GodotProjects/Sprout/addons/dialogic/Events/Save/subsystem_save.gd
2023-01-03 16:54:53 -07:00

279 lines
10 KiB
GDScript

extends DialogicSubsystem
### Subsystem that manages saving and loading data.
## Emitted when a save was done. Keys of the info dictionary are "slot_name" and "is_autosave".
signal saved(info:Dictionary)
## The directory that will be saved to.
const SAVE_SLOTS_DIR := "user://dialogic/saves/"
## Temporarily stores a taken screen capture when using [take_slot_image()].
enum THUMBNAIL_MODE {NONE, TAKE_AND_STORE, STORE_ONLY}
var latest_thumbnail : Image = null
####################################################################################################
## STATE
####################################################################################################
## Built-in, called by DialogicGameHandler.
func clear_game_state():
_make_sure_slot_dir_exists()
####################################################################################################
## MAIN METHODS
####################################################################################################
## Saves the current state to the given slot.
## If no slot is given the default slot is used (name can be set in the dialogic settings)
## If you want to change to the current slot use save(Dialogic.Save.get_latest_slot())
func save(slot_name:String = '', is_autosave:bool = false, thumbnail_mode:THUMBNAIL_MODE=THUMBNAIL_MODE.TAKE_AND_STORE, slot_info :Dictionary = {}):
# check if to save (if this is an autosave)
if is_autosave and !DialogicUtil.get_project_setting('dialogic/save/autosave', false):
return
if slot_name.is_empty():
slot_name = get_default_slot()
set_latest_slot(slot_name)
save_file(slot_name, 'state.txt', dialogic.get_full_state())
if thumbnail_mode == THUMBNAIL_MODE.TAKE_AND_STORE:
take_thumbnail()
save_slot_thumbnail(slot_name)
elif thumbnail_mode == THUMBNAIL_MODE.STORE_ONLY:
save_slot_thumbnail(slot_name)
if slot_info:
store_slot_info(slot_name, slot_info)
saved.emit({"slot_name":slot_name, "is_autosave": is_autosave})
print('[Dialogic] Saved to slot "'+slot_name+'".')
## Loads all info from the given slot in the DialogicGameHandler (Dialogic Autoload).
## If no slot is given, the default slot is used.
## To check if something is saved in that slot use has_slot().
## If the slot does not exist, this method will fail.
func load(slot_name:String):
if slot_name.is_empty(): slot_name = get_default_slot()
if !has_slot(slot_name):
printerr("[Dialogic Error] Tried loading from invalid save slot '"+slot_name+"'.")
return
set_latest_slot(slot_name)
dialogic.load_full_state(load_file(slot_name, 'state.txt', {}))
# Saves a variable to a file in the given slot.
func save_file(slot_name:String, file_name:String, data:Variant) -> void:
if slot_name.is_empty(): slot_name = get_default_slot()
if not slot_name.is_empty():
if !has_slot(slot_name):
add_empty_slot(slot_name)
var file = FileAccess.open(SAVE_SLOTS_DIR.path_join(slot_name).path_join(file_name), FileAccess.WRITE)
file.store_var(data, true)
## Loads a file from a given list and returns the contained info as a variable.
func load_file(slot_name:String, file_name:String, default:Variant) -> Variant:
if slot_name.is_empty(): slot_name = get_default_slot()
var path := get_slot_path(slot_name).path_join(file_name)
if FileAccess.file_exists(path):
var data = FileAccess.open(path, FileAccess.READ).get_var(true)
return data
return default
func set_global_info(key:String, value:Variant) -> void:
var global_info := ConfigFile.new()
if global_info.load(SAVE_SLOTS_DIR.path_join('global_info.txt')) == OK:
global_info.set_value('main', key, value)
global_info.save(SAVE_SLOTS_DIR.path_join('global_info.txt'))
else:
printerr("[Dialogic Error]: Couldn't access global saved info file.")
func get_global_info(key:String, default:Variant) -> Variant:
var global_info := ConfigFile.new()
if global_info.load(SAVE_SLOTS_DIR.path_join('global_info.txt')) == OK:
return global_info.get_value('main', key, default)
printerr("[Dialogic Error]: Couldn't access global saved info file.")
return default
####################################################################################################
## SLOT HELPERS
####################################################################################################
## Returns a list of all available slots. Usefull for iterating over all slots
## (for example to build a UI list).
func get_slot_names() -> Array:
var save_folders := []
if DirAccess.dir_exists_absolute(SAVE_SLOTS_DIR):
var directory := DirAccess.open(SAVE_SLOTS_DIR)
directory.list_dir_begin()
var file_name := directory.get_next()
while file_name != "":
if directory.current_is_dir() and not file_name.begins_with("."):
save_folders.append(file_name)
file_name = directory.get_next()
return save_folders
return []
## Returns true if the given slot exists.
func has_slot(slot_name:String) -> bool:
if slot_name.is_empty(): slot_name = get_default_slot()
return slot_name in get_slot_names()
## Removes all the given slot along with all it's info/files.
func delete_slot(slot_name:String) -> void:
var path := SAVE_SLOTS_DIR.path_join(slot_name)
if DirAccess.dir_exists_absolute(path):
var directory := DirAccess.open(path)
directory.list_dir_begin()
var file_name := directory.get_next()
while file_name != "":
directory.remove(file_name)
file_name = directory.get_next()
# then delete folder
directory.remove(SAVE_SLOTS_DIR.path_join(slot_name))
## this adds a new save folder with the given name
##
func add_empty_slot(slot_name: String) -> void:
if DirAccess.dir_exists_absolute(SAVE_SLOTS_DIR):
var directory := DirAccess.open(SAVE_SLOTS_DIR)
directory.make_dir(slot_name)
## reset the state of the given save folder (or default)
func reset_slot(slot_name: String = '') -> void:
if slot_name.is_empty(): slot_name = get_default_slot()
save_file(slot_name, 'state.txt', {})
## Returns the full path to the given slot folder
func get_slot_path(slot_name:String) -> String:
return SAVE_SLOTS_DIR.path_join(slot_name)
## Returns the default slot name defined in the dialogic settings
func get_default_slot() -> String:
return DialogicUtil.get_project_setting('dialogic/save/default_slot', 'Default')
## Returns the latest slot or empty if nothing was saved yet
func get_latest_slot() -> String:
var latest_slot :String = ""
if Engine.get_main_loop().has_meta('dialogic_latest_saved_slot'):
latest_slot = Engine.get_main_loop().get_meta('dialogic_latest_saved_slot', '')
else:
latest_slot = get_global_info('latest_save_slot', '')
Engine.get_main_loop().set_meta('dialogic_latest_saved_slot', latest_slot)
if !has_slot(latest_slot):
return ''
return latest_slot
func set_latest_slot(slot_name:String) -> void:
Engine.get_main_loop().set_meta('dialogic_latest_saved_slot', slot_name)
set_global_info('latest_save_slot', slot_name)
func _make_sure_slot_dir_exists() -> void:
if not DirAccess.dir_exists_absolute(SAVE_SLOTS_DIR):
DirAccess.make_dir_recursive_absolute(SAVE_SLOTS_DIR)
if not FileAccess.file_exists(SAVE_SLOTS_DIR.path_join('global_info.txt')):
FileAccess.open(SAVE_SLOTS_DIR.path_join('global_info.txt'), FileAccess.WRITE)
####################################################################################################
## SLOT INFO
####################################################################################################
func store_slot_info(slot_name:String, info: Dictionary) -> void:
if slot_name.is_empty(): slot_name = get_default_slot()
save_file(slot_name, 'info.txt', info)
func get_slot_info(slot_name:String = '') -> Dictionary:
if slot_name.is_empty(): slot_name = get_default_slot()
return load_file(slot_name, 'info.txt', {})
####################################################################################################
## SLOT IMAGE
####################################################################################################
## Can be called manually to create a thumbnail. Then call save() with THUMBNAIL_MODE.STORE_ONLY
func take_thumbnail() -> void:
latest_thumbnail = get_viewport().get_texture().get_image()
## No need to call from outside. Used to store the latest thumbnail to the given slot.
func save_slot_thumbnail(slot_name:String) -> void:
if latest_thumbnail:
latest_thumbnail.save_png(get_slot_path(slot_name).path_join('thumbnail.png'))
## Returns an ImageTexture containing the thumbnail of that slot.
func get_slot_thumbnail(slot_name:String) -> ImageTexture:
if slot_name.is_empty(): slot_name = get_default_slot()
var path := get_slot_path(slot_name).path_join('thumbnail.png')
if FileAccess.file_exists(path):
return ImageTexture.create_from_image(Image.load_from_file(path))
return null
####################################################################################################
## AUTOSAVE
####################################################################################################
## Reference to the autosave timer.
var autosave_timer := Timer.new()
func _ready() -> void:
autosave_timer.one_shot = true
DialogicUtil.update_timer_process_callback(autosave_timer)
autosave_timer.name = "AutosaveTimer"
autosave_timer.timeout.connect(_on_autosave_timer_timeout)
add_child(autosave_timer)
dialogic.event_handled.connect(_on_dialogic_event_handled)
dialogic.timeline_started.connect(autosave_start_end)
dialogic.timeline_ended.connect(autosave_start_end)
_on_autosave_timer_timeout()
func _on_autosave_timer_timeout() -> void:
if DialogicUtil.get_project_setting('dialogic/save/autosave_mode', 0) == 1:
save('', true)
autosave_timer.start(DialogicUtil.get_project_setting('dialogic/save/autosave_delay', 60))
func _on_dialogic_event_handled(event: DialogicEvent) -> void:
if event is DialogicJumpEvent:
if DialogicUtil.get_project_setting('dialogic/save/autosave_mode', 0) == 1:
save('', true)
if event is DialogicTextEvent:
if DialogicUtil.get_project_setting('dialogic/save/autosave_mode', 0) == 1:
save('', true)
func autosave_start_end() -> void:
if DialogicUtil.get_project_setting('dialogic/save/autosave_mode', 0) == 1:
save('', true)