list all artworks from res://
I cannot simply explore the res:// filesystem on Android. As a workaround, I create a static list of embedded artworks.
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parent
e90eb40630
commit
cd49ba8afc
8 changed files with 112 additions and 107 deletions
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@ -2,9 +2,10 @@ tool
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class_name NewGamePanel
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extends PopupPanel
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signal start_triggered(config)
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signal start_triggered(config, texture)
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const pref_path := "user://preferences.cfg"
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const cached_artwork_path := "user://artwork.dat"
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const easy_columns := 3
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const easy_rows := 3
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@ -15,19 +16,17 @@ const normal_iterations := 10
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const hard_columns := 5
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const hard_rows := 5
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const hard_iterations := 30
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const default_artwork_path := "res://assets/hokusai.jpg"
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const Utils = preload("res://src/Utils.gd")
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export var window_scale_factor = 0.9 # how big the popup will be compared to screen
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export var default_artwork_texture: Texture
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var preferences = ConfigFile.new()
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var fade_duration = 0.2
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var fade_scale_factor = 0.9
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var flip_duration = 0.4
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var _artwork_path: String = default_artwork_path
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onready var popup = $"."
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onready var panel = $Panel
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onready var edit_panel = $EditPanel
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@ -153,6 +152,15 @@ func _update_description():
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desc.add_text("%d" % [iterations])
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desc.pop()
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func _set_artwork(tex: Texture) -> void:
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preview.texture = tex
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var file = File.new()
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if file.open(cached_artwork_path, File.WRITE) != OK:
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assert(false)
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file.store_var(tex.get_data(), true)
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file.close()
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#
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# Signals
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#
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@ -180,12 +188,10 @@ func _on_Start_pressed():
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preferences.set_value("game", "columns", columns_spinbox.value)
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preferences.set_value("game", "rows", rows_spinbox.value)
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preferences.set_value("game", "shuffle_iterations", iterations_spinbox.value)
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preferences.set_value("game", "artwork_path", _artwork_path)
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preferences.save(pref_path)
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emit_signal("start_triggered", preferences)
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emit_signal("start_triggered", preferences, preview.texture)
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fade_out()
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func _on_NewGamePanel_about_to_show():
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@ -201,9 +207,9 @@ func _on_NewGamePanel_about_to_show():
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_update_description()
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_artwork_path = preferences.get_value("game", "artwork_path", default_artwork_path)
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print_debug("artwork path: ", _artwork_path)
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preview.texture = Utils.load_texture_from_path(_artwork_path)
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preview.texture = Utils.deserialize_texture(cached_artwork_path)
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if preview.texture == null:
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preview.texture = default_artwork_texture
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# $Panel/Start.grab_focus()
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fade_in()
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@ -236,45 +242,32 @@ func _on_Custom_pressed():
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func _on_LoadImage_pressed():
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flip_over($ImagePicker)
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# if OS.get_name() == "Android":
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# $FileDialog.current_dir = "/storage/emulated/0/"
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# $FileDialog.popup_centered(rect_size)
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func _on_FileDialog_file_selected(path: String):
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var texture := load(path)
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if texture == null:
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print_debug("Cannot load image from path: ", path)
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return
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preview.texture = texture
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var directory = Directory.new()
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# TODO: remove previous artwork.png, artwork.jpg files
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var cached_artwork_path := "user://artwork.%s" % [path.get_extension()]
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var error = directory.copy(path, cached_artwork_path)
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if error != OK:
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print_debug("Cannot cache image")
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_artwork_path = path
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else:
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_artwork_path = cached_artwork_path
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#func _on_ImagePicker_file_selected(path):
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# print_debug(path)
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# var texture := load(path)
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# if texture == null:
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# print_debug("Cannot load image from path: ", path)
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# return
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# preview.texture = texture
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#
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# var file = File.new()
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# file.store_var(texture)
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#
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# var directory = Directory.new()
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# # TODO: remove previous artwork.png, artwork.jpg files
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# var cached_artwork_path := "user://artwork.%s" % [path.get_extension()]
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# var error = directory.copy(path, cached_artwork_path)
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# if error != OK:
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# print_debug("Cannot cache image")
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# _artwork_path = path
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# else:
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# _artwork_path = cached_artwork_path
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# flip_back($ImagePicker)
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func _on_FileDialog_dir_selected(dir):
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print_debug("dir selected")
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func _on_ImagePicker_file_selected(path):
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print_debug(path)
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var texture := load(path)
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if texture == null:
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print_debug("Cannot load image from path: ", path)
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return
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preview.texture = texture
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var directory = Directory.new()
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# TODO: remove previous artwork.png, artwork.jpg files
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var cached_artwork_path := "user://artwork.%s" % [path.get_extension()]
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var error = directory.copy(path, cached_artwork_path)
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if error != OK:
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print_debug("Cannot cache image")
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_artwork_path = path
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else:
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_artwork_path = cached_artwork_path
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func _on_ImagePicker_canceled():
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flip_back($ImagePicker)
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func _on_ImagePicker_texture_selected(texture):
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_set_artwork(texture)
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flip_back($ImagePicker)
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