progress.
This commit is contained in:
634
addons/cutscene_editor/editor/CutsceneGraphEdit.gd
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634
addons/cutscene_editor/editor/CutsceneGraphEdit.gd
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@tool
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class_name CutsceneGraphEdit
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extends GraphEdit
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# Main graph editor interface
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# Signals
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signal node_added(node)
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signal node_removed(node)
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signal connection_created(from_node, from_port, to_node, to_port)
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signal connection_removed(from_node, from_port, to_node, to_port)
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signal graph_changed()
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# Properties
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var node_counter: int = 0 # For generating unique node IDs
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var current_cutscene: CutsceneResource # The cutscene being edited
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# Preview properties
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var preview_manager: PreviewManager
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var preview_panel: PreviewPanel
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# Undo/Redo properties
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var undo_redo_manager: UndoRedoManager
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# Called when the node is ready
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func _ready() -> void:
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# Set up GraphEdit properties
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set_right_disconnects(true)
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set_show_grid(true)
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set_snapping_enabled(true)
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set_snapping_distance(20)
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# Connect to GraphEdit signals
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connect("connection_request", _on_connection_request)
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connect("disconnection_request", _on_disconnection_request)
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connect("node_selected", _on_node_selected)
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connect("node_unselected", _on_node_unselected)
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connect("popup_request", _on_popup_request)
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connect("connection_to_empty", _on_connection_to_empty)
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connect("connection_from_empty", _on_connection_from_empty)
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# Add mini-map
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_setup_minimap()
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# Set up mini-map
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func _setup_minimap() -> void:
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# Enable mini-map
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set_minimap_enabled(true)
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set_minimap_size(Vector2(200, 150))
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#set_minimap_offset(Vector2(10, 10))
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# Add a new node to the graph
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func add_node(node_type: String, position: Vector2) -> BaseGraphNode:
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var new_node: BaseGraphNode
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match node_type:
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"entry":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/EntryNode.gd").new()
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"exit":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/ExitNode.gd").new()
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"move":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/MoveActionNode.gd").new()
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"turn":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/TurnActionNode.gd").new()
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"dialogue":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/DialogueActionNode.gd").new()
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"animation":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/AnimationActionNode.gd").new()
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"wait":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/WaitActionNode.gd").new()
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"parallel":
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new_node = preload("res://addons/cutscene_editor/editor/nodes/ParallelGroupNode.gd").new()
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_:
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return null
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# Set node position
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new_node.position_offset = position
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# Special handling for parallel groups
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if new_node is ParallelGroupNode:
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# Set a larger initial size for parallel groups
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new_node.custom_minimum_size = Vector2(200, 150)
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# Add to GraphEdit
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add_child(new_node)
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# Connect node signals
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new_node.connect("node_selected", _on_graph_node_selected)
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new_node.connect("node_deleted", _on_graph_node_deleted)
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new_node.connect("parameter_changed", _on_node_parameter_changed)
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# Emit signal
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emit_signal("node_added", new_node)
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emit_signal("graph_changed")
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return new_node
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# Handle connection requests
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func _on_connection_request(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
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# Validate connection before creating it
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if _is_connection_valid(from_node, from_port, to_node, to_port):
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# Get node references
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var from_node_instance = get_node_or_null(from_node)
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var to_node_instance = get_node_or_null(to_node)
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# Special handling for parallel groups
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if to_node_instance is ParallelGroupNode:
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# Connecting to a parallel group
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if _is_valid_parallel_connection(from_node_instance, from_port, to_node_instance, to_port):
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# Add child node to parallel group
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if to_node_instance.can_add_child_node(from_node_instance):
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to_node_instance.add_child_node(from_node_instance)
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# Create a logical connection (not visual)
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_create_logical_parallel_connection(from_node, from_port, to_node, to_port)
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# Emit signal
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emit_signal("connection_created", from_node, from_port, to_node, to_port)
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emit_signal("graph_changed")
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return
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# Create the connection
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connect_node(from_node, from_port, to_node, to_port)
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# Emit signal
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emit_signal("connection_created", from_node, from_port, to_node, to_port)
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emit_signal("graph_changed")
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else:
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# Show error feedback
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_show_connection_error(from_node, from_port, to_node, to_port)
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# Handle disconnection requests
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func _on_disconnection_request(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
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# Get node references
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var from_node_instance = get_node_or_null(from_node)
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var to_node_instance = get_node_or_null(to_node)
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# Special handling for parallel groups
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if to_node_instance is ParallelGroupNode:
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# Remove child node from parallel group
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if from_node_instance in to_node_instance.child_nodes:
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to_node_instance.remove_child_node(from_node_instance)
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# Remove logical connection
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_remove_logical_parallel_connection(from_node, from_port, to_node, to_port)
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# Emit signal
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emit_signal("connection_removed", from_node, from_port, to_node, to_port)
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emit_signal("graph_changed")
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return
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# Remove the connection
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disconnect_node(from_node, from_port, to_node, to_port)
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# Emit signal
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emit_signal("connection_removed", from_node, from_port, to_node, to_port)
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emit_signal("graph_changed")
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# Validate if a connection is valid
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func _is_connection_valid(from_node_name: String, from_port: int, to_node_name: String, to_port: int) -> bool:
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# Get node references
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var from_node = get_node_or_null(from_node_name)
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var to_node = get_node_or_null(to_node_name)
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if not from_node or not to_node:
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return false
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# Prevent connections to self
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if from_node == to_node:
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return false
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# Prevent duplicate connections
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if is_node_connected(from_node_name, from_port, to_node_name, to_port):
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return false
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# Prevent circular dependencies
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if _would_create_cycle(from_node_name, to_node_name):
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return false
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# Validate connection based on node types
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match from_node.node_type:
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"entry":
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# Entry can connect to any node except entry/exit
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return to_node.node_type != "entry" and to_node.node_type != "exit"
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"exit":
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# Exit cannot have outgoing connections
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return false
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"parallel":
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# Parallel group output can connect to any node except entry/parallel
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if from_port == from_node.input_connections: # Output port
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return to_node.node_type != "entry" and to_node.node_type != "parallel"
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else: # Input port
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return to_node.node_type != "exit" and to_node.node_type != "parallel"
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_:
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# Other nodes can connect to any node except entry
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return to_node.node_type != "entry"
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return true
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# Check if creating a connection would create a cycle
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func _would_create_cycle(from_node_name: String, to_node_name: String) -> bool:
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# Simple cycle detection using depth-first search
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var visited = {}
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var recursion_stack = {}
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# Start from the target node and see if we can reach the source node
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return _dfs_cycle_check(to_node_name, from_node_name, visited, recursion_stack)
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# Depth-first search for cycle detection
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func _dfs_cycle_check(current_node_name: String, target_node_name: String, visited: Dictionary, recursion_stack: Dictionary) -> bool:
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# Mark current node as visited and add to recursion stack
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visited[current_node_name] = true
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recursion_stack[current_node_name] = true
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# Check all outgoing connections
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for connection in get_connection_list():
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if connection["from_node"] == current_node_name:
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var next_node_name = connection["to_node"]
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# If we reached the target node, we found a cycle
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if next_node_name == target_node_name:
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return true
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# If next node not visited, recursively check
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if not visited.has(next_node_name):
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if _dfs_cycle_check(next_node_name, target_node_name, visited, recursion_stack):
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return true
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# If next node is in recursion stack, we found a cycle
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elif recursion_stack.has(next_node_name):
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return true
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# Check parallel connections
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if has_meta("logical_connections"):
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var logical_connections = get_meta("logical_connections")
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for connection in logical_connections:
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if connection["from_node"] == current_node_name:
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var next_node_name = connection["to_node"]
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# If we reached the target node, we found a cycle
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if next_node_name == target_node_name:
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return true
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# If next node not visited, recursively check
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if not visited.has(next_node_name):
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if _dfs_cycle_check(next_node_name, target_node_name, visited, recursion_stack):
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return true
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# If next node is in recursion stack, we found a cycle
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elif recursion_stack.has(next_node_name):
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return true
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# Remove from recursion stack
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recursion_stack[current_node_name] = false
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return false
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# Show connection error feedback
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func _show_connection_error(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
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# Visual feedback for invalid connection
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# This could be a temporary red highlight or a popup message
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print("Invalid connection: %s -> %s" % [from_node, to_node])
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# Handle popup request (right-click context menu)
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func _on_popup_request(position: Vector2) -> void:
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# Create context menu for adding nodes
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var menu = PopupMenu.new()
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menu.name = "NodeContextMenu"
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# Add node types to menu
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menu.add_item("Add Entry Node", 0)
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menu.add_item("Add Exit Node", 1)
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menu.add_item("Add Move Action", 2)
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menu.add_item("Add Turn Action", 3)
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menu.add_item("Add Dialogue Action", 4)
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menu.add_item("Add Animation Action", 5)
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menu.add_item("Add Wait Action", 6)
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menu.add_item("Add Parallel Group", 7)
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# Connect menu signals
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menu.connect("id_pressed", _on_context_menu_selected.bind(position))
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# Add menu to scene and show it
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add_child(menu)
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menu.position = position
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menu.popup()
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# Handle context menu selection
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func _on_context_menu_selected(id: int, position: Vector2) -> void:
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var node_type: String
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match id:
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0:
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node_type = "entry"
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1:
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node_type = "exit"
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2:
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node_type = "move"
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3:
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node_type = "turn"
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4:
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node_type = "dialogue"
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5:
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node_type = "animation"
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6:
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node_type = "wait"
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7:
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node_type = "parallel"
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_:
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return
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# Add the selected node type
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add_node(node_type, position)
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# Handle zoom in
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func _on_zoom_in_pressed() -> void:
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# Increase zoom level
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zoom *= 1.2
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_update_zoom_label()
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# Handle zoom out
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func _on_zoom_out_pressed() -> void:
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# Decrease zoom level
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zoom /= 1.2
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_update_zoom_label()
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# Update zoom label
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func _update_zoom_label() -> void:
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var zoom_label = get_node_or_null("ZoomControls/ZoomLabel")
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if zoom_label:
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zoom_label.text = "%d%%" % (zoom * 100)
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# Handle node selection
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func _on_node_selected(node_name: String) -> void:
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# Handle GraphEdit's built-in node selection
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pass
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# Handle node unselection
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func _on_node_unselected(node_name: String) -> void:
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# Handle GraphEdit's built-in node unselection
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pass
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# Handle graph node selection
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func _on_graph_node_selected(node: BaseGraphNode) -> void:
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# Handle custom node selection
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pass
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# Handle graph node deletion
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func _on_graph_node_deleted(node: BaseGraphNode) -> void:
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# Special handling for parallel groups
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if node is ParallelGroupNode:
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# Remove all child nodes first
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for child_node in node.child_nodes:
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# Remove child from scene tree
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if child_node.get_parent():
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child_node.get_parent().remove_child(child_node)
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# Add child back to main graph
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add_child(child_node)
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# Update child position to be near the parallel group
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child_node.position_offset = node.position_offset + Vector2(50, 50)
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# Clear child nodes array
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node.child_nodes.clear()
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# Remove all connections to/from this node
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var connections = get_connection_list()
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for connection in connections:
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if connection["from_node"] == node.name or connection["to_node"] == node.name:
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disconnect_node(connection["from_node"], connection["from_port"], connection["to_node"], connection["to_port"])
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# Remove logical connections for parallel groups
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if has_meta("logical_connections"):
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var logical_connections = get_meta("logical_connections")
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var i = 0
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while i < logical_connections.size():
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var conn = logical_connections[i]
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if conn["from_node"] == node.name or conn["to_node"] == node.name:
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logical_connections.remove_at(i)
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else:
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i += 1
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# Remove node from GraphEdit
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remove_child(node)
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# Emit signals
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emit_signal("node_removed", node)
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emit_signal("graph_changed")
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|
||||
# Handle node parameter changes
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func _on_node_parameter_changed(node: BaseGraphNode, parameter_name: String, new_value) -> void:
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# Handle parameter changes in nodes
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emit_signal("graph_changed")
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||||
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# Handle connection to empty space
|
||||
func _on_connection_to_empty(from_node: String, from_port: int, release_position: Vector2) -> void:
|
||||
# This could be used to show a menu or create a new node
|
||||
pass
|
||||
|
||||
# Handle connection from empty space
|
||||
func _on_connection_from_empty(to_node: String, to_port: int, release_position: Vector2) -> void:
|
||||
# This could be used to show a menu or create a new node
|
||||
pass
|
||||
|
||||
# Clear the graph
|
||||
func clear_graph() -> void:
|
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# Remove all nodes
|
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for child in get_children():
|
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if child is BaseGraphNode:
|
||||
remove_child(child)
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child.queue_free()
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||||
|
||||
# Clear all connections
|
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clear_connections()
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|
||||
# Reset node counter
|
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node_counter = 0
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|
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# Emit signal
|
||||
emit_signal("graph_changed")
|
||||
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# Load graph from cutscene resource
|
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func load_from_cutscene(cutscene: CutsceneResource) -> void:
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# Clear existing graph
|
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clear_graph()
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||||
|
||||
# Set current cutscene
|
||||
current_cutscene = cutscene
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||||
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||||
# Create nodes from cutscene data
|
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for node_data in cutscene.nodes:
|
||||
var node = add_node(node_data["type"], Vector2(node_data["x"], node_data["y"]))
|
||||
if node:
|
||||
node.name = node_data["name"]
|
||||
# Set node parameters
|
||||
for param_name in node_data["parameters"]:
|
||||
node.set_parameter(param_name, node_data["parameters"][param_name])
|
||||
|
||||
# Create connections from cutscene data
|
||||
for connection_data in cutscene.connections:
|
||||
connect_node(connection_data["from_node"], connection_data["from_port"],
|
||||
connection_data["to_node"], connection_data["to_port"])
|
||||
|
||||
# Emit signal
|
||||
emit_signal("graph_changed")
|
||||
|
||||
# Save graph to cutscene resource
|
||||
func save_to_cutscene() -> CutsceneResource:
|
||||
if not current_cutscene:
|
||||
current_cutscene = preload("res://addons/cutscene_editor/editor/resources/CutsceneResource.gd").new()
|
||||
|
||||
# Clear existing data
|
||||
current_cutscene.nodes.clear()
|
||||
current_cutscene.connections.clear()
|
||||
|
||||
# Save nodes
|
||||
for child in get_children():
|
||||
if child is BaseGraphNode:
|
||||
var node_data = {
|
||||
"name": child.name,
|
||||
"type": child.node_type,
|
||||
"x": child.position_offset.x,
|
||||
"y": child.position_offset.y,
|
||||
"parameters": child.action_parameters
|
||||
}
|
||||
current_cutscene.nodes.append(node_data)
|
||||
|
||||
# Save connections
|
||||
for connection in get_connection_list():
|
||||
var connection_data = {
|
||||
"from_node": connection["from_node"],
|
||||
"from_port": connection["from_port"],
|
||||
"to_node": connection["to_node"],
|
||||
"to_port": connection["to_port"]
|
||||
}
|
||||
current_cutscene.connections.append(connection_data)
|
||||
|
||||
return current_cutscene
|
||||
|
||||
# Special handling for parallel groups
|
||||
func _is_valid_parallel_connection(from_node: BaseGraphNode, from_port: int, to_node: ParallelGroupNode, to_port: int) -> bool:
|
||||
# Can only connect to input ports of parallel groups
|
||||
if to_port >= to_node.input_connections:
|
||||
return false
|
||||
|
||||
# Can't connect parallel group to itself
|
||||
if from_node == to_node:
|
||||
return false
|
||||
|
||||
# Can't connect entry or exit nodes to parallel groups
|
||||
if from_node.node_type == "entry" or from_node.node_type == "exit":
|
||||
return false
|
||||
|
||||
# Can't connect parallel groups to parallel groups
|
||||
if from_node.node_type == "parallel":
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
# Create a logical connection for parallel groups (not visually represented)
|
||||
func _create_logical_parallel_connection(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
|
||||
# Store the logical connection in our data structure
|
||||
# This connection won't be visually represented but will be used for generation
|
||||
var logical_connection = {
|
||||
"from_node": from_node,
|
||||
"from_port": from_port,
|
||||
"to_node": to_node,
|
||||
"to_port": to_port,
|
||||
"is_parallel": true
|
||||
}
|
||||
|
||||
# Add to a separate list of logical connections
|
||||
if not has_meta("logical_connections"):
|
||||
set_meta("logical_connections", [])
|
||||
|
||||
var logical_connections = get_meta("logical_connections")
|
||||
logical_connections.append(logical_connection)
|
||||
|
||||
# Remove a logical connection for parallel groups
|
||||
func _remove_logical_parallel_connection(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
|
||||
if not has_meta("logical_connections"):
|
||||
return
|
||||
|
||||
var logical_connections = get_meta("logical_connections")
|
||||
var i = 0
|
||||
while i < logical_connections.size():
|
||||
var conn = logical_connections[i]
|
||||
if (conn["from_node"] == from_node and conn["from_port"] == from_port and
|
||||
conn["to_node"] == to_node and conn["to_port"] == to_port):
|
||||
logical_connections.remove_at(i)
|
||||
return
|
||||
i += 1
|
||||
|
||||
# Get all logical connections
|
||||
func get_logical_connections() -> Array:
|
||||
if has_meta("logical_connections"):
|
||||
return get_meta("logical_connections")
|
||||
return []
|
||||
|
||||
# Set up preview system
|
||||
func setup_preview() -> void:
|
||||
# Create preview manager
|
||||
preview_manager = PreviewManager.new()
|
||||
add_child(preview_manager)
|
||||
|
||||
# Create preview panel
|
||||
preview_panel = PreviewPanel.new()
|
||||
preview_panel.set_preview_manager(preview_manager)
|
||||
preview_panel.set_graph_edit(self)
|
||||
|
||||
# Add to editor interface (this would be added to the editor UI)
|
||||
# For now, we'll just keep a reference to it
|
||||
|
||||
# Start preview
|
||||
func start_preview() -> void:
|
||||
if preview_manager:
|
||||
preview_manager.start_preview()
|
||||
|
||||
# Stop preview
|
||||
func stop_preview() -> void:
|
||||
if preview_manager:
|
||||
preview_manager.stop_preview()
|
||||
|
||||
# Pause preview
|
||||
func pause_preview() -> void:
|
||||
if preview_manager:
|
||||
preview_manager.pause_preview()
|
||||
|
||||
# Resume preview
|
||||
func resume_preview() -> void:
|
||||
if preview_manager:
|
||||
preview_manager.resume_preview()
|
||||
|
||||
# Set up undo/redo system
|
||||
func _setup_undo_redo() -> void:
|
||||
# Create undo/redo manager
|
||||
undo_redo_manager = UndoRedoManager.new()
|
||||
undo_redo_manager.connect("undo_redo_state_changed", _on_undo_redo_state_changed)
|
||||
|
||||
# Connect to existing signals
|
||||
connect("node_added", _on_node_added_for_undo)
|
||||
connect("node_removed", _on_node_removed_for_undo)
|
||||
connect("connection_created", _on_connection_created_for_undo)
|
||||
connect("connection_removed", _on_connection_removed_for_undo)
|
||||
connect("graph_changed", _on_graph_changed_for_undo)
|
||||
|
||||
# Handle node added for undo
|
||||
func _on_node_added_for_undo(node: BaseGraphNode) -> void:
|
||||
if undo_redo_manager:
|
||||
var operation = undo_redo_manager.create_node_added_operation(node)
|
||||
undo_redo_manager.add_operation(operation)
|
||||
|
||||
# Handle node removed for undo
|
||||
func _on_node_removed_for_undo(node: BaseGraphNode) -> void:
|
||||
if undo_redo_manager:
|
||||
var operation = undo_redo_manager.create_node_removed_operation(node)
|
||||
undo_redo_manager.add_operation(operation)
|
||||
|
||||
# Handle connection created for undo
|
||||
func _on_connection_created_for_undo(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
|
||||
if undo_redo_manager:
|
||||
var operation = undo_redo_manager.create_connection_created_operation(from_node, from_port, to_node, to_port)
|
||||
undo_redo_manager.add_operation(operation)
|
||||
|
||||
# Handle connection removed for undo
|
||||
func _on_connection_removed_for_undo(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
|
||||
if undo_redo_manager:
|
||||
var operation = undo_redo_manager.create_connection_removed_operation(from_node, from_port, to_node, to_port)
|
||||
undo_redo_manager.add_operation(operation)
|
||||
|
||||
# Handle graph changed for undo
|
||||
func _on_graph_changed_for_undo() -> void:
|
||||
# This could be used for batch operations or complex changes
|
||||
pass
|
||||
|
||||
# Handle undo/redo state changed
|
||||
func _on_undo_redo_state_changed() -> void:
|
||||
# Update UI to reflect undo/redo availability
|
||||
_update_undo_redo_ui()
|
||||
|
||||
# Update undo/redo UI
|
||||
func _update_undo_redo_ui() -> void:
|
||||
# This would update toolbar buttons or menu items
|
||||
pass
|
||||
|
||||
# Perform undo operation
|
||||
func undo() -> void:
|
||||
if undo_redo_manager and undo_redo_manager.can_undo():
|
||||
undo_redo_manager.undo()
|
||||
|
||||
# Perform redo operation
|
||||
func redo() -> void:
|
||||
if undo_redo_manager and undo_redo_manager.can_redo():
|
||||
undo_redo_manager.redo()
|
||||
Reference in New Issue
Block a user