godot/scene/resources/packed_scene.cpp
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00

1760 lines
50 KiB
C++

/*************************************************************************/
/* packed_scene.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "packed_scene.h"
#include "core/core_string_names.h"
#include "core/engine.h"
#include "core/io/resource_loader.h"
#include "core/project_settings.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/spatial.h"
#include "scene/gui/control.h"
#include "scene/main/instance_placeholder.h"
#define PACKED_SCENE_VERSION 2
bool SceneState::can_instance() const {
return nodes.size() > 0;
}
Node *SceneState::instance(GenEditState p_edit_state) const {
// nodes where instancing failed (because something is missing)
List<Node *> 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_or_null(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<Variant> properties;
const NodeData *nd = &nodes[0];
Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);
bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty();
Map<Ref<Resource>, Ref<Resource> > resources_local_to_scene;
for (int i = 0; i < nc; i++) {
const NodeData &n = nd[i];
Node *parent = NULL;
if (i > 0) {
ERR_FAIL_COND_V_MSG(n.parent == -1, NULL, vformat("Invalid scene: node %s does not specify its parent node.", snames[n.name]));
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
Ref<PackedScene> sdata = props[base_scene_idx];
ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
ERR_FAIL_COND_V(!node, NULL);
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
node->set_scene_inherited_state(sdata->get_state());
}
} else if (n.instance >= 0) {
//instance a scene into this node
if (n.instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
String path = props[n.instance & FLAG_MASK];
if (disable_placeholders) {
Ref<PackedScene> sdata = ResourceLoader::load(path, "PackedScene");
ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
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<PackedScene> sdata = props[n.instance & FLAG_MASK];
ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_COND_V(!node, NULL);
}
} else if (n.type == TYPE_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 an instance, but it has vanished.").ascii().get_data());
}
#endif
}
} else if (ClassDB::is_class_enabled(snames[n.type])) {
//node belongs to this scene and must be created
Object *obj = ClassDB::instance(snames[n.type]);
if (!Object::cast_to<Node>(obj)) {
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.parent < nc && ret_nodes[n.parent]) {
if (Object::cast_to<Spatial>(ret_nodes[n.parent])) {
obj = memnew(Spatial);
} else if (Object::cast_to<Control>(ret_nodes[n.parent])) {
obj = memnew(Control);
} else if (Object::cast_to<Node2D>(ret_nodes[n.parent])) {
obj = memnew(Node2D);
}
}
if (!obj) {
obj = memnew(Node);
}
}
node = Object::cast_to<Node>(obj);
} else {
//print_line("Class is disabled for: " + itos(n.type));
//print_line("name: " + String(snames[n.type]));
}
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 < nprop_count; j++) {
bool valid;
ERR_FAIL_INDEX_V(nprops[j].name, sname_count, NULL);
ERR_FAIL_INDEX_V(nprops[j].value, prop_count, NULL);
if (snames[nprops[j].name] == CoreStringNames::get_singleton()->_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<Pair<StringName, Variant> > 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<Pair<StringName, Variant> >::Element *E = old_state.front(); E; E = E->next()) {
node->set(E->get().first, E->get().second);
}
} else {
Variant value = props[nprops[j].value];
if (value.get_type() == Variant::OBJECT) {
//handle resources that are local to scene by duplicating them if needed
Ref<Resource> res = value;
if (res.is_valid()) {
if (res->is_local_to_scene()) {
Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.find(res);
if (E) {
value = E->get();
} else {
Node *base = i == 0 ? node : ret_nodes[0];
if (p_edit_state == GEN_EDIT_STATE_MAIN) {
//for the main scene, use the resource as is
res->configure_for_local_scene(base, resources_local_to_scene);
resources_local_to_scene[res] = res;
} else {
//for instances, a copy must be made
Node *base2 = i == 0 ? node : ret_nodes[0];
Ref<Resource> local_dupe = res->duplicate_for_local_scene(base2, resources_local_to_scene);
resources_local_to_scene[res] = local_dupe;
res = local_dupe;
value = local_dupe;
}
}
//must make a copy, because this res is local to scene
}
}
} else if (p_edit_state == GEN_EDIT_STATE_INSTANCE) {
value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor
}
node->set(snames[nprops[j].name], value, &valid);
}
}
}
//name
//groups
for (int j = 0; j < n.groups.size(); j++) {
ERR_FAIL_INDEX_V(n.groups[j], sname_count, NULL);
node->add_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 its name, parenthood and ownership
if (i > 0) {
if (parent) {
parent->_add_child_nocheck(node, snames[n.name]);
if (n.index >= 0 && n.index < parent->get_child_count() - 1)
parent->move_child(node, n.index);
} 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 {
if (Engine::get_singleton()->is_editor_hint()) {
//validate name if using editor, to avoid broken
node->set_name(snames[n.name]);
} 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 n2 = ret_nodes[0]->get_path_to(node);
node_path_cache[n2] = i;
}
}
for (Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.front(); E; E = E->next()) {
E->get()->setup_local_to_scene();
}
//do connections
int cc = connections.size();
const ConnectionData *cdata = connections.ptr();
for (int i = 0; i < cc; i++) {
const ConnectionData &c = cdata[i];
//ERR_FAIL_INDEX_V( c.from, nc, NULL );
//ERR_FAIL_INDEX_V( c.to, nc, NULL );
NODE_FROM_ID(cfrom, c.from);
NODE_FROM_ID(cto, c.to);
if (!cfrom || !cto)
continue;
Vector<Variant> binds;
if (c.binds.size()) {
binds.resize(c.binds.size());
for (int j = 0; j < c.binds.size(); j++)
binds.write[j] = props[c.binds[j]];
}
cfrom->connect_compat(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 < editable_instances.size(); i++) {
Node *ei = ret_nodes[0]->get_node_or_null(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<StringName, int> &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, int, VariantHasher, VariantComparator> &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<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &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
//really convoluted condition, but it basically checks that index is only saved when part of an inherited scene OR the node parent is from the edited scene
if (p_owner->get_scene_inherited_state().is_null() && (p_node == p_owner || (p_node->get_owner() == p_owner && (p_node->get_parent() == p_owner || p_node->get_parent()->get_owner() == p_owner)))) {
//do not save index, because it belongs to saved scene and scene is not inherited
nd.index = -1;
} else if (p_node == p_owner) {
//This (hopefully) happens if the node is a scene root, so its index is irrelevant.
nd.index = -1;
} else {
//part of an inherited scene, or parent is from an instanced scene
nd.index = p_node->get_index();
}
// 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<PackState> pack_state_stack;
bool instanced_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);
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<PackedScene> 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<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();
for (List<PropertyInfo>::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 = 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));
}
Ref<Script> script = p_node->get_script();
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->get().usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) {
// isdefault = true; //is script default value
// }
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 overridden or saved
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->get().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);
nd.properties.push_back(prop);
}
// save the groups this node is into
// discard groups that come from the original scene
List<Node::GroupInfo> groups;
p_node->get_groups(&groups);
for (List<Node::GroupInfo>::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<PackState>::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;
}
// 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_class(), 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; i < p_node->get_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<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &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<MethodInfo> _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<MethodInfo>::Element *E = _signals.front(); E; E = E->next()) {
List<Node::Connection> conns;
p_node->get_signal_connection_list(E->get().name, &conns);
conns.sort();
for (List<Node::Connection>::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 = Object::cast_to<Node>(c.callable.get_object());
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) {
Ref<SceneState> 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()) {
NodePath signal_from = common_parent->get_path_to(p_node);
NodePath signal_to = common_parent->get_path_to(target);
if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, c.callable.get_method())) {
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 exists2 = false;
while (nl) {
if (nl == p_owner) {
Ref<SceneState> 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.get_name(), to_node, c.callable.get_method())) {
exists2 = true;
break;
}
}
}
nl = NULL;
} else {
if (nl->get_filename() != String()) {
//is an instance
Ref<SceneState> 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.get_name(), to_node, c.callable.get_method())) {
exists2 = true;
break;
}
}
}
}
nl = nl->get_owner();
}
}
if (exists2) {
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.callable.get_method(), name_map);
cd.signal = _nm_get_string(c.signal.get_name(), name_map);
cd.flags = c.flags;
for (int i = 0; i < c.binds.size(); i++) {
cd.binds.push_back(_vm_get_variant(c.binds[i], variant_map));
}
connections.push_back(cd);
}
}
for (int i = 0; i < p_node->get_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<StringName, int> name_map;
HashMap<Variant, int, VariantHasher, VariantComparator> variant_map;
Map<Node *, int> node_map;
Map<Node *, int> 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<PackedScene> 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<StringName, int>::Element *E = name_map.front(); E; E = E->next()) {
names.write[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.write[idx] = *K;
}
node_paths.resize(nodepath_map.size());
for (Map<Node *, int>::Element *E = nodepath_map.front(); E; E = E->next()) {
node_paths.write[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> SceneState::_get_base_scene_state() const {
if (base_scene_idx >= 0) {
Ref<PackedScene> ps = variants[base_scene_idx];
if (ps.is_valid()) {
return ps->get_state();
}
}
return Ref<SceneState>();
}
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) {
int rkey = _find_base_scene_node_remap_key(idx);
if (rkey == -1) {
rkey = nodes.size() + base_scene_node_remap.size();
base_scene_node_remap[rkey] = idx;
}
return rkey;
}
}
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);
if (idx != -1) {
base_scene_node_remap[nid] = idx;
}
}
return nid;
}
int SceneState::_find_base_scene_node_remap_key(int p_idx) const {
for (Map<int, int>::Element *E = base_scene_node_remap.front(); E; E = E->next()) {
if (E->value() == p_idx) {
return E->key();
}
}
return -1;
}
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_node < nodes.size()) {
//find in built-in nodes
int pc = nodes[p_node].properties.size();
const StringName *namep = names.ptr();
const NodeData::Property *p = nodes[p_node].properties.ptr();
for (int i = 0; i < pc; i++) {
if (p_property == namep[p[i].name]) {
found = true;
return variants[p[i].value];
}
}
}
//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 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_node < nodes.size()) {
const StringName *namep = names.ptr();
for (int i = 0; i < nodes[p_node].groups.size(); i++) {
if (namep[nodes[p_node].groups[i]] == p_group)
return true;
}
}
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 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 < nodes.size() && p_to_node < nodes.size()) {
int signal_idx = -1;
int method_idx = -1;
for (int i = 0; i < names.size(); i++) {
if (names[i] == p_signal) {
signal_idx = i;
} else if (names[i] == p_to_method) {
method_idx = i;
}
}
if (signal_idx >= 0 && method_idx >= 0) {
//signal and method strings are stored..
for (int i = 0; i < connections.size(); i++) {
if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {
return true;
}
}
}
}
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 false;
}
void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {
ERR_FAIL_COND(!p_dictionary.has("names"));
ERR_FAIL_COND(!p_dictionary.has("variants"));
ERR_FAIL_COND(!p_dictionary.has("node_count"));
ERR_FAIL_COND(!p_dictionary.has("nodes"));
ERR_FAIL_COND(!p_dictionary.has("conn_count"));
ERR_FAIL_COND(!p_dictionary.has("conns"));
//ERR_FAIL_COND( !p_dictionary.has("path"));
int version = 1;
if (p_dictionary.has("version"))
version = p_dictionary["version"];
ERR_FAIL_COND_MSG(version > PACKED_SCENE_VERSION, "Save format version too new.");
const int node_count = p_dictionary["node_count"];
const Vector<int> snodes = p_dictionary["nodes"];
ERR_FAIL_COND(snodes.size() < node_count);
const int conn_count = p_dictionary["conn_count"];
const Vector<int> sconns = p_dictionary["conns"];
ERR_FAIL_COND(sconns.size() < conn_count);
Vector<String> snames = p_dictionary["names"];
if (snames.size()) {
int namecount = snames.size();
names.resize(namecount);
const String *r = snames.ptr();
for (int i = 0; i < names.size(); i++)
names.write[i] = r[i];
}
Array svariants = p_dictionary["variants"];
if (svariants.size()) {
int varcount = svariants.size();
variants.resize(varcount);
for (int i = 0; i < varcount; i++) {
variants.write[i] = svariants[i];
}
} else {
variants.clear();
}
nodes.resize(node_count);
if (node_count) {
const int *r = snodes.ptr();
int idx = 0;
for (int i = 0; i < node_count; i++) {
NodeData &nd = nodes.write[i];
nd.parent = r[idx++];
nd.owner = r[idx++];
nd.type = r[idx++];
uint32_t name_index = r[idx++];
nd.name = name_index & ((1 << NAME_INDEX_BITS) - 1);
nd.index = (name_index >> NAME_INDEX_BITS);
nd.index--; //0 is invalid, stored as 1
nd.instance = r[idx++];
nd.properties.resize(r[idx++]);
for (int j = 0; j < nd.properties.size(); j++) {
nd.properties.write[j].name = r[idx++];
nd.properties.write[j].value = r[idx++];
}
nd.groups.resize(r[idx++]);
for (int j = 0; j < nd.groups.size(); j++) {
nd.groups.write[j] = r[idx++];
}
}
}
connections.resize(conn_count);
if (conn_count) {
const int *r = sconns.ptr();
int idx = 0;
for (int i = 0; i < conn_count; i++) {
ConnectionData &cd = connections.write[i];
cd.from = r[idx++];
cd.to = r[idx++];
cd.signal = r[idx++];
cd.method = r[idx++];
cd.flags = r[idx++];
cd.binds.resize(r[idx++]);
for (int j = 0; j < cd.binds.size(); j++) {
cd.binds.write[j] = r[idx++];
}
}
}
Array np;
if (p_dictionary.has("node_paths")) {
np = p_dictionary["node_paths"];
}
node_paths.resize(np.size());
for (int i = 0; i < np.size(); i++) {
node_paths.write[i] = np[i];
}
Array ei;
if (p_dictionary.has("editable_instances")) {
ei = p_dictionary["editable_instances"];
}
if (p_dictionary.has("base_scene")) {
base_scene_idx = p_dictionary["base_scene"];
}
editable_instances.resize(ei.size());
for (int i = 0; i < editable_instances.size(); i++) {
editable_instances.write[i] = ei[i];
}
//path=p_dictionary["path"];
}
Dictionary SceneState::get_bundled_scene() const {
Vector<String> rnames;
rnames.resize(names.size());
if (names.size()) {
String *r = rnames.ptrw();
for (int i = 0; i < names.size(); i++)
r[i] = names[i];
}
Dictionary d;
d["names"] = rnames;
d["variants"] = variants;
Vector<int> rnodes;
d["node_count"] = nodes.size();
for (int i = 0; i < nodes.size(); i++) {
const NodeData &nd = nodes[i];
rnodes.push_back(nd.parent);
rnodes.push_back(nd.owner);
rnodes.push_back(nd.type);
uint32_t name_index = nd.name;
if (nd.index < (1 << (32 - NAME_INDEX_BITS)) - 1) { //save if less than 16k children
name_index |= uint32_t(nd.index + 1) << NAME_INDEX_BITS; //for backwards compatibility, index 0 is no index
}
rnodes.push_back(name_index);
rnodes.push_back(nd.instance);
rnodes.push_back(nd.properties.size());
for (int j = 0; j < nd.properties.size(); j++) {
rnodes.push_back(nd.properties[j].name);
rnodes.push_back(nd.properties[j].value);
}
rnodes.push_back(nd.groups.size());
for (int j = 0; j < nd.groups.size(); j++) {
rnodes.push_back(nd.groups[j]);
}
}
d["nodes"] = rnodes;
Vector<int> rconns;
d["conn_count"] = connections.size();
for (int i = 0; i < connections.size(); i++) {
const ConnectionData &cd = connections[i];
rconns.push_back(cd.from);
rconns.push_back(cd.to);
rconns.push_back(cd.signal);
rconns.push_back(cd.method);
rconns.push_back(cd.flags);
rconns.push_back(cd.binds.size());
for (int j = 0; j < cd.binds.size(); j++)
rconns.push_back(cd.binds[j]);
}
d["conns"] = rconns;
Array rnode_paths;
rnode_paths.resize(node_paths.size());
for (int i = 0; i < node_paths.size(); i++) {
rnode_paths[i] = node_paths[i];
}
d["node_paths"] = rnode_paths;
Array reditable_instances;
reditable_instances.resize(editable_instances.size());
for (int i = 0; i < editable_instances.size(); i++) {
reditable_instances[i] = editable_instances[i];
}
d["editable_instances"] = reditable_instances;
if (base_scene_idx >= 0) {
d["base_scene"] = base_scene_idx;
}
d["version"] = PACKED_SCENE_VERSION;
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];
}
int SceneState::get_node_index(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
return nodes[p_idx].index;
}
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<PackedScene> SceneState::get_node_instance(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Ref<PackedScene>());
if (nodes[p_idx].instance >= 0) {
if (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER)
return Ref<PackedScene>();
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<PackedScene>();
}
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<StringName> SceneState::get_node_groups(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Vector<StringName>());
Vector<StringName> groups;
for (int i = 0; i < nodes[p_idx].groups.size(); i++) {
groups.push_back(names[nodes[p_idx].groups[i]]);
}
return groups;
}
NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {
if (p_for_parent) {
return NodePath();
} else {
return NodePath(".");
}
}
Vector<StringName> 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 < connections[p_idx].binds.size(); i++) {
binds.push_back(variants[connections[p_idx].binds[i]]);
}
return binds;
}
bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method) {
// this method cannot be const because of this
Ref<SceneState> ss = this;
do {
for (int i = 0; i < ss->connections.size(); i++) {
const ConnectionData &c = ss->connections[i];
NodePath np_from;
if (c.from & FLAG_ID_IS_PATH) {
np_from = ss->node_paths[c.from & FLAG_MASK];
} else {
np_from = ss->get_node_path(c.from);
}
NodePath np_to;
if (c.to & FLAG_ID_IS_PATH) {
np_to = ss->node_paths[c.to & FLAG_MASK];
} else {
np_to = ss->get_node_path(c.to);
}
StringName sn_signal = ss->names[c.signal];
StringName sn_method = ss->names[c.method];
if (np_from == p_node_from && sn_signal == p_signal && np_to == p_node_to && sn_method == p_method) {
return true;
}
}
ss = ss->_get_base_scene_state();
} while (ss.is_valid());
return false;
}
Vector<NodePath> 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 < names.size(); i++) {
if (names[i] == p_name)
return i;
}
return -1;
}
int SceneState::add_value(const Variant &p_value) {
variants.push_back(p_value);
return variants.size() - 1;
}
int SceneState::add_node_path(const NodePath &p_path) {
node_paths.push_back(p_path);
return (node_paths.size() - 1) | FLAG_ID_IS_PATH;
}
int SceneState::add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index) {
NodeData nd;
nd.parent = p_parent;
nd.owner = p_owner;
nd.type = p_type;
nd.name = p_name;
nd.instance = p_instance;
nd.index = p_index;
nodes.push_back(nd);
return nodes.size() - 1;
}
void SceneState::add_node_property(int p_node, int p_name, int p_value) {
ERR_FAIL_INDEX(p_node, nodes.size());
ERR_FAIL_INDEX(p_name, names.size());
ERR_FAIL_INDEX(p_value, variants.size());
NodeData::Property prop;
prop.name = p_name;
prop.value = p_value;
nodes.write[p_node].properties.push_back(prop);
}
void SceneState::add_node_group(int p_node, int p_group) {
ERR_FAIL_INDEX(p_node, nodes.size());
ERR_FAIL_INDEX(p_group, names.size());
nodes.write[p_node].groups.push_back(p_group);
}
void SceneState::set_base_scene(int p_idx) {
ERR_FAIL_INDEX(p_idx, variants.size());
base_scene_idx = p_idx;
}
void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds) {
ERR_FAIL_INDEX(p_signal, names.size());
ERR_FAIL_INDEX(p_method, names.size());
for (int i = 0; i < p_binds.size(); i++) {
ERR_FAIL_INDEX(p_binds[i], variants.size());
}
ConnectionData c;
c.from = p_from;
c.to = p_to;
c.signal = p_signal;
c.method = p_method;
c.flags = p_flags;
c.binds = p_binds;
connections.push_back(c);
}
void SceneState::add_editable_instance(const NodePath &p_path) {
editable_instances.push_back(p_path);
}
Vector<String> SceneState::_get_node_groups(int p_idx) const {
Vector<StringName> groups = get_node_groups(p_idx);
Vector<String> ret;
for (int i = 0; i < groups.size(); i++)
ret.push_back(groups[i]);
return ret;
}
void SceneState::_bind_methods() {
//unbuild API
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
ClassDB::bind_method(D_METHOD("get_node_path", "idx", "for_parent"), &SceneState::get_node_path, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_node_owner_path", "idx"), &SceneState::get_node_owner_path);
ClassDB::bind_method(D_METHOD("is_node_instance_placeholder", "idx"), &SceneState::is_node_instance_placeholder);
ClassDB::bind_method(D_METHOD("get_node_instance_placeholder", "idx"), &SceneState::get_node_instance_placeholder);
ClassDB::bind_method(D_METHOD("get_node_instance", "idx"), &SceneState::get_node_instance);
ClassDB::bind_method(D_METHOD("get_node_groups", "idx"), &SceneState::_get_node_groups);
ClassDB::bind_method(D_METHOD("get_node_index", "idx"), &SceneState::get_node_index);
ClassDB::bind_method(D_METHOD("get_node_property_count", "idx"), &SceneState::get_node_property_count);
ClassDB::bind_method(D_METHOD("get_node_property_name", "idx", "prop_idx"), &SceneState::get_node_property_name);
ClassDB::bind_method(D_METHOD("get_node_property_value", "idx", "prop_idx"), &SceneState::get_node_property_value);
ClassDB::bind_method(D_METHOD("get_connection_count"), &SceneState::get_connection_count);
ClassDB::bind_method(D_METHOD("get_connection_source", "idx"), &SceneState::get_connection_source);
ClassDB::bind_method(D_METHOD("get_connection_signal", "idx"), &SceneState::get_connection_signal);
ClassDB::bind_method(D_METHOD("get_connection_target", "idx"), &SceneState::get_connection_target);
ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);
ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);
ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
}
SceneState::SceneState() {
base_scene_idx = -1;
last_modified_time = 0;
}
////////////////
void PackedScene::_set_bundled_scene(const Dictionary &p_scene) {
state->set_bundled_scene(p_scene);
}
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(GenEditState p_edit_state) const {
#ifndef TOOLS_ENABLED
ERR_FAIL_COND_V_MSG(p_edit_state != GEN_EDIT_STATE_DISABLED, NULL, "Edit state is only for editors, does not work without tools compiled.");
#endif
Node *s = state->instance((SceneState::GenEditState)p_edit_state);
if (!s)
return NULL;
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
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<SceneState> 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<SceneState>(memnew(SceneState));
state->set_path(get_path());
#ifdef TOOLS_ENABLED
state->set_last_modified_time(get_last_modified_time());
#endif
}
Ref<SceneState> 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() {
ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);
ClassDB::bind_method(D_METHOD("instance", "edit_state"), &PackedScene::instance, DEFVAL(GEN_EDIT_STATE_DISABLED));
ClassDB::bind_method(D_METHOD("can_instance"), &PackedScene::can_instance);
ClassDB::bind_method(D_METHOD("_set_bundled_scene"), &PackedScene::_set_bundled_scene);
ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene);
ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
}
PackedScene::PackedScene() {
state = Ref<SceneState>(memnew(SceneState));
}