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. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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
37class PropertyUtils {
38public:
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