JHRGB/LoadDialog.gd
2023-12-06 14:13:26 +00:00

70 lines
2.4 KiB
GDScript

extends ConfirmationDialog
func _on_about_to_popup():
$ItemList.clear()
var dir = DirAccess.open("user://saves/")
var file_names = []
if dir:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if !dir.current_is_dir():
file_names.append(file_name)
file_name = dir.get_next()
dir.list_dir_end()
file_names.sort() # Sort the file names
for f in file_names:
$ItemList.add_item(f)
else:
print("An error occurred when trying to access the path.")
func _on_confirmed():
var map = get_tree().root.get_node("Sim/Map")
# Load and instance the selected item
for item in $ItemList.get_selected_items():
var filename = "user://saves/" + $ItemList.get_item_text(item)
print("load:", filename)
if not FileAccess.file_exists(filename):
return # Error! We don't have a save to load.
# We need to revert the game state so we're not cloning objects
# during loading. This will vary wildly depending on the needs of a
# project, so take care with this step.
# For our example, we will accomplish this by deleting saveable objects.
var save_nodes = get_tree().get_nodes_in_group("Persist")
for i in save_nodes:
i.queue_free()
# Load the file line by line and process that dictionary to restore
# the object it represents.
var save_game = FileAccess.open(filename, FileAccess.READ)
while save_game.get_position() < save_game.get_length():
var json_string = save_game.get_line()
# Creates the helper class to interact with JSON
var json = JSON.new()
# Check if there is any error while parsing the JSON string, skip in case of failure
var parse_result = json.parse(json_string)
if not parse_result == OK:
print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())
continue
# Get the data from the JSON object
var node_data = json.get_data()
# Firstly, we need to create the object and add it to the tree and set its position.
var new_object = load(node_data["filename"]).instantiate()
# Check the node has a load function.
if !new_object.has_method("load_data"):
print("persistent node '%s' is missing a load_data() function, skipped" % new_object.name)
new_object.queue_free()
continue
new_object.load_data(node_data)
map.add_child(new_object)
$"../SaveDialog/LineEdit".text=$ItemList.get_item_text(item).get_basename()