From 76b7d23a1092bdc13aaf8467079f82c8e6f4a409 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pedro=20J=2E=20Est=C3=A9banez?= Date: Tue, 14 Sep 2021 13:05:45 +0200 Subject: [PATCH 1/2] Unify determination of default property values --- editor/editor_inspector.cpp | 177 ++--------------------------- editor/editor_inspector.h | 3 - editor/scene_tree_dock.cpp | 21 ++-- scene/property_utils.cpp | 186 +++++++++++++++++++++++++++++++ scene/property_utils.h | 51 +++++++++ scene/resources/packed_scene.cpp | 178 ++++++----------------------- scene/resources/packed_scene.h | 15 ++- 7 files changed, 300 insertions(+), 331 deletions(-) create mode 100644 scene/property_utils.cpp create mode 100644 scene/property_utils.h diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp index 88e8f9120d32..5986bce1c3c1 100644 --- a/editor/editor_inspector.cpp +++ b/editor/editor_inspector.cpp @@ -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 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 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