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CraterCrashGH-610 Add in-editor script node documentation
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## This file is part of the Godot Orchestrator project. | ||
## | ||
## Copyright (c) 2023-present Vahera Studios LLC and its contributors. | ||
## | ||
## Licensed under the Apache License, Version 2.0 (the "License"); | ||
## you may not use this file except in compliance with the License. | ||
## You may obtain a copy of the License at | ||
## | ||
## http://www.apache.org/licenses/LICENSE-2.0 | ||
## | ||
## Unless required by applicable law or agreed to in writing, software | ||
## distributed under the License is distributed on an "AS IS" BASIS, | ||
## WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
## See the License for the specific language governing permissions and | ||
## limitations under the License. | ||
## | ||
import os, sys, platform | ||
|
||
def make_doc_source(target, source): | ||
import zlib | ||
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dst = str(target[0]) | ||
g = open(dst, "w", encoding="utf-8") | ||
buf = "" | ||
docbegin = "" | ||
docend = "" | ||
for src in source: | ||
src_path = str(src) | ||
if not src_path.endswith(".xml"): | ||
continue | ||
with open(src_path, "r", encoding="utf-8") as f: | ||
content = f.read() | ||
buf += content | ||
|
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buf = (docbegin + buf + docend).encode("utf-8") | ||
decomp_size = len(buf) | ||
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# Use maximum zlib compression level to further reduce file size | ||
# (at the cost of initial build times). | ||
buf = zlib.compress(buf, zlib.Z_BEST_COMPRESSION) | ||
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g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n") | ||
g.write("\n") | ||
g.write("#include <godot_cpp/godot.hpp>\n") | ||
g.write("\n") | ||
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g.write('static const char *_doc_data_hash = "' + str(hash(buf)) + '";\n') | ||
g.write("static const int _doc_data_uncompressed_size = " + str(decomp_size) + ";\n") | ||
g.write("static const int _doc_data_compressed_size = " + str(len(buf)) + ";\n") | ||
g.write("static const unsigned char _doc_data_compressed[] = {\n") | ||
for i in range(len(buf)): | ||
g.write("\t" + str(buf[i]) + ",\n") | ||
g.write("};\n") | ||
g.write("\n") | ||
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g.write( | ||
"static godot::internal::DocDataRegistration _doc_data_registration(_doc_data_hash, _doc_data_uncompressed_size, _doc_data_compressed_size, _doc_data_compressed);\n" | ||
) | ||
g.write("\n") | ||
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g.close() | ||
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def main(): | ||
if len(sys.argv) > 2: | ||
target_str = sys.argv[1] | ||
target_list = target_str.split(",") | ||
source_str = sys.argv[2] | ||
source_list = source_str.split(",") | ||
make_doc_source(target_list, source_list) | ||
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if __name__ == "__main__": | ||
main() |
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## This file is part of the Godot Orchestrator project. | ||
## | ||
## Copyright (c) 2023-present Vahera Studios LLC and its contributors. | ||
## | ||
## Licensed under the Apache License, Version 2.0 (the "License"); | ||
## you may not use this file except in compliance with the License. | ||
## You may obtain a copy of the License at | ||
## | ||
## http://www.apache.org/licenses/LICENSE-2.0 | ||
## | ||
## Unless required by applicable law or agreed to in writing, software | ||
## distributed under the License is distributed on an "AS IS" BASIS, | ||
## WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
## See the License for the specific language governing permissions and | ||
## limitations under the License. | ||
## | ||
|
||
FUNCTION( GENERATE_GODOT_DOCUMENTATION ) | ||
# Grab all documentation XML files | ||
FILE(GLOB XML_FILES "${CMAKE_CURRENT_SOURCE_DIR}/doc_classes/*.xml") | ||
STRING(JOIN "," XML_FILES_STR ${XML_FILES}) | ||
# Generate the target file | ||
SET(DOC_DATA_CPP_FILE "${CMAKE_BINARY_DIR}/_generated/doc_data.cpp") | ||
STRING(JOIN "," DOC_DATA_CPP_STR ${DOC_DATA_CPP_FILE}) | ||
# Run python to generate the doc_data.cpp file | ||
EXECUTE_PROCESS( | ||
COMMAND cmd /c py ${CMAKE_CURRENT_SOURCE_DIR}/cmake/generate_godot_docs.py ${DOC_DATA_CPP_STR} ${XML_FILES_STR} | ||
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} | ||
) | ||
ENDFUNCTION() |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScript" inherits="ScriptExtension" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
A script implementating the Orchestration visual script language. | ||
</brief_description> | ||
<description> | ||
An [OScript] represents an orchestration, a graph-based, visual script language that works similarly to [GDScript]. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptEditablePinNode" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
An abstract node that enables an Orchestrator node to have editable input or output pins. | ||
</brief_description> | ||
<description> | ||
Most Orchestrator nodes have a finite number of defined input and output pins based on what the node does. There are, however, use cases where it's helpful for a node to provide an unbounded number of input or output arguments. | ||
For example, Godot provides a utility function called [method str]. This is a variable-argument method, meaning that the method accepts zero or more arguments to create a [code]String[/code] output. | ||
[codeblock] | ||
func _my_function(): | ||
var data1 = str("Hello", " ", "World") | ||
var data2 = str("Hello", " ", 12345) | ||
[/codeblock] | ||
When a [OScriptNodeCallFunction] node is added to call [method str] in an Orchestration, you can add any number of input arguments due to the behavior provided by this node. | ||
[b]Adding Inputs/Outputs:[/b][br]Use the [code]+[/code] button in the bottom-right corner to add new input/outputs. | ||
[b]Removing Inputs/Outputs:[/b][br]Right-click the input/output pin's name and select [code]Remove Pin[/code] from the context-menu. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNode" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
The base class for all Orchestrator nodes. | ||
</brief_description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayAddElement" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Adds an element to an [Array]. | ||
</brief_description> | ||
<description> | ||
This node takes the [param target] pin [Array] and appends the specified [param element] pin item to the end of the array. The output [param index] pin returns the position in the [Array] where the item was added. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayAppend" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Appends one [Array] into another [Array]. | ||
</brief_description> | ||
<description> | ||
This node takes the [param target] [Array] and appends the contents of the [param source] [Array], returning the modified [param target] [Array] as the output. | ||
[b]NOTE:[/b] The [param source] [Array] is not modified by this node, only the [param target] [Array]. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayClear" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Clears the contents of the given array. | ||
</brief_description> | ||
<description> | ||
Removes all elements from the provided [Array]. | ||
The [param array] pin provides the [Array] instance that should be cleared. Once the array's elements have been cleared, the same [Array] instance is returned in the output [param array] pin. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayFind" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Finds the specified element within the given array, returning its position. | ||
</brief_description> | ||
<description> | ||
This node iterates each element in an [Array], locating the provided element. If it exists, the node returns the position within the [Array]. If the element does not exist, the node returns [code]-1[/code]. | ||
The [param array] pin specifies the [Array] that will be searched. The [param item] pin specifies the element item to find within the given array. | ||
The output [param array] pin returns the input [Array] should additional operations need to be performed on the array. The output [param index] pin returns the index where the [param item] was found, or [code]-1[/code] if it was not found. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayGet" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Get an element in an array by its index position. | ||
</brief_description> | ||
<description> | ||
This node reads an element from a given [Array] at the specified position. | ||
The [param Array] pin specifies the [Array] that will be read by this node. The [param index] pin specifies the position where the element will be read from. If the specified [param index] is out of bounds, meaning it is negative or greater-than or equal-to the size of the [Array], an error occurs. | ||
The output [param element] pin provides the array element at the specified position as a [Variant]. | ||
[b]NOTE:[/b] An [OScriptNodeTypeCast] node can be used to access context-specific methods or properties on the element. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayRemoveElement" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Removes an element from an [Array]. | ||
</brief_description> | ||
<description> | ||
This node attempts to remove the element specified by the [param element] pin from the [Array] specified by the [param target] pin. The [Array] is returned in the [param array] output pin regardless if the [param element] pin value is found and removed. | ||
If the [Array] element is removed, the output [param removed] pin will be [code]true[/code], otherwise it will be [code]false[/code]. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArrayRemoveIndex" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Removes an element from an [Array] by the specified index. | ||
</brief_description> | ||
<description> | ||
This node attempts to remove the element at the position specified by the [param index] pin from the [Array] specified by the [param target] pin. The [Array] is returned in the [param array] output pin if the [param index] position is valid. If the [param index] is out of bounds, meaning negative or greater-than or equal-to the size of the [Array], an error occurs. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeArraySet" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Set an element in an array by its index position. | ||
</brief_description> | ||
<description> | ||
This node modifies an existing [Array] by adding the specified element into the [Array] at the given position. | ||
The [param array] pin specifies the [Array] that will be modified by this node. The [param index] pin specifies the position within the array where the element is placed. The [param element] pin specifies the element value to be placed into the [Array]. | ||
If the [param index] position is outside the bounds of the array, the [param size_to_fit] pin can be used to control whether the provided [Array] will be automatically resized so that the write operation succeeds. If [param size_to_fit] is [code]false[/code] and the provided [param index] is out of bounds, an error will occur. | ||
The output returns the modified [Array]. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeAssignLocalVariable" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Assigns a value to a local variable. | ||
</brief_description> | ||
<description> | ||
The [OScriptNodeAssignLocalVariable] node is used for assigning a value to a temporary local variable. | ||
The [param variable] input pin should be connected with a [OScriptNodeLocalVariable] node, which specifies the variable that is to be assigned. The [param value] input pin specifies the value that should be assigned to the local variable. | ||
</description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeAutoload" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Returns an instance of the specified autoload. | ||
</brief_description> | ||
<description> | ||
An autoload in Godot is similar to a singleton, where there is only ever a singular instance of the object with the given name available. Autoloads are instrumental for providing access to common behavior and data within the scene. | ||
The [OScriptNodeAutoload] node returns the autoload instance through the output pin. The specific autoload instance to return is specified by the [param autoload] property in the inspector. When looking for autoloads in the [param All Actions] window, autoloads are listed by their registered name. | ||
To register an autoload, go to [b]Project > Project Settings[/b] and select the [b]Global[/b] tab. Under the subtab [b]Autoloads[/b], the specific autoload script can be registered with a unique name. Once registered, the autoload can be picked from the [OScriptNodeAutoload] node's inspector view or by searching for the autoload in the [param All Actions] window. | ||
</description> | ||
<tutorials> | ||
<link title="Node reference">https://docs.cratercrash.com/orchestrator/nodes/autoloads</link> | ||
</tutorials> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeAwaitSignal" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Yields execution of the orchestration until the specified [Signal] is raised. | ||
</brief_description> | ||
<description> | ||
The [OScriptNodeAwaitSignal] node provides coroutine behavior to an orchestration. | ||
The node accepts two key input values, the [param target] pin specifies the object that will fire the signal while the [param signal_name] specifies the name of the signal to wait for. When this node executes, it registers a callback for the specified signal, and yields execution back to Godot. Only once the signal is fired will the orchestration resume; otherwise it continues to wait for the signal to be raised. | ||
This is quite useful if you need to submit a long-running task to a background thread without blocking the main engine loop. Once the background thread has completed the long-running task, it can schedule the signal to fire on the main thread, causing the orchestration to resume from where it left off. | ||
</description> | ||
<tutorials> | ||
<link title="Node reference">https://docs.cratercrash.com/orchestrator/nodes/signals#await-a-signal</link> | ||
</tutorials> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeBranch" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Conditionally branches execution flow based on a single condition. | ||
</brief_description> | ||
<description> | ||
The [OScriptNodeBranch] provides a traditional if-else branch style operation. If the [param condition] is [code]true[/code], the node exits through the [param true] output pin, otherwise exits through the [param false] output pin. | ||
</description> | ||
<tutorials> | ||
<link title="Node reference">https://docs.cratercrash.com/orchestrator/nodes/flow-control#branch</link> | ||
</tutorials> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeCallBuiltinFunction" inherits="OScriptNodeCallFunction" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Executes a Godot built-in function. | ||
</brief_description> | ||
<description> | ||
The [OScriptNodeCallBuiltinFunction] node is a specialized [OScriptNodeCallFunction] node that executes one of many Godot built-in functions such as [method str], [method print], and even [method floor]. Many of these functions are found under the [code]Utilities[/code] category in the [param All Actions] window. | ||
</description> | ||
<tutorials> | ||
<link title="Node reference">https://docs.cratercrash.com/orchestrator/nodes/functions#built-in-functions</link> | ||
</tutorials> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeCallFunction" inherits="OScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Abstract base class for all nodes that execute different function types. | ||
</brief_description> | ||
</class> |
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<?xml version="1.0" encoding="UTF-8" ?> | ||
<class name="OScriptNodeCallMemberFunction" inherits="OScriptNodeCallFunction" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> | ||
<brief_description> | ||
Executes a Godot class-specific function. | ||
</brief_description> | ||
<description> | ||
The [OScriptNodeCallMemberFunction] node is a specialized [OScriptNodeCallFunction] node that executes one of many Godot functions that are member methods on classes, such as [method Vector3.abs] or [method InputEventKey.get_key_code]. | ||
</description> | ||
<tutorials> | ||
<link title="Node reference">https://docs.cratercrash.com/orchestrator/nodes/functions#calling-functions</link> | ||
</tutorials> | ||
</class> |
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