Unify determination of default property values

This commit is contained in:
Pedro J. Estébanez 2021-09-14 13:05:45 +02:00
parent 837f2c5f82
commit 76b7d23a10
7 changed files with 301 additions and 332 deletions

View file

@ -29,12 +29,14 @@
/*************************************************************************/
#include "editor_inspector.h"
#include "array_property_edit.h"
#include "dictionary_property_edit.h"
#include "editor_feature_profile.h"
#include "editor_node.h"
#include "editor_scale.h"
#include "multi_node_edit.h"
#include "scene/property_utils.h"
#include "scene/resources/packed_scene.h"
Size2 EditorProperty::get_minimum_size() const {
@ -318,177 +320,12 @@ bool EditorProperty::is_read_only() const {
return read_only;
}
bool EditorPropertyRevert::may_node_be_in_instance(Node *p_node) {
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
bool might_be = false;
Node *node = p_node;
while (node) {
if (node == edited_scene) {
if (node->get_scene_inherited_state().is_valid()) {
might_be = true;
break;
}
might_be = false;
break;
}
if (node->get_scene_instance_state().is_valid()) {
might_be = true;
break;
}
node = node->get_owner();
}
return might_be; // or might not be
}
bool EditorPropertyRevert::get_instanced_node_original_property(Node *p_node, const StringName &p_prop, Variant &value, bool p_check_class_default) {
Node *node = p_node;
Node *orig = node;
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
bool found = false;
while (node) {
Ref<SceneState> ss;
if (node == edited_scene) {
ss = node->get_scene_inherited_state();
} else {
ss = node->get_scene_instance_state();
}
if (ss.is_valid()) {
NodePath np = node->get_path_to(orig);
int node_idx = ss->find_node_by_path(np);
if (node_idx >= 0) {
bool lfound = false;
Variant lvar;
lvar = ss->get_property_value(node_idx, p_prop, lfound);
if (lfound) {
found = true;
value = lvar;
}
}
}
if (node == edited_scene) {
//just in case
break;
}
node = node->get_owner();
}
if (p_check_class_default && !found && p_node) {
//if not found, try default class value
Variant attempt = ClassDB::class_get_default_property_value(p_node->get_class_name(), p_prop);
if (attempt.get_type() != Variant::NIL) {
found = true;
value = attempt;
}
}
return found;
}
bool EditorPropertyRevert::is_node_property_different(Node *p_node, const Variant &p_current, const Variant &p_orig) {
// this is a pretty difficult function, because a property may not be saved but may have
// the flag to not save if one or if zero
//make sure there is an actual state
{
Node *node = p_node;
if (!node) {
return false;
}
Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
bool found_state = false;
while (node) {
Ref<SceneState> ss;
if (node == edited_scene) {
ss = node->get_scene_inherited_state();
} else {
ss = node->get_scene_instance_state();
}
if (ss.is_valid()) {
found_state = true;
break;
}
if (node == edited_scene) {
//just in case
break;
}
node = node->get_owner();
}
if (!found_state) {
return false; //pointless to check if we are not comparing against anything.
}
}
return is_property_value_different(p_current, p_orig);
}
bool EditorPropertyRevert::is_property_value_different(const Variant &p_a, const Variant &p_b) {
if (p_a.get_type() == Variant::REAL && p_b.get_type() == Variant::REAL) {
//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
return !Math::is_equal_approx((float)p_a, (float)p_b);
} else {
return p_a != p_b;
}
}
Variant EditorPropertyRevert::get_property_revert_value(Object *p_object, const StringName &p_property) {
// If the object implements property_can_revert, rely on that completely
// (i.e. don't then try to revert to default value - the property_get_revert implementation
// can do that if so desired)
if (p_object->has_method("property_can_revert") && p_object->call("property_can_revert", p_property)) {
return p_object->call("property_get_revert", p_property);
}
Ref<Script> scr = p_object->get_script();
Node *node = Object::cast_to<Node>(p_object);
if (node && EditorPropertyRevert::may_node_be_in_instance(node)) {
//if this node is an instance or inherits, but it has a script attached which is unrelated
//to the one set for the parent and also has a default value for the property, consider that
//has precedence over the value from the parent, because that is an explicit source of defaults
//closer in the tree to the current node
bool ignore_parent = false;
if (scr.is_valid()) {
Variant sorig;
if (EditorPropertyRevert::get_instanced_node_original_property(node, "script", sorig) && !scr->inherits_script(sorig)) {
Variant dummy;
if (scr->get_property_default_value(p_property, dummy)) {
ignore_parent = true;
}
}
}
if (!ignore_parent) {
//check for difference including instantiation
Variant vorig;
if (EditorPropertyRevert::get_instanced_node_original_property(node, p_property, vorig, false)) {
return vorig;
}
}
}
if (scr.is_valid()) {
Variant orig_value;
if (scr->get_property_default_value(p_property, orig_value)) {
return orig_value;
}
}
//report default class value instead
return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property);
return PropertyUtils::get_property_default_value(p_object, p_property);
}
bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringName &p_property) {
@ -497,7 +334,7 @@ bool EditorPropertyRevert::can_property_revert(Object *p_object, const StringNam
return false;
}
Variant current_value = p_object->get(p_property);
return EditorPropertyRevert::is_property_value_different(current_value, revert_value);
return PropertyUtils::is_property_value_different(current_value, revert_value);
}
void EditorProperty::update_reload_status() {
@ -505,10 +342,10 @@ void EditorProperty::update_reload_status() {
return; //no property, so nothing to do
}
bool has_reload = EditorPropertyRevert::can_property_revert(object, property);
bool new_can_revert = EditorPropertyRevert::can_property_revert(object, property);
if (has_reload != can_revert) {
can_revert = has_reload;
if (new_can_revert != can_revert) {
can_revert = new_can_revert;
update();
}
}

View file

@ -39,7 +39,6 @@ class UndoRedo;
class EditorPropertyRevert {
public:
static bool may_node_be_in_instance(Node *p_node);
static bool get_instanced_node_original_property(Node *p_node, const StringName &p_prop, Variant &value, bool p_check_class_default = true);
static bool is_node_property_different(Node *p_node, const Variant &p_current, const Variant &p_orig);
static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
@ -81,8 +80,6 @@ private:
bool use_folding;
bool draw_top_bg;
bool _is_property_different(const Variant &p_current, const Variant &p_orig);
bool _get_instanced_node_original_property(const StringName &p_prop, Variant &value);
void _focusable_focused(int p_index);
bool selectable;

View file

@ -34,7 +34,6 @@
#include "core/os/input.h"
#include "core/os/keyboard.h"
#include "core/project_settings.h"
#include "editor/editor_feature_profile.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
@ -46,6 +45,7 @@
#include "editor/plugins/spatial_editor_plugin.h"
#include "editor/script_editor_debugger.h"
#include "scene/main/viewport.h"
#include "scene/property_utils.h"
#include "scene/resources/packed_scene.h"
void SceneTreeDock::_nodes_drag_begin() {
@ -3086,7 +3086,9 @@ void SceneTreeDock::_clear_clipboard() {
void SceneTreeDock::_create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap) {
List<PropertyInfo> props;
p_node->get_property_list(&props);
bool is_instanced = EditorPropertyRevert::may_node_be_in_instance(p_node);
Vector<SceneState::PackState> states_stack;
bool states_stack_ready = false;
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
@ -3097,13 +3099,14 @@ void SceneTreeDock::_create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap)
if (v.is_ref()) {
RES res = v;
if (res.is_valid()) {
if (is_instanced) {
Variant orig;
if (EditorPropertyRevert::get_instanced_node_original_property(p_node, E->get().name, orig)) {
if (!EditorPropertyRevert::is_node_property_different(p_node, v, orig)) {
continue;
}
}
if (!states_stack_ready) {
states_stack = PropertyUtils::get_node_states_stack(p_node);
states_stack_ready = true;
}
Variant orig = PropertyUtils::get_property_default_value(p_node, E->get().name, &states_stack);
if (!PropertyUtils::is_property_value_different(v, orig)) {
continue;
}
if ((res->get_path() == "" || res->get_path().find("::") > -1) && !r_remap.has(res)) {

186
scene/property_utils.cpp Normal file
View file

@ -0,0 +1,186 @@
/*************************************************************************/
/* property_utils.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "property_utils.h"
#include "core/core_string_names.h"
#include "core/engine.h"
#include "core/local_vector.h"
#include "editor/editor_node.h"
#include "scene/resources/packed_scene.h"
bool PropertyUtils::is_property_value_different(const Variant &p_a, const Variant &p_b) {
if (p_a.get_type() == Variant::REAL && p_b.get_type() == Variant::REAL) {
//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
return !Math::is_equal_approx((float)p_a, (float)p_b);
} else {
// For our purposes, treating null object as NIL is the right thing to do
const Variant &a = p_a.get_type() == Variant::OBJECT && (Object *)p_a == nullptr ? Variant() : p_a;
const Variant &b = p_b.get_type() == Variant::OBJECT && (Object *)p_b == nullptr ? Variant() : p_b;
return a != b;
}
}
Variant PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache, bool p_update_exports, const Node *p_owner, bool *r_is_class_default) {
// This function obeys the way property values are set when an object is instantiated,
// which is the following (the latter wins):
// 1. Default value from builtin class
// 2. Default value from script exported variable (from the topmost script)
// 3. Value overrides from the instantiation/inheritance stack
if (r_is_class_default) {
*r_is_class_default = false;
}
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) {
return value_in_ancestor;
}
// Save script for later
bool has_script = false;
Variant script = ia.state->get_property_value(ia.node, CoreStringNames::get_singleton()->_script, has_script);
if (has_script) {
Ref<Script> scr = script;
if (scr.is_valid()) {
topmost_script = scr;
}
}
}
}
// Let's see what default is set by the topmost script having a default, if any
if (topmost_script.is_null()) {
topmost_script = p_object->get_script();
}
if (topmost_script.is_valid()) {
Variant default_value;
// Should be called in the editor only and not at runtime,
// otherwise it can cause problems because of missing instance state support.
if (p_update_exports && Engine::get_singleton()->is_editor_hint()) {
topmost_script->update_exports();
}
if (topmost_script->get_property_default_value(p_property, default_value)) {
return default_value;
}
}
// Fall back to the default from the native class
if (r_is_class_default) {
*r_is_class_default = true;
}
return ClassDB::class_get_default_property_value(p_object->get_class_name(), p_property);
}
// Like SceneState::PackState, but using a raw pointer to avoid the cost of
// updating the reference count during the internal work of the functions below
namespace {
struct _FastPackState {
SceneState *state = nullptr;
int node = -1;
};
} // namespace
static bool _collect_inheritance_chain(const Ref<SceneState> &p_state, const NodePath &p_path, LocalVector<_FastPackState> &r_states_stack) {
bool found = false;
LocalVector<_FastPackState> inheritance_states;
Ref<SceneState> state = p_state;
while (state.is_valid()) {
int node = state->find_node_by_path(p_path);
if (node >= 0) {
// This one has state for this node
inheritance_states.push_back({ state.ptr(), node });
found = true;
}
state = state->get_base_scene_state();
}
for (int i = inheritance_states.size() - 1; i >= 0; --i) {
r_states_stack.push_back(inheritance_states[i]);
}
return found;
}
Vector<SceneState::PackState> PropertyUtils::get_node_states_stack(const Node *p_node, const Node *p_owner, bool *r_instanced_by_owner) {
if (r_instanced_by_owner) {
*r_instanced_by_owner = true;
}
LocalVector<_FastPackState> states_stack;
{
const Node *owner = p_owner;
#ifdef TOOLS_ENABLED
if (!p_owner && Engine::get_singleton()->is_editor_hint()) {
owner = EditorNode::get_singleton()->get_edited_scene();
}
#endif
const Node *n = p_node;
while (n) {
if (n == owner) {
const Ref<SceneState> &state = n->get_scene_inherited_state();
if (_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack)) {
if (r_instanced_by_owner) {
*r_instanced_by_owner = false;
}
}
break;
} else if (n->get_filename() != String()) {
const Ref<SceneState> &state = n->get_scene_instance_state();
_collect_inheritance_chain(state, n->get_path_to(p_node), states_stack);
}
n = n->get_owner();
}
}
// Convert to the proper type for returning, inverting the vector on the go
// (it was more convenient to fill the vector in reverse order)
Vector<SceneState::PackState> states_stack_ret;
{
states_stack_ret.resize(states_stack.size());
_FastPackState *ps = states_stack.ptr();
for (int i = states_stack.size() - 1; i >= 0; --i) {
states_stack_ret.write[i].state.reference_ptr(ps->state);
states_stack_ret.write[i].node = ps->node;
++ps;
}
}
return states_stack_ret;
}

51
scene/property_utils.h Normal file
View file

@ -0,0 +1,51 @@
/*************************************************************************/
/* property_utils.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PROPERTY_UTILS_H
#define PROPERTY_UTILS_H
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
class PropertyUtils {
public:
static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
// Gets the most pure default value, the one that would be set when the node has just been instantiated
static Variant get_property_default_value(const Object *p_object, const StringName &p_property, const Vector<SceneState::PackState> *p_states_stack_cache = nullptr, bool p_update_exports = false, const Node *p_owner = nullptr, bool *r_is_class_default = nullptr);
// Gets the instance/inheritance states of this node, in order of precedence,
// that is, from the topmost (the most able to override values) to the lowermost
// (Note that in nested instancing the one with the greatest precedence is the furthest
// in the tree, since every owner found while traversing towards the root gets a chance
// to override property values.)
static Vector<SceneState::PackState> get_node_states_stack(const Node *p_node, const Node *p_owner = nullptr, bool *r_instanced_by_owner = nullptr);
};
#endif // PROPERTY_UTILS_H

View file

@ -34,10 +34,12 @@
#include "core/engine.h"
#include "core/io/resource_loader.h"
#include "core/project_settings.h"
#include "editor/editor_inspector.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/spatial.h"
#include "scene/gui/control.h"
#include "scene/main/instance_placeholder.h"
#include "scene/property_utils.h"
#define PACKED_SCENE_VERSION 2
@ -413,61 +415,22 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
// with the instance states, we can query for identical properties/groups
// and only save what has changed
List<PackState> pack_state_stack;
bool instanced_by_owner = false;
Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instanced_by_owner);
bool instanced_by_owner = true;
{
Node *n = p_node;
while (n) {
if (n == p_owner) {
Ref<SceneState> state = n->get_scene_inherited_state();
if (state.is_valid()) {
int node = state->find_node_by_path(n->get_path_to(p_node));
if (node >= 0) {
//this one has state for this node, save
PackState ps;
ps.node = node;
ps.state = state;
pack_state_stack.push_back(ps);
instanced_by_owner = false;
}
}
if (p_node->get_filename() != String() && p_node->get_owner() == p_owner && instanced_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_filename(), variant_map);
nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
} else {
//must instance ourselves
Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
if (!instance.is_valid()) {
return ERR_CANT_OPEN;
}
nd.instance = _vm_get_variant(instance, variant_map);
}
}
n = nullptr;
} else {
if (n->get_filename() != String()) {
//is an instance
Ref<SceneState> state = n->get_scene_instance_state();
if (state.is_valid()) {
int node = state->find_node_by_path(n->get_path_to(p_node));
if (node >= 0) {
//this one has state for this node, save
PackState ps;
ps.node = node;
ps.state = state;
pack_state_stack.push_back(ps);
}
}
}
n = n->get_owner();
if (p_node->get_filename() != String() && p_node->get_owner() == p_owner && instanced_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_filename(), variant_map);
nd.instance |= FLAG_INSTANCE_IS_PLACEHOLDER;
} else {
//must instance ourselves
Ref<PackedScene> instance = ResourceLoader::load(p_node->get_filename());
if (!instance.is_valid()) {
return ERR_CANT_OPEN;
}
nd.instance = _vm_get_variant(instance, variant_map);
}
}
@ -476,90 +439,23 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
List<PropertyInfo> plist;
p_node->get_property_list(&plist);
StringName type = p_node->get_class();
Ref<Script> script = p_node->get_script();
if (Engine::get_singleton()->is_editor_hint() && 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.
script->update_exports();
}
for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
// If instance or inheriting, not saving if property requested so, or it's meta
if (states_stack.size() && ((E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E->get().name == "__meta__")) {
continue;
}
String name = E->get().name;
Variant value = p_node->get(E->get().name);
Variant value = p_node->get(name);
bool isdefault = false;
Variant default_value = ClassDB::class_get_default_property_value(type, name);
if (default_value.get_type() != Variant::NIL) {
isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
}
if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) {
isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value));
}
// the version above makes more sense, because it does not rely on placeholder or usage flag
// in the script, just the default value function.
// if (E->get().usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) {
// isdefault = true; //is script default value
// }
if (pack_state_stack.size()) {
// we are on part of an instanced subscene
// or part of instanced scene.
// only save what has been changed
// only save changed properties in instance
if ((E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E->get().name == "__meta__") {
//property has requested that no instance state is saved, sorry
//also, meta won't be overridden or saved
continue;
}
bool exists = false;
Variant original;
for (List<PackState>::Element *F = pack_state_stack.back(); F; F = F->prev()) {
//check all levels of pack to see if the property exists somewhere
const PackState &ps = F->get();
original = ps.state->get_property_value(ps.node, E->get().name, exists);
if (exists) {
break;
}
}
if (exists) {
//check if already exists and did not change
if (value.get_type() == Variant::REAL && original.get_type() == Variant::REAL) {
//this must be done because, as some scenes save as text, there might be a tiny difference in floats due to numerical error
float a = value;
float b = original;
if (Math::is_equal_approx(a, b)) {
continue;
}
} else if (bool(Variant::evaluate(Variant::OP_EQUAL, value, original))) {
continue;
}
}
if (!exists && isdefault) {
//does not exist in original node, but it's the default value
//so safe to skip too.
continue;
}
} else {
if (isdefault) {
//it's the default value, no point in saving it
continue;
}
Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &states_stack, true);
if (!PropertyUtils::is_property_value_different(value, default_value)) {
continue;
}
NodeData::Property prop;
@ -585,10 +481,10 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
*/
bool skip = false;
for (List<PackState>::Element *F = pack_state_stack.front(); F; F = F->next()) {
for (int i = 0; i < states_stack.size(); ++i) {
const auto &ia = states_stack[i];
//check all levels of pack to see if the group was added somewhere
const PackState &ps = F->get();
if (ps.state->is_node_in_group(ps.node, gi.name)) {
if (ia.state->is_node_in_group(ia.node, gi.name)) {
skip = true;
break;
}
@ -618,7 +514,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
// Save the right type. If this node was created by an instance
// then flag that the node should not be created but reused
if (pack_state_stack.empty() && !is_editable_instance) {
if (states_stack.empty() && !is_editable_instance) {
//this node is not part of an instancing process, so save the type
nd.type = _nm_get_string(p_node->get_class(), name_map);
} else {
@ -932,7 +828,7 @@ void SceneState::clear() {
base_scene_idx = -1;
}
Ref<SceneState> SceneState::_get_base_scene_state() const {
Ref<SceneState> SceneState::get_base_scene_state() const {
if (base_scene_idx >= 0) {
Ref<PackedScene> ps = variants[base_scene_idx];
if (ps.is_valid()) {
@ -947,8 +843,8 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
ERR_FAIL_COND_V_MSG(node_path_cache.size() == 0, -1, "This operation requires the node cache to have been built.");
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);
if (get_base_scene_state().is_valid()) {
int idx = get_base_scene_state()->find_node_by_path(p_node);
if (idx != -1) {
int rkey = _find_base_scene_node_remap_key(idx);
if (rkey == -1) {
@ -963,11 +859,11 @@ int SceneState::find_node_by_path(const NodePath &p_node) const {
int nid = node_path_cache[p_node];
if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) {
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 instanced scene, as a property may be missing
//from the local one
int idx = _get_base_scene_state()->find_node_by_path(p_node);
int idx = get_base_scene_state()->find_node_by_path(p_node);
if (idx != -1) {
base_scene_node_remap[nid] = idx;
}
@ -1007,7 +903,7 @@ Variant SceneState::get_property_value(int p_node, const StringName &p_property,
//property not found, try on instance
if (base_scene_node_remap.has(p_node)) {
return _get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
return get_base_scene_state()->get_property_value(base_scene_node_remap[p_node], p_property, found);
}
return Variant();
@ -1026,7 +922,7 @@ bool SceneState::is_node_in_group(int p_node, const StringName &p_group) const {
}
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 get_base_scene_state()->is_node_in_group(base_scene_node_remap[p_node], p_group);
}
return false;
@ -1065,7 +961,7 @@ bool SceneState::is_connection(int p_node, const StringName &p_signal, int p_to_
}
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 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;
@ -1483,7 +1379,7 @@ bool SceneState::has_connection(const NodePath &p_node_from, const StringName &p
}
}
ss = ss->_get_base_scene_state();
ss = ss->get_base_scene_state();
} while (ss.is_valid());
return false;

View file

@ -69,12 +69,6 @@ class SceneState : public Reference {
Vector<int> groups;
};
struct PackState {
Ref<SceneState> state;
int node;
PackState() { node = -1; }
};
Vector<NodeData> nodes;
struct ConnectionData {
@ -95,8 +89,6 @@ class SceneState : public Reference {
uint64_t last_modified_time;
_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
static bool disable_placeholders;
PoolVector<String> _get_node_groups(int p_idx) const;
@ -120,6 +112,11 @@ public:
GEN_EDIT_STATE_MAIN,
};
struct PackState {
Ref<SceneState> state;
int node = -1;
};
static void set_disable_placeholders(bool p_disable);
int find_node_by_path(const NodePath &p_node) const;
@ -140,6 +137,8 @@ public:
bool can_instance() const;
Node *instance(GenEditState p_edit_state) const;
Ref<SceneState> get_base_scene_state() const;
//unbuild API
int get_node_count() const;