class_name SaveGameList extends CenterContainer signal _picked(save_game: SaveGame) @export var saves: Array[SaveGame] var save_buttons: Array[SaveGameDisplay] @export var update_display: bool: set(value): _load_games() var scroll_container: ScrollContainer func _validate_property(property: Dictionary) -> void: if property.name == "saves": property.usage = PROPERTY_USAGE_READ_ONLY + PROPERTY_USAGE_SCRIPT_VARIABLE + PROPERTY_USAGE_EDITOR func _ready() -> void: get_parent_control().visible = false _load_games() func _ensure_directory() -> void: var dir := DirAccess.open(State.user_saves_path) # Create dir if needed. if DirAccess.get_open_error() == ERR_INVALID_PARAMETER: dir = DirAccess.open("user://") dir.make_dir_recursive(State.user_saves_path) if DirAccess.get_open_error() != OK: printerr("Error while opening User Save Directory: %s" % error_string(DirAccess.get_open_error())) func _load_games(): _ensure_directory() saves = [] var save_game_dir := DirAccess.open(State.user_saves_path) var filepaths: PackedStringArray = save_game_dir.get_files() for path in filepaths: if path.ends_with(".json"): saves.append(SaveGame.new("%s/%s" % [State.user_saves_path, path.get_basename()])) saves.append(SaveGame.new()) _sort_saves() _rebuild_buttons() func _sort_saves() -> void: saves.sort_custom(func(a: SaveGame, b: SaveGame) -> int: if a.last_saved > b.last_saved: return -1 elif a.last_saved < b.last_saved: return 1 else: return 0 ) func _rebuild_buttons() -> void: save_buttons = [] if scroll_container != null: scroll_container.queue_free() scroll_container = ScrollContainer.new() scroll_container.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED scroll_container.custom_minimum_size = Vector2(0, ProjectSettings.get_setting("display/window/size/viewport_height") - 256) add_child(scroll_container) var save_box := VBoxContainer.new() save_box.add_theme_constant_override("separation", 16) scroll_container.add_child(save_box) for i in range(saves.size()): var new_button := SaveGameDisplay.new(saves[i], i+1) save_box.add_child(new_button) save_buttons.append(new_button) new_button.pressed.connect(func(): _on_game_picked(i)) func _on_game_picked(id: int) -> void: _picked.emit(saves[id] if id >= 0 && id < saves.size() else SaveGame.new()) func get_most_recent_save() -> SaveGame: _sort_saves() return saves[0] if saves.size() > 0 else SaveGame.new() func has_existing_saves() -> bool: return saves.size() > 1 func _input(event: InputEvent) -> void: if event.is_action_pressed("ui_cancel"): cancel() func cancel()->void: get_parent_control().visible = false visible = false _on_game_picked(-1) # This function is called when the user us supposed to choose a slot to load or create a new game. func pick_save_slot() -> SaveGame: get_parent_control().visible = true visible = true save_buttons[0].grab_focus() var result = await _picked get_parent_control().visible = false visible = false return result