extends Node2D class_name GL_Node var rows : Dictionary # Called when the node enters the scene tree for the first time. func _ready(): _init_visuals() pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _init_visuals(): var nodeVisuals = load("res://Scenes/Nodes/Node.tscn") call_deferred("add_child",nodeVisuals) func _update_visuals(): var holder = get_node("Node").get_node("Holder") for child in holder.get_children(): if child.name != "Title": child.queue_free() for key in rows: if rows[key].get("type","default") == "default": var nodeRow = load("res://Scenes/Nodes/Node Row.tscn") holder.call_deferred("add_child",nodeRow) (nodeRow.get_node("Label") as Label).text = str(key) (nodeRow.get_node("Input").get_note("Point") as GL_Node_Point).valueName = str(key) (nodeRow.get_node("Output").get_note("Point") as GL_Node_Point).valueName = str(key) _set_inout_type(nodeRow.get_node("Input") as Label,rows[key].get("input","null")) _set_inout_type(nodeRow.get_node("Output") as Label,rows[key].get("output","null")) func _set_inout_type(label:Label, value): match typeof(value): _: label.visible = false TYPE_FLOAT: label.text = "◉" label.add_theme_color_override("font_color", Color.ROYAL_BLUE) TYPE_BOOL: label.text = "◆" label.add_theme_color_override("font_color", Color.ORANGE) TYPE_COLOR: label.text = "▲" label.add_theme_color_override("font_color", Color.WHITE_SMOKE) func _set_title(name:String): (get_node("Node").get_node("Holder").get_node("Title") as Label).text = name func _create_row(name:String,input,output): rows[name] = {"input": input, "output": output} _update_visuals() func _recieve_input(inputName:String,value): func _send_input(inputName:String,value):