/*************************************************************************/ /* property_utils.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 "property_utils.h" #include "core/core_string_names.h" #include "core/engine.h" #include "core/local_vector.h" #include "editor/editor_node.h" #include "scene/resources/packed_scene.h" bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) { if (p_a.get_type() == Variant::REAL && p_b.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 return !Math::is_equal_approx((float)p_a, (float)p_b); } else { // 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.deep_equal(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; } 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; Variant value_in_ancestor = ia.state->get_property_value(ia.node, p_property, found); if (found) { if (r_is_valid) { *r_is_valid = true; } return value_in_ancestor; } // Save script for later bool has_script = false; Variant script = ia.state->get_property_value(ia.node, CoreStringNames::get_singleton()->_script, has_script); 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()) { Variant default_value; // 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(); } 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 (prop_str[i] < '0' || prop_str[i] > '9') { 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(); } 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_instanced_by_owner) { if (r_instanced_by_owner) { *r_instanced_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_instanced_by_owner) { *r_instanced_by_owner = false; } } break; } else if (n->get_filename() != String()) { 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(); 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; }