/*************************************************************************/
/*  visual_script_flow_control.h                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
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/* 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  */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifndef VISUAL_SCRIPT_FLOW_CONTROL_H
#define VISUAL_SCRIPT_FLOW_CONTROL_H

#include "visual_script.h"

class VisualScriptReturn : public VisualScriptNode {

	GDCLASS(VisualScriptReturn, VisualScriptNode)

	Variant::Type type;
	bool with_value;

protected:
	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	void set_return_type(Variant::Type);
	Variant::Type get_return_type() const;

	void set_enable_return_value(bool p_enable);
	bool is_return_value_enabled() const;

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptReturn();
};

class VisualScriptCondition : public VisualScriptNode {

	GDCLASS(VisualScriptCondition, VisualScriptNode)

protected:
	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptCondition();
};

class VisualScriptWhile : public VisualScriptNode {

	GDCLASS(VisualScriptWhile, VisualScriptNode)

protected:
	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptWhile();
};

class VisualScriptIterator : public VisualScriptNode {

	GDCLASS(VisualScriptIterator, VisualScriptNode)

protected:
	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptIterator();
};

class VisualScriptSequence : public VisualScriptNode {

	GDCLASS(VisualScriptSequence, VisualScriptNode)

	int steps;

protected:
	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	void set_steps(int p_steps);
	int get_steps() const;

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptSequence();
};

class VisualScriptSwitch : public VisualScriptNode {

	GDCLASS(VisualScriptSwitch, VisualScriptNode)

	struct Case {
		Variant::Type type;
		Case() { type = Variant::NIL; }
	};

	Vector<Case> case_values;

	friend class VisualScriptNodeInstanceSwitch;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;
	virtual bool has_mixed_input_and_sequence_ports() const { return true; }

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptSwitch();
};

#if 0
class VisualScriptInputFilter : public VisualScriptNode {

	GDCLASS(VisualScriptInputFilter, VisualScriptNode)

	Vector<Ref<InputEvent>> filters;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptInputFilter();
};
#endif

class VisualScriptTypeCast : public VisualScriptNode {

	GDCLASS(VisualScriptTypeCast, VisualScriptNode)

	StringName base_type;
	String script;

protected:
	static void _bind_methods();

public:
	virtual int get_output_sequence_port_count() const;
	virtual bool has_input_sequence_port() const;

	virtual String get_output_sequence_port_text(int p_port) const;

	virtual int get_input_value_port_count() const;
	virtual int get_output_value_port_count() const;

	virtual PropertyInfo get_input_value_port_info(int p_idx) const;
	virtual PropertyInfo get_output_value_port_info(int p_idx) const;

	virtual String get_caption() const;
	virtual String get_text() const;
	virtual String get_category() const { return "flow_control"; }

	void set_base_type(const StringName &p_type);
	StringName get_base_type() const;

	void set_base_script(const String &p_path);
	String get_base_script() const;

	virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;

	virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance);

	VisualScriptTypeCast();
};

void register_visual_script_flow_control_nodes();

#endif // VISUAL_SCRIPT_FLOW_CONTROL_H
