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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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | #include "property_utils.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "core/config/engine.h"
 | 
					
						
							|  |  |  | #include "core/templates/local_vector.h"
 | 
					
						
							|  |  |  | #include "scene/resources/packed_scene.h"
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							|  |  |  | 
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										 |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | #include "editor/editor_node.h"
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							|  |  |  | #endif // TOOLS_ENABLED
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							|  |  |  | 
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										 |  |  | bool PropertyUtils::is_property_value_different(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 { | 
					
						
							|  |  |  | 		// 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; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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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,
 | 
					
						
							|  |  |  | 	// 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; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	if (r_is_valid) { | 
					
						
							|  |  |  | 		*r_is_valid = false; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	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) { | 
					
						
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										 |  |  | 				if (r_is_valid) { | 
					
						
							|  |  |  | 					*r_is_valid = true; | 
					
						
							|  |  |  | 				} | 
					
						
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										 |  |  | 				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); | 
					
						
							|  |  |  | 			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)) { | 
					
						
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										 |  |  | 			if (r_is_valid) { | 
					
						
							|  |  |  | 				*r_is_valid = true; | 
					
						
							|  |  |  | 			} | 
					
						
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										 |  |  | 			return default_value; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Fall back to the default from the native class
 | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 		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).
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							|  |  |  | 			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++) { | 
					
						
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										 |  |  | 					if (!is_digit(prop_str[i])) { | 
					
						
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										 |  |  | 						all_digits = false; | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (r_is_valid) { | 
					
						
							|  |  |  | 					*r_is_valid = all_digits; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			return Variant(); | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // 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
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							|  |  |  | 
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							|  |  |  | 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]); | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return found; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 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; | 
					
						
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										 |  |  | 			} else if (!n->get_scene_file_path().is_empty()) { | 
					
						
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										 |  |  | 				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; | 
					
						
							|  |  |  | 			} | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return states_stack_ret; | 
					
						
							|  |  |  | } |