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- /**************************************************************************/
- /* property_utils.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "property_utils.h"
- #include "core/config/engine.h"
- #include "core/object/script_language.h"
- #include "core/templates/local_vector.h"
- #include "scene/resources/packed_scene.h"
- #ifdef TOOLS_ENABLED
- #include "editor/editor_node.h"
- #endif // TOOLS_ENABLED
- bool PropertyUtils::is_property_value_different(const Object *p_object, const Variant &p_a, const Variant &p_b) {
- if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
- // This must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error.
- return !Math::is_equal_approx((float)p_a, (float)p_b);
- } else if (p_a.get_type() == Variant::NODE_PATH && p_b.get_type() == Variant::OBJECT) {
- // With properties of type Node, left side is NodePath, while right side is Node.
- const Node *base_node = Object::cast_to<Node>(p_object);
- const Node *target_node = Object::cast_to<Node>(p_b);
- if (base_node && target_node) {
- return p_a != base_node->get_path_to(target_node);
- }
- }
- if (p_a.get_type() == Variant::ARRAY && p_b.get_type() == Variant::ARRAY) {
- const Node *base_node = Object::cast_to<Node>(p_object);
- Array array1 = p_a;
- Array array2 = p_b;
- if (base_node && !array1.is_empty() && array2.size() == array1.size() && array1[0].get_type() == Variant::NODE_PATH && array2[0].get_type() == Variant::OBJECT) {
- // Like above, but NodePaths/Nodes are inside arrays.
- for (int i = 0; i < array1.size(); i++) {
- const Node *target_node = Object::cast_to<Node>(array2[i]);
- if (!target_node || array1[i] != base_node->get_path_to(target_node)) {
- return true;
- }
- }
- return false;
- }
- }
- // For our purposes, treating null object as NIL is the right thing to do
- const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
- const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
- return a != b;
- }
- 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) {
- // This function obeys the way property values are set when an object is instantiated,
- // which is the following (the latter wins):
- // 1. Default value from builtin class
- // 2. Default value from script exported variable (from the topmost script)
- // 3. Value overrides from the instantiation/inheritance stack
- if (r_is_class_default) {
- *r_is_class_default = false;
- }
- if (r_is_valid) {
- *r_is_valid = false;
- }
- // Handle special case "script" property, where the default value is either null or the custom type script.
- // Do this only if there's no states stack cache to trace for default values.
- if (!p_states_stack_cache && p_property == CoreStringName(script) && p_object->has_meta(SceneStringName(_custom_type_script))) {
- Ref<Script> ct_scr = p_object->get_meta(SceneStringName(_custom_type_script));
- if (r_is_valid) {
- *r_is_valid = true;
- }
- return ct_scr;
- }
- Ref<Script> topmost_script;
- if (const Node *node = Object::cast_to<Node>(p_object)) {
- // Check inheritance/instantiation ancestors
- const Vector<SceneState::PackState> &states_stack = p_states_stack_cache ? *p_states_stack_cache : PropertyUtils::get_node_states_stack(node, p_owner);
- for (int i = 0; i < states_stack.size(); ++i) {
- const SceneState::PackState &ia = states_stack[i];
- bool found = false;
- bool node_deferred = false;
- Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found, node_deferred);
- if (found) {
- if (r_is_valid) {
- *r_is_valid = true;
- }
- // Replace properties stored as NodePaths with actual Nodes.
- // Otherwise, the property value would be considered as overridden.
- if (node_deferred) {
- if (value_in_ancestor.get_type() == Variant::ARRAY) {
- Array paths = value_in_ancestor;
- bool valid = false;
- Array array = node->get(p_property, &valid);
- ERR_CONTINUE(!valid);
- array = array.duplicate();
- array.resize(paths.size());
- for (int j = 0; j < array.size(); j++) {
- array.set(j, node->get_node_or_null(paths[j]));
- }
- value_in_ancestor = array;
- } else {
- value_in_ancestor = node->get_node_or_null(value_in_ancestor);
- }
- }
- return value_in_ancestor;
- }
- // Save script for later
- bool has_script = false;
- Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script, node_deferred);
- if (has_script) {
- Ref<Script> scr = script;
- if (scr.is_valid()) {
- topmost_script = scr;
- }
- }
- }
- }
- // Let's see what default is set by the topmost script having a default, if any
- if (topmost_script.is_null()) {
- topmost_script = p_object->get_script();
- }
- if (topmost_script.is_valid()) {
- // Should be called in the editor only and not at runtime,
- // otherwise it can cause problems because of missing instance state support
- if (p_update_exports && Engine::get_singleton()->is_editor_hint()) {
- topmost_script->update_exports();
- }
- Variant default_value;
- if (topmost_script->get_property_default_value(p_property, default_value)) {
- if (r_is_valid) {
- *r_is_valid = true;
- }
- return default_value;
- }
- }
- // Fall back to the default from the native class
- {
- if (r_is_class_default) {
- *r_is_class_default = true;
- }
- bool valid = false;
- Variant value = ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property, &valid);
- if (valid) {
- if (r_is_valid) {
- *r_is_valid = true;
- }
- return value;
- } else {
- // Heuristically check if this is a synthetic property (whatever/0, whatever/1, etc.)
- // because they are not in the class DB yet must have a default (null).
- String prop_str = String(p_property);
- int p = prop_str.rfind_char('/');
- if (p != -1 && p < prop_str.length() - 1) {
- bool all_digits = true;
- for (int i = p + 1; i < prop_str.length(); i++) {
- if (!is_digit(prop_str[i])) {
- all_digits = false;
- break;
- }
- }
- if (r_is_valid) {
- *r_is_valid = all_digits;
- }
- }
- return Variant();
- }
- }
- }
- // Like SceneState::PackState, but using a raw pointer to avoid the cost of
- // updating the reference count during the internal work of the functions below
- namespace {
- struct _FastPackState {
- SceneState *state = nullptr;
- int node = -1;
- };
- } // namespace
- static bool _collect_inheritance_chain(const Ref<SceneState> &p_state, const NodePath &p_path, LocalVector<_FastPackState> &r_states_stack) {
- bool found = false;
- LocalVector<_FastPackState> inheritance_states;
- Ref<SceneState> state = p_state;
- while (state.is_valid()) {
- int node = state->find_node_by_path(p_path);
- if (node >= 0) {
- // This one has state for this node
- inheritance_states.push_back({ state.ptr(), node });
- found = true;
- }
- state = state->get_base_scene_state();
- }
- if (inheritance_states.size() > 0) {
- for (int i = inheritance_states.size() - 1; i >= 0; --i) {
- r_states_stack.push_back(inheritance_states[i]);
- }
- }
- return found;
- }
- Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p_node, const Node *p_owner, bool *r_instantiated_by_owner) {
- if (r_instantiated_by_owner) {
- *r_instantiated_by_owner = true;
- }
- LocalVector<_FastPackState> states_stack;
- {
- const Node *owner = p_owner;
- #ifdef TOOLS_ENABLED
- if (!p_owner && Engine::get_singleton()->is_editor_hint()) {
- owner = EditorNode::get_singleton()->get_edited_scene();
- }
- #endif
- const Node *n = p_node;
- while (n) {
- if (n == owner) {
- const Ref<SceneState> &state = n->get_scene_inherited_state();
- if (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
- if (r_instantiated_by_owner) {
- *r_instantiated_by_owner = false;
- }
- }
- break;
- } else if (!n->get_scene_file_path().is_empty()) {
- const Ref<SceneState> &state = n->get_scene_instance_state();
- _collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
- }
- n = n->get_owner();
- }
- }
- // Convert to the proper type for returning, inverting the vector on the go
- // (it was more convenient to fill the vector in reverse order)
- Vector<SceneState::PackState> states_stack_ret;
- {
- states_stack_ret.resize(states_stack.size());
- _FastPackState *ps = states_stack.ptr();
- if (states_stack.size() > 0) {
- for (int i = states_stack.size() - 1; i >= 0; --i) {
- states_stack_ret.write[i].state.reference_ptr(ps->state);
- states_stack_ret.write[i].node = ps->node;
- ++ps;
- }
- }
- }
- return states_stack_ret;
- }
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