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Pixelorama/Scripts/XDGDataPaths.gd

132 lines
4.2 KiB
GDScript3

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")
# 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):
actual_data_dir.make_dir(palette_writing_dir)
if not actual_data_dir.dir_exists(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