I hope this doesn't break everything

This commit is contained in:
JeremyStar™ 2024-02-09 21:18:14 +01:00
parent 645a4ba981
commit 2346b09da2
4 changed files with 152 additions and 2 deletions

View file

@ -26,3 +26,4 @@ class_name CoreTypes
enum VersionType { RELEASE, RELEASECANDIDATE, BETA, ALPHA }
enum LoggerLevel { NONE, ERROR, WARN, INFO, VERB, DIAG }
enum SceneType { NONE, DEBUG, CUTSCENE, MENU, MAIN, BACKGROUND }

View file

@ -32,6 +32,7 @@ const version_typerelease: int = 0
# Modules
var logger: CoreBaseModule
var misc: CoreBaseModule
var sms: CoreBaseModule
var logui: CoreBaseModule
# Variables
@ -62,28 +63,34 @@ func initialize_modules() -> void:
# Create Nodes
logger = CoreBaseModule.new()
misc = CoreBaseModule.new()
sms = CoreBaseModule.new()
logui = CoreBaseModule.new()
# Set names
logger.name = "Logger"
misc.name = "Misc"
sms.name = "SceneManagementSystem"
logui.name = "LogUI"
# Set scripts
logger.set_script(ResourceLoader.load(basepath + "src/logger.gd"))
misc.set_script(ResourceLoader.load(basepath + "src/misc.gd"))
sms.set_script(ResourceLoader.load(basepath + "src/sms.gd"))
logui.set_script(ResourceLoader.load(basepath + "src/logui.gd"))
# Set reference to self
logger.core = self
misc.core = self
sms.core = self
logui.core = self
# Call _initialize() (workaround as modules cannot access "core" during _init())
logger._initialize()
misc._initialize()
sms._initialize()
logui._initialize()
# Inject modules into the SceneTree
func inject_modules() -> void:
add_child(logger)
add_child(misc)
add_child(sms)
add_child(logui)
# Registers a custom module
@ -134,6 +141,7 @@ func apply_configuration() -> void:
logger.verb("Applying configuration")
logger._pull_config()
misc._pull_config()
sms._pull_config()
logui._pull_config()
for module in custom_modules:
logger.diag("Updating configuration for custom module \"" + module.name + "\"")

View file

@ -36,7 +36,7 @@ func _initialize() -> void:
font_bold = ResourceLoader.load(core.basepath + "dist/FiraCode/Bold.ttf")
# Create LogUI
background = ColorRect.new()
background.name = "LogUI"
background.name = "LOGUI"
# Create LogRTL
logrtl = RichTextLabel.new()
logrtl.name = "LogRTL"
@ -66,7 +66,7 @@ func _pull_config() -> void:
func _ready() -> void:
# Add to SceneTree
add_child(background)
core.sms.add_child(background)
background.add_child(logrtl)
# Hide VScrollBar
var vsbar: VScrollBar = logrtl.get_child(0, true)

141
src/sms.gd Normal file
View file

@ -0,0 +1,141 @@
##############################################################################
### CORE FRAMEWORK SOURCE FILE ###
### Copyright (c) 2024 The StarOpenSource Project & Contributors ###
### Licensed under the GNU General Public License v3 ###
### ###
### This program is free software: you can redistribute it and/or modify ###
### it under the terms of the GNU General Public License as published by ###
### the Free Software Foundation, either version 3 of the License, or ###
### (at your option) any later version. ###
### ###
### This program is distributed in the hope that it will be useful, ###
### but WITHOUT ANY WARRANTY; without even the implied warranty of ###
### MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ###
### GNU General Public License for more details. ###
### ###
### You should have received a copy of the GNU General Public License ###
### along with this program. If not, see <https://www.gnu.org/licenses/>. ###
##############################################################################
### src/sms.gd (Scene Management System) ###
### ###
### Makes scene management way smarter and easier. ###
##############################################################################
extends CoreBaseModule
# Objects
var scenes_debug: Node = Node.new()
var scenes_cutscene: Node = Node.new()
var scenes_menu: Node = Node.new()
var scenes_main: Node = Node.new()
var scenes_background: Node = Node.new()
# Variables
var scenes: Dictionary = {}
func _initialize() -> void:
scenes_debug.name = "DEBUG"
scenes_cutscene.name = "CUTSCENE"
scenes_menu.name = "MENU"
scenes_main.name = "MAIN"
scenes_background.name = "BACKGROUND"
add_child(scenes_debug)
add_child(scenes_cutscene)
add_child(scenes_menu)
add_child(scenes_main)
add_child(scenes_background)
func _pull_config() -> void:
if core.config.headless:
# Remove all scenes
logger.verb("Removing all scenes (triggered by headless mode)")
for scene in scenes: remove_scene(scene, true)
# Add a scene to some scene collection
func add_scene(sname: String, type: CoreTypes.SceneType, sclass: Node) -> bool:
if core.config.headless: return false
logger.verb("Adding scene \"" + sname + "\" of type " + str(type))
if exists(sname) != CoreTypes.SceneType.NONE:
logger.error("Scene with name \"" + sname + "\" already exists")
return true
sclass.name = sname
match(type):
CoreTypes.SceneType.DEBUG: scenes_debug.add_child(sclass)
CoreTypes.SceneType.CUTSCENE: scenes_cutscene.add_child(sclass)
CoreTypes.SceneType.MENU: scenes_menu.add_child(sclass)
CoreTypes.SceneType.MAIN: scenes_main.add_child(sclass)
CoreTypes.SceneType.BACKGROUND: scenes_background.add_child(sclass)
CoreTypes.SceneType.NONE:
logger.error("CoreTypes.SceneType.NONE is not a valid scene type")
return false
_: await logger.crash("Invalid SceneType " + str(type), true)
scenes.merge({ sname: { "type": type, "class": sclass } })
return true
# Remove a scene from some scene collection
func remove_scene(sname: String, force_remove: bool = false) -> bool:
if core.config.headless and !force_remove: return false
if force_remove: await logger.crash("force_remove = true is not allowed", true)
logger.verb("Removing scene \"" + sname + "\"")
match(exists(sname)):
CoreTypes.SceneType.DEBUG: scenes_debug.remove_child(scenes[sname]["class"])
CoreTypes.SceneType.CUTSCENE: scenes_cutscene.remove_child(scenes[sname]["class"])
CoreTypes.SceneType.MENU: scenes_menu.remove_child(scenes[sname]["class"])
CoreTypes.SceneType.MAIN: scenes_main.remove_child(scenes[sname]["class"])
CoreTypes.SceneType.BACKGROUND: scenes_background.remove_child(scenes[sname]["class"])
CoreTypes.SceneType.NONE:
logger.error("Scene \"" + sname + "\" does not exist")
return false
_: await logger.crash("Invalid SceneType " + str(exists(sname)), true)
scenes.erase(sname)
return true
# Return a loaded scene
func get_scene(sname: String) -> Node:
if core.config.headless: return null
match(exists(sname)):
CoreTypes.SceneType.DEBUG: return scenes[sname]["class"]
CoreTypes.SceneType.CUTSCENE: return scenes[sname]["class"]
CoreTypes.SceneType.MENU: return scenes[sname]["class"]
CoreTypes.SceneType.MAIN: return scenes[sname]["class"]
CoreTypes.SceneType.BACKGROUND: return scenes[sname]["class"]
CoreTypes.SceneType.NONE: logger.error("Scene \"" + sname + "\" does not exist")
_: await logger.crash("Invalid SceneType " + str(exists(sname)), true)
return null
# Return a scene collection for scene manipulation
func get_scene_collection(type: CoreTypes.SceneType) -> Node:
if core.config.headless: return null
match(type):
CoreTypes.SceneType.DEBUG: return scenes_debug
CoreTypes.SceneType.CUTSCENE: return scenes_cutscene
CoreTypes.SceneType.MENU: return scenes_menu
CoreTypes.SceneType.MAIN: return scenes_main
CoreTypes.SceneType.BACKGROUND: return scenes_background
CoreTypes.SceneType.NONE: logger.error("No scene collection was found for CoreTypes.SceneType.NONE")
_: await logger.crash("Invalid SceneType " + str(type), true)
return null
# Return scenes in some scene collection
func get_scene_collection_list(type: CoreTypes.SceneType) -> Array[Node]:
var list: Array[Node] = []
for scene in scenes:
if scenes[scene]["type"] == type:
list.append(scene)
return list
# Return scene count in some scene collection
func get_scene_collection_count(type: CoreTypes.SceneType) -> int:
var amount: int = 0
for scene in scenes:
if scene[scene]["type"] == type:
amount = amount+1
return amount
# Return scene existance & scene collection
func exists(sname: String) -> CoreTypes.SceneType:
if scenes_debug.has(sname): return CoreTypes.SceneType.DEBUG
elif scenes_cutscene.has(sname): return CoreTypes.SceneType.CUTSCENE
elif scenes_menu.has(sname): return CoreTypes.SceneType.MENU
elif scenes_main.has(sname): return CoreTypes.SceneType.MAIN
elif scenes_background.has(sname): return CoreTypes.SceneType.BACKGROUND
else: return CoreTypes.SceneType.NONE