meat_madness_redux/godot/addons/dialogic/Other/DialogicResources.gd

462 lines
15 KiB
GDScript

tool
class_name DialogicResources
## This class is used by the DialogicEditor to access the resources files
## For example by the Editors (Timeline, Character, Theme), the MasterTree and the EventParts
## It is also used by the DialogicUtil class
const RESOURCES_DIR: String = "res://dialogic" # Readonly, used for static data
const WORKING_DIR: String = "user://dialogic" # Readwrite, used for saves
## *****************************************************************************
## BASIC JSON FUNCTION
## *****************************************************************************
static func load_json(path: String, default: Dictionary={}) -> Dictionary:
# An easy function to load json files and handle common errors.
var file := File.new()
if file.open(path, File.READ) != OK:
file.close()
return default
var data_text: String = file.get_as_text()
file.close()
if data_text.empty():
return default
var data_parse: JSONParseResult = JSON.parse(data_text)
if data_parse.error != OK:
return default
var final_data = data_parse.result
if typeof(final_data) == TYPE_DICTIONARY:
return final_data
# If everything else fails
return default
static func set_json(path: String, data: Dictionary):
var file = File.new()
var err = file.open(path, File.WRITE)
if err == OK:
file.store_line(JSON.print(data, '\t', true))
file.close()
return err
## *****************************************************************************
## INITIALIZATION
## *****************************************************************************
static func init_dialogic_files() -> void:
# This functions makes sure that the needed files and folders
# exists when the plugin is loaded. If they don't, we create
# them.
# WARNING: only call while in the editor
var directory = Directory.new()
var paths = get_working_directories()
var files = get_config_files_paths()
# Create directories
for dir in paths:
if not directory.dir_exists(paths[dir]):
directory.make_dir_recursive(paths[dir])
if dir == 'THEME_DIR':
directory.copy('res://addons/dialogic/Editor/ThemeEditor/default-theme.cfg', str(paths[dir], '/default-theme.cfg'))
# Create empty files
for f in files:
if not directory.file_exists(files[f]):
create_empty_file(files[f])
static func get_working_directories() -> Dictionary:
return {
'RESOURCES_DIR': RESOURCES_DIR,
'WORKING_DIR': WORKING_DIR,
'TIMELINE_DIR': RESOURCES_DIR + "/timelines",
'THEME_DIR': RESOURCES_DIR + "/themes",
'CHAR_DIR': RESOURCES_DIR + "/characters",
'CUSTOM_EVENTS_DIR': RESOURCES_DIR + "/custom-events",
'SOUNDS':RESOURCES_DIR + "/sounds"
}
static func get_config_files_paths() -> Dictionary:
return {
'SETTINGS_FILE': RESOURCES_DIR + "/settings.cfg",
'DEFAULT_DEFINITIONS_FILE': RESOURCES_DIR + "/definitions.json",
'FOLDER_STRUCTURE_FILE': RESOURCES_DIR + "/folder_structure.json",
'DEFINITIONS_DEFAULT_SAVE': WORKING_DIR + "/definitions_default_save.json",
'STATE_DEFAULT_SAVE': WORKING_DIR + "/state_default_save.json"
}
## *****************************************************************************
## BASIC FILE FUNCTION
## *****************************************************************************
static func get_path(name: String, extra: String ='') -> String:
var paths: Dictionary = get_working_directories()
if extra != '':
return paths[name] + '/' + extra
else:
return paths[name]
static func get_filename_from_path(path: String, extension = false) -> String:
var file_name: String = path.split('/')[-1]
if extension == false:
file_name = file_name.split('.')[0]
return file_name
static func listdir(path: String) -> Array:
# https://docs.godotengine.org/en/stable/classes/class_directory.html#description
var files: Array = []
var dir := Directory.new()
var err = dir.open(path)
if err == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if not dir.current_is_dir() and not file_name.begins_with("."):
files.append(file_name)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("[Dialogic] Error while accessing path " + path + " - Error: " + str(err))
return files
static func create_empty_file(path):
var file = File.new()
file.open(path, File.WRITE)
file.store_string('')
file.close()
static func remove_file(path: String):
var dir = Directory.new()
var _err = dir.remove(path)
if _err != OK:
print("[D] There was an error when deleting file at {filepath}. Error: {error}".format(
{"filepath":path,"error":_err}
))
static func copy_file(path_from, path_to):
if (path_from == ''):
push_error("[Dialogic] Could not copy empty filename")
return ERR_FILE_BAD_PATH
if (path_to == ''):
push_error("[Dialogic] Could not copy to empty filename")
return ERR_FILE_BAD_PATH
var dir = Directory.new()
if (not dir.file_exists(path_from)):
push_error("[Dialogic] Could not copy file %s, File does not exists" % [ path_from ])
return ERR_FILE_NOT_FOUND
if (dir.file_exists(path_to)):
push_error("[Dialogic] Could not copy file to %s, file already exists" % [ path_to ])
return ERR_ALREADY_EXISTS
var error = dir.copy(path_from, path_to)
if (error):
push_error("[Dialogic] Error while copying %s to %s" % [ path_from, path_to ])
push_error(error)
return error
return OK
pass
## *****************************************************************************
## CONFIG
## *****************************************************************************
static func get_config(id: String) -> ConfigFile:
var paths := get_config_files_paths()
var config := ConfigFile.new()
if id in paths.keys():
var err = config.load(paths[id])
if err != OK:
print("[Dialogic] Error while opening config file " + paths[id] + ". Error: " + str(err))
return config
## *****************************************************************************
## TIMELINES
## *****************************************************************************
# Can only be edited in the editor
static func get_timeline_json(path: String):
return load_json(get_path('TIMELINE_DIR', path))
static func set_timeline(timeline: Dictionary):
# WARNING: For use in the editor only
set_json(get_path('TIMELINE_DIR', timeline['metadata']['file']), timeline)
static func delete_timeline(filename: String):
# WARNING: For use in the editor only
remove_file(get_path('TIMELINE_DIR', filename))
## *****************************************************************************
## CHARACTERS
## *****************************************************************************
# Can only be edited in the editor
static func get_character_json(path: String):
return load_json(get_path('CHAR_DIR', path))
static func set_character(character: Dictionary):
# WARNING: For use in the editor only
set_json(get_path('CHAR_DIR', character['id']), character)
static func delete_character(filename: String):
# WARNING: For use in the editor only
remove_file(get_path('CHAR_DIR', filename))
## *****************************************************************************
## THEMES
## *****************************************************************************
# Can only be edited in the editor
static func get_theme_config(filename: String):
var config = ConfigFile.new()
var path
if filename.begins_with('res://'):
path = filename
else:
path = get_path('THEME_DIR', filename)
var err = config.load(path)
if err == OK:
return config
static func set_theme_value(filename:String, section:String, key:String, value):
# WARNING: For use in the editor only
var config = get_theme_config(filename)
config.set_value(section, key, value)
config.save(get_path('THEME_DIR', filename))
static func add_theme(filename: String):
create_empty_file(get_path('THEME_DIR', filename))
static func delete_theme(filename: String):
remove_file(get_path('THEME_DIR', filename))
static func duplicate_theme(from_filename: String, to_filename: String):
copy_file(get_path('THEME_DIR', from_filename), get_path('THEME_DIR', to_filename))
## *****************************************************************************
## SETTINGS
## *****************************************************************************
# Can only be edited in the editor
static func get_settings_config() -> ConfigFile:
return get_config("SETTINGS_FILE")
static func set_settings_value(section: String, key: String, value):
var config = get_settings_config()
config.set_value(section, key, value)
config.save(get_config_files_paths()['SETTINGS_FILE'])
static func get_settings_value(section:String, key: String, default):
var config = get_settings_config()
return config.get_value(section, key, default)
## *****************************************************************************
## DEFAULT DEFINITIONS
## *****************************************************************************
# Can only be edited in the editor
static func get_default_definitions() -> Dictionary:
return load_json(get_config_files_paths()['DEFAULT_DEFINITIONS_FILE'], {'variables': [], 'glossary': []})
static func save_default_definitions(data: Dictionary):
set_json(get_config_files_paths()['DEFAULT_DEFINITIONS_FILE'], data)
static func get_default_definition_item(id: String):
var data = get_default_definitions()
return DialogicDefinitionsUtil.get_definition_by_id(data, id)
static func set_default_definition_variable(id: String, name: String, value):
# WARNING: For use in the editor only
var data = get_default_definitions()
DialogicDefinitionsUtil.set_definition_variable(data, id, name, value)
save_default_definitions(data)
static func set_default_definition_glossary(id: String, name: String, extra_title: String, extra_text: String, extra_extra: String):
# WARNING: For use in the editor only
var data = get_default_definitions()
DialogicDefinitionsUtil.set_definition_glossary(data, id, name, extra_title, extra_text, extra_extra)
save_default_definitions(data)
static func delete_default_definition(id: String):
# WARNING: For use in the editor only
var data = get_default_definitions()
DialogicDefinitionsUtil.delete_definition(data, id)
save_default_definitions(data)
## *****************************************************************************
## SAVES DURING GAME
## *****************************************************************************
# Folders in the user://dialogic directory function as save_slots.
# retruns a list of all save folders.
# -> this returns a list of the save_slot-names
static func get_saves_folders() -> Array:
var save_folders = []
var directory := Directory.new()
if directory.open(WORKING_DIR) != OK:
print("[D] Error: Failed to access working directory.")
return []
directory.list_dir_begin()
var file_name = directory.get_next()
while file_name != "":
if directory.current_is_dir() and not file_name.begins_with("."):
save_folders.append(file_name)
file_name = directory.get_next()
return save_folders
# this adds a new save folder with the given name
static func add_save_folder(save_name: String) -> void:
var directory := Directory.new()
if directory.open(WORKING_DIR) != OK:
print("[D] Error: Failed to access working directory.")
return
directory.make_dir(save_name)
var file := File.new()
if file.open(WORKING_DIR+"/"+save_name+"/definitions.json", File.WRITE) == OK:
file.store_string('')
file.close()
if file.open(WORKING_DIR+"/"+save_name+"/state.json", File.WRITE) == OK:
file.store_string('')
file.close()
# this removes the given folder
static func remove_save_folder(save_name: String) -> void:
var directory := Directory.new()
if directory.open(WORKING_DIR+"/"+save_name) != OK:
print("[D] Error: Failed to access save folder '"+save_name+"'.")
return
directory.list_dir_begin()
var file_name = directory.get_next()
while file_name != "":
directory.remove(file_name)
file_name = directory.get_next()
directory.remove(WORKING_DIR+"/"+save_name)
# reset the definitions and state of the given save folder (or default)
static func reset_save(save_name: String = '') -> void:
save_state_info(save_name, {})
save_definitions(save_name, get_default_definitions())
# saves the state_info into the state.json file in the save folder "save_name"
static func save_state_info(save_name: String, state_info: Dictionary) -> void:
if save_name == '':
set_json(get_config_files_paths()['STATE_DEFAULT_SAVE'], state_info)
return
if not save_name in get_saves_folders():
add_save_folder(save_name)
set_json(WORKING_DIR+"/"+save_name+"/state.json", state_info)
# return the state_info from the state.json file in the save folder "save_name"
static func get_saved_state_info(save_name: String) -> Dictionary:
if save_name == '':
return load_json(get_config_files_paths()['STATE_DEFAULT_SAVE'], {})
if not save_name in get_saves_folders():
return {}
return load_json(WORKING_DIR+"/"+save_name+"/state.json", {})
# saves the given definitions into the definitions.json file in the save folder "save name"
static func save_definitions(save_name: String, definitions_info: Dictionary) -> void:
if save_name == "":
set_json(get_config_files_paths()['DEFINITIONS_DEFAULT_SAVE'], definitions_info)
return
if not save_name in get_saves_folders():
add_save_folder(save_name)
set_json(WORKING_DIR+"/"+save_name+"/definitions.json", definitions_info)
# return the definition info from the definiiotn.json in the save folder "save name"
static func get_saved_definitions(save_name: String = '') -> Dictionary:
if save_name == '':
return load_json(get_config_files_paths()['DEFINITIONS_DEFAULT_SAVE'], get_default_definitions())
if not save_name in get_saves_folders():
print("[D] Wasn't able to find save '"+save_name+"'. Loaded the default definitions.")
return get_default_definitions()
return load_json(WORKING_DIR+"/"+save_name+"/definitions.json", {})
## *****************************************************************************
## FOLDER STRUCTURE
## *****************************************************************************
# The DialogicEditor uses a fake folder structure
# Can only be edited in the editor
static func get_resource_folder_structure() -> Dictionary:
return load_json(get_config_files_paths()['FOLDER_STRUCTURE_FILE'],
{"folders":
{"Timelines":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
"Characters":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
"Definitions":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
"Themes":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
},
"files":[]
})
static func save_resource_folder_structure(data):
set_json(get_config_files_paths()['FOLDER_STRUCTURE_FILE'], data)