Merge pull request #197 from sapient-cogbag/xdg-standard
XDG basedir standard on X11 Godot platforms
14
Main.tscn
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@ -1174,8 +1174,8 @@ resizable = true
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mode = 0
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access = 2
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filters = PoolStringArray( "*.pxo ; Pixelorama Project" )
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current_dir = "C:/Users/Overloaded/Dropbox/Orama Founding Members/εταιρικα αρχεια/Godot Projects/Pixelorama"
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current_path = "C:/Users/Overloaded/Dropbox/Orama Founding Members/εταιρικα αρχεια/Godot Projects/Pixelorama/"
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current_dir = ""
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current_path = ""
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[node name="SaveSprite" type="FileDialog" parent="."]
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anchor_left = 0.5
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@ -1190,10 +1190,12 @@ window_title = "Save Sprite as .pxo"
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resizable = true
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access = 2
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filters = PoolStringArray( "*.pxo ; Pixelorama Project" )
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current_dir = "C:/Users/Overloaded/Dropbox/Orama Founding Members/εταιρικα αρχεια/Godot Projects/Pixelorama"
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current_path = "C:/Users/Overloaded/Dropbox/Orama Founding Members/εταιρικα αρχεια/Godot Projects/Pixelorama/"
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current_dir = ""
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current_path = ""
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[node name="ImportSprites" parent="." instance=ExtResource( 29 )]
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current_dir = ""
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current_path = ""
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[node name="ExportDialog" parent="." instance=ExtResource( 39 )]
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@ -1242,8 +1244,8 @@ dialog_text = "This is an error message!"
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[node name="PaletteImportFileDialog" parent="." instance=ExtResource( 37 )]
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filters = PoolStringArray( "*.json ; JavaScript Object Notation", "*.gpl ; Gimp Palette Library", "*.png; Portable Network Graphics" )
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current_dir = "C:/Users/Overloaded/Dropbox/Orama Founding Members/εταιρικα αρχεια/Godot Projects/Pixelorama"
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current_path = "C:/Users/Overloaded/Dropbox/Orama Founding Members/εταιρικα αρχεια/Godot Projects/Pixelorama/"
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current_dir = ""
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current_path = ""
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[node name="LeftCursor" type="Sprite" parent="."]
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visible = false
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@ -7,6 +7,9 @@ enum Brush_Types {PIXEL, CIRCLE, FILLED_CIRCLE, FILE, RANDOM_FILE, CUSTOM}
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var root_directory := "."
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var window_title := "" setget title_changed # Why doesn't Godot have get_window_title()?
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var config_cache := ConfigFile.new()
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var XDGDataPaths = preload("res://Scripts/XDGDataPaths.gd")
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var directory_module : Node
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# warning-ignore:unused_class_variable
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var loaded_locales : Array
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var undo_redo : UndoRedo
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@ -263,12 +266,16 @@ func _ready() -> void:
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root_directory = OS.get_executable_path().get_base_dir()
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# Load settings from the config file
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config_cache.load("user://cache.ini")
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# The fact that root_dir is set earlier than this is important
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# XDGDataDirs depends on it nyaa
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directory_module = XDGDataPaths.new()
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undo_redo = UndoRedo.new()
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transparent_background = ImageTexture.new()
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transparent_background.create_from_image(preload("res://Assets/Graphics/Canvas Backgrounds/Transparent Background Dark.png"), 0)
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image_clipboard = Image.new()
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var root = get_tree().get_root()
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control = find_node_by_name(root, "Control")
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top_menu_container = find_node_by_name(control, "TopMenuContainer")
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@ -1,17 +1,224 @@
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extends Node
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func import_brushes(path : String) -> void:
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var brushes_dir := Directory.new()
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brushes_dir.open(Global.root_directory)
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if !brushes_dir.dir_exists(path):
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brushes_dir.make_dir(path)
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# Get hold of the brushes, including random brushes (subdirectories and % files
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# in them, non % files get loaded independently.) nyaaa
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# Returns a list of [
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# [non random single png files in the root subdir],
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# {
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# map of subdirectories to lists of files for
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# the randomised brush - if a directory contains no
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# randomised files then it is not included in this.
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# },
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# {
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# map of subdirectories to lists of files inside of them
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# that are not for randomised brushes.
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# }
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# ]
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# The separation of nonrandomised and randomised files
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# in subdirectories allows different XDG_DATA_DIR overriding
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# for each nyaa.
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#
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# Returns null if the directory gave an error opening.
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#
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func get_brush_files_from_directory(directory: String): # -> Array
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var base_png_files := [] # list of files in the base directory
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var subdirectories := [] # list of subdirectories to process.
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var randomised_subdir_files_map : Dictionary = {}
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var nonrandomised_subdir_files_map : Dictionary = {}
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var main_directory : Directory = Directory.new()
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var err := main_directory.open(directory)
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if err != OK:
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return null
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# Build first the list of base png files and all subdirectories to
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# scan later (skip navigational . and ..)
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main_directory.list_dir_begin(true)
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var fname : String = main_directory.get_next()
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while fname != "":
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if main_directory.current_is_dir():
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subdirectories.append(fname)
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else: # Filter for pngs
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if fname.get_extension().to_lower() == "png":
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print_debug("Found brush at '%s'" % [fname])
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base_png_files.append(fname)
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# go to next
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fname = main_directory.get_next()
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main_directory.list_dir_end()
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# Now we iterate over subdirectories!
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for subdirectory in subdirectories:
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var the_directory : Directory = Directory.new()
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# Holds names of files that make this
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# a component of a randomised brush ^.^
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var randomised_files := []
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# Non-randomise-indicated image files
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var non_randomised_files := []
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the_directory.open(directory.plus_file(subdirectory))
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the_directory.list_dir_begin(true)
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var curr_file := the_directory.get_next()
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while curr_file != "":
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# only do stuff if we are actually dealing with a file
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# and png one at that nya
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if !the_directory.current_is_dir() and curr_file.get_extension().to_lower() == "png":
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# if we are a random element, add
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if "%" in curr_file:
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randomised_files.append(curr_file)
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else:
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non_randomised_files.append(curr_file)
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curr_file = the_directory.get_next()
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the_directory.list_dir_end()
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# Add these to the maps nyaa
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if len(randomised_files) > 0:
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randomised_subdir_files_map[subdirectory] = randomised_files
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if len(non_randomised_files) > 0:
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nonrandomised_subdir_files_map[subdirectory] = non_randomised_files
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# We are done generating the maps!
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return [base_png_files, randomised_subdir_files_map, nonrandomised_subdir_files_map]
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# Add a randomised brush from the given list of files as a
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# source.
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# The tooltip name is what shows up on the tooltip
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# and is probably in this case the name of the containing
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# randomised directory.
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func add_randomised_brush(fpaths : Array, tooltip_name : String) -> void:
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# Attempt to load the images from the file paths.
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var loaded_images : Array = []
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for filen in fpaths:
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var image := Image.new()
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var err := image.load(filen)
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if err == OK:
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image.convert(Image.FORMAT_RGBA8)
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loaded_images.append(image)
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print_debug("Loaded image from '%s'" % [filen])
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# If any images were successfully loaded, then
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# we create the randomised brush button, copied
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# from find_brushes.
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if len(loaded_images) > 0: # actually have images
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# to use.
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# take initial image...
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var first_image : Image = loaded_images.pop_front()
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# The index which this random brush will be at
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var next_random_brush_index := Global.file_brush_container.get_child_count()
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Global.custom_brushes.append(first_image)
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Global.create_brush_button(first_image, Global.Brush_Types.RANDOM_FILE, tooltip_name)
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# # Process the rest
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for remaining_image in loaded_images:
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var brush_button = Global.file_brush_container.get_child(next_random_brush_index)
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brush_button.random_brushes.append(remaining_image)
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# Add a plain brush from the given path to the list of brushes.
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# Taken, again, from find_brushes
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func add_plain_brush(path: String, tooltip_name: String) -> void:
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var image := Image.new()
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var err := image.load(path)
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if err != OK:
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return
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# do the standard conversion thing...
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image.convert(Image.FORMAT_RGBA8)
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Global.custom_brushes.append(image)
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Global.create_brush_button(image, Global.Brush_Types.FILE, tooltip_name)
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# Import brushes, in priority order, from the paths in question in priority order
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# i.e. with an override system
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# We use a very particular override system here where, for randomised brushes
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# the directories containing them get overridden, but for nonrandomised files
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# (including in directories containing randomised components too), the override
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# is on a file-by-file basis nyaaaa ^.^
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func import_brushes(priority_ordered_search_path: Array) -> void:
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# Maps for files in the base directory (name : true)
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var processed_basedir_paths : Dictionary = {}
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var randomised_brush_subdirectories : Dictionary = {}
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# Map from a subdirectory to a map similar to processed_basedir_files
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# i.e. once a filename has been dealt with, set it to true.
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var processed_subdir_paths : Dictionary = {}
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# Sets of results of get_brush_files_from_directory
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var all_available_paths : Array = []
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for directory in priority_ordered_search_path:
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all_available_paths.append(get_brush_files_from_directory(directory))
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# Now to process. Note these are in order of the
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# priority, as intended nyaa :)
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for i in range(len(all_available_paths)):
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var available_brush_file_information = all_available_paths[i]
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var current_main_directory: String = priority_ordered_search_path[i]
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if available_brush_file_information != null:
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# The brush files in the main directory
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var main_directory_file_paths : Array = available_brush_file_information[0]
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# The subdirectory/list-of-randomised-brush-files
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# map for this directory
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var randomised_brush_subdirectory_map : Dictionary = available_brush_file_information[1]
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# Map for subdirectories to non-randomised-brush files nyaa
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var nonrandomised_brush_subdirectory_map : Dictionary = available_brush_file_information[2]
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# Iterate over components and do stuff with them! nyaa
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# first for the main directory path...
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for subfile in main_directory_file_paths:
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if not (subfile in processed_basedir_paths):
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add_plain_brush(
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current_main_directory.plus_file(subfile),
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subfile.get_basename()
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)
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processed_basedir_paths[subfile] = true
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# Iterate over the randomised brush files nyaa
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for randomised_subdir in randomised_brush_subdirectory_map:
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if not (randomised_subdir in randomised_brush_subdirectories):
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var full_paths := []
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# glue the proper path onto the single file names in the
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# random brush directory data system, so they can be
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# opened nya
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for non_extended_path in randomised_brush_subdirectory_map[randomised_subdir]:
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full_paths.append(current_main_directory.plus_file(
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randomised_subdir
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).plus_file(
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non_extended_path
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))
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# Now load!
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add_randomised_brush(full_paths, randomised_subdir)
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# and mark that we are done in the overall map ^.^
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randomised_brush_subdirectories[randomised_subdir] = true
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# Now to iterate over the nonrandom brush files inside directories
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for nonrandomised_subdir in nonrandomised_brush_subdirectory_map:
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# initialise the set-map for this one if not already present :)
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if not (nonrandomised_subdir in processed_subdir_paths):
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processed_subdir_paths[nonrandomised_subdir] = {}
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# Get the paths within this subdirectory to check if they are
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# processed or not and if not, then process them.
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var relpaths_of_contained_nonrandom_brushes : Array = nonrandomised_brush_subdirectory_map[nonrandomised_subdir]
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for relative_path in relpaths_of_contained_nonrandom_brushes:
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if not (relative_path in processed_subdir_paths[nonrandomised_subdir]):
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# We are not yet processed
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var full_path : String = current_main_directory.plus_file(
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nonrandomised_subdir
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).plus_file(
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relative_path
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)
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# Add the path with the tooltip including the directory
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add_plain_brush(full_path, nonrandomised_subdir.plus_file(
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relative_path
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).get_basename())
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# Mark this as a processed relpath
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processed_subdir_paths[nonrandomised_subdir][relative_path] = true
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var subdirectories := find_brushes(brushes_dir, path)
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for subdir_str in subdirectories:
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var subdir := Directory.new()
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find_brushes(subdir, "%s/%s" % [path, subdir_str])
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Global.brushes_from_files = Global.custom_brushes.size()
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func find_brushes(brushes_dir : Directory, path : String) -> Array:
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var subdirectories := []
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@ -168,7 +168,7 @@ func _ready() -> void:
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Global.layers_container.get_child(0).label.text = Global.layers[0][0]
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Global.layers_container.get_child(0).line_edit.text = Global.layers[0][0]
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Import.import_brushes("Brushes")
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Import.import_brushes(Global.directory_module.get_brushes_search_path_in_order())
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Global.left_color_picker.get_picker().presets_visible = false
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Global.right_color_picker.get_picker().presets_visible = false
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@ -106,12 +106,31 @@ func re_index_swatches() -> void:
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child.index = index
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index += 1
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# Rename a palette, copying to user directory if necessary.
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func rename_palette_file_with_priority_dirs(old_fname: String, new_fname: String) -> void:
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var user_write_directory: String = Global.directory_module.get_palette_write_path()
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var usrwrite_dir := Directory.new()
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usrwrite_dir.open(user_write_directory)
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if usrwrite_dir.file_exists(old_fname):
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usrwrite_dir.rename(old_fname, new_fname)
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else:
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# Scan through the main system directories
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var priority_dirs : Array = Global.directory_module.get_palette_search_path_in_order()
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var best_clone_location = Global.palette_container.get_best_palette_file_location(
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priority_dirs,
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old_fname
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)
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if best_clone_location != null:
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usrwrite_dir.copy(best_clone_location, new_fname)
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func _on_EditPaletteSaveButton_pressed() -> void:
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if palette_name_edit.text != current_palette:
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Global.palettes.erase(current_palette)
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var dir := Directory.new()
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dir.open(Global.root_directory)
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dir.rename("Palettes".plus_file(current_palette + ".json"), "Palettes".plus_file(palette_name_edit.text + ".json"))
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rename_palette_file_with_priority_dirs(
|
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current_palette + ".json",
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palette_name_edit.text + ".json"
|
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)
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current_palette = palette_name_edit.text
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working_palette.name = current_palette
|
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|
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|
|
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@ -2,6 +2,7 @@ extends GridContainer
|
|||
|
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const palette_button = preload("res://Prefabs/PaletteButton.tscn")
|
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|
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|
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var palettes_path := "Palettes"
|
||||
var current_palette = "Default"
|
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var from_palette : Palette
|
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|
@ -154,30 +155,38 @@ func on_color_select(index : int) -> void:
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Global.update_right_custom_brush()
|
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|
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func _load_palettes() -> void:
|
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palettes_path = Global.root_directory.plus_file("Palettes")
|
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var dir := Directory.new()
|
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dir.open(Global.root_directory)
|
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if not dir.dir_exists(palettes_path):
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dir.make_dir(palettes_path)
|
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|
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var palette_files : Array = get_palette_files(palettes_path)
|
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|
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for file_name in palette_files:
|
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var palette : Palette = Palette.new().load_from_file(palettes_path.plus_file(file_name))
|
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if palette:
|
||||
Global.palettes[palette.name] = palette
|
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Global.palette_option_button.add_item(palette.name)
|
||||
var index: int = Global.palette_option_button.get_item_count() - 1
|
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Global.palette_option_button.set_item_metadata(index, palette.name)
|
||||
if palette.name == "Default":
|
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Global.palette_option_button.select(index)
|
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Global.directory_module.ensure_xdg_user_dirs_exist()
|
||||
var search_locations = Global.directory_module.get_palette_search_path_in_order()
|
||||
var priority_ordered_files := get_palette_priority_file_map(search_locations)
|
||||
|
||||
# Iterate backwards, so any palettes defined in default files
|
||||
# get overwritten by those of the same name in user files
|
||||
search_locations.invert()
|
||||
priority_ordered_files.invert()
|
||||
for i in range(len(search_locations)):
|
||||
var base_directory : String = search_locations[i]
|
||||
var palette_files : Array = priority_ordered_files[i]
|
||||
for file_name in palette_files:
|
||||
var palette : Palette = Palette.new().load_from_file(base_directory.plus_file(file_name))
|
||||
if palette:
|
||||
Global.palettes[palette.name] = palette
|
||||
Global.palette_option_button.add_item(palette.name)
|
||||
var index: int = Global.palette_option_button.get_item_count() - 1
|
||||
Global.palette_option_button.set_item_metadata(index, palette.name)
|
||||
if palette.name == "Default":
|
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Global.palette_option_button.select(index)
|
||||
|
||||
if not "Default" in Global.palettes && Global.palettes.size() > 0:
|
||||
Global.control._on_PaletteOptionButton_item_selected(0)
|
||||
Global.palette_container._on_PaletteOptionButton_item_selected(0)
|
||||
|
||||
func get_palette_files(path : String) -> Array:
|
||||
# Get the palette files in a single directory.
|
||||
# if it does not exist, return []
|
||||
func get_palette_files(path : String ) -> Array:
|
||||
var dir := Directory.new()
|
||||
var results = []
|
||||
|
||||
if not dir.dir_exists(path):
|
||||
return []
|
||||
|
||||
dir.open(path)
|
||||
dir.list_dir_begin()
|
||||
|
@ -186,15 +195,59 @@ func get_palette_files(path : String) -> Array:
|
|||
var file_name = dir.get_next()
|
||||
if file_name == "":
|
||||
break
|
||||
elif not file_name.begins_with(".") && file_name.to_lower().ends_with("json"):
|
||||
elif (not file_name.begins_with(".")) && file_name.to_lower().ends_with("json") && not dir.current_is_dir():
|
||||
results.append(file_name)
|
||||
|
||||
dir.list_dir_end()
|
||||
return results
|
||||
|
||||
# This returns an array of arrays, with priorities.
|
||||
# In particular, it takes an array of paths to look for
|
||||
# arrays in, in order of file and palette override priority
|
||||
# such that the files in the first directory override the
|
||||
# second, third, etc. ^.^
|
||||
# It returns an array of arrays, where each output array
|
||||
# corresponds to the given input array at the same index, and
|
||||
# contains the (relative to the given directory) palette files
|
||||
# to load, excluding all ones already existing in higher-priority
|
||||
# directories. nya
|
||||
# in particular, this also means you can run backwards on the result
|
||||
# so that palettes with the given palette name in the higher priority
|
||||
# directories override those set in lower priority directories :)
|
||||
func get_palette_priority_file_map(looking_paths: Array) -> Array:
|
||||
var final_list := []
|
||||
# Holds pattern files already found
|
||||
var working_file_set : Dictionary = {}
|
||||
for search_directory in looking_paths:
|
||||
var to_add_files := []
|
||||
var files = get_palette_files(search_directory)
|
||||
# files to check
|
||||
for maybe_to_add in files:
|
||||
if not maybe_to_add in working_file_set:
|
||||
to_add_files.append(maybe_to_add)
|
||||
working_file_set[maybe_to_add] = true
|
||||
|
||||
final_list.append(to_add_files)
|
||||
return final_list
|
||||
|
||||
# Locate the highest priority palette by the given relative filename
|
||||
# If none is found in the directories, then do nothing and return
|
||||
# null
|
||||
func get_best_palette_file_location(looking_paths: Array, fname: String): # -> String:
|
||||
var priority_fmap : Array = get_palette_priority_file_map(looking_paths)
|
||||
for i in range(len(looking_paths)):
|
||||
var base_path : String = looking_paths[i]
|
||||
var the_files : Array = priority_fmap[i]
|
||||
if the_files.has(fname):
|
||||
return base_path.plus_file(fname)
|
||||
|
||||
return null
|
||||
|
||||
func save_palette(palette_name : String, filename : String) -> void:
|
||||
Global.directory_module.ensure_xdg_user_dirs_exist()
|
||||
var palette = Global.palettes[palette_name]
|
||||
palette.save_to_file(palettes_path.plus_file(filename))
|
||||
var palettes_write_path: String = Global.directory_module.get_palette_write_path()
|
||||
palette.save_to_file(palettes_write_path.plus_file(filename))
|
||||
|
||||
|
||||
func _on_NewPaletteDialog_popup_hide() -> void:
|
||||
|
|
135
Scripts/XDGDataPaths.gd
Normal file
|
@ -0,0 +1,135 @@
|
|||
extends Node
|
||||
|
||||
# These are *with* the config subdirectory name
|
||||
var xdg_data_home : String
|
||||
var xdg_data_dirs : Array
|
||||
|
||||
# These are *without* the config subdirectory name
|
||||
var raw_xdg_data_home : String
|
||||
var raw_xdg_data_dirs : Array
|
||||
|
||||
# Default location for xdg_data_home relative to $HOME
|
||||
const default_xdg_data_home_rel := ".local/share"
|
||||
const default_xdg_data_dirs := ["/usr/local/share", "/usr/share"]
|
||||
|
||||
const config_subdir_name := "pixelorama"
|
||||
|
||||
const palettes_data_subdirectory := "Palettes"
|
||||
const brushes_data_subdirectory := "Brushes"
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
|
||||
# Get if we should use XDG standard or not nyaaaa
|
||||
func use_xdg_standard() -> bool:
|
||||
# see: https://docs.godotengine.org/en/latest/getting_started/workflow/export/feature_tags.html
|
||||
# return OS.has_feature("Linux") or OS.has_feature("BSD")
|
||||
# Previous was unreliable and buggy >.< nyaa
|
||||
return OS.get_name() == "X11"
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass
|
||||
|
||||
func _init():
|
||||
if use_xdg_standard():
|
||||
print("Detected system where we should use XDG basedir standard (currently Linux or BSD)")
|
||||
var home := OS.get_environment("HOME")
|
||||
raw_xdg_data_home = home.plus_file(
|
||||
default_xdg_data_home_rel
|
||||
)
|
||||
xdg_data_home = raw_xdg_data_home.plus_file(
|
||||
config_subdir_name
|
||||
)
|
||||
|
||||
# Create defaults
|
||||
xdg_data_dirs = []
|
||||
raw_xdg_data_dirs = default_xdg_data_dirs
|
||||
for default_loc in raw_xdg_data_dirs:
|
||||
xdg_data_dirs.append(
|
||||
default_loc.plus_file(config_subdir_name)
|
||||
)
|
||||
|
||||
# Now check the XDG environment variables and if
|
||||
# present, replace the defaults with them!
|
||||
# See: https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
|
||||
# Checks the xdg data home var
|
||||
if OS.has_environment("XDG_DATA_HOME"):
|
||||
raw_xdg_data_home = OS.get_environment("XDG_DATA_HOME")
|
||||
xdg_data_home = raw_xdg_data_home.plus_file(config_subdir_name)
|
||||
# Checks the list of files var, and processes them.
|
||||
if OS.has_environment("XDG_DATA_DIRS"):
|
||||
var raw_env_var := OS.get_environment("XDG_DATA_DIRS")
|
||||
# includes empties.
|
||||
var unappended_subdirs := raw_env_var.split(":", true)
|
||||
raw_xdg_data_dirs = unappended_subdirs
|
||||
xdg_data_dirs = []
|
||||
for unapp_subdir in raw_xdg_data_dirs:
|
||||
xdg_data_dirs.append(unapp_subdir.plus_file(config_subdir_name))
|
||||
|
||||
else:
|
||||
raw_xdg_data_home = Global.root_directory
|
||||
xdg_data_home = raw_xdg_data_home.plus_file(config_subdir_name)
|
||||
raw_xdg_data_dirs = []
|
||||
xdg_data_dirs = []
|
||||
|
||||
|
||||
|
||||
func append_file_to_all(basepaths: Array, subpath: String) -> Array:
|
||||
var res := []
|
||||
for _path in basepaths:
|
||||
res.append(_path.plus_file(subpath))
|
||||
return res
|
||||
|
||||
|
||||
# Get search paths in order of priority
|
||||
func get_search_paths_in_order() -> Array:
|
||||
return [xdg_data_home] + xdg_data_dirs
|
||||
|
||||
# Gets the paths, in order of search priority, for palettes.
|
||||
func get_palette_search_path_in_order() -> Array:
|
||||
var base_paths := get_search_paths_in_order()
|
||||
return append_file_to_all(base_paths, palettes_data_subdirectory)
|
||||
|
||||
# Gets the paths, in order of search priority, for brushes.
|
||||
func get_brushes_search_path_in_order() -> Array:
|
||||
var base_paths := get_search_paths_in_order()
|
||||
return append_file_to_all(base_paths, brushes_data_subdirectory)
|
||||
|
||||
|
||||
# Get the path that we are ok to be writing palettes to:
|
||||
func get_palette_write_path() -> String:
|
||||
return xdg_data_home.plus_file(palettes_data_subdirectory)
|
||||
|
||||
# Get the path that we are ok to be writing brushes to:
|
||||
func get_brushes_write_path() -> String:
|
||||
return xdg_data_home.plus_file(brushes_data_subdirectory)
|
||||
|
||||
# Ensure the user xdg directories exist:
|
||||
func ensure_xdg_user_dirs_exist() -> void:
|
||||
var base_dir := Directory.new()
|
||||
base_dir.open(raw_xdg_data_home)
|
||||
# Ensure the main config directory exists.
|
||||
if not base_dir.dir_exists(xdg_data_home):
|
||||
base_dir.make_dir(xdg_data_home)
|
||||
|
||||
var actual_data_dir := Directory.new()
|
||||
actual_data_dir.open(xdg_data_home)
|
||||
var palette_writing_dir := get_palette_write_path()
|
||||
var brushes_writing_dir := get_brushes_write_path()
|
||||
# Create the palette and brush dirs
|
||||
if not actual_data_dir.dir_exists(palette_writing_dir):
|
||||
print("Making directory %s" % [palette_writing_dir])
|
||||
actual_data_dir.make_dir(palette_writing_dir)
|
||||
if not actual_data_dir.dir_exists(brushes_writing_dir):
|
||||
print("Making directory %s" % [brushes_writing_dir])
|
||||
actual_data_dir.make_dir(brushes_writing_dir)
|
||||
|
||||
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
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Before Width: | Height: | Size: 67 B After Width: | Height: | Size: 67 B |