citylimits/addons/simplelicense/api/LicenseLink.gd
Tony Bark c980445340 Major clean up and reorganization
- Upgraded to Godot 4
- Just remembered the basic principles are based on a tile editor, and dramatically simplified from there. Derp.
- New state machine and license display add-ons.
- Re-licensed under the GPL because Micropolis' assets aren't under a separate one.
2023-03-14 06:17:27 -04:00

178 lines
5.6 KiB
GDScript

class_name LicenseLink
extends Resource
## Files that are under this license [br]
## [color=red]WARNING[/color] DO NOT put in any file that Godot Cannot load, via Resource.load() [br]
## or it will prevent the game from launching. files like .txt .csg etc
@export var link_files: Array[Resource]
## Directories that are under this license [br]
## The given file's Parent Directory will be tracked [br]
## [color=red]WARNING[/color] DO NOT put in any file that Godot Cannot load, via Resource.load() [br]
## or it will prevent the game from launching. files like .txt .csg etc
@export var link_dirs: Array[Resource]
## Files that are under this license [br]
## Note: These paths are [b]NOT[/b] automatically tracked, [br]
## you will have to, manually keep these paths up to date
@export var link_paths: Array
## Example: Godot_Icon, Custom Font Name, Your Games Name, etc
@export var componet_name: String = ""
## Gets included in [method to_formatted_string] right after [member componet_name] [br]
## as part of the "Comment:" Section of the SPDX format
@export var extra: String = ""
## SPDX-License-Identifier or similar to it. CASE SENSITIVE[br]
## Like "CC0-1.0" or more complex entries like [br]
## "CC0-1.0 or MIT" [br]
## "CC0-1.0 and MIT" [br]
## See [url=https://spdx.org/licenses/]SPDX Identifier List[/url]
@export var license_identifier: String = "" : set = _set_identifier
## who and when was the copyright was created [br]
## example [br]
## 2022, John Doe [br]
## (next entry) [br]
## 2022-2023, Jim Stirling, Corp xyz [br]
@export var copyright: Array[String]
var license: License
## Unlike [member license_identifier] this contains [b]ONLY[/b] the identifiers [br]
var license_identifiers: Array[String]
## Either "Godot Engine" or "Game" [br]
## This value is AUTO GENERATED [br]
## [b]DON'T SET THIS VALUE MANUALLY[/b], IT CAN BREAK THINGS
var component_of: String = ""
func _init() -> void:
_set_identifier(license_identifier)
func _set_identifier(v: String):
license_identifier = v
var tmp = v.replace(' and ', '!break!').replace(' or ', '!break!').split('!break!', false)
for x in tmp:
license_identifiers.append(x)
func _to_string() -> String:
return self.to_formatted_string()
## Returns a string containing this link's information, formatted to [url=https://spdx.dev/resources/use/]SPDX Standards[/url]
func to_formatted_string(hide_files: bool = false):
var _files = ""
if not hide_files:
for x in link_files:
_files += x.resource_path.replace("res://", " ./").strip_edges() + "\n"
for x in link_dirs:
_files += (
x.resource_path.replace("res://", " ./").rsplit("/", false, 1)[0].strip_edges()
+ "/*\n"
)
for x in link_paths:
_files += x.replace("res://", " ./").strip_edges() + "\n"
_files = _files.strip_edges()
var _comment = ""
if not componet_name.is_empty():
_comment += componet_name
if not extra.is_empty():
_comment += "\n"
if not extra.is_empty():
_comment += extra
return "Files:{files}\nComment:{comment}\nCopyright:{copyright}\nLicense:{identifier}\n".format(
{
"files": _add_line_padding(_files, " "),
"comment": _add_line_padding(_comment, " "),
"copyright": _add_line_padding("\n".join(copyright), " "),
"identifier": _add_line_padding(license_identifier, " "),
}
)
# wouldn't recomend using this, unless you know what your doing
# but if you do, this loads and parses all links (LicenseLink Resource files) in a directory,
# plus Godot's built-in Licenses
#
# exclude engine: excludes loading Godot's built-in license information
# this is for mods, in which the main game will have already shown the Godot Engine's Licensing
static func _load_links_in(dir: String, exclude_engine: bool = false):
var dict = {
'array': [],
'by_identifier': {},
'by_parent': {},
}
if not DirAccess.dir_exists_absolute(dir):
printerr('Simple License: LicenseLinks directory is missing! ', dir)
return dict
# get Game license links
var names = DirAccess.get_files_at(dir)
if len(names) == 0:
print_verbose("\nSimple License: No LicenseLinks found in dir\n", dir, "\nif you have no LicenseLinks there, then this can be ignored\n")
for name in names:
name = name.replace('.remap', '')
var path = dir.path_join(name)
var res = ResourceLoader.load(path)
if res is Resource and res.get("copyright") != null:
if res.component_of.is_empty():
res.component_of = "Game"
dict.array.append(res)
dict.by_identifier[res.license_identifier] = res
if not dict.by_parent.has(res.component_of):
dict.by_parent[res.component_of] = {}
dict.by_parent[res.component_of][res.license_identifier] = res
# Get Engine license links
if not exclude_engine:
for a in Engine.get_copyright_info():
var l = new()
l.componet_name = a.name
l.component_of = "Godot Engine"
l.link_paths = a.parts[0].files
l.license_identifier = a.parts[0].license
l.copyright.append_array(a.parts[0].copyright)
dict.array.append(l)
dict.by_identifier[l.license_identifier] = l
if not dict.by_parent.has(l.component_of):
dict.by_parent[l.component_of] = {}
if not dict.by_parent[l.component_of].has(l.license_identifier):
dict.by_parent[l.component_of][l.license_identifier] = l
return dict
# this is for formatting individual lines accoring to SPDX standards
static func _add_line_padding(combined_lines: String, padding: String) -> String:
if combined_lines.is_empty():
return combined_lines
var lines = combined_lines.split("\n")
var s = ""
for i in len(lines):
if lines[i].is_empty() or lines[i] == "\n":
if i+1 < len(lines):
s += padding + "." + "\n"
else:
s += '\n'
else:
s += padding + lines[i] + "\n"
s = s.strip_edges(false)
return s