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https://codeberg.org/StreamGraph/StreamGraph.git
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2264890113
Co-authored-by: Eroax <eroaxe.business@gmail.com> Reviewed-on: https://codeberg.org/Eroax/Re-DotDeck/pulls/5 Co-authored-by: Eroax <eroax@noreply.codeberg.org> Co-committed-by: Eroax <eroax@noreply.codeberg.org>
185 lines
5.9 KiB
GDScript
185 lines
5.9 KiB
GDScript
extends Node
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class_name NodeDB_
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## Filepath used for referencing all [DeckNode] Files from.
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const BASE_NODE_PATH := "res://classes/deck/nodes/"
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## Filepath where an Index of [NodeDB_.NodeDescriptor]s are saved to avoid reloading
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## everything each run.
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## @experimental
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const NODE_INDEX_CACHE_PATH := "user://nodes_index.json"
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## Filepath where the the list of Favorite Nodes is stored.
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const FAVORITE_NODES_PATH := "user://favorite_nodes.json"
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## [Array] used for storing all the "Favorite" Nodes that were set in the [AddNodeMenu]
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var favorite_nodes: Array[String]
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# Dictionary[node_type, NodeDescriptor]
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## [Dictionary] filled with node_type, or [String] keys. Correlating to
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## [NodeDB_.NodeDescriptor]'s. Essentially where all the nodes are loaded in for data reference.
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var nodes: Dictionary = {}
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## Loads in all the [DeckNode]s from [member BASE_NODE_PATH]. Or if a working
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## cache exists at [member NODE_INDEX_CACHE_PATH] that takes priority
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func _init() -> void:
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load_favorites()
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#if load_node_index():
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#return
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var dir := DirAccess.open(BASE_NODE_PATH)
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dir.list_dir_begin()
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var current_file := dir.get_next()
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while current_file != "":
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print(current_file)
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if current_file.ends_with(".gd"):
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var script_path := BASE_NODE_PATH.path_join(current_file)
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var node: DeckNode = load(script_path).new() as DeckNode
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var aliases: String = node.aliases.reduce(
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func(accum, el) -> void:
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accum += el
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, "")
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var descriptor := NodeDescriptor.new(
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script_path,
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node.name,
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node.node_type,
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node.description,
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aliases,
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node.category,
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node.appears_in_search,
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)
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nodes[node.node_type] = descriptor
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current_file = dir.get_next()
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save_node_index()
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## Helper Function that instances a [DeckNode] based off of it's [member DeckNode.node_type]
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func instance_node(type: String) -> DeckNode:
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if !nodes.has(type):
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return null
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return load(nodes[type]["script_path"]).new()
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## Handles Saving the Index of all loaded nodes to [member NODE_INDEX_CACHE_PATH]
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func save_node_index() -> void:
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var d := {}
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for node_type in nodes:
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var nd: NodeDescriptor = nodes[node_type] as NodeDescriptor
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d[node_type] = nd.to_dictionary()
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var json := JSON.stringify(d, "\t")
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var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.WRITE)
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f.store_string(json)
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## Loads the Node Index from [member NODE_INDEX_CACHE_PATH] adding all of the
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## [NodeDB_.NodeDescriptor]s in it to the [member nodes] [Dictionary]
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func load_node_index() -> bool:
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var f := FileAccess.open(NODE_INDEX_CACHE_PATH, FileAccess.READ)
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if f == null:
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print("node index file does not exist")
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return false
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var data: Dictionary = JSON.parse_string(f.get_as_text()) as Dictionary
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if data.is_empty():
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print("node index file exists, but is empty")
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return false
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for node_type in data:
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var nd_dict: Dictionary = data[node_type]
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var nd := NodeDescriptor.from_dictionary(nd_dict)
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nodes[node_type] = nd
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print("node index file exists, loaded")
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return true
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## Sets a specific [member DeckNode.node_type] to be a "favorite" for use in
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## [AddNodeMenu]. Then stores the updated list of favorites at [member FAVORITE_NODES_PATH]
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func set_node_favorite(node_type: String, favorite: bool) -> void:
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if (favorite && node_type in favorite_nodes) || (!favorite && !(node_type in favorite_nodes)):
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return
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if favorite:
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favorite_nodes.append(node_type)
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else:
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favorite_nodes.erase(node_type)
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var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.WRITE)
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f.store_string(JSON.stringify(favorite_nodes, "\t"))
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## Loads the list of Favorite [memeber DeckNode.node_type]s from [member FAVORITE_NODES_PATH]
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func load_favorites() -> void:
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var f := FileAccess.open(FAVORITE_NODES_PATH, FileAccess.READ)
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if !f:
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return
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var data: Array = JSON.parse_string(f.get_as_text())
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favorite_nodes.clear()
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favorite_nodes.assign(data)
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## Returns [code]true[/code] if the specified [member DeckNode.node_type] is marked Favorite
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## by the user.
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func is_node_favorite(node_type: String) -> bool:
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return node_type in favorite_nodes
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## Used for storing the shorthand data of a [DeckNode].
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##
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## Allows for more simply storing [DeckNode]s properties without needing to
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## keep an instance
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class NodeDescriptor:
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## Default Name of the [DeckNode] type this is storing properties of.
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var name: String
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## The [member DeckNode.node_type] of the [DeckNode] this is based off of.
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var type: String
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## The description of the [DeckNode] reference [member DeckNode.description]
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var description: String
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## The description of the [DeckNode] reference [member DeckNode.aliases]
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var aliases: String
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## The description of the [DeckNode] reference [member DeckNode.category]
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var category: String
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## The description of the [DeckNode] reference [member DeckNode.appears_in_search]
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var appears_in_search: bool
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## Stores the path to this nodes [Script] in res:// for later instantiation.
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var script_path: String
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func _init(
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p_script_path: String,
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p_name: String,
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p_type: String,
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p_description: String,
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p_aliases: String,
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p_category: String,
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p_appears_in_search: bool,
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) -> void:
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script_path = p_script_path
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name = p_name
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type = p_type
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description = p_description
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aliases = p_aliases
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category = p_category
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appears_in_search = p_appears_in_search
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## Converts all the properties in this [NodeDB_.NodeDescriptor] to a [Dictionary]. Format - {propery : value}
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func to_dictionary() -> Dictionary:
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var d := {
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"name": name,
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"type": type,
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"description": description,
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"aliases": aliases,
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"script_path": script_path,
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"category": category,
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"appears_in_search": appears_in_search,
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}
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return d
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## Creates a [NodeDB_.NodeDescriptor] from a given [Dictionary] of properties.
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static func from_dictionary(data: Dictionary) -> NodeDescriptor:
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var nd := NodeDescriptor.new(
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data.get("script_path", ""),
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data.get("name", ""),
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data.get("type", ""),
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data.get("description", ""),
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data.get("aliases", ""),
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data.get("category", ""),
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data.get("appears_in_search", false),
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)
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return nd
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