1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
227 lines
8.5 KiB
C++
227 lines
8.5 KiB
C++
/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/core_string_names.h"
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#include "core/engine.h"
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#include "core/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::REAL && p_b.get_type() == Variant::REAL) {
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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.deep_equal(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, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
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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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if (r_is_valid) {
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*r_is_valid = 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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if (r_is_valid) {
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*r_is_valid = true;
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}
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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, CoreStringNames::get_singleton()->_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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Variant default_value;
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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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if (topmost_script->get_property_default_value(p_property, default_value)) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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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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{
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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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bool valid = false;
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Variant value = ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property, &valid);
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if (valid) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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return value;
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} else {
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// Heuristically check if this is a synthetic property (whatever/0, whatever/1, etc.)
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// because they are not in the class DB yet must have a default (null).
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String prop_str = String(p_property);
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int p = prop_str.rfind("/");
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if (p != -1 && p < prop_str.length() - 1) {
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bool all_digits = true;
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for (int i = p + 1; i < prop_str.length(); i++) {
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if (prop_str[i] < '0' || prop_str[i] > '9') {
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all_digits = false;
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break;
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}
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}
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if (r_is_valid) {
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*r_is_valid = all_digits;
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}
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}
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return Variant();
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}
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}
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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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if (inheritance_states.size() > 0) {
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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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}
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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_instanced_by_owner) {
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if (r_instanced_by_owner) {
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*r_instanced_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_instanced_by_owner) {
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*r_instanced_by_owner = false;
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}
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}
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break;
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} else if (n->get_filename() != 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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if (states_stack.size() > 0) {
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for (int i = states_stack.size() - 1; i >= 0; --i) {
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states_stack_ret.write[i].state.reference_ptr(ps->state);
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states_stack_ret.write[i].node = ps->node;
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++ps;
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}
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}
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}
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return states_stack_ret;
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}
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