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mirror of https://github.com/godotengine/godot.git synced 2024-12-15 10:12:40 +08:00
godot/scene/property_utils.cpp
bjornmp 06998a3927 Enforce that custom nodes keep their original type
Enforce that custom nodes and resources created via the "Create New Node" dialog, should permanently retain their original type (script). This means:

- Type continuity: It should be impossible for the user to (accidentally) clear the original script of a custom node that was created via the "Create New Node" dialog.

- Extensibility: The user should be able to extend custom types as usual (create a script that inherits the original type and replace the original script of that node with his own). However, if he then clears his extension-script from that node later on, the custom type should revert to its original script instead of becoming a non-scripted type.
2024-10-22 18:18:16 +02:00

285 lines
11 KiB
C++

/**************************************************************************/
/* 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 */
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/**************************************************************************/
#include "property_utils.h"
#include "core/config/engine.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/resources/packed_scene.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#endif // TOOLS_ENABLED
bool PropertyUtils::is_property_value_different(const Object *p_object, const Variant &p_a, const Variant &p_b) {
if (p_a.get_type() == Variant::FLOAT && p_b.get_type() == Variant::FLOAT) {
// This must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error.
return !Math::is_equal_approx((float)p_a, (float)p_b);
} else if (p_a.get_type() == Variant::NODE_PATH && p_b.get_type() == Variant::OBJECT) {
// With properties of type Node, left side is NodePath, while right side is Node.
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);
}
}
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;
}
}
// 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;
}
// Replace properties stored as NodePaths with actual Nodes.
// Otherwise, the property value would be considered as overridden.
if (node_deferred) {
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();
}
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();
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;
}