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- extends Control
- @onready var file_path_edit := $MarginContainer/VBoxContainer/HBoxContainer/FilePath as LineEdit
- @onready var file_dialog := $MarginContainer/VBoxContainer/HBoxContainer/FileDialog as FileDialog
- @onready var plain_text_viewer := $MarginContainer/VBoxContainer/Result/PlainTextViewer as ScrollContainer
- @onready var plain_text_viewer_label := $MarginContainer/VBoxContainer/Result/PlainTextViewer/Label as Label
- @onready var texture_viewer := $MarginContainer/VBoxContainer/Result/TextureViewer as TextureRect
- @onready var audio_player := $MarginContainer/VBoxContainer/Result/AudioPlayer as Button
- @onready var audio_stream_player := $MarginContainer/VBoxContainer/Result/AudioPlayer/AudioStreamPlayer as AudioStreamPlayer
- @onready var scene_viewer := $MarginContainer/VBoxContainer/Result/SceneViewer as SubViewportContainer
- @onready var scene_viewer_camera := $MarginContainer/VBoxContainer/Result/SceneViewer/SubViewport/Camera3D as Camera3D
- @onready var font_viewer := $MarginContainer/VBoxContainer/Result/FontViewer as Label
- @onready var zip_viewer := $MarginContainer/VBoxContainer/Result/ZIPViewer as HSplitContainer
- @onready var zip_viewer_file_list := $MarginContainer/VBoxContainer/Result/ZIPViewer/FileList as ItemList
- @onready var zip_viewer_file_preview := $MarginContainer/VBoxContainer/Result/ZIPViewer/FilePreview as Label
- @onready var error_label := $MarginContainer/VBoxContainer/Result/ErrorLabel as Label
- @onready var export_button := $MarginContainer/VBoxContainer/Export as Button
- @onready var export_file_dialog := $MarginContainer/VBoxContainer/Export/FileDialog as FileDialog
- var zip_reader := ZIPReader.new()
- # Keeps reference to the root node imported in the 3D scene viewer,
- # so that it can be exported later.
- var scene_viewer_root_node: Node
- func _on_browse_pressed() -> void:
- file_dialog.popup_centered_ratio()
- func _on_file_path_text_submitted(new_text: String) -> void:
- open_file(new_text)
- # Put the caret at the end of the submitted text.
- file_path_edit.caret_column = file_path_edit.text.length()
- func _on_file_dialog_file_selected(path: String) -> void:
- open_file(path)
- func reset_visibility() -> void:
- plain_text_viewer.visible = false
- texture_viewer.visible = false
- audio_player.visible = false
- scene_viewer.visible = false
- var last_child := scene_viewer.get_child(-1)
- if last_child is Node3D:
- scene_viewer.remove_child(last_child)
- last_child.queue_free()
- font_viewer.visible = false
- zip_viewer.visible = false
- zip_viewer_file_list.clear()
- error_label.visible = false
- export_button.disabled = false
- func _on_audio_player_pressed() -> void:
- audio_stream_player.play()
- func _on_scene_viewer_zoom_value_changed(value: float) -> void:
- # Slider uses negative value so that it can be inverted easily
- # (lower Camera3D orthogonal size is more zoomed *in*).
- scene_viewer_camera.size = abs(value)
- func _on_zip_viewer_item_selected(index: int) -> void:
- zip_viewer_file_preview.text = zip_reader.read_file(
- zip_viewer_file_list.get_item_text(index)
- ).get_string_from_utf8()
- #region File exporting
- func _on_export_pressed() -> void:
- export_file_dialog.popup_centered_ratio()
- func _on_export_file_dialog_file_selected(path: String) -> void:
- if plain_text_viewer.visible:
- var file_access := FileAccess.open(path, FileAccess.WRITE)
- file_access.store_string(plain_text_viewer_label.text)
- file_access.close()
- elif texture_viewer.visible:
- var image := texture_viewer.texture.get_image()
- if path.ends_with(".png"):
- image.save_png(path)
- if path.ends_with(".jpg") or path.ends_with(".jpeg"):
- const JPG_QUALITY = 0.9
- image.save_jpg(path, JPG_QUALITY)
- if path.ends_with(".webp"):
- # Saving WebP is lossless by default, but can be made lossy using
- # optional parameters in `Image.save_webp()`.
- image.save_webp(path)
- elif audio_player.visible:
- # Ogg Vorbis audio can't be exported at runtime to a standard format
- # (only WAV files can be using `AudioStreamWAV.save_to_wav()`).
- pass
- elif scene_viewer.visible:
- var gltf_document := GLTFDocument.new()
- var gltf_state := GLTFState.new()
- gltf_document.append_from_scene(scene_viewer_root_node, gltf_state)
- # The file extension in the output `path` (`.gltf` or `.glb`) determines
- # whether the output uses text or binary format. Binary format is faster
- # to write and smaller, but harder to debug. The binary format is also
- # more suited to embedding textures.
- gltf_document.write_to_filesystem(gltf_state, path)
- elif font_viewer.visible:
- # Fonts can't be exported at runtime to a standard format
- # (only to a Godot-specific `.res` format using the ResourceSaver class).
- pass
- elif zip_viewer.visible:
- var zip_packer := ZIPPacker.new()
- var error := zip_packer.open(path)
- if error != OK:
- push_error("An error occurred while trying to save a ZIP archive to: %s" % path)
- return
- for file in zip_reader.get_files():
- zip_packer.start_file(file)
- zip_packer.write_file(zip_reader.read_file(file))
- zip_packer.close_file()
- zip_packer.close()
- #endregion
- func show_error(message: String) -> void:
- reset_visibility()
- error_label.text = "ERROR: %s" % message
- error_label.visible = true
- func open_file(path: String) -> void:
- print_rich("Opening: [u]%s[/u]" % path)
- file_path_edit.text = path
- var path_lower := path.to_lower()
- # Images.
- if (
- path_lower.ends_with(".jpg")
- or path_lower.ends_with(".jpeg")
- or path_lower.ends_with(".png")
- or path_lower.ends_with(".webp")
- or path_lower.ends_with(".svg")
- or path_lower.ends_with(".tga")
- or path_lower.ends_with(".bmp")
- ):
- # This method handles everything, from format detection based on
- # file extension to reading the file from disk. If you need error handling
- # or more control (such as changing the scale SVG is loaded at),
- # use the `load_*_from_buffer()` (where `*` is a file extension)
- # and `load_svg_from_string()` methods from the Image class.
- var image := Image.load_from_file(path)
- reset_visibility()
- export_file_dialog.filters = ["*.png ; PNG Image", "*.jpg, *.jpeg ; JPEG Image", "*.webp ; WebP Image"]
- texture_viewer.visible = true
- texture_viewer.texture = ImageTexture.create_from_image(image)
- # Audio.
- # Run-time MP3 and WAV loading aren't supported by the engine yet.
- elif path_lower.ends_with(".ogg"):
- # `AudioStreamOggVorbis.load_from_buffer()` can alternatively be used
- # if you have Ogg Vorbis data in a PackedByteArray instead of a file.
- audio_stream_player.stream = AudioStreamOggVorbis.load_from_file(path)
- reset_visibility()
- export_button.disabled = true
- audio_player.visible = true
- # 3D scenes.
- elif path_lower.ends_with(".gltf") or path_lower.ends_with(".glb"):
- # GLTFState is used by GLTFDocument to store the loaded scene's state.
- # GLTFDocument is the class that handles actually loading glTF data into a Godot node tree,
- # which means it supports glTF features such as lights and cameras.
- var gltf_document := GLTFDocument.new()
- var gltf_state := GLTFState.new()
- var error := gltf_document.append_from_file(path, gltf_state)
- if error == OK:
- scene_viewer_root_node = gltf_document.generate_scene(gltf_state)
- reset_visibility()
- scene_viewer.add_child(scene_viewer_root_node)
- export_file_dialog.filters = ["*.gltf ; glTF Text Scene", "*.glb ; glTF Binary Scene"]
- scene_viewer.visible = true
- else:
- show_error('Couldn\'t load "%s" as a glTF scene (error code: %s).' % [path.get_file(), error_string(error)])
- # Fonts.
- elif (
- path_lower.ends_with(".ttf")
- or path_lower.ends_with(".otf")
- or path_lower.ends_with(".woff")
- or path_lower.ends_with(".woff2")
- or path_lower.ends_with(".pfb")
- or path_lower.ends_with(".pfm")
- or path_lower.ends_with(".fnt")
- or path_lower.ends_with(".font")
- ):
- var font_file := FontFile.new()
- if path_lower.ends_with(".fnt") or path_lower.ends_with(".font"):
- font_file.load_bitmap_font(path)
- else:
- font_file.load_dynamic_font(path)
- if not font_file.data.is_empty():
- font_viewer.add_theme_font_override("font", font_file)
- reset_visibility()
- font_viewer.visible = true
- export_button.disabled = true
- else:
- show_error('Couldn\'t load "%s" as a font.' % path.get_file())
- # ZIP archives.
- elif path_lower.ends_with(".zip"):
- # This supports any ZIP file, including files generated by Godot's "Export PCK/ZIP" functionality
- # (although these will contain imported Godot resources rather than the original project files).
- #
- # Use `ProjectSettings.load_resource_pack()` to load PCK or ZIP files exported by Godot as
- # additional data packs. That approach is preferred for DLCs, as it makes interacting with
- # additional data packs seamless (virtual filesystem).
- zip_reader.open(path)
- var files := zip_reader.get_files()
- files.sort()
- export_file_dialog.filters = ["*.zip ; ZIP Archive"]
- reset_visibility()
- for file in files:
- zip_viewer_file_list.add_item(file, null)
- # Make folders disabled in the list.
- zip_viewer_file_list.set_item_disabled(-1, file.ends_with("/"))
- zip_viewer.visible = true
- # Fallback.
- else:
- # Open as plain text and display contents if possible.
- var file_contents := FileAccess.get_file_as_string(path)
- if file_contents.is_empty():
- show_error("File is empty or is a binary file.")
- else:
- plain_text_viewer_label.text = file_contents
- reset_visibility()
- plain_text_viewer.visible = true
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