mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-01-01 01:46:32 +01:00
170 lines
No EOL
5.4 KiB
Text
170 lines
No EOL
5.4 KiB
Text
enum __GM_FILE_DATATYPE {
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float,
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integer,
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bool,
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string,
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}
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function Binder_Gamemaker(path) {
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if(!file_exists_empty(path)) return noone;
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if(filename_ext(path) != ".yyp") return noone;
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return new __Binder_Gamemaker(path);
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}
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function GMObject(_gm, _rpth, _rawData) constructor {
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serialize_keys = {};
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gmBinder = _gm;
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path = $"{_gm.dir}/{_rpth}";
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key = _rpth;
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raw = _rawData;
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type = _rawData.resourceType;
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thumbnail = noone;
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static formatPrimitive = function(key, val) {
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if(is_undefined(val)) return "null";
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var _type = key != "" && struct_has(serialize_keys, key)? serialize_keys[$ key] : (is_string(val)? __GM_FILE_DATATYPE.string : __GM_FILE_DATATYPE.float);
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switch(_type) {
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case __GM_FILE_DATATYPE.float : return string(val);
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case __GM_FILE_DATATYPE.integer : return string_format(val, -1, 0);
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case __GM_FILE_DATATYPE.bool : return bool(val)? "true" : "false";
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case __GM_FILE_DATATYPE.string : return $"\"{val}\"";
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}
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return val;
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}
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static simple_serialize = function(s, _pad, _depth = 0, _nline = false) {
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if(is_array(s)) {
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if(array_empty(s)) return "[]";
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var _d1 = _depth <= 1;
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var _str = _d1? "[\n" : "[";
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var _nl = _d1? ",\n" : ",";
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var _padd = _d1? _pad + " " : "";
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for( var i = 0, n = array_length(s); i < n; i++ )
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_str += $"{_padd}{simple_serialize(s[i], _pad, _depth + 1)}{_nl}";
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_str += _d1? _pad + "]" : "]";
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return _str;
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} else if(is_struct(s)) {
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var _keys = struct_get_names(s);
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array_sort(_keys, function(a, b) /*=>*/ {return string_compare(a, b)});
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var _str = _nline? "{\n" : "{";
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var _nl = _nline? ",\n" : ",";
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var _padd = _nline? _pad + " " : "";
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for( var i = 0, n = array_length(_keys); i < n; i++ ) {
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var _k = _keys[i];
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var _v = s[$ _k];
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_str += _padd;
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_str += $"\"{_k}\":{is_array(_v) || is_struct(_v)? simple_serialize(_v, _padd, _depth + 1) : formatPrimitive(_k, _v)}";
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_str += _nl;
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}
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_str += _pad + "}"
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return _str;
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}
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return formatPrimitive("", s);
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}
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static sync = function() { file_text_write_all(path, json_stringify(raw)); }
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static link = function() {}
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}
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function GMSprite(_gm, _rpth, _rawData) : GMObject(_gm, _rpth, _rawData) constructor {
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var _dirr = filename_dir(path);
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var _frame = raw.frames;
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var _layers = raw.layers;
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thumbnailPath = "";
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if(array_empty(_frame) || array_empty(_layers)) return;
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thumbnailPath = $"{_dirr}/layers/{_frame[0].name}/{_layers[0].name}.png";
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if(file_exists(thumbnailPath))
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thumbnail = sprite_add(thumbnailPath, 0, 0, 0, 0, 0);
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}
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function GMTileset(_gm, _rpth, _rawData) : GMObject(_gm, _rpth, _rawData) constructor {
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sprite = raw.spriteId.path;
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static link = function() {
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spriteObject = gmBinder.getResourceFromPath(sprite);
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}
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}
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function __Binder_Gamemaker(path) constructor {
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self.path = path;
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name = filename_name_only(path);
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dir = filename_dir(path);
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projectName = "";
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resourcesRaw = [];
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resourcesMap = {};
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resourceList = [];
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resources = [
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{ name: "sprites", data : [], closed : false, },
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{ name: "tileset", data : [], closed : false, },
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{ name: "rooms", data : [], closed : false, },
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];
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static getResourceFromPath = function(path) { return struct_try_get(resourcesMap, path, noone); }
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static readYY = function(path) {
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var _res = file_read_all(path);
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var _map = json_try_parse(_res, noone);
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return _map;
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}
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static refreshResources = function() {
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if(!file_exists(path)) return;
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var _resMap = readYY(path);
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if(_resMap == noone) return;
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projectName = _resMap.name;
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resourcesRaw = _resMap.resources;
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resourcesMap = {};
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var sprites = [];
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var tileset = [];
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var rooms = [];
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for( var i = 0, n = array_length(resourcesRaw); i < n; i++ ) {
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var _res = resourcesRaw[i].id;
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var _name = _res.name;
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var _rpth = _res.path;
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var _rawData = readYY($"{dir}/{_rpth}");
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if(_rawData == noone) continue;
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var _asset = noone;
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switch(_rawData.resourceType) {
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case "GMSprite": _asset = new GMSprite( self, _rpth, _rawData); array_push(sprites, _asset); break;
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case "GMTileSet": _asset = new GMTileset(self, _rpth, _rawData); array_push(tileset, _asset); break;
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case "GMRoom": _asset = new GMRoom( self, _rpth, _rawData); array_push(rooms, _asset); break;
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}
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resourcesMap[$ _rpth] = _asset;
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array_push(resourceList, _asset);
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}
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for( var i = 0, n = array_length(resourceList); i < n; i++ ) {
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resourceList[i].link();
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}
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resources[0].data = sprites;
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resources[1].data = tileset;
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resources[2].data = rooms;
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}
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refreshResources();
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} |