dlete songs
This commit is contained in:
@@ -783,10 +783,11 @@ layout_mode = 1
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anchors_preset = -1
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anchor_left = 0.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_left = 264.5
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offset_top = 84.225
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offset_right = -264.5
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offset_bottom = 384.225
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offset_bottom = -263.775
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[node name="VolumeButton" type="Button" parent="."]
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texture_filter = 1
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@@ -847,7 +848,7 @@ offset_left = -64.0
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offset_top = -23.0
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grow_horizontal = 0
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grow_vertical = 0
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text = "v1.4.7"
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text = "v1.5.0"
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horizontal_alignment = 2
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[node name="SettingsButton" type="Button" parent="."]
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@@ -1116,6 +1117,10 @@ grow_vertical = 2
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label_settings = SubResource("LabelSettings_ivhc6")
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horizontal_alignment = 1
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[node name="deleteConfirm" type="ConfirmationDialog" parent="."]
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initial_position = 2
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dialog_text = "Are you sure you want to delete"
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[connection signal="toggled" from="SelectPlaylist" to="SelectPlaylist" method="_on_toggled"]
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[connection signal="pressed" from="PlaylistPanelHolder/PlaylistsPanel/PlaylistsContainer/VBoxContainer/HBoxContainer/CreatePlaylist" to="PlaylistPanelHolder/PlaylistsPanel" method="_on_create_playlist_pressed"]
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[connection signal="toggled" from="PlaylistPanelHolder/PlaylistsPanel/PlaylistsContainer/VBoxContainer/HBoxContainer/PlayAll" to="PlaylistPanelHolder/PlaylistsPanel" method="_on_play_all_toggled"]
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@@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2023 B0TLANNER Games
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@@ -0,0 +1,139 @@
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# Godot GIF
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<br>
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<p align="center">
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<img src="./docs-images/logo.gif" alt="Logo" width="128" height="128" />
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</p>
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<p align="center">
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<a href="https://github.com/BOTLANNER/godot-gif/actions/workflows/build_releases.yml"><img alt="GitHub Build" src="https://github.com/BOTLANNER/godot-gif/actions/workflows/build_releases.yml/badge.svg" height="20"/></a>
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<a href="https://github.com/BOTLANNER/godot-gif/blob/develop/LICENSE.txt"><img alt="MIT License" src="https://img.shields.io/github/license/BOTLANNER/godot-gif" height="20"/></a>
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</p>
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## Description
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GDExtension for Godot 4+ to load GIF files as [AnimatedTexture](https://docs.godotengine.org/en/stable/classes/class_animatedtexture.html) and/or [SpriteFrames](https://docs.godotengine.org/en/stable/classes/class_spriteframes.html).
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NOTE: ~~**AnimatedTexture**~~ has been marked as deprecated according to development docs and could be removed in a future version of Godot.
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## Usage
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### Editor
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Gif files can be imported at edit time as one of the supported types via Import options.
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<details open>
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<summary>Editor Imports Options</summary>
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</details>
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See the [Editor Imports](./demo/editor_imports_example.tscn) example scene.
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<details open>
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<summary>Editor Imports Example</summary>
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</details>
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<hr/>
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### Runtime
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Gif files can be loaded at runtime as one of the supported types via the `GifManager` singleton.
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`GifManager` exposes the following methods for loading gifs either from file or from bytes directly:
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e.g. to load from file
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```py
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get_node("AnimFromRuntimeFile").texture = GifManager.animated_texture_from_file("res://examples/file/optic.gif")
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get_node("AnimatedSprite2RuntimeFile").sprite_frames = GifManager.sprite_frames_from_file("res://examples/file/optic.gif")
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```
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See the [Runtime Imports](./demo/main.tscn) example scene.
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<details open>
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<summary>Runtime Imports Example</summary>
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</details>
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## Installation
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Download the `gdextension` artifact from the [latest successful build](https://github.com/BOTLANNER/godot-gif/actions/workflows/build_releases.yml). (It should be right at the bottom of the **Summary**)
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Extract the contents to your Godot project directory.
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You should have an `addons` directory at the root with the following structure:
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```bash
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└───addons
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└───godotgif
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│ godotgif.gdextension
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│ LICENSE.txt
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│ README.md
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│
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└───bin
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│ godotgif.windows.template_debug.x86_32.dll
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│ godotgif.windows.template_debug.x86_64.dll
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│ godotgif.windows.template_release.x86_32.dll
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│ godotgif.windows.template_release.x86_64.dll
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│ libgodotgif.android.template_debug.arm64.so
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│ libgodotgif.android.template_release.arm64.so
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│ libgodotgif.linux.template_debug.x86_32.so
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│ libgodotgif.linux.template_debug.x86_64.so
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│ libgodotgif.linux.template_release.x86_32.so
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│ libgodotgif.linux.template_release.x86_64.so
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│
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├───godotgif.macos.template_debug.framework
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│ libgodotgif.macos.template_debug
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│
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└───godotgif.macos.template_release.framework
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libgodotgif.macos.template_release
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```
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Open your project. Any exisitng gifs should auto-import. New gifs in the project directory will automatically import as `SpriteFrames`. To convert them into `AnimatedTexture`, update the [import settings](#editor).
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The `GifManager` class should also now be available for access within GDScript.
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## Contributing
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### Setup
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Ensure **SCons** is setup. Refer to [Introduction to the buildsystem](https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html)
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* If using a different version of Godot, be sure to dump the bindings e.g.
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```sh
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godot --dump-extension-api extension_api.json
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```
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* Compile with
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```sh
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scons platform=<platform> custom_api_file=extension_api.json
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```
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### Debugging
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This repository is configured for use with [VSCode](https://code.visualstudio.com/)
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[Launch configurations](./.vscode/launch.json) have been setup for both debugging in editor and in runtime provided certain **VSCode** extensions are present and environment variables are defined.
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The following environment variables are required:
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1. `GODOT_PATH` - The directory in which Godot is installed
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1. `GODOT_EXECUTABLE` - The executable name of the Godot installation
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### More Details
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Refer to [GDExtension C++ example](https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html)
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## License
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Unless otherwise specified, the extension is released under the
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[MIT license](LICENSE.txt).
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See the full list of third-party libraries with their licenses used by this
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extension at [src/thirdparty/README.md](src/thirdparty/README.md).
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This implementation heavily borrowed inspiration from the [gif module](https://github.com/goostengine/goost/tree/gd3/modules/gif) for [Goost](https://github.com/goostengine/goost) that is currently only based on Godot 3
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@@ -0,0 +1,23 @@
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[configuration]
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entry_symbol = "godot_gif_library_init"
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compatibility_minimum = "4.1"
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[libraries]
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macos.debug = "bin/godotgif.macos.template_debug.framework/libgodotgif.macos.template_debug"
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macos.release = "bin/godotgif.macos.template_release.framework/libgodotgif.macos.template_release"
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windows.debug.x86_32 = "bin/godotgif.windows.template_debug.x86_32.dll"
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windows.release.x86_32 = "bin/godotgif.windows.template_release.x86_32.dll"
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windows.debug.x86_64 = "bin/godotgif.windows.template_debug.x86_64.dll"
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windows.release.x86_64 = "bin/godotgif.windows.template_release.x86_64.dll"
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linux.debug.x86_64 = "bin/libgodotgif.linux.template_debug.x86_64.so"
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linux.release.x86_64 = "bin/libgodotgif.linux.template_release.x86_64.so"
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linux.debug.arm64 = "bin/libgodotgif.linux.template_debug.arm64.so"
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linux.release.arm64 = "bin/libgodotgif.linux.template_release.arm64.so"
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linux.debug.rv64 = "bin/libgodotgif.linux.template_debug.rv64.so"
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linux.release.rv64 = "bin/libgodotgif.linux.template_release.rv64.so"
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android.debug.x86_64 = "bin/libgodotgif.android.template_debug.x86_64.so"
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android.release.x86_64 = "bin/libgodotgif.android.template_release.x86_64.so"
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android.debug.arm64 = "bin/libgodotgif.android.template_debug.arm64.so"
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android.release.arm64 = "bin/libgodotgif.android.template_release.arm64.so"
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@@ -29,6 +29,8 @@ extends Control
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@onready var album_name: Label = $Album
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@onready var playlist_or_song: ConfirmationDialog = $PlaylistOrSong
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@onready var search_results: SearchResults = $SearchResults
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@onready var delete_confirm: ConfirmationDialog = $deleteConfirm
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@onready var search_bar: LineEdit = $SearchBar
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@@ -64,6 +66,9 @@ var PlayAllLists:bool
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@export var LoopPressed:Texture2D
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@export var LoopNotPressed:Texture2D
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signal ContinueDelete
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var deleteSong:bool
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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get_tree().root.min_size = Vector2(850,492)
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@@ -77,6 +82,7 @@ func _ready() -> void:
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skip.pressed.connect(Skip)
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go_back.pressed.connect(GoBack)
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search_results.index_pressed.connect(SetSong)
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search_results.song_deleted.connect(deletesong)
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var Strin:String
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for Arg in OS.get_cmdline_args():
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if Arg.to_lower().ends_with(".mp3") or Arg.to_lower().ends_with(".wav"):
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@@ -191,6 +197,36 @@ func _ready() -> void:
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# Always refresh after changing the values!
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DiscordRPC.refresh()
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func deletesong(idx:int):
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var currentDir:String= CurrentDir
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currentDir += "/" + textSongs[idx]
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delete_confirm.show()
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delete_confirm.dialog_text = "are you sure you want to delete \n" + textSongs[idx] +"?"
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delete_confirm.confirmed.connect(deleteConfirmed)
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delete_confirm.canceled.connect(deleteCancelled)
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await ContinueDelete
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delete_confirm.canceled.disconnect(deleteCancelled)
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delete_confirm.confirmed.disconnect(deleteConfirmed)
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if deleteSong:
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print("deleted + " + currentDir)
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deleteSong = false
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var dir = DirAccess.remove_absolute(currentDir)
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print("error code " +str(dir) + " (zero is good)")
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if dir == 0:
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textSongs.remove_at(idx)
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if search_bar.visible:
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search_bar.updateResults()
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else:
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songs_menu._pressed()
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Playlists[CurrentPlaylist].erase(textSongs[idx])
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func deleteCancelled():
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deleteSong = false
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ContinueDelete.emit()
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func deleteConfirmed():
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deleteSong = true
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ContinueDelete.emit()
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func SongDragStopped(Changed:bool):
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if Changed:
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+31
-28
@@ -16,34 +16,37 @@ func _process(delta: float) -> void:
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currentTime -= delta
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if TextChanged:
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if currentTime < 0:
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release_focus()
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TextChanged = false
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search_results.clear()
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values.clear()
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currentTime = updatetime
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var _i:int = 0
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var _s:int = 0
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for song:String in owner.textSongs:
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var margin:float
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var fragments:Array
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#print(int((text.length() / 2.0) + 0.5))
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for num in range(int((text.length() / 2.0) + 0.5)):
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if text.to_lower().substr(int(num*2),2):
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fragments.append(text.to_lower().substr(int(num*2),2))
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elif text.to_lower().substr(int(num*2),1):
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fragments.append(text.to_lower().substr(int(num*2),1))
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var amountOfFrags:int
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for fragment:String in fragments:
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if song.to_lower().containsn(fragment):
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amountOfFrags +=1
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margin = float(amountOfFrags) / fragments.size()
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if margin > ErrorMargin:
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search_results.add_item(song)
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values[_i] = _s
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_i += 1
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_s += 1
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updateResults()
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func updateResults():
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release_focus()
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TextChanged = false
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search_results.clear()
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values.clear()
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currentTime = updatetime
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var _i:int = 0
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var _s:int = 0
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for song:String in owner.textSongs:
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var margin:float
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var fragments:Array
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#print(int((text.length() / 2.0) + 0.5))
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for num in range(int((text.length() / 2.0) + 0.5)):
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if text.to_lower().substr(int(num*2),2):
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fragments.append(text.to_lower().substr(int(num*2),2))
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elif text.to_lower().substr(int(num*2),1):
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fragments.append(text.to_lower().substr(int(num*2),1))
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var amountOfFrags:int
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for fragment:String in fragments:
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if song.to_lower().containsn(fragment):
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amountOfFrags +=1
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margin = float(amountOfFrags) / fragments.size()
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if margin > ErrorMargin:
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search_results.add_item(song)
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values[_i] = _s
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_i += 1
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_s += 1
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func _on_search_results_index_pressed(index: int) -> void:
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print("index " + str(index))
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@@ -19,3 +19,7 @@ func _process(delta: float) -> void:
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func _on_songname_pressed() -> void:
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PlayPressed.emit(idx)
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func _on_delete_pressed() -> void:
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DeletePressed.emit(idx)
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@@ -42,4 +42,5 @@ focus_mode = 0
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flat = true
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alignment = 0
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[connection signal="pressed" from="HBoxContainer/delete" to="." method="_on_delete_pressed"]
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[connection signal="pressed" from="HBoxContainer/Songname" to="." method="_on_songname_pressed"]
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@@ -2,6 +2,7 @@ class_name SearchResults
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extends Control
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signal index_pressed
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signal song_deleted
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const SEARCH_ITEM = preload("res://search_item.tscn")
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@@ -26,9 +27,11 @@ func add_item(text:String):
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child.idx = parent.textSongs.find(text)
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SongsAmount+=1
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child.PlayPressed.connect(songSelected)
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child.DeletePressed.connect(deletePressed)
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item_container.add_child(child)
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func clear():
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SongsAmount = 0
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for child in item_container.get_children():
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child.queue_free()
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@@ -40,3 +43,6 @@ func _input(event):
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var evLocal = make_input_local(event)
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if !Rect2(Vector2(0,0),Vector2(size.x,size.y)).has_point(evLocal.position):
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hide()
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func deletePressed(idx:int):
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song_deleted.emit(idx)
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+6
-1
@@ -1,7 +1,7 @@
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extends Button
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@onready var search_results: SearchResults = $"../SearchResults"
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@onready var parent:MainScene = owner
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@@ -12,4 +12,9 @@ func _process(delta: float) -> void:
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pass
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func _pressed() -> void:
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if search_results.SongsAmount != parent.textSongs.size():
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search_results.clear()
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for song in parent.textSongs:
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var nam = song
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search_results.add_item(nam)
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search_results.show()
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Reference in New Issue
Block a user