Files
wretched/addons/func_godot/src/util/func_godot_local_config.gd

151 lines
6.1 KiB
GDScript

@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'