bcirpggithubmirror/Phase2/Godot_GameCode/ImportCharacter/screens/grabFocus.gd
2023-07-09 12:28:09 -06:00

61 lines
1.7 KiB
GDScript

extends Control
#charFilePath will hold the file path for the character file, fileText will hold the text in the file
var charFilePath = ""
var fileText
func _ready() -> void:
#grab focus will make it so tab can be used to move between options
$VBoxContainer2/Title/But_ChangeScene.grab_focus()
var save_game = File.new()
if save_game.file_exists("user://savegame.save"):
save_game.open("user://savegame.save", File.READ)
var tempPath = save_game.get_as_text()
displayInfo(tempPath)
save_game.close()
func displayInfo(path):
var file = File.new()
#read the text in the file, save it in the variable fileText, display in textBox
file.open(path, File.READ)
fileText = file.get_as_text()
$VBoxContainer2/VBoxContainer/VBoxContainer3/textBox.visible = true
$VBoxContainer2/VBoxContainer/VBoxContainer3/textBox.text = fileText
#
#save the file path in the global var to use it in the other function
charFilePath = path
file.close()
func _on_Button_pressed():
$VBoxContainer2/VBoxContainer/FileDialog.popup()
func _on_FileDialog_file_selected(path):
displayInfo(path)
#when they've made the changes and pressed save:
func _on_Save_Button_pressed():
#open the same file so that changes can be written to it
var file = File.new()
file.open(charFilePath, File.WRITE)
#store the text from the textbox back into the file
var content = ""
var currentWord = $VBoxContainer2/VBoxContainer/VBoxContainer3/textBox.text
content = currentWord
file.store_string(content)
file.close()
func _on_But_Remember_pressed():
#save the path of the file so that it can be automatically opened next time
var save_game = File.new()
save_game.open("user://savegame.save", File.WRITE)
save_game.store_string(charFilePath)
save_game.close()