Fragmented/src/Filesystem.gd

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GDScript3
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extends Node
@onready var template_shader: Shader = load("res://src/shader/template.gdshader")
@onready var shader: Shader = template_shader.duplicate()
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var original_image: ImageTexture
var result: Image
var cwd = "."
var last_image_savepath = ""
var last_shader_savepath = ""
var last_original_image_path = ""
func reset():
self.shader = self.template_shader.duplicate()
self.last_image_savepath = ""
self.last_shader_savepath = ""
self.last_original_image_path = ""
self.original_image = null
self.result = null
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func get_absolute_path(p: String) -> String:
# this only works on Linux!
if !p.begins_with("/"):
return self.cwd + "/" + p.lstrip("./")
return p
func load_original_image(path: String):
print("Load ", path)
var img = Image.new()
var err = img.load(path)
if err == OK:
original_image = ImageTexture.create_from_image(img)
if path != self.last_original_image_path:
self.last_original_image_path = path
if self.last_image_savepath == "":
self.last_image_savepath = path
else:
print("An error occured!")
func load_image(path: String) -> ImageTexture:
print("Load ", path)
return ImageTexture.create_from_image(Image.load_from_file(path))
func save_result(path: String):
print("Export ", path)
var err = self.result.save_png(path)
if err != OK:
print("An error occured!")
else:
self.last_image_savepath = path
func load_shader(path: String):
print("Load ", path)
var file = FileAccess.open(path, FileAccess.READ)
var shader_code = file.get_as_text()
self.shader = Shader.new()
shader.code = shader_code
if "/" in path: # update current working directory
self.cwd = path.substr(0, path.rfind("/"))
self.last_shader_savepath = path
func save_shader(path: String):
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print("Save ", path)
var file = FileAccess.open(path, FileAccess.WRITE)
file.store_string(self.shader.code)
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if "/" in path: # update current working directory
self.cwd = path.substr(0, path.rfind("/"))
self.last_shader_savepath = path