Added some more security to the runtime
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588a0bcbec
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c1bcd24694
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@ -25,7 +25,7 @@ func parse_node():
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return WolNode.new('Start', null, self)
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return WolNode.new('Start', null, self)
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func next_symbol_is(valid_types):
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func next_symbol_is(valid_types):
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compiler.assert(tokens.size() != 0, 'Ran out of tokens!')
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compiler.assert(tokens.size() != 0, 'Ran out of tokens looking for next symbol!')
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return tokens.front() and tokens.front().type in valid_types
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return tokens.front() and tokens.front().type in valid_types
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# NOTE: 0 look ahead for `<<` and `else`
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# NOTE: 0 look ahead for `<<` and `else`
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@ -37,8 +37,12 @@ func next_symbols_are(valid_types):
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return true
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return true
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func expect_symbol(token_types = []):
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func expect_symbol(token_types = []):
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compiler.assert(tokens.size() != 0, 'Ran out of tokens expecting next symbol!')
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var token = tokens.pop_front() as Lexer.Token
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var token = tokens.pop_front() as Lexer.Token
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if tokens.size() == 0:
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return token
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if token_types.size() == 0:
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if token_types.size() == 0:
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if token.type == Constants.TokenType.EndOfInput:
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if token.type == Constants.TokenType.EndOfInput:
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compiler.assert(false, 'Unexpected end of input')
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compiler.assert(false, 'Unexpected end of input')
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@ -21,9 +21,11 @@ func open_node(graph_node, node):
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$Content.add_child(text_edit)
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$Content.add_child(text_edit)
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toggle_text_edit(text_edit)
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toggle_text_edit(text_edit)
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show()
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$HBoxContainer/TextEdit.disconnect('text_changed', self, '_on_title_changed')
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$HBoxContainer/TextEdit.text = node.title
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$HBoxContainer/TextEdit.connect('text_changed', self, '_on_title_changed')
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# window_title = node.title
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show()
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func toggle_text_edit(text_edit):
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func toggle_text_edit(text_edit):
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text_edit.anchor_left = 0
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text_edit.anchor_left = 0
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@ -48,6 +50,10 @@ func toggle_text_edit(text_edit):
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]:
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]:
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text_edit.set(property, not text_edit.get(property))
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text_edit.set(property, not text_edit.get(property))
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func _on_title_changed():
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current_graph_node.node.title = $HBoxContainer/TextEdit.text
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current_graph_node.compile()
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func _on_visibility_changed():
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func _on_visibility_changed():
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if not visible:
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if not visible:
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var text_edit = $Content/TextEdit
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var text_edit = $Content/TextEdit
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@ -6,16 +6,46 @@ onready var GraphNodeTemplate = $GraphNodeTemplate
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var path
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var path
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var refreshed = false
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var refreshed = false
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var selected_node
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onready var original_delete_node_dialog = $DeleteNodeDialog.dialog_text
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func _ready():
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func _ready():
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for menu_button in [$Menu/File]:
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for menu_button in [$Menu/File]:
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menu_button.get_popup().connect('index_pressed', self, '_on_menu_pressed', [menu_button.get_popup()])
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menu_button.get_popup().connect('index_pressed', self, '_on_menu_pressed', [menu_button.get_popup()])
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$GraphEdit.connect('gui_input', self, '_on_graph_edit_input')
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$GraphEdit.connect('node_selected', self, '_on_node_selected', [true])
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$GraphEdit.connect('node_unselected', self, '_on_node_selected', [false])
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$DeleteNodeDialog.connect('confirmed', self, 'delete_node')
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# TODO: Conditionally load in theme based on Editor or standalone
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# TODO: Conditionally load in theme based on Editor or standalone
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path = 'res://dialogue.wol'
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path = 'res://dialogue.wol'
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build_nodes()
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build_nodes()
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func create_node(position = Vector2.ZERO):
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print('creating node!')
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var graph_node = GraphNodeTemplate.duplicate()
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$GraphEdit.add_child(graph_node)
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var node = {
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'title': 'NewNode',
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'body': 'Wol: Hello world',
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'position': position
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}
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graph_node.connect('recompiled', self, '_on_graph_node_recompiled', [graph_node])
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graph_node.connect('gui_input', self, '_on_graph_node_input', [graph_node, node])
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graph_node.node = node
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graph_node.show()
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func delete_node(node = selected_node):
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$GraphEdit.remove_child(node)
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node.queue_free()
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func build_nodes():
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func build_nodes():
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for node in Compiler.new(path).get_nodes():
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for node in Compiler.new(path).get_nodes():
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var graph_node = GraphNodeTemplate.duplicate()
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var graph_node = GraphNodeTemplate.duplicate()
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@ -128,3 +158,22 @@ func _on_graph_node_input(event, graph_node, node):
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and event.doubleclick and event.button_index == BUTTON_LEFT:
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and event.doubleclick and event.button_index == BUTTON_LEFT:
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$HBoxContainer/Editor.open_node(graph_node, node)
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$HBoxContainer/Editor.open_node(graph_node, node)
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accept_event()
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accept_event()
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func _on_node_selected(node, selected):
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if not selected:
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selected_node = null
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else:
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selected_node = node
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func _on_graph_edit_input(event):
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if event is InputEventMouseButton \
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and event.doubleclick and event.button_index == BUTTON_LEFT:
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create_node(event.global_position + $GraphEdit.scroll_offset)
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func _input(event):
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if event is InputEventKey \
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and not event.pressed and event.scancode == KEY_DELETE \
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and selected_node:
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$DeleteNodeDialog.dialog_text = original_delete_node_dialog % selected_node.name
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$DeleteNodeDialog.popup()
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BIN
addons/Wol/editor/WolEditor.tscn
(Stored with Git LFS)
BIN
addons/Wol/editor/WolEditor.tscn
(Stored with Git LFS)
Binary file not shown.
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@ -80,7 +80,7 @@ func set_node(_node):
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compile()
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compile()
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func compile():
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func compile():
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var text = '---\n%s\n===' % text_edit.text
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var text = 'title: %s\n---\n%s\n===' % [node.title, text_edit.text]
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compiler = Compiler.new(null, text, true)
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compiler = Compiler.new(null, text, true)
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compiler.connect('error', self, '_on_error')
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compiler.connect('error', self, '_on_error')
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program = compiler.compile()
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program = compiler.compile()
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24
dialogue.wol
24
dialogue.wol
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@ -28,18 +28,6 @@ Guy: WHY ARE YOU BUYING CLOTHES AT THE SOUP STORE?!
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You: FUCK YOU!
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You: FUCK YOU!
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[[Go home|Start]]
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[[Go home|Start]]
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===
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===
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title: Talk
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tags:
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colorID:
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position: 800, 400
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---
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Narrator: So how are you really?
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You: I'm good!
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Narrator: Do you want to continue talking?
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-> Yes
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[[Start]]
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-> No
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===
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title: Start
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title: Start
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tags:
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tags:
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colorID:
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colorID:
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@ -68,3 +56,15 @@ Narrator: You wanna go somewhere?
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-> Lets stay here and talk
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-> Lets stay here and talk
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[[Talk]]
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[[Talk]]
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===
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===
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title: Talk
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tags:
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colorID:
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position: 800, 400
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---
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Narrator: So how are you really?
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You: I'm good!
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Narrator: Do you want to continue talking?
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-> Yes
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[[Start]]
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-> No
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===
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