seeding-planets/addons/dialogic/Core/DialogicResourceUtil.gd

377 lines
12 KiB
GDScript

@tool
class_name DialogicResourceUtil
static var label_cache := {}
static var event_cache: Array[DialogicEvent] = []
static var channel_cache := {}
static var special_resources := {}
static func update() -> void:
update_directory('.dch')
update_directory('.dtl')
update_label_cache()
update_audio_channel_cache()
DialogicStylesUtil.build_style_directory()
#region RESOURCE DIRECTORIES
################################################################################
static func get_directory(extension:String) -> Dictionary:
extension = extension.trim_prefix('.')
if Engine.has_meta(extension+'_directory'):
return Engine.get_meta(extension+'_directory', {})
var directory: Dictionary = ProjectSettings.get_setting("dialogic/directories/"+extension+'_directory', {})
Engine.set_meta(extension+'_directory', directory)
return directory
static func set_directory(extension:String, directory:Dictionary) -> void:
extension = extension.trim_prefix('.')
if Engine.is_editor_hint():
ProjectSettings.set_setting("dialogic/directories/"+extension+'_directory', directory)
ProjectSettings.save()
Engine.set_meta(extension+'_directory', directory)
static func update_directory(extension:String) -> void:
var directory := get_directory(extension)
for resource in list_resources_of_type(extension):
if not resource in directory.values():
directory = add_resource_to_directory(resource, directory)
var keys_to_remove := []
for key in directory:
if not ResourceLoader.exists(directory[key]):
keys_to_remove.append(key)
for key in keys_to_remove:
directory.erase(key)
set_directory(extension, directory)
static func add_resource_to_directory(file_path:String, directory:Dictionary) -> Dictionary:
var suggested_name := file_path.get_file().trim_suffix("."+file_path.get_extension())
var temp := suggested_name
while suggested_name in directory:
suggested_name = file_path.trim_suffix("/"+suggested_name+"."+file_path.get_extension()).get_file().path_join(suggested_name)
if suggested_name == temp:
break
temp = suggested_name
directory[suggested_name] = file_path
return directory
## Returns the unique identifier for the given resource path.
## Returns an empty string if no identifier was found.
static func get_unique_identifier_by_path(file_path:String) -> String:
if not file_path: return ""
var identifier: Variant = get_directory(file_path.get_extension()).find_key(file_path)
if typeof(identifier) == TYPE_STRING:
return identifier
return ""
static func get_resource_path_from_identifier(identifier:String, extension:String) -> String:
var value: Variant = get_directory(extension).get(identifier, '')
if value is String:
return value
return ""
## Returns the resource associated with the given unique identifier.
## The expected extension is needed to use the right directory.
static func get_resource_from_identifier(identifier:String, extension:String) -> Resource:
var value: Variant = get_directory(extension).get(identifier, '')
if typeof(value) == TYPE_STRING and ResourceLoader.exists(value):
return load(value)
elif value is Resource:
return value
return null
## Returns a boolean that expresses whether the resource exists.
## The expected extension is needed to use the right directory.
static func resource_exists_from_identifier(identifier:String, extension:String) -> bool:
var value: Variant = get_directory(extension).get(identifier, '')
if typeof(value) == TYPE_STRING:
return ResourceLoader.exists(value)
return value is Resource
## Editor Only
static func change_unique_identifier(file_path:String, new_identifier:String) -> void:
var directory := get_directory(file_path.get_extension())
var key: String = directory.find_key(file_path)
while key != null:
if key == new_identifier:
break
directory.erase(key)
directory[new_identifier] = file_path
key = directory.find_key(file_path)
set_directory(file_path.get_extension(), directory)
static func change_resource_path(old_path:String, new_path:String) -> void:
var directory := get_directory(new_path.get_extension())
var key: String = directory.find_key(old_path)
while key != null:
directory[key] = new_path
key = directory.find_key(old_path)
set_directory(new_path.get_extension(), directory)
static func remove_resource(file_path:String) -> void:
var directory := get_directory(file_path.get_extension())
var key: String = directory.find_key(file_path)
while key != null:
directory.erase(key)
key = directory.find_key(file_path)
set_directory(file_path.get_extension(), directory)
static func is_identifier_unused(extension:String, identifier:String) -> bool:
return not identifier in get_directory(extension)
## While usually the directory maps identifiers to paths, this method (only supposed to be used at runtime)
## allows mapping resources that are not saved to an identifier.
static func register_runtime_resource(resource:Resource, identifier:String, extension:String) -> void:
var directory := get_directory(extension)
directory[identifier] = resource
set_directory(extension, directory)
static func get_runtime_unique_identifier(resource:Resource, extension:String) -> String:
var identifier: Variant = get_directory(extension).find_key(resource)
if typeof(identifier) == TYPE_STRING:
return identifier
return ""
#endregion
#region LABEL CACHE
################################################################################
# The label cache is only for the editor so we don't have to scan all timelines
# whenever we want to suggest labels. This has no use in game and is not always perfect.
static func get_label_cache() -> Dictionary:
if not label_cache.is_empty():
return label_cache
label_cache = DialogicUtil.get_editor_setting('label_ref', {})
return label_cache
static func set_label_cache(cache:Dictionary) -> void:
label_cache = cache
static func update_label_cache() -> void:
var cache := get_label_cache()
var timelines := get_timeline_directory().values()
for timeline in cache:
if !timeline in timelines:
cache.erase(timeline)
set_label_cache(cache)
#endregion
#region AUDIO CHANNEL CACHE
################################################################################
# The audio channel cache is only for the editor so we don't have to scan all timelines
# whenever we want to suggest channels. This has no use in game and is not always perfect.
static func get_audio_channel_cache() -> Dictionary:
if not channel_cache.is_empty():
return channel_cache
channel_cache = DialogicUtil.get_editor_setting('channel_ref', {})
return channel_cache
static func get_channel_list() -> Array:
if channel_cache.is_empty():
return []
var cached_names := []
for timeline in channel_cache:
for name in channel_cache[timeline]:
if not cached_names.has(name):
cached_names.append(name)
return cached_names
static func set_audio_channel_cache(cache:Dictionary) -> void:
channel_cache = cache
static func update_audio_channel_cache() -> void:
var cache := get_audio_channel_cache()
var timelines := get_timeline_directory().values()
for timeline in cache:
if !timeline in timelines:
cache.erase(timeline)
set_audio_channel_cache(cache)
#endregion
#region EVENT CACHE
################################################################################
## Dialogic keeps a list that has each event once. This allows retrieval of that list.
static func get_event_cache() -> Array:
if not event_cache.is_empty():
return event_cache
event_cache = update_event_cache()
return event_cache
static func update_event_cache() -> Array:
event_cache = []
for indexer in DialogicUtil.get_indexers():
# build event cache
for event in indexer._get_events():
if not ResourceLoader.exists(event):
continue
if not 'event_end_branch.gd' in event and not 'event_text.gd' in event:
event_cache.append(load(event).new())
# Events are checked in order while testing them. EndBranch needs to be first, Text needs to be last
event_cache.push_front(DialogicEndBranchEvent.new())
event_cache.push_back(DialogicTextEvent.new())
return event_cache
#endregion
#region SPECIAL RESOURCES
################################################################################
static func update_special_resources() -> void:
special_resources.clear()
for indexer in DialogicUtil.get_indexers():
var additions := indexer._get_special_resources()
for resource_type in additions:
if not resource_type in special_resources:
special_resources[resource_type] = {}
special_resources[resource_type].merge(additions[resource_type])
static func list_special_resources(type:String, filter := {}) -> Dictionary:
if special_resources.is_empty():
update_special_resources()
if type in special_resources:
if filter.is_empty():
return special_resources[type]
else:
var results := {}
for i in special_resources[type]:
if match_resource_filter(special_resources[type][i], filter):
results[i] = special_resources[type][i]
return results
return {}
static func match_resource_filter(dict:Dictionary, filter:Dictionary) -> bool:
for i in filter:
if not i in dict:
return false
if typeof(filter[i]) == TYPE_ARRAY:
if not dict[i] in filter[i]:
return false
else:
if not dict[i] == filter[i]:
return false
return true
static func guess_special_resource(type: String, string: String, default := {}, filter := {}, ignores:PackedStringArray=[]) -> Dictionary:
if string.is_empty():
return default
if special_resources.is_empty():
update_special_resources()
var resources := list_special_resources(type, filter)
if resources.is_empty():
printerr("[Dialogic] No ", type, "s found, but attempted to use one.")
return default
if string.begins_with('res://'):
for i in resources.values():
if i.path == string:
return i
printerr("[Dialogic] Unable to find ", type, " at path '", string, "'.")
return default
string = string.to_lower()
if string in resources:
return resources[string]
if not ignores.is_empty():
var regex := RegEx.create_from_string(r" ?\b(" + "|".join(ignores) + r")\b")
for name in resources:
if regex.sub(name, "") == regex.sub(string, ""):
return resources[name]
## As a last effort check against the unfiltered list
if string in special_resources[type]:
push_warning("[Dialogic] Using ", type, " '", string,"' when not supposed to.")
return special_resources[type][string]
printerr("[Dialogic] Unable to identify ", type, " based on string '", string, "'.")
return default
#endregion
#region HELPERS
################################################################################
static func get_character_directory() -> Dictionary:
return get_directory('dch')
static func get_timeline_directory() -> Dictionary:
return get_directory('dtl')
static func timeline_resource_exists(timeline_identifier:String) -> bool:
return resource_exists_from_identifier(timeline_identifier, 'dtl')
static func get_timeline_resource(timeline_identifier:String) -> DialogicTimeline:
return get_resource_from_identifier(timeline_identifier, 'dtl')
static func get_character_resource(character_identifier:String) -> DialogicCharacter:
return get_resource_from_identifier(character_identifier, 'dch')
static func list_resources_of_type(extension:String) -> Array:
var all_resources := scan_folder('res://', extension)
return all_resources
static func scan_folder(path:String, extension:String) -> Array:
var list: Array = []
if DirAccess.dir_exists_absolute(path) and not FileAccess.file_exists(path + "/" + ".gdignore"):
var dir := DirAccess.open(path)
dir.list_dir_begin()
var file_name := dir.get_next()
while file_name != "":
if dir.current_is_dir() and not file_name.begins_with("."):
list += scan_folder(path.path_join(file_name), extension)
else:
if file_name.ends_with(extension):
list.append(path.path_join(file_name))
file_name = dir.get_next()
return list
#endregion