virtualx-engine/scene/resources/packed_scene.cpp

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/**************************************************************************/
/* packed_scene.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 "packed_scene.h"
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#include "core/config/engine.h"
#include "core/config/project_settings.h"
#include "core/io/missing_resource.h"
#include "core/io/resource_loader.h"
#include "core/templates/local_vector.h"
#include "scene/2d/node_2d.h"
#ifndef _3D_DISABLED
#include "scene/3d/node_3d.h"
#endif // _3D_DISABLED
#include "scene/gui/control.h"
#include "scene/main/instance_placeholder.h"
#include "scene/main/missing_node.h"
#include "scene/property_utils.h"
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#define PACKED_SCENE_VERSION 3
#ifdef TOOLS_ENABLED
SceneState::InstantiationWarningNotify SceneState::instantiation_warn_notify = nullptr;
#endif
bool SceneState::can_instantiate() const {
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return nodes.size() > 0;
}
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static Array _sanitize_node_pinned_properties(Node *p_node) {
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Array pinned = p_node->get_meta("_edit_pinned_properties_", Array());
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if (pinned.is_empty()) {
return Array();
}
HashSet<StringName> storable_properties;
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p_node->get_storable_properties(storable_properties);
int i = 0;
do {
if (storable_properties.has(pinned[i])) {
i++;
} else {
pinned.remove_at(i);
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}
} while (i < pinned.size());
if (pinned.is_empty()) {
p_node->remove_meta("_edit_pinned_properties_");
}
return pinned;
}
Ref<Resource> SceneState::get_remap_resource(const Ref<Resource> &p_resource, HashMap<Ref<Resource>, Ref<Resource>> &remap_cache, const Ref<Resource> &p_fallback, Node *p_for_scene) {
ERR_FAIL_COND_V(p_resource.is_null(), Ref<Resource>());
Ref<Resource> remap_resource;
// Find the shared copy of the source resource.
HashMap<Ref<Resource>, Ref<Resource>>::Iterator R = remap_cache.find(p_resource);
if (R) {
remap_resource = R->value;
} else if (p_fallback.is_valid() && p_fallback->is_local_to_scene() && p_fallback->get_class() == p_resource->get_class()) {
// Simply copy the data from the source resource to update the fallback resource that was previously set.
p_fallback->reset_state(); // May want to reset state.
List<PropertyInfo> pi;
p_resource->get_property_list(&pi);
for (const PropertyInfo &E : pi) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
if (E.name == "resource_path") {
continue; // Do not change path.
}
Variant value = p_resource->get(E.name);
// The local-to-scene subresource instance is preserved, thus maintaining the previous sharing relationship.
// This is mainly used when the sub-scene root is reset in the main scene.
Ref<Resource> sub_res_of_from = value;
if (sub_res_of_from.is_valid() && sub_res_of_from->is_local_to_scene()) {
value = get_remap_resource(sub_res_of_from, remap_cache, p_fallback->get(E.name), p_fallback->get_local_scene());
}
p_fallback->set(E.name, value);
}
p_fallback->set_scene_unique_id(p_resource->get_scene_unique_id()); // Get the id from the main scene, in case the id changes again when saving the scene.
remap_cache[p_resource] = p_fallback;
remap_resource = p_fallback;
} else { // A copy of the source resource is required to overwrite the previous one.
Ref<Resource> local_dupe = p_resource->duplicate_for_local_scene(p_for_scene, remap_cache);
remap_cache[p_resource] = local_dupe;
remap_resource = local_dupe;
}
return remap_resource;
}
Node *SceneState::instantiate(GenEditState p_edit_state) const {
// Nodes where instantiation failed (because something is missing.)
List<Node *> stray_instances;
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#define NODE_FROM_ID(p_name, p_id) \
Node *p_name; \
if (p_id & FLAG_ID_IS_PATH) { \
NodePath np = node_paths[p_id & FLAG_MASK]; \
p_name = ret_nodes[0]->get_node_or_null(np); \
} else { \
ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, nullptr); \
p_name = ret_nodes[p_id & FLAG_MASK]; \
}
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int nc = nodes.size();
ERR_FAIL_COND_V_MSG(nc == 0, nullptr, vformat("Failed to instantiate scene state of \"%s\", node count is 0. Make sure the PackedScene resource is valid.", path));
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const StringName *snames = nullptr;
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int sname_count = names.size();
if (sname_count) {
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snames = &names[0];
}
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const Variant *props = nullptr;
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int prop_count = variants.size();
if (prop_count) {
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props = &variants[0];
}
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//Vector<Variant> properties;
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const NodeData *nd = &nodes[0];
Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);
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bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.is_empty();
HashMap<Ref<Resource>, Ref<Resource>> resources_local_to_scene;
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LocalVector<DeferredNodePathProperties> deferred_node_paths;
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for (int i = 0; i < nc; i++) {
const NodeData &n = nd[i];
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Node *parent = nullptr;
String old_parent_path;
if (i > 0) {
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ERR_FAIL_COND_V_MSG(n.parent == -1, nullptr, vformat("Invalid scene: node %s does not specify its parent node.", snames[n.name]));
NODE_FROM_ID(nparent, n.parent);
#ifdef DEBUG_ENABLED
if (!nparent && (n.parent & FLAG_ID_IS_PATH)) {
WARN_PRINT(String("Parent path '" + String(node_paths[n.parent & FLAG_MASK]) + "' for node '" + String(snames[n.name]) + "' has vanished when instantiating: '" + get_path() + "'.").ascii().get_data());
old_parent_path = String(node_paths[n.parent & FLAG_MASK]).trim_prefix("./").replace("/", "@");
nparent = ret_nodes[0];
}
#endif
parent = nparent;
} else {
// i == 0 is root node.
ERR_FAIL_COND_V_MSG(n.parent != -1, nullptr, vformat("Invalid scene: root node %s cannot specify a parent node.", snames[n.name]));
ERR_FAIL_COND_V_MSG(n.type == TYPE_INSTANTIATED && base_scene_idx < 0, nullptr, vformat("Invalid scene: root node %s in an instance, but there's no base scene.", snames[n.name]));
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}
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Node *node = nullptr;
MissingNode *missing_node = nullptr;
bool is_inherited_scene = false;
if (i == 0 && base_scene_idx >= 0) {
// Scene inheritance on root node.
Ref<PackedScene> sdata = props[base_scene_idx];
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ERR_FAIL_COND_V(!sdata.is_valid(), nullptr);
node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state
ERR_FAIL_NULL_V(node, nullptr);
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
node->set_scene_inherited_state(sdata->get_state());
}
is_inherited_scene = true;
} else if (n.instance >= 0) {
// Instance a scene into this node.
if (n.instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
const String scene_path = props[n.instance & FLAG_MASK];
if (disable_placeholders) {
Ref<PackedScene> sdata = ResourceLoader::load(scene_path, "PackedScene");
if (sdata.is_valid()) {
node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_NULL_V(node, nullptr);
} else if (ResourceLoader::is_creating_missing_resources_if_class_unavailable_enabled()) {
missing_node = memnew(MissingNode);
missing_node->set_original_scene(scene_path);
missing_node->set_recording_properties(true);
node = missing_node;
} else {
ERR_FAIL_V_MSG(nullptr, "Placeholder scene is missing.");
}
} else {
InstancePlaceholder *ip = memnew(InstancePlaceholder);
ip->set_instance_path(scene_path);
node = ip;
}
node->set_scene_instance_load_placeholder(true);
} else {
Ref<Resource> res = props[n.instance & FLAG_MASK];
Ref<PackedScene> sdata = res;
if (sdata.is_valid()) {
node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
ERR_FAIL_NULL_V_MSG(node, nullptr, vformat("Failed to load scene dependency: \"%s\". Make sure the required scene is valid.", sdata->get_path()));
} else if (ResourceLoader::is_creating_missing_resources_if_class_unavailable_enabled()) {
missing_node = memnew(MissingNode);
#ifdef TOOLS_ENABLED
if (res.is_valid()) {
missing_node->set_original_scene(res->get_meta("__load_path__", ""));
}
#endif
missing_node->set_recording_properties(true);
node = missing_node;
} else {
ERR_FAIL_V_MSG(nullptr, "Scene instance is missing.");
}
}
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} else if (n.type == TYPE_INSTANTIATED) {
// Get the node from somewhere, it likely already exists from another instance.
if (parent) {
node = parent->_get_child_by_name(snames[n.name]);
#ifdef DEBUG_ENABLED
if (!node) {
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WARN_PRINT(String("Node '" + String(ret_nodes[0]->get_path_to(parent)) + "/" + String(snames[n.name]) + "' was modified from inside an instance, but it has vanished.").ascii().get_data());
}
#endif
}
} else {
// Node belongs to this scene and must be created.
Object *obj = ClassDB::instantiate(snames[n.type]);
node = Object::cast_to<Node>(obj);
if (!node) {
if (obj) {
memdelete(obj);
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obj = nullptr;
}
if (ResourceLoader::is_creating_missing_resources_if_class_unavailable_enabled()) {
missing_node = memnew(MissingNode);
missing_node->set_original_class(snames[n.type]);
missing_node->set_recording_properties(true);
node = missing_node;
obj = missing_node;
} else {
WARN_PRINT(vformat("Node %s of type %s cannot be created. A placeholder will be created instead.", snames[n.name], snames[n.type]).ascii().get_data());
if (n.parent >= 0 && n.parent < nc && ret_nodes[n.parent]) {
if (Object::cast_to<Control>(ret_nodes[n.parent])) {
obj = memnew(Control);
} else if (Object::cast_to<Node2D>(ret_nodes[n.parent])) {
obj = memnew(Node2D);
#ifndef _3D_DISABLED
} else if (Object::cast_to<Node3D>(ret_nodes[n.parent])) {
obj = memnew(Node3D);
#endif // _3D_DISABLED
}
}
if (!obj) {
obj = memnew(Node);
}
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node = Object::cast_to<Node>(obj);
}
}
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}
if (node) {
// may not have found the node (part of instantiated scene and removed)
// if found all is good, otherwise ignore
//properties
int nprop_count = n.properties.size();
if (nprop_count) {
const NodeData::Property *nprops = &n.properties[0];
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Dictionary missing_resource_properties;
HashMap<Ref<Resource>, Ref<Resource>> resources_local_to_sub_scene; // Record the mappings in the sub-scene.
for (int j = 0; j < nprop_count; j++) {
bool valid;
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ERR_FAIL_INDEX_V(nprops[j].value, prop_count, nullptr);
if (nprops[j].name & FLAG_PATH_PROPERTY_IS_NODE) {
if (!Engine::get_singleton()->is_editor_hint() && node->get_scene_instance_load_placeholder()) {
// We cannot know if the referenced nodes exist yet, so instead of deferring, we write the NodePaths directly.
uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);
node->set(snames[name_idx], props[nprops[j].value], &valid);
continue;
}
uint32_t name_idx = nprops[j].name & (FLAG_PATH_PROPERTY_IS_NODE - 1);
ERR_FAIL_UNSIGNED_INDEX_V(name_idx, (uint32_t)sname_count, nullptr);
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DeferredNodePathProperties dnp;
dnp.value = props[nprops[j].value];
dnp.base = node;
dnp.property = snames[name_idx];
deferred_node_paths.push_back(dnp);
continue;
}
ERR_FAIL_INDEX_V(nprops[j].name, sname_count, nullptr);
if (snames[nprops[j].name] == CoreStringName(script)) {
//work around to avoid old script variables from disappearing, should be the proper fix to:
//https://github.com/godotengine/godot/issues/2958
//store old state
List<Pair<StringName, Variant>> old_state;
if (node->get_script_instance()) {
node->get_script_instance()->get_property_state(old_state);
}
node->set(snames[nprops[j].name], props[nprops[j].value], &valid);
//restore old state for new script, if exists
for (const Pair<StringName, Variant> &E : old_state) {
node->set(E.first, E.second);
}
} else {
Variant value = props[nprops[j].value];
// Making sure that instances of inherited scenes don't share the same
// reference between them.
if (is_inherited_scene) {
value = value.duplicate(true);
}
if (value.get_type() == Variant::OBJECT) {
//handle resources that are local to scene by duplicating them if needed
Ref<Resource> res = value;
if (res.is_valid()) {
value = make_local_resource(value, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
}
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}
if (value.get_type() == Variant::ARRAY) {
Array set_array = value;
value = setup_resources_in_array(set_array, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
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bool is_get_valid = false;
Variant get_value = node->get(snames[nprops[j].name], &is_get_valid);
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if (is_get_valid && get_value.get_type() == Variant::ARRAY) {
Array get_array = get_value;
if (!set_array.is_same_typed(get_array)) {
value = Array(set_array, get_array.get_typed_builtin(), get_array.get_typed_class_name(), get_array.get_typed_script());
}
}
}
if (value.get_type() == Variant::DICTIONARY) {
Dictionary dictionary = value;
const Array keys = dictionary.keys();
const Array values = dictionary.values();
if (has_local_resource(values) || has_local_resource(keys)) {
Array duplicated_keys = keys.duplicate(true);
Array duplicated_values = values.duplicate(true);
duplicated_keys = setup_resources_in_array(duplicated_keys, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
duplicated_values = setup_resources_in_array(duplicated_values, n, resources_local_to_sub_scene, node, snames[nprops[j].name], resources_local_to_scene, i, ret_nodes, p_edit_state);
dictionary.clear();
for (int dictionary_index = 0; dictionary_index < keys.size(); dictionary_index++) {
dictionary[duplicated_keys[dictionary_index]] = duplicated_values[dictionary_index];
}
value = dictionary;
}
}
bool set_valid = true;
if (ResourceLoader::is_creating_missing_resources_if_class_unavailable_enabled() && value.get_type() == Variant::OBJECT) {
Ref<MissingResource> mr = value;
if (mr.is_valid()) {
missing_resource_properties[snames[nprops[j].name]] = mr;
set_valid = false;
}
}
if (set_valid) {
node->set(snames[nprops[j].name], value, &valid);
}
if (p_edit_state == GEN_EDIT_STATE_INSTANCE && value.get_type() != Variant::OBJECT) {
value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor.
}
}
}
if (!missing_resource_properties.is_empty()) {
node->set_meta(META_MISSING_RESOURCES, missing_resource_properties);
}
for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_sub_scene) {
if (E.value->get_local_scene() == node) {
E.value->setup_local_to_scene(); // Setup may be required for the resource to work properly.
}
}
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}
//name
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//groups
for (int j = 0; j < n.groups.size(); j++) {
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ERR_FAIL_INDEX_V(n.groups[j], sname_count, nullptr);
node->add_to_group(snames[n.groups[j]], true);
}
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if (n.instance >= 0 || n.type != TYPE_INSTANTIATED || i == 0) {
//if node was not part of instance, must set its name, parenthood and ownership
if (i > 0) {
if (parent) {
bool pending_add = true;
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
Node *existing = parent->_get_child_by_name(snames[n.name]);
if (existing) {
// There's already a node in the same parent with the same name.
// This means that somehow the node was added both to the scene being
// loaded and another one instantiated in the former, maybe because of
// manual editing, or a bug in scene saving, or a loophole in the workflow
// (with any of the bugs possibly already fixed).
// Bring consistency back by letting it be assigned a non-clashing name.
// This simple workaround at least avoids leaks and helps the user realize
// something awkward has happened.
if (instantiation_warn_notify) {
instantiation_warn_notify(vformat(
TTR("An incoming node's name clashes with %s already in the scene (presumably, from a more nested instance).\nThe less nested node will be renamed. Please fix and re-save the scene."),
ret_nodes[0]->get_path_to(existing)));
}
node->set_name(snames[n.name]);
parent->add_child(node, true);
pending_add = false;
}
}
#endif
if (pending_add) {
parent->_add_child_nocheck(node, snames[n.name]);
}
if (n.index >= 0 && n.index < parent->get_child_count() - 1) {
parent->move_child(node, n.index);
}
} else {
//it may be possible that an instantiated scene has changed
//and the node has nowhere to go anymore
stray_instances.push_back(node); //can't be added, go to stray list
}
} else {
if (Engine::get_singleton()->is_editor_hint()) {
//validate name if using editor, to avoid broken
node->set_name(snames[n.name]);
} else {
node->_set_name_nocheck(snames[n.name]);
}
}
}
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if (!old_parent_path.is_empty()) {
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node->set_name(old_parent_path + "#" + node->get_name());
}
if (n.owner >= 0) {
NODE_FROM_ID(owner, n.owner);
if (owner) {
node->_set_owner_nocheck(owner);
if (node->data.unique_name_in_owner) {
node->_acquire_unique_name_in_owner();
}
}
}
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// We only want to deal with pinned flag if instantiating as pure main (no instance, no inheriting.)
if (p_edit_state == GEN_EDIT_STATE_MAIN) {
_sanitize_node_pinned_properties(node);
} else {
node->remove_meta("_edit_pinned_properties_");
}
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}
if (missing_node) {
missing_node->set_recording_properties(false);
}
ret_nodes[i] = node;
if (node && gen_node_path_cache && ret_nodes[0]) {
NodePath n2 = ret_nodes[0]->get_path_to(node);
node_path_cache[n2] = i;
}
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}
for (const DeferredNodePathProperties &dnp : deferred_node_paths) {
// Replace properties stored as NodePaths with actual Nodes.
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if (dnp.value.get_type() == Variant::ARRAY) {
Array paths = dnp.value;
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bool valid;
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Array array = dnp.base->get(dnp.property, &valid);
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ERR_CONTINUE(!valid);
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array = array.duplicate();
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array.resize(paths.size());
for (int i = 0; i < array.size(); i++) {
array.set(i, dnp.base->get_node_or_null(paths[i]));
}
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dnp.base->set(dnp.property, array);
} else {
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dnp.base->set(dnp.property, dnp.base->get_node_or_null(dnp.value));
}
}
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for (KeyValue<Ref<Resource>, Ref<Resource>> &E : resources_local_to_scene) {
if (E.value->get_local_scene() == ret_nodes[0]) {
E.value->setup_local_to_scene();
}
}
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//do connections
int cc = connections.size();
const ConnectionData *cdata = connections.ptr();
for (int i = 0; i < cc; i++) {
const ConnectionData &c = cdata[i];
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//ERR_FAIL_INDEX_V( c.from, nc, nullptr );
//ERR_FAIL_INDEX_V( c.to, nc, nullptr );
NODE_FROM_ID(cfrom, c.from);
NODE_FROM_ID(cto, c.to);
if (!cfrom || !cto) {
continue;
}
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Callable callable(cto, snames[c.method]);
if (c.unbinds > 0) {
callable = callable.unbind(c.unbinds);
} else if (!c.binds.is_empty()) {
Vector<Variant> binds;
if (c.binds.size()) {
binds.resize(c.binds.size());
for (int j = 0; j < c.binds.size(); j++) {
binds.write[j] = props[c.binds[j]];
}
}
const Variant **argptrs = (const Variant **)alloca(sizeof(Variant *) * binds.size());
for (int j = 0; j < binds.size(); j++) {
argptrs[j] = &binds[j];
}
callable = callable.bindp(argptrs, binds.size());
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}
cfrom->connect(snames[c.signal], callable, CONNECT_PERSIST | c.flags | (p_edit_state == GEN_EDIT_STATE_MAIN ? 0 : CONNECT_INHERITED));
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}
//Node *s = ret_nodes[0];
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//remove nodes that could not be added, likely as a result that
while (stray_instances.size()) {
memdelete(stray_instances.front()->get());
2017-01-14 18:03:38 +01:00
stray_instances.pop_front();
}
for (int i = 0; i < editable_instances.size(); i++) {
Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]);
if (ei) {
ret_nodes[0]->set_editable_instance(ei, true);
}
}
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return ret_nodes[0];
}
Variant SceneState::make_local_resource(Variant &p_value, const SceneState::NodeData &p_node_data, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
Ref<Resource> res = p_value;
if (res.is_null() || !res->is_local_to_scene()) {
return p_value;
}
if (p_node_data.instance >= 0) { // For the root node of a sub-scene, treat it as part of the sub-scene.
return get_remap_resource(res, p_resources_local_to_sub_scene, p_node->get(p_sname), p_node);
} else {
HashMap<Ref<Resource>, Ref<Resource>>::Iterator E = p_resources_local_to_scene.find(res);
Node *base = p_i == 0 ? p_node : p_ret_nodes[0];
if (E) {
return E->value;
} else if (p_edit_state == GEN_EDIT_STATE_MAIN) { // For the main scene, use the resource as is
res->configure_for_local_scene(base, p_resources_local_to_scene);
p_resources_local_to_scene[res] = res;
return res;
} else { // For instances, a copy must be made.
Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, p_resources_local_to_scene);
p_resources_local_to_scene[res] = local_dupe;
return local_dupe;
}
}
}
Array SceneState::setup_resources_in_array(Array &p_array_to_scan, const SceneState::NodeData &p_n, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_sub_scene, Node *p_node, const StringName p_sname, HashMap<Ref<Resource>, Ref<Resource>> &p_resources_local_to_scene, int p_i, Node **p_ret_nodes, SceneState::GenEditState p_edit_state) const {
for (int i = 0; i < p_array_to_scan.size(); i++) {
if (p_array_to_scan[i].get_type() == Variant::OBJECT) {
p_array_to_scan[i] = make_local_resource(p_array_to_scan[i], p_n, p_resources_local_to_sub_scene, p_node, p_sname, p_resources_local_to_scene, p_i, p_ret_nodes, p_edit_state);
}
}
return p_array_to_scan;
}
bool SceneState::has_local_resource(const Array &p_array) const {
for (int i = 0; i < p_array.size(); i++) {
Ref<Resource> res = p_array[i];
if (res.is_valid() && res->is_local_to_scene()) {
return true;
}
}
return false;
}
static int _nm_get_string(const String &p_string, HashMap<StringName, int> &name_map) {
if (name_map.has(p_string)) {
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return name_map[p_string];
}
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int idx = name_map.size();
name_map[p_string] = idx;
return idx;
}
static int _vm_get_variant(const Variant &p_variant, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map) {
if (variant_map.has(p_variant)) {
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return variant_map[p_variant];
}
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int idx = variant_map.size();
variant_map[p_variant] = idx;
return idx;
}
Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map) {
// this function handles all the work related to properly packing scenes, be it
// instantiated or inherited.
// given the complexity of this process, an attempt will be made to properly
// document it. if you fail to understand something, please ask!
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//discard nodes that do not belong to be processed
if (p_node != p_owner && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
return OK;
}
bool is_editable_instance = false;
// save the child instantiated scenes that are chosen as editable, so they can be restored
// upon load back
if (p_node != p_owner && !p_node->get_scene_file_path().is_empty() && p_owner->is_editable_instance(p_node)) {
editable_instances.push_back(p_owner->get_path_to(p_node));
// Node is the root of an editable instance.
is_editable_instance = true;
} else if (p_node->get_owner() && p_owner->is_ancestor_of(p_node->get_owner()) && p_owner->is_editable_instance(p_node->get_owner())) {
// Node is part of an editable instance.
is_editable_instance = true;
}
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NodeData nd;
nd.name = _nm_get_string(p_node->get_name(), name_map);
nd.instance = -1; //not instantiated by default
//really convoluted condition, but it basically checks that index is only saved when part of an inherited scene OR the node parent is from the edited scene
if (p_owner->get_scene_inherited_state().is_null() && (p_node == p_owner || (p_node->get_owner() == p_owner && (p_node->get_parent() == p_owner || p_node->get_parent()->get_owner() == p_owner)))) {
//do not save index, because it belongs to saved scene and scene is not inherited
nd.index = -1;
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} else if (p_node == p_owner) {
//This (hopefully) happens if the node is a scene root, so its index is irrelevant.
nd.index = -1;
} else {
//part of an inherited scene, or parent is from an instantiated scene
nd.index = p_node->get_index();
}
// if this node is part of an instantiated scene or sub-instantiated scene
// we need to get the corresponding instance states.
// with the instance states, we can query for identical properties/groups
// and only save what has changed
bool instantiated_by_owner = false;
Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instantiated_by_owner);
if (!p_node->get_scene_file_path().is_empty() && p_node->get_owner() == p_owner && instantiated_by_owner) {
if (p_node->get_scene_instance_load_placeholder()) {
//it's a placeholder, use the placeholder path
nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map);
nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
} else {
//must instance ourselves
Ref<PackedScene> instance = ResourceLoader::load(p_node->get_scene_file_path());
if (!instance.is_valid()) {
return ERR_CANT_OPEN;
}
nd.instance = _vm_get_variant(instance, variant_map);
}
}
// all setup, we then proceed to check all properties for the node
// and save the ones that are worth saving
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List<PropertyInfo> plist;
p_node->get_property_list(&plist);
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Array pinned_props = _sanitize_node_pinned_properties(p_node);
Dictionary missing_resource_properties = p_node->get_meta(META_MISSING_RESOURCES, Dictionary());
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for (const PropertyInfo &E : plist) {
if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
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continue;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
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if (E.name == META_PROPERTY_MISSING_RESOURCES) {
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continue; // Ignore this property when packing.
}
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// If instance or inheriting, not saving if property requested so.
if (!states_stack.is_empty()) {
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if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE)) {
continue;
}
}
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StringName name = E.name;
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Variant value = p_node->get(name);
bool use_deferred_node_path_bit = false;
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if (E.type == Variant::OBJECT && E.hint == PROPERTY_HINT_NODE_TYPE) {
if (value.get_type() == Variant::OBJECT) {
if (Node *n = Object::cast_to<Node>(value)) {
value = p_node->get_path_to(n);
}
use_deferred_node_path_bit = true;
}
if (value.get_type() != Variant::NODE_PATH) {
continue; //was never set, ignore.
}
} else if (E.type == Variant::OBJECT && missing_resource_properties.has(E.name)) {
// Was this missing resource overridden? If so do not save the old value.
Ref<Resource> ures = value;
if (ures.is_null()) {
value = missing_resource_properties[E.name];
}
} else if (E.type == Variant::ARRAY && E.hint == PROPERTY_HINT_TYPE_STRING) {
int hint_subtype_separator = E.hint_string.find(":");
if (hint_subtype_separator >= 0) {
String subtype_string = E.hint_string.substr(0, hint_subtype_separator);
int slash_pos = subtype_string.find("/");
PropertyHint subtype_hint = PropertyHint::PROPERTY_HINT_NONE;
if (slash_pos >= 0) {
subtype_hint = PropertyHint(subtype_string.get_slice("/", 1).to_int());
subtype_string = subtype_string.substr(0, slash_pos);
}
Variant::Type subtype = Variant::Type(subtype_string.to_int());
if (subtype == Variant::OBJECT && subtype_hint == PROPERTY_HINT_NODE_TYPE) {
use_deferred_node_path_bit = true;
Array array = value;
Array new_array;
for (int i = 0; i < array.size(); i++) {
Variant elem = array[i];
if (elem.get_type() == Variant::OBJECT) {
if (Node *n = Object::cast_to<Node>(elem)) {
new_array.push_back(p_node->get_path_to(n));
continue;
}
}
new_array.push_back(elem);
}
value = new_array;
}
}
}
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if (!pinned_props.has(name)) {
bool is_valid_default = false;
Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true);
if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) {
if (value.get_type() == Variant::ARRAY && has_local_resource(value)) {
// Save anyway
} else if (value.get_type() == Variant::DICTIONARY) {
Dictionary dictionary = value;
if (!has_local_resource(dictionary.values()) && !has_local_resource(dictionary.keys())) {
continue;
}
} else {
continue;
}
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}
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}
NodeData::Property prop;
prop.name = _nm_get_string(name, name_map);
prop.value = _vm_get_variant(value, variant_map);
if (use_deferred_node_path_bit) {
prop.name |= FLAG_PATH_PROPERTY_IS_NODE;
}
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nd.properties.push_back(prop);
}
// save the groups this node is into
// discard groups that come from the original scene
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List<Node::GroupInfo> groups;
p_node->get_groups(&groups);
for (const Node::GroupInfo &gi : groups) {
if (!gi.persistent) {
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continue;
}
bool skip = false;
for (const SceneState::PackState &ia : states_stack) {
//check all levels of pack to see if the group was added somewhere
if (ia.state->is_node_in_group(ia.node, gi.name)) {
skip = true;
break;
}
}
if (skip) {
continue;
}
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nd.groups.push_back(_nm_get_string(gi.name, name_map));
}
// save the right owner
// for the saved scene root this is -1
// for nodes of the saved scene this is 0
// for nodes of instantiated scenes this is >0
if (p_node == p_owner) {
//saved scene root
nd.owner = -1;
} else if (p_node->get_owner() == p_owner) {
//part of saved scene
nd.owner = 0;
} else {
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nd.owner = -1;
}
MissingNode *missing_node = Object::cast_to<MissingNode>(p_node);
// Save the right type. If this node was created by an instance
2016-03-09 00:00:52 +01:00
// then flag that the node should not be created but reused
if (states_stack.is_empty() && !is_editable_instance) {
//This node is not part of an instantiation process, so save the type.
if (missing_node != nullptr) {
// It's a missing node (type non existent on load).
nd.type = _nm_get_string(missing_node->get_original_class(), name_map);
} else {
nd.type = _nm_get_string(p_node->get_class(), name_map);
}
} else {
// this node is part of an instantiated process, so do not save the type.
// instead, save that it was instantiated
nd.type = TYPE_INSTANTIATED;
}
// determine whether to save this node or not
// if this node is part of an instantiated sub-scene, we can skip storing it if basically
// no properties changed and no groups were added to it.
// below condition is true for all nodes of the scene being saved, and ones in subscenes
// that hold changes
bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist
save_node = save_node || p_node == p_owner; // owner is always saved
save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instanced
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int idx = nodes.size();
int parent_node = NO_PARENT_SAVED;
if (save_node) {
//don't save the node if nothing and subscene
node_map[p_node] = idx;
//ok validate parent node
if (p_parent_idx == NO_PARENT_SAVED) {
int sidx;
if (nodepath_map.has(p_node->get_parent())) {
sidx = nodepath_map[p_node->get_parent()];
} else {
sidx = nodepath_map.size();
nodepath_map[p_node->get_parent()] = sidx;
}
nd.parent = FLAG_ID_IS_PATH | sidx;
} else {
nd.parent = p_parent_idx;
}
parent_node = idx;
nodes.push_back(nd);
}
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for (int i = 0; i < p_node->get_child_count(); i++) {
Node *c = p_node->get_child(i);
Error err = _parse_node(p_owner, c, parent_node, name_map, variant_map, node_map, nodepath_map);
if (err) {
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return err;
}
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}
return OK;
}
Error SceneState::_parse_connections(Node *p_owner, Node *p_node, HashMap<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, HashMap<Node *, int> &node_map, HashMap<Node *, int> &nodepath_map) {
if (p_node != p_owner && p_node->get_owner() && p_node->get_owner() != p_owner && !p_owner->is_editable_instance(p_node->get_owner())) {
return OK;
}
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List<MethodInfo> _signals;
p_node->get_signal_list(&_signals);
_signals.sort();
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//ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
//NodeData &nd = nodes[node_map[p_node]];
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for (const MethodInfo &E : _signals) {
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List<Node::Connection> conns;
p_node->get_signal_connection_list(E.name, &conns);
conns.sort();
for (const Node::Connection &F : conns) {
const Node::Connection &c = F;
if (!(c.flags & CONNECT_PERSIST)) { //only persistent connections get saved
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continue;
}
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// only connections that originate or end into main saved scene are saved
// everything else is discarded
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Node *target = Object::cast_to<Node>(c.callable.get_object());
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if (!target) {
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continue;
}
Vector<Variant> binds;
int unbinds = 0;
Callable base_callable;
if (c.callable.is_custom()) {
CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(c.callable.get_custom());
if (ccb) {
binds = ccb->get_binds();
base_callable = ccb->get_callable();
}
CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom());
if (ccu) {
unbinds = ccu->get_unbinds();
base_callable = ccu->get_callable();
}
} else {
base_callable = c.callable;
}
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//find if this connection already exists
Node *common_parent = target->find_common_parent_with(p_node);
ERR_CONTINUE(!common_parent);
if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) {
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common_parent = common_parent->get_owner();
}
bool exists = false;
//go through ownership chain to see if this exists
while (common_parent) {
Ref<SceneState> ps;
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if (common_parent == p_owner) {
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ps = common_parent->get_scene_inherited_state();
} else {
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ps = common_parent->get_scene_instance_state();
}
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if (ps.is_valid()) {
NodePath signal_from = common_parent->get_path_to(p_node);
NodePath signal_to = common_parent->get_path_to(target);
if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, base_callable.get_method())) {
exists = true;
break;
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}
}
if (common_parent == p_owner) {
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break;
} else {
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common_parent = common_parent->get_owner();
}
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}
if (exists) { //already exists (comes from instance or inheritance), so don't save
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continue;
}
{
Node *nl = p_node;
bool exists2 = false;
while (nl) {
if (nl == p_owner) {
Ref<SceneState> state = nl->get_scene_inherited_state();
if (state.is_valid()) {
int from_node = state->find_node_by_path(nl->get_path_to(p_node));
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int to_node = state->find_node_by_path(nl->get_path_to(target));
if (from_node >= 0 && to_node >= 0) {
//this one has state for this node, save
if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) {
exists2 = true;
break;
}
}
}
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nl = nullptr;
} else {
if (!nl->get_scene_file_path().is_empty()) {
//is an instance
Ref<SceneState> state = nl->get_scene_instance_state();
if (state.is_valid()) {
int from_node = state->find_node_by_path(nl->get_path_to(p_node));
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int to_node = state->find_node_by_path(nl->get_path_to(target));
if (from_node >= 0 && to_node >= 0) {
//this one has state for this node, save
if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) {
exists2 = true;
break;
}
}
}
}
nl = nl->get_owner();
}
}
if (exists2) {
continue;
}
}
int src_id;
if (node_map.has(p_node)) {
src_id = node_map[p_node];
} else {
if (nodepath_map.has(p_node)) {
src_id = FLAG_ID_IS_PATH | nodepath_map[p_node];
} else {
int sidx = nodepath_map.size();
nodepath_map[p_node] = sidx;
src_id = FLAG_ID_IS_PATH | sidx;
}
}
int target_id;
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if (node_map.has(target)) {
target_id = node_map[target];
} else {
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if (nodepath_map.has(target)) {
target_id = FLAG_ID_IS_PATH | nodepath_map[target];
} else {
int sidx = nodepath_map.size();
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nodepath_map[target] = sidx;
target_id = FLAG_ID_IS_PATH | sidx;
}
}
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ConnectionData cd;
cd.from = src_id;
cd.to = target_id;
cd.method = _nm_get_string(base_callable.get_method(), name_map);
cd.signal = _nm_get_string(c.signal.get_name(), name_map);
cd.flags = c.flags & ~CONNECT_INHERITED; // Do not store inherited.
cd.unbinds = unbinds;
for (int i = 0; i < binds.size(); i++) {
cd.binds.push_back(_vm_get_variant(binds[i], variant_map));
}
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connections.push_back(cd);
}
}
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *c = p_node->get_child(i);
Error err = _parse_connections(p_owner, c, name_map, variant_map, node_map, nodepath_map);
if (err) {
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return err;
}
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}
return OK;
}
Error SceneState::pack(Node *p_scene) {
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ERR_FAIL_NULL_V(p_scene, ERR_INVALID_PARAMETER);
clear();
Node *scene = p_scene;
HashMap<StringName, int> name_map;
HashMap<Variant, int, VariantHasher, VariantComparator> variant_map;
HashMap<Node *, int> node_map;
HashMap<Node *, int> nodepath_map;
// If using scene inheritance, pack the scene it inherits from.
if (scene->get_scene_inherited_state().is_valid()) {
String scene_path = scene->get_scene_inherited_state()->get_path();
Ref<PackedScene> instance = ResourceLoader::load(scene_path);
if (instance.is_valid()) {
base_scene_idx = _vm_get_variant(instance, variant_map);
}
}
// Instanced, only direct sub-scenes are supported of course.
Error err = _parse_node(scene, scene, -1, name_map, variant_map, node_map, nodepath_map);
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if (err) {
clear();
ERR_FAIL_V(err);
}
err = _parse_connections(scene, scene, name_map, variant_map, node_map, nodepath_map);
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if (err) {
clear();
ERR_FAIL_V(err);
}
names.resize(name_map.size());
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for (const KeyValue<StringName, int> &E : name_map) {
names.write[E.value] = E.key;
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}
variants.resize(variant_map.size());
for (const KeyValue<Variant, int> &E : variant_map) {
int idx = E.value;
variants.write[idx] = E.key;
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}
node_paths.resize(nodepath_map.size());
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for (const KeyValue<Node *, int> &E : nodepath_map) {
node_paths.write[E.value] = scene->get_path_to(E.key);
}
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if (Engine::get_singleton()->is_editor_hint()) {
// Build node path cache
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for (const KeyValue<Node *, int> &E : node_map) {
node_path_cache[scene->get_path_to(E.key)] = E.value;
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}
}
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return OK;
}
void SceneState::set_path(const String &p_path) {
path = p_path;
}
String SceneState::get_path() const {
return path;
}
void SceneState::clear() {
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names.clear();
variants.clear();
nodes.clear();
connections.clear();
node_path_cache.clear();
node_paths.clear();
editable_instances.clear();
base_scene_idx = -1;
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}
Error SceneState::copy_from(const Ref<SceneState> &p_scene_state) {
ERR_FAIL_COND_V(p_scene_state.is_null(), ERR_INVALID_PARAMETER);
clear();
for (const StringName &E : p_scene_state->names) {
names.append(E);
}
for (const Variant &E : p_scene_state->variants) {
variants.append(E);
}
for (const SceneState::NodeData &E : p_scene_state->nodes) {
nodes.append(E);
}
for (const SceneState::ConnectionData &E : p_scene_state->connections) {
connections.append(E);
}
for (KeyValue<NodePath, int> &E : p_scene_state->node_path_cache) {
node_path_cache.insert(E.key, E.value);
}
for (const NodePath &E : p_scene_state->node_paths) {
node_paths.append(E);
}
for (const NodePath &E : p_scene_state->editable_instances) {
editable_instances.append(E);
}
base_scene_idx = p_scene_state->base_scene_idx;
return OK;
}
Ref<SceneState> SceneState::get_base_scene_state() const {
if (base_scene_idx >= 0) {
Ref<PackedScene> ps = variants[base_scene_idx];
if (ps.is_valid()) {
return ps->get_state();
}
}
return Ref<SceneState>();
}
void SceneState::update_instance_resource(String p_path, Ref<PackedScene> p_packed_scene) {
ERR_FAIL_COND(p_packed_scene.is_null());
for (const NodeData &nd : nodes) {
if (nd.instance >= 0) {
if (!(nd.instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {
int instance_id = nd.instance & FLAG_MASK;
Ref<PackedScene> original_packed_scene = variants[instance_id];
if (original_packed_scene.is_valid()) {
if (original_packed_scene->get_path() == p_path) {
variants.remove_at(instance_id);
variants.insert(instance_id, p_packed_scene);
}
}
}
}
}
}
int SceneState::find_node_by_path(const NodePath &p_node) const {
ERR_FAIL_COND_V_MSG(node_path_cache.is_empty(), -1, "This operation requires the node cache to have been built.");
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if (!node_path_cache.has(p_node)) {
if (get_base_scene_state().is_valid()) {
int idx = get_base_scene_state()->find_node_by_path(p_node);
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if (idx != -1) {
int rkey = _find_base_scene_node_remap_key(idx);
if (rkey == -1) {
rkey = nodes.size() + base_scene_node_remap.size();
base_scene_node_remap[rkey] = idx;
}
return rkey;
}
}
return -1;
}
int nid = node_path_cache[p_node];
if (get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
//for nodes that _do_ exist in current scene, still try to look for
//the node in the instantiated scene, as a property may be missing
//from the local one
int idx = get_base_scene_state()->find_node_by_path(p_node);
if (idx != -1) {
base_scene_node_remap[nid] = idx;
}
}
return nid;
}
int SceneState::_find_base_scene_node_remap_key(int p_idx) const {
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for (const KeyValue<int, int> &E : base_scene_node_remap) {
if (E.value == p_idx) {
return E.key;
}
}
return -1;
}
Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &r_found, bool &r_node_deferred) const {
r_found = false;
r_node_deferred = false;
ERR_FAIL_COND_V(p_node < 0, Variant());
if (p_node < nodes.size()) {
// Find in built-in nodes.
int pc = nodes[p_node].properties.size();
const StringName *namep = names.ptr();
const NodeData::Property *p = nodes[p_node].properties.ptr();
for (int i = 0; i < pc; i++) {
if (p_property == namep[p[i].name & FLAG_PROP_NAME_MASK]) {
r_found = true;
r_node_deferred = p[i].name & FLAG_PATH_PROPERTY_IS_NODE;
return variants[p[i].value];
}
}
}
// Property not found, try on instance.
HashMap<int, int>::ConstIterator I = base_scene_node_remap.find(p_node);
if (I) {
return get_base_scene_state()->get_property_value(I->value, p_property, r_found, r_node_deferred);
}
return Variant();
}
bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {
ERR_FAIL_COND_V(p_node < 0, false);
if (p_node < nodes.size()) {
const StringName *namep = names.ptr();
for (int i = 0; i < nodes[p_node].groups.size(); i++) {
if (namep[nodes[p_node].groups[i]] == p_group) {
return true;
}
}
}
if (base_scene_node_remap.has(p_node)) {
return get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
}
return false;
}
bool SceneState::disable_placeholders = false;
void SceneState::set_disable_placeholders(bool p_disable) {
disable_placeholders = p_disable;
}
bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const {
ERR_FAIL_COND_V(p_node < 0, false);
ERR_FAIL_COND_V(p_to_node < 0, false);
if (p_node < nodes.size() && p_to_node < nodes.size()) {
int signal_idx = -1;
int method_idx = -1;
for (int i = 0; i < names.size(); i++) {
if (names[i] == p_signal) {
signal_idx = i;
} else if (names[i] == p_to_method) {
method_idx = i;
}
}
if (signal_idx >= 0 && method_idx >= 0) {
//signal and method strings are stored..
for (int i = 0; i < connections.size(); i++) {
if (connections[i].from == p_node && connections[i].to == p_to_node && connections[i].signal == signal_idx && connections[i].method == method_idx) {
return true;
}
}
}
}
if (base_scene_node_remap.has(p_node) && base_scene_node_remap.has(p_to_node)) {
return get_base_scene_state()->is_connection(base_scene_node_remap[p_node], p_signal, base_scene_node_remap[p_to_node], p_to_method);
}
return false;
}
void SceneState::set_bundled_scene(const Dictionary &p_dictionary) {
ERR_FAIL_COND(!p_dictionary.has("names"));
ERR_FAIL_COND(!p_dictionary.has("variants"));
ERR_FAIL_COND(!p_dictionary.has("node_count"));
ERR_FAIL_COND(!p_dictionary.has("nodes"));
ERR_FAIL_COND(!p_dictionary.has("conn_count"));
ERR_FAIL_COND(!p_dictionary.has("conns"));
//ERR_FAIL_COND( !p_dictionary.has("path"));
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int version = 1;
if (p_dictionary.has("version")) {
version = p_dictionary["version"];
}
ERR_FAIL_COND_MSG(version > PACKED_SCENE_VERSION, "Save format version too new.");
const int node_count = p_dictionary["node_count"];
const Vector<int> snodes = p_dictionary["nodes"];
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ERR_FAIL_COND(snodes.size() < node_count);
const int conn_count = p_dictionary["conn_count"];
const Vector<int> sconns = p_dictionary["conns"];
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ERR_FAIL_COND(sconns.size() < conn_count);
Vector<String> snames = p_dictionary["names"];
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if (snames.size()) {
int namecount = snames.size();
names.resize(namecount);
const String *r = snames.ptr();
for (int i = 0; i < names.size(); i++) {
names.write[i] = r[i];
}
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}
Array svariants = p_dictionary["variants"];
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if (svariants.size()) {
int varcount = svariants.size();
variants.resize(varcount);
for (int i = 0; i < varcount; i++) {
variants.write[i] = svariants[i];
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}
} else {
variants.clear();
}
nodes.resize(node_count);
if (node_count) {
const int *r = snodes.ptr();
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int idx = 0;
for (int i = 0; i < node_count; i++) {
NodeData &nd = nodes.write[i];
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nd.parent = r[idx++];
nd.owner = r[idx++];
nd.type = r[idx++];
uint32_t name_index = r[idx++];
nd.name = name_index & ((1 << NAME_INDEX_BITS) - 1);
nd.index = (name_index >> NAME_INDEX_BITS);
nd.index--; //0 is invalid, stored as 1
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nd.instance = r[idx++];
nd.properties.resize(r[idx++]);
for (int j = 0; j < nd.properties.size(); j++) {
nd.properties.write[j].name = r[idx++];
nd.properties.write[j].value = r[idx++];
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}
nd.groups.resize(r[idx++]);
for (int j = 0; j < nd.groups.size(); j++) {
nd.groups.write[j] = r[idx++];
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}
}
}
connections.resize(conn_count);
if (conn_count) {
const int *r = sconns.ptr();
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int idx = 0;
for (int i = 0; i < conn_count; i++) {
ConnectionData &cd = connections.write[i];
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cd.from = r[idx++];
cd.to = r[idx++];
cd.signal = r[idx++];
cd.method = r[idx++];
cd.flags = r[idx++];
cd.binds.resize(r[idx++]);
for (int j = 0; j < cd.binds.size(); j++) {
cd.binds.write[j] = r[idx++];
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}
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if (version >= 3) {
cd.unbinds = r[idx++];
}
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}
}
Array np;
if (p_dictionary.has("node_paths")) {
np = p_dictionary["node_paths"];
}
node_paths.resize(np.size());
for (int i = 0; i < np.size(); i++) {
node_paths.write[i] = np[i];
}
Array ei;
if (p_dictionary.has("editable_instances")) {
ei = p_dictionary["editable_instances"];
}
if (p_dictionary.has("base_scene")) {
base_scene_idx = p_dictionary["base_scene"];
}
editable_instances.resize(ei.size());
for (int i = 0; i < editable_instances.size(); i++) {
editable_instances.write[i] = ei[i];
}
//path=p_dictionary["path"];
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}
Dictionary SceneState::get_bundled_scene() const {
Vector<String> rnames;
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rnames.resize(names.size());
if (names.size()) {
String *r = rnames.ptrw();
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for (int i = 0; i < names.size(); i++) {
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r[i] = names[i];
}
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}
Dictionary d;
d["names"] = rnames;
d["variants"] = variants;
Vector<int> rnodes;
d["node_count"] = nodes.size();
for (int i = 0; i < nodes.size(); i++) {
const NodeData &nd = nodes[i];
rnodes.push_back(nd.parent);
rnodes.push_back(nd.owner);
rnodes.push_back(nd.type);
uint32_t name_index = nd.name;
if (nd.index < (1 << (32 - NAME_INDEX_BITS)) - 1) { //save if less than 16k children
name_index |= uint32_t(nd.index + 1) << NAME_INDEX_BITS; //for backwards compatibility, index 0 is no index
}
rnodes.push_back(name_index);
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rnodes.push_back(nd.instance);
rnodes.push_back(nd.properties.size());
for (int j = 0; j < nd.properties.size(); j++) {
rnodes.push_back(nd.properties[j].name);
rnodes.push_back(nd.properties[j].value);
}
rnodes.push_back(nd.groups.size());
for (int j = 0; j < nd.groups.size(); j++) {
rnodes.push_back(nd.groups[j]);
}
}
d["nodes"] = rnodes;
Vector<int> rconns;
d["conn_count"] = connections.size();
for (int i = 0; i < connections.size(); i++) {
const ConnectionData &cd = connections[i];
rconns.push_back(cd.from);
rconns.push_back(cd.to);
rconns.push_back(cd.signal);
rconns.push_back(cd.method);
rconns.push_back(cd.flags);
rconns.push_back(cd.binds.size());
for (int j = 0; j < cd.binds.size(); j++) {
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rconns.push_back(cd.binds[j]);
}
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rconns.push_back(cd.unbinds);
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}
d["conns"] = rconns;
Array rnode_paths;
rnode_paths.resize(node_paths.size());
for (int i = 0; i < node_paths.size(); i++) {
rnode_paths[i] = node_paths[i];
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}
d["node_paths"] = rnode_paths;
Array reditable_instances;
reditable_instances.resize(editable_instances.size());
for (int i = 0; i < editable_instances.size(); i++) {
reditable_instances[i] = editable_instances[i];
}
d["editable_instances"] = reditable_instances;
if (base_scene_idx >= 0) {
d["base_scene"] = base_scene_idx;
}
d["version"] = PACKED_SCENE_VERSION;
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return d;
}
int SceneState::get_node_count() const {
return nodes.size();
}
StringName SceneState::get_node_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
if (nodes[p_idx].type == TYPE_INSTANTIATED) {
return StringName();
}
return names[nodes[p_idx].type];
}
StringName SceneState::get_node_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
return names[nodes[p_idx].name];
}
int SceneState::get_node_index(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
return nodes[p_idx].index;
}
bool SceneState::is_node_instance_placeholder(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), false);
return nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER);
}
Ref<PackedScene> SceneState::get_node_instance(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Ref<PackedScene>());
if (nodes[p_idx].instance >= 0) {
if (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
return Ref<PackedScene>();
} else {
return variants[nodes[p_idx].instance & FLAG_MASK];
}
} else if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {
if (base_scene_idx >= 0) {
return variants[base_scene_idx];
}
}
return Ref<PackedScene>();
}
String SceneState::get_node_instance_placeholder(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), String());
if (nodes[p_idx].instance >= 0 && (nodes[p_idx].instance & FLAG_INSTANCE_IS_PLACEHOLDER)) {
return variants[nodes[p_idx].instance & FLAG_MASK];
}
return String();
}
Vector<StringName> SceneState::get_node_groups(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Vector<StringName>());
Vector<StringName> groups;
for (int i = 0; i < nodes[p_idx].groups.size(); i++) {
groups.push_back(names[nodes[p_idx].groups[i]]);
}
return groups;
}
NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
if (nodes[p_idx].parent < 0 || nodes[p_idx].parent == NO_PARENT_SAVED) {
if (p_for_parent) {
return NodePath();
} else {
return NodePath(".");
}
}
Vector<StringName> sub_path;
NodePath base_path;
int nidx = p_idx;
while (true) {
if (nodes[nidx].parent == NO_PARENT_SAVED || nodes[nidx].parent < 0) {
sub_path.insert(0, ".");
break;
}
if (!p_for_parent || p_idx != nidx) {
sub_path.insert(0, names[nodes[nidx].name]);
}
if (nodes[nidx].parent & FLAG_ID_IS_PATH) {
base_path = node_paths[nodes[nidx].parent & FLAG_MASK];
break;
} else {
nidx = nodes[nidx].parent & FLAG_MASK;
}
}
for (int i = base_path.get_name_count() - 1; i >= 0; i--) {
sub_path.insert(0, base_path.get_name(i));
}
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if (sub_path.is_empty()) {
return NodePath(".");
}
return NodePath(sub_path, false);
}
int SceneState::get_node_property_count(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), -1);
return nodes[p_idx].properties.size();
}
StringName SceneState::get_node_property_name(int p_idx, int p_prop) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), StringName());
ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), StringName());
return names[nodes[p_idx].properties[p_prop].name & FLAG_PROP_NAME_MASK];
}
Vector<String> SceneState::get_node_deferred_nodepath_properties(int p_idx) const {
Vector<String> ret;
ERR_FAIL_COND_V(p_idx < 0, ret);
if (p_idx < nodes.size()) {
// Find in built-in nodes.
for (int i = 0; i < nodes[p_idx].properties.size(); i++) {
uint32_t idx = nodes[p_idx].properties[i].name;
if (idx & FLAG_PATH_PROPERTY_IS_NODE) {
ret.push_back(names[idx & FLAG_PROP_NAME_MASK]);
}
}
return ret;
}
// Property not found, try on instance.
HashMap<int, int>::ConstIterator I = base_scene_node_remap.find(p_idx);
if (I) {
return get_base_scene_state()->get_node_deferred_nodepath_properties(I->value);
}
return ret;
}
Variant SceneState::get_node_property_value(int p_idx, int p_prop) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), Variant());
ERR_FAIL_INDEX_V(p_prop, nodes[p_idx].properties.size(), Variant());
return variants[nodes[p_idx].properties[p_prop].value];
}
NodePath SceneState::get_node_owner_path(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, nodes.size(), NodePath());
if (nodes[p_idx].owner < 0 || nodes[p_idx].owner == NO_PARENT_SAVED) {
return NodePath(); //root likely
}
if (nodes[p_idx].owner & FLAG_ID_IS_PATH) {
return node_paths[nodes[p_idx].owner & FLAG_MASK];
} else {
return get_node_path(nodes[p_idx].owner & FLAG_MASK);
}
}
int SceneState::get_connection_count() const {
return connections.size();
}
NodePath SceneState::get_connection_source(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
if (connections[p_idx].from & FLAG_ID_IS_PATH) {
return node_paths[connections[p_idx].from & FLAG_MASK];
} else {
return get_node_path(connections[p_idx].from & FLAG_MASK);
}
}
StringName SceneState::get_connection_signal(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
return names[connections[p_idx].signal];
}
NodePath SceneState::get_connection_target(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), NodePath());
if (connections[p_idx].to & FLAG_ID_IS_PATH) {
return node_paths[connections[p_idx].to & FLAG_MASK];
} else {
return get_node_path(connections[p_idx].to & FLAG_MASK);
}
}
StringName SceneState::get_connection_method(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), StringName());
return names[connections[p_idx].method];
}
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int SceneState::get_connection_flags(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
return connections[p_idx].flags;
}
int SceneState::get_connection_unbinds(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
return connections[p_idx].unbinds;
}
Array SceneState::get_connection_binds(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), Array());
Array binds;
for (int i = 0; i < connections[p_idx].binds.size(); i++) {
binds.push_back(variants[connections[p_idx].binds[i]]);
}
return binds;
}
bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method, bool p_no_inheritance) {
// this method cannot be const because of this
Ref<SceneState> ss = this;
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do {
for (int i = 0; i < ss->connections.size(); i++) {
const ConnectionData &c = ss->connections[i];
NodePath np_from;
if (c.from & FLAG_ID_IS_PATH) {
np_from = ss->node_paths[c.from & FLAG_MASK];
} else {
np_from = ss->get_node_path(c.from);
}
NodePath np_to;
if (c.to & FLAG_ID_IS_PATH) {
np_to = ss->node_paths[c.to & FLAG_MASK];
} else {
np_to = ss->get_node_path(c.to);
}
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StringName sn_signal = ss->names[c.signal];
StringName sn_method = ss->names[c.method];
if (np_from == p_node_from && sn_signal == p_signal && np_to == p_node_to && sn_method == p_method) {
return true;
}
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}
if (p_no_inheritance) {
break;
}
ss = ss->get_base_scene_state();
} while (ss.is_valid());
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return false;
}
Vector<NodePath> SceneState::get_editable_instances() const {
return editable_instances;
}
//add
int SceneState::add_name(const StringName &p_name) {
names.push_back(p_name);
return names.size() - 1;
}
int SceneState::add_value(const Variant &p_value) {
variants.push_back(p_value);
return variants.size() - 1;
}
int SceneState::add_node_path(const NodePath &p_path) {
node_paths.push_back(p_path);
return (node_paths.size() - 1) | FLAG_ID_IS_PATH;
}
int SceneState::add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index) {
NodeData nd;
nd.parent = p_parent;
nd.owner = p_owner;
nd.type = p_type;
nd.name = p_name;
nd.instance = p_instance;
nd.index = p_index;
nodes.push_back(nd);
return nodes.size() - 1;
}
void SceneState::add_node_property(int p_node, int p_name, int p_value, bool p_deferred_node_path) {
ERR_FAIL_INDEX(p_node, nodes.size());
ERR_FAIL_INDEX(p_name, names.size());
ERR_FAIL_INDEX(p_value, variants.size());
NodeData::Property prop;
prop.name = p_name;
if (p_deferred_node_path) {
prop.name |= FLAG_PATH_PROPERTY_IS_NODE;
}
prop.value = p_value;
nodes.write[p_node].properties.push_back(prop);
}
void SceneState::add_node_group(int p_node, int p_group) {
ERR_FAIL_INDEX(p_node, nodes.size());
ERR_FAIL_INDEX(p_group, names.size());
nodes.write[p_node].groups.push_back(p_group);
}
void SceneState::set_base_scene(int p_idx) {
ERR_FAIL_INDEX(p_idx, variants.size());
base_scene_idx = p_idx;
}
void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds) {
ERR_FAIL_INDEX(p_signal, names.size());
ERR_FAIL_INDEX(p_method, names.size());
for (int i = 0; i < p_binds.size(); i++) {
ERR_FAIL_INDEX(p_binds[i], variants.size());
}
ConnectionData c;
c.from = p_from;
c.to = p_to;
c.signal = p_signal;
c.method = p_method;
c.flags = p_flags;
c.unbinds = p_unbinds;
c.binds = p_binds;
connections.push_back(c);
}
void SceneState::add_editable_instance(const NodePath &p_path) {
editable_instances.push_back(p_path);
}
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bool SceneState::remove_group_references(const StringName &p_name) {
bool edited = false;
for (NodeData &node : nodes) {
for (const int &group : node.groups) {
if (names[group] == p_name) {
node.groups.erase(group);
edited = true;
break;
}
}
}
return edited;
}
bool SceneState::rename_group_references(const StringName &p_old_name, const StringName &p_new_name) {
bool edited = false;
for (const NodeData &node : nodes) {
for (const int &group : node.groups) {
if (names[group] == p_old_name) {
names.write[group] = p_new_name;
edited = true;
break;
}
}
}
return edited;
}
HashSet<StringName> SceneState::get_all_groups() {
HashSet<StringName> ret;
for (const NodeData &node : nodes) {
for (const int &group : node.groups) {
ret.insert(names[group]);
}
}
return ret;
}
Vector<String> SceneState::_get_node_groups(int p_idx) const {
Vector<StringName> groups = get_node_groups(p_idx);
Vector<String> ret;
for (int i = 0; i < groups.size(); i++) {
ret.push_back(groups[i]);
}
return ret;
}
void SceneState::_bind_methods() {
//unbuild API
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneState::get_node_count);
ClassDB::bind_method(D_METHOD("get_node_type", "idx"), &SceneState::get_node_type);
ClassDB::bind_method(D_METHOD("get_node_name", "idx"), &SceneState::get_node_name);
ClassDB::bind_method(D_METHOD("get_node_path", "idx", "for_parent"), &SceneState::get_node_path, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_node_owner_path", "idx"), &SceneState::get_node_owner_path);
ClassDB::bind_method(D_METHOD("is_node_instance_placeholder", "idx"), &SceneState::is_node_instance_placeholder);
ClassDB::bind_method(D_METHOD("get_node_instance_placeholder", "idx"), &SceneState::get_node_instance_placeholder);
ClassDB::bind_method(D_METHOD("get_node_instance", "idx"), &SceneState::get_node_instance);
ClassDB::bind_method(D_METHOD("get_node_groups", "idx"), &SceneState::_get_node_groups);
ClassDB::bind_method(D_METHOD("get_node_index", "idx"), &SceneState::get_node_index);
ClassDB::bind_method(D_METHOD("get_node_property_count", "idx"), &SceneState::get_node_property_count);
ClassDB::bind_method(D_METHOD("get_node_property_name", "idx", "prop_idx"), &SceneState::get_node_property_name);
ClassDB::bind_method(D_METHOD("get_node_property_value", "idx", "prop_idx"), &SceneState::get_node_property_value);
ClassDB::bind_method(D_METHOD("get_connection_count"), &SceneState::get_connection_count);
ClassDB::bind_method(D_METHOD("get_connection_source", "idx"), &SceneState::get_connection_source);
ClassDB::bind_method(D_METHOD("get_connection_signal", "idx"), &SceneState::get_connection_signal);
ClassDB::bind_method(D_METHOD("get_connection_target", "idx"), &SceneState::get_connection_target);
ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);
ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);
ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);
ClassDB::bind_method(D_METHOD("get_connection_unbinds", "idx"), &SceneState::get_connection_unbinds);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
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BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN_INHERITED);
}
SceneState::SceneState() {
}
////////////////
void PackedScene::_set_bundled_scene(const Dictionary &p_scene) {
state->set_bundled_scene(p_scene);
}
Dictionary PackedScene::_get_bundled_scene() const {
return state->get_bundled_scene();
}
Error PackedScene::pack(Node *p_scene) {
return state->pack(p_scene);
}
void PackedScene::clear() {
state->clear();
}
void PackedScene::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
}
Ref<PackedScene> s = ResourceLoader::load(ResourceLoader::path_remap(path), get_class(), ResourceFormatLoader::CACHE_MODE_IGNORE);
if (!s.is_valid()) {
return;
}
// Backup the loaded_state
Ref<SceneState> loaded_state = s->get_state();
// This assigns a new state to s->state
// We do this because of the next step
s->recreate_state();
// This has a side-effect to clear s->state
copy_from(s);
// Then, we copy the backed-up loaded_state to state
state->copy_from(loaded_state);
}
bool PackedScene::can_instantiate() const {
return state->can_instantiate();
}
Node *PackedScene::instantiate(GenEditState p_edit_state) const {
#ifndef TOOLS_ENABLED
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ERR_FAIL_COND_V_MSG(p_edit_state != GEN_EDIT_STATE_DISABLED, nullptr, "Edit state is only for editors, does not work without tools compiled.");
#endif
Node *s = state->instantiate((SceneState::GenEditState)p_edit_state);
if (!s) {
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return nullptr;
}
if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
s->set_scene_instance_state(state);
}
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if (!is_built_in()) {
s->set_scene_file_path(get_path());
}
s->notification(Node::NOTIFICATION_SCENE_INSTANTIATED);
return s;
}
void PackedScene::replace_state(Ref<SceneState> p_by) {
state = p_by;
state->set_path(get_path());
#ifdef TOOLS_ENABLED
state->set_last_modified_time(get_last_modified_time());
#endif
}
void PackedScene::recreate_state() {
state = Ref<SceneState>(memnew(SceneState));
state->set_path(get_path());
#ifdef TOOLS_ENABLED
state->set_last_modified_time(get_last_modified_time());
#endif
}
Ref<SceneState> PackedScene::get_state() const {
return state;
}
void PackedScene::set_path(const String &p_path, bool p_take_over) {
state->set_path(p_path);
Resource::set_path(p_path, p_take_over);
}
void PackedScene::set_path_cache(const String &p_path) {
state->set_path(p_path);
Resource::set_path_cache(p_path);
}
void PackedScene::reset_state() {
clear();
}
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void PackedScene::_bind_methods() {
ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);
ClassDB::bind_method(D_METHOD("instantiate", "edit_state"), &PackedScene::instantiate, DEFVAL(GEN_EDIT_STATE_DISABLED));
ClassDB::bind_method(D_METHOD("can_instantiate"), &PackedScene::can_instantiate);
ClassDB::bind_method(D_METHOD("_set_bundled_scene", "scene"), &PackedScene::_set_bundled_scene);
ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene);
ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_bundled"), "_set_bundled_scene", "_get_bundled_scene");
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
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BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN_INHERITED);
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}
PackedScene::PackedScene() {
state = Ref<SceneState>(memnew(SceneState));
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}