2023-08-26 08:24:08 +00:00
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/**
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* task_tree.h
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* =============================================================================
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* Copyright 2021-2023 Serhii Snitsaruk
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*
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* Use of this source code is governed by an MIT-style
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* license that can be found in the LICENSE file or at
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* https://opensource.org/licenses/MIT.
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* =============================================================================
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*/
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2024-01-11 10:22:02 +00:00
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#ifdef TOOLS_ENABLED
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2024-01-07 20:04:18 +00:00
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#include "../bt/behavior_tree.h"
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2023-08-26 08:24:08 +00:00
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2024-01-07 20:04:18 +00:00
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#ifdef LIMBOAI_MODULE
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2023-08-26 08:24:08 +00:00
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#include "scene/gui/control.h"
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#include "scene/gui/tree.h"
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2023-10-28 11:07:11 +00:00
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#include "scene/resources/style_box_flat.h"
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2023-08-26 08:24:08 +00:00
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2024-01-07 20:04:18 +00:00
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#define RECT_CACHE_KEY ObjectID
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#endif // LIMBOAI_MODULE
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#ifdef LIMBOAI_GDEXTENSION
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#include <godot_cpp/classes/control.hpp>
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#include <godot_cpp/classes/font.hpp>
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#include <godot_cpp/classes/style_box_flat.hpp>
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#include <godot_cpp/classes/texture2d.hpp>
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#include <godot_cpp/classes/tree.hpp>
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#include <godot_cpp/templates/hash_map.hpp>
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#define RECT_CACHE_KEY uint64_t
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#endif // LIMBOAI_GDEXTENSION
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2023-08-26 08:24:08 +00:00
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class TaskTree : public Control {
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GDCLASS(TaskTree, Control);
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private:
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Tree *tree;
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Ref<BehaviorTree> bt;
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Ref<BTTask> last_selected;
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bool editable;
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HashMap<RECT_CACHE_KEY, Rect2> probability_rect_cache;
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2023-08-26 08:24:08 +00:00
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2023-08-29 09:07:18 +00:00
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struct ThemeCache {
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Ref<Font> comment_font;
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2023-09-25 16:07:26 +00:00
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Ref<Font> name_font;
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Ref<Font> custom_name_font;
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Ref<Font> normal_name_font;
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2023-09-25 16:07:26 +00:00
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Ref<Font> probability_font;
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double name_font_size = 18.0;
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double probability_font_size = 16.0;
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2023-08-29 09:07:18 +00:00
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Ref<Texture2D> task_warning_icon;
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Color comment_color;
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2023-09-25 16:07:26 +00:00
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Color probability_font_color;
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Ref<StyleBoxFlat> probability_bg;
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} theme_cache;
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TreeItem *_create_tree(const Ref<BTTask> &p_task, TreeItem *p_parent, int p_idx = -1);
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void _update_item(TreeItem *p_item);
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void _update_tree();
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TreeItem *_find_item(const Ref<BTTask> &p_task) const;
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void _on_item_selected();
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2023-09-25 16:07:26 +00:00
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void _on_item_activated();
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void _on_item_mouse_selected(const Vector2 &p_pos, MouseButton p_button_index);
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void _on_task_changed();
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Variant _get_drag_data_fw(const Point2 &p_point);
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bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data) const;
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void _drop_data_fw(const Point2 &p_point, const Variant &p_data);
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void _draw_probability(Object *item_obj, Rect2 rect);
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protected:
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virtual void _do_update_theme_item_cache();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void load_bt(const Ref<BehaviorTree> &p_behavior_tree);
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void unload();
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Ref<BehaviorTree> get_bt() const { return bt; }
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void update_tree() { _update_tree(); }
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void update_task(const Ref<BTTask> &p_task);
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Ref<BTTask> get_selected() const;
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void deselect();
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2023-09-25 16:07:26 +00:00
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Rect2 get_selected_probability_rect() const;
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double get_selected_probability_weight() const;
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2023-09-25 20:36:37 +00:00
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double get_selected_probability_percent() const;
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bool selected_has_probability() const;
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2023-08-26 08:24:08 +00:00
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virtual bool editor_can_reload_from_file() { return false; }
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TaskTree();
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~TaskTree();
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};
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#endif // ! TOOLS_ENABLED
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