/**************************************************************************/1/* property_utils.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "scene/main/node.h"33#include "scene/resources/packed_scene.h"3435class PropertyUtils {36public:37static bool is_property_value_different(const Object *p_object, const Variant &p_a, const Variant &p_b);38// Gets the most pure default value, the one that would be set when the node has just been instantiated39static 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);4041// Gets the instance/inheritance states of this node, in order of precedence,42// that is, from the topmost (the most able to override values) to the lowermost43// (Note that in nested instantiation, the one with the greatest precedence is the furthest44// in the tree, since every owner found while traversing towards the root gets a chance45// to override property values.)46static Vector<SceneState::PackState> get_node_states_stack(const Node *p_node, const Node *p_owner = nullptr, bool *r_instantiated_by_owner = nullptr);4748static void assign_custom_type_script(Object *p_object, const Ref<Script> &p_script);49static Ref<Script> get_custom_type_script(const Object *p_object);50};515253