-Some changes to how scenes and scripts are overriden in scene instance and inheritance

-Fixes #3127 and also properly fixes #2958
This commit is contained in:
Juan Linietsky 2016-01-23 21:42:15 -03:00
parent 6c27df8df6
commit a74138a0dc
3 changed files with 49 additions and 5 deletions

View file

@ -92,6 +92,22 @@ void ScriptServer::init_languages() {
}
}
void ScriptInstance::get_property_state(List<Pair<StringName, Variant> > &state) {
List<PropertyInfo> pinfo;
get_property_list(&pinfo);
for (List<PropertyInfo>::Element *E=pinfo.front();E;E=E->next()) {
if (E->get().usage&PROPERTY_USAGE_STORAGE) {
Pair<StringName,Variant> p;
p.first=E->get().name;
if (get(p.first,p.second))
state.push_back(p);
}
}
}
Variant ScriptInstance::call(const StringName& p_method,VARIANT_ARG_DECLARE) {
VARIANT_ARGPTRS;

View file

@ -113,6 +113,8 @@ public:
virtual void get_property_list(List<PropertyInfo> *p_properties) const=0;
virtual Variant::Type get_property_type(const StringName& p_name,bool *r_is_valid=NULL) const=0;
virtual void get_property_state(List<Pair<StringName,Variant> > &state);
virtual void get_method_list(List<MethodInfo> *p_list) const=0;
virtual bool has_method(const StringName& p_method) const=0;
virtual Variant call(const StringName& p_method,VARIANT_ARG_LIST);

View file

@ -33,7 +33,7 @@
#include "scene/gui/control.h"
#include "scene/2d/node_2d.h"
#include "scene/main/instance_placeholder.h"
#include "core/core_string_names.h"
#define PACK_VERSION 2
bool SceneState::can_instance() const {
@ -99,6 +99,7 @@ Node *SceneState::instance(bool p_gen_edit_state) const {
Node *node=NULL;
if (i==0 && base_scene_idx>=0) {
//scene inheritance on root node
//print_line("scene inherit");
@ -193,7 +194,26 @@ Node *SceneState::instance(bool p_gen_edit_state) const {
ERR_FAIL_INDEX_V( nprops[j].name, sname_count, NULL );
ERR_FAIL_INDEX_V( nprops[j].value, prop_count, NULL );
node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
if (snames[ nprops[j].name ]==CoreStringNames::get_singleton()->_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 (List<Pair<StringName,Variant> >::Element *E=old_state.front();E;E=E->next()) {
node->set(E->get().first,E->get().second);
}
} else {
node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
}
}
}
@ -460,6 +480,7 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
List<PropertyInfo> plist;
p_node->get_property_list(&plist);
bool saved_script=false;
for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {
@ -508,8 +529,10 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
break;
}
}
if (exists && p_node->get_script_instance()) {
#if 0
// this workaround ended up causing problems:
https://github.com/godotengine/godot/issues/3127
if (saved_script && exists && p_node->get_script_instance()) {
//if this is an overriden value by another script, save it anyway
//as the script change will erase it
//https://github.com/godotengine/godot/issues/2958
@ -522,7 +545,7 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
}
}
#endif
if (exists && bool(Variant::evaluate(Variant::OP_EQUAL,value,original))) {
//exists and did not change
continue;
@ -543,6 +566,9 @@ Error SceneState::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<S
}
}
if (name=="script/script")
saved_script=true;
NodeData::Property prop;
prop.name=_nm_get_string( name,name_map);
prop.value=_vm_get_variant( value, variant_map);