@tool @icon("res://addons/func_godot/icons/icon_godot_ranger.svg") class_name FuncGodotLocalConfig extends Resource ## Local machine project wide settings. [color=red]WARNING![/color] Do not create your own! Use the resource in [i]addons/func_godot[/i]. ## ## Local machine project wide settings. Can define global defaults for some FuncGodot properties. ## [color=red][b]DO NOT CREATE A NEW RESOURCE![/b][/color] This resource works by saving a configuration file to your game's [b][i]user://[/i][/b] folder ## and pulling the properties from that config file rather than this resource. Use the premade [b][i]addons/func_godot/func_godot_local_config.tres[/i][/b] instead. ## [br][br] ## [b]Fgd Output Folder :[/b] Global directory path that [FuncGodotFGDFile] saves to when exported. Overridden when exported from a game configuration resource like [TrenchBroomGameConfig].[br][br] ## [b]Trenchbroom Game Config Folder :[/b] Global directory path where your TrenchBroom game configuration should be saved to. Consult the [url="https://trenchbroom.github.io/manual/latest/#game_configuration_files"]TrenchBroom Manual's Game Configuration documentation[/url] for more information.[br][br] ## [b]Netradiant Custom Gamepacks Folder :[/b] Global directory path where your NetRadiant Custom gamepacks are saved. On Windows this is the [i]gamepacks[/i] folder in your NetRadiant Custom installation.[br][br] ## [b]Map Editor Game Path :[/b] Global directory path to your mapping folder where all of your mapping assets exist. This is usually either your project folder or a subfolder within it.[br][br] ## [b]Game Path Models Folder :[/b] Relative directory path from your Map Editor Game Path to a subfolder containing any display models you might use for your map editor. Currently only used by [FuncGodotFGDModelPointClass].[br][br] ## [b]Default Inverse Scale Factor :[/b] Scale factor that affects how [FuncGodotFGDModelPointClass] entities scale their map editor display models. Not used with TrenchBroom, use [member TrenchBroomGameConfig.entity_scale] expression instead.[br][br] enum PROPERTY { FGD_OUTPUT_FOLDER, TRENCHBROOM_GAME_CONFIG_FOLDER, NETRADIANT_CUSTOM_GAMEPACKS_FOLDER, MAP_EDITOR_GAME_PATH, #GAME_PATH_MODELS_FOLDER, #DEFAULT_INVERSE_SCALE } @export_tool_button("Export func_godot settings", "Save") var _save_settings = export_func_godot_settings @export_tool_button("Reload func_godot settings", "Reload") var _load_settings = reload_func_godot_settings const _CONFIG_PROPERTIES: Array[Dictionary] = [ { "name": "fgd_output_folder", "usage": PROPERTY_USAGE_EDITOR, "type": TYPE_STRING, "hint": PROPERTY_HINT_GLOBAL_DIR, "func_godot_type": PROPERTY.FGD_OUTPUT_FOLDER }, { "name": "trenchbroom_game_config_folder", "usage": PROPERTY_USAGE_EDITOR, "type": TYPE_STRING, "hint": PROPERTY_HINT_GLOBAL_DIR, "func_godot_type": PROPERTY.TRENCHBROOM_GAME_CONFIG_FOLDER }, { "name": "netradiant_custom_gamepacks_folder", "usage": PROPERTY_USAGE_EDITOR, "type": TYPE_STRING, "hint": PROPERTY_HINT_GLOBAL_DIR, "func_godot_type": PROPERTY.NETRADIANT_CUSTOM_GAMEPACKS_FOLDER }, { "name": "map_editor_game_path", "usage": PROPERTY_USAGE_EDITOR, "type": TYPE_STRING, "hint": PROPERTY_HINT_GLOBAL_DIR, "func_godot_type": PROPERTY.MAP_EDITOR_GAME_PATH }, #{ #"name": "game_path_models_folder", #"usage": PROPERTY_USAGE_EDITOR, #"type": TYPE_STRING, #"func_godot_type": PROPERTY.GAME_PATH_MODELS_FOLDER #}, #{ #"name": "default_inverse_scale_factor", #"usage": PROPERTY_USAGE_EDITOR, #"type": TYPE_FLOAT, #"func_godot_type": PROPERTY.DEFAULT_INVERSE_SCALE #} ] var _settings_dict: Dictionary var _loaded := false ## Retrieve a setting from the local configuration. static func get_setting(name: PROPERTY) -> Variant: var settings: FuncGodotLocalConfig = load("res://addons/func_godot/func_godot_local_config.tres") settings.reload_func_godot_settings() return settings._settings_dict.get(PROPERTY.keys()[name], '') as Variant func _get_property_list() -> Array: return _CONFIG_PROPERTIES.duplicate() func _get(property: StringName) -> Variant: var config = _get_config_property(property) if config == null and not config is Dictionary: return null _try_loading() return _settings_dict.get(PROPERTY.keys()[config['func_godot_type']], _get_default_value(config['type'])) func _set(property: StringName, value: Variant) -> bool: var config = _get_config_property(property) if config == null and not config is Dictionary: return false _settings_dict[PROPERTY.keys()[config['func_godot_type']]] = value return true func _get_default_value(type) -> Variant: match type: TYPE_STRING: return '' TYPE_INT: return 0 TYPE_FLOAT: return 0.0 TYPE_BOOL: return false TYPE_VECTOR2: return Vector2.ZERO TYPE_VECTOR3: return Vector3.ZERO TYPE_ARRAY: return [] TYPE_DICTIONARY: return {} push_error("Invalid setting type. Returning null") return null func _get_config_property(name: StringName) -> Variant: for config in _CONFIG_PROPERTIES: if config['name'] == name: return config return null ## Reload this system's configuration settings into the Local Config resource. func reload_func_godot_settings() -> void: _loaded = true var path = _get_path() if not FileAccess.file_exists(path): return var settings = FileAccess.get_file_as_string(path) _settings_dict = {} if not settings or settings.is_empty(): return settings = JSON.parse_string(settings) for key in settings.keys(): _settings_dict[key] = settings[key] notify_property_list_changed() func _try_loading() -> void: if not _loaded: reload_func_godot_settings() ## Export the current resource settings to a configuration file in this game's [i]user://[/i] folder. func export_func_godot_settings() -> void: if _settings_dict.size() == 0: return var path = _get_path() var file = FileAccess.open(path, FileAccess.WRITE) var json = JSON.stringify(_settings_dict) file.store_line(json) _loaded = false print("Saved settings to ", path) func _get_path() -> String: var application_name: String = ProjectSettings.get('application/config/name') application_name = application_name.replace(" ", "_") return 'user://' + application_name + '_FuncGodotConfig.json'