Table of Contents

Class GraphEdit

Namespace
Godot
Assembly
GodotSharp.dll

GraphEdit provides tools for creation, manipulation, and display of various graphs. Its main purpose in the engine is to power the visual programming systems, such as visual shaders, but it is also available for use in user projects.

GraphEdit by itself is only an empty container, representing an infinite grid where GraphNodes can be placed. Each GraphNode represents a node in the graph, a single unit of data in the connected scheme. GraphEdit, in turn, helps to control various interactions with nodes and between nodes. When the user attempts to connect, disconnect, or delete a GraphNode, a signal is emitted in the GraphEdit, but no action is taken by default. It is the responsibility of the programmer utilizing this control to implement the necessary logic to determine how each request should be handled.

Performance: It is greatly advised to enable low-processor usage mode (see LowProcessorUsageMode) when using GraphEdits.

public class GraphEdit : Control, IDisposable
Inheritance
GraphEdit
Implements
Inherited Members

Constructors

GraphEdit()

public GraphEdit()

Properties

ConnectionLinesAntialiased

If true, the lines between nodes will use antialiasing.

public bool ConnectionLinesAntialiased { get; set; }

Property Value

bool

ConnectionLinesCurvature

The curvature of the lines between the nodes. 0 results in straight lines.

public float ConnectionLinesCurvature { get; set; }

Property Value

float

ConnectionLinesThickness

The thickness of the lines between the nodes.

public float ConnectionLinesThickness { get; set; }

Property Value

float

MinimapEnabled

If true, the minimap is visible.

public bool MinimapEnabled { get; set; }

Property Value

bool

MinimapOpacity

The opacity of the minimap rectangle.

public float MinimapOpacity { get; set; }

Property Value

float

MinimapSize

The size of the minimap rectangle. The map itself is based on the size of the grid area and is scaled to fit this rectangle.

public Vector2 MinimapSize { get; set; }

Property Value

Vector2

PanningScheme

Defines the control scheme for panning with mouse wheel.

public GraphEdit.PanningSchemeEnum PanningScheme { get; set; }

Property Value

GraphEdit.PanningSchemeEnum

RightDisconnects

If true, enables disconnection of existing connections in the GraphEdit by dragging the right end.

public bool RightDisconnects { get; set; }

Property Value

bool

ScrollOffset

The scroll offset.

public Vector2 ScrollOffset { get; set; }

Property Value

Vector2

ShowArrangeButton

If true, the button to automatically arrange graph nodes is visible.

public bool ShowArrangeButton { get; set; }

Property Value

bool

ShowGrid

If true, the grid is visible.

public bool ShowGrid { get; set; }

Property Value

bool

ShowGridButtons

If true, buttons that allow to configure grid and snapping options are visible.

public bool ShowGridButtons { get; set; }

Property Value

bool

ShowMenu

If true, the menu toolbar is visible.

public bool ShowMenu { get; set; }

Property Value

bool

ShowMinimapButton

If true, the button to toggle the minimap is visible.

public bool ShowMinimapButton { get; set; }

Property Value

bool

ShowZoomButtons

If true, buttons that allow to change and reset the zoom level are visible.

public bool ShowZoomButtons { get; set; }

Property Value

bool

ShowZoomLabel

If true, the label with the current zoom level is visible. The zoom level is displayed in percents.

public bool ShowZoomLabel { get; set; }

Property Value

bool

SnappingDistance

The snapping distance in pixels, also determines the grid line distance.

public int SnappingDistance { get; set; }

Property Value

int

SnappingEnabled

If true, enables snapping.

public bool SnappingEnabled { get; set; }

Property Value

bool

Zoom

The current zoom value.

public float Zoom { get; set; }

Property Value

float

ZoomMax

The upper zoom limit.

public float ZoomMax { get; set; }

Property Value

float

ZoomMin

The lower zoom limit.

public float ZoomMin { get; set; }

Property Value

float

ZoomStep

The step of each zoom level.

public float ZoomStep { get; set; }

Property Value

float

Methods

AddValidConnectionType(int, int)

Allows the connection between two different port types. The port type is defined individually for the left and the right port of each slot with the SetSlot(int, bool, int, Color, bool, int, Color, Texture2D, Texture2D, bool) method.

See also IsValidConnectionType(int, int) and RemoveValidConnectionType(int, int).

public void AddValidConnectionType(int fromType, int toType)

Parameters

fromType int
toType int

AddValidLeftDisconnectType(int)

Allows to disconnect nodes when dragging from the left port of the GraphNode's slot if it has the specified type. See also RemoveValidLeftDisconnectType(int).

public void AddValidLeftDisconnectType(int type)

Parameters

type int

AddValidRightDisconnectType(int)

Allows to disconnect nodes when dragging from the right port of the GraphNode's slot if it has the specified type. See also RemoveValidRightDisconnectType(int).

public void AddValidRightDisconnectType(int type)

Parameters

type int

ArrangeNodes()

Rearranges selected nodes in a layout with minimum crossings between connections and uniform horizontal and vertical gap between nodes.

public void ArrangeNodes()

ClearConnections()

Removes all connections between nodes.

public void ClearConnections()

ConnectNode(StringName, int, StringName, int)

Create a connection between the fromPort of the fromNodeGraphNode and the toPort of the toNodeGraphNode. If the connection already exists, no connection is created.

public Error ConnectNode(StringName fromNode, int fromPort, StringName toNode, int toPort)

Parameters

fromNode StringName
fromPort int
toNode StringName
toPort int

Returns

Error

DisconnectNode(StringName, int, StringName, int)

Removes the connection between the fromPort of the fromNodeGraphNode and the toPort of the toNodeGraphNode. If the connection does not exist, no connection is removed.

public void DisconnectNode(StringName fromNode, int fromPort, StringName toNode, int toPort)

Parameters

fromNode StringName
fromPort int
toNode StringName
toPort int

ForceConnectionDragEnd()

Ends the creation of the current connection. In other words, if you are dragging a connection you can use this method to abort the process and remove the line that followed your cursor.

This is best used together with ConnectionDragStarted and ConnectionDragEnded to add custom behavior like node addition through shortcuts.

Note: This method suppresses any other connection request signals apart from ConnectionDragEnded.

public void ForceConnectionDragEnd()

GetConnectionLine(Vector2, Vector2)

Returns the points which would make up a connection between fromNode and toNode.

public Vector2[] GetConnectionLine(Vector2 fromNode, Vector2 toNode)

Parameters

fromNode Vector2
toNode Vector2

Returns

Vector2[]

GetConnectionList()

Returns an Array containing the list of connections. A connection consists in a structure of the form { from_port: 0, from_node: "GraphNode name 0", to_port: 1, to_node: "GraphNode name 1" }.

public Array<Dictionary> GetConnectionList()

Returns

Array<Dictionary>

GetMenuHBox()

Gets the HBoxContainer that contains the zooming and grid snap controls in the top left of the graph. You can use this method to reposition the toolbar or to add your own custom controls to it.

Warning: This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their Visible property.

public HBoxContainer GetMenuHBox()

Returns

HBoxContainer

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

IsNodeConnected(StringName, int, StringName, int)

Returns true if the fromPort of the fromNodeGraphNode is connected to the toPort of the toNodeGraphNode.

public bool IsNodeConnected(StringName fromNode, int fromPort, StringName toNode, int toPort)

Parameters

fromNode StringName
fromPort int
toNode StringName
toPort int

Returns

bool

IsValidConnectionType(int, int)

Returns whether it's possible to make a connection between two different port types. The port type is defined individually for the left and the right port of each slot with the SetSlot(int, bool, int, Color, bool, int, Color, Texture2D, Texture2D, bool) method.

See also AddValidConnectionType(int, int) and RemoveValidConnectionType(int, int).

public bool IsValidConnectionType(int fromType, int toType)

Parameters

fromType int
toType int

Returns

bool

RemoveValidConnectionType(int, int)

Disallows the connection between two different port types previously allowed by AddValidConnectionType(int, int). The port type is defined individually for the left and the right port of each slot with the SetSlot(int, bool, int, Color, bool, int, Color, Texture2D, Texture2D, bool) method.

See also IsValidConnectionType(int, int).

public void RemoveValidConnectionType(int fromType, int toType)

Parameters

fromType int
toType int

RemoveValidLeftDisconnectType(int)

Disallows to disconnect nodes when dragging from the left port of the GraphNode's slot if it has the specified type. Use this to disable disconnection previously allowed with AddValidLeftDisconnectType(int).

public void RemoveValidLeftDisconnectType(int type)

Parameters

type int

RemoveValidRightDisconnectType(int)

Disallows to disconnect nodes when dragging from the right port of the GraphNode's slot if it has the specified type. Use this to disable disconnection previously allowed with AddValidRightDisconnectType(int).

public void RemoveValidRightDisconnectType(int type)

Parameters

type int

SetConnectionActivity(StringName, int, StringName, int, float)

Sets the coloration of the connection between fromNode's fromPort and toNode's toPort with the color provided in the activity theme property. The color is linearly interpolated between the connection color and the activity color using amount as weight.

public void SetConnectionActivity(StringName fromNode, int fromPort, StringName toNode, int toPort, float amount)

Parameters

fromNode StringName
fromPort int
toNode StringName
toPort int
amount float

SetSelected(Node)

Sets the specified node as the one selected.

public void SetSelected(Node node)

Parameters

node Node

_GetConnectionLine(Vector2, Vector2)

Virtual method which can be overridden to customize how connections are drawn.

public virtual Vector2[] _GetConnectionLine(Vector2 fromPosition, Vector2 toPosition)

Parameters

fromPosition Vector2
toPosition Vector2

Returns

Vector2[]

_IsInInputHotzone(GodotObject, int, Vector2)

Returns whether the mousePosition is in the input hot zone.

By default, a hot zone is a Rect2 positioned such that its center is at inNode.GetInputPortPosition(int)(inPort) (For output's case, call GetOutputPortPosition(int) instead). The hot zone's width is twice the Theme Property port_grab_distance_horizontal, and its height is twice the port_grab_distance_vertical.

Below is a sample code to help get started:

func _is_in_input_hotzone(in_node, in_port, mouse_position):
      var port_size: Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
      var port_pos: Vector2 = in_node.get_position() + in_node.get_input_port_position(in_port) - port_size / 2
      var rect = Rect2(port_pos, port_size)
  return rect.has_point(mouse_position)</code></pre>
public virtual bool _IsInInputHotzone(GodotObject inNode, int inPort, Vector2 mousePosition)

Parameters

inNode GodotObject
inPort int
mousePosition Vector2

Returns

bool

_IsInOutputHotzone(GodotObject, int, Vector2)

Returns whether the mousePosition is in the output hot zone. For more information on hot zones, see _IsInInputHotzone(GodotObject, int, Vector2).

Below is a sample code to help get started:

func _is_in_output_hotzone(in_node, in_port, mouse_position):
      var port_size: Vector2 = Vector2(get_theme_constant("port_grab_distance_horizontal"), get_theme_constant("port_grab_distance_vertical"))
      var port_pos: Vector2 = in_node.get_position() + in_node.get_output_port_position(in_port) - port_size / 2
      var rect = Rect2(port_pos, port_size)
  return rect.has_point(mouse_position)</code></pre>
public virtual bool _IsInOutputHotzone(GodotObject inNode, int inPort, Vector2 mousePosition)

Parameters

inNode GodotObject
inPort int
mousePosition Vector2

Returns

bool

_IsNodeHoverValid(StringName, int, StringName, int)

This virtual method can be used to insert additional error detection while the user is dragging a connection over a valid port.

Return true if the connection is indeed valid or return false if the connection is impossible. If the connection is impossible, no snapping to the port and thus no connection request to that port will happen.

In this example a connection to same node is suppressed:

public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, StringName toNode, int toPort)
  {
      return fromNode != toNode;
  }
public virtual bool _IsNodeHoverValid(StringName fromNode, int fromPort, StringName toNode, int toPort)

Parameters

fromNode StringName
fromPort int
toNode StringName
toPort int

Returns

bool

Events

BeginNodeMove

Emitted at the beginning of a GraphElement's movement.

public event Action BeginNodeMove

Event Type

Action

ConnectionDragEnded

Emitted at the end of a connection drag.

public event Action ConnectionDragEnded

Event Type

Action

ConnectionDragStarted

Emitted at the beginning of a connection drag.

public event GraphEdit.ConnectionDragStartedEventHandler ConnectionDragStarted

Event Type

GraphEdit.ConnectionDragStartedEventHandler

ConnectionFromEmpty

Emitted when user drags a connection from an input port into the empty space of the graph.

public event GraphEdit.ConnectionFromEmptyEventHandler ConnectionFromEmpty

Event Type

GraphEdit.ConnectionFromEmptyEventHandler

ConnectionRequest

Emitted to the GraphEdit when the connection between the fromPort of the fromNodeGraphNode and the toPort of the toNodeGraphNode is attempted to be created.

public event GraphEdit.ConnectionRequestEventHandler ConnectionRequest

Event Type

GraphEdit.ConnectionRequestEventHandler

ConnectionToEmpty

Emitted when user drags a connection from an output port into the empty space of the graph.

public event GraphEdit.ConnectionToEmptyEventHandler ConnectionToEmpty

Event Type

GraphEdit.ConnectionToEmptyEventHandler

CopyNodesRequest

Emitted when this GraphEdit captures a ui_copy action (Ctrl + C by default). In general, this signal indicates that the selected GraphElements should be copied.

public event Action CopyNodesRequest

Event Type

Action

DeleteNodesRequest

Emitted when this GraphEdit captures a ui_graph_delete action (Delete by default).

nodes is an array of node names that should be removed. These usually include all selected nodes.

public event GraphEdit.DeleteNodesRequestEventHandler DeleteNodesRequest

Event Type

GraphEdit.DeleteNodesRequestEventHandler

DisconnectionRequest

Emitted to the GraphEdit when the connection between fromPort of fromNodeGraphNode and toPort of toNodeGraphNode is attempted to be removed.

public event GraphEdit.DisconnectionRequestEventHandler DisconnectionRequest

Event Type

GraphEdit.DisconnectionRequestEventHandler

DuplicateNodesRequest

Emitted when this GraphEdit captures a ui_graph_duplicate action (Ctrl + D by default). In general, this signal indicates that the selected GraphElements should be duplicated.

public event Action DuplicateNodesRequest

Event Type

Action

EndNodeMove

Emitted at the end of a GraphElement's movement.

public event Action EndNodeMove

Event Type

Action

NodeDeselected

Emitted when the given GraphElement node is deselected.

public event GraphEdit.NodeDeselectedEventHandler NodeDeselected

Event Type

GraphEdit.NodeDeselectedEventHandler

NodeSelected

Emitted when the given GraphElement node is selected.

public event GraphEdit.NodeSelectedEventHandler NodeSelected

Event Type

GraphEdit.NodeSelectedEventHandler

PasteNodesRequest

Emitted when this GraphEdit captures a ui_paste action (Ctrl + V by default). In general, this signal indicates that previously copied GraphElements should be pasted.

public event Action PasteNodesRequest

Event Type

Action

PopupRequest

Emitted when a popup is requested. Happens on right-clicking in the GraphEdit. position is the position of the mouse pointer when the signal is sent.

public event GraphEdit.PopupRequestEventHandler PopupRequest

Event Type

GraphEdit.PopupRequestEventHandler

ScrollOffsetChanged

Emitted when the scroll offset is changed by the user. It will not be emitted when changed in code.

public event GraphEdit.ScrollOffsetChangedEventHandler ScrollOffsetChanged

Event Type

GraphEdit.ScrollOffsetChangedEventHandler