gdharness 1.3.67 → 1.3.68

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@@ -44,6 +44,9 @@ var _homes: Dictionary = {}
44
44
  ## rewrite that is not saved is put back.
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45
  var _outside: Array[Array] = []
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  var _scene: GdhSceneFile = null
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+ ## Each unique name a node of this scene had that is unique only inside an instance now, to the
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+ ## node's path from the root, for a %unique path through it to be written as the plain path.
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+ var _enclosed: Dictionary = {}
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  var _moves: Dictionary = {}
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  var _back: Dictionary = {}
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  var _seen: Dictionary = {}
@@ -64,7 +67,7 @@ static func moved(given: String, moves: Dictionary) -> String:
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  ## Carries [param moves], from the root of [param scene], into the paths it holds. Called after the
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  ## move and before the write. Answers how many paths it rewrote.
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  func carry(scene: GdhSceneFile, moves: Dictionary) -> int:
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- if moves.is_empty():
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+ if moves.is_empty() and _enclosed.is_empty():
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  return 0
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  _scene = scene
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  _moves = moves
@@ -110,6 +113,14 @@ func carry(scene: GdhSceneFile, moves: Dictionary) -> int:
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  return retargeted.size() - before
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112
115
 
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+ ## Carries into [param scene] a branch saved as a scene of its own and instanced in its place, as
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+ ## [method carry] does: each %unique path through one of [param enclosed], a unique name to its
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+ ## node's path from the root, is written as the plain path. Answers how many paths it rewrote.
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+ func carry_enclosed(scene: GdhSceneFile, enclosed: Dictionary) -> int:
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+ _enclosed = enclosed
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+ return carry(scene, {})
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+
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+
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  ## Opens [param scene_path], carries [param moves] into it, and writes it when that rewrote a path.
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  ## Answers "" or why it was left as it was.
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  func carry_into(scene_path: String, moves: Dictionary) -> String:
@@ -389,8 +400,12 @@ func _after(path: NodePath, was: String, now: String) -> Array:
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  var _named: bool = names.append(str(path.get_name(index)))
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  var start: String = was
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  var unique: bool = names[0].begins_with("%")
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+ var enclosed: bool = false
392
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  if unique:
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  start = _unique_was(names[0].substr(1), now)
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+ if start.is_empty() and _enclosed.has(names[0].substr(1)):
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+ start = _enclosed[names[0].substr(1)]
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+ enclosed = true
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  if start.is_empty():
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  return [UNCHANGED, ""]
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  names = names.slice(1)
@@ -398,7 +413,7 @@ func _after(path: NodePath, was: String, now: String) -> Array:
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  if target_was.is_empty():
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  return [UNCHANGED, ""]
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  var target_now: String = moved(target_was, _moves)
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- if target_now == target_was and now == was:
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+ if target_now == target_was and now == was and not enclosed:
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  return [UNCHANGED, ""]
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  if target_now.is_empty():
404
419
  return [DELETED, ""]
@@ -408,8 +423,9 @@ func _after(path: NodePath, was: String, now: String) -> Array:
408
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  return [UNCHANGED, ""]
409
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  if holder.get_node_or_null(NodePath(path.get_concatenated_names())) == target:
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  return [UNCHANGED, ""]
411
- var to: String = str(holder.get_path_to(target, unique))
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- if unique:
426
+ var through_unique: bool = unique and not enclosed
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+ var to: String = str(holder.get_path_to(target, through_unique))
428
+ if through_unique:
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  to = _unique_to(start, target, to)
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430
  if path.get_subname_count() > 0:
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  to += ":" + path.get_concatenated_subnames()
@@ -6,6 +6,9 @@ extends RefCounted
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  const GdhFileWalk = preload("../file_walk.gd")
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  const GdhRead = preload("../reading.gd")
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  const GdhSame = preload("../same_values.gd")
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+ ## Control's layout modes, which the engine does not expose to scripts.
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+ const POSITION_MODE: int = 0
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+ const ANCHORS_MODE: int = 1
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  ## The scene to instance for an add, or null for a node of a class, beside why neither can be made
@@ -142,18 +145,10 @@ static func reconnect(copies: Dictionary, top: Node) -> void:
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  and (target == top or top.is_ancestor_of(target as Node))
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  ):
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  continue
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- # Unbound and then bound again as Node.duplicate does: a callable made
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- # from the method alone would save the copy without the arguments the
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- # original passes.
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- var aimed: Callable = Callable(to, callable.get_method())
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- var unbound: int = callable.get_unbound_arguments_count()
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- if unbound > 0:
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- aimed = aimed.unbind(unbound)
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- if callable.get_bound_arguments_count() > 0:
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- aimed = aimed.bindv(callable.get_bound_arguments())
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+ var joined: Callable = aimed(callable, to)
154
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  if (
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- not copy.is_connected(signal_name, aimed)
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- and copy.connect(signal_name, aimed, flags) != OK
150
+ not copy.is_connected(signal_name, joined)
151
+ and copy.connect(signal_name, joined, flags) != OK
157
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  ):
158
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  push_error(
159
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  (
@@ -163,6 +158,19 @@ static func reconnect(copies: Dictionary, top: Node) -> void:
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158
  )
164
159
 
165
160
 
161
+ ## [param callable] aimed at [param to], unbound and then bound again as Node.duplicate does: a
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+ ## callable made from the method alone would save the connection without the arguments the original
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+ ## passes.
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+ static func aimed(callable: Callable, to: Object) -> Callable:
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+ var aimed_at: Callable = Callable(to, callable.get_method())
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+ var unbound: int = callable.get_unbound_arguments_count()
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+ if unbound > 0:
168
+ aimed_at = aimed_at.unbind(unbound)
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+ if callable.get_bound_arguments_count() > 0:
170
+ aimed_at = aimed_at.bindv(callable.get_bound_arguments())
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+ return aimed_at
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+
173
+
166
174
  ## Owns [param node] to [param root], and under it the nodes the root owns already and those of
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  ## [param placed], the copies a duplicate placed. A node nothing owns is not the scene's: a script's
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  ## _init made it, which a headless engine runs and the editor does not, and owning it saved it into
@@ -197,6 +205,30 @@ static func unplaceable(parent: Node, node: Node, asked: Variant) -> String:
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  return ""
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199
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208
+ ## Whether [param node], an instance of [param packed] just added, would load at its parent's
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+ ## top-left corner rather than where its own scene places it. A Control its scene stores as
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+ ## uncontrolled takes position mode under a Control that is not a Container, so the file stores
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+ ## layout_mode 0 and leaves out the offsets, which are the scene's own. Setting position mode moves
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+ ## a Control to the corner, so the node loads there. Anchors mode with the same anchors places it
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+ ## the same and leaves its offsets as they load.
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+ static func cornered(node: Node, packed: PackedScene) -> bool:
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+ var control: Control = node as Control
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+ if control == null or packed == null:
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+ return false
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+ if GdhRead.as_int(control.get("layout_mode")) != POSITION_MODE:
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+ return false
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+ if control.offset_left == 0.0 and control.offset_top == 0.0:
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+ return false
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+ var state: SceneState = packed.get_state()
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+ while state != null:
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+ for property: int in state.get_node_property_count(0):
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+ if str(state.get_node_property_name(0, property)) == "layout_mode":
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+ var stored: int = GdhRead.as_int(state.get_node_property_value(0, property))
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+ return stored != POSITION_MODE and stored != ANCHORS_MODE
228
+ state = state.get_base_scene_state()
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+ return false
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+
231
+
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  ## Moves [param node] to [param asked] among its siblings, when a place was asked for.
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  static func place(node: Node, asked: Variant) -> void:
202
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  if asked != null:
@@ -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")
18
+ 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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128
 
128
129
 
129
- ## The res:// path a create in [param args] writes, given .tscn when it has no extension, or "".
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- func _new_scene_path(args: Dictionary) -> String:
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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("scenePath", ""))
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+ str(args.get("projectPath", "")), str(args.get(argument, ""))
133
135
  )
134
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  if scene_path == "res://":
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  return ""
@@ -301,18 +303,26 @@ func add_node(args: Dictionary) -> Dictionary:
301
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  if not unplaceable.is_empty():
302
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  return scene.refuse(unplaceable)
303
305
 
304
- # In the tree before its properties, so a property holding a node can find it by path.
306
+ # 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
308
+ # it. What the parent gives the node, such as a Container's layout mode, is then what the node
309
+ # held before its script, and only what the script's _init changed is put back.
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310
  var new_node: Node = GdhPlacing.made(packed, node_type)
306
- if class_script != null:
307
- scene.asked(new_node, ["script"])
308
- new_node.set_script(class_script)
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311
  new_node.name = node_name
310
312
  parent.add_child(new_node)
311
313
  GdhPlacing.place(new_node, place)
312
314
  GdhPlacing.own(new_node, root)
315
+ if class_script != null:
316
+ scene.asked(new_node, ["script"])
317
+ new_node.set_script(class_script)
318
+ # The script's _init can name the node, and the call's name is the one kept.
319
+ new_node.name = node_name
313
320
  var unsettled: String = scene.settle()
314
321
  if not unsettled.is_empty():
315
322
  return scene.refuse("Nothing was written: " + unsettled)
323
+ if GdhPlacing.cornered(new_node, packed):
324
+ scene.asked(new_node, ["layout_mode"])
325
+ new_node.set("layout_mode", GdhPlacing.ANCHORS_MODE)
316
326
  scene.asked(new_node, properties.keys())
317
327
  var unwritten: String = _properties.write_all(new_node, properties)
318
328
  scene.asked(new_node, _properties.moved_by_engine.keys())
@@ -658,6 +668,449 @@ func reparent_node(args: Dictionary) -> Dictionary:
658
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  return answer
659
669
 
660
670
 
671
+ ## Saves the branch at nodePath as a scene of its own at newScenePath and puts an instance of that
672
+ ## scene where the branch was, as the editor's Save Branch as Scene does. The new file holds the
673
+ ## branch's nodes, values, resources, groups and the connections among them, with its root's
674
+ ## position reset as the editor resets it. The instance keeps the branch's name, place, position,
675
+ ## rotation and scale. The rest of the scene keeps what it named in the branch: the connections to
676
+ ## its nodes, the properties holding them and the %unique paths, which no longer reach a node
677
+ ## unique only in the new scene.
678
+ func save_branch(args: Dictionary) -> Dictionary:
679
+ var project_path: String = str(args.get("projectPath", ""))
680
+ var scene_path: String = GdhSceneFile.res_path(project_path, str(args.get("scenePath", "")))
681
+ var node_path: String = str(args.get("nodePath", ""))
682
+ var branch_path: String = _new_scene_path(args, "newScenePath")
683
+ if node_path.is_empty() or node_path == ".":
684
+ return {
685
+ "ok": false,
686
+ "error":
687
+ "The root is the whole scene, which scene_create save_as copies to a new file.",
688
+ }
689
+ if branch_path.is_empty():
690
+ return { "ok": false, "error": "Missing newScenePath" }
691
+ if branch_path == scene_path:
692
+ return {
693
+ "ok": false, "error": "newScenePath is %s, the scene the branch is in." % scene_path,
694
+ }
695
+ if FileAccess.file_exists(branch_path):
696
+ return {
697
+ "ok": false,
698
+ "error": "%s already exists, and save_branch writes a new scene only." % branch_path,
699
+ }
700
+
701
+ var opened: Array = _open(scene_path, true)
702
+ var scene: GdhSceneFile = opened[0]
703
+ var refused: Dictionary = opened[1]
704
+ if not refused.is_empty():
705
+ return refused
706
+ var root: Node = scene.root
707
+ var top: Node = GdhSceneFile.node_at(root, node_path)
708
+ if top == null:
709
+ return scene.refuse(scene.not_found("Node not found: " + node_path, node_path))
710
+ var fixed: String = scene.fixed(top)
711
+ if not fixed.is_empty():
712
+ return scene.refuse(fixed)
713
+ if not top.scene_file_path.is_empty():
714
+ return scene.refuse(
715
+ "%s is an instance of %s, its scene already." % [node_path, top.scene_file_path]
716
+ )
717
+
718
+ var at: String = scene.path_of(top)
719
+ var top_name: StringName = top.name
720
+ var parent: Node = top.get_parent()
721
+ var index: int = top.get_index()
722
+ var unique: bool = top.unique_name_in_owner
723
+ var placed_at: Dictionary = {}
724
+ if top is Node2D or top is Node3D:
725
+ for property: String in ["position", "rotation", "scale"]:
726
+ placed_at[property] = top.get(property)
727
+ var outside: Array[Node] = [root]
728
+ var inside: Array[Node] = [top]
729
+ for node: Node in root.find_children("*", "", true, false):
730
+ if node.owner == root and node != top:
731
+ if top.is_ancestor_of(node):
732
+ inside.append(node)
733
+ else:
734
+ outside.append(node)
735
+
736
+ var answer: Dictionary = { "ok": true, "nodePath": at, "newScenePath": branch_path }
737
+ var enclosed: Dictionary = {}
738
+ for node: Node in inside:
739
+ if node != top and node.unique_name_in_owner:
740
+ enclosed[str(node.name)] = scene.path_of(node)
741
+ var held: Array[Array] = _holding_the_branch(outside, top)
742
+ var crossing: Array[Array] = _crossing(outside, inside, top)
743
+ _named_outside(scene, inside, top, answer)
744
+ var scripts_out: Array[Dictionary] = _scripts_naming_outside(inside, top, branch_path)
745
+
746
+ var split: Array = scene.split_off(top, branch_path)
747
+ var branch: GdhSceneFile = split[0]
748
+ var crossing_unmade: Array[Dictionary] = split[1]
749
+ var editable: Array[Node] = []
750
+ for node: Node in inside:
751
+ if node != top and not node.scene_file_path.is_empty() and root.is_editable_instance(node):
752
+ editable.append(node)
753
+ var below: Array[String] = []
754
+ for node: Node in inside:
755
+ below.append(str(top.get_path_to(node)))
756
+ branch.asked(top, ["unique_name_in_owner"] + placed_at.keys())
757
+ parent.remove_child(top)
758
+ top.unique_name_in_owner = false
759
+ top.owner = null
760
+ for node: Node in inside:
761
+ if node != top:
762
+ node.owner = top
763
+ for node: Node in editable:
764
+ top.set_editable_instance(node, true)
765
+ if top is Node2D:
766
+ (top as Node2D).position = Vector2.ZERO
767
+ elif top is Node3D:
768
+ (top as Node3D).position = Vector3.ZERO
769
+ var written: Dictionary = branch.write(
770
+ func(saved: Node) -> String:
771
+ for one: String in below:
772
+ if saved.get_node_or_null(one) == null:
773
+ return "%s would not be in %s when it loads." % [one, branch_path]
774
+ return ""
775
+ )
776
+ if not written.is_empty():
777
+ scene.close()
778
+ return written
779
+
780
+ var packed: PackedScene = ResourceLoader.load(branch_path, "PackedScene") as PackedScene
781
+ var instance: Node = (
782
+ packed.instantiate(PackedScene.GEN_EDIT_STATE_INSTANCE) if packed != null else null
783
+ )
784
+ if instance == null:
785
+ return _unwritten(scene, branch_path, "%s did not instance once written." % branch_path)
786
+ instance.name = top_name
787
+ parent.add_child(instance)
788
+ parent.move_child(instance, index)
789
+ instance.owner = root
790
+ # Before the scene is next packed, which reads the path to every node a property holds.
791
+ for one: Array in held:
792
+ var holder: Node = one[0]
793
+ var holding: String = one[1]
794
+ scene.asked(holder, [holding])
795
+ holder.set(holding, _unmarked(one[2], instance))
796
+ var unsettled: String = scene.settle()
797
+ if not unsettled.is_empty():
798
+ return _unwritten(scene, branch_path, unsettled)
799
+ scene.asked(instance, ["unique_name_in_owner"] + placed_at.keys())
800
+ instance.unique_name_in_owner = unique
801
+ for property: String in placed_at:
802
+ instance.set(property, placed_at[property])
803
+ scene.rejoin_unmade(crossing_unmade, instance)
804
+ var lost: Array[Dictionary] = _rejoined(scene, crossing, instance)
805
+ if not lost.is_empty():
806
+ answer["connectionsLost"] = lost
807
+ var carried: GdhPaths = GdhPaths.new()
808
+ var _rewritten: int = carried.carry_enclosed(scene, enclosed)
809
+
810
+ written = scene.write(
811
+ func(saved: Node) -> String:
812
+ var copy: Node = saved.get_node_or_null(at)
813
+ if copy == null or copy.scene_file_path != branch_path:
814
+ return "%s would not load as an instance of %s." % [at, branch_path]
815
+ if copy.get_index() != index:
816
+ return "%s would load at index %d, not %d." % [at, copy.get_index(), index]
817
+ return ""
818
+ )
819
+ if not written.is_empty():
820
+ carried.put_back(scene_path)
821
+ return _unwritten(null, branch_path, str(written.get("error", "")))
822
+ answer["index"] = index
823
+ answer.merge(carried.answer())
824
+ answer.merge(GdhKin.enclose(scene_path, at))
825
+ if not scripts_out.is_empty():
826
+ var naming: Array = answer.get_or_add("scriptsNaming", [])
827
+ naming.append_array(scripts_out)
828
+ return answer
829
+
830
+
831
+ ## Removes the scene [method save_branch] wrote at [param branch_path] and answers [param why] as
832
+ ## its refusal. [param scene] is closed when it is still open.
833
+ static func _unwritten(scene: GdhSceneFile, branch_path: String, why: String) -> Dictionary:
834
+ if scene != null:
835
+ scene.close()
836
+ var _removed: Error = DirAccess.remove_absolute(branch_path)
837
+ if Engine.is_editor_hint():
838
+ GdhSceneFile.scan_later()
839
+ return { "ok": false, "error": why }
840
+
841
+
842
+ ## Each property of the nodes [param outside] the branch at [param top] that holds a node of it, as
843
+ ## [holder, property, the value with each such node marked by its path from [param top]], for
844
+ ## [method _unmarked] to give the instance's node at that path.
845
+ static func _holding_the_branch(outside: Array[Node], top: Node) -> Array[Array]:
846
+ var held: Array[Array] = []
847
+ for node: Node in outside:
848
+ for property: Dictionary in node.get_property_list():
849
+ if not GdhRead.as_int(property.get("usage", 0)) & PROPERTY_USAGE_STORAGE:
850
+ continue
851
+ var called: String = str(property["name"])
852
+ var marked: Array = _marked(node.get(called), top)
853
+ if marked[0]:
854
+ held.append([node, called, marked[1]])
855
+ return held
856
+
857
+
858
+ ## [param value] with each node of the branch at [param top] in it as a [GdhBranchMark], as
859
+ ## [whether it held one, the value].
860
+ static func _marked(value: Variant, top: Node) -> Array:
861
+ 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
+
661
1114
  func set_node_properties(args: Dictionary) -> Dictionary:
662
1115
  var project_path: String = str(args.get("projectPath", ""))
663
1116
  var scene_path: String = GdhSceneFile.res_path(project_path, str(args.get("scenePath", "")))
@@ -1062,3 +1515,12 @@ func _save_open_scene(scene_path: String) -> Dictionary:
1062
1515
  "from": "editor",
1063
1516
  "unsavedInEditor": GdhSceneFile.unsaved(scene_path),
1064
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
@@ -76,6 +76,8 @@ func capture_viewport(params: Dictionary) -> Dictionary:
76
76
  # refuses that state itself.
77
77
  if mode == SubViewport.UPDATE_ALWAYS or not _host.get_tree().root.can_draw():
78
78
  return await _capture(viewport, params)
79
+ # Asked for before the wait: in low-processor mode a still game draws no frame of its own, and
80
+ # this request is what makes it draw the one waited for.
79
81
  sub.render_target_update_mode = SubViewport.UPDATE_ONCE
80
82
  await RenderingServer.frame_post_draw
81
83
  var answer: Dictionary = await _capture(viewport, params)
@@ -23,6 +23,7 @@ const SCENE_COMMANDS: Array[String] = [
23
23
  "set_node_properties",
24
24
  "duplicate_node",
25
25
  "reparent_node",
26
+ "save_branch",
26
27
  "delete_node",
27
28
  "bake_navigation",
28
29
  ]