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