godot/scene/property_utils.cpp

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/**************************************************************************/
/* property_utils.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "property_utils.h"
#include "core/config/engine.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/resources/packed_scene.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#endif // TOOLS_ENABLED
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bool PropertyUtils::is_property_value_different(const Object *p_object, const Variant &p_a, const Variant &p_b) {
if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
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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.
return !Math::is_equal_approx((float)p_a, (float)p_b);
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} else if (p_a.get_type() == Variant::NODE_PATH && p_b.get_type() == Variant::OBJECT) {
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// With properties of type Node, left side is NodePath, while right side is Node.
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const Node *base_node = Object::cast_to<Node>(p_object);
const Node *target_node = Object::cast_to<Node>(p_b);
if (base_node && target_node) {
return p_a != base_node->get_path_to(target_node);
}
}
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if (p_a.get_type() == Variant::ARRAY && p_b.get_type() == Variant::ARRAY) {
const Node *base_node = Object::cast_to<Node>(p_object);
Array array1 = p_a;
Array array2 = p_b;
if (base_node && !array1.is_empty() && array2.size() == array1.size() && array1[0].get_type() == Variant::NODE_PATH && array2[0].get_type() == Variant::OBJECT) {
// Like above, but NodePaths/Nodes are inside arrays.
for (int i = 0; i < array1.size(); i++) {
const Node *target_node = Object::cast_to<Node>(array2[i]);
if (!target_node || array1[i] != base_node->get_path_to(target_node)) {
return true;
}
}
return false;
}
}
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// For our purposes, treating null object as NIL is the right thing to do
const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
return a != b;
}
Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
// This function obeys the way property values are set when an object is instantiated,
// which is the following (the latter wins):
// 1. Default value from builtin class
// 2. Default value from script exported variable (from the topmost script)
// 3. Value overrides from the instantiation/inheritance stack
if (r_is_class_default) {
*r_is_class_default = false;
}
if (r_is_valid) {
*r_is_valid = false;
}
// Handle special case "script" property, where the default value is either null or the custom type script.
// Do this only if there's no states stack cache to trace for default values.
if (!p_states_stack_cache && p_property == CoreStringName(script) && p_object->has_meta(SceneStringName(_custom_type_script))) {
Ref<Script> ct_scr = p_object->get_meta(SceneStringName(_custom_type_script));
if (r_is_valid) {
*r_is_valid = true;
}
return ct_scr;
}
Ref<Script> topmost_script;
if (const Node *node = Object::cast_to<Node>(p_object)) {
// Check inheritance/instantiation ancestors
const Vector<SceneState::PackState> &states_stack = p_states_stack_cache ? *p_states_stack_cache : PropertyUtils::get_node_states_stack(node, p_owner);
for (int i = 0; i < states_stack.size(); ++i) {
const SceneState::PackState &ia = states_stack[i];
bool found = false;
bool node_deferred = false;
Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found, node_deferred);
if (found) {
if (r_is_valid) {
*r_is_valid = true;
}
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// Replace properties stored as NodePaths with actual Nodes.
// Otherwise, the property value would be considered as overridden.
if (node_deferred) {
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if (value_in_ancestor.get_type() == Variant::ARRAY) {
Array paths = value_in_ancestor;
bool valid = false;
Array array = node->get(p_property, &valid);
ERR_CONTINUE(!valid);
array = array.duplicate();
array.resize(paths.size());
for (int j = 0; j < array.size(); j++) {
array.set(j, node->get_node_or_null(paths[j]));
}
value_in_ancestor = array;
} else {
value_in_ancestor = node->get_node_or_null(value_in_ancestor);
}
}
return value_in_ancestor;
}
// Save script for later
bool has_script = false;
Variant script = ia.state->get_property_value(ia.node, SNAME("script"), has_script, node_deferred);
if (has_script) {
Ref<Script> scr = script;
if (scr.is_valid()) {
topmost_script = scr;
}
}
}
}
// Let's see what default is set by the topmost script having a default, if any
if (topmost_script.is_null()) {
topmost_script = p_object->get_script();
}
if (topmost_script.is_valid()) {
// Should be called in the editor only and not at runtime,
// otherwise it can cause problems because of missing instance state support
if (p_update_exports && Engine::get_singleton()->is_editor_hint()) {
topmost_script->update_exports();
}
Variant default_value;
if (topmost_script->get_property_default_value(p_property, default_value)) {
if (r_is_valid) {
*r_is_valid = true;
}
return default_value;
}
}
// Fall back to the default from the native class
{
if (r_is_class_default) {
*r_is_class_default = true;
}
bool valid = false;
Variant value = ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property, &valid);
if (valid) {
if (r_is_valid) {
*r_is_valid = true;
}
return value;
} else {
// Heuristically check if this is a synthetic property (whatever/0, whatever/1, etc.)
// because they are not in the class DB yet must have a default (null).
String prop_str = String(p_property);
int p = prop_str.rfind("/");
if (p != -1 && p < prop_str.length() - 1) {
bool all_digits = true;
for (int i = p + 1; i < prop_str.length(); i++) {
if (!is_digit(prop_str[i])) {
all_digits = false;
break;
}
}
if (r_is_valid) {
*r_is_valid = all_digits;
}
}
return Variant();
}
}
}
// Like SceneState::PackState, but using a raw pointer to avoid the cost of
// updating the reference count during the internal work of the functions below
namespace {
struct _FastPackState {
SceneState *state = nullptr;
int node = -1;
};
} // namespace
static bool _collect_inheritance_chain(const Ref<SceneState> &p_state, const NodePath &p_path, LocalVector<_FastPackState> &r_states_stack) {
bool found = false;
LocalVector<_FastPackState> inheritance_states;
Ref<SceneState> state = p_state;
while (state.is_valid()) {
int node = state->find_node_by_path(p_path);
if (node >= 0) {
// This one has state for this node
inheritance_states.push_back({ state.ptr(), node });
found = true;
}
state = state->get_base_scene_state();
}
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if (inheritance_states.size() > 0) {
for (int i = inheritance_states.size() - 1; i >= 0; --i) {
r_states_stack.push_back(inheritance_states[i]);
}
}
return found;
}
Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p_node, const Node *p_owner, bool *r_instantiated_by_owner) {
if (r_instantiated_by_owner) {
*r_instantiated_by_owner = true;
}
LocalVector<_FastPackState> states_stack;
{
const Node *owner = p_owner;
#ifdef TOOLS_ENABLED
if (!p_owner && Engine::get_singleton()->is_editor_hint()) {
owner = EditorNode::get_singleton()->get_edited_scene();
}
#endif
const Node *n = p_node;
while (n) {
if (n == owner) {
const Ref<SceneState> &state = n->get_scene_inherited_state();
if (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
if (r_instantiated_by_owner) {
*r_instantiated_by_owner = false;
}
}
break;
} else if (!n->get_scene_file_path().is_empty()) {
const Ref<SceneState> &state = n->get_scene_instance_state();
_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
}
n = n->get_owner();
}
}
// Convert to the proper type for returning, inverting the vector on the go
// (it was more convenient to fill the vector in reverse order)
Vector<SceneState::PackState> states_stack_ret;
{
states_stack_ret.resize(states_stack.size());
_FastPackState *ps = states_stack.ptr();
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if (states_stack.size() > 0) {
for (int i = states_stack.size() - 1; i >= 0; --i) {
states_stack_ret.write[i].state.reference_ptr(ps->state);
states_stack_ret.write[i].node = ps->node;
++ps;
}
}
}
return states_stack_ret;
}