Move launcher loading code into new module

This commit is contained in:
JeremyStar™ 2024-05-18 19:22:38 +02:00
parent c4291e1489
commit d80f17bdc7
Signed by: JeremyStarTM
GPG key ID: E366BAEF67E4704D
3 changed files with 124 additions and 92 deletions

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@ -32,8 +32,8 @@ var logger: CoreLoggerInstance
## Where Venus was installed to ## Where Venus was installed to
var path: String = "addons/venus/src" var path: String = "addons/venus/src"
var modules: Dictionary = { "standard": [ "splashes", "launcher" ], "sui": [] }
## Contains a list of all modules Venus provides ## Contains a list of all modules Venus provides
var modules: Dictionary = { "standard": [ "splashes", "resourceloader", "launcher" ], "sui": [] }
func _init(core_new: Core) -> void: func _init(core_new: Core) -> void:
name = "VenusManager" name = "VenusManager"

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@ -14,98 +14,17 @@
# #
# You should have received a copy of the GNU Affero General Public License # You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>. # along with this program. If not, see <https://www.gnu.org/licenses/>.
## Communication layer between sos!launcher and games/applications.
##
## [b]Note: [i]This module is basically a stub and currently serves no purpose.[br]
## It exists so games and applications that will be featured in the upcoming sos!launcher[br]
## don't need to be refactored in one go but can be refactored over time instead.[/i][/b]
extends CoreBaseModule extends CoreBaseModule
## Loads resources using [method @GDScript.load] ([code]== true[/code]) or using Venus' dynamic resource loading implementation ([code]== false[/code]). ## Reference to Venus' [param resourceloader] module.
var config_load_native: bool = true @onready var resourceloader: CoreBaseModule = core.get_custom_module("resourceloader")
## The path to load resources from. Use [code]res://[/code] if [member config_load_native] is set to [code]true[/code] or some other path if set to [code]false[/code].
var config_load_path: String = "res://"
## A list of all format loaders ## Loads a resource. Uses the [param resourceloader] module.
var format_loaders: Dictionary = {
# Godot file types
".tscn": PackedScene,
".tres": Theme,
".gd": GDScript,
# Fonts
".ttf": FontFile,
".otf": FontFile,
".woff": FontFile,
".woff2": FontFile,
# Images
".png": Image,
".jpg": Image,
".jpeg": Image,
".svg": Image,
".ktv": Image,
".tga": Image,
".webp": Image,
}
## The resource cache
var resource_cache: Dictionary = {}
## Loads a resource. Supports native and dynamic resource loading.
func load_resource(path: String) -> Resource: func load_resource(path: String) -> Resource:
logger.diag("Loading resource located at " + path) return resourceloader.load_resource(path)
var resource: Resource = null
# Check if path exists
if !FileAccess.file_exists(config_load_path + path):
await logger.crash("Loading file failed: File does not exist")
# Check if found in cache
if resource_cache.has(path):
return resource_cache[path]
# Load resource
if config_load_native: resource = load(config_load_path + path)
else: resource = await _load_resource_handler(path)
# Check if null
await _load_resource_nullcheck(path, resource)
# Add to cache
resource_cache.merge({ path: resource })
return resource
## Handles dynamic resource loading using format loaders ([member format_loaders]).
func _load_resource_handler(path: String) -> Resource:
var resource: Resource = null
var error: Error = Error.OK
var type: Resource = null
for extension in format_loaders:
if resource.ends_with(extension):
type = format_loaders[extension]
break
# Resource loading
match(type):
PackedScene, Theme, GDScript: resource = ResourceLoader.load(config_load_path + path, "", ResourceLoader.CACHE_MODE_IGNORE)
FontFile:
resource = FontFile.new()
error = resource.load_dynamic_font(path)
Image: resource = Image.load_from_file(path)
_: await logger.crash("No format loader available for resource located at " + path)
# Check if failed
await _load_resource_nullcheck(path, resource)
if error != Error.OK:
await logger.crash(core.misc.stringify_variables("Loading file located at %path% failed: %error_string% (%error%)", { "path": path, "error": error, "error_string": error_string(error) }))
# Resource processing
match(type):
PackedScene:
if resource.can_instantiate(): resource = resource.instantiate()
else: await logger.crash(core.misc.stringify_variables("Loading file located at %path% failed: Can't instantiate empty scene", { "path": path }))
return resource
## Simply crashes the app/game if the specified resource is [code]null[/code].
func _load_resource_nullcheck(path: String, resource: Resource) -> void:
if resource == null:
await logger.crash(core.misc.stringify_variables("Loading file located at %path% failed: 'resource' is null", { "path": path }))

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@ -0,0 +1,113 @@
# STAROPENSOURCE CORE MODULES SOURCE FILE
# Copyright (c) 2024 The StarOpenSource Project & Contributors
# Licensed under the GNU Affero General Public License v3
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero 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 Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
## Loads resources natively (using [method @GDScript.load]) or dynamically (custom implementation) from user:// or the file system.
extends CoreBaseModule
## Loads resources using [method @GDScript.load] ([code]== true[/code]) or using Venus' dynamic resource loading implementation ([code]== false[/code]).
var config_load_native: bool = true
## The path to load resources from. Use [code]res://[/code] if [member config_load_native] is set to [code]true[/code] or some other path if set to [code]false[/code].
var config_load_path: String = "res://"
## A list of all format loaders
var format_loaders: Dictionary = {
# Godot file types
".tscn": PackedScene,
".tres": Theme,
".gd": GDScript,
# Fonts
".ttf": FontFile,
".otf": FontFile,
".woff": FontFile,
".woff2": FontFile,
# Images
".png": Image,
".jpg": Image,
".jpeg": Image,
".svg": Image,
".ktv": Image,
".tga": Image,
".webp": Image,
}
## The resource cache
var resource_cache: Dictionary = {}
## Loads a resource. Supports native and dynamic resource loading.
func load_resource(path: String) -> Resource:
logger.diag("Loading resource located at " + path)
var resource: Resource = null
# Check if path exists
if !FileAccess.file_exists(config_load_path + path):
await logger.crash("Loading file failed: File does not exist")
# Check if found in cache
if resource_cache.has(path):
return resource_cache[path]
# Load resource
if config_load_native: resource = load(config_load_path + path)
else: resource = await _load_resource_handler(path)
# Check if null
await _load_resource_nullcheck(path, resource)
# Add to cache
resource_cache.merge({ path: resource })
return resource
## Handles dynamic resource loading using format loaders ([member format_loaders]).
func _load_resource_handler(path: String) -> Resource:
var resource: Resource = null
var error: Error = Error.OK
var type: Resource = null
for extension in format_loaders:
if resource.ends_with(extension):
type = format_loaders[extension]
break
# Resource loading
match(type):
PackedScene, Theme, GDScript: resource = ResourceLoader.load(config_load_path + path, "", ResourceLoader.CACHE_MODE_IGNORE)
FontFile:
resource = FontFile.new()
error = resource.load_dynamic_font(path)
Image: resource = Image.load_from_file(path)
_: await logger.crash("No format loader available for resource located at " + path)
# Check if failed
await _load_resource_nullcheck(path, resource)
if error != Error.OK:
await logger.crash(core.misc.stringify_variables("Loading file located at %path% failed: %error_string% (%error%)", { "path": path, "error": error, "error_string": error_string(error) }))
# Resource processing
match(type):
PackedScene:
if resource.can_instantiate(): resource = resource.instantiate()
else: await logger.crash(core.misc.stringify_variables("Loading file located at %path% failed: Can't instantiate empty scene", { "path": path }))
return resource
## Simply crashes the app/game if the specified resource is [code]null[/code].
func _load_resource_nullcheck(path: String, resource: Resource) -> void:
if resource == null:
await logger.crash(core.misc.stringify_variables("Loading file located at %path% failed: 'resource' is null", { "path": path }))