2025-12-13 23:53:48 +00:00
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class_name SaveGameList
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extends Control
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2024-10-01 23:32:59 +00:00
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2025-12-12 18:19:37 +00:00
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signal _picked(save_game: SaveGame)
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2024-10-01 23:32:59 +00:00
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2024-10-07 09:23:19 +00:00
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@export var saves: Array[SaveGame]
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2024-10-06 09:40:42 +00:00
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var save_buttons: Array[SaveGameDisplay]
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2024-10-01 23:32:59 +00:00
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@export var update_display: bool:
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set(value):
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2025-12-12 18:19:37 +00:00
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_load_games()
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2025-12-13 19:11:51 +00:00
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2026-01-16 20:26:23 +00:00
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@onready var scroll_container: ScrollContainer = %ScrollContainer
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2025-12-13 19:11:51 +00:00
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@onready var list_container: VBoxContainer = %ListContainer
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2026-01-16 11:08:25 +00:00
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@onready var back_button: Button = $MarginContainer/VBoxContainer/HBoxContainer/Button
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2024-10-01 23:32:59 +00:00
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2025-03-25 21:34:13 +00:00
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func _validate_property(property: Dictionary) -> void:
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if property.name == "saves":
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property.usage = PROPERTY_USAGE_READ_ONLY + PROPERTY_USAGE_SCRIPT_VARIABLE + PROPERTY_USAGE_EDITOR
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2025-12-15 16:57:26 +00:00
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var _tween: Tween = null
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2024-10-01 23:32:59 +00:00
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func _ready() -> void:
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_load_games()
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2025-12-13 19:11:51 +00:00
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hide()
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set_process_input(false)
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2026-01-16 11:08:25 +00:00
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back_button.pressed.connect(cancel)
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2025-12-12 18:19:37 +00:00
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func _ensure_directory() -> void:
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2025-12-12 15:33:06 +00:00
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var dir := DirAccess.open(State.user_saves_path)
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# Create dir if needed.
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2024-10-16 10:24:38 +00:00
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if DirAccess.get_open_error() == ERR_INVALID_PARAMETER:
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dir = DirAccess.open("user://")
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dir.make_dir_recursive(State.user_saves_path)
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2025-12-12 15:33:06 +00:00
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if DirAccess.get_open_error() != OK:
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printerr("Error while opening User Save Directory: %s" % error_string(DirAccess.get_open_error()))
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2024-10-01 23:32:59 +00:00
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2025-12-12 18:19:37 +00:00
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func _load_games():
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_ensure_directory()
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saves = []
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var save_game_dir := DirAccess.open(State.user_saves_path)
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var filepaths: PackedStringArray = save_game_dir.get_files()
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2024-10-07 09:23:19 +00:00
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for path in filepaths:
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if path is String and path.ends_with(".tres"):
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var save := SaveGame.load_from_file("%s/%s" % [State.user_saves_path, path])
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# Skip invalid/empty saves
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if save != null and not save.is_empty:
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saves.append(save)
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2025-12-12 18:19:37 +00:00
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_sort_saves()
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_rebuild_buttons()
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func _sort_saves() -> void:
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saves.sort_custom(func(a: SaveGame, b: SaveGame) -> bool:
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2026-01-15 14:28:56 +00:00
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return a.last_saved > b.last_saved
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)
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2026-01-16 17:16:53 +00:00
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func _get_slot_number(save: SaveGame) -> int:
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# Create a list sorted by file name (creation order) to determine slot numbers
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var saves_by_creation := saves.duplicate()
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saves_by_creation.sort_custom(func(a: SaveGame, b: SaveGame) -> int:
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return a.file_name < b.file_name # Older files first (ascending)
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)
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# Find this save's position in the creation-order list
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return saves_by_creation.find(save) + 1
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func _rebuild_buttons() -> void:
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save_buttons = []
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for child in list_container.get_children():
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child.queue_free()
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2025-12-08 09:43:02 +00:00
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var save_box := VBoxContainer.new()
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save_box.add_theme_constant_override("separation", 16)
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list_container.add_child(save_box)
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2024-10-06 09:40:42 +00:00
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for i in range(saves.size()):
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var slot_number := _get_slot_number(saves[i])
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var new_button := SaveGameDisplay.new(saves[i], slot_number)
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save_box.add_child(new_button)
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save_buttons.append(new_button)
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new_button.pressed.connect(_on_game_picked.bind(i))
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2026-01-16 11:08:25 +00:00
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new_button.delete_requested.connect(_on_delete_requested.bind(i))
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2026-01-16 20:26:23 +00:00
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# Reset scroll position to top after rebuilding
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scroll_container.scroll_vertical = 0
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func _on_game_picked(id: int) -> void:
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_picked.emit(saves[id])
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func _on_delete_requested(id: int) -> void:
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var save_to_delete := saves[id]
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var save_path := save_to_delete.file_name
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var thumbnail_path := "%s/thumbnails/%s.png" % [save_path.get_base_dir(), save_to_delete.unique_save_name]
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# Delete the save file
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if FileAccess.file_exists(save_path):
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DirAccess.remove_absolute(save_path)
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print_debug("Deleted save file: %s" % save_path)
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# Delete the thumbnail
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if FileAccess.file_exists(thumbnail_path):
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DirAccess.remove_absolute(thumbnail_path)
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print_debug("Deleted thumbnail: %s" % thumbnail_path)
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# Reload the save list
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_load_games()
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# Refocus on a valid button if any exist
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if save_buttons.size() > 0:
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var focus_index := mini(id, save_buttons.size() - 1)
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save_buttons[focus_index].grab_focus()
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func get_most_recent_save() -> SaveGame:
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_sort_saves()
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return saves[0] if saves.size() > 0 else SaveGame.new()
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2025-12-15 16:57:26 +00:00
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func has_more_saves() -> bool:
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for save in saves:
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if save != State.save_game:
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return true
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return false
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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cancel()
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func cancel()->void:
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2025-12-12 23:22:21 +00:00
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_picked.emit(State.save_game)
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# This function is called when the user us supposed to choose a slot to load or create a new game.
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func pick_save_slot() -> SaveGame:
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await open()
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var result = await _picked
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await close()
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return result
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2025-12-12 23:22:21 +00:00
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# TODO: ugh, godot tweens are the wurst
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func open() -> void:
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show()
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2026-01-16 20:26:23 +00:00
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await get_tree().process_frame
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if save_buttons.size() > 0:
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save_buttons[0].grab_focus()
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# Reset scroll to top AFTER focus (which triggers auto-scroll)
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await get_tree().process_frame
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scroll_container.scroll_vertical = 0
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modulate = Color.TRANSPARENT
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2025-12-15 16:57:26 +00:00
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if _tween != null:
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_tween.kill()
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_tween = create_tween()
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_tween.tween_property(self, "modulate", Color.WHITE, 0.5)
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await _tween.finished
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func close() -> void:
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2025-12-15 16:57:26 +00:00
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if _tween != null:
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_tween.kill()
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_tween = create_tween()
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_tween.tween_property(self, "modulate", Color.TRANSPARENT, 0.5)
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await _tween.finished
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hide()
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