/*************************************************************************/ /* packed_scene.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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 "packed_scene.h" #include "globals.h" #include "io/resource_loader.h" #include "scene/3d/spatial.h" #include "scene/gui/control.h" #include "scene/2d/node_2d.h" #include "scene/main/instance_placeholder.h" #include "core/core_string_names.h" #define PACK_VERSION 2 bool SceneState::can_instance() const { return nodes.size()>0; } Node *SceneState::instance(bool p_gen_edit_state) const { // nodes where instancing failed (because something is missing) List stray_instances; #define NODE_FROM_ID(p_name,p_id)\ Node *p_name;\ if (p_id&FLAG_ID_IS_PATH) {\ NodePath np=node_paths[p_id&FLAG_MASK];\ p_name=ret_nodes[0]->_get_node(np);\ } else {\ ERR_FAIL_INDEX_V(p_id&FLAG_MASK,nc,NULL);\ p_name=ret_nodes[p_id&FLAG_MASK];\ } int nc = nodes.size(); ERR_FAIL_COND_V(nc==0,NULL); const StringName*snames=NULL; int sname_count=names.size(); if (sname_count) snames=&names[0]; const Variant*props=NULL; int prop_count=variants.size(); if (prop_count) props=&variants[0]; //Vector properties; const NodeData *nd = &nodes[0]; Node **ret_nodes=(Node**)alloca( sizeof(Node*)*nc ); bool gen_node_path_cache=p_gen_edit_state && node_path_cache.empty(); for(int i=0;i0) { NODE_FROM_ID(nparent,n.parent); #ifdef DEBUG_ENABLED if (!nparent && n.parent&FLAG_ID_IS_PATH) { WARN_PRINT(String("Parent path '"+String(node_paths[n.parent&FLAG_MASK])+"' for node '"+String(snames[n.name])+"' has vanished when instancing: '"+get_path()+"'.").ascii().get_data()); } #endif parent=nparent; } Node *node=NULL; if (i==0 && base_scene_idx>=0) { //scene inheritance on root node //print_line("scene inherit"); Ref sdata = props[ base_scene_idx ]; ERR_FAIL_COND_V( !sdata.is_valid(), NULL); node = sdata->instance(p_gen_edit_state); ERR_FAIL_COND_V(!node,NULL); if (p_gen_edit_state) { node->set_scene_inherited_state(sdata->get_state()); } } else if (n.instance>=0) { //instance a scene into this node //print_line("instance"); if (n.instance&FLAG_INSTANCE_IS_PLACEHOLDER) { String path = props[n.instance&FLAG_MASK]; if (disable_placeholders) { Ref sdata = ResourceLoader::load(path,"PackedScene"); ERR_FAIL_COND_V( !sdata.is_valid(), NULL); node = sdata->instance(p_gen_edit_state); ERR_FAIL_COND_V(!node,NULL); } else { InstancePlaceholder *ip = memnew( InstancePlaceholder ); ip->set_instance_path(path); node=ip; } node->set_scene_instance_load_placeholder(true); } else { Ref sdata = props[ n.instance&FLAG_MASK ]; ERR_FAIL_COND_V( !sdata.is_valid(), NULL); node = sdata->instance(p_gen_edit_state); ERR_FAIL_COND_V(!node,NULL); } } else if (n.type==TYPE_INSTANCED) { //print_line("instanced"); //get the node from somewhere, it likely already exists from another instance if (parent) { node=parent->_get_child_by_name(snames[n.name]); #ifdef DEBUG_ENABLED if (!node) { WARN_PRINT(String("Node '"+String(ret_nodes[0]->get_path_to(parent))+"/"+String(snames[n.name])+"' was modified from inside a instance, but it has vanished.").ascii().get_data()); } #endif } } else if (ObjectTypeDB::is_type_enabled(snames[n.type])) { //print_line("created"); //node belongs to this scene and must be created Object * obj = ObjectTypeDB::instance(snames[ n.type ]); if (!obj || !obj->cast_to()) { if (obj) { memdelete(obj); obj=NULL; } WARN_PRINT(String("Warning node of type "+snames[n.type].operator String()+" does not exist.").ascii().get_data()); if (n.parent>=0 && n.parentcast_to()) { obj = memnew( Spatial ); } else if (ret_nodes[n.parent]->cast_to()) { obj = memnew( Control ); } else if (ret_nodes[n.parent]->cast_to()) { obj = memnew( Node2D ); } } if (!obj) { obj = memnew( Node ); } } node = obj->cast_to(); } if (node) { // may not have found the node (part of instanced scene and removed) // if found all is good, otherwise ignore //properties int nprop_count=n.properties.size(); if (nprop_count) { const NodeData::Property* nprops=&n.properties[0]; for(int j=0;j_script) { //work around to avoid old script variables from disappearing, should be the proper fix to: //https://github.com/godotengine/godot/issues/2958 //store old state List > old_state; if (node->get_script_instance()) { node->get_script_instance()->get_property_state(old_state); } node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid); //restore old state for new script, if exists for (List >::Element *E=old_state.front();E;E=E->next()) { node->set(E->get().first,E->get().second); } } else { node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid); } } } //name //groups for(int j=0;jadd_to_group( snames[ n.groups[j] ], true ); } if (n.instance>=0 || n.type!=TYPE_INSTANCED || i==0) { //if node was not part of instance, must set it's name, parenthood and ownership if (i>0) { if (parent) { parent->_add_child_nocheck(node,snames[n.name]); } else { //it may be possible that an instanced scene has changed //and the node has nowhere to go anymore stray_instances.push_back(node); //can't be added, go to stray list } } else { node->_set_name_nocheck( snames[ n.name ] ); } } if (n.owner>=0) { NODE_FROM_ID(owner,n.owner); if (owner) node->_set_owner_nocheck(owner); } } ret_nodes[i]=node; if (node && gen_node_path_cache && ret_nodes[0]) { NodePath n = ret_nodes[0]->get_path_to(node); node_path_cache[n]=i; } } //do connections int cc = connections.size(); const ConnectionData *cdata = connections.ptr(); for(int i=0;i binds; if (c.binds.size()) { binds.resize(c.binds.size()); for(int j=0;jconnect( snames[ c.signal], cto, snames[ c.method], binds,CONNECT_PERSIST|c.flags ); } //Node *s = ret_nodes[0]; //remove nodes that could not be added, likely as a result that while(stray_instances.size()) { memdelete(stray_instances.front()->get()); stray_instances.pop_front();; } for(int i=0;i_get_node(editable_instances[i]); if (ei) { ret_nodes[0]->set_editable_instance(ei,true); } } return ret_nodes[0]; } static int _nm_get_string(const String& p_string, Map &name_map) { if (name_map.has(p_string)) return name_map[p_string]; int idx = name_map.size(); name_map[p_string]=idx; return idx; } static int _vm_get_variant(const Variant& p_variant, HashMap &variant_map) { if (variant_map.has(p_variant)) return variant_map[p_variant]; int idx = variant_map.size(); variant_map[p_variant]=idx; return idx; } Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map &name_map,HashMap &variant_map,Map &node_map,Map &nodepath_map) { // this function handles all the work related to properly packing scenes, be it // instanced or inherited. // given the complexity of this process, an attempt will be made to properly // document it. if you fail to understand something, please ask! //discard nodes that do not belong to be processed if (p_node!=p_owner && p_node->get_owner()!=p_owner && !p_owner->is_editable_instance(p_node->get_owner())) return OK; // save the child instanced scenes that are chosen as editable, so they can be restored // upon load back if (p_node!=p_owner && p_node->get_filename()!=String() && p_owner->is_editable_instance(p_node)) editable_instances.push_back(p_owner->get_path_to(p_node)); NodeData nd; nd.name=_nm_get_string(p_node->get_name(),name_map); nd.instance=-1; //not instanced by default // if this node is part of an instanced scene or sub-instanced scene // we need to get the corresponding instance states. // with the instance states, we can query for identical properties/groups // and only save what has changed List pack_state_stack; bool instanced_by_owner=true; { Node *n=p_node; while(n) { if (n==p_owner) { Ref 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); instanced_by_owner=false; } } if (p_node->get_filename()!=String() && p_node->get_owner()==p_owner && instanced_by_owner) { if (p_node->get_scene_instance_load_placeholder()) { //it's a placeholder, use the placeholder path nd.instance=_vm_get_variant(p_node->get_filename(),variant_map); nd.instance|=FLAG_INSTANCE_IS_PLACEHOLDER; } else { //must instance ourselves Ref instance = ResourceLoader::load(p_node->get_filename()); if (!instance.is_valid()) { return ERR_CANT_OPEN; } nd.instance=_vm_get_variant(instance,variant_map); } } n=NULL; } else { if (n->get_filename()!=String()) { //is an instance Ref 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(); } } } #if 0 Ref base_scene = p_node->get_scene_inherited_state(); //for inheritance Ref instance_state; int instance_state_node=-1; if (base_scene.is_valid() && (p_node==p_owner || p_node->get_owner()==p_owner)) { //scene inheritance in use, see if this node is actually inherited NodePath path = p_owner->get_path_to(p_node); instance_state_node = base_scene->find_node_by_path(path); if (instance_state_node>=0) { instance_state=base_scene; } } // check that this is a directly instanced scene from the scene being packed, if so // this information must be saved. Of course, if using scene instancing and this node // does belong to base scene, ignore. if (instance_state.is_null() && p_node!=p_owner && p_node->get_owner()==p_owner && p_node->get_filename()!="") { //instanced, only direct sub-scnes are supported of course Ref instance = ResourceLoader::load(p_node->get_filename()); if (!instance.is_valid()) { return ERR_CANT_OPEN; } nd.instance=_vm_get_variant(instance,variant_map); } else { nd.instance=-1; } // finally, if this does not belong to scene inheritance, check // if it belongs to scene instancing if (instance_state.is_null() && p_node!=p_owner) { //if not affected by scene inheritance, this may be if (p_node->get_owner()==p_owner && p_node->get_filename()!=String()) { instance_state=p_node->get_scene_instance_state(); if (instance_state.is_valid()) { instance_state_node=instance_state->find_node_by_path(p_node->get_path_to(p_node)); } } else if (p_node->get_owner()!=p_owner && p_owner->is_editable_instance(p_node->get_owner())) { instance_state=p_node->get_owner()->get_scene_instance_state(); if (instance_state.is_valid()) { instance_state_node=instance_state->find_node_by_path(p_node->get_owner()->get_path_to(p_node)); } } } #endif // all setup, we then proceed to check all properties for the node // and save the ones that are worth saving List plist; p_node->get_property_list(&plist); for (List::Element *E=plist.front();E;E=E->next()) { if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) { continue; } String name = E->get().name; Variant value = p_node->get( E->get().name ); bool isdefault = ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one()); // if (nd.instance<0 && ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one())) { // continue; // } //print_line("PASSED!"); //print_line("at: "+String(p_node->get_name())+"::"+name+": - nz: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONZERO)+" no: "+itos(E->get().usage&PROPERTY_USAGE_STORE_IF_NONONE)); //print_line("value: "+String(value)+" is zero: "+itos(value.is_zero())+" is one" +itos(value.is_one())); if (pack_state_stack.size()) { // we are on part of an instanced subscene // or part of instanced scene. // only save what has been changed // only save changed properties in instance if (E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE || E->get().name=="__meta__") { //property has requested that no instance state is saved, sorry //also, meta won't be overriden or saved continue; } bool exists=false; Variant original; for (List::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->get().name,exists); if (exists) { break; } } if (exists) { //check if already exists and did not change if (value.get_type()==Variant::REAL && original.get_type()==Variant::REAL) { //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::abs(a-b) groups; p_node->get_groups(&groups); for(List::Element *E=groups.front();E;E=E->next()) { Node::GroupInfo &gi=E->get(); if (!gi.persistent) continue; // if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name)) // continue; //group was instanced, don't add here bool skip=false; for (List::Element *F=pack_state_stack.front();F;F=F->next()) { //check all levels of pack to see if the group was added somewhere const PackState &ps=F->get(); if (ps.state->is_node_in_group(ps.node,gi.name)) { skip=true; break; } } if (skip) continue; nd.groups.push_back(_nm_get_string(gi.name,name_map)); } // save the right owner // for the saved scene root this is -1 // for nodes of the saved scene this is 0 // for nodes of instanced scenes this is >0 if (p_node==p_owner) { //saved scene root nd.owner=-1; } else if (p_node->get_owner()==p_owner) { //part of saved scene nd.owner=0; } else { nd.owner=-1; #if 0 // this is pointless, if this was instanced by something else, // the owner will already be set. if (node_map.has(p_node->get_owner())) { //maybe an existing saved node nd.owner=node_map[p_node->get_owner()]; } else { //not saved, use nodepath map int sidx; if (nodepath_map.has(p_node->get_owner())) { sidx=nodepath_map[p_node->get_owner()]; } else { sidx=nodepath_map.size(); nodepath_map[p_node->get_owner()]=sidx; } nd.owner=FLAG_ID_IS_PATH|sidx; } #endif } // 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.empty()) { //this node is not part of an instancing process, so save the type nd.type=_nm_get_string(p_node->get_type(),name_map); } else { // this node is part of an instanced process, so do not save the type. // instead, save that it was instanced nd.type=TYPE_INSTANCED; } // determine whether to save this node or not // if this node is part of an instanced sub-scene, we can skip storing it if basically // no properties changed and no groups were added to it. // below condition is true for all nodes of the scene being saved, and ones in subscenes // that hold changes 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 && instanced_by_owner); //part of scene and not instanced int idx = nodes.size(); int parent_node=NO_PARENT_SAVED; if (save_node) { //don't save the node if nothing and subscene node_map[p_node]=idx; //ok validate parent node if (p_parent_idx==NO_PARENT_SAVED) { int sidx; if (nodepath_map.has(p_node->get_parent())) { sidx=nodepath_map[p_node->get_parent()]; } else { sidx=nodepath_map.size(); nodepath_map[p_node->get_parent()]=sidx; } nd.parent=FLAG_ID_IS_PATH|sidx; } else { nd.parent=p_parent_idx; } parent_node=idx; nodes.push_back(nd); } for(int i=0;iget_child_count();i++) { Node *c=p_node->get_child(i); Error err = _parse_node(p_owner,c,parent_node,name_map,variant_map,node_map,nodepath_map); if (err) return err; } return OK; } Error SceneState::_parse_connections(Node *p_owner,Node *p_node, Map &name_map,HashMap &variant_map,Map &node_map,Map &nodepath_map) { if (p_node!=p_owner && p_node->get_owner() && p_node->get_owner()!=p_owner && !p_owner->is_editable_instance(p_node->get_owner())) return OK; List _signals; p_node->get_signal_list(&_signals); _signals.sort(); //ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG); //NodeData &nd = nodes[node_map[p_node]]; for(List::Element *E=_signals.front();E;E=E->next()) { List conns; p_node->get_signal_connection_list(E->get().name,&conns); conns.sort(); for(List::Element *F=conns.front();F;F=F->next()) { const Node::Connection &c = F->get(); if (!(c.flags&CONNECT_PERSIST)) //only persistent connections get saved continue; // only connections that originate or end into main saved scene are saved // everything else is discarded Node *target=c.target->cast_to(); if (!target) { continue; } //find if this connection already exists Node *common_parent = target->find_common_parent_with(p_node); ERR_CONTINUE(!common_parent); if (common_parent!=p_owner && common_parent->get_filename()==String()) { common_parent=common_parent->get_owner(); } bool exists=false; //go through ownership chain to see if this exists while(common_parent) { print_line("AT : "+String(p_owner->get_path_to(target))); print_line("CP : "+String(p_owner->get_path_to(common_parent))); Ref ps; if (common_parent==p_owner) ps=common_parent->get_scene_inherited_state(); else ps=common_parent->get_scene_instance_state(); if (ps.is_valid()) { print_line("PS VALID"); NodePath signal_from = common_parent->get_path_to(p_node); NodePath signal_to = common_parent->get_path_to(target); int path_from = ps->find_node_by_path(signal_from); int path_to = ps->find_node_by_path(signal_to); int signal_name = ps->find_name(c.signal); int method_name = ps->find_name(c.method); print_line("path_from "+itos(path_from)); print_line("path_to "+itos(path_to)); print_line("signal_name "+itos(signal_name)); print_line("method_name "+itos(method_name)); if (path_from>=0 && path_to>=0 && signal_name>=0 && method_name>=0) { //if valid print_line("EXISTS"); if (ps->has_connection(path_from,signal_name,path_to,method_name)) { print_line("YES"); exists=true; break; } } } if (common_parent==p_owner) break; else common_parent=common_parent->get_owner(); } if (exists) { //already exists (comes from instance or inheritance), so don't save continue; } { Node *nl=p_node; bool exists=false; while(nl) { if (nl==p_owner) { Ref state = nl->get_scene_inherited_state(); if (state.is_valid()) { int from_node = state->find_node_by_path(nl->get_path_to(p_node)); int to_node = state->find_node_by_path(nl->get_path_to(target)); if (from_node>=0 && to_node>=0) { //this one has state for this node, save if (state->is_connection(from_node,c.signal,to_node,c.method)) { exists=true; break; } } } nl=NULL; } else { if (nl->get_filename()!=String()) { //is an instance Ref state = nl->get_scene_instance_state(); if (state.is_valid()) { int from_node = state->find_node_by_path(nl->get_path_to(p_node)); int to_node = state->find_node_by_path(nl->get_path_to(target)); if (from_node>=0 && to_node>=0) { //this one has state for this node, save if (state->is_connection(from_node,c.signal,to_node,c.method)) { exists=true; break; } } } } nl=nl->get_owner(); } } if (exists) { continue; } } int src_id; if (node_map.has(p_node)) { src_id=node_map[p_node]; } else { if (nodepath_map.has(p_node)) { src_id=FLAG_ID_IS_PATH|nodepath_map[p_node]; } else { int sidx=nodepath_map.size(); nodepath_map[p_node]=sidx; src_id=FLAG_ID_IS_PATH|sidx; } } int target_id; if (node_map.has(target)) { target_id=node_map[target]; } else { if (nodepath_map.has(target)) { target_id=FLAG_ID_IS_PATH|nodepath_map[target]; } else { int sidx=nodepath_map.size(); nodepath_map[target]=sidx; target_id=FLAG_ID_IS_PATH|sidx; } } ConnectionData cd; cd.from=src_id; cd.to=target_id; cd.method=_nm_get_string(c.method,name_map); cd.signal=_nm_get_string(c.signal,name_map); cd.flags=c.flags; for(int i=0;iget_child_count();i++) { Node *c=p_node->get_child(i); Error err = _parse_connections(p_owner,c,name_map,variant_map,node_map,nodepath_map); if (err) return err; } return OK; } Error SceneState::pack(Node *p_scene) { ERR_FAIL_NULL_V( p_scene, ERR_INVALID_PARAMETER ); clear(); Node *scene = p_scene; Map name_map; HashMap variant_map; Map node_map; Map nodepath_map; //if using scene inheritance, pack the scene it inherits from if (scene->get_scene_inherited_state().is_valid()) { String path = scene->get_scene_inherited_state()->get_path(); Ref instance = ResourceLoader::load(path); if (instance.is_valid()) { base_scene_idx=_vm_get_variant(instance,variant_map); } } //instanced, only direct sub-scnes are supported of course Error err = _parse_node(scene,scene,-1,name_map,variant_map,node_map,nodepath_map); if (err) { clear(); ERR_FAIL_V(err); } err = _parse_connections(scene,scene,name_map,variant_map,node_map,nodepath_map); if (err) { clear(); ERR_FAIL_V(err); } names.resize(name_map.size()); for(Map::Element *E=name_map.front();E;E=E->next()) { names[E->get()]=E->key(); } variants.resize(variant_map.size()); const Variant *K=NULL; while((K=variant_map.next(K))) { int idx = variant_map[*K]; variants[idx]=*K; } node_paths.resize(nodepath_map.size()); for(Map::Element *E=nodepath_map.front();E;E=E->next()) { node_paths[E->get()]=scene->get_path_to(E->key()); } return OK; } void SceneState::set_path(const String &p_path) { path=p_path; } String SceneState::get_path() const{ return path; } void SceneState::clear() { names.clear(); variants.clear(); nodes.clear(); connections.clear(); node_path_cache.clear(); node_paths.clear(); editable_instances.clear(); base_scene_idx=-1; } Ref SceneState::_get_base_scene_state() const { if (base_scene_idx>=0) { Ref ps = variants[base_scene_idx]; if (ps.is_valid()) { return ps->get_state(); } } return Ref(); } int SceneState::find_node_by_path(const NodePath& p_node) const { 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 (idx>=0) { if (!base_scene_node_remap.has(idx)) { int ridx = nodes.size() + base_scene_node_remap.size(); base_scene_node_remap[ridx]=idx; } return base_scene_node_remap[idx]; } } return -1; } int nid = node_path_cache[p_node]; 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 instanced scene, as a property may be missing //from the local one int idx = _get_base_scene_state()->find_node_by_path(p_node); base_scene_node_remap[nid]=idx; } return nid; } Variant SceneState::get_property_value(int p_node, const StringName& p_property, bool &found) const { found=false; ERR_FAIL_COND_V(p_node<0,Variant()); if (p_nodeget_property_value(base_scene_node_remap[p_node],p_property,found); } return Variant(); } bool SceneState::is_node_in_group(int p_node,const StringName& p_group) const { ERR_FAIL_COND_V(p_node<0,false); if (p_nodeis_node_in_group(base_scene_node_remap[p_node],p_group); } return false; } bool SceneState::disable_placeholders=false; void SceneState::set_disable_placeholders(bool p_disable) { disable_placeholders=p_disable; } bool SceneState::is_connection(int p_node,const StringName& p_signal,int p_to_node,const StringName& p_to_method) const { ERR_FAIL_COND_V(p_node<0,false); ERR_FAIL_COND_V(p_to_node<0,false); if (p_node=0 && method_idx>=0) { //signal and method strings are stored.. for(int i=0;iis_connection(base_scene_node_remap[p_node],p_signal,base_scene_node_remap[p_to_node],p_to_method); } return false; } void SceneState::set_bundled_scene(const Dictionary& d) { ERR_FAIL_COND( !d.has("names")); ERR_FAIL_COND( !d.has("variants")); ERR_FAIL_COND( !d.has("node_count")); ERR_FAIL_COND( !d.has("nodes")); ERR_FAIL_COND( !d.has("conn_count")); ERR_FAIL_COND( !d.has("conns")); // ERR_FAIL_COND( !d.has("path")); int version=1; if (d.has("version")) version=d["version"]; if (version>PACK_VERSION) { ERR_EXPLAIN("Save format version too new!"); ERR_FAIL(); } DVector snames = d["names"]; if (snames.size()) { int namecount = snames.size(); names.resize(namecount); DVector::Read r =snames.read(); for(int i=0;i snodes = d["nodes"]; DVector::Read r = snodes.read(); int idx=0; for(int i=0;i sconns = d["conns"]; DVector::Read r = sconns.read(); int idx=0; for(int i=0;i rnames; rnames.resize(names.size()); if (names.size()) { DVector::Write r=rnames.write(); for(int i=0;i rnodes; d["node_count"]=nodes.size(); for(int i=0;i rconns; d["conn_count"]=connections.size(); for(int i=0;i=0) { d["base_scene"]=base_scene_idx; } d["version"]=PACK_VERSION; // d["path"]=path; return d; } int SceneState::get_node_count() const { return nodes.size(); } StringName SceneState::get_node_type(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName()); if (nodes[p_idx].type==TYPE_INSTANCED) return StringName(); return names[nodes[p_idx].type]; } StringName SceneState::get_node_name(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName()); return names[nodes[p_idx].name]; } bool SceneState::is_node_instance_placeholder(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),false); return nodes[p_idx].instance>=0 && nodes[p_idx].instance&FLAG_INSTANCE_IS_PLACEHOLDER; } Ref SceneState::get_node_instance(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),Ref()); if (nodes[p_idx].instance>=0) { if (nodes[p_idx].instance&FLAG_INSTANCE_IS_PLACEHOLDER) return Ref(); else return variants[nodes[p_idx].instance&FLAG_MASK]; } else if (nodes[p_idx].parent<0 || nodes[p_idx].parent==NO_PARENT_SAVED) { if (base_scene_idx>=0) { return variants[base_scene_idx]; } } return Ref(); } String SceneState::get_node_instance_placeholder(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),String()); if (nodes[p_idx].instance>=0 && nodes[p_idx].instance&FLAG_INSTANCE_IS_PLACEHOLDER) { return variants[nodes[p_idx].instance&FLAG_MASK]; } return String(); } Vector SceneState::get_node_groups(int p_idx) const{ ERR_FAIL_INDEX_V(p_idx,nodes.size(),Vector()); Vector groups; for(int i=0;i sub_path; NodePath base_path; int nidx=p_idx; while(true) { if (nodes[nidx].parent==NO_PARENT_SAVED || nodes[nidx].parent<0) { sub_path.insert(0,"."); break; } if (!p_for_parent || p_idx!=nidx) { sub_path.insert(0,names[nodes[nidx].name]); } if (nodes[nidx].parent&FLAG_ID_IS_PATH) { base_path=node_paths[nodes[nidx].parent&FLAG_MASK]; break; } else { nidx=nodes[nidx].parent&FLAG_MASK; } } for(int i=base_path.get_name_count()-1;i>=0;i--) { sub_path.insert(0,base_path.get_name(i)); } if (sub_path.empty()) { return NodePath("."); } return NodePath(sub_path,false); } int SceneState::get_node_property_count(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),-1); return nodes[p_idx].properties.size(); } StringName SceneState::get_node_property_name(int p_idx,int p_prop) const{ ERR_FAIL_INDEX_V(p_idx,nodes.size(),StringName()); ERR_FAIL_INDEX_V(p_prop,nodes[p_idx].properties.size(),StringName()); return names[nodes[p_idx].properties[p_prop].name]; } Variant SceneState::get_node_property_value(int p_idx,int p_prop) const{ ERR_FAIL_INDEX_V(p_idx,nodes.size(),Variant()); ERR_FAIL_INDEX_V(p_prop,nodes[p_idx].properties.size(),Variant()); return variants[nodes[p_idx].properties[p_prop].value]; } NodePath SceneState::get_node_owner_path(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,nodes.size(),NodePath()); if (nodes[p_idx].owner<0 || nodes[p_idx].owner==NO_PARENT_SAVED) return NodePath(); //root likely if (nodes[p_idx].owner&FLAG_ID_IS_PATH) { return node_paths[nodes[p_idx].owner&FLAG_MASK]; } else { return get_node_path(nodes[p_idx].owner&FLAG_MASK); } } int SceneState::get_connection_count() const { return connections.size(); } NodePath SceneState::get_connection_source(int p_idx) const{ ERR_FAIL_INDEX_V(p_idx,connections.size(),NodePath()); if (connections[p_idx].from&FLAG_ID_IS_PATH) { return node_paths[connections[p_idx].from&FLAG_MASK]; } else { return get_node_path(connections[p_idx].from&FLAG_MASK); } } StringName SceneState::get_connection_signal(int p_idx) const{ ERR_FAIL_INDEX_V(p_idx,connections.size(),StringName()); return names[connections[p_idx].signal]; } NodePath SceneState::get_connection_target(int p_idx) const{ ERR_FAIL_INDEX_V(p_idx,connections.size(),NodePath()); if (connections[p_idx].to&FLAG_ID_IS_PATH) { return node_paths[connections[p_idx].to&FLAG_MASK]; } else { return get_node_path(connections[p_idx].to&FLAG_MASK); } } StringName SceneState::get_connection_method(int p_idx) const{ ERR_FAIL_INDEX_V(p_idx,connections.size(),StringName()); return names[connections[p_idx].method]; } int SceneState::get_connection_flags(int p_idx) const{ ERR_FAIL_INDEX_V(p_idx,connections.size(),-1); return connections[p_idx].flags; } Array SceneState::get_connection_binds(int p_idx) const { ERR_FAIL_INDEX_V(p_idx,connections.size(),Array()); Array binds; for(int i=0;i SceneState::get_editable_instances() const { return editable_instances; } //add int SceneState::add_name(const StringName& p_name) { names.push_back(p_name); return names.size()-1; } int SceneState::find_name(const StringName& p_name) const { for(int i=0;i& p_binds){ ERR_FAIL_INDEX(p_signal,names.size()); ERR_FAIL_INDEX(p_method,names.size()); for(int i=0;i SceneState::_get_node_groups(int p_idx) const { Vector groups = get_node_groups(p_idx); DVector ret; for(int i=0;iset_bundled_scene(d); } Dictionary PackedScene::_get_bundled_scene() const { return state->get_bundled_scene(); } Error PackedScene::pack(Node *p_scene) { return state->pack(p_scene); } void PackedScene::clear() { state->clear(); } bool PackedScene::can_instance() const { return state->can_instance(); } Node *PackedScene::instance(bool p_gen_edit_state) const { #ifndef TOOLS_ENABLED if (p_gen_edit_state) { ERR_EXPLAIN("Edit state is only for editors, does not work without tools compiled"); ERR_FAIL_COND_V(p_gen_edit_state,NULL); } #endif Node *s = state->instance(p_gen_edit_state); if (!s) return NULL; if (p_gen_edit_state) { s->set_scene_instance_state(state); } if (get_path()!="" && get_path().find("::")==-1) s->set_filename(get_path()); s->notification(Node::NOTIFICATION_INSTANCED); return s; } void PackedScene::replace_state(Ref p_by) { state=p_by; state->set_path(get_path()); #ifdef TOOLS_ENABLED state->set_last_modified_time(get_last_modified_time()); #endif } void PackedScene::recreate_state() { state = Ref( memnew( SceneState )); state->set_path(get_path()); #ifdef TOOLS_ENABLED state->set_last_modified_time(get_last_modified_time()); #endif } Ref PackedScene::get_state() { return state; } void PackedScene::set_path(const String& p_path,bool p_take_over) { state->set_path(p_path); Resource::set_path(p_path,p_take_over); } void PackedScene::_bind_methods() { ObjectTypeDB::bind_method(_MD("pack","path:Node"),&PackedScene::pack); ObjectTypeDB::bind_method(_MD("instance:Node","gen_edit_state"),&PackedScene::instance,DEFVAL(false)); ObjectTypeDB::bind_method(_MD("can_instance"),&PackedScene::can_instance); ObjectTypeDB::bind_method(_MD("_set_bundled_scene"),&PackedScene::_set_bundled_scene); ObjectTypeDB::bind_method(_MD("_get_bundled_scene"),&PackedScene::_get_bundled_scene); ObjectTypeDB::bind_method(_MD("get_state:SceneState"),&PackedScene::get_state); ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_bundled"),_SCS("_set_bundled_scene"),_SCS("_get_bundled_scene")); } PackedScene::PackedScene() { state = Ref( memnew( SceneState )); }