Unify determination of default property values
This commit is contained in:
parent
c7fefe50da
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1806ec7c14
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@ -39,6 +39,7 @@
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#include "editor_scale.h"
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#include "editor_settings.h"
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#include "multi_node_edit.h"
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#include "scene/property_utils.h"
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#include "scene/resources/packed_scene.h"
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Size2 EditorProperty::get_minimum_size() const {
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@ -398,177 +399,12 @@ bool EditorProperty::is_read_only() const {
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return read_only;
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}
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bool EditorPropertyRevert::may_node_be_in_instance(Node *p_node) {
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Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
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bool might_be = false;
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Node *node = p_node;
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while (node) {
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if (node == edited_scene) {
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if (node->get_scene_inherited_state().is_valid()) {
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might_be = true;
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break;
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}
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might_be = false;
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break;
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}
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if (node->get_scene_instance_state().is_valid()) {
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might_be = true;
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break;
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}
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node = node->get_owner();
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}
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return might_be; // or might not be
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}
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bool EditorPropertyRevert::get_instantiated_node_original_property(Node *p_node, const StringName &p_prop, Variant &value, bool p_check_class_default) {
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Node *node = p_node;
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Node *orig = node;
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Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
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bool found = false;
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while (node) {
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Ref<SceneState> ss;
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if (node == edited_scene) {
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ss = node->get_scene_inherited_state();
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} else {
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ss = node->get_scene_instance_state();
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}
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if (ss.is_valid()) {
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NodePath np = node->get_path_to(orig);
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int node_idx = ss->find_node_by_path(np);
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if (node_idx >= 0) {
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bool lfound = false;
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Variant lvar;
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lvar = ss->get_property_value(node_idx, p_prop, lfound);
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if (lfound) {
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found = true;
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value = lvar;
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}
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}
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}
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if (node == edited_scene) {
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//just in case
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break;
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}
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node = node->get_owner();
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}
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if (p_check_class_default && !found && p_node) {
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//if not found, try default class value
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Variant attempt = ClassDB::class_get_default_property_value(p_node->get_class_name(), p_prop);
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if (attempt.get_type() != Variant::NIL) {
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found = true;
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value = attempt;
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}
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}
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return found;
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}
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bool EditorPropertyRevert::is_node_property_different(Node *p_node, const Variant &p_current, const Variant &p_orig) {
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// this is a pretty difficult function, because a property may not be saved but may have
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// the flag to not save if one or if zero
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//make sure there is an actual state
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{
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Node *node = p_node;
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if (!node) {
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return false;
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}
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Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
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bool found_state = false;
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while (node) {
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Ref<SceneState> ss;
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if (node == edited_scene) {
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ss = node->get_scene_inherited_state();
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} else {
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ss = node->get_scene_instance_state();
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}
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if (ss.is_valid()) {
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found_state = true;
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break;
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}
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if (node == edited_scene) {
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//just in case
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break;
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}
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node = node->get_owner();
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}
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if (!found_state) {
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return false; //pointless to check if we are not comparing against anything.
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}
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}
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return is_property_value_different(p_current, p_orig);
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}
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bool EditorPropertyRevert::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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return p_a != p_b;
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}
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}
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Variant EditorPropertyRevert::get_property_revert_value(Object *p_object, const StringName &p_property) {
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// If the object implements property_can_revert, rely on that completely
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// (i.e. don't then try to revert to default value - the property_get_revert implementation
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// can do that if so desired)
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if (p_object->has_method("property_can_revert") && p_object->call("property_can_revert", p_property)) {
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return p_object->call("property_get_revert", p_property);
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}
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Ref<Script> scr = p_object->get_script();
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Node *node = Object::cast_to<Node>(p_object);
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if (node && EditorPropertyRevert::may_node_be_in_instance(node)) {
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//if this node is an instance or inherits, but it has a script attached which is unrelated
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//to the one set for the parent and also has a default value for the property, consider that
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//has precedence over the value from the parent, because that is an explicit source of defaults
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//closer in the tree to the current node
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bool ignore_parent = false;
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if (scr.is_valid()) {
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Variant sorig;
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if (EditorPropertyRevert::get_instantiated_node_original_property(node, "script", sorig) && !scr->inherits_script(sorig)) {
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Variant dummy;
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if (scr->get_property_default_value(p_property, dummy)) {
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ignore_parent = true;
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}
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}
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}
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if (!ignore_parent) {
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//check for difference including instantiation
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Variant vorig;
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if (EditorPropertyRevert::get_instantiated_node_original_property(node, p_property, vorig, false)) {
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return vorig;
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}
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}
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}
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if (scr.is_valid()) {
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Variant orig_value;
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if (scr->get_property_default_value(p_property, orig_value)) {
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return orig_value;
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}
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}
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//report default class value instead
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return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property);
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return PropertyUtils::get_property_default_value(p_object, p_property);
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}
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bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringName &p_property) {
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@ -577,7 +413,7 @@ bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringNam
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return false;
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}
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Variant current_value = p_object->get(p_property);
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return EditorPropertyRevert::is_property_value_different(current_value, revert_value);
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return PropertyUtils::is_property_value_different(current_value, revert_value);
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}
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void EditorProperty::update_reload_status() {
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@ -585,10 +421,10 @@ void EditorProperty::update_reload_status() {
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return; //no property, so nothing to do
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}
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bool has_reload = EditorPropertyRevert::can_property_revert(object, property);
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bool new_can_revert = EditorPropertyRevert::can_property_revert(object, property);
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if (has_reload != can_revert) {
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can_revert = has_reload;
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if (new_can_revert != can_revert) {
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can_revert = new_can_revert;
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update();
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}
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}
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@ -43,7 +43,6 @@ class UndoRedo;
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class EditorPropertyRevert {
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public:
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static bool may_node_be_in_instance(Node *p_node);
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static bool get_instantiated_node_original_property(Node *p_node, const StringName &p_prop, Variant &value, bool p_check_class_default = true);
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static bool is_node_property_different(Node *p_node, const Variant &p_current, const Variant &p_orig);
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static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
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@ -47,6 +47,7 @@
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#include "editor/plugins/script_editor_plugin.h"
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#include "editor/shader_create_dialog.h"
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#include "scene/main/window.h"
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#include "scene/property_utils.h"
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#include "scene/resources/packed_scene.h"
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#include "servers/display_server.h"
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#include "servers/rendering_server.h"
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@ -3132,7 +3133,9 @@ void SceneTreeDock::_clear_clipboard() {
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void SceneTreeDock::_create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap) {
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List<PropertyInfo> props;
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p_node->get_property_list(&props);
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bool is_instantiated = EditorPropertyRevert::may_node_be_in_instance(p_node);
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Vector<SceneState::PackState> states_stack;
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bool states_stack_ready = false;
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for (const PropertyInfo &E : props) {
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if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
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@ -3143,14 +3146,15 @@ void SceneTreeDock::_create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap)
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if (v.is_ref()) {
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RES res = v;
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if (res.is_valid()) {
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if (is_instantiated) {
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Variant orig;
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if (EditorPropertyRevert::get_instantiated_node_original_property(p_node, E.name, orig)) {
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if (!EditorPropertyRevert::is_node_property_different(p_node, v, orig)) {
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if (!states_stack_ready) {
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states_stack = PropertyUtils::get_node_states_stack(p_node);
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states_stack_ready = true;
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}
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Variant orig = PropertyUtils::get_property_default_value(p_node, E.name, &states_stack);
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if (!PropertyUtils::is_property_value_different(v, orig)) {
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continue;
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}
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}
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}
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if (res->is_built_in() && !r_remap.has(res)) {
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_create_remap_for_resource(res, r_remap);
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@ -0,0 +1,185 @@
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/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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/templates/local_vector.h"
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#include "editor/editor_node.h"
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#include "scene/resources/packed_scene.h"
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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, 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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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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Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found);
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if (found) {
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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);
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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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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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if (r_is_class_default) {
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*r_is_class_default = true;
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}
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return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property);
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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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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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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() != String()) {
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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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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;
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
/*************************************************************************/
|
||||
/* property_utils.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef PROPERTY_UTILS_H
|
||||
#define PROPERTY_UTILS_H
|
||||
|
||||
#include "scene/main/node.h"
|
||||
#include "scene/resources/packed_scene.h"
|
||||
|
||||
class PropertyUtils {
|
||||
public:
|
||||
static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
|
||||
// Gets the most pure default value, the one that would be set when the node has just been instantiated
|
||||
static Variant get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache = nullptr, bool p_update_exports = false, const Node *p_owner = nullptr, bool *r_is_class_default = nullptr);
|
||||
|
||||
// Gets the instance/inheritance states of this node, in order of precedence,
|
||||
// that is, from the topmost (the most able to override values) to the lowermost
|
||||
// (Note that in nested instancing the one with the greatest precedence is the furthest
|
||||
// in the tree, since every owner found while traversing towards the root gets a chance
|
||||
// to override property values.)
|
||||
static Vector<SceneState::PackState> get_node_states_stack(const Node *p_node, const Node *p_owner = nullptr, bool *r_instantiated_by_owner = nullptr);
|
||||
};
|
||||
|
||||
#endif // PROPERTY_UTILS_H
|
|
@ -34,10 +34,12 @@
|
|||
#include "core/config/project_settings.h"
|
||||
#include "core/core_string_names.h"
|
||||
#include "core/io/resource_loader.h"
|
||||
#include "editor/editor_inspector.h"
|
||||
#include "scene/2d/node_2d.h"
|
||||
#include "scene/3d/node_3d.h"
|
||||
#include "scene/gui/control.h"
|
||||
#include "scene/main/instance_placeholder.h"
|
||||
#include "scene/property_utils.h"
|
||||
|
||||
#define PACKED_SCENE_VERSION 2
|
||||
|
||||
|
@ -415,27 +417,8 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
|
|||
// with the instance states, we can query for identical properties/groups
|
||||
// and only save what has changed
|
||||
|
||||
List<PackState> pack_state_stack;
|
||||
|
||||
bool instantiated_by_owner = true;
|
||||
|
||||
{
|
||||
Node *n = p_node;
|
||||
|
||||
while (n) {
|
||||
if (n == p_owner) {
|
||||
Ref<SceneState> state = n->get_scene_inherited_state();
|
||||
if (state.is_valid()) {
|
||||
int node = state->find_node_by_path(n->get_path_to(p_node));
|
||||
if (node >= 0) {
|
||||
//this one has state for this node, save
|
||||
PackState ps;
|
||||
ps.node = node;
|
||||
ps.state = state;
|
||||
pack_state_stack.push_back(ps);
|
||||
instantiated_by_owner = false;
|
||||
}
|
||||
}
|
||||
bool instantiated_by_owner = false;
|
||||
Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instantiated_by_owner);
|
||||
|
||||
if (p_node->get_scene_file_path() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) {
|
||||
if (p_node->get_scene_instance_load_placeholder()) {
|
||||
|
@ -452,118 +435,31 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
|
|||
nd.instance = _vm_get_variant(instance, variant_map);
|
||||
}
|
||||
}
|
||||
n = nullptr;
|
||||
} else {
|
||||
if (n->get_scene_file_path() != String()) {
|
||||
//is an instance
|
||||
Ref<SceneState> state = n->get_scene_instance_state();
|
||||
if (state.is_valid()) {
|
||||
int node = state->find_node_by_path(n->get_path_to(p_node));
|
||||
if (node >= 0) {
|
||||
//this one has state for this node, save
|
||||
PackState ps;
|
||||
ps.node = node;
|
||||
ps.state = state;
|
||||
pack_state_stack.push_back(ps);
|
||||
}
|
||||
}
|
||||
}
|
||||
n = n->get_owner();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// all setup, we then proceed to check all properties for the node
|
||||
// and save the ones that are worth saving
|
||||
|
||||
List<PropertyInfo> plist;
|
||||
p_node->get_property_list(&plist);
|
||||
StringName type = p_node->get_class();
|
||||
|
||||
Ref<Script> script = p_node->get_script();
|
||||
if (Engine::get_singleton()->is_editor_hint() && 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.
|
||||
script->update_exports();
|
||||
}
|
||||
|
||||
for (const PropertyInfo &E : plist) {
|
||||
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// If instance or inheriting, not saving if property requested so, or it's meta
|
||||
if (states_stack.size() && ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E.name == "__meta__")) {
|
||||
continue;
|
||||
}
|
||||
|
||||
String name = E.name;
|
||||
Variant value = p_node->get(E.name);
|
||||
Variant value = p_node->get(name);
|
||||
|
||||
bool isdefault = false;
|
||||
Variant default_value = ClassDB::class_get_default_property_value(type, name);
|
||||
|
||||
if (default_value.get_type() != Variant::NIL) {
|
||||
isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
|
||||
}
|
||||
|
||||
if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) {
|
||||
isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
|
||||
}
|
||||
// the version above makes more sense, because it does not rely on placeholder or usage flag
|
||||
// in the script, just the default value function.
|
||||
// if (E.usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) {
|
||||
// isdefault = true; //is script default value
|
||||
// }
|
||||
|
||||
if (pack_state_stack.size()) {
|
||||
// we are on part of an instantiated subscene
|
||||
// or part of instantiated scene.
|
||||
// only save what has been changed
|
||||
// only save changed properties in instance
|
||||
|
||||
if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E.name == "__meta__") {
|
||||
//property has requested that no instance state is saved, sorry
|
||||
//also, meta won't be overridden or saved
|
||||
Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &states_stack, true);
|
||||
if (!PropertyUtils::is_property_value_different(value, default_value)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
bool exists = false;
|
||||
Variant original;
|
||||
|
||||
for (List<PackState>::Element *F = pack_state_stack.back(); F; F = F->prev()) {
|
||||
//check all levels of pack to see if the property exists somewhere
|
||||
const PackState &ps = F->get();
|
||||
|
||||
original = ps.state->get_property_value(ps.node, E.name, exists);
|
||||
if (exists) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (exists) {
|
||||
//check if already exists and did not change
|
||||
if (value.get_type() == Variant::FLOAT && original.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
|
||||
float a = value;
|
||||
float b = original;
|
||||
|
||||
if (Math::is_equal_approx(a, b)) {
|
||||
continue;
|
||||
}
|
||||
} else if (bool(Variant::evaluate(Variant::OP_EQUAL, value, original))) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (!exists && isdefault) {
|
||||
//does not exist in original node, but it's the default value
|
||||
//so safe to skip too.
|
||||
continue;
|
||||
}
|
||||
|
||||
} else {
|
||||
if (isdefault) {
|
||||
//it's the default value, no point in saving it
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
NodeData::Property prop;
|
||||
prop.name = _nm_get_string(name, name_map);
|
||||
prop.value = _vm_get_variant(value, variant_map);
|
||||
|
@ -585,10 +481,9 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
|
|||
*/
|
||||
|
||||
bool skip = false;
|
||||
for (const PackState &F : pack_state_stack) {
|
||||
for (const SceneState::PackState &ia : states_stack) {
|
||||
//check all levels of pack to see if the group was added somewhere
|
||||
const PackState &ps = F;
|
||||
if (ps.state->is_node_in_group(ps.node, gi.name)) {
|
||||
if (ia.state->is_node_in_group(ia.node, gi.name)) {
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
|
@ -618,7 +513,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
|
|||
|
||||
// Save the right type. If this node was created by an instance
|
||||
// then flag that the node should not be created but reused
|
||||
if (pack_state_stack.is_empty() && !is_editable_instance) {
|
||||
if (states_stack.is_empty() && !is_editable_instance) {
|
||||
//this node is not part of an instancing process, so save the type
|
||||
nd.type = _nm_get_string(p_node->get_class(), name_map);
|
||||
} else {
|
||||
|
@ -635,7 +530,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
|
|||
|
||||
bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist
|
||||
save_node = save_node || p_node == p_owner; // owner is always saved
|
||||
save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instantiated
|
||||
save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instanced
|
||||
|
||||
int idx = nodes.size();
|
||||
int parent_node = NO_PARENT_SAVED;
|
||||
|
@ -932,7 +827,7 @@ void SceneState::clear() {
|
|||
base_scene_idx = -1;
|
||||
}
|
||||
|
||||
Ref<SceneState> SceneState::_get_base_scene_state() const {
|
||||
Ref<SceneState> SceneState::get_base_scene_state() const {
|
||||
if (base_scene_idx >= 0) {
|
||||
Ref<PackedScene> ps = variants[base_scene_idx];
|
||||
if (ps.is_valid()) {
|
||||
|
@ -947,8 +842,8 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
|
|||
ERR_FAIL_COND_V_MSG(node_path_cache.size() == 0, -1, "This operation requires the node cache to have been built.");
|
||||
|
||||
if (!node_path_cache.has(p_node)) {
|
||||
if (_get_base_scene_state().is_valid()) {
|
||||
int idx = _get_base_scene_state()->find_node_by_path(p_node);
|
||||
if (get_base_scene_state().is_valid()) {
|
||||
int idx = get_base_scene_state()->find_node_by_path(p_node);
|
||||
if (idx != -1) {
|
||||
int rkey = _find_base_scene_node_remap_key(idx);
|
||||
if (rkey == -1) {
|
||||
|
@ -963,11 +858,11 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
|
|||
|
||||
int nid = node_path_cache[p_node];
|
||||
|
||||
if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
|
||||
if (get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
|
||||
//for nodes that _do_ exist in current scene, still try to look for
|
||||
//the node in the instantiated scene, as a property may be missing
|
||||
//from the local one
|
||||
int idx = _get_base_scene_state()->find_node_by_path(p_node);
|
||||
int idx = get_base_scene_state()->find_node_by_path(p_node);
|
||||
if (idx != -1) {
|
||||
base_scene_node_remap[nid] = idx;
|
||||
}
|
||||
|
@ -1007,7 +902,7 @@ Variant SceneState::get_property_value(int p_node, const StringName &p_property,
|
|||
//property not found, try on instance
|
||||
|
||||
if (base_scene_node_remap.has(p_node)) {
|
||||
return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
|
||||
return get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
|
||||
}
|
||||
|
||||
return Variant();
|
||||
|
@ -1026,7 +921,7 @@ bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {
|
|||
}
|
||||
|
||||
if (base_scene_node_remap.has(p_node)) {
|
||||
return _get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
|
||||
return get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -1065,7 +960,7 @@ bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_
|
|||
}
|
||||
|
||||
if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
|
||||
return _get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
|
||||
return get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -1488,7 +1383,7 @@ bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p
|
|||
}
|
||||
}
|
||||
|
||||
ss = ss->_get_base_scene_state();
|
||||
ss = ss->get_base_scene_state();
|
||||
} while (ss.is_valid());
|
||||
|
||||
return false;
|
||||
|
|
|
@ -69,11 +69,6 @@ class SceneState : public RefCounted {
|
|||
Vector<int> groups;
|
||||
};
|
||||
|
||||
struct PackState {
|
||||
Ref<SceneState> state;
|
||||
int node = -1;
|
||||
};
|
||||
|
||||
Vector<NodeData> nodes;
|
||||
|
||||
struct ConnectionData {
|
||||
|
@ -94,8 +89,6 @@ class SceneState : public RefCounted {
|
|||
|
||||
uint64_t last_modified_time = 0;
|
||||
|
||||
_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
|
||||
|
||||
static bool disable_placeholders;
|
||||
|
||||
Vector<String> _get_node_groups(int p_idx) const;
|
||||
|
@ -119,6 +112,11 @@ public:
|
|||
GEN_EDIT_STATE_MAIN,
|
||||
};
|
||||
|
||||
struct PackState {
|
||||
Ref<SceneState> state;
|
||||
int node = -1;
|
||||
};
|
||||
|
||||
static void set_disable_placeholders(bool p_disable);
|
||||
|
||||
int find_node_by_path(const NodePath &p_node) const;
|
||||
|
@ -139,6 +137,8 @@ public:
|
|||
bool can_instantiate() const;
|
||||
Node *instantiate(GenEditState p_edit_state) const;
|
||||
|
||||
Ref<SceneState> get_base_scene_state() const;
|
||||
|
||||
//unbuild API
|
||||
|
||||
int get_node_count() const;
|
||||
|
|
Loading…
Reference in New Issue