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Mario Steele 2026-02-23 18:38:03 -06:00
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@tool
extends RefCounted
class_name Condition
## A programatically way to define Conditions.
##
## Condition is a way to define SQL Statements to be used with GDataORM. You can create
## full SQL Statements, or Simple conditions to be used when fetching data from the [SQLite]
## database.[br][br]
##
## [b]Example:[/b]
## [codeblock]
## var fetch_like_mar: Condition = Condition.new().select("*").from("my_table").where() \
## .like("name", "Mar%")
## var fetch_gold: Condition = Condition.new().select(["gold"]).from("inventories").where() \
## .greater("gold",0)
## var low_health: Condition = Condition.new().lesser("health",5)
## var mid_health: Condition = Condition.new().between("health",25,75)
## var full_health: Condition = Condition.new().greater_equal("health",100)
## [/codeblock]
enum _CT {
NOT,
EQUAL,
LESS_THAN,
GREATER_THAN,
LESS_THAN_EQUAL,
GREATER_THAN_EQUAL,
AND,
BETWEEN,
IN,
LIKE,
OR,
SELECT,
FROM,
WHERE,
}
var _conditions: Array = []
func _single_op(op: _CT) -> Dictionary:
return {"type": op}
func _param_op(op: _CT, param: Variant) -> Dictionary:
return {"type": op, "param": param}
func _comparison_op(op: _CT, column: Variant, value: Variant) -> Dictionary:
return {"type": op, "column": column, "value": value}
## Binary operator to invert true and false in a statement.
func is_not() -> Condition:
_conditions.append(_single_op(_CT.NOT))
return self
## Evaluates the equality of a [param column] value and the [param value] given.
func equal(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.EQUAL, column, value))
return self
## Evaluates the [param column] value to be lesser than [param value] given.
func lesser(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.LESS_THAN, column, value))
return self
## Evaluates the [param column] value to be greater than [param value] given.
func greater(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.GREATER_THAN, column, value))
return self
## Evaluates the [param column] value to be lesser than or equal to [param value] given.
func lesser_equal(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.LESS_THAN_EQUAL, column, value))
return self
## Evaluates the [param column] value to be greater than or equal to [param value] given.
func greater_equal(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.GREATER_THAN_EQUAL, column, value))
return self
## Binary operator for AND'ing two evaluation values together.
func also() -> Condition:
_conditions.append(_single_op(_CT.AND))
return self
## Evaluates the [param column] value to be between [param lower]'s value and [param upper]'s value.
func between(column: String, lower: Variant, upper: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.BETWEEN, column, [lower, upper]))
return self
## Evaluates the [param column] to see if [param value] is included in it. You can pass an array
## of values to this, or use a [Condition] to fetch data from another table.
func includes(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.IN, column, value))
return self
## Evaluates the [param column] to see if [param value] matches the given string. This utilizes
## [SQLite]'s LIKE statement, which means that you can use wildcard operators '%' and '_' in the
## pattern string.[br][br]
## [b]Wildcard Patterns:[/b][br]
## - '%' match any 1 or more characters in a pattern, EG: "Mar%" will return "Mario", "Mark", "Margin" etc etc.[br]
## - '_' match only 1 wildcard character before moving to the next. EG: "h_nt" will return "hunt", "hint", or
## "__pple" will return "topple", "supple", "tipple"[br]
## [b][color=red]NOTE:[/color][/b] [SQLite]'s engine is case-insensitive, so [code]"A" LIKE "a"[/code] will return true, but
## unicode characters that are not in the ASCII range are case-sensitive, so [code]"Ä" LIKE "ä"[/code] will return false.
func like(column: String, value: Variant) -> Condition:
_conditions.append(_comparison_op(_CT.LIKE, column, value))
return self
## Binary operator for OR'ing two evaluations together.
func otherwise() -> Condition:
_conditions.append(_single_op(_CT.OR))
return self
## Statement, fetches [param columns] from a table during execution. [param columns] can be a string value of "*" or "column1, column2, column3" or an
## array of strings such as ["column1","column2","column3"].
func select(columns: Variant) -> Condition:
_conditions.append(_param_op(_CT.SELECT, columns))
return self
## Statement Modifier, used in conjunction with [method Condition.select] to define which table the data is to be fetched from.
func from(table: String) -> Condition:
_conditions.append(_param_op(_CT.FROM, table))
return self
## Statement Modifier, defines the conditions that must match in order to fetch data from the table.
func where() -> Condition:
_conditions.append(_single_op(_CT.WHERE))
return self
func _to_string() -> String:
var str = ""
var pos := 0
for cond in _conditions:
match cond.type:
#NOTE Single Operation _single_op()
_CT.NOT:
if _conditions[pos+1].type == _CT.BETWEEN:
pos += 1
continue
str += "NOT "
_CT.AND:
str += "AND "
_CT.OR:
str += "OR "
_CT.WHERE:
str += "WHERE "
#NOTE Param Operation _param_op()
_CT.SELECT:
var param = ""
if cond.param is Array:
param = ", ".join(cond.param)
elif cond.param is String:
param = cond.param
else:
assert(false, "SELECT statement only takes a String or Array parameters.")
str += "SELECT %s " % param
_CT.FROM:
str += "FROM %s " % cond.param
#NOTE Comparison Operation _comparison_op()
_CT.EQUAL:
if typeof(cond.value) == TYPE_STRING:
str += "%s = '%s'" % [cond.column, cond.value]
else:
str += "%s = %s " % [cond.column, cond.value]
_CT.LESS_THAN:
str += "%s < %s " % [cond.column, cond.value]
_CT.GREATER_THAN:
str += "%s > %s " % [cond.column, cond.value]
_CT.LESS_THAN_EQUAL:
str += "%s <= %s " % [cond.column, cond.value]
_CT.GREATER_THAN_EQUAL:
str += "%s >= %s " % [cond.column, cond.value]
_CT.BETWEEN:
if _conditions[pos-1].type == _CT.NOT:
str += "%s NOT BETWEEN " % cond.column
else:
str += "%s BETWEEN " % cond.column
str += "%s and %s" % cond.value
_CT.IN:
if _conditions[pos-1].type == _CT.NOT:
str += "%s NOT IN " % cond.column
else:
str += "%s IN " % cond.column
if cond.value is Condition:
str += "(%s) " % cond.value.to_string()
elif cond.value is Array:
str += "(%s) " % ", ".join(cond.value)
else:
assert(false, "IN only takes Array of values or a Condition")
_CT.LIKE:
str += "%s LIKE '%s' " % [cond.column, cond.value]
pos += 1
return str.strip_edges()

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extends RefCounted
class_name Context
## The Central core for interacting with Databases.
##
## Context is the class which creates a Database Connection to a [SQLite] database,
## and sets up all tables as defined by the DbSet definitions of the class.[br][br]
##
## [b]Example:[/b]
## [codeblock]
## extends Context
## class_name AppContext
##
## var characters: DbSet
## var inventories: DbSet
## var items: DbSet
##
## func _init() -> void:
## characters = DbSet.new(Character)
## inventories = DbSet.new(Inventory)
## items = DbSet.new(Item)
##
## [/codeblock]
## The path in which to find the database, Example: `my_context.file_path = "user://my_database.db"`
@export var file_path: String
var _db: SQLite
## Called to initialize the Context. This should be called just after the creation of the context, in order to
## register all [DbSet]'s with the Context, as well, as call [method SQLiteObject.setup] on all SQLiteObject's
## that have been defined as a DbSet of this class.
func setup() -> void:
var props = get_property_list()
for prop in props:
if not prop.usage & PROPERTY_USAGE_SCRIPT_VARIABLE:
continue
if prop.type != TYPE_OBJECT or prop.class_name != "DbSet":
continue
var dbset: DbSet = get(prop.name)
dbset._klass.setup(dbset._klass)
## Opens the [SQLite] database, allowing for the usages of the [DbSet]s defined in this context.
func open_db(db_path: String = "") -> void:
var props = get_property_list()
if db_path != "":
file_path = db_path
_db = SQLite.new()
_db.path = file_path
_db.open_db()
for prop in props:
if not prop.usage & PROPERTY_USAGE_SCRIPT_VARIABLE:
continue
if prop.type != TYPE_OBJECT or prop.class_name != "DbSet":
continue
var dbset: DbSet = get(prop.name)
dbset.set_db(_db)
## Closes the database when finished interacting with this instance.
func close_db() -> void:
_db.close_db()
## Ensures that all tables defined as [DbSet] in this context, are properly created in the database.
func ensure_tables() -> void:
var props = get_property_list()
for prop in props:
if not prop.usage & PROPERTY_USAGE_SCRIPT_VARIABLE:
continue
if prop.type != TYPE_OBJECT or prop.class_name != "DbSet":
continue
var dbset: DbSet = get(prop.name)
if not dbset.table_exists():
dbset.create_table(false)
## Forces the creation of all tables defined as [DbSet] in this context, are properly created, dropping
## the table if it already exists.
func force_create_tables() -> void:
var props = get_property_list()
for prop in props:
if not prop.usage & PROPERTY_USAGE_SCRIPT_VARIABLE:
continue
if prop.type != TYPE_OBJECT or prop.class_name != "DbSet":
continue
var dbset: DbSet = get(prop.name)
dbset.create_table(true)

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@tool
extends Resource
class_name DbSet
## A Central point for fetching/storing [SQLiteObject]s in a Database.
##
## DbSet is used to create a link between [SQLiteObject]s and the tables they are stored in. Functions for
## inserting, fetching, and removing [SQLiteObject]s in a database, along with support functions for checking
## if a table exists, and creating tables.[br][br]
##
## [b]Example:[/b]
## [codeblock]
## extends Context
## class_name AppContext
##
## var characters: DbSet
## var inventories: DbSet
## var items: DbSet
##
## func _init() -> void:
## characters = DbSet.new(Character)
## inventories = DbSet.new(Inventory)
## items = DbSet.new(Item)
##
## [/codeblock]
var _klass: GDScript
var _db: SQLite
## Create an instance of DbSet, specifying the [SQLiteObject] inherited class that represents
## the table that this set should interact with.
func _init(h_klass: GDScript) -> void:
_klass = h_klass
## Set the [SQLite] database handle for this [DbSet]. This is handled internally by [method Context.setup],
## but you can also set a custom database handle for this DbSet.
func set_db(db_conn: SQLite) -> void:
_db = db_conn
## Creates the backing table for the [SQLiteObject] inherited backing class for the object.
func create_table(drop_if_exists: bool) -> void:
SQLiteObject._create_table(_db, _klass, drop_if_exists)
## Check to see if the table exists or not.
func table_exists() -> bool:
return SQLiteObject._table_exists(_db, _klass)
## Check's the [SQLite] database to see if the ID exists in the database. Require's [method SQLiteObject.set_column_flags]
## being called assigning a column as a Primary Key.
func has_id(id: Variant) -> bool:
return SQLiteObject._has_id(_db, _klass, id)
## Searches the [SQLite] database for an object that matches the [Condition] as given. Returns the
## [SQLiteObject] instance if found, otherwise returns null if it found nothing.
func find_one(conditions: Condition) -> SQLiteObject:
return SQLiteObject._find_one(_db, _klass, conditions)
## Searches the [SQLite] database for any matching object that matches the [Condition] given. Returns
## an Array of [SQLiteObject]s that was found, otherwise returns an Empty array if nothing is found.
func find_many(conditions: Condition) -> Array:
return SQLiteObject._find_many(_db, _klass, conditions)
## Returns all saved [SQLiteObject]s stored in the [SQLite] database.
func all() -> Array:
return SQLiteObject._all(_db, _klass)
## Stores a [SQLiteObject] in the [SQLite] database. Until this is called, an [SQLiteObject] is not
## saved in the database, and [method SQLiteObject.save] will not work. Using this method will
## automatically save the data to the Database when executed.[br][br]
## [b][color=red]NOTE:[/color][/b] [SQLiteObject]s defined with an Auto-Increment Primary key, will
## set their primary key variable once this method is run automatically for you. If the primary
## key is not set after calling this method, then it was not saved to the database.
func append(obj: SQLiteObject) -> void:
assert(obj.get_script() == _klass, "Attempting to add an SQLiteObject of %s to table of type %s!" %
[obj.get_script().get_global_name(), _klass.get_global_name()]
)
obj._db = _db
obj.save()
## Removes a [SQLiteObject] from the [SQLite] database. This function calls [method SQLiteObject.delete]
## function to remove it from the database. You can use either method to remove the object from the database.
func erase(obj: SQLiteObject) -> void:
assert(obj.get_script() == _klass, "Attempting to remove an SQLiteObject of %s to table of type %s!" %
[obj.get_script().get_global_name(), _klass.get_global_name()]
)
obj._db = _db
obj.delete()

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MIT License
Copyright (c) 2019-2024 Piet Bronders & Jeroen De Geeter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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<string>libgdsqlite.ios.template_debug.a</string>
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<string>arm64</string>
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<key>SupportedPlatform</key>
<string>ios</string>
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<string>libgodot-cpp.ios.template_release.arm64.a</string>
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[configuration]
entry_symbol = "sqlite_library_init"
compatibility_minimum = "4.4"
[libraries]
macos.debug = "./bin/libgdsqlite.macos.template_debug.framework"
macos.release = "./bin/libgdsqlite.macos.template_release.framework"
windows.debug.x86_64 = "./bin/libgdsqlite.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "./bin/libgdsqlite.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "./bin/libgdsqlite.linux.template_debug.x86_64.so"
linux.release.x86_64 = "./bin/libgdsqlite.linux.template_release.x86_64.so"
android.debug.arm64 = "./bin/libgdsqlite.android.template_debug.arm64.so"
android.release.arm64 = "./bin/libgdsqlite.android.template_release.arm64.so"
android.debug.x86_64 = "./bin/libgdsqlite.android.template_debug.x86_64.so"
android.release.x86_64 = "./bin/libgdsqlite.android.template_release.x86_64.so"
ios.debug = "./bin/libgdsqlite.ios.template_debug.xcframework"
ios.release = "./bin/libgdsqlite.ios.template_release.xcframework"
web.debug.threads.wasm32 = "./bin/libgdsqlite.web.template_debug.wasm32.wasm"
web.release.threads.wasm32 = "./bin/libgdsqlite.web.template_release.wasm32.wasm"
web.debug.wasm32 = "./bin/libgdsqlite.web.template_debug.wasm32.nothreads.wasm"
web.release.wasm32 = "./bin/libgdsqlite.web.template_release.wasm32.nothreads.wasm"
[dependencies]
ios.debug = {
"./bin/libgodot-cpp.ios.template_debug.xcframework": ""
}
ios.release = {
"./bin/libgodot-cpp.ios.template_release.xcframework": ""
}

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# ############################################################################ #
# Copyright © 2019-2025 Piet Bronders & Jeroen De Geeter <piet.bronders@gmail.com>
# Licensed under the MIT License.
# See LICENSE in the project root for license information.
# ############################################################################ #
@tool
extends EditorPlugin
func _enter_tree():
pass
func _exit_tree():
pass

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[plugin]
name="Godot SQLite"
description="GDNative wrapper for SQLite (Godot 4.X+), making it possible to use SQLite databases as data storage in all your future games."
author="Piet Bronders & Jeroen De Geeter"
version="4.5"
script="godot-sqlite.gd"

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[plugin]
name="GDataORM"
description="Godot based Data ORM (Object-Relational-Mapping) system based on SQLite."
author="Mario Steele"
version="0.1"
script="plugin.gd"

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@tool
extends EditorPlugin
func _enable_plugin() -> void:
EditorInterface.set_plugin_enabled("./godot-sqlite", true)
pass
func _disable_plugin() -> void:
EditorInterface.set_plugin_enabled("./godot-sqlite", false)
# Remove autoloads here.
pass
func _enter_tree() -> void:
# Initialization of the plugin goes here.
pass
func _exit_tree() -> void:
# Clean-up of the plugin goes here.
pass

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extends Resource
class_name SQLiteObject
## A Data Object representative of data to store in [SQLite] database.
##
## [SQLiteObject] is the core class for GDataORM. It handles the grunt work
## of defining what table structure is and any special flags that are needed
## for SQLite.[br][br]
##
## [b]Example:[/b]
## [codeblock]
## extends SQLiteObject
## class_name Account
##
## var id: int
## var username: String
## var password: String
## var address: Address
##
## static func _setup() -> void:
## set_table_name(Account, "accounts")
## set_column_flags(Account, "id", Flags.PRIMARY_KEY | Flags.AUTO_INCREMENT | Flags.NOT_NULL)
## set_column_flags(Account, "username", Flags.NOT_NULL)
## set_column_flags(Account, "password", Flags.NOT_NULL)
## [/codeblock]
## The supported types of [SQLiteObject]
enum DataType {
## A [bool] Value
BOOL,
## An [int] Value
INT,
## A [float] Value
REAL,
## A Variable Length [String] Value
STRING,
## A [Dictionary] Value
DICTIONARY,
## An [Array] Value
ARRAY,
## A value of a built-in Godot DataType, or Object of a Custom Class.
GODOT_DATATYPE,
## A Fixed-size [String] value, like [PackedStringArray]
CHAR,
## A Binary value, like [PackedByteArray]
BLOB
}
const _BaseTypes = {
TYPE_BOOL: DataType.BOOL,
TYPE_INT: DataType.INT,
TYPE_FLOAT: DataType.REAL,
TYPE_STRING: DataType.STRING,
TYPE_DICTIONARY: DataType.DICTIONARY,
TYPE_ARRAY: DataType.ARRAY,
}
const _DEFINITION = [
"int",
"int",
"real",
"text",
"text",
"text",
"blob",
"char(%d)",
"blob"
]
## SQLite flags used for column definitions.
enum Flags {
## No Flags Associated with this Column
NONE = 1 << 0,
## Column must not be Null.
NOT_NULL = 1 << 1,
## Column must be Unique
UNIQUE = 1 << 2,
## Column has a Default value.
DEFAULT = 1 << 3,
## Column is defined as a Primary Key for this table.
PRIMARY_KEY = 1 << 4,
## Column is defined as auto-incrementing.
AUTO_INCREMENT = 1 << 5,
## Column is a Foreign Key (See [SQLite] about Foreign Keys)
FOREIGN_KEY = 1 << 6,
}
class TableDefs:
var columns: Dictionary[String, Dictionary] = {}
var types: Dictionary[String, DataType] = {}
var klass: GDScript
var table_name: String
static var _tables: Dictionary[GDScript, TableDefs] = {}
static var _registry: Dictionary[String, GDScript] = {}
var _db: SQLite
## A debugging utility to see what classes have been registered with [SQLiteObject].
## This is printed out to the terminal/output window for easy review.
static func print_registered_classes() -> void:
print("SQLiteObject Registered Classes:")
for klass_name in _registry:
print(klass_name)
## A debugging utility to see the structure of all the classes registered with [SQLiteObject].
## This is printed out to the terminal/output window for easy review.
static func print_data_structure() -> void:
print("SQLite Object Data Structure:")
print("-----------------------------")
for klass in _tables:
var table = _tables[klass]
print("SQLiteObject>%s" % klass.get_global_name())
print("Table Name: %s" % table.table_name)
print("COLUMNS:")
for column in table.columns:
var keys: Array = table.columns[column].keys().filter(func(x): return x != "data_type")
var columns := [table.columns[column].data_type]
columns.append_array(keys)
print("\t%s(DataType.%s) - SQLite: (%s)" % [
column,
DataType.find_key(table.types[column]),
", ".join(columns)
])
print("")
pass
## This function is called once when setting up the class. This is automatically done with classes
## that are registered as a [DbSet] by the [method Context.setup] static function call.
static func setup(klass: GDScript) -> void:
_registry[klass.get_global_name()] = klass
var table: TableDefs
if _tables.has(klass):
table = _tables[klass]
else:
table = TableDefs.new()
table.klass = klass
table.table_name = klass.get_global_name()
_tables[klass] = table
for prop in klass.get_script_property_list():
if not prop.usage & PROPERTY_USAGE_SCRIPT_VARIABLE:
continue
if prop.name.begins_with("_"):
continue
var def = {}
if _BaseTypes.has(prop.type):
def.data_type = _DEFINITION[_BaseTypes[prop.type]]
table.types[prop.name] = _BaseTypes[prop.type]
else:
def.data_type = _DEFINITION[DataType.GODOT_DATATYPE]
table.types[prop.name] = DataType.GODOT_DATATYPE
table.columns[prop.name] = def
klass._setup()
## This is a virtual function that is called when setup() is called. This allows you to
## setup the data class information such as Column Flags, Table Name and Column Types.
static func _setup() -> void:
push_warning("No setup has been defined for this class. No special column flags or types will be used.")
## This function allows you to set SQLite specific flags for columns, when storing the data.
## This function should only be called in [method SQLiteObject._setup] which is part of the
## initialization of the data.[br][br]
## [b]Example:[/b]
## [codeblock]
## static func _setup() -> void:
## # Ensure ID is an Auto-Increment Primary key in the database, that is not allowed to be null.
## set_column_flag(MyDataClass, "id", Flags.PRIMARY_KEY | Flags.AUTO_INCREMENT | Flags.NOT_NULL)
## # Ensure that name is not null in the database, and that it doesn't match any other row of data.
## set_column_flag(MyDataClass, "name", Flags.NOT_NULL | Flags.UNIQUE)
## [/codeblock]
static func set_column_flags(klass: GDScript, column: String, flags: int, extra_params: Dictionary = {}) -> void:
assert(_tables.has(klass), "Setup must be called first, before setting any column flags!")
assert(_tables[klass].columns.has(column), "Column has not been defined! Make sure to declare the variable first!")
var data_type = _tables[klass].types[column]
var col_def = _tables[klass].columns[column]
if flags & Flags.DEFAULT and not extra_params.has("default"):
assert(false,"Attempting to set a default, without defining it in extra parameters!")
if flags & Flags.AUTO_INCREMENT and not [DataType.INT, DataType.REAL].has(data_type):
assert(false, "Attempting to set Auto Increment flag on Non-Integer column!")
if flags & Flags.FOREIGN_KEY:
if not extra_params.has("table"):
assert(false, "Attempting to set Foreign Key flag without defining the Table it associates with!")
if not extra_params.has("foreign_key"):
assert(false, "Attempting to set Foreign Key flag without defining the Foreign Key!")
if flags & Flags.NOT_NULL: col_def.not_null = true
if flags & Flags.UNIQUE: col_def.unique = true
if flags & Flags.DEFAULT: col_def.default = extra_params.default
if flags & Flags.AUTO_INCREMENT: col_def.auto_increment = true
if flags & Flags.PRIMARY_KEY: col_def.primary_key = true
if flags & Flags.FOREIGN_KEY:
col_def.foreign_key = extra_params.foreign_key
col_def.foreign_table = extra_params.table
_tables[klass].columns[column] = col_def
## Sets the table name to use in the [SQLite] database for storing/fetching data
## from the database.
static func set_table_name(klass: GDScript, table_name: String) -> void:
assert(_tables.has(klass), "Setup must be called first, before setting the table name!")
_tables[klass].table_name = table_name if table_name != "" else klass.get_global_name()
## Sets the column type of [enum SQLiteObject.DataType] along with any extra parameters needed.[br][br]
## [b][color=red]NOTE:[/color][/b] Only use this function if you know what you are doing. GDataORM
## attempts to match the SQLite data type, with the Godot data type as best as possible.
static func set_column_type(klass: GDScript, column: String, type: DataType, extra_params: Dictionary = {}) -> void:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
assert(_tables[klass].columns.has(column), "Column has not been defined! Make sure to declare the variable first!")
if type == DataType.CHAR and not extra_params.has("size"):
assert(false, "Attempting to set Column type to CHAR without a size parameter!")
_tables[klass].types[column] = _DEFINITION[type] if type != DataType.CHAR else _DEFINITION[type] % extra_params.size
## Sets a variable that has been defined in the class, to be ignored, so as to not persist the data in the
## [SQLite] database. The variable must be defined, in order for it to be ignored.[br][br]
## [b][color=red]NOTE:[/color][/b] By default, GDataORM ignore's any variables that start with [code]_[/code] character.
static func ignore_column(klass: GDScript, column: String) -> void:
assert(_tables.has(klass), "Setup must be called first, before ignoring any column types!")
assert(_tables[klass].columns.has(column), "Column has not been defined! Make sure to declare the variable first!")
_tables[klass].types.erase(column)
_tables[klass].columns.erase(column)
## Adds a variable that is normally ignored in the class, to not be ignoerd, so that it can persist the data
## in the [SQLite] database. The variable must be defined, in order for this function to succeed.
static func add_column(klass: GDScript, column: String) -> void:
assert(_tables.has(klass), "Setup must be called first, before adding any column types!")
var props = klass.get_property_list()
var res = props.filter(func(x): return x.name == column)
assert(res.size() > 0, "You cannot add a column, that does not have the variable defined for it!")
var prop = res[0]
var def = {}
if _BaseTypes.has(prop.type):
def.data_type = _DEFINITION[_BaseTypes[prop.type]]
_tables[klass].types[prop.name] = _BaseTypes[prop.type]
else:
def.data_type = _DEFINITION[DataType.GODOT_DATATYPE]
_tables[klass].types[prop.name] = DataType.GODOT_DATATYPE
_tables[klass].columns[prop.name] = def
static func _create_table(db: SQLite, klass: GDScript, drop_if_exists = false) -> void:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
assert(not _tables[klass].columns.is_empty(), "No columns has been defined, either no variables are defined in the GDScript source, or setup was not called first!")
if _table_exists(db, klass):
if drop_if_exists:
db.drop_table(_tables[klass].table_name)
else:
assert(false, "Table already exists!")
db.create_table(_tables[klass].table_name, _tables[klass].columns)
static func _table_exists(db: SQLite, klass: GDScript) -> bool:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
var table := _tables[klass]
db.query_with_bindings("SELECT name FROM sqlite_master WHERE type='table' AND name=?;", [table.table_name])
return not db.query_result.is_empty()
static func _has_id(db: SQLite, klass: GDScript, id: Variant) -> bool:
var primary_key = _get_primary_key(klass)
var table := _tables[klass]
if typeof(id) == TYPE_STRING:
db.query_with_bindings("SELECT ? FROM ? WHERE ?='?'", [primary_key, table.table_name, primary_key, id])
else:
db.query_with_bindings("SELECT ? FROM ? WHERE ?=?;", [primary_key, table.table_name, primary_key, id])
return not db.query_result.is_empty()
static func _get_primary_key(klass: GDScript) -> String:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
var table := _tables[klass]
var primary_key: String = ""
for column in table.columns:
if table.columns[column].has("primary_key"):
primary_key = column
break
assert(primary_key != "", "No primary key has been defined!")
return primary_key
static func _populate_object(table: TableDefs, obj: SQLiteObject, data: Dictionary) -> void:
var props = obj.get_property_list()
for key in data:
if not props.any(func(x): return x.name == key):
continue
var prop = props.filter(func(x): return x.name == key)[0]
if (table.types[key] == DataType.ARRAY or
table.types[key] == DataType.DICTIONARY):
obj.get(key).assign(JSON.parse_string(data[key]))
elif table.types[key] == DataType.GODOT_DATATYPE:
if _registry.has(prop.class_name):
var klass := _registry[prop.class_name]
var cond := Condition.new()
var pk: String = _get_primary_key(klass)
cond.equal(pk, bytes_to_var(data[key]))
var nobj = _find_one(obj._db, klass, cond)
obj.set(key, nobj)
else:
obj.set(key, bytes_to_var(data[key]))
else:
obj.set(key, data[key])
static func _find_one(db: SQLite, klass: GDScript, conditions: Condition) -> SQLiteObject:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
var table := _tables[klass]
var res := db.select_rows(table.table_name, conditions.to_string(), table.columns.keys())
if res.is_empty():
return null
else:
var obj = klass.new()
obj._db = db
_populate_object(table, obj, res[0])
return obj
static func _find_many(db: SQLite, klass: GDScript, conditions: Condition) -> Array:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
var table := _tables[klass]
var objs: Array = []
var res = db.select_rows(table.table_name, conditions.to_string(), table.columns.keys())
for data in res:
var obj = klass.new()
obj._db = db
_populate_object(table, obj, data)
objs.append(obj)
return objs
static func _all(db: SQLite, klass: GDScript) -> Array:
assert(_tables.has(klass), "Setup must be called first, before setting any column types!")
var table := _tables[klass]
var objs: Array = []
var res = db.select_rows(table.table_name, "", table.columns.keys())
for data in res:
var obj = klass.new()
obj._db = db
_populate_object(table, obj, data)
objs.append(obj)
return objs
## Verify that the [SQLiteObject] exists in the database.
func exists() -> bool:
assert(_tables.has(self.get_script()), "Setup must be called first, before setting any column types!")
assert(_db, "exists(): This instance was not fetched from the database, or has not been added to a DbSet!")
var table := _tables[self.get_script()]
var primary_key = _get_primary_key(self.get_script())
assert(primary_key != "", "A Primary Key has not been defined for this class.")
var res = _db.select_rows(table.table_name,
Condition.new().equal(primary_key, self.get(primary_key)).to_string(),
[primary_key])
return not res.is_empty()
## Saves the [SQLiteObject] to the database file.[br][br]
## [b][color=red]NOTE:[/color][/b] Of special note, an object needs to be added to a [DbSet] first through
## [method DbSet.append] for this function to work. [method DbSet.append] will save the object when
## it is first added. This function is mostly for recording updates to the [SQLiteObject] data.
func save() -> void:
assert(_tables.has(self.get_script()), "Setup must be called first, before setting any column types!")
assert(_db, "save(): This instance was not fetched from the database, or has not been added to a DbSet!")
var table := _tables[self.get_script()]
var primary_key = _get_primary_key(self.get_script())
var sql_data = {}
var data: Variant
for key in table.columns.keys():
data = get(key)
if (table.types[key] == DataType.ARRAY or
table.types[key] == DataType.DICTIONARY
):
sql_data[key] = JSON.stringify(data)
elif table.types[key] == DataType.GODOT_DATATYPE:
if typeof(data) == TYPE_OBJECT:
if _registry.has(data.get_script().get_global_name()):
var pk := _get_primary_key(data.get_script())
var pk_val = data.get(pk)
sql_data[key] = var_to_bytes(pk_val)
else:
sql_data[key] = var_to_bytes(data)
else:
sql_data[key] = var_to_bytes(data)
else:
sql_data[key] = data
if primary_key != "" and exists():
_db.update_rows(table.table_name,Condition.new().equal(primary_key, get(primary_key)).to_string(), sql_data)
else:
if primary_key != "" and table.columns[primary_key].auto_increment:
sql_data.erase(primary_key)
_db.insert_row(table.table_name, sql_data)
if primary_key != "" and table.columns[primary_key].auto_increment:
var cond := Condition.new().equal("name","%s" % table.table_name)
var res := _db.select_rows("sqlite_sequence", cond.to_string(), ["seq"])
assert(not res.is_empty(), "Failed to insert record into %s." % [table.table_name])
set(primary_key, res[0].seq)
## Removes the [SQLiteObject] from the database. This will fail, if the object was not fetched
## from the database first. You can also use [method DbSet.erase] to remove an object from the
## database.
func delete() -> void:
assert(_tables.has(self.get_script()), "Setup must be called first, before setting any column types!")
assert(_db, "delete(): This instance was not fetched from the database, or has not been added to a DbSet!")
var table := _tables[self.get_script()]
var primary_key = _get_primary_key(self.get_script())
assert(primary_key != "", "In order to delete data from the database, it must have a primary key!")
if not exists():
push_warning("Attempting to delete a record that doesn't exist!")
return
_db.delete_rows(table.table_name, Condition.new().equal(primary_key, get(primary_key)).to_string())
func _to_string() -> String:
assert(_tables.has(self.get_script()), "Setup must be called first, before setting any column types!")
var table := _tables[self.get_script()]
var primary_key = _get_primary_key(self.get_script())
var kname = self.get_script().get_global_name()
if primary_key != "":
return "<%s:%s:%s>" % [kname, table.table_name, get(primary_key)]
else:
return "<%s:%s:G-%s>" % [kname, table.table_name, get_instance_id()]

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504
addons/gde_gozen/LICENSE Normal file
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GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some
specially designated software packages--typically libraries--of the
Free Software Foundation and other authors who decide to use it. You
can use it too, but we suggest you first think carefully about whether
this license or the ordinary General Public License is the better
strategy to use in any particular case, based on the explanations below.
When we speak of free software, we are referring to freedom of use,
not price. Our General Public Licenses are designed to make sure that
you have the freedom to distribute copies of free software (and charge
for this service if you wish); that you receive source code or can get
it if you want it; that you can change the software and use pieces of
it in new free programs; and that you are informed that you can do
these things.
To protect your rights, we need to make restrictions that forbid
distributors to deny you these rights or to ask you to surrender these
rights. These restrictions translate to certain responsibilities for
you if you distribute copies of the library or if you modify it.
For example, if you distribute copies of the library, whether gratis
or for a fee, you must give the recipients all the rights that we gave
you. You must make sure that they, too, receive or can get the source
code. If you link other code with the library, you must provide
complete object files to the recipients, so that they can relink them
with the library after making changes to the library and recompiling
it. And you must show them these terms so they know their rights.
We protect your rights with a two-step method: (1) we copyright the
library, and (2) we offer you this license, which gives you legal
permission to copy, distribute and/or modify the library.
To protect each distributor, we want to make it very clear that
there is no warranty for the free library. Also, if the library is
modified by someone else and passed on, the recipients should know
that what they have is not the original version, so that the original
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Finally, software patents pose a constant threat to the existence of
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any patent license obtained for a version of the library must be
consistent with the full freedom of use specified in this license.
Most GNU software, including some libraries, is covered by the
ordinary GNU General Public License. This license, the GNU Lesser
General Public License, applies to certain designated libraries, and
is quite different from the ordinary General Public License. We use
this license for certain libraries in order to permit linking those
libraries into non-free programs.
When a program is linked with a library, whether statically or using
a shared library, the combination of the two is legally speaking a
combined work, a derivative of the original library. The ordinary
General Public License therefore permits such linking only if the
entire combination fits its criteria of freedom. The Lesser General
Public License permits more lax criteria for linking other code with
the library.
We call this license the "Lesser" General Public License because it
does Less to protect the user's freedom than the ordinary General
Public License. It also provides other free software developers Less
of an advantage over competing non-free programs. These disadvantages
are the reason we use the ordinary General Public License for many
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For example, on rare occasions, there may be a special need to
encourage the widest possible use of a certain library, so that it becomes
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allowed to use the library. A more frequent case is that a free
library does the same job as widely used non-free libraries. In this
case, there is little to gain by limiting the free library to free
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In other cases, permission to use a particular library in non-free
programs enables a greater number of people to use a large body of
free software. For example, permission to use the GNU C Library in
non-free programs enables many more people to use the whole GNU
operating system, as well as its variant, the GNU/Linux operating
system.
Although the Lesser General Public License is Less protective of the
users' freedom, it does ensure that the user of a program that is
linked with the Library has the freedom and the wherewithal to run
that program using a modified version of the Library.
The precise terms and conditions for copying, distribution and
modification follow. Pay close attention to the difference between a
"work based on the library" and a "work that uses the library". The
former contains code derived from the library, whereas the latter must
be combined with the library in order to run.
GNU LESSER GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License Agreement applies to any software library or other
program which contains a notice placed by the copyright holder or
other authorized party saying it may be distributed under the terms of
this Lesser General Public License (also called "this License").
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That's all there is to it!

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# GDE GoZen
## Adding the addon to your project
Put this folder, `gde_gozen`, inside of a folder called `addons` inside of your Godot project and re-open your project. After reloading you will have access to a new node, `VideoPlayback`. This node has a lot of documentation comments so by pressing F1 inside Godot and search for the node `VideoPlayback`, you'll find it's documentation and more notes on how to use it.
## Videos in the file tree
To see video files in your projects file tree, you need to add `mp4` and any other video extensions you might use to your Editor settings in `docks/filesystem/other_file_extensions`.
## Exporting your project
1. When exporting, you'll have your executable and the GDE GoZen library file, these do need to be both shared for the application to work.
2. Also, you will have to add `*.mp4` and other extension names of your video files to the resources which need to get exported for each platform you want to export for, otherwise your video files will not be included in your final export.
## Help needed?
You can go to the [GitHub repo](https://github.com/VoylinsGamedevJourney/gde_gozen/issues) to report problems, or visit out [Discord server](discord.gg/BdbUf7VKYC) for help/advice.
> This software uses libraries from the FFmpeg project under the LGPLv2.1
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/R6R4M1UM6)

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[configuration]
entry_symbol = "gozen_library_init"
compatibility_minimum = "4.3"
[libraries]
linux.debug.x86_64 = "res://addons/gde_gozen/bin/libgozen.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://addons/gde_gozen/bin/libgozen.linux.template_release.x86_64.so"
linux.debug.arm64 = "res://addons/gde_gozen/bin/libgozen.linux.template_debug.arm64.so"
linux.release.arm64 = "res://addons/gde_gozen/bin/libgozen.linux.template_release.arm64.so"
windows.debug.x86_64 = "res://addons/gde_gozen/bin/libgozen.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "res://addons/gde_gozen/bin/libgozen.windows.template_release.x86_64.dll"
windows.debug.arm64 = "res://addons/gde_gozen/bin/libgozen.windows.template_debug.arm64.dll"
windows.release.arm64 = "res://addons/gde_gozen/bin/libgozen.windows.template_release.arm64.dll"
macos.debug.x86_64 = "res://addons/gde_gozen/bin/libgozen.macos.template_debug.x86_64.dylib"
macos.release.x86_64 = "res://addons/gde_gozen/bin/libgozen.macos.template_release.x86_64.dylib"
macos.debug.arm64 = "res://addons/gde_gozen/bin/libgozen.macos.template_debug.arm64.dylib"
macos.release.arm64 = "res://addons/gde_gozen/bin/libgozen.macos.template_release.arm64.dylib"
web.debug.wasm32 = "res://addons/gde_gozen/bin/libgozen.web.template_debug.wasm32.wasm"
web.release.wasm32 = "res://addons/gde_gozen/bin/libgozen.web.template_release.wasm32.wasm"
android.debug.arm64 = "res://addons/gde_gozen/bin/libgozen.android.template_debug.arm64.so"
android.release.arm64 = "res://addons/gde_gozen/bin/libgozen.android.template_release.arm64.so"
android.debug.arm32 = "res://addons/gde_gozen/bin/libgozen.android.template_debug.arm32.so"
android.release.arm32 = "res://addons/gde_gozen/bin/libgozen.android.template_release.arm32.so"

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uid://bbi0kdfadrphl

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bijjjb1qmqf7f"
path="res://.godot/imported/icon.svg-ac53c9c419a88eda808214a4d44243c3.ctex"
metadata={
"vram_texture": false
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[deps]
source_file="res://addons/gde_gozen/icon.svg"
dest_files=["res://.godot/imported/icon.svg-ac53c9c419a88eda808214a4d44243c3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
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roughness/src_normal=""
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process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://dbk4jierdjfrf"
path="res://.godot/imported/icon.webp-a5a23a9a73b8ba8140cf260e6bfffac7.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/gde_gozen/icon.webp"
dest_files=["res://.godot/imported/icon.webp-a5a23a9a73b8ba8140cf260e6bfffac7.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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[plugin]
name="gde_gozen"
description="Providing performant video playback."
author="Voylin's Gamedev Journey"
version="v9.1"
script="plugin.gd"

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@tool
class_name GoZenServer
extends EditorPlugin
## GoZenServer is only used for adding the node to the node list.
func _enter_tree() -> void:
add_custom_type(
"VideoPlayback", "Control",
load("res://addons/gde_gozen/video_playback.gd"),
load("res://addons/gde_gozen/icon.webp"))
func _exit_tree() -> void:
remove_custom_type("VideoPlayback")

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uid://1vr5dotnqnh5

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class_name VideoPlayback
extends Control
## Video playback and seeking inside of Godot.
##
## To use this node, just add it anywhere and resize it to the desired size. Use the function [code]set_video_path(new_path)[/code] and the video will load. Take in mind that long video's can take a second or longer to load. If this is an issue you can preload the Video on startup of your project and set the video variable yourself, just remember to use the function [code]update_video()[/code] before the moment that you'd like to use it.
enum COLOR_PROFILE { AUTO, BT470, BT601, BT709, BT2020, BT2100 }
enum STREAM_TYPE { VIDEO = 0, AUDIO = 1, SUBTITLE = 2 }
signal frame_changed(frame_nr: int) ## Emitted when the current frame has changed, for showing and skipped frames.
signal next_frame_called(frame_nr: int) ## Emitted when a new frame is showing.
signal video_loaded ## Emitted when the video is ready for playback.
signal video_ended ## Emitted when the last frame has been shown.
signal playback_started ## Emitted when playback started/resumed.
signal playback_paused ## Emitted when playback is paused.
signal playback_ready ## Emitted when the node if fully setup and ready for playback.
const SHADER_PATH: String = "res://addons/gde_gozen/yuv_to_rgb.gdshader"
const PLAYBACK_SPEED_MIN: float = 0.25
const PLAYBACK_SPEED_MAX: float = 4
const AUDIO_OFFSET_THRESHOLD: float = 0.1
@export_file var path: String = "": set = set_video_path ## Full path to video file.
@export var enable_audio: bool = true ## Enable/Disable audio playback. When setting this on false before loading the audio, the audio playback won't be loaded meaning that the video will load faster. If you want audio but only disable it at certain moments, switch this value to false *after* the video is loaded.
@export var audio_speed_to_sync: bool = false ## Enable/Disable a slight audio playback speed increase/reduction when syncing audio and video to avoid a hard cut.
@export var enable_auto_play: bool = false ## Enable/disable auto video playback.
@export_range(PLAYBACK_SPEED_MIN, PLAYBACK_SPEED_MAX, 0.05)
var playback_speed: float = 1.0: set = set_playback_speed ## Adjust the video playback speed, 0.5 = half the speed and 2 = double the speed.
@export var pitch_adjust: bool = true: set = set_pitch_adjust ## When changing playback speed, do you want the pitch to change or stay the same?
@export var loop: bool = false ## Enable/disable looping on video_ended.
@export_group("Extra's")
@export var color_profile: COLOR_PROFILE = COLOR_PROFILE.AUTO: set = _set_color_profile ## Force a specific color profile if needed.
@export var debug: bool = false ## Enable/disable the printing of debug info.
var video: GoZenVideo = null ## Video class object of GDE GoZen which interacts with video files through FFmpeg.
var video_texture: TextureRect = TextureRect.new() ## The texture rect is the view of the video, you can adjust the scaling options as you like, it is set to always center and scale the image to fit within the main VideoPlayback node size.
var audio_player: AudioStreamPlayer = AudioStreamPlayer.new() ## Audio player is the AudioStreamPlayer which handles the audio playback for the video, only mess with the settings if you know what you are doing and know what you'd like to achieve.
var is_playing: bool = false ## Bool to check if the video is currently playing or not.
var current_frame: int = 0: set = _set_current_frame ## Current frame number which the video playback is at.
var video_streams: PackedInt32Array = [] ## List of video streams in the video file.
var audio_streams: PackedInt32Array = [] ## List of audio streams in the video file.
var subtitle_streams: PackedInt32Array = [] ## List of subtitle streams in the video file.
var chapters: Array[Chapter] = [] ## List of chapters in the video file.
var _time_elapsed: float = 0.
var _frame_time: float = 0
var _skips: int = 0
var _rotation: int = 0
var _padding: int = 0
var _frame_rate: float = 0.
var _frame_count: int = 0
var _has_alpha: bool = false
var _resolution: Vector2i = Vector2i.ZERO
var _shader_material: ShaderMaterial = null
var _video_thread: int = -1
var _audio_pitch_effect: AudioEffectPitchShift = AudioEffectPitchShift.new()
var y_texture: ImageTexture
var u_texture: ImageTexture
var v_texture: ImageTexture
var a_texture: ImageTexture
#------------------------------------------------ TREE FUNCTIONS
func _enter_tree() -> void:
var empty_image: Image = Image.create_empty(2,2,false, Image.FORMAT_R8)
y_texture = ImageTexture.create_from_image(empty_image)
u_texture = ImageTexture.create_from_image(empty_image)
v_texture = ImageTexture.create_from_image(empty_image)
a_texture = ImageTexture.create_from_image(empty_image)
_shader_material = ShaderMaterial.new()
_shader_material.shader = preload(SHADER_PATH)
video_texture.material = _shader_material
video_texture.texture = ImageTexture.new()
video_texture.anchor_right = TextureRect.ANCHOR_END
video_texture.anchor_bottom = TextureRect.ANCHOR_END
video_texture.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
video_texture.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
add_child(video_texture)
add_child(audio_player)
AudioServer.add_bus()
audio_player.bus = AudioServer.get_bus_name(AudioServer.bus_count - 1)
AudioServer.add_bus_effect(AudioServer.bus_count - 1, _audio_pitch_effect)
if debug and OS.get_name().to_lower() != "web":
_print_system_debug()
func _exit_tree() -> void:
# Making certain no remaining tasks are running in separate threads.
if _video_thread != -1:
var error: int = WorkerThreadPool.wait_for_task_completion(_video_thread)
if error != OK:
printerr("Something went wrong waiting for task completion! %s" % error)
_video_thread = -1
if video != null:
close()
AudioServer.remove_bus(AudioServer.get_bus_index(audio_player.bus))
func _ready() -> void:
playback_ready.emit()
#------------------------------------------------ VIDEO DATA HANDLING
## This is the starting point for video playback, provide a path of where
## the video file can be found and it will load a Video object. After which
## [code]_update_video()[/code] get's run and set's the first frame image.
func set_video_path(new_path: String) -> void:
if video != null:
close()
if !is_node_ready():
await ready
if !get_tree().root.is_node_ready():
await get_tree().root.ready
audio_player.stream = null # Cleaning up the stream just in case.
if new_path == "" or new_path.ends_with(".tscn"):
return
elif new_path.split(":")[0] == "uid":
new_path = ResourceUID.get_id_path(ResourceUID.text_to_id(new_path))
path = new_path
video = GoZenVideo.new()
if debug:
video.enable_debug()
else:
video.disable_debug()
_video_thread = WorkerThreadPool.add_task(_open_video)
if enable_audio:
_open_audio()
## Update the video manually by providing a GoZenVideo instance and an optional AudioStreamWAV.
func update_video(video_instance: GoZenVideo) -> void:
if video != null:
close()
_update_video(video_instance)
_open_audio()
## Only run this function after manually having added a Video object to the `video` variable. A good reason for doing this is to load your video's at startup time to prevent your program for freezing for a second when loading in big video files. Some video formats load faster then others so if you are experiencing issues with long loading times, try to use this function and create the video object on startup, or try switching the video format which you are using.
func _update_video(new_video: GoZenVideo) -> void:
video = new_video
if !is_open():
printerr("Video isn't open!")
return
var image: Image
var rotation_radians: float = deg_to_rad(video.get_rotation())
is_playing = false
current_frame = 0
# Getting video data
_padding = video.get_padding()
_rotation = video.get_rotation()
_frame_rate = video.get_framerate()
_resolution = video.get_resolution()
_frame_count = video.get_frame_count()
_has_alpha = video.get_has_alpha()
video_streams = video.get_streams(STREAM_TYPE.VIDEO)
audio_streams = video.get_streams(STREAM_TYPE.AUDIO)
subtitle_streams = video.get_streams(STREAM_TYPE.SUBTITLE)
chapters.clear()
for i: int in range(video.get_chapter_count()):
@warning_ignore("UNSAFE_CALL_ARGUMENT")
var chapter: Chapter = Chapter.new(
video.get_chapter_start(i),
video.get_chapter_end(i),
video.get_chapter_metadata(i).get("title", "")
)
chapters.append(chapter)
if abs(_rotation) == 90:
image = Image.create_empty(_resolution.y, _resolution.x, false, Image.FORMAT_R8)
else:
image = Image.create_empty(_resolution.x, _resolution.y, false, Image.FORMAT_R8)
image.fill(Color.WHITE)
if debug:
_print_video_debug()
@warning_ignore("UNSAFE_METHOD_ACCESS")
video_texture.texture.set_image(image)
# Applying shader params.
_shader_material.set_shader_parameter("resolution", video.get_actual_resolution())
_shader_material.set_shader_parameter("full_color", video.is_full_color_range())
_shader_material.set_shader_parameter("interlaced", video.get_interlaced())
_shader_material.set_shader_parameter("rotation", rotation_radians)
_set_color_profile()
y_texture.set_image(video.get_y_data())
u_texture.set_image(video.get_u_data())
v_texture.set_image(video.get_v_data())
a_texture.set_image(video.get_a_data() if _has_alpha else image)
_shader_material.set_shader_parameter("y_data", y_texture)
_shader_material.set_shader_parameter("u_data", u_texture)
_shader_material.set_shader_parameter("v_data", v_texture)
_shader_material.set_shader_parameter("a_data", a_texture)
set_playback_speed(playback_speed)
video_loaded.emit()
## Sometimes color profiles are unknown from video files and in case that happens, the colors might be slightly off. Changing the export variable `color_profile` might help fixing the colors.
func _set_color_profile(new_profile: COLOR_PROFILE = color_profile) -> void:
var color_data: Vector4
var profile_str: String = video.get_color_profile()
color_profile = new_profile
if new_profile != COLOR_PROFILE.AUTO:
profile_str = str(COLOR_PROFILE.find_key(COLOR_PROFILE.BT2100)).to_lower()
match profile_str:
"bt2020", "bt2100": color_data = Vector4(1.4746, 0.16455, 0.57135, 1.8814)
"bt601", "bt470": color_data = Vector4(1.402, 0.344136, 0.714136, 1.772)
_: color_data = Vector4(1.5748, 0.1873, 0.4681, 1.8556) # bt709 and unknown
_shader_material.set_shader_parameter("color_profile", color_data)
## Seek frame can be used to switch to a frame number you want. Remember that some video codecs report incorrect video end frames or can't seek to the last couple of frames in a video file which may result in an error. Only use this when going to far distances in the video file, else you can use [code]next_frame()[/code].
func seek_frame(new_frame_nr: int) -> void:
if !is_open() and new_frame_nr == current_frame:
return
current_frame = clamp(new_frame_nr, 0, _frame_count)
if video.seek_frame(current_frame):
printerr("Couldn't seek frame!")
else:
_set_frame_image()
if enable_audio and audio_player.stream.get_length() != 0:
audio_player.set_stream_paused(false)
audio_player.play(current_frame / _frame_rate)
audio_player.set_stream_paused(!is_playing)
## Seeking frames can be slow, so when you just need to go a couple of frames ahead, you can use next_frame and set skip to false for the last frame.
func next_frame(skip: bool = false) -> void:
if video.next_frame(skip) and !skip:
_set_frame_image()
next_frame_called.emit(current_frame)
elif !skip:
print("Something went wrong getting next frame!")
func close() -> void:
if video != null:
if is_playing:
pause()
video = null
#------------------------------------------------ PLAYBACK HANDLING
func _process(delta: float) -> void:
if is_playing:
_skips = 0
_time_elapsed += delta
if _time_elapsed < _frame_time:
return
while _time_elapsed >= _frame_time and _skips < 5:
_time_elapsed -= _frame_time
current_frame += 1
_skips += 1
if current_frame >= _frame_count:
is_playing = !is_playing
if enable_audio and audio_player.stream != null:
audio_player.set_stream_paused(true)
video_ended.emit()
if loop:
seek_frame(0)
play()
else:
_sync_audio_video()
while _skips != 1:
next_frame(true)
_skips -= 1
next_frame()
elif _video_thread != -1:
var error: int = WorkerThreadPool.wait_for_task_completion(_video_thread)
if error != OK:
printerr("Something went wrong waiting for task completion! %s" % error)
_video_thread = -1
_update_video(video)
if enable_auto_play:
play()
## Start the video playback. This will play until reaching the end of the video and then pause and go back to the start.
func play() -> void:
if video != null and !is_open() and is_playing:
return
is_playing = true
if enable_audio and audio_player.stream.get_length() != 0:
audio_player.set_stream_paused(false)
audio_player.play((current_frame + 1) / _frame_rate)
audio_player.set_stream_paused(!is_playing)
playback_started.emit()
## Pausing the video.
func pause() -> void:
is_playing = false
if enable_audio and audio_player.stream != null:
audio_player.set_stream_paused(true)
playback_paused.emit()
## Ensures the audio playback is in sync with the video
func _sync_audio_video() -> void:
if _time_elapsed < 1.20:
return
elif enable_audio and audio_player.stream.get_length() != 0:
var audio_offset: float = audio_player.get_playback_position() + AudioServer.get_time_since_last_mix() - (current_frame + 1) / _frame_rate
if abs(audio_player.get_playback_position() + AudioServer.get_time_since_last_mix() - (current_frame + 1) / _frame_rate) > AUDIO_OFFSET_THRESHOLD:
if debug: print("Audio Sync: time correction: ", audio_offset)
audio_player.seek((current_frame + 1) / _frame_rate)
audio_player.pitch_scale = playback_speed
elif audio_speed_to_sync:
if is_zero_approx(audio_player.pitch_scale - playback_speed):
if audio_offset > AUDIO_OFFSET_THRESHOLD / 2:
audio_player.pitch_scale = playback_speed * 0.99
if debug: print("Audio Sync: slow down")
elif audio_offset < -AUDIO_OFFSET_THRESHOLD / 2:
audio_player.pitch_scale = playback_speed * 1.01
if debug: print("Audio Sync: speed up")
else:
if not (audio_player.pitch_scale > playback_speed) != not (audio_offset < 0):
audio_player.pitch_scale = playback_speed
if debug: print("Audio Sync: back to normal")
#------------------------------------------------ GETTERS
## Getting the total amount of frames found in the video file.
func get_video_frame_count() -> int:
return _frame_count
## Getting the framerate of the video
func get_video_framerate() -> float:
return _frame_rate
## Getting the length of the video in seconds
func get_video_length() -> int:
return int(_frame_count / _frame_rate)
## Getting the current playback position of the video in seconds
func get_current_playback_position() -> int:
return int(current_frame / _frame_rate)
## Getting the rotation in degrees of the video
func get_video_rotation() -> int:
return _rotation
## Check the alpha value of a video to know if this video has alpha or not
func is_video_alpha() -> bool:
return _has_alpha
## Getting the title of a stream.
func get_stream_title(stream: int) -> String:
if not is_open():
printerr("Video is not open!")
return ""
return video.get_stream_metadata(stream).get("title")
## Getting the language of a stream.
func get_stream_language(stream: int) -> String:
if not is_open():
printerr("Video is not open!")
return ""
return video.get_stream_metadata(stream).get("language")
## Checking to see if the video is open or not, trying to run functions without checking if open can crash your project.
func is_open() -> bool:
return video != null and video.is_open()
func _get_img_tex(image_data: PackedByteArray, width: int, height: int, r8: bool = true) -> ImageTexture:
var format: Image.Format = Image.FORMAT_R8 if r8 else Image.FORMAT_RG8
var image: Image = Image.create_from_data(width, height, false, format, image_data)
return ImageTexture.create_from_image(image)
#------------------------------------------------ SETTERS
func _set_current_frame(new_current_frame: int) -> void:
current_frame = new_current_frame
frame_changed.emit(current_frame)
func _set_frame_image() -> void:
RenderingServer.texture_2d_update(y_texture.get_rid(), video.get_y_data(), 0)
RenderingServer.texture_2d_update(u_texture.get_rid(), video.get_u_data(), 0)
RenderingServer.texture_2d_update(v_texture.get_rid(), video.get_v_data(), 0)
if _has_alpha:
RenderingServer.texture_2d_update(a_texture.get_rid(), video.get_a_data(), 0)
func set_playback_speed(new_playback_value: float) -> void:
playback_speed = clampf(new_playback_value, 0.5, 2)
_frame_time = (1.0 / _frame_rate) / playback_speed
if enable_audio and audio_player.stream != null:
audio_player.pitch_scale = playback_speed
_set_pitch_adjust()
if is_playing:
audio_player.play(current_frame * (1.0 / _frame_rate))
func set_pitch_adjust(new_pitch_value: bool) -> void:
pitch_adjust = new_pitch_value
_set_pitch_adjust()
func _set_pitch_adjust() -> void:
if pitch_adjust:
_audio_pitch_effect.pitch_scale = clamp(1.0 / playback_speed, 0.5, 2.0)
elif _audio_pitch_effect.pitch_scale != 1.0:
_audio_pitch_effect.pitch_scale = 1.0
func set_audio_stream(stream: int) -> void:
if not is_open():
printerr("Video is not open!")
return
if not stream in audio_streams:
printerr("Invalid audio stream!")
return
if enable_audio:
_open_audio(stream)
if is_playing and audio_player.stream.get_length() != 0:
audio_player.set_stream_paused(false)
audio_player.play(current_frame / _frame_rate)
audio_player.set_stream_paused(!is_playing)
#------------------------------------------------ MISC
## Converts the given duration as seconds in a formatted string. (hh):mm:ss
func duration_to_formatted_string(duration_in_seconds: float) -> String:
var hours: int = floori(duration_in_seconds / 3600.0)
var minutes: int = floori(duration_in_seconds / 60.0) % 60
var seconds: int = floori(duration_in_seconds) % 60
if hours == 0:
return "%02d:%02d" % [minutes, seconds]
return "%02d:%02d:%02d" % [hours, minutes, seconds]
func _open_video() -> void:
if video.open(path):
printerr("Error opening video!")
func _open_audio(stream_id: int = -1) -> void:
var stream: AudioStreamFFmpeg = AudioStreamFFmpeg.new()
if stream.open(path, stream_id) != OK:
printerr("Failed to open AudioStreamFFmpeg for: %s" % path)
return
audio_player.set_stream.call_deferred(stream)
func _print_stream_info(streams: PackedInt32Array) -> void:
for i: int in range(len(streams)):
var metadata: Dictionary = video.get_stream_metadata(streams[i])
var title: String = metadata.get("title")
var language: String = metadata.get("language")
if title == "":
title = "Track " + str(i + 1)
if language != "":
title += " - %s" % language
print("- %s" % title)
func _print_system_debug() -> void:
print_rich("[b]System info")
print("OS name: ", OS.get_name())
print("Distro name: ", OS.get_distribution_name())
print("OS version: ", OS.get_version())
print_rich("Memory info:\n\t", OS.get_memory_info())
print("CPU name: ", OS.get_processor_name())
print("Threads count: ", OS.get_processor_count())
func _print_video_debug() -> void:
print_rich("[b]Video debug info")
print("Extension: ", path.get_extension())
print("Resolution: ", _resolution)
print("Actual resolution: ", video.get_actual_resolution())
print("Pixel format: ", video.get_pixel_format())
print("Color profile: ", video.get_color_profile())
print("Framerate: ", _frame_rate)
print("Duration (in frames): ", _frame_count)
print("Padding: ", _padding)
print("Rotation: ", _rotation)
print("Alpha: ", _has_alpha)
print("Full color range: ", video.is_full_color_range())
print("Interlaced flag: ", video.get_interlaced())
print("Using sws: ", video.is_using_sws())
print("Sar: ", video.get_sar())
if video_streams.size() != 0:
print_rich("Video streams: [i](%s)" % video_streams.size())
_print_stream_info(video_streams)
else:
print("No video streams found.")
if audio_streams.size() != 0:
print_rich("Audio streams: [i](%s)" % audio_streams.size())
_print_stream_info(audio_streams)
else:
print("No audio streams found.")
if subtitle_streams.size() != 0:
print_rich("Subtitle streams: [i](%s)" % subtitle_streams.size())
_print_stream_info(subtitle_streams)
else:
print("No subtitle streams found.")
if chapters.size() != 0:
print_rich("Chapters: [i](%s)" % chapters.size())
for i: int in range(chapters.size()):
var title: String = chapters[i].title
if title == "":
title = "Chapter " + str(i + 1)
print("- %s-%s - %s" % [
duration_to_formatted_string(chapters[i].start),
duration_to_formatted_string(chapters[i].end),
title
])
else:
print("No chapters found.")
class Chapter:
var start: float ## Start of the chapter in seconds.
var end: float ## End of the chapter in seconds.
var title: String
func _init(_start: float, _end: float, _title: String) -> void:
start = _start
end = _end
title = _title

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uid://ivx7m2bfysip

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shader_type canvas_item;
uniform sampler2D y_data;
uniform sampler2D u_data;
uniform sampler2D v_data;
uniform sampler2D a_data;
uniform vec2 resolution;
uniform vec4 color_profile;
uniform bool full_color;
uniform int interlaced; // 0 = no, 1 = top first, 2 = bottom first
uniform float rotation;
varying vec2 tex_uv;
varying vec2 chroma_uv;
varying vec4 modulate;
const vec3 LIMITED_Y_OFFSET = vec3(16.0/255.0, 128.0/255.0, 128.0/255.0);
const vec3 LIMITED_SCALE = vec3(255.0/219.0, 255.0/224.0, 255.0/224.0);
void vertex() {
// Handling rotation in vertex
float c = cos(rotation);
float s = sin(rotation);
mat2 rot_mat = mat2(vec2(c, s), vec2(-s, c));
vec2 centered_uv = UV - 0.5;
vec2 rotated_uv = rot_mat * centered_uv;
tex_uv = rotated_uv + 0.5;
chroma_uv = tex_uv;
modulate = COLOR;
}
void fragment() {
if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
COLOR = vec4(0.0);
} else {
float y_val;
// Deinterlacing by blending (slight blur, but viewable image)
if (interlaced > 0) {
float pixel_h = 1.0 / resolution.y;
float offset_dir = (interlaced == 1) ? -pixel_h : pixel_h;
vec2 offset_uv = clamp(tex_uv + vec2(0.0, offset_dir), 0.0, 1.0);
float y_neighbor = texture(y_data, offset_uv).r;
y_val = mix(texture(y_data, tex_uv).r, y_neighbor, 0.5);
} else y_val = texture(y_data, tex_uv).r;
vec3 yuv = vec3(y_val, texture(u_data, tex_uv).r, texture(v_data, tex_uv).r);
if (full_color) yuv.yz -= 0.5; // Full range just needs Chroma offset
else yuv = (yuv - LIMITED_Y_OFFSET) * LIMITED_SCALE;
COLOR = vec4( // Applying color profile and returning color
yuv.x + (yuv.z * color_profile.x),
yuv.x - (yuv.y * color_profile.y) - (yuv.z * color_profile.z),
yuv.x + (yuv.y * color_profile.w),
texture(a_data, tex_uv).r) * modulate;
}
}

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uid://dx78avppolbai

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@tool
extends EditorPlugin
var import_plugin = null
func _enter_tree():
import_plugin = preload("import_plugin.gd").new()
# Initialization of the plugin goes here.
add_import_plugin(import_plugin)
func _exit_tree():
remove_import_plugin(import_plugin)
import_plugin = null

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uid://cshumauwb262n

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@tool
extends EditorImportPlugin
enum Presets { DEFAULT }
func _get_importer_name():
return "iseesharp83.kenney.spritesheet.importer"
func _get_visible_name():
return "Kenney Spritesheet"
func _get_recognized_extensions():
return ["png"]
func _get_priority():
return 0.5
func _get_import_order():
return 0
func _get_save_extension():
return "res"
func _get_resource_type():
return "Resource"
func _get_preset_count():
return Presets.size()
func _get_preset_name(preset_index):
match preset_index:
Presets.DEFAULT: return "Default"
func _get_import_options(path, preset_index):
var options := [
{
"name": "spritesheet_xml_file",
"default_value": path.replacen(".png", ".xml"),
"property_hint": PROPERTY_HINT_FILE,
"hint_string": "*.xml"
},
{
"name": "destination_folder",
"default_value": path.get_basename(),
"property_hint": PROPERTY_HINT_DIR
}]
match preset_index:
Presets.DEFAULT:
return options
_:
return []
func _get_option_visibility(path, option_name, options):
return true
func _import(source_file, save_path, options, platform_variants, gen_files):
var atlas = read_kenney_sprite_sheet(options.spritesheet_xml_file)
var folder = options.destination_folder
create_folder(folder)
var full_image = ImageTexture.create_from_image(Image.load_from_file(source_file))
if not full_image:
printerr("Failed to load image file: " + source_file)
return ERR_FILE_NOT_FOUND
create_atlas_textures(folder, full_image, atlas, gen_files)
return ResourceSaver.save(Resource.new(), "%s.%s" % [save_path, _get_save_extension()])
func create_folder(folder):
var dir := DirAccess.open("res://")
if not dir.dir_exists(folder):
if not dir.make_dir_recursive(folder) == OK:
printerr("Failed to create folder: " + folder)
func create_atlas_textures(folder, full_image, atlas, gen_files):
for sprite in atlas.sprites:
if not create_atlas_texture(folder, full_image, sprite, gen_files):
return false
return true
func create_atlas_texture(folder, full_image, sprite, gen_files):
var name = "%s/%s.%s" % [folder, sprite.name.get_basename(), "tres"]
var texture
if ResourceLoader.exists(name, "AtlasTexture"):
texture = ResourceLoader.load(name, "AtlasTexture")
else:
texture = AtlasTexture.new()
texture.atlas = full_image
texture.region = Rect2(sprite.x, sprite.y, sprite.width, sprite.height)
gen_files.push_back(name)
return save_resource(name, texture)
func save_resource(name, texture):
create_folder(name.get_base_dir())
var status = ResourceSaver.save(texture, name)
if status != OK:
printerr("Failed to save resource " + name)
return false
return true
func read_kenney_sprite_sheet(source_file):
var atlas = null
var sprites = []
var parser = XMLParser.new()
if OK == parser.open(source_file):
var read = parser.read()
if read == OK:
atlas = {}
atlas["sprites"] = sprites
while read != ERR_FILE_EOF:
if parser.get_node_type() == XMLParser.NODE_ELEMENT:
var node_name = parser.get_node_name()
match node_name:
"TextureAtlas":
var imagePath = parser.get_named_attribute_value("imagePath")
"SubTexture":
var sprite = {}
sprite['name'] = parser.get_named_attribute_value("name")
sprite['x'] = float(parser.get_named_attribute_value("x"))
sprite['y'] = float(parser.get_named_attribute_value("y"))
sprite['width'] = float(parser.get_named_attribute_value("width"))
sprite['height'] = float(parser.get_named_attribute_value("height"))
sprites.append(sprite)
read = parser.read()
return atlas

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uid://befkjtwvjfcfb

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[plugin]
name="Kenney Spritesheet Importer"
description="Imports 2D Spritesheets from Kenney assets. These are normally found in the Spritesheets folder, and include a png and an xml file with <TextureAtlas> and <SubTexture> nodes."
author="iseesharp83"
version="1.0.0"
script="editor_plugin.gd"

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<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="m3 3 10 10M3 13 13 3" fill="none" stroke="#e0e0e0" stroke-width="2"/></svg>

After

Width:  |  Height:  |  Size: 168 B

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://4juherhkw8hp"
path="res://.godot/imported/Close.svg-9cdf2c31c5bc249987a101663dde96f2.ctex"
metadata={
"vram_texture": false
}
[deps]
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