mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
462 lines
15 KiB
GDScript
462 lines
15 KiB
GDScript
tool
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class_name DialogicResources
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## This class is used by the DialogicEditor to access the resources files
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## For example by the Editors (Timeline, Character, Theme), the MasterTree and the EventParts
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## It is also used by the DialogicUtil class
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const RESOURCES_DIR: String = "res://dialogic" # Readonly, used for static data
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const WORKING_DIR: String = "user://dialogic" # Readwrite, used for saves
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## *****************************************************************************
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## BASIC JSON FUNCTION
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## *****************************************************************************
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static func load_json(path: String, default: Dictionary={}) -> Dictionary:
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# An easy function to load json files and handle common errors.
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var file := File.new()
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if file.open(path, File.READ) != OK:
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file.close()
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return default
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var data_text: String = file.get_as_text()
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file.close()
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if data_text.empty():
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return default
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var data_parse: JSONParseResult = JSON.parse(data_text)
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if data_parse.error != OK:
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return default
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var final_data = data_parse.result
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if typeof(final_data) == TYPE_DICTIONARY:
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return final_data
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# If everything else fails
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return default
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static func set_json(path: String, data: Dictionary):
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var file = File.new()
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var err = file.open(path, File.WRITE)
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if err == OK:
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file.store_line(JSON.print(data, '\t', true))
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file.close()
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return err
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## *****************************************************************************
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## INITIALIZATION
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## *****************************************************************************
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static func init_dialogic_files() -> void:
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# This functions makes sure that the needed files and folders
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# exists when the plugin is loaded. If they don't, we create
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# them.
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# WARNING: only call while in the editor
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var directory = Directory.new()
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var paths = get_working_directories()
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var files = get_config_files_paths()
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# Create directories
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for dir in paths:
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if not directory.dir_exists(paths[dir]):
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directory.make_dir_recursive(paths[dir])
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if dir == 'THEME_DIR':
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directory.copy('res://addons/dialogic/Editor/ThemeEditor/default-theme.cfg', str(paths[dir], '/default-theme.cfg'))
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# Create empty files
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for f in files:
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if not directory.file_exists(files[f]):
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create_empty_file(files[f])
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static func get_working_directories() -> Dictionary:
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return {
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'RESOURCES_DIR': RESOURCES_DIR,
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'WORKING_DIR': WORKING_DIR,
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'TIMELINE_DIR': RESOURCES_DIR + "/timelines",
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'THEME_DIR': RESOURCES_DIR + "/themes",
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'CHAR_DIR': RESOURCES_DIR + "/characters",
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'CUSTOM_EVENTS_DIR': RESOURCES_DIR + "/custom-events",
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'SOUNDS':RESOURCES_DIR + "/sounds"
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}
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static func get_config_files_paths() -> Dictionary:
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return {
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'SETTINGS_FILE': RESOURCES_DIR + "/settings.cfg",
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'DEFAULT_DEFINITIONS_FILE': RESOURCES_DIR + "/definitions.json",
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'FOLDER_STRUCTURE_FILE': RESOURCES_DIR + "/folder_structure.json",
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'DEFINITIONS_DEFAULT_SAVE': WORKING_DIR + "/definitions_default_save.json",
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'STATE_DEFAULT_SAVE': WORKING_DIR + "/state_default_save.json"
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}
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## *****************************************************************************
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## BASIC FILE FUNCTION
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## *****************************************************************************
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static func get_path(name: String, extra: String ='') -> String:
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var paths: Dictionary = get_working_directories()
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if extra != '':
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return paths[name] + '/' + extra
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else:
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return paths[name]
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static func get_filename_from_path(path: String, extension = false) -> String:
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var file_name: String = path.split('/')[-1]
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if extension == false:
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file_name = file_name.split('.')[0]
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return file_name
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static func listdir(path: String) -> Array:
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# https://docs.godotengine.org/en/stable/classes/class_directory.html#description
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var files: Array = []
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var dir := Directory.new()
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var err = dir.open(path)
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if err == OK:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if not dir.current_is_dir() and not file_name.begins_with("."):
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files.append(file_name)
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file_name = dir.get_next()
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dir.list_dir_end()
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else:
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print("[Dialogic] Error while accessing path " + path + " - Error: " + str(err))
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return files
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static func create_empty_file(path):
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var file = File.new()
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file.open(path, File.WRITE)
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file.store_string('')
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file.close()
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static func remove_file(path: String):
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var dir = Directory.new()
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var _err = dir.remove(path)
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if _err != OK:
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print("[D] There was an error when deleting file at {filepath}. Error: {error}".format(
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{"filepath":path,"error":_err}
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))
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static func copy_file(path_from, path_to):
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if (path_from == ''):
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push_error("[Dialogic] Could not copy empty filename")
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return ERR_FILE_BAD_PATH
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if (path_to == ''):
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push_error("[Dialogic] Could not copy to empty filename")
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return ERR_FILE_BAD_PATH
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var dir = Directory.new()
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if (not dir.file_exists(path_from)):
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push_error("[Dialogic] Could not copy file %s, File does not exists" % [ path_from ])
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return ERR_FILE_NOT_FOUND
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if (dir.file_exists(path_to)):
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push_error("[Dialogic] Could not copy file to %s, file already exists" % [ path_to ])
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return ERR_ALREADY_EXISTS
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var error = dir.copy(path_from, path_to)
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if (error):
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push_error("[Dialogic] Error while copying %s to %s" % [ path_from, path_to ])
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push_error(error)
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return error
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return OK
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pass
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## *****************************************************************************
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## CONFIG
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## *****************************************************************************
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static func get_config(id: String) -> ConfigFile:
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var paths := get_config_files_paths()
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var config := ConfigFile.new()
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if id in paths.keys():
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var err = config.load(paths[id])
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if err != OK:
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print("[Dialogic] Error while opening config file " + paths[id] + ". Error: " + str(err))
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return config
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## *****************************************************************************
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## TIMELINES
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## *****************************************************************************
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# Can only be edited in the editor
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static func get_timeline_json(path: String):
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return load_json(get_path('TIMELINE_DIR', path))
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static func set_timeline(timeline: Dictionary):
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# WARNING: For use in the editor only
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set_json(get_path('TIMELINE_DIR', timeline['metadata']['file']), timeline)
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static func delete_timeline(filename: String):
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# WARNING: For use in the editor only
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remove_file(get_path('TIMELINE_DIR', filename))
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## *****************************************************************************
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## CHARACTERS
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## *****************************************************************************
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# Can only be edited in the editor
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static func get_character_json(path: String):
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return load_json(get_path('CHAR_DIR', path))
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static func set_character(character: Dictionary):
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# WARNING: For use in the editor only
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set_json(get_path('CHAR_DIR', character['id']), character)
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static func delete_character(filename: String):
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# WARNING: For use in the editor only
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remove_file(get_path('CHAR_DIR', filename))
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## *****************************************************************************
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## THEMES
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## *****************************************************************************
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# Can only be edited in the editor
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static func get_theme_config(filename: String):
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var config = ConfigFile.new()
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var path
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if filename.begins_with('res://'):
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path = filename
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else:
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path = get_path('THEME_DIR', filename)
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var err = config.load(path)
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if err == OK:
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return config
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static func set_theme_value(filename:String, section:String, key:String, value):
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# WARNING: For use in the editor only
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var config = get_theme_config(filename)
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config.set_value(section, key, value)
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config.save(get_path('THEME_DIR', filename))
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static func add_theme(filename: String):
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create_empty_file(get_path('THEME_DIR', filename))
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static func delete_theme(filename: String):
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remove_file(get_path('THEME_DIR', filename))
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static func duplicate_theme(from_filename: String, to_filename: String):
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copy_file(get_path('THEME_DIR', from_filename), get_path('THEME_DIR', to_filename))
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## *****************************************************************************
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## SETTINGS
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## *****************************************************************************
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# Can only be edited in the editor
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static func get_settings_config() -> ConfigFile:
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return get_config("SETTINGS_FILE")
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static func set_settings_value(section: String, key: String, value):
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var config = get_settings_config()
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config.set_value(section, key, value)
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config.save(get_config_files_paths()['SETTINGS_FILE'])
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static func get_settings_value(section:String, key: String, default):
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var config = get_settings_config()
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return config.get_value(section, key, default)
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## *****************************************************************************
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## DEFAULT DEFINITIONS
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## *****************************************************************************
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# Can only be edited in the editor
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static func get_default_definitions() -> Dictionary:
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return load_json(get_config_files_paths()['DEFAULT_DEFINITIONS_FILE'], {'variables': [], 'glossary': []})
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static func save_default_definitions(data: Dictionary):
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set_json(get_config_files_paths()['DEFAULT_DEFINITIONS_FILE'], data)
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static func get_default_definition_item(id: String):
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var data = get_default_definitions()
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return DialogicDefinitionsUtil.get_definition_by_id(data, id)
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static func set_default_definition_variable(id: String, name: String, value):
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# WARNING: For use in the editor only
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var data = get_default_definitions()
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DialogicDefinitionsUtil.set_definition_variable(data, id, name, value)
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save_default_definitions(data)
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static func set_default_definition_glossary(id: String, name: String, extra_title: String, extra_text: String, extra_extra: String):
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# WARNING: For use in the editor only
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var data = get_default_definitions()
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DialogicDefinitionsUtil.set_definition_glossary(data, id, name, extra_title, extra_text, extra_extra)
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save_default_definitions(data)
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static func delete_default_definition(id: String):
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# WARNING: For use in the editor only
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var data = get_default_definitions()
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DialogicDefinitionsUtil.delete_definition(data, id)
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save_default_definitions(data)
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## *****************************************************************************
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## SAVES DURING GAME
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## *****************************************************************************
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# Folders in the user://dialogic directory function as save_slots.
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# retruns a list of all save folders.
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# -> this returns a list of the save_slot-names
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static func get_saves_folders() -> Array:
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var save_folders = []
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var directory := Directory.new()
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if directory.open(WORKING_DIR) != OK:
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print("[D] Error: Failed to access working directory.")
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return []
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directory.list_dir_begin()
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var file_name = directory.get_next()
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while file_name != "":
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if directory.current_is_dir() and not file_name.begins_with("."):
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save_folders.append(file_name)
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file_name = directory.get_next()
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return save_folders
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# this adds a new save folder with the given name
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static func add_save_folder(save_name: String) -> void:
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var directory := Directory.new()
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if directory.open(WORKING_DIR) != OK:
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print("[D] Error: Failed to access working directory.")
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return
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directory.make_dir(save_name)
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var file := File.new()
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if file.open(WORKING_DIR+"/"+save_name+"/definitions.json", File.WRITE) == OK:
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file.store_string('')
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file.close()
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if file.open(WORKING_DIR+"/"+save_name+"/state.json", File.WRITE) == OK:
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file.store_string('')
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file.close()
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# this removes the given folder
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static func remove_save_folder(save_name: String) -> void:
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var directory := Directory.new()
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if directory.open(WORKING_DIR+"/"+save_name) != OK:
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print("[D] Error: Failed to access save folder '"+save_name+"'.")
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return
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directory.list_dir_begin()
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var file_name = directory.get_next()
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while file_name != "":
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directory.remove(file_name)
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file_name = directory.get_next()
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directory.remove(WORKING_DIR+"/"+save_name)
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# reset the definitions and state of the given save folder (or default)
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static func reset_save(save_name: String = '') -> void:
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save_state_info(save_name, {})
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save_definitions(save_name, get_default_definitions())
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# saves the state_info into the state.json file in the save folder "save_name"
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static func save_state_info(save_name: String, state_info: Dictionary) -> void:
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if save_name == '':
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set_json(get_config_files_paths()['STATE_DEFAULT_SAVE'], state_info)
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return
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if not save_name in get_saves_folders():
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add_save_folder(save_name)
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set_json(WORKING_DIR+"/"+save_name+"/state.json", state_info)
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# return the state_info from the state.json file in the save folder "save_name"
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static func get_saved_state_info(save_name: String) -> Dictionary:
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if save_name == '':
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return load_json(get_config_files_paths()['STATE_DEFAULT_SAVE'], {})
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if not save_name in get_saves_folders():
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return {}
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return load_json(WORKING_DIR+"/"+save_name+"/state.json", {})
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# saves the given definitions into the definitions.json file in the save folder "save name"
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static func save_definitions(save_name: String, definitions_info: Dictionary) -> void:
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if save_name == "":
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set_json(get_config_files_paths()['DEFINITIONS_DEFAULT_SAVE'], definitions_info)
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return
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if not save_name in get_saves_folders():
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add_save_folder(save_name)
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set_json(WORKING_DIR+"/"+save_name+"/definitions.json", definitions_info)
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# return the definition info from the definiiotn.json in the save folder "save name"
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static func get_saved_definitions(save_name: String = '') -> Dictionary:
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if save_name == '':
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return load_json(get_config_files_paths()['DEFINITIONS_DEFAULT_SAVE'], get_default_definitions())
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if not save_name in get_saves_folders():
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print("[D] Wasn't able to find save '"+save_name+"'. Loaded the default definitions.")
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return get_default_definitions()
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return load_json(WORKING_DIR+"/"+save_name+"/definitions.json", {})
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## *****************************************************************************
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## FOLDER STRUCTURE
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## *****************************************************************************
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# The DialogicEditor uses a fake folder structure
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# Can only be edited in the editor
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static func get_resource_folder_structure() -> Dictionary:
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return load_json(get_config_files_paths()['FOLDER_STRUCTURE_FILE'],
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{"folders":
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{"Timelines":
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{
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"folders":{},
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"files":[],
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'metadata':{'color':null, 'folded':false}
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},
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"Characters":
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{
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"folders":{},
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"files":[],
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'metadata':{'color':null, 'folded':false}
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},
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"Definitions":
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{
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"folders":{},
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"files":[],
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'metadata':{'color':null, 'folded':false}
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},
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"Themes":
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{
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"folders":{},
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"files":[],
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'metadata':{'color':null, 'folded':false}
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},
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},
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"files":[]
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})
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static func save_resource_folder_structure(data):
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set_json(get_config_files_paths()['FOLDER_STRUCTURE_FILE'], data)
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