#ifndef TOOLS_UTIL_TSCN_H_ #define TOOLS_UTIL_TSCN_H_ #include #include #include #include #include #include namespace com::fourisland::lingo2_archipelago { struct GodotExtResource { std::string type; std::string path; }; struct GodotExtResourceRef { std::string id; }; using GodotInstanceType = std::variant; struct GodotNode { std::string name; std::string parent; GodotInstanceType instance_type; std::string GetPath() const; }; class GodotScene { public: GodotScene(std::map ext_resources, std::vector nodes) : ext_resources_(std::move(ext_resources)), nodes_(std::move(nodes)) {} const GodotExtResource* GetExtResource(const std::string& id) const { auto it = ext_resources_.find(id); if (it != ext_resources_.end()) { return &it->second; } else { return nullptr; } } const std::vector& GetNodes() const { return nodes_; } private: std::map ext_resources_; std::vector nodes_; }; GodotScene ReadGodotSceneFromFile(const std::string& path); } // namespace com::fourisland::lingo2_archipelago #endif /* TOOLS_UTIL_TSCN_H_ */
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[gd_scene load_steps=11 format=2]

[sub_resource id=2 type="GDScript"]
script/source = "extends Node2D


func _ready():
	var args = OS.get_cmdline_user_args()
	var source_path = args[0]

	var runtime_script = ResourceLoader.load(\"%s/source_runtime.gd\" % source_path)
	var runtime = runtime_script.new(source_path)
	runtime.name = \"Runtime\"

	global.add_child(runtime)

	runtime.load_script_as_scene.call_deferred(\"settings_screen.gd\", \"settings_screen\")

"

[node name="loader" type="Node2D"]
script = SubResource( 2 )