mirror of
https://github.com/Relintai/utilities_gamedev.git
synced 2024-11-14 10:37:19 +01:00
187 lines
9.7 KiB
GDScript3
187 lines
9.7 KiB
GDScript3
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tool
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extends Reference
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class GDSSceneParser:
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var result : String
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func parse(file_name : String) -> void:
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var ps : PackedScene = ResourceLoader.load(file_name, "PackedScene")
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if !ps:
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print("ERROR! !ps :" + file_name)
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return
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var node : Node = ps.instance()
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process_node(node)
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func process_node(node : Node) -> void:
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var node_name : String = node.get_name()
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var nn : Node = node.get_parent()
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while nn:
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node_name += "_" + nn.get_name()
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nn = nn.get_parent()
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node_name = node_name.to_lower()
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var nscript : Script = node.get_script()
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if nscript:
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result += "//Script: " + nscript.resource_path + "\n"
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result += node.get_class() + " *" + node_name + " = memnew(" + node.get_class() + ");\n"
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result += node_name + "->set_name(\"" + node.get_name() + "\");\n"
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var node_parent : Node = node.get_parent()
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if node_parent:
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var node_parent_name : String = node_parent.get_name()
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var nnp : Node = node_parent.get_parent()
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while nnp:
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node_parent_name += "_" + nnp.get_name()
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nnp = nnp.get_parent()
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node_parent_name = node_parent_name.to_lower()
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result += node_parent_name + "->add_child(" + node_name + ");\n"
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var node_def_copy : Node = ClassDB.instance(node.get_class())
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node_def_copy.set_script(node.get_script())
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result += "\n"
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var props : Array = node.get_property_list()
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for p in props:
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var property_name : String = p["name"]
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var prop_value = node.get(property_name)
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if prop_value != node_def_copy.get(property_name):
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var property_type : int = p["type"]
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if property_type == TYPE_BOOL || property_type == TYPE_INT || property_type == TYPE_REAL:
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result += node_name + "->set_" + property_name + "(" + str(prop_value) + ");\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", " + str(prop_value) + ");\n"
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elif property_type == TYPE_STRING:
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result += node_name + "->set_" + property_name + "(\"" + prop_value + "\");\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", \"" + prop_value + "\");\n"
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elif property_type == TYPE_VECTOR2:
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result += node_name + "->set_" + property_name + "(Vector2(" + str(prop_value.x) + ", " + str(prop_value.y) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Vector2(" + str(prop_value.x) + ", " + str(prop_value.y) + "));\n"
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elif property_type == TYPE_VECTOR2I:
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result += node_name + "->set_" + property_name + "(Vector2i(" + str(prop_value.x) + ", " + str(prop_value.y) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Vector2i(" + str(prop_value.x) + ", " + str(prop_value.y) + "));\n"
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elif property_type == TYPE_RECT2:
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result += node_name + "->set_" + property_name + "(Rect2(" + str(prop_value.position.x) + ", " + str(prop_value.position.y) + ", " + str(prop_value.size.y) + ", " + str(prop_value.size.y) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Rect2(" + str(prop_value.position.x) + ", " + str(prop_value.position.y) + ", " + str(prop_value.size.y) + ", " + str(prop_value.size.y) + "));\n"
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elif property_type == TYPE_RECT2I:
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result += node_name + "->set_" + property_name + "(Rect2i(" + str(prop_value.position.x) + ", " + str(prop_value.position.y) + ", " + str(prop_value.size.y) + ", " + str(prop_value.size.y) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Rect2i(" + str(prop_value.position.x) + ", " + str(prop_value.position.y) + ", " + str(prop_value.size.y) + ", " + str(prop_value.size.y) + "));\n"
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elif property_type == TYPE_VECTOR3:
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result += node_name + "->set_" + property_name + "(Vector3(" + str(prop_value.x) + ", " + str(prop_value.y) + ", " + str(prop_value.z) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Vector3(" + str(prop_value.x) + ", " + str(prop_value.y) + ", " + str(prop_value.z) + "));\n"
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elif property_type == TYPE_VECTOR3I:
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result += node_name + "->set_" + property_name + "(Vector3i(" + str(prop_value.x) + ", " + str(prop_value.y) + ", " + str(prop_value.z) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Vector3i(" + str(prop_value.x) + ", " + str(prop_value.y) + ", " + str(prop_value.z) + "));\n"
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elif property_type == TYPE_TRANSFORM2D:
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result += "//" + node_name + " property " + property_name + " TYPE_TRANSFORM2D value: " + str(prop_value) + "\n"
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elif property_type == TYPE_PLANE:
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result += "//" + node_name + " property " + property_name + " TYPE_PLANE value: " + str(prop_value) + "\n"
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elif property_type == TYPE_QUAT:
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result += "//" + node_name + " property " + property_name + " TYPE_QUAT value: " + str(prop_value) + "\n"
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elif property_type == TYPE_AABB:
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result += "//" + node_name + " property " + property_name + " TYPE_AABB value: " + str(prop_value) + "\n"
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elif property_type == TYPE_BASIS:
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result += "//" + node_name + " property " + property_name + " TYPE_BASIS value: " + str(prop_value) + "\n"
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elif property_type == TYPE_TRANSFORM:
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result += "//" + node_name + " property " + property_name + " TYPE_TRANSFORM value: " + str(prop_value) + "\n"
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elif property_type == TYPE_COLOR:
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result += node_name + "->set_" + property_name + "(Color(" + str(prop_value.r) + ", " + str(prop_value.g) + ", " + str(prop_value.b) + ", " + str(prop_value.a) + "));\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", Color(" + str(prop_value.r) + ", " + str(prop_value.g) + ", " + str(prop_value.b) + ", " + str(prop_value.a) + "));\n"
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elif property_type == TYPE_NODE_PATH:
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result += "//" + node_name + " property " + property_name + " TYPE_NODE_PATH value: " + str(prop_value) + "\n"
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elif property_type == TYPE_RID:
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result += "//" + node_name + " property " + property_name + " TYPE_RID value: " + str(prop_value) + "\n"
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elif property_type == TYPE_STRING_NAME:
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result += node_name + "->set_" + property_name + "(\"" + prop_value + "\");\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", " + prop_value + "));\n"
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elif property_type == TYPE_DICTIONARY:
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result += "//" + node_name + " property " + property_name + " TYPE_DICTIONARY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_RAW_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_RAW_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_INT_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_INT_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_REAL_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_REAL_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_STRING_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_STRING_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_VECTOR2_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_VECTOR2_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_VECTOR2I_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_VECTOR2I_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_VECTOR3_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_VECTOR3_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_VECTOR3I_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_VECTOR3I_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_COLOR_ARRAY:
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result += "//" + node_name + " property " + property_name + " TYPE_COLOR_ARRAY value: " + str(prop_value) + "\n"
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elif property_type == TYPE_OBJECT:
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result += "//" + node_name + " property " + property_name + " TYPE_OBJECT value: " + str(prop_value) + "\n"
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if prop_value:
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var is_reference : bool = false
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var curr_pclass : String = prop_value.get_class()
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while curr_pclass != "Object":
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if curr_pclass == "Reference":
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is_reference = true
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break
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curr_pclass = ClassDB.get_parent_class(curr_pclass)
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if is_reference:
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result += "Ref<" + prop_value.get_class() + "> " + node_name + "_prop_" + property_name + ";\n"
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result += node_name + "_prop_" + property_name + ".instance();\n"
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result += node_name + "->set_" + property_name + "(" + node_name + "_prop_" + property_name + ");\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", " + node_name + "_prop_" + property_name + ");\n"
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else:
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result += node_name + "->set_" + property_name + "(nullptr);\n"
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result += "//" + node_name + "->set(\"" + property_name + "\", nullptr);\n"
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else:
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result += "//" + node_name + " property " + property_name + " value: " + str(prop_value) + "\n"
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result += "\n"
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result += "\n\n"
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for n in node.get_children():
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process_node(n)
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func _to_string():
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return result
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func get_cpp_impl_string() -> String:
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var s : String = "\n"
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s += "void construct() {\n"
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s += "\n"
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s += result
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s += "\n}\n"
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return s
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func process_file(file_name : String) -> void:
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var parser : GDSSceneParser = GDSSceneParser.new()
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parser.parse(file_name)
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var save_base_file_path : String = file_name.get_base_dir()
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var save_base_file_name : String = file_name.get_file().to_lower().trim_suffix(".tscn")
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var impl_file : String = save_base_file_path + "/" + save_base_file_name + ".ctscn"
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var impl_data : String = parser.get_cpp_impl_string()
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#print(impl_data)
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var file : File = File.new()
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file.open(impl_file, File.WRITE)
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file.store_string(impl_data)
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file.close()
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