GD-VirtualFileAccess/vfs.gd

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## Virtual File Access
##
## File access across different methods sucks.
## Here's something to abstract that away and suck a little less.
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##
## Written for Godot 4.4
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class_name VFileAccess extends RefCounted
## Built-in VFileAccess factories (Learn to make your own with these)
const CREATE:GDScript = preload("create_vfs.gd")
## File importer functions.
const IMPORTS:GDScript = preload("vfs_loaders.gd")
## Path prefix. How this is handled depends on the file loader itself.
var root:String = ""
## Callable(bytes:PackedByteArray, [...])->Variant
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var supported_files:Dictionary[String,Callable] = {}
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## Get any stuff we might be using in our closures.
var _get_stuff:Callable = func()->Variant: return null
## How can we write to a file?
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var _write_file:Callable = func(_abs_path:String, data:Variant)->Error:
return ERR_CANT_OPEN
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## How do we get bytes from this?
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var _get_buffer:Callable = func(_abs_path:String)->PackedByteArray:
return PackedByteArray()
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## What determines if a file exists?
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var _file_exists:Callable = func(_abs_path:String)->bool:
return false
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## How do we get files at a subdirectory?
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var _get_files_at:Callable = func(_abs_path:String)->Array[String]:
return []
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## Shutdown code here.
var _close:Callable = func()->void: pass
## Default
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func _init(
root_dir:String = "./",
support_files = IMPORTS.DEFAULT_SUPPORTED_FILES
)->void:
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self.root = root_dir
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self.supported_files = support_files.duplicate(true)
#region Static ops
static func copy_file(from:VFileAccess, to:VFileAccess)->bool:
push_warning("Copy file unimplemented")
return false
#endregion
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## I never won awards for naming things correctly.
func get_stuff()->Variant:
return _get_stuff.call()
## Add automatic file loaders to this virtual file system.
func add_supported_files(file_loaders:Dictionary[String,Callable])->Dictionary[String,bool]:
var results:Dictionary[String,bool] = {}
for key:String in file_loaders.keys():
var loader := file_loaders[key]
results[key] = false
if not IMPORTS.validate_loader(loader): continue
supported_files[key] = loader
results[key] = true
return results
## Get all files supported for autoloading.
func get_supported_files()->Array[String]:
return supported_files.keys()
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func load_supported_bulk(
paths:Array[String],
ext_override:String = ""
)->Array[Variant]:
return paths.map(load_supported.bind(ext_override))
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## Load a supported file. If [param path]'s extension matches a supported file,
## it will use that loader and return whatever it's supposed to.
## [param ext_override] allows for selecting a specific loader by key.
## Returns null if no matching loader is found.
func load_supported(path:String, ext_override:String = "")->Variant:
var abs_path := get_absolute_path(path)
var ext := abs_path.get_extension() \
if ext_override.is_empty() else ext_override
if not ext in supported_files.keys():
push_error("File extension '%s' not supported by this loader!" % ext)
return null
var buffer := get_buffer(path)
var result:Variant = supported_files[ext].call(buffer)
if not is_instance_valid(result):
push_warning("%s loader tried loading '%s' but received null. Does the file exist?"
% [ext, abs_path])
return result
## Like load_supported, but expects [param path] to not have an extension.
## Instead, [param extensions] can contain multiple extensions, which will be
## appended and checked to exist. This allows for prioritizing one format
## over another or loosely defining a file id and allowing the engine to
## find a first match.
func load_any_supported(base_path:String, extensions:Array[String] = [])->Variant:
var _append_ext := func _append_ext(ext:String)->String:
return (base_path + ext) \
if ext.begins_with(".") \
else (base_path + "." + ext)
var try_paths:Array = extensions.map(_append_ext)
for path:String in try_paths:
if not file_exists(path): continue
return load_supported(path)
push_error("Could not find any file for '%s'.%s!" % [base_path, extensions])
return null
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## [param parse] Callable(buffer:PackedByteArray)->Variant
func load_and_parse(path:String, parse:Callable)->Variant:
var abs_path:String = get_absolute_path(path)
var buffer:PackedByteArray = get_buffer(abs_path)
var result:Variant = parse.call(buffer)
return result
## Get bytes from this file loader.
func get_buffer(path:String)->PackedByteArray:
return get_multiple_buffers([path])[path]
## Get multiple file buffers.
## Returns Dictionary[String,PackedByteArray]
## which uses the path given as the key for the respective data buffer.
func get_multiple_buffers(paths:Array[String])->Dictionary[String,PackedByteArray]:
var output:Dictionary[String,PackedByteArray] = {}
for path:String in paths:
var abs_path := get_absolute_path(path)
if _file_exists.call(abs_path):
output[path] = _get_buffer.call(abs_path)
if output[path].size() == 0:
push_warning("File '%s' found but is 0 bytes long. Intentional?" % abs_path)
else:
push_error("File '%s' does not exist!" % abs_path)
output[path] = PackedByteArray()
return output
## Get files in a directory
func get_files_at(path:String)->Array[String]:
var abs_path := get_absolute_path(path)
return _get_files_at.call(abs_path)
## Write buffer to file, if possible.
func write_file(path:String, buffer:PackedByteArray)->Error:
return _write_file.call(path, buffer)
## Deallocate stuff.
func close()->void:
_close.call()
## Check if this file exists within this loader.
## If [param ignore_root] is true, file root will not be prefixed to [param path]
func file_exists(path:String, ignore_root := false)->bool:
return _file_exists.call(path) \
if ignore_root else _file_exists.call(get_absolute_path(path))
## Gets the internal absolute path based on this filesystem's root.
func get_absolute_path(relative_path:String)->String:
if root.is_empty() or root.ends_with("/"):
return root + relative_path
return "%s/%s" % [root, relative_path]