250 lines
9.2 KiB
GDScript
250 lines
9.2 KiB
GDScript
extends Control
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@onready var file_path_edit := $MarginContainer/VBoxContainer/HBoxContainer/FilePath as LineEdit
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@onready var file_dialog := $MarginContainer/VBoxContainer/HBoxContainer/FileDialog as FileDialog
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@onready var plain_text_viewer := $MarginContainer/VBoxContainer/Result/PlainTextViewer as ScrollContainer
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@onready var plain_text_viewer_label := $MarginContainer/VBoxContainer/Result/PlainTextViewer/Label as Label
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@onready var texture_viewer := $MarginContainer/VBoxContainer/Result/TextureViewer as TextureRect
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@onready var audio_player := $MarginContainer/VBoxContainer/Result/AudioPlayer as Button
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@onready var audio_stream_player := $MarginContainer/VBoxContainer/Result/AudioPlayer/AudioStreamPlayer as AudioStreamPlayer
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@onready var scene_viewer := $MarginContainer/VBoxContainer/Result/SceneViewer as SubViewportContainer
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@onready var scene_viewer_camera := $MarginContainer/VBoxContainer/Result/SceneViewer/SubViewport/Camera3D as Camera3D
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@onready var font_viewer := $MarginContainer/VBoxContainer/Result/FontViewer as Label
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@onready var zip_viewer := $MarginContainer/VBoxContainer/Result/ZIPViewer as HSplitContainer
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@onready var zip_viewer_file_list := $MarginContainer/VBoxContainer/Result/ZIPViewer/FileList as ItemList
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@onready var zip_viewer_file_preview := $MarginContainer/VBoxContainer/Result/ZIPViewer/FilePreview as Label
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@onready var error_label := $MarginContainer/VBoxContainer/Result/ErrorLabel as Label
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@onready var export_button := $MarginContainer/VBoxContainer/Export as Button
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@onready var export_file_dialog := $MarginContainer/VBoxContainer/Export/FileDialog as FileDialog
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var zip_reader := ZIPReader.new()
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# Keeps reference to the root node imported in the 3D scene viewer,
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# so that it can be exported later.
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var scene_viewer_root_node: Node
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func _on_browse_pressed() -> void:
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file_dialog.popup_centered_ratio()
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func _on_file_path_text_submitted(new_text: String) -> void:
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open_file(new_text)
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# Put the caret at the end of the submitted text.
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file_path_edit.caret_column = file_path_edit.text.length()
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func _on_file_dialog_file_selected(path: String) -> void:
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open_file(path)
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func reset_visibility() -> void:
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plain_text_viewer.visible = false
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texture_viewer.visible = false
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audio_player.visible = false
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scene_viewer.visible = false
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var last_child := scene_viewer.get_child(-1)
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if last_child is Node3D:
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scene_viewer.remove_child(last_child)
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last_child.queue_free()
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font_viewer.visible = false
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zip_viewer.visible = false
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zip_viewer_file_list.clear()
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error_label.visible = false
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export_button.disabled = false
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func _on_audio_player_pressed() -> void:
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audio_stream_player.play()
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func _on_scene_viewer_zoom_value_changed(value: float) -> void:
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# Slider uses negative value so that it can be inverted easily
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# (lower Camera3D orthogonal size is more zoomed *in*).
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scene_viewer_camera.size = abs(value)
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func _on_zip_viewer_item_selected(index: int) -> void:
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zip_viewer_file_preview.text = zip_reader.read_file(
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zip_viewer_file_list.get_item_text(index)
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).get_string_from_utf8()
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#region File exporting
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func _on_export_pressed() -> void:
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export_file_dialog.popup_centered_ratio()
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func _on_export_file_dialog_file_selected(path: String) -> void:
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if plain_text_viewer.visible:
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var file_access := FileAccess.open(path, FileAccess.WRITE)
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file_access.store_string(plain_text_viewer_label.text)
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file_access.close()
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elif texture_viewer.visible:
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var image := texture_viewer.texture.get_image()
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if path.ends_with(".png"):
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image.save_png(path)
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if path.ends_with(".jpg") or path.ends_with(".jpeg"):
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const JPG_QUALITY = 0.9
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image.save_jpg(path, JPG_QUALITY)
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if path.ends_with(".webp"):
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# Saving WebP is lossless by default, but can be made lossy using
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# optional parameters in `Image.save_webp()`.
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image.save_webp(path)
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elif audio_player.visible:
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# Ogg Vorbis audio can't be exported at runtime to a standard format
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# (only WAV files can be using `AudioStreamWAV.save_to_wav()`).
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pass
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elif scene_viewer.visible:
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var gltf_document := GLTFDocument.new()
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var gltf_state := GLTFState.new()
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gltf_document.append_from_scene(scene_viewer_root_node, gltf_state)
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# The file extension in the output `path` (`.gltf` or `.glb`) determines
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# whether the output uses text or binary format. Binary format is faster
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# to write and smaller, but harder to debug. The binary format is also
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# more suited to embedding textures.
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gltf_document.write_to_filesystem(gltf_state, path)
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elif font_viewer.visible:
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# Fonts can't be exported at runtime to a standard format
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# (only to a Godot-specific `.res` format using the ResourceSaver class).
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pass
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elif zip_viewer.visible:
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var zip_packer := ZIPPacker.new()
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var error := zip_packer.open(path)
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if error != OK:
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push_error("An error occurred while trying to save a ZIP archive to: %s" % path)
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return
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for file in zip_reader.get_files():
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zip_packer.start_file(file)
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zip_packer.write_file(zip_reader.read_file(file))
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zip_packer.close_file()
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zip_packer.close()
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#endregion
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func show_error(message: String) -> void:
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reset_visibility()
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error_label.text = "ERROR: %s" % message
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error_label.visible = true
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func open_file(path: String) -> void:
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print_rich("Opening: [u]%s[/u]" % path)
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file_path_edit.text = path
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var path_lower := path.to_lower()
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# Images.
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if (
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path_lower.ends_with(".jpg")
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or path_lower.ends_with(".jpeg")
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or path_lower.ends_with(".png")
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or path_lower.ends_with(".webp")
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or path_lower.ends_with(".svg")
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or path_lower.ends_with(".tga")
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or path_lower.ends_with(".bmp")
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):
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# This method handles everything, from format detection based on
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# file extension to reading the file from disk. If you need error handling
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# or more control (such as changing the scale SVG is loaded at),
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# use the `load_*_from_buffer()` (where `*` is a file extension)
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# and `load_svg_from_string()` methods from the Image class.
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var image := Image.load_from_file(path)
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reset_visibility()
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export_file_dialog.filters = ["*.png ; PNG Image", "*.jpg, *.jpeg ; JPEG Image", "*.webp ; WebP Image"]
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texture_viewer.visible = true
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texture_viewer.texture = ImageTexture.create_from_image(image)
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# Audio.
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# Run-time MP3 and WAV loading aren't supported by the engine yet.
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elif path_lower.ends_with(".ogg"):
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# `AudioStreamOggVorbis.load_from_buffer()` can alternatively be used
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# if you have Ogg Vorbis data in a PackedByteArray instead of a file.
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audio_stream_player.stream = AudioStreamOggVorbis.load_from_file(path)
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reset_visibility()
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export_button.disabled = true
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audio_player.visible = true
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# 3D scenes.
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elif path_lower.ends_with(".gltf") or path_lower.ends_with(".glb"):
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# GLTFState is used by GLTFDocument to store the loaded scene's state.
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# GLTFDocument is the class that handles actually loading glTF data into a Godot node tree,
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# which means it supports glTF features such as lights and cameras.
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var gltf_document := GLTFDocument.new()
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var gltf_state := GLTFState.new()
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var error := gltf_document.append_from_file(path, gltf_state)
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if error == OK:
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scene_viewer_root_node = gltf_document.generate_scene(gltf_state)
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reset_visibility()
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scene_viewer.add_child(scene_viewer_root_node)
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export_file_dialog.filters = ["*.gltf ; glTF Text Scene", "*.glb ; glTF Binary Scene"]
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scene_viewer.visible = true
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else:
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show_error('Couldn\'t load "%s" as a glTF scene (error code: %s).' % [path.get_file(), error_string(error)])
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# Fonts.
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elif (
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path_lower.ends_with(".ttf")
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or path_lower.ends_with(".otf")
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or path_lower.ends_with(".woff")
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or path_lower.ends_with(".woff2")
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or path_lower.ends_with(".pfb")
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or path_lower.ends_with(".pfm")
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or path_lower.ends_with(".fnt")
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or path_lower.ends_with(".font")
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):
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var font_file := FontFile.new()
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if path_lower.ends_with(".fnt") or path_lower.ends_with(".font"):
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font_file.load_bitmap_font(path)
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else:
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font_file.load_dynamic_font(path)
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if not font_file.data.is_empty():
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font_viewer.add_theme_font_override("font", font_file)
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reset_visibility()
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font_viewer.visible = true
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export_button.disabled = true
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else:
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show_error('Couldn\'t load "%s" as a font.' % path.get_file())
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# ZIP archives.
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elif path_lower.ends_with(".zip"):
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# This supports any ZIP file, including files generated by Godot's "Export PCK/ZIP" functionality
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# (although these will contain imported Godot resources rather than the original project files).
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#
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# Use `ProjectSettings.load_resource_pack()` to load PCK or ZIP files exported by Godot as
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# additional data packs. That approach is preferred for DLCs, as it makes interacting with
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# additional data packs seamless (virtual filesystem).
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zip_reader.open(path)
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var files := zip_reader.get_files()
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files.sort()
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export_file_dialog.filters = ["*.zip ; ZIP Archive"]
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reset_visibility()
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for file in files:
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zip_viewer_file_list.add_item(file, null)
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# Make folders disabled in the list.
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zip_viewer_file_list.set_item_disabled(-1, file.ends_with("/"))
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zip_viewer.visible = true
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# Fallback.
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else:
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# Open as plain text and display contents if possible.
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var file_contents := FileAccess.get_file_as_string(path)
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if file_contents.is_empty():
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show_error("File is empty or is a binary file.")
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else:
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plain_text_viewer_label.text = file_contents
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reset_visibility()
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plain_text_viewer.visible = true
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