2025-12-12 15:35:07 +00:00
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class_name SaveGameList extends CenterContainer
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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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2024-10-07 09:23:19 +00:00
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var scroll_container: ScrollContainer
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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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2024-10-01 23:32:59 +00:00
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func _ready() -> void:
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2025-12-12 23:22:21 +00:00
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_close()
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2025-12-12 18:19:37 +00:00
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_load_games()
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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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2025-12-12 18:19:37 +00:00
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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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2025-03-25 21:34:13 +00:00
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saves = []
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2024-10-07 09:23:19 +00:00
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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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2025-12-08 09:43:02 +00:00
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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.ends_with(".json"):
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2025-03-25 21:34:13 +00:00
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saves.append(SaveGame.new("%s/%s" % [State.user_saves_path, path.get_basename()]))
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2025-12-08 09:43:02 +00:00
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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) -> int:
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if a.last_saved > b.last_saved:
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return -1
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elif a.last_saved < b.last_saved:
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return 1
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else:
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return 0
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)
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func _rebuild_buttons() -> void:
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2024-10-06 09:40:42 +00:00
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save_buttons = []
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2024-10-07 09:23:19 +00:00
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if scroll_container != null:
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2025-03-25 21:34:13 +00:00
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scroll_container.queue_free()
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2025-12-08 09:43:02 +00:00
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2024-10-16 10:24:38 +00:00
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scroll_container = ScrollContainer.new()
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2025-12-08 09:43:02 +00:00
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2024-10-07 09:23:19 +00:00
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scroll_container.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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2025-03-25 21:34:13 +00:00
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scroll_container.custom_minimum_size = Vector2(0, ProjectSettings.get_setting("display/window/size/viewport_height") - 256)
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2024-10-07 09:23:19 +00:00
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add_child(scroll_container)
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2025-12-08 09:43:02 +00:00
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2025-03-25 21:34:13 +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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scroll_container.add_child(save_box)
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2025-12-08 09:43:02 +00:00
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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 new_button := SaveGameDisplay.new(saves[i], i+1)
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2025-03-25 21:34:13 +00:00
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save_box.add_child(new_button)
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2024-10-06 09:40:42 +00:00
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save_buttons.append(new_button)
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2025-12-12 23:22:21 +00:00
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new_button.pressed.connect(_on_game_picked.bind(i))
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2024-10-06 09:40:42 +00:00
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2025-12-12 18:19:37 +00:00
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func _on_game_picked(id: int) -> void:
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2025-12-12 23:22:21 +00:00
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_picked.emit(saves[id])
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2024-10-07 09:23:19 +00:00
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2025-12-08 09:43:02 +00:00
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2025-12-12 18:19:37 +00:00
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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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2025-12-08 09:43:02 +00:00
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2025-03-25 21:34:13 +00:00
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func has_existing_saves() -> bool:
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return saves.size() > 1
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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2025-12-12 18:19:37 +00:00
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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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2025-12-12 18:19:37 +00:00
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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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2025-12-12 23:22:21 +00:00
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await _open()
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2025-12-12 18:19:37 +00:00
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var result = await _picked
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2025-12-12 23:22:21 +00:00
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await _close()
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2025-12-12 18:19:37 +00:00
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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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get_parent_control().show()
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save_buttons[0].grab_focus()
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modulate = Color.TRANSPARENT
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visible = true
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var tween := get_tree().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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set_process_input(true)
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func _close() -> void:
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set_process_input(false)
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var tween := get_tree().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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visible = false
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get_parent_control().hide()
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