mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 07:28:14 +00:00
287 lines
10 KiB
GDScript
287 lines
10 KiB
GDScript
class_name ModLoaderSetupUtils
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# Slimed down version of ModLoaderUtils for the ModLoader Self Setup
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const LOG_NAME := "ModLoader:SetupUtils"
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static var ModLoaderSetupLog: Object = load("res://addons/mod_loader/setup/setup_log.gd")
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# Get the path to a local folder. Primarily used to get the (packed) mods
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# folder, ie "res://mods" or the OS's equivalent, as well as the configs path
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static func get_local_folder_dir(subfolder: String = "") -> String:
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var game_install_directory := OS.get_executable_path().get_base_dir()
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if OS.get_name() == "macOS":
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game_install_directory = game_install_directory.get_base_dir().get_base_dir()
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# Fix for running the game through the Godot editor (as the EXE path would be
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# the editor's own EXE, which won't have any mod ZIPs)
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# if OS.is_debug_build():
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if OS.has_feature("editor"):
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game_install_directory = "res://"
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return game_install_directory.path_join(subfolder)
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# Provide a path, get the file name at the end of the path
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static func get_file_name_from_path(path: String, make_lower_case := true, remove_extension := false) -> String:
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var file_name := path.get_file()
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if make_lower_case:
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file_name = file_name.to_lower()
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if remove_extension:
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file_name = file_name.trim_suffix("." + file_name.get_extension())
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return file_name
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# Get an array of all autoloads -> ["autoload/AutoloadName", ...]
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static func get_autoload_array() -> Array:
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var autoloads := []
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# Get all autoload settings
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for prop in ProjectSettings.get_property_list():
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var name: String = prop.name
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if name.begins_with("autoload/"):
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autoloads.append(name.trim_prefix("autoload/"))
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return autoloads
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# Get the index of a specific autoload
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static func get_autoload_index(autoload_name: String) -> int:
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var autoloads := get_autoload_array()
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var autoload_index := autoloads.find(autoload_name)
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return autoload_index
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# Get the path where override.cfg will be stored.
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# Not the same as the local folder dir (for mac)
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static func get_override_path() -> String:
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var base_path := ""
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if OS.has_feature("editor"):
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base_path = ProjectSettings.globalize_path("res://")
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else:
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# this is technically different to res:// in macos, but we want the
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# executable dir anyway, so it is exactly what we need
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base_path = OS.get_executable_path().get_base_dir()
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return base_path.path_join("override.cfg")
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# Register an array of classes to the global scope, since Godot only does that in the editor.
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static func register_global_classes_from_array(new_global_classes: Array) -> void:
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var registered_classes: Array = ProjectSettings.get_setting("_global_script_classes")
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var registered_class_icons: Dictionary = ProjectSettings.get_setting("_global_script_class_icons")
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for new_class in new_global_classes:
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if not _is_valid_global_class_dict(new_class):
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continue
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for old_class in registered_classes:
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if old_class.class == new_class.class:
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if OS.has_feature("editor"):
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ModLoaderSetupLog.info('Class "%s" to be registered as global was already registered by the editor. Skipping.' % new_class.class, LOG_NAME)
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else:
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ModLoaderSetupLog.info('Class "%s" to be registered as global already exists. Skipping.' % new_class.class, LOG_NAME)
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continue
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registered_classes.append(new_class)
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registered_class_icons[new_class.class] = "" # empty icon, does not matter
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ProjectSettings.set_setting("_global_script_classes", registered_classes)
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ProjectSettings.set_setting("_global_script_class_icons", registered_class_icons)
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# Checks if all required fields are in the given [Dictionary]
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# Format: { "base": "ParentClass", "class": "ClassName", "language": "GDScript", "path": "res://path/class_name.gd" }
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static func _is_valid_global_class_dict(global_class_dict: Dictionary) -> bool:
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var required_fields := ["base", "class", "language", "path"]
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if not global_class_dict.has_all(required_fields):
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ModLoaderSetupLog.fatal("Global class to be registered is missing one of %s" % required_fields, LOG_NAME)
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return false
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if not FileAccess.file_exists(global_class_dict.path):
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ModLoaderSetupLog.fatal('Class "%s" to be registered as global could not be found at given path "%s"' %
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[global_class_dict.class, global_class_dict.path], LOG_NAME)
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return false
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return true
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# Check if the provided command line argument was present when launching the game
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static func is_running_with_command_line_arg(argument: String) -> bool:
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for arg in OS.get_cmdline_args():
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if argument == arg.split("=")[0]:
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return true
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return false
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# Get the command line argument value if present when launching the game
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static func get_cmd_line_arg_value(argument: String) -> String:
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var args := _get_fixed_cmdline_args()
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for arg_index in args.size():
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var arg := args[arg_index] as String
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var key := arg.split("=")[0]
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if key == argument:
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# format: `--arg=value` or `--arg="value"`
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if "=" in arg:
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var value := arg.trim_prefix(argument + "=")
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value = value.trim_prefix('"').trim_suffix('"')
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value = value.trim_prefix("'").trim_suffix("'")
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return value
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# format: `--arg value` or `--arg "value"`
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elif arg_index +1 < args.size() and not args[arg_index +1].begins_with("--"):
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return args[arg_index + 1]
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return ""
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static func _get_fixed_cmdline_args() -> PackedStringArray:
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return fix_godot_cmdline_args_string_space_splitting(OS.get_cmdline_args())
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# Reverses a bug in Godot, which splits input strings at spaces even if they are quoted
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# e.g. `--arg="some value" --arg-two 'more value'` becomes `[ --arg="some, value", --arg-two, 'more, value' ]`
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static func fix_godot_cmdline_args_string_space_splitting(args: PackedStringArray) -> PackedStringArray:
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if not OS.has_feature("editor"): # only happens in editor builds
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return args
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if OS.has_feature("windows"): # windows is unaffected
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return args
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var fixed_args := PackedStringArray([])
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var fixed_arg := ""
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# if we encounter an argument that contains `=` followed by a quote,
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# or an argument that starts with a quote, take all following args and
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# concatenate them into one, until we find the closing quote
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for arg in args:
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var arg_string := arg as String
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if '="' in arg_string or '="' in fixed_arg or \
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arg_string.begins_with('"') or fixed_arg.begins_with('"'):
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if not fixed_arg == "":
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fixed_arg += " "
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fixed_arg += arg_string
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if arg_string.ends_with('"'):
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fixed_args.append(fixed_arg.trim_prefix(" "))
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fixed_arg = ""
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continue
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# same thing for single quotes
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elif "='" in arg_string or "='" in fixed_arg \
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or arg_string.begins_with("'") or fixed_arg.begins_with("'"):
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if not fixed_arg == "":
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fixed_arg += " "
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fixed_arg += arg_string
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if arg_string.ends_with("'"):
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fixed_args.append(fixed_arg.trim_prefix(" "))
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fixed_arg = ""
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continue
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else:
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fixed_args.append(arg_string)
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return fixed_args
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# Slightly modified version of:
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# https://gist.github.com/willnationsdev/00d97aa8339138fd7ef0d6bd42748f6e
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# Removed .import from the extension filter.
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# p_match is a string that filters the list of files.
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# If p_match_is_regex is false, p_match is directly string-searched against the FILENAME.
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# If it is true, a regex object compiles p_match and runs it against the FILEPATH.
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static func get_flat_view_dict(
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p_dir := "res://",
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p_match := "",
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p_match_file_extensions: Array[StringName] = [],
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p_match_is_regex := false,
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include_empty_dirs := false,
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ignored_dirs: Array[StringName] = []
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) -> PackedStringArray:
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var data: PackedStringArray = []
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var regex: RegEx
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if p_match_is_regex:
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regex = RegEx.new()
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var _compile_error: int = regex.compile(p_match)
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if not regex.is_valid():
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return data
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var dirs := [p_dir]
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var first := true
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while not dirs.is_empty():
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var dir_name : String = dirs.back()
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var dir := DirAccess.open(dir_name)
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dirs.pop_back()
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if dir_name.lstrip("res://").get_slice("/", 0) in ignored_dirs:
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continue
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if dir:
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var _dirlist_error: int = dir.list_dir_begin()
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var file_name := dir.get_next()
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if include_empty_dirs and not dir_name == p_dir:
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data.append(dir_name)
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while file_name != "":
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if not dir_name == "res://":
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first = false
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# ignore hidden, temporary, or system content
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if not file_name.begins_with(".") and not file_name.get_extension() == "tmp":
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# If a directory, then add to list of directories to visit
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if dir.current_is_dir():
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dirs.push_back(dir.get_current_dir() + "/" + file_name)
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# If a file, check if we already have a record for the same name
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else:
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var path := dir.get_current_dir() + ("/" if not first else "") + file_name
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# grab all
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if not p_match and not p_match_file_extensions:
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data.append(path)
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# grab matching strings
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elif not p_match_is_regex and p_match and file_name.contains(p_match):
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data.append(path)
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# garb matching file extension
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elif p_match_file_extensions and file_name.get_extension() in p_match_file_extensions:
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data.append(path)
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# grab matching regex
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elif p_match_is_regex:
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var regex_match := regex.search(path)
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if regex_match != null:
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data.append(path)
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# Move on to the next file in this directory
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file_name = dir.get_next()
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# We've exhausted all files in this directory. Close the iterator.
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dir.list_dir_end()
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return data
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static func copy_file(from: String, to: String) -> void:
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ModLoaderSetupLog.debug("Copy file from: \"%s\" to: \"%s\"" % [from, to], LOG_NAME)
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var global_to_path := ProjectSettings.globalize_path(to.get_base_dir())
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if not DirAccess.dir_exists_absolute(global_to_path):
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ModLoaderSetupLog.debug("Creating dir \"%s\"" % global_to_path, LOG_NAME)
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DirAccess.make_dir_recursive_absolute(global_to_path)
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var file_from := FileAccess.open(from, FileAccess.READ)
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var file_from_error := file_from.get_error()
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if not file_from_error == OK:
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ModLoaderSetupLog.error("Error accessing file \"%s\": %s" % [from, error_string(file_from_error)], LOG_NAME)
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return
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var file_from_content := file_from.get_buffer(file_from.get_length())
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var file_to := FileAccess.open(to, FileAccess.WRITE)
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var file_to_error := file_to.get_error()
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if not file_to_error == OK:
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ModLoaderSetupLog.error("Error writing file \"%s\": %s" % [to, error_string(file_to_error)], LOG_NAME)
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return
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file_to.store_buffer(file_from_content)
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