gdharness 1.3.66 → 1.3.68
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/build/cli.js +19209 -17814
- package/build/godot/addons/gdharness_editor/bridge_client.gd +18 -5
- package/build/godot/addons/gdharness_editor/headless_check.gd +52 -0
- package/build/godot/addons/gdharness_editor/picture_saves.gd +48 -0
- package/build/godot/addons/gdharness_editor/picture_saves.gd.uid +1 -0
- package/build/godot/addons/gdharness_editor/plugin.gd +84 -3
- package/build/godot/addons/gdharness_editor/scene_file.gd +133 -12
- package/build/godot/addons/gdharness_editor/tool_executor.gd +16 -1
- package/build/godot/addons/gdharness_editor/tools/class_tools.gd +3 -1
- package/build/godot/addons/gdharness_editor/tools/filesystem_tools.gd +9 -13
- package/build/godot/addons/gdharness_editor/tools/scene_kin.gd +87 -13
- package/build/godot/addons/gdharness_editor/tools/scene_paths.gd +20 -4
- package/build/godot/addons/gdharness_editor/tools/scene_placing.gd +51 -17
- package/build/godot/addons/gdharness_editor/tools/scene_tools.gd +473 -8
- package/build/godot/addons/gdharness_editor/tools/view_tools.gd +121 -0
- package/build/godot/addons/gdharness_editor/tools/view_tools.gd.uid +1 -0
- package/build/godot/addons/gdharness_runtime/picture_saves.gd +48 -0
- package/build/godot/addons/gdharness_runtime/picture_saves.gd.uid +1 -0
- package/build/godot/addons/gdharness_runtime/runtime_capture.gd +5 -43
- package/build/godot/operations/editor_tools.gd +1 -0
- package/build/godot/operations/gdscript_analysis.gd +17 -0
- package/build/godot/operations/picture_saves.gd +48 -0
- package/build/keeper.js +116 -114
- package/package.json +1 -1
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@@ -15,6 +15,7 @@ const GdhPropertyValues = preload("../property_values.gd")
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const GdhSame = preload("../same_values.gd")
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const GdhSceneFile = preload("../scene_file.gd")
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const GdhSceneSharing = preload("scene_sharing.gd")
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+
const GdhScriptPaths = preload("script_paths.gd")
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const GdhSerialisation = preload("../serialisation.gd")
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const GdhTilesetTools = preload("tileset_tools.gd")
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@@ -126,10 +127,11 @@ func _inherited(args: Dictionary) -> Dictionary:
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)
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-
## The res:// path
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-
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## The res:// path [param args] give under [param argument] for a new scene, given .tscn when it
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## has no extension, or "".
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func _new_scene_path(args: Dictionary, argument: String = "scenePath") -> String:
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var scene_path: String = GdhSceneFile.res_path(
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-
str(args.get("projectPath", "")), str(args.get(
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str(args.get("projectPath", "")), str(args.get(argument, ""))
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)
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if scene_path == "res://":
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return ""
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@@ -301,18 +303,26 @@ func add_node(args: Dictionary) -> Dictionary:
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if not unplaceable.is_empty():
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return scene.refuse(unplaceable)
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-
# In the tree before its properties, so a property holding a node can find it by path.
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# In the tree before its properties, so a property holding a node can find it by path. The
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# script goes on once the node is in place, as an add and then a set of the script would put
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# it. What the parent gives the node, such as a Container's layout mode, is then what the node
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# held before its script, and only what the script's _init changed is put back.
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var new_node: Node = GdhPlacing.made(packed, node_type)
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if class_script != null:
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scene.asked(new_node, ["script"])
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new_node.set_script(class_script)
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new_node.name = node_name
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parent.add_child(new_node)
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GdhPlacing.place(new_node, place)
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GdhPlacing.own(new_node, root)
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if class_script != null:
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scene.asked(new_node, ["script"])
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new_node.set_script(class_script)
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# The script's _init can name the node, and the call's name is the one kept.
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new_node.name = node_name
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var unsettled: String = scene.settle()
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if not unsettled.is_empty():
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return scene.refuse("Nothing was written: " + unsettled)
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if GdhPlacing.cornered(new_node, packed):
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scene.asked(new_node, ["layout_mode"])
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new_node.set("layout_mode", GdhPlacing.ANCHORS_MODE)
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scene.asked(new_node, properties.keys())
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var unwritten: String = _properties.write_all(new_node, properties)
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scene.asked(new_node, _properties.moved_by_engine.keys())
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@@ -482,7 +492,10 @@ func duplicate_node(args: Dictionary) -> Dictionary:
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duplicated_node.name = new_name
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target_parent.add_child(duplicated_node)
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GdhPlacing.place(duplicated_node, place)
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-
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var made: Dictionary = {}
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for copy: Variant in copies.values():
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made[copy] = true
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GdhPlacing.own(duplicated_node, root, made)
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GdhPlacing.reconnect(copies, source)
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scene.copied(copies)
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@@ -655,6 +668,449 @@ func reparent_node(args: Dictionary) -> Dictionary:
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return answer
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671
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## Saves the branch at nodePath as a scene of its own at newScenePath and puts an instance of that
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## scene where the branch was, as the editor's Save Branch as Scene does. The new file holds the
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## branch's nodes, values, resources, groups and the connections among them, with its root's
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## position reset as the editor resets it. The instance keeps the branch's name, place, position,
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## rotation and scale. The rest of the scene keeps what it named in the branch: the connections to
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## its nodes, the properties holding them and the %unique paths, which no longer reach a node
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## unique only in the new scene.
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func save_branch(args: Dictionary) -> Dictionary:
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var project_path: String = str(args.get("projectPath", ""))
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var scene_path: String = GdhSceneFile.res_path(project_path, str(args.get("scenePath", "")))
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var node_path: String = str(args.get("nodePath", ""))
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var branch_path: String = _new_scene_path(args, "newScenePath")
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if node_path.is_empty() or node_path == ".":
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return {
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"ok": false,
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"error":
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"The root is the whole scene, which scene_create save_as copies to a new file.",
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}
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if branch_path.is_empty():
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return { "ok": false, "error": "Missing newScenePath" }
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if branch_path == scene_path:
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return {
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"ok": false, "error": "newScenePath is %s, the scene the branch is in." % scene_path,
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}
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if FileAccess.file_exists(branch_path):
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return {
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"ok": false,
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"error": "%s already exists, and save_branch writes a new scene only." % branch_path,
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}
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var opened: Array = _open(scene_path, true)
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var scene: GdhSceneFile = opened[0]
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var refused: Dictionary = opened[1]
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if not refused.is_empty():
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return refused
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var root: Node = scene.root
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var top: Node = GdhSceneFile.node_at(root, node_path)
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if top == null:
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return scene.refuse(scene.not_found("Node not found: " + node_path, node_path))
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var fixed: String = scene.fixed(top)
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if not fixed.is_empty():
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return scene.refuse(fixed)
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if not top.scene_file_path.is_empty():
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return scene.refuse(
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"%s is an instance of %s, its scene already." % [node_path, top.scene_file_path]
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)
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var at: String = scene.path_of(top)
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var top_name: StringName = top.name
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var parent: Node = top.get_parent()
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var index: int = top.get_index()
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var unique: bool = top.unique_name_in_owner
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var placed_at: Dictionary = {}
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if top is Node2D or top is Node3D:
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for property: String in ["position", "rotation", "scale"]:
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placed_at[property] = top.get(property)
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var outside: Array[Node] = [root]
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var inside: Array[Node] = [top]
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for node: Node in root.find_children("*", "", true, false):
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if node.owner == root and node != top:
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if top.is_ancestor_of(node):
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inside.append(node)
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else:
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outside.append(node)
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var answer: Dictionary = { "ok": true, "nodePath": at, "newScenePath": branch_path }
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var enclosed: Dictionary = {}
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for node: Node in inside:
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if node != top and node.unique_name_in_owner:
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enclosed[str(node.name)] = scene.path_of(node)
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var held: Array[Array] = _holding_the_branch(outside, top)
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var crossing: Array[Array] = _crossing(outside, inside, top)
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_named_outside(scene, inside, top, answer)
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var scripts_out: Array[Dictionary] = _scripts_naming_outside(inside, top, branch_path)
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var split: Array = scene.split_off(top, branch_path)
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var branch: GdhSceneFile = split[0]
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var crossing_unmade: Array[Dictionary] = split[1]
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var editable: Array[Node] = []
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for node: Node in inside:
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if node != top and not node.scene_file_path.is_empty() and root.is_editable_instance(node):
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editable.append(node)
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var below: Array[String] = []
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for node: Node in inside:
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below.append(str(top.get_path_to(node)))
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branch.asked(top, ["unique_name_in_owner"] + placed_at.keys())
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parent.remove_child(top)
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top.unique_name_in_owner = false
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top.owner = null
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for node: Node in inside:
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if node != top:
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node.owner = top
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for node: Node in editable:
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top.set_editable_instance(node, true)
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if top is Node2D:
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(top as Node2D).position = Vector2.ZERO
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elif top is Node3D:
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(top as Node3D).position = Vector3.ZERO
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var written: Dictionary = branch.write(
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func(saved: Node) -> String:
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for one: String in below:
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if saved.get_node_or_null(one) == null:
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return "%s would not be in %s when it loads." % [one, branch_path]
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return ""
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)
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if not written.is_empty():
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scene.close()
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return written
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var packed: PackedScene = ResourceLoader.load(branch_path, "PackedScene") as PackedScene
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var instance: Node = (
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packed.instantiate(PackedScene.GEN_EDIT_STATE_INSTANCE) if packed != null else null
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)
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if instance == null:
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return _unwritten(scene, branch_path, "%s did not instance once written." % branch_path)
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instance.name = top_name
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parent.add_child(instance)
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parent.move_child(instance, index)
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instance.owner = root
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# Before the scene is next packed, which reads the path to every node a property holds.
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for one: Array in held:
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var holder: Node = one[0]
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var holding: String = one[1]
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scene.asked(holder, [holding])
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holder.set(holding, _unmarked(one[2], instance))
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var unsettled: String = scene.settle()
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if not unsettled.is_empty():
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return _unwritten(scene, branch_path, unsettled)
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scene.asked(instance, ["unique_name_in_owner"] + placed_at.keys())
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instance.unique_name_in_owner = unique
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for property: String in placed_at:
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instance.set(property, placed_at[property])
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scene.rejoin_unmade(crossing_unmade, instance)
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var lost: Array[Dictionary] = _rejoined(scene, crossing, instance)
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if not lost.is_empty():
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answer["connectionsLost"] = lost
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var carried: GdhPaths = GdhPaths.new()
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var _rewritten: int = carried.carry_enclosed(scene, enclosed)
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written = scene.write(
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func(saved: Node) -> String:
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var copy: Node = saved.get_node_or_null(at)
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if copy == null or copy.scene_file_path != branch_path:
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814
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return "%s would not load as an instance of %s." % [at, branch_path]
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if copy.get_index() != index:
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return "%s would load at index %d, not %d." % [at, copy.get_index(), index]
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return ""
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)
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if not written.is_empty():
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carried.put_back(scene_path)
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return _unwritten(null, branch_path, str(written.get("error", "")))
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answer["index"] = index
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answer.merge(carried.answer())
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answer.merge(GdhKin.enclose(scene_path, at))
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if not scripts_out.is_empty():
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var naming: Array = answer.get_or_add("scriptsNaming", [])
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naming.append_array(scripts_out)
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return answer
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## Removes the scene [method save_branch] wrote at [param branch_path] and answers [param why] as
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## its refusal. [param scene] is closed when it is still open.
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static func _unwritten(scene: GdhSceneFile, branch_path: String, why: String) -> Dictionary:
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if scene != null:
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scene.close()
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var _removed: Error = DirAccess.remove_absolute(branch_path)
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if Engine.is_editor_hint():
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GdhSceneFile.scan_later()
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return { "ok": false, "error": why }
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840
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841
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842
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## Each property of the nodes [param outside] the branch at [param top] that holds a node of it, as
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## [holder, property, the value with each such node marked by its path from [param top]], for
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## [method _unmarked] to give the instance's node at that path.
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static func _holding_the_branch(outside: Array[Node], top: Node) -> Array[Array]:
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var held: Array[Array] = []
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847
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for node: Node in outside:
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for property: Dictionary in node.get_property_list():
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if not GdhRead.as_int(property.get("usage", 0)) & PROPERTY_USAGE_STORAGE:
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continue
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851
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var called: String = str(property["name"])
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852
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var marked: Array = _marked(node.get(called), top)
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853
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if marked[0]:
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held.append([node, called, marked[1]])
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return held
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856
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+
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858
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## [param value] with each node of the branch at [param top] in it as a [GdhBranchMark], as
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## [whether it held one, the value].
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static func _marked(value: Variant, top: Node) -> Array:
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|
+
if typeof(value) == TYPE_OBJECT and is_instance_valid(value) and value is Node:
|
|
862
|
+
var node: Node = value
|
|
863
|
+
if node == top or top.is_ancestor_of(node):
|
|
864
|
+
return [true, GdhBranchMark.new(top.get_path_to(node))]
|
|
865
|
+
elif value is Array:
|
|
866
|
+
var items: Array = value
|
|
867
|
+
var changed: bool = false
|
|
868
|
+
var copy: Array = items.duplicate()
|
|
869
|
+
for at: int in items.size():
|
|
870
|
+
var one: Array = _marked(items[at], top)
|
|
871
|
+
if one[0]:
|
|
872
|
+
copy[at] = one[1]
|
|
873
|
+
changed = true
|
|
874
|
+
return [changed, copy if changed else value]
|
|
875
|
+
elif value is Dictionary:
|
|
876
|
+
var pairs: Dictionary = value
|
|
877
|
+
var changed: bool = false
|
|
878
|
+
var copy: Dictionary = pairs.duplicate()
|
|
879
|
+
for key: Variant in pairs:
|
|
880
|
+
var one: Array = _marked(pairs[key], top)
|
|
881
|
+
if one[0]:
|
|
882
|
+
copy[key] = one[1]
|
|
883
|
+
changed = true
|
|
884
|
+
return [changed, copy if changed else value]
|
|
885
|
+
return [false, value]
|
|
886
|
+
|
|
887
|
+
|
|
888
|
+
## [param value] with each [GdhBranchMark] in it as the node at its path below [param instance].
|
|
889
|
+
static func _unmarked(value: Variant, instance: Node) -> Variant:
|
|
890
|
+
if value is GdhBranchMark:
|
|
891
|
+
var mark: GdhBranchMark = value
|
|
892
|
+
return instance.get_node_or_null(mark.below)
|
|
893
|
+
if value is Array:
|
|
894
|
+
var items: Array = value
|
|
895
|
+
return items.map(func(item: Variant) -> Variant: return _unmarked(item, instance))
|
|
896
|
+
if value is Dictionary:
|
|
897
|
+
var pairs: Dictionary = value
|
|
898
|
+
var copy: Dictionary = pairs.duplicate()
|
|
899
|
+
for key: Variant in pairs:
|
|
900
|
+
copy[key] = _unmarked(pairs[key], instance)
|
|
901
|
+
return copy
|
|
902
|
+
return value
|
|
903
|
+
|
|
904
|
+
|
|
905
|
+
## Each node path and node the nodes [param inside] the branch at [param top] hold that reaches a
|
|
906
|
+
## node outside it, answered under namesOutside as {nodePath, property, path, names} with nodePath
|
|
907
|
+
## the holder's path in the new scene and names the node's path here. A path is kept, and names
|
|
908
|
+
## that node only where the new scene is instanced as here. A node is cleared, with cleared: true,
|
|
909
|
+
## since the new scene's file can only save it as a path within itself.
|
|
910
|
+
func _named_outside(
|
|
911
|
+
scene: GdhSceneFile, inside: Array[Node], top: Node, answer: Dictionary
|
|
912
|
+
) -> void:
|
|
913
|
+
var named: Array[Dictionary] = []
|
|
914
|
+
for node: Node in inside:
|
|
915
|
+
for property: Dictionary in node.get_property_list():
|
|
916
|
+
if not GdhRead.as_int(property.get("usage", 0)) & PROPERTY_USAGE_STORAGE:
|
|
917
|
+
continue
|
|
918
|
+
var called: String = str(property["name"])
|
|
919
|
+
if GdhHeadlessCheck.at_default(node, called):
|
|
920
|
+
continue
|
|
921
|
+
var record: Dictionary = {
|
|
922
|
+
"nodePath": str(top.get_path_to(node)), "property": called,
|
|
923
|
+
}
|
|
924
|
+
var kept: Array = _outside_of(node.get(called), node, top, scene, record, named)
|
|
925
|
+
if kept[0]:
|
|
926
|
+
scene.asked(node, [called])
|
|
927
|
+
node.set(called, kept[1])
|
|
928
|
+
if not named.is_empty():
|
|
929
|
+
answer["namesOutside"] = named
|
|
930
|
+
|
|
931
|
+
|
|
932
|
+
## [param value], held by [param holder] in the branch at [param top], with each node outside the
|
|
933
|
+
## branch in it cleared, each such node and each path reaching one recorded from [param record] in
|
|
934
|
+
## [param named], as [whether a node was cleared, the value].
|
|
935
|
+
static func _outside_of(
|
|
936
|
+
value: Variant,
|
|
937
|
+
holder: Node,
|
|
938
|
+
top: Node,
|
|
939
|
+
scene: GdhSceneFile,
|
|
940
|
+
record: Dictionary,
|
|
941
|
+
named: Array[Dictionary]
|
|
942
|
+
) -> Array:
|
|
943
|
+
if value is NodePath:
|
|
944
|
+
var path: NodePath = value
|
|
945
|
+
var target: Node = (
|
|
946
|
+
holder.get_node_or_null(NodePath(path.get_concatenated_names()))
|
|
947
|
+
if path.get_name_count() > 0
|
|
948
|
+
else null
|
|
949
|
+
)
|
|
950
|
+
if target != null and target != top and not top.is_ancestor_of(target):
|
|
951
|
+
var entry: Dictionary = record.duplicate()
|
|
952
|
+
entry["path"] = str(path)
|
|
953
|
+
entry["names"] = scene.path_of(target)
|
|
954
|
+
named.append(entry)
|
|
955
|
+
return [false, value]
|
|
956
|
+
if typeof(value) == TYPE_OBJECT and is_instance_valid(value) and value is Node:
|
|
957
|
+
var node: Node = value
|
|
958
|
+
if node == top or top.is_ancestor_of(node):
|
|
959
|
+
return [false, value]
|
|
960
|
+
var entry: Dictionary = record.duplicate()
|
|
961
|
+
entry["names"] = scene.path_of(node)
|
|
962
|
+
entry["cleared"] = true
|
|
963
|
+
named.append(entry)
|
|
964
|
+
return [true, null]
|
|
965
|
+
if value is Array:
|
|
966
|
+
var items: Array = value
|
|
967
|
+
var changed: bool = false
|
|
968
|
+
var copy: Array = items.duplicate()
|
|
969
|
+
for at: int in items.size():
|
|
970
|
+
var one: Array = _outside_of(items[at], holder, top, scene, record, named)
|
|
971
|
+
if one[0]:
|
|
972
|
+
copy[at] = one[1]
|
|
973
|
+
changed = true
|
|
974
|
+
return [changed, copy if changed else value]
|
|
975
|
+
if value is Dictionary:
|
|
976
|
+
var pairs: Dictionary = value
|
|
977
|
+
var changed: bool = false
|
|
978
|
+
var copy: Dictionary = pairs.duplicate()
|
|
979
|
+
for key: Variant in pairs:
|
|
980
|
+
var one: Array = _outside_of(pairs[key], holder, top, scene, record, named)
|
|
981
|
+
if one[0]:
|
|
982
|
+
copy[key] = one[1]
|
|
983
|
+
changed = true
|
|
984
|
+
return [changed, copy if changed else value]
|
|
985
|
+
return [false, value]
|
|
986
|
+
|
|
987
|
+
|
|
988
|
+
## The persistent connections between a node [param outside] the branch at [param top] and one
|
|
989
|
+
## [param inside] it, each taken off its source and answered as [source, signal, callable, flags,
|
|
990
|
+
## the source's path from [param top] or "", the target's path from [param top] or ""]. The source
|
|
991
|
+
## is given only when it is outside, since a node of the branch is freed with it.
|
|
992
|
+
static func _crossing(outside: Array[Node], inside: Array[Node], top: Node) -> Array[Array]:
|
|
993
|
+
var crossing: Array[Array] = []
|
|
994
|
+
for from_inside: bool in [false, true]:
|
|
995
|
+
var sources: Array[Node] = inside if from_inside else outside
|
|
996
|
+
for source: Node in sources:
|
|
997
|
+
for info: Dictionary in source.get_signal_list():
|
|
998
|
+
var signal_name: String = str(info.get("name", ""))
|
|
999
|
+
for conn: Dictionary in source.get_signal_connection_list(signal_name):
|
|
1000
|
+
var flags: int = GdhRead.as_int(conn.get("flags", 0))
|
|
1001
|
+
var callable: Callable = conn.get("callable", Callable())
|
|
1002
|
+
var target: Node = callable.get_object() as Node
|
|
1003
|
+
if not flags & Object.CONNECT_PERSIST or target == null:
|
|
1004
|
+
continue
|
|
1005
|
+
if (target == top or top.is_ancestor_of(target)) == from_inside:
|
|
1006
|
+
continue
|
|
1007
|
+
crossing.append(
|
|
1008
|
+
[
|
|
1009
|
+
null if from_inside else source,
|
|
1010
|
+
signal_name,
|
|
1011
|
+
callable,
|
|
1012
|
+
flags,
|
|
1013
|
+
str(top.get_path_to(source)) if from_inside else "",
|
|
1014
|
+
"" if from_inside else str(top.get_path_to(target)),
|
|
1015
|
+
]
|
|
1016
|
+
)
|
|
1017
|
+
source.disconnect(signal_name, callable)
|
|
1018
|
+
return crossing
|
|
1019
|
+
|
|
1020
|
+
|
|
1021
|
+
## Makes each of [param crossing], from [method _crossing], again between the node outside and the
|
|
1022
|
+
## node at its path below [param instance]. Answers each that the scene's file would not hold, as
|
|
1023
|
+
## {sourceNodePath, signalName, targetNodePath, methodName}: one from a node inside an instance is
|
|
1024
|
+
## saved only once the instance's children are editable.
|
|
1025
|
+
func _rejoined(scene: GdhSceneFile, crossing: Array[Array], instance: Node) -> Array[Dictionary]:
|
|
1026
|
+
var made: Array[Array] = []
|
|
1027
|
+
for one: Array in crossing:
|
|
1028
|
+
var callable: Callable = one[2]
|
|
1029
|
+
var source: Node = one[0]
|
|
1030
|
+
if not str(one[4]).is_empty():
|
|
1031
|
+
source = instance.get_node_or_null(NodePath(str(one[4])))
|
|
1032
|
+
# The node of the branch a callable aims at has been freed with the branch.
|
|
1033
|
+
var target: Object = (
|
|
1034
|
+
instance.get_node_or_null(NodePath(str(one[5])))
|
|
1035
|
+
if not str(one[5]).is_empty()
|
|
1036
|
+
else callable.get_object()
|
|
1037
|
+
)
|
|
1038
|
+
if source == null or target == null:
|
|
1039
|
+
continue
|
|
1040
|
+
var aimed: Callable = GdhPlacing.aimed(callable, target)
|
|
1041
|
+
if source.connect(str(one[1]), aimed, GdhRead.as_int(one[3])) == OK:
|
|
1042
|
+
made.append([source, str(one[1]), aimed, target])
|
|
1043
|
+
var lost: Array[Dictionary] = []
|
|
1044
|
+
if made.is_empty():
|
|
1045
|
+
return lost
|
|
1046
|
+
var probe: PackedScene = PackedScene.new()
|
|
1047
|
+
if probe.pack(scene.root) != OK:
|
|
1048
|
+
return lost
|
|
1049
|
+
var state: SceneState = probe.get_state()
|
|
1050
|
+
var saved: Dictionary = {}
|
|
1051
|
+
for at: int in state.get_connection_count():
|
|
1052
|
+
var key: String = "%s|%s|%s|%s" % [
|
|
1053
|
+
str(state.get_connection_source(at)).trim_prefix("./"),
|
|
1054
|
+
state.get_connection_signal(at),
|
|
1055
|
+
str(state.get_connection_target(at)).trim_prefix("./"),
|
|
1056
|
+
state.get_connection_method(at),
|
|
1057
|
+
]
|
|
1058
|
+
saved[key] = true
|
|
1059
|
+
for one: Array in made:
|
|
1060
|
+
var source: Node = one[0]
|
|
1061
|
+
var aimed: Callable = one[2]
|
|
1062
|
+
var target: Node = one[3]
|
|
1063
|
+
var held: Dictionary = {
|
|
1064
|
+
"sourceNodePath": scene.path_of(source),
|
|
1065
|
+
"signalName": one[1],
|
|
1066
|
+
"targetNodePath": scene.path_of(target),
|
|
1067
|
+
"methodName": str(aimed.get_method()),
|
|
1068
|
+
}
|
|
1069
|
+
var key: String = "%s|%s|%s|%s" % held.values()
|
|
1070
|
+
if not saved.has(key):
|
|
1071
|
+
source.disconnect(str(one[1]), aimed)
|
|
1072
|
+
lost.append(held)
|
|
1073
|
+
return lost
|
|
1074
|
+
|
|
1075
|
+
|
|
1076
|
+
## Each line of a script on a node [param inside] the branch at [param top] that names a node
|
|
1077
|
+
## outside it through a %unique node, which is not unique in the new scene at [param branch_path],
|
|
1078
|
+
## as scriptsNaming gives it with no to: {scenePath, nodePath, script, line, from}, nodePath the
|
|
1079
|
+
## node's path in the new scene.
|
|
1080
|
+
static func _scripts_naming_outside(
|
|
1081
|
+
inside: Array[Node], top: Node, branch_path: String
|
|
1082
|
+
) -> Array[Dictionary]:
|
|
1083
|
+
var found: Array[Dictionary] = []
|
|
1084
|
+
var seen: Dictionary = {}
|
|
1085
|
+
for node: Node in inside:
|
|
1086
|
+
var script: Script = node.get_script()
|
|
1087
|
+
while script is GDScript:
|
|
1088
|
+
var file: String = script.resource_path
|
|
1089
|
+
var source: String = (script as GDScript).source_code
|
|
1090
|
+
if source.is_empty() and FileAccess.file_exists(file):
|
|
1091
|
+
source = FileAccess.get_file_as_string(file)
|
|
1092
|
+
for named: Dictionary in GdhScriptPaths.named(source):
|
|
1093
|
+
var path: String = named["path"]
|
|
1094
|
+
if not path.begins_with("%"):
|
|
1095
|
+
continue
|
|
1096
|
+
var through: Node = node.get_node_or_null(NodePath(path.get_slice("/", 0)))
|
|
1097
|
+
if through == null or through == top or top.is_ancestor_of(through):
|
|
1098
|
+
continue
|
|
1099
|
+
var record: Dictionary = {
|
|
1100
|
+
"scenePath": branch_path,
|
|
1101
|
+
"nodePath": str(top.get_path_to(node)),
|
|
1102
|
+
"script": file,
|
|
1103
|
+
"line": named["line"],
|
|
1104
|
+
"from": path,
|
|
1105
|
+
}
|
|
1106
|
+
var key: String = "%s:%d:%s:%s" % [file, named["line"], path, record["nodePath"]]
|
|
1107
|
+
if not seen.has(key):
|
|
1108
|
+
seen[key] = true
|
|
1109
|
+
found.append(record)
|
|
1110
|
+
script = script.get_base_script()
|
|
1111
|
+
return found
|
|
1112
|
+
|
|
1113
|
+
|
|
658
1114
|
func set_node_properties(args: Dictionary) -> Dictionary:
|
|
659
1115
|
var project_path: String = str(args.get("projectPath", ""))
|
|
660
1116
|
var scene_path: String = GdhSceneFile.res_path(project_path, str(args.get("scenePath", "")))
|
|
@@ -1059,3 +1515,12 @@ func _save_open_scene(scene_path: String) -> Dictionary:
|
|
|
1059
1515
|
"from": "editor",
|
|
1060
1516
|
"unsavedInEditor": GdhSceneFile.unsaved(scene_path),
|
|
1061
1517
|
}
|
|
1518
|
+
|
|
1519
|
+
|
|
1520
|
+
## A node of a branch being saved as its own scene, held by a property outside it, by its path from
|
|
1521
|
+
## the branch's top, until the instance replacing the branch gives the node at that path.
|
|
1522
|
+
class GdhBranchMark:
|
|
1523
|
+
var below: NodePath
|
|
1524
|
+
|
|
1525
|
+
func _init(at: NodePath) -> void:
|
|
1526
|
+
below = at
|
|
@@ -0,0 +1,121 @@
|
|
|
1
|
+
@tool
|
|
2
|
+
extends Node
|
|
3
|
+
## Pictures of a scene as the editor draws it, with what its @tool scripts draw only there.
|
|
4
|
+
##
|
|
5
|
+
## A game never runs a script's editor branch, so runtime_capture cannot show it, and a headless
|
|
6
|
+
## engine draws nothing at all. The editor's own 2D and 3D views are the one place it is drawn.
|
|
7
|
+
|
|
8
|
+
const GdhRead = preload("../reading.gd")
|
|
9
|
+
const GdhSceneFile = preload("../scene_file.gd")
|
|
10
|
+
const GdhPictures = preload("../picture_saves.gd")
|
|
11
|
+
const HEADLESS_DISPLAY: String = "headless"
|
|
12
|
+
## Frames let pass once the scene is shown: the first lays the screen out, and the next run the
|
|
13
|
+
## redraws its @tool scripts queued as they entered the tree.
|
|
14
|
+
const SETTLING_FRAMES: int = 3
|
|
15
|
+
|
|
16
|
+
## Whether a capture is under way, during which the editor turns other calls away, since one that
|
|
17
|
+
## switched scenes between the open and the read would be what was captured.
|
|
18
|
+
var capturing: bool = false
|
|
19
|
+
var _editor_plugin: EditorPlugin = null
|
|
20
|
+
## The main screen the editor shows, as it last said, or "" before it has said.
|
|
21
|
+
var _screen: String = ""
|
|
22
|
+
|
|
23
|
+
|
|
24
|
+
func set_editor_plugin(plugin: EditorPlugin) -> void:
|
|
25
|
+
_editor_plugin = plugin
|
|
26
|
+
if not plugin.main_screen_changed.is_connected(_on_main_screen_changed):
|
|
27
|
+
var joined: int = plugin.main_screen_changed.connect(_on_main_screen_changed)
|
|
28
|
+
if joined != OK:
|
|
29
|
+
push_warning("gdharness: following the editor's main screen: %s" % error_string(joined))
|
|
30
|
+
|
|
31
|
+
|
|
32
|
+
func _on_main_screen_changed(screen_name: String) -> void:
|
|
33
|
+
_screen = screen_name
|
|
34
|
+
|
|
35
|
+
|
|
36
|
+
## The scene at scenePath as the editor's 2D or 3D view draws it, saved at output_path, which the
|
|
37
|
+
## server names. The editor is left showing the scene and the screen it showed before.
|
|
38
|
+
func capture_editor_view(args: Dictionary) -> Dictionary:
|
|
39
|
+
var output_path: String = str(args.get("output_path", ""))
|
|
40
|
+
if output_path.is_empty():
|
|
41
|
+
return { "ok": false, "error": "output_path required" }
|
|
42
|
+
if DisplayServer.get_name() == HEADLESS_DISPLAY:
|
|
43
|
+
return {
|
|
44
|
+
"ok": false,
|
|
45
|
+
"error":
|
|
46
|
+
(
|
|
47
|
+
"This editor runs headless, so it draws nothing to capture. Use a visible "
|
|
48
|
+
+ "editor, or a hidden one on Windows."
|
|
49
|
+
),
|
|
50
|
+
}
|
|
51
|
+
var project_path: String = str(args.get("projectPath", ""))
|
|
52
|
+
var scene_path: String = GdhSceneFile.res_path(project_path, str(args.get("scenePath", "")))
|
|
53
|
+
if not ResourceLoader.exists(scene_path, "PackedScene"):
|
|
54
|
+
return { "ok": false, "error": "Scene not found: " + scene_path }
|
|
55
|
+
var view: String = str(args.get("view", ""))
|
|
56
|
+
var shown: Node = EditorInterface.get_edited_scene_root()
|
|
57
|
+
var previous: String = shown.scene_file_path if shown != null else ""
|
|
58
|
+
var was_open: bool = EditorInterface.get_open_scenes().has(scene_path)
|
|
59
|
+
var screen_before: String = _screen
|
|
60
|
+
|
|
61
|
+
capturing = true
|
|
62
|
+
EditorInterface.open_scene_from_path(scene_path)
|
|
63
|
+
var root: Node = EditorInterface.get_edited_scene_root()
|
|
64
|
+
if root == null or root.scene_file_path != scene_path:
|
|
65
|
+
capturing = false
|
|
66
|
+
return { "ok": false, "error": "The editor did not open %s." % scene_path }
|
|
67
|
+
if view.is_empty():
|
|
68
|
+
view = "3d" if root is Node3D else "2d"
|
|
69
|
+
EditorInterface.set_main_screen_editor("3D" if view == "3d" else "2D")
|
|
70
|
+
for frame: int in SETTLING_FRAMES:
|
|
71
|
+
await get_tree().process_frame
|
|
72
|
+
var viewport: SubViewport = (
|
|
73
|
+
EditorInterface.get_editor_viewport_3d(0)
|
|
74
|
+
if view == "3d"
|
|
75
|
+
else EditorInterface.get_editor_viewport_2d()
|
|
76
|
+
)
|
|
77
|
+
var image: Image = viewport.get_texture().get_image()
|
|
78
|
+
var unsaved: bool = GdhSceneFile.unsaved(scene_path)
|
|
79
|
+
|
|
80
|
+
if not was_open:
|
|
81
|
+
var closing: Error = EditorInterface.close_scene()
|
|
82
|
+
if closing != OK:
|
|
83
|
+
push_warning(
|
|
84
|
+
"gdharness: closing %s after its capture: %s" % [scene_path, error_string(closing)]
|
|
85
|
+
)
|
|
86
|
+
if not previous.is_empty() and previous != scene_path:
|
|
87
|
+
EditorInterface.open_scene_from_path(previous)
|
|
88
|
+
if not screen_before.is_empty() and screen_before != ("3D" if view == "3d" else "2D"):
|
|
89
|
+
EditorInterface.set_main_screen_editor(screen_before)
|
|
90
|
+
capturing = false
|
|
91
|
+
|
|
92
|
+
if image == null or image.is_empty():
|
|
93
|
+
return { "ok": false, "error": "The editor's %s view held no picture." % view.to_upper() }
|
|
94
|
+
var drawn: Vector2i = image.get_size()
|
|
95
|
+
var target: Vector2i = GdhPictures.scaled_to(
|
|
96
|
+
drawn, GdhRead.as_int(args.get("width", 0)), GdhRead.as_int(args.get("height", 0))
|
|
97
|
+
)
|
|
98
|
+
if target != drawn:
|
|
99
|
+
image.resize(target.x, target.y)
|
|
100
|
+
# The server makes the folder for each capture and takes it away when it stops waiting.
|
|
101
|
+
if not DirAccess.dir_exists_absolute(output_path.get_base_dir()):
|
|
102
|
+
return {
|
|
103
|
+
"ok": false,
|
|
104
|
+
"error":
|
|
105
|
+
(
|
|
106
|
+
"The folder to save the capture in, %s, is gone because the server that asked "
|
|
107
|
+
+ "for it stopped waiting."
|
|
108
|
+
)
|
|
109
|
+
% output_path.get_base_dir(),
|
|
110
|
+
}
|
|
111
|
+
var answer: Dictionary = GdhPictures.saved(image, output_path)
|
|
112
|
+
if answer.get("type", "") == "error":
|
|
113
|
+
return { "ok": false, "error": str(answer.get("message", "")) }
|
|
114
|
+
answer["ok"] = true
|
|
115
|
+
answer["scenePath"] = scene_path
|
|
116
|
+
answer["view"] = view
|
|
117
|
+
if target != drawn:
|
|
118
|
+
answer["drawnAt"] = { "width": drawn.x, "height": drawn.y }
|
|
119
|
+
if unsaved:
|
|
120
|
+
answer["unsavedInEditor"] = true
|
|
121
|
+
return answer
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
uid://bbvurjno0b6f8
|