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- /*************************************************************************/
- /* packed_scene.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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 "packed_scene.h"
- #include "core/core_string_names.h"
- #include "core/engine.h"
- #include "core/io/resource_loader.h"
- #include "core/project_settings.h"
- #include "scene/2d/node_2d.h"
- #include "scene/3d/spatial.h"
- #include "scene/gui/control.h"
- #include "scene/main/instance_placeholder.h"
- #define PACK_VERSION 2
- bool SceneState::can_instance() const {
- return nodes.size() > 0;
- }
- Node *SceneState::instance(GenEditState p_edit_state) const {
- // nodes where instancing failed (because something is missing)
- List<Node *> stray_instances;
- #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, NULL); \
- p_name = ret_nodes[p_id & FLAG_MASK]; \
- }
- int nc = nodes.size();
- ERR_FAIL_COND_V(nc == 0, NULL);
- const StringName *snames = NULL;
- int sname_count = names.size();
- if (sname_count)
- snames = &names[0];
- const Variant *props = NULL;
- int prop_count = variants.size();
- if (prop_count)
- props = &variants[0];
- //Vector<Variant> properties;
- const NodeData *nd = &nodes[0];
- Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);
- bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty();
- Map<Ref<Resource>, Ref<Resource> > resources_local_to_scene;
- for (int i = 0; i < nc; i++) {
- const NodeData &n = nd[i];
- Node *parent = NULL;
- if (i > 0) {
- ERR_EXPLAIN(vformat("Invalid scene: node %s does not specify its parent node.", snames[n.name]))
- ERR_FAIL_COND_V(n.parent == -1, NULL)
- 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 instancing: '" + get_path() + "'.").ascii().get_data());
- }
- #endif
- parent = nparent;
- }
- Node *node = NULL;
- if (i == 0 && base_scene_idx >= 0) {
- //scene inheritance on root node
- Ref<PackedScene> sdata = props[base_scene_idx];
- ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
- node = sdata->instance(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_COND_V(!node, NULL);
- if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
- node->set_scene_inherited_state(sdata->get_state());
- }
- } else if (n.instance >= 0) {
- //instance a scene into this node
- if (n.instance & FLAG_INSTANCE_IS_PLACEHOLDER) {
- String path = props[n.instance & FLAG_MASK];
- if (disable_placeholders) {
- Ref<PackedScene> sdata = ResourceLoader::load(path, "PackedScene");
- ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
- node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
- ERR_FAIL_COND_V(!node, NULL);
- } else {
- InstancePlaceholder *ip = memnew(InstancePlaceholder);
- ip->set_instance_path(path);
- node = ip;
- }
- node->set_scene_instance_load_placeholder(true);
- } else {
- Ref<PackedScene> sdata = props[n.instance & FLAG_MASK];
- ERR_FAIL_COND_V(!sdata.is_valid(), NULL);
- node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE);
- ERR_FAIL_COND_V(!node, NULL);
- }
- } else if (n.type == TYPE_INSTANCED) {
- //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) {
- 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 if (ClassDB::is_class_enabled(snames[n.type])) {
- //node belongs to this scene and must be created
- Object *obj = ClassDB::instance(snames[n.type]);
- if (!Object::cast_to<Node>(obj)) {
- if (obj) {
- memdelete(obj);
- obj = NULL;
- }
- WARN_PRINT(String("Warning node of type " + snames[n.type].operator String() + " does not exist.").ascii().get_data());
- if (n.parent >= 0 && n.parent < nc && ret_nodes[n.parent]) {
- if (Object::cast_to<Spatial>(ret_nodes[n.parent])) {
- obj = memnew(Spatial);
- } else 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);
- }
- }
- if (!obj) {
- obj = memnew(Node);
- }
- }
- node = Object::cast_to<Node>(obj);
- } else {
- //print_line("Class is disabled for: " + itos(n.type));
- //print_line("name: " + String(snames[n.type]));
- }
- if (node) {
- // may not have found the node (part of instanced 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];
- for (int j = 0; j < nprop_count; j++) {
- bool valid;
- ERR_FAIL_INDEX_V(nprops[j].name, sname_count, NULL);
- ERR_FAIL_INDEX_V(nprops[j].value, prop_count, NULL);
- 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 {
- Variant value = props[nprops[j].value];
- 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()) {
- if (res->is_local_to_scene()) {
- Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.find(res);
- if (E) {
- value = E->get();
- } else {
- Node *base = i == 0 ? node : ret_nodes[0];
- if (p_edit_state == GEN_EDIT_STATE_MAIN) {
- //for the main scene, use the resource as is
- res->configure_for_local_scene(base, resources_local_to_scene);
- resources_local_to_scene[res] = res;
- } else {
- //for instances, a copy must be made
- Node *base2 = i == 0 ? node : ret_nodes[0];
- Ref<Resource> local_dupe = res->duplicate_for_local_scene(base2, resources_local_to_scene);
- resources_local_to_scene[res] = local_dupe;
- res = local_dupe;
- value = local_dupe;
- }
- }
- //must make a copy, because this res is local to scene
- }
- }
- } else if (p_edit_state == GEN_EDIT_STATE_INSTANCE) {
- value = value.duplicate(true); // Duplicate arrays and dictionaries for the editor
- }
- node->set(snames[nprops[j].name], value, &valid);
- }
- }
- }
- //name
- //groups
- for (int j = 0; j < n.groups.size(); j++) {
- ERR_FAIL_INDEX_V(n.groups[j], sname_count, NULL);
- node->add_to_group(snames[n.groups[j]], true);
- }
- if (n.instance >= 0 || n.type != TYPE_INSTANCED || i == 0) {
- //if node was not part of instance, must set its name, parenthood and ownership
- if (i > 0) {
- if (parent) {
- 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 instanced 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]);
- }
- }
- }
- if (n.owner >= 0) {
- NODE_FROM_ID(owner, n.owner);
- if (owner)
- node->_set_owner_nocheck(owner);
- }
- }
- 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;
- }
- }
- for (Map<Ref<Resource>, Ref<Resource> >::Element *E = resources_local_to_scene.front(); E; E = E->next()) {
- E->get()->setup_local_to_scene();
- }
- //do connections
- int cc = connections.size();
- const ConnectionData *cdata = connections.ptr();
- for (int i = 0; i < cc; i++) {
- const ConnectionData &c = cdata[i];
- //ERR_FAIL_INDEX_V( c.from, nc, NULL );
- //ERR_FAIL_INDEX_V( c.to, nc, NULL );
- NODE_FROM_ID(cfrom, c.from);
- NODE_FROM_ID(cto, c.to);
- if (!cfrom || !cto)
- continue;
- 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]];
- }
- cfrom->connect(snames[c.signal], cto, snames[c.method], binds, CONNECT_PERSIST | c.flags);
- }
- //Node *s = ret_nodes[0];
- //remove nodes that could not be added, likely as a result that
- while (stray_instances.size()) {
- memdelete(stray_instances.front()->get());
- 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);
- }
- }
- return ret_nodes[0];
- }
- static int _nm_get_string(const String &p_string, Map<StringName, int> &name_map) {
- if (name_map.has(p_string))
- return name_map[p_string];
- 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))
- return variant_map[p_variant];
- 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, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map) {
- // this function handles all the work related to properly packing scenes, be it
- // instanced 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!
- //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;
- // save the child instanced scenes that are chosen as editable, so they can be restored
- // upon load back
- if (p_node != p_owner && p_node->get_filename() != String() && p_owner->is_editable_instance(p_node))
- editable_instances.push_back(p_owner->get_path_to(p_node));
- NodeData nd;
- nd.name = _nm_get_string(p_node->get_name(), name_map);
- nd.instance = -1; //not instanced 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;
- } else {
- //part of an inherited scene, or parent is from an instanced scene
- nd.index = p_node->get_index();
- }
- // if this node is part of an instanced scene or sub-instanced 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
- List<PackState> pack_state_stack;
- 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 = NULL;
- } 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();
- }
- }
- }
- // all setup, we then proceed to check all properties for the node
- // and save the ones that are worth saving
- List<PropertyInfo> plist;
- p_node->get_property_list(&plist);
- StringName type = p_node->get_class();
- for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) {
- if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
- continue;
- }
- String name = E->get().name;
- Variant value = p_node->get(E->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));
- }
- Ref<Script> script = p_node->get_script();
- 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::abs(a - b) < CMP_EPSILON)
- 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;
- }
- }
- NodeData::Property prop;
- prop.name = _nm_get_string(name, name_map);
- prop.value = _vm_get_variant(value, variant_map);
- nd.properties.push_back(prop);
- }
- // save the groups this node is into
- // discard groups that come from the original scene
- List<Node::GroupInfo> groups;
- p_node->get_groups(&groups);
- for (List<Node::GroupInfo>::Element *E = groups.front(); E; E = E->next()) {
- Node::GroupInfo &gi = E->get();
- if (!gi.persistent)
- continue;
- /*
- if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))
- continue; //group was instanced, don't add here
- */
- bool skip = false;
- for (List<PackState>::Element *F = pack_state_stack.front(); F; F = F->next()) {
- //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)) {
- skip = true;
- break;
- }
- }
- if (skip)
- continue;
- 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 instanced 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 {
- nd.owner = -1;
- }
- // 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()) {
- //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 {
- // this node is part of an instanced process, so do not save the type.
- // instead, save that it was instanced
- nd.type = TYPE_INSTANCED;
- }
- // determine whether to save this node or not
- // if this node is part of an instanced 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 && instanced_by_owner); //part of scene and not instanced
- 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);
- }
- 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)
- return err;
- }
- return OK;
- }
- Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<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;
- List<MethodInfo> _signals;
- p_node->get_signal_list(&_signals);
- _signals.sort();
- //ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG);
- //NodeData &nd = nodes[node_map[p_node]];
- for (List<MethodInfo>::Element *E = _signals.front(); E; E = E->next()) {
- List<Node::Connection> conns;
- p_node->get_signal_connection_list(E->get().name, &conns);
- conns.sort();
- for (List<Node::Connection>::Element *F = conns.front(); F; F = F->next()) {
- const Node::Connection &c = F->get();
- if (!(c.flags & CONNECT_PERSIST)) //only persistent connections get saved
- continue;
- // only connections that originate or end into main saved scene are saved
- // everything else is discarded
- Node *target = Object::cast_to<Node>(c.target);
- if (!target) {
- continue;
- }
- //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_filename() == String()) {
- common_parent = common_parent->get_owner();
- }
- bool exists = false;
- //go through ownership chain to see if this exists
- while (common_parent) {
- Ref<SceneState> ps;
- if (common_parent == p_owner)
- ps = common_parent->get_scene_inherited_state();
- else
- ps = common_parent->get_scene_instance_state();
- 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, signal_to, c.method)) {
- exists = true;
- break;
- }
- }
- if (common_parent == p_owner)
- break;
- else
- common_parent = common_parent->get_owner();
- }
- if (exists) { //already exists (comes from instance or inheritance), so don't save
- 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));
- 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, to_node, c.method)) {
- exists2 = true;
- break;
- }
- }
- }
- nl = NULL;
- } else {
- if (nl->get_filename() != String()) {
- //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));
- 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, to_node, c.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;
- if (node_map.has(target)) {
- target_id = node_map[target];
- } else {
- if (nodepath_map.has(target)) {
- target_id = FLAG_ID_IS_PATH | nodepath_map[target];
- } else {
- int sidx = nodepath_map.size();
- nodepath_map[target] = sidx;
- target_id = FLAG_ID_IS_PATH | sidx;
- }
- }
- ConnectionData cd;
- cd.from = src_id;
- cd.to = target_id;
- cd.method = _nm_get_string(c.method, name_map);
- cd.signal = _nm_get_string(c.signal, name_map);
- cd.flags = c.flags;
- for (int i = 0; i < c.binds.size(); i++) {
- cd.binds.push_back(_vm_get_variant(c.binds[i], variant_map));
- }
- 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)
- return err;
- }
- return OK;
- }
- Error SceneState::pack(Node *p_scene) {
- ERR_FAIL_NULL_V(p_scene, ERR_INVALID_PARAMETER);
- clear();
- Node *scene = p_scene;
- Map<StringName, int> name_map;
- HashMap<Variant, int, VariantHasher, VariantComparator> variant_map;
- Map<Node *, int> node_map;
- Map<Node *, int> nodepath_map;
- //if using scene inheritance, pack the scene it inherits from
- if (scene->get_scene_inherited_state().is_valid()) {
- String path = scene->get_scene_inherited_state()->get_path();
- Ref<PackedScene> instance = ResourceLoader::load(path);
- if (instance.is_valid()) {
- base_scene_idx = _vm_get_variant(instance, variant_map);
- }
- }
- //instanced, only direct sub-scnes are supported of course
- Error err = _parse_node(scene, scene, -1, name_map, variant_map, node_map, nodepath_map);
- if (err) {
- clear();
- ERR_FAIL_V(err);
- }
- err = _parse_connections(scene, scene, name_map, variant_map, node_map, nodepath_map);
- if (err) {
- clear();
- ERR_FAIL_V(err);
- }
- names.resize(name_map.size());
- for (Map<StringName, int>::Element *E = name_map.front(); E; E = E->next()) {
- names.write[E->get()] = E->key();
- }
- variants.resize(variant_map.size());
- const Variant *K = NULL;
- while ((K = variant_map.next(K))) {
- int idx = variant_map[*K];
- variants.write[idx] = *K;
- }
- node_paths.resize(nodepath_map.size());
- for (Map<Node *, int>::Element *E = nodepath_map.front(); E; E = E->next()) {
- node_paths.write[E->get()] = scene->get_path_to(E->key());
- }
- return OK;
- }
- void SceneState::set_path(const String &p_path) {
- path = p_path;
- }
- String SceneState::get_path() const {
- return path;
- }
- void SceneState::clear() {
- names.clear();
- variants.clear();
- nodes.clear();
- connections.clear();
- node_path_cache.clear();
- node_paths.clear();
- editable_instances.clear();
- base_scene_idx = -1;
- }
- 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>();
- }
- int SceneState::find_node_by_path(const NodePath &p_node) const {
- 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 (idx >= 0) {
- 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 instanced 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 {
- for (Map<int, int>::Element *E = base_scene_node_remap.front(); E; E = E->next()) {
- if (E->value() == p_idx) {
- return E->key();
- }
- }
- return -1;
- }
- Variant SceneState::get_property_value(int p_node, const StringName &p_property, bool &found) const {
- found = 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]) {
- found = true;
- return variants[p[i].value];
- }
- }
- }
- //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 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"));
- int version = 1;
- if (p_dictionary.has("version"))
- version = p_dictionary["version"];
- if (version > PACK_VERSION) {
- ERR_EXPLAIN("Save format version too new!");
- ERR_FAIL();
- }
- PoolVector<String> snames = p_dictionary["names"];
- if (snames.size()) {
- int namecount = snames.size();
- names.resize(namecount);
- PoolVector<String>::Read r = snames.read();
- for (int i = 0; i < names.size(); i++)
- names.write[i] = r[i];
- }
- Array svariants = p_dictionary["variants"];
- if (svariants.size()) {
- int varcount = svariants.size();
- variants.resize(varcount);
- for (int i = 0; i < varcount; i++) {
- variants.write[i] = svariants[i];
- }
- } else {
- variants.clear();
- }
- nodes.resize(p_dictionary["node_count"]);
- int nc = nodes.size();
- if (nc) {
- PoolVector<int> snodes = p_dictionary["nodes"];
- PoolVector<int>::Read r = snodes.read();
- int idx = 0;
- for (int i = 0; i < nc; i++) {
- NodeData &nd = nodes.write[i];
- 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
- 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++];
- }
- nd.groups.resize(r[idx++]);
- for (int j = 0; j < nd.groups.size(); j++) {
- nd.groups.write[j] = r[idx++];
- }
- }
- }
- connections.resize(p_dictionary["conn_count"]);
- int cc = connections.size();
- if (cc) {
- PoolVector<int> sconns = p_dictionary["conns"];
- PoolVector<int>::Read r = sconns.read();
- int idx = 0;
- for (int i = 0; i < cc; i++) {
- ConnectionData &cd = connections.write[i];
- 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++];
- }
- }
- }
- 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"];
- }
- Dictionary SceneState::get_bundled_scene() const {
- PoolVector<String> rnames;
- rnames.resize(names.size());
- if (names.size()) {
- PoolVector<String>::Write r = rnames.write();
- for (int i = 0; i < names.size(); i++)
- r[i] = names[i];
- }
- 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);
- 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++)
- rconns.push_back(cd.binds[j]);
- }
- 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];
- }
- 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"] = PACK_VERSION;
- //d["path"]=path;
- 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_INSTANCED)
- 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));
- }
- if (sub_path.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];
- }
- 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];
- }
- int SceneState::get_connection_flags(int p_idx) const {
- ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
- return connections[p_idx].flags;
- }
- 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) {
- // this method cannot be const because of this
- Ref<SceneState> ss = this;
- 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);
- }
- 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;
- }
- }
- ss = ss->_get_base_scene_state();
- } while (ss.is_valid());
- 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::find_name(const StringName &p_name) const {
- for (int i = 0; i < names.size(); i++) {
- if (names[i] == p_name)
- return i;
- }
- return -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) {
- 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;
- 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, 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.binds = p_binds;
- connections.push_back(c);
- }
- void SceneState::add_editable_instance(const NodePath &p_path) {
- editable_instances.push_back(p_path);
- }
- PoolVector<String> SceneState::_get_node_groups(int p_idx) const {
- Vector<StringName> groups = get_node_groups(p_idx);
- PoolVector<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);
- BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
- BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
- BIND_ENUM_CONSTANT(GEN_EDIT_STATE_MAIN);
- }
- SceneState::SceneState() {
- base_scene_idx = -1;
- last_modified_time = 0;
- }
- ////////////////
- 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();
- }
- bool PackedScene::can_instance() const {
- return state->can_instance();
- }
- Node *PackedScene::instance(GenEditState p_edit_state) const {
- #ifndef TOOLS_ENABLED
- if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
- ERR_EXPLAIN("Edit state is only for editors, does not work without tools compiled");
- ERR_FAIL_COND_V(p_edit_state != GEN_EDIT_STATE_DISABLED, NULL);
- }
- #endif
- Node *s = state->instance((SceneState::GenEditState)p_edit_state);
- if (!s)
- return NULL;
- if (p_edit_state != GEN_EDIT_STATE_DISABLED) {
- s->set_scene_instance_state(state);
- }
- if (get_path() != "" && get_path().find("::") == -1)
- s->set_filename(get_path());
- s->notification(Node::NOTIFICATION_INSTANCED);
- 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() {
- 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::_bind_methods() {
- ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack);
- ClassDB::bind_method(D_METHOD("instance", "edit_state"), &PackedScene::instance, DEFVAL(GEN_EDIT_STATE_DISABLED));
- ClassDB::bind_method(D_METHOD("can_instance"), &PackedScene::can_instance);
- ClassDB::bind_method(D_METHOD("_set_bundled_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);
- 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);
- }
- PackedScene::PackedScene() {
- state = Ref<SceneState>(memnew(SceneState));
- }
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