diff --git a/core/property_utils.cpp b/core/property_utils.cpp new file mode 100644 index 000000000000..55b3391aa8b7 --- /dev/null +++ b/core/property_utils.cpp @@ -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/config/engine.h" +#include "core/templates/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::FLOAT && p_b.get_type() == Variant::FLOAT) { + //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 PropertyUtils::get_property_default_value(const Object *p_object, const StringName &p_property, const Node *p_owner, const Vector *p_states_stack_cache, 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