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+/*************************************************************************/
+/* property_utils.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PROPERTY_UTILS_H
+#define PROPERTY_UTILS_H
+
+#include "scene/main/node.h"
+#include "scene/resources/packed_scene.h"
+
+class PropertyUtils {
+public:
+ static bool is_property_value_different(const Variant &p_a, const Variant &p_b);
+ // Gets the most pure default value, the one that would be set when the node has just been instantiated
+ 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);
+
+ // Gets the instance/inheritance states of this node, in order of precedence,
+ // that is, from the topmost (the most able to override values) to the lowermost
+ // (Note that in nested instancing the one with the greatest precedence is the furthest
+ // in the tree, since every owner found while traversing towards the root gets a chance
+ // to override property values.)
+ static Vector<SceneState::PackState> get_node_states_stack(const Node *p_node, const Node *p_owner = nullptr, bool *r_instantiated_by_owner = nullptr);
+};
+
+#endif // PROPERTY_UTILS_H