1 | /**************************************************************************/ |
2 | /* property_utils.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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20 | /* included in all copies or substantial portions of the Software. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifndef PROPERTY_UTILS_H |
32 | #define PROPERTY_UTILS_H |
33 | |
34 | #include "scene/main/node.h" |
35 | #include "scene/resources/packed_scene.h" |
36 | |
37 | class PropertyUtils { |
38 | public: |
39 | static bool is_property_value_different(const Variant &p_a, const Variant &p_b); |
40 | // Gets the most pure default value, the one that would be set when the node has just been instantiated |
41 | static Variant get_property_default_value(const Object *p_object, const StringName &p_property, bool *r_is_valid = nullptr, 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); |
42 | |
43 | // Gets the instance/inheritance states of this node, in order of precedence, |
44 | // that is, from the topmost (the most able to override values) to the lowermost |
45 | // (Note that in nested instantiation, the one with the greatest precedence is the furthest |
46 | // in the tree, since every owner found while traversing towards the root gets a chance |
47 | // to override property values.) |
48 | static Vector<SceneState::PackState> get_node_states_stack(const Node *p_node, const Node *p_owner = nullptr, bool *r_instantiated_by_owner = nullptr); |
49 | }; |
50 | |
51 | #endif // PROPERTY_UTILS_H |
52 | |