311 lines
13 KiB
GDScript3
311 lines
13 KiB
GDScript3
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class_name JsonClassConverter
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# Flag to control whether to save nested resources as separate .tres files
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static var save_temp_resources_tres: bool = false
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## Checks if the provided class is valid (not null)
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static func _check_cast_class(castClass: GDScript) -> bool:
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if typeof(castClass) == Variant.Type.TYPE_NIL:
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printerr("The provided class is null.")
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return false
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return true
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## Checks if the directory for the given file path exists, creating it if necessary.
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static func check_dir(file_path: String) -> void:
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if !DirAccess.dir_exists_absolute(file_path.get_base_dir()):
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DirAccess.make_dir_absolute(file_path.get_base_dir())
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#region Json to Class
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## Loads a JSON file and parses it into a Dictionary.
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## Supports optional decryption using a security key.
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static func json_file_to_dict(file_path: String, security_key: String = "") -> Dictionary:
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var file: FileAccess
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if FileAccess.file_exists(file_path):
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if security_key.length() == 0:
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file = FileAccess.open(file_path, FileAccess.READ)
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else:
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file = FileAccess.open_encrypted_with_pass(file_path, FileAccess.READ, security_key)
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if not file:
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printerr("Error opening file: ", file_path)
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return {}
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var parsed_results: Variant = JSON.parse_string(file.get_as_text())
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file.close()
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if parsed_results is Dictionary or parsed_results is Array:
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return parsed_results
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return {}
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## Loads a JSON file and converts its contents into a Godot class instance.
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## Uses the provided GDScript (castClass) as a template for the class.
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static func json_file_to_class(castClass: GDScript, file_path: String, security_key: String = "") -> Object:
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if not _check_cast_class(castClass):
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printerr("The provided class is null.")
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return null
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var parsed_results = json_file_to_dict(file_path, security_key)
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if parsed_results == null:
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return castClass.new()
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return json_to_class(castClass, parsed_results)
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## Converts a JSON string into a Godot class instance.
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static func json_string_to_class(castClass: GDScript, json_string: String) -> Object:
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if not _check_cast_class(castClass):
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printerr("The provided class is null.")
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return null
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var json: JSON = JSON.new()
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var parse_result: Error = json.parse(json_string)
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if parse_result == Error.OK:
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return json_to_class(castClass, json.data)
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return castClass.new()
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## Converts a JSON dictionary into a Godot class instance.
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## This is the core deserialization function.
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static func json_to_class(castClass: GDScript, json: Dictionary) -> Object:
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# Create an instance of the target class
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var _class: Object = castClass.new() as Object
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var properties: Array = _class.get_property_list()
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# Iterate through each key-value pair in the JSON dictionary
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for key: String in json.keys():
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var value: Variant = json[key]
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# Special handling for Vector types (stored as strings in JSON)
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if type_string(typeof(value)) == "String" and value.begins_with("Vector"):
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value = str_to_var(value)
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# Find the matching property in the target class
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for property: Dictionary in properties:
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# Skip the 'script' property (built-in)
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if property.name == "script":
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continue
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# Get the current value of the property in the class instance
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var property_value: Variant = _class.get(property.name)
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# If the property name matches the JSON key and is a script variable:
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if property.name == key and property.usage >= PROPERTY_USAGE_SCRIPT_VARIABLE:
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# Case 1: Property is an Object (not an array)
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if not property_value is Array and property.type == TYPE_OBJECT:
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var inner_class_path: String = ""
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if property_value:
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# If the property already holds an object, try to get its script path
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for inner_property: Dictionary in property_value.get_property_list():
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if inner_property.has("hint_string") and inner_property["hint_string"].contains(".gd"):
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inner_class_path = inner_property["hint_string"]
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# Recursively deserialize nested objects
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_class.set(property.name, json_to_class(load(inner_class_path), value))
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elif value:
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var script_type: GDScript = null
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# Determine the script type for the nested object
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if value is Dictionary and value.has("script_inheritance"):
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script_type = get_gdscript(value["script_inheritance"])
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else:
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script_type = get_gdscript(property. class_name )
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# If the value is a resource path, load the resource
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if value is String and value.is_absolute_path():
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_class.set(property.name, ResourceLoader.load(get_main_tres_path(value)))
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else:
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# Recursively deserialize nested objects
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_class.set(property.name, json_to_class(script_type, value))
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# Case 2: Property is an Array
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elif property_value is Array:
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if property.has("hint_string"):
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var class_hint: String = property["hint_string"]
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if class_hint.contains(":"):
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# Extract class name from hint string (e.g., "24/34:ClassName")
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class_hint = class_hint.split(":")[1]
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# Recursively convert the JSON array to a Godot array
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var arrayTemp: Array = convert_json_to_array(value, get_gdscript(class_hint))
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# Handle Vector arrays (convert string elements back to Vectors)
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if type_string(property_value.get_typed_builtin()).begins_with("Vector"):
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for obj_array: Variant in arrayTemp:
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_class.get(property.name).append(str_to_var(obj_array))
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else:
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_class.get(property.name).assign(arrayTemp)
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# Case 3: Property is a simple type (not an object or array)
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else:
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# Special handling for Color type (stored as a hex string)
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if property.type == TYPE_COLOR:
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value = Color(value)
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if property.type == TYPE_INT and property.hint == PROPERTY_HINT_ENUM:
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var enum_strs: Array = property.hint_string.split(",")
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var enum_value: int = 0
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for enum_str: String in enum_strs:
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if enum_str.contains(":"):
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var enum_keys: Array = enum_str.split(":")
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for i: int in enum_keys.size():
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if enum_keys[i].to_lower() == value.to_lower():
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enum_value = int(enum_keys[i + 1])
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_class.set(property.name, enum_value)
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else:
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_class.set(property.name, value)
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# Return the fully deserialized class instance
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return _class
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## Helper function to find a GDScript by its class name.
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static func get_gdscript(hint_class: String) -> GDScript:
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for className: Dictionary in ProjectSettings.get_global_class_list():
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if className. class == hint_class:
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return load(className.path)
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return null
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## Helper function to recursively convert JSON arrays to Godot arrays.
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static func convert_json_to_array(json_array: Array, cast_class: GDScript = null) -> Array:
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var godot_array: Array = []
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for element: Variant in json_array:
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if typeof(element) == TYPE_DICTIONARY:
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# If json element has a script_inheritance, get the script (for inheritance or for untyped array/dictionary)
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if "script_inheritance" in element:
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cast_class = get_gdscript(element["script_inheritance"])
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godot_array.append(json_to_class(cast_class, element))
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elif typeof(element) == TYPE_ARRAY:
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godot_array.append(convert_json_to_array(element))
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else:
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godot_array.append(element)
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return godot_array
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#endregion
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#region Class to Json
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## Stores a JSON dictionary to a file, optionally with encryption.
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static func store_json_file(file_path: String, data: Dictionary, security_key: String = "") -> bool:
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check_dir(file_path)
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var file: FileAccess
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if security_key.length() == 0:
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file = FileAccess.open(file_path, FileAccess.WRITE)
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else:
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file = FileAccess.open_encrypted_with_pass(file_path, FileAccess.WRITE, security_key)
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if not file:
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printerr("Error writing to a file")
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return false
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var json_string: String = JSON.stringify(data, "\t")
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file.store_string(json_string)
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file.close()
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return true
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## Converts a Godot class instance into a JSON string.
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static func class_to_json_string(_class: Object, save_temp_res: bool = false) -> String:
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return JSON.stringify(class_to_json(_class, save_temp_res))
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## Converts a Godot class instance into a JSON dictionary.
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## This is the core serialization function.
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static func class_to_json(_class: Object, save_temp_res: bool = false, inheritance: bool = false) -> Dictionary:
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var dictionary: Dictionary = {}
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save_temp_resources_tres = save_temp_res
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# Store the script name for reference during deserialization if inheritance exists
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if inheritance:
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dictionary["script_inheritance"] = _class.get_script().get_global_name()
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var properties: Array = _class.get_property_list()
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# Iterate through each property of the class
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for property: Dictionary in properties:
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var property_name: String = property["name"]
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# Skip the built-in 'script' property
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if property_name == "script":
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continue
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var property_value: Variant = _class.get(property_name)
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# Only serialize properties that are exported or marked for storage
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if not property_name.is_empty() and property.usage >= PROPERTY_USAGE_SCRIPT_VARIABLE and property.usage & PROPERTY_USAGE_STORAGE > 0:
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if property_value is Array:
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# Recursively convert arrays to JSON
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dictionary[property_name] = convert_array_to_json(property_value)
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elif property_value is Dictionary:
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# Recursively convert dictionaries to JSON
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dictionary[property_name] = convert_dictionary_to_json(property_value)
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# If the property is a Resource:
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elif property["type"] == TYPE_OBJECT and property_value != null and property_value.get_property_list():
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if property_value is Resource and ResourceLoader.exists(property_value.resource_path):
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var main_src: String = get_main_tres_path(property_value.resource_path)
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if main_src.get_extension() != "tres":
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# Store the resource path if it's not a .tres file
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dictionary[property.name] = property_value.resource_path
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elif save_temp_resources_tres:
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# Save the resource as a separate .tres file
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var tempfile = "user://temp_resource/"
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check_dir(tempfile)
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var nodePath: String = get_node_tres_path(property_value.resource_path)
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if not nodePath.is_empty():
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tempfile += nodePath
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tempfile += ".tres"
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else:
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tempfile += property_value.resource_path.get_file()
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dictionary[property.name] = tempfile
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ResourceSaver.save(property_value, tempfile)
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else:
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# Recursively serialize the nested resource
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dictionary[property.name] = class_to_json(property_value, save_temp_resources_tres)
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else:
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dictionary[property.name] = class_to_json(property_value, save_temp_resources_tres, property. class_name != property_value.get_script().get_global_name())
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# Special handling for Vector types (store as strings)
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elif type_string(typeof(property_value)).begins_with("Vector"):
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dictionary[property_name] = var_to_str(property_value)
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elif property["type"] == TYPE_COLOR:
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# Store Color as a hex string
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dictionary[property_name] = property_value.to_html()
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else:
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# Store other basic types directly
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if property.type == TYPE_INT and property.hint == PROPERTY_HINT_ENUM:
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var enum_value: String = property.hint_string.split(",")[property_value]
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if enum_value.contains(":"):
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dictionary[property.name] = enum_value.split(":")[0]
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else:
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dictionary[property.name] = enum_value
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else:
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dictionary[property.name] = property_value
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return dictionary
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## Extracts the main path from a resource path (removes node path if present).
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static func get_main_tres_path(path: String) -> String:
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var path_parts: PackedStringArray = path.split("::", true, 1)
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if path_parts.size() > 0:
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return path_parts[0]
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else:
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return path
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## Extracts the node path from a resource path.
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static func get_node_tres_path(path: String) -> String:
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var path_parts: PackedStringArray = path.split("::", true, 1)
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if path_parts.size() > 1:
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return path_parts[1]
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else:
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return ""
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## Helper function to recursively convert Godot arrays to JSON arrays.
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static func convert_array_to_json(array: Array) -> Array:
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var json_array: Array = []
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for element: Variant in array:
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if element is Object:
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json_array.append(class_to_json(element, save_temp_resources_tres,!array.is_typed()))
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elif element is Array:
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json_array.append(convert_array_to_json(element))
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elif element is Dictionary:
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json_array.append(convert_dictionary_to_json(element))
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elif type_string(typeof(element)).begins_with("Vector"):
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json_array.append(var_to_str(element))
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else:
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json_array.append(element)
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return json_array
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## Helper function to recursively convert Godot dictionaries to JSON dictionaries.
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static func convert_dictionary_to_json(dictionary: Dictionary) -> Dictionary:
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var json_dictionary: Dictionary = {}
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for key: Variant in dictionary.keys():
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var value: Variant = dictionary[key]
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if value is Object:
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json_dictionary[key] = class_to_json(value, save_temp_resources_tres)
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elif value is Array:
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json_dictionary[key] = convert_array_to_json(value)
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elif value is Dictionary:
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json_dictionary[key] = convert_dictionary_to_json(value)
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else:
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json_dictionary[key] = value
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return json_dictionary
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#endregion
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