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4d57da4d01
Since the same argument is used, `SceneState::get_node_deferred_nodepath_properties()` should use similar logic to `SceneState::get_property_value()`. Make `SceneState::get_property_value()` to return whether the property is deferred.
250 lines
9.2 KiB
C++
250 lines
9.2 KiB
C++
/**************************************************************************/
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/* property_utils.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "property_utils.h"
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#include "core/config/engine.h"
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#include "core/object/script_language.h"
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#include "core/templates/local_vector.h"
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#include "scene/resources/packed_scene.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_node.h"
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#endif // TOOLS_ENABLED
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bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
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if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
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//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
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return !Math::is_equal_approx((float)p_a, (float)p_b);
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} else {
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// For our purposes, treating null object as NIL is the right thing to do
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const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
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const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
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return a != b;
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}
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}
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Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
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// This function obeys the way property values are set when an object is instantiated,
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// which is the following (the latter wins):
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// 1. Default value from builtin class
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// 2. Default value from script exported variable (from the topmost script)
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// 3. Value overrides from the instantiation/inheritance stack
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if (r_is_class_default) {
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*r_is_class_default = false;
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}
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if (r_is_valid) {
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*r_is_valid = false;
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}
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Ref<Script> topmost_script;
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if (const Node *node = Object::cast_to<Node>(p_object)) {
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// Check inheritance/instantiation ancestors
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const Vector<SceneState::PackState> &states_stack = p_states_stack_cache ? *p_states_stack_cache : PropertyUtils::get_node_states_stack(node, p_owner);
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for (int i = 0; i < states_stack.size(); ++i) {
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const SceneState::PackState &ia = states_stack[i];
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bool found = false;
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bool node_deferred = false;
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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found, node_deferred);
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if (found) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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// Replace properties stored as NodePaths with actual Nodes.
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// Otherwise, the property value would be considered as overridden.
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if (node_deferred) {
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if (value_in_ancestor.get_type() == Variant::ARRAY) {
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Array paths = value_in_ancestor;
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bool valid = false;
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Array array = node->get(p_property, &valid);
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ERR_CONTINUE(!valid);
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array = array.duplicate();
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array.resize(paths.size());
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for (int j = 0; j < array.size(); j++) {
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array.set(j, node->get_node_or_null(paths[j]));
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}
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value_in_ancestor = array;
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} else {
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value_in_ancestor = node->get_node_or_null(value_in_ancestor);
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}
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}
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return value_in_ancestor;
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}
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// Save script for later
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bool has_script = false;
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Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script, node_deferred);
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if (has_script) {
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Ref<Script> scr = script;
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if (scr.is_valid()) {
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topmost_script = scr;
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}
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}
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}
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}
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// Let's see what default is set by the topmost script having a default, if any
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if (topmost_script.is_null()) {
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topmost_script = p_object->get_script();
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}
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if (topmost_script.is_valid()) {
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// Should be called in the editor only and not at runtime,
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// otherwise it can cause problems because of missing instance state support
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if (p_update_exports && Engine::get_singleton()->is_editor_hint()) {
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topmost_script->update_exports();
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}
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Variant default_value;
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if (topmost_script->get_property_default_value(p_property, default_value)) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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return default_value;
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}
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}
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// Fall back to the default from the native class
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{
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if (r_is_class_default) {
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*r_is_class_default = true;
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}
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bool valid = false;
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Variant value = ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property, &valid);
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if (valid) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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return value;
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} else {
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// Heuristically check if this is a synthetic property (whatever/0, whatever/1, etc.)
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// because they are not in the class DB yet must have a default (null).
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String prop_str = String(p_property);
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int p = prop_str.rfind("/");
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if (p != -1 && p < prop_str.length() - 1) {
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bool all_digits = true;
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for (int i = p + 1; i < prop_str.length(); i++) {
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if (!is_digit(prop_str[i])) {
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all_digits = false;
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break;
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}
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}
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if (r_is_valid) {
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*r_is_valid = all_digits;
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}
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}
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return Variant();
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}
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}
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}
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// Like SceneState::PackState, but using a raw pointer to avoid the cost of
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// updating the reference count during the internal work of the functions below
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namespace {
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struct _FastPackState {
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SceneState *state = nullptr;
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int node = -1;
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};
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} // namespace
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static bool _collect_inheritance_chain(const Ref<SceneState> &p_state, const NodePath &p_path, LocalVector<_FastPackState> &r_states_stack) {
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bool found = false;
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LocalVector<_FastPackState> inheritance_states;
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Ref<SceneState> state = p_state;
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while (state.is_valid()) {
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int node = state->find_node_by_path(p_path);
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if (node >= 0) {
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// This one has state for this node
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inheritance_states.push_back({ state.ptr(), node });
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found = true;
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}
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state = state->get_base_scene_state();
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}
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if (inheritance_states.size() > 0) {
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for (int i = inheritance_states.size() - 1; i >= 0; --i) {
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r_states_stack.push_back(inheritance_states[i]);
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}
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}
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return found;
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}
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Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p_node, const Node *p_owner, bool *r_instantiated_by_owner) {
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if (r_instantiated_by_owner) {
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*r_instantiated_by_owner = true;
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}
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LocalVector<_FastPackState> states_stack;
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{
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const Node *owner = p_owner;
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#ifdef TOOLS_ENABLED
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if (!p_owner && Engine::get_singleton()->is_editor_hint()) {
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owner = EditorNode::get_singleton()->get_edited_scene();
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}
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#endif
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const Node *n = p_node;
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while (n) {
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if (n == owner) {
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const Ref<SceneState> &state = n->get_scene_inherited_state();
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if (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
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if (r_instantiated_by_owner) {
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*r_instantiated_by_owner = false;
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}
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}
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break;
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} else if (!n->get_scene_file_path().is_empty()) {
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const Ref<SceneState> &state = n->get_scene_instance_state();
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_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
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}
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n = n->get_owner();
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}
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}
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// Convert to the proper type for returning, inverting the vector on the go
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// (it was more convenient to fill the vector in reverse order)
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Vector<SceneState::PackState> states_stack_ret;
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{
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states_stack_ret.resize(states_stack.size());
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_FastPackState *ps = states_stack.ptr();
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if (states_stack.size() > 0) {
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for (int i = states_stack.size() - 1; i >= 0; --i) {
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states_stack_ret.write[i].state.reference_ptr(ps->state);
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states_stack_ret.write[i].node = ps->node;
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++ps;
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}
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}
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}
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return states_stack_ret;
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}
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