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810a3aa9b5
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0965eea94b
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@ -1,45 +1,12 @@
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extends Node
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# https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html
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signal state_changed(previous, new)
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enum State {UNLOADED, LOADED}
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const config_path = "user://logue.cfg"
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var config = ConfigFile.new()
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var db = SQLite.new()
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var current_scene = null
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var current_state = State.UNLOADED
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var db : SQLite = null
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func _ready():
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var root = get_tree().root
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current_scene = root.get_child(root.get_child_count() - 1)
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db.verbosity_level = SQLite.VERBOSE
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var err = config.load(config_path)
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if err == OK:
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var db_path = config.get_value("general", "db_path")
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load_db(db_path)
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func switch_state(new: State):
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var old = current_state
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if old == new:
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return
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current_state = new
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#signal state_changed(old, new)
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func load_db(path: String):
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db.path = path
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var success = db.open_db()
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if success:
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config.set_value("general", "db_path", path)
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config.save(config_path)
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else:
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db.path = ""
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func goto_scene(path):
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call_deferred("_deferred_goto_scene", path)
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@ -15,4 +15,7 @@ func _on_button_pressed():
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print("button pressed")
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func _on_file_dialog_file_selected(path):
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Global.load_db(path)
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Global.db = SQLite.new()
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Global.db.path = path
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Global.db.verbosity_level = SQLite.VERBOSE
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Global.db.open_db()
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@ -10,7 +10,7 @@ config_version=5
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[application]
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config/name="Logue"
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config/name="FabApp"
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run/main_scene="res://main.tscn"
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config/features=PackedStringArray("4.2", "GL Compatibility")
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config/icon="res://icon.svg"
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