/**************************************************************************/ /* 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) { const Node *base_node = Object::cast_to(p_object); const Node *target_node = Object::cast_to(p_b); if (base_node && target_node) { return p_a != base_node->get_path_to(target_node); } } // 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 *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; } Ref