citylimits/addons/simplelicense/api/LicenseManager.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

121 lines
3.7 KiB
GDScript

class_name LicenseManager
extends Node
## loads license information from this directory and the sub-directory "license_links"
@export var load_dir: String = "res://licenses"
## export license information to this directory and the sub-directory "licenses"
@export var export_dir: String = "user://"
## This disables loading Godot's built-in license information [br]
## this is for mods, in which the main game will have already shown the Godot's built-in Licensing
@export var exclude_engine: bool = false
## contains all loaded [License]s [br]
## key = identifier [br]
## value = [License]
var licenses := {}
## contains all loaded [LicenseLink]s [br]
## with searching in mind [br]
## "array" [] [br]
## "by_identifier" {} license identifier [br]
## "by_parent" {} parent component name [br]
var license_links := {
'array': [],
'by_identifier': {},
'by_parent': {},
}
## Loads license information from [member load_dir] [br]
func load_license_information():
licenses.clear()
license_links.array.clear()
license_links.by_identifier.clear()
license_links.by_parent.clear()
if not DirAccess.dir_exists_absolute(load_dir):
printerr("Failed to find license directory ", load_dir)
return
licenses = License._load_licenses_in(load_dir)
if licenses.has('Expat') and not licenses.has('MIT'):
var l = licenses['Expat'].duplicate() as License
l.identifier = 'MIT'
licenses['MIT'] = l
license_links = LicenseLink._load_links_in(load_dir.path_join('license_links'), exclude_engine)
## Returns a single string "file", that is formatted in the SPDX Standard [br]
## that contains all licensing information, contained in this instance, [br]
## if only_links, then the returned data will omit the licensing term files
func get_combined_copyright(only_links: bool = false) -> String:
var lines = ""
var used_licenses = {}
# Links
for link in license_links.array:
if link is LicenseLink:
lines += link.to_formatted_string(link.component_of == 'Godot Engine')
lines += '\n'
used_licenses.merge(get_all_valid_licenses(link))
lines += '\n\n'
if only_links:
return lines
# License Terms
var values = used_licenses.values()
for i in len(values):
if i+1 < len(values):
lines += values[i].to_formatted_string() + '\n'
else:
lines += values[i].to_formatted_string()
return lines
## Returns all licenses that are "valid"/exist [br]
## Sometimes license files are missing, or Identifiers are incorrectly spelled, this helps with that.
func get_all_valid_licenses(link: LicenseLink) -> Dictionary:
var d = {}
for x in link.license_identifiers:
if licenses.has(x):
d[x] = licenses[x]
return d
## export all license information to [member export_dir] and the sub-directory "licenses"
func export(directory: String = ""):
if directory.is_empty():
directory = export_dir
var licenses_path = directory.path_join('licenses')
if not DirAccess.dir_exists_absolute(licenses_path):
DirAccess.make_dir_recursive_absolute(licenses_path)
# Export the combined license file
var f = FileAccess.open(directory.path_join('COPYRIGHT.txt'), FileAccess.WRITE)
if f is FileAccess:
f.store_string(self.get_combined_copyright())
# Export the slim license file
f = FileAccess.open(directory.path_join('COPYRIGHT_SLIM.txt'), FileAccess.WRITE)
if f is FileAccess:
f.store_string(self.get_combined_copyright(true))
# Export the individual license files
var used = {}
for i in license_links.array.size():
var license = license_links.array[i] as LicenseLink
var ids = self.get_all_valid_licenses(license)
used.merge(ids)
for id in ids:
var license_path = licenses_path.path_join(id)+'.txt'
f = FileAccess.open(license_path, FileAccess.WRITE)
f.store_string(licenses[id].to_formatted_string())