Intialize environment
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120
client/addons/gut/strutils.gd
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120
client/addons/gut/strutils.gd
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var _utils = load('res://addons/gut/utils.gd').get_instance()
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# Hash containing all the built in types in Godot. This provides an English
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# name for the types that corosponds with the type constants defined in the
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# engine.
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var types = {}
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func _init_types_dictionary():
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types[TYPE_NIL] = 'TYPE_NIL'
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types[TYPE_BOOL] = 'Bool'
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types[TYPE_INT] = 'Int'
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types[TYPE_REAL] = 'Float/Real'
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types[TYPE_STRING] = 'String'
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types[TYPE_VECTOR2] = 'Vector2'
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types[TYPE_RECT2] = 'Rect2'
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types[TYPE_VECTOR3] = 'Vector3'
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#types[8] = 'Matrix32'
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types[TYPE_PLANE] = 'Plane'
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types[TYPE_QUAT] = 'QUAT'
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types[TYPE_AABB] = 'AABB'
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#types[12] = 'Matrix3'
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types[TYPE_TRANSFORM] = 'Transform'
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types[TYPE_COLOR] = 'Color'
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#types[15] = 'Image'
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types[TYPE_NODE_PATH] = 'Node Path'
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types[TYPE_RID] = 'RID'
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types[TYPE_OBJECT] = 'TYPE_OBJECT'
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#types[19] = 'TYPE_INPUT_EVENT'
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types[TYPE_DICTIONARY] = 'Dictionary'
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types[TYPE_ARRAY] = 'Array'
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types[TYPE_RAW_ARRAY] = 'TYPE_RAW_ARRAY'
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types[TYPE_INT_ARRAY] = 'TYPE_INT_ARRAY'
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types[TYPE_REAL_ARRAY] = 'TYPE_REAL_ARRAY'
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types[TYPE_STRING_ARRAY] = 'TYPE_STRING_ARRAY'
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types[TYPE_VECTOR2_ARRAY] = 'TYPE_VECTOR2_ARRAY'
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types[TYPE_VECTOR3_ARRAY] = 'TYPE_VECTOR3_ARRAY'
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types[TYPE_COLOR_ARRAY] = 'TYPE_COLOR_ARRAY'
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types[TYPE_MAX] = 'TYPE_MAX'
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# Types to not be formatted when using _str
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var _str_ignore_types = [
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TYPE_INT, TYPE_REAL, TYPE_STRING,
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TYPE_NIL, TYPE_BOOL
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]
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func _init():
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_init_types_dictionary()
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# ------------------------------------------------------------------------------
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# ------------------------------------------------------------------------------
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func _get_filename(path):
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return path.split('/')[-1]
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# ------------------------------------------------------------------------------
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# Gets the filename of an object passed in. This does not return the
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# full path to the object, just the filename.
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# ------------------------------------------------------------------------------
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func _get_obj_filename(thing):
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var filename = null
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if(thing == null or
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!is_instance_valid(thing) or
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str(thing) == '[Object:null]' or
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typeof(thing) != TYPE_OBJECT or
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thing.has_method('__gut_instance_from_id')):
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return
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if(thing.get_script() == null):
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if(thing is PackedScene):
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filename = _get_filename(thing.resource_path)
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else:
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# If it isn't a packed scene and it doesn't have a script then
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# we do nothing. This just read better.
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pass
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elif(!_utils.is_native_class(thing)):
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var dict = inst2dict(thing)
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filename = _get_filename(dict['@path'])
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if(dict['@subpath'] != ''):
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filename += str('/', dict['@subpath'])
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return filename
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# ------------------------------------------------------------------------------
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# Better object/thing to string conversion. Includes extra details about
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# whatever is passed in when it can/should.
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# ------------------------------------------------------------------------------
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func type2str(thing):
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var filename = _get_obj_filename(thing)
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var str_thing = str(thing)
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if(thing == null):
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# According to str there is a difference between null and an Object
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# that is somehow null. To avoid getting '[Object:null]' as output
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# always set it to str(null) instead of str(thing). A null object
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# will pass typeof(thing) == TYPE_OBJECT check so this has to be
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# before that.
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str_thing = str(null)
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elif(typeof(thing) in _str_ignore_types):
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# do nothing b/c we already have str(thing) in
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# to_return. I think this just reads a little
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# better this way.
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pass
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elif(typeof(thing) == TYPE_OBJECT):
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if(_utils.is_native_class(thing)):
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str_thing = _utils.get_native_class_name(thing)
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elif(_utils.is_double(thing)):
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var double_path = _get_filename(thing.__gut_metadata_.path)
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if(thing.__gut_metadata_.subpath != ''):
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double_path += str('/', thing.__gut_metadata_.subpath)
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str_thing += '(double of ' + double_path + ')'
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filename = null
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elif(types.has(typeof(thing))):
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if(!str_thing.begins_with('(')):
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str_thing = '(' + str_thing + ')'
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str_thing = str(types[typeof(thing)], str_thing)
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if(filename != null):
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str_thing += str('(', filename, ')')
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return str_thing
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