L 4 11 L 4 10 L 3 10 z M 3 11 L 2 11 L 2 12 L 3 12 L 3 11 z M 12 10 L 12 11 L 13 11 L 13 10 L 12 10 z M 13 11 L 13 12 L 14 12 L 14 11 L 13 11 z "/></svg>
|
After Width: | Height: | Size: 939 B |
|
@ -0,0 +1,38 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bnsri4fr2bbu0"
|
||||
path="res://.godot/imported/state_chart_debugger.svg-84b90904efaf4dffb8ff9ef4bed14dd2.ctex"
|
||||
metadata={
|
||||
"has_editor_variant": true,
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://addons/godot_state_charts/utilities/state_chart_debugger.svg"
|
||||
dest_files=["res://.godot/imported/state_chart_debugger.svg-84b90904efaf4dffb8ff9ef4bed14dd2.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=true
|
||||
editor/convert_colors_with_editor_theme=false
|
|
@ -0,0 +1,97 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://bcwkugn6v3oy7"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/godot_state_charts/utilities/state_chart_debugger.gd" id="1_i74os"]
|
||||
|
||||
[node name="StateChartDebugger" type="MarginContainer"]
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_i74os")
|
||||
maximum_lines = 50
|
||||
|
||||
[node name="TabContainer" type="TabContainer" parent="."]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="StateChart" type="MarginContainer" parent="TabContainer"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="Tree" type="Tree" parent="TabContainer/StateChart"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
scroll_horizontal_enabled = false
|
||||
scroll_vertical_enabled = false
|
||||
|
||||
[node name="History" type="MarginContainer" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/History"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 4
|
||||
|
||||
[node name="HistoryEdit" type="TextEdit" parent="TabContainer/History/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="TabContainer/History/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="ClearButton" type="Button" parent="TabContainer/History/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Clear"
|
||||
|
||||
[node name="CopyToClipboardButton" type="Button" parent="TabContainer/History/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Copy to Clipboard"
|
||||
|
||||
[node name="Settings" type="MarginContainer" parent="TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Settings"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 4
|
||||
|
||||
[node name="IgnoreEventsCheckbox" type="CheckBox" parent="TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show events in the history."
|
||||
text = "Ignore events"
|
||||
|
||||
[node name="IgnoreStateChangesCheckbox" type="CheckBox" parent="TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show state changes in the history."
|
||||
text = "Ignore state changes"
|
||||
|
||||
[node name="IgnoreTransitionsCheckbox" type="CheckBox" parent="TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show transitions in the history."
|
||||
text = "Ignore transitions"
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 0.5
|
||||
autostart = true
|
||||
|
||||
[connection signal="toggled" from="TabContainer/Settings/VBoxContainer/IgnoreEventsCheckbox" to="." method="_on_ignore_events_checkbox_toggled"]
|
||||
[connection signal="toggled" from="TabContainer/Settings/VBoxContainer/IgnoreStateChangesCheckbox" to="." method="_on_ignore_state_changes_checkbox_toggled"]
|
||||
[connection signal="toggled" from="TabContainer/Settings/VBoxContainer/IgnoreTransitionsCheckbox" to="." method="_on_ignore_transitions_checkbox_toggled"]
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
49
addons/godot_state_charts/utilities/state_chart_util.gd
Normal file
|
@ -0,0 +1,49 @@
|
|||
@tool
|
||||
|
||||
## Finds the first ancestor of the given node which is a state
|
||||
## chart. Returns null when none is found.
|
||||
static func find_parent_state_chart(node:Node) -> StateChart:
|
||||
if node is StateChart:
|
||||
return node
|
||||
|
||||
var parent = node.get_parent()
|
||||
while parent != null:
|
||||
if parent is StateChart:
|
||||
return parent
|
||||
|
||||
parent = parent.get_parent()
|
||||
return null
|
||||
|
||||
|
||||
## Returns an array with all event names currently used in the given
|
||||
## state chart.
|
||||
static func events_of(chart:StateChart) -> Array[StringName]:
|
||||
var result:Array[StringName] = []
|
||||
# now collect all events below the state chart
|
||||
_collect_events(chart, result)
|
||||
result.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)
|
||||
return result
|
||||
|
||||
|
||||
static func _collect_events(node:Node, events:Array[StringName]):
|
||||
if node is Transition:
|
||||
if node.event != "" and not events.has(node.event):
|
||||
events.append(node.event)
|
||||
|
||||
for child in node.get_children():
|
||||
_collect_events(child, events)
|
||||
|
||||
|
||||
## Returns all transitions of the given state chart.
|
||||
static func transitions_of(chart:StateChart) -> Array[Transition]:
|
||||
var result:Array[Transition] = []
|
||||
_collect_transitions(chart, result)
|
||||
return result
|
||||
|
||||
|
||||
static func _collect_transitions(node:Node, result:Array[Transition]):
|
||||
if node is Transition:
|
||||
result.append(node)
|
||||
|
||||
for child in node.get_children():
|
||||
_collect_transitions(child, result)
|