76 lines
2.0 KiB
GDScript
76 lines
2.0 KiB
GDScript
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static func validate_loader(loader:Callable)->bool:
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if loader.get_unbound_arguments_count() != 1:
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push_error("Cannot add loader for %s as only one String arg can be taken.")
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return false
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elif loader.get_bound_arguments()[0] is not String \
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or loader.get_bound_arguments()[0] is not StringName:
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push_error("Cannot add loader for %s as only one String arg can be taken.")
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return false
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return true
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static func load_bin(buffer:PackedByteArray)->PackedByteArray: return buffer
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static func load_png(buffer:PackedByteArray)->Image:
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var img := Image.new()
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img.load_png_from_buffer(buffer)
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return img
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static func load_jpg(buffer:PackedByteArray)->Image:
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var img := Image.new()
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img.load_jpg_from_buffer(buffer)
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return img
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static func load_mp3(buffer:PackedByteArray)->AudioStreamMP3:
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var sfx := AudioStreamMP3.new()
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sfx.data = buffer
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return sfx
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static func load_ogg(buffer:PackedByteArray)->AudioStreamOggVorbis:
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var sfx := AudioStreamOggVorbis.new()
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sfx.data = buffer
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return sfx
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static func load_txt(buffer:PackedByteArray)->String:
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var txt:String = buffer.get_string_from_utf8()
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return txt
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static func load_wav(buffer:PackedByteArray)->AudioStreamWAV:
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var sfx := AudioStreamWAV.new()
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push_warning("""
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Cannot automatically parse wav because dynamic Godot parsing wav is currently manual and awful.
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Despite this, somehow Godot's editor importer seems to handle parsing wav just fine.""")
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return sfx
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# can't use CONST since Callables are technically instanced dynamically
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static var DEFAULT_SUPPORTED_FILES:Dictionary[String,Callable] = {
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"bin": load_bin,
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"txt": load_txt,
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"png": load_png,
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"jpg": load_jpg,
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"jpeg": load_jpg,
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"mp3": load_mp3,
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"ogg": load_ogg,
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"wav": load_wav,
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}
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static var DATA_FILES:Dictionary[String,Callable] = {
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"bin": load_bin,
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"txt": load_txt,
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}
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static var IMAGE_FILES:Dictionary[String,Callable] = {
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"png": load_png,
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"jpg": load_jpg,
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"jpeg": load_jpg,
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}
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static var AUDIO_FILES:Dictionary[String,Callable] = {
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"mp3": load_mp3,
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"ogg": load_ogg,
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"wav": load_wav,
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}
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