Files
Super-Mario-Bros.-Remastere…/addons/mod_loader/setup/setup_utils.gd
2025-09-13 16:30:32 +01:00

287 lines
10 KiB
GDScript

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