V-Panel/autoload/layout_manager.gd

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4.3 KiB
GDScript3
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extends Node
## Manages saved dashboard layouts.
##
## Layouts map tile_id -> {col, row, w, h}. The current layout is loaded
## on startup and auto-saved when modules are placed or resized.
## Supports multiple named layouts with a simple file-per-layout scheme.
signal layout_changed(layout_name: String)
signal layout_saved(layout_name: String)
signal layout_loaded(layout_name: String)
const LAYOUT_DIR: String = "res://config/layouts/"
## Current layout name (e.g. "Main").
var current_layout_name: String = "Main"
## The active layout data: tile_id -> {col, row, w, h}
var _layout: Dictionary = {}
func _ready() -> void:
if not DirAccess.dir_exists_absolute(LAYOUT_DIR):
DirAccess.make_dir_recursive_absolute(LAYOUT_DIR)
var configured_name: String = _get_configured_layout()
if not configured_name.is_empty():
current_layout_name = configured_name
if not load_layout(current_layout_name):
current_layout_name = "Main"
_layout.clear()
## Return the layout name from config, or empty.
func _get_configured_layout() -> String:
if ConfigManager.has_method("get_setting"):
var val: Variant = ConfigManager.get_setting("layout_current", "")
if val is String and not val.is_empty():
return val
return ""
## Set the current layout name (does not load or save).
func set_current_layout(name: String) -> void:
current_layout_name = name
if ConfigManager.has_method("set_setting"):
ConfigManager.set_setting("layout_current", name)
layout_changed.emit(name)
## Get tile_id -> {col, row, w, h} for the current layout.
func get_layout() -> Dictionary:
return _layout.duplicate(true)
## Set a single tile's position in the current layout.
func set_tile_position(tile_id: String, col: int, row: int, w: int, h: int) -> void:
_layout[tile_id] = {col = col, row = row, w = w, h = h}
## Remove a tile from the current layout.
func remove_tile(tile_id: String) -> void:
_layout.erase(tile_id)
## Save the current layout to config/layouts/{name}.cfg
func save_layout(layout_name: String = "") -> void:
if layout_name.is_empty():
layout_name = current_layout_name
var cfg := ConfigFile.new()
cfg.set_value("layout", "name", layout_name)
cfg.set_value("layout", "saved_at", Time.get_datetime_string_from_system())
var tile_ids: Array = _layout.keys()
cfg.set_value("tiles", "count", tile_ids.size())
for i in tile_ids.size():
var tid: String = tile_ids[i] as String
var entry: Dictionary = _layout[tid]
var section := "tile_%d" % i
cfg.set_value(section, "id", tid)
cfg.set_value(section, "col", entry.get("col", 0))
cfg.set_value(section, "row", entry.get("row", 0))
cfg.set_value(section, "w", entry.get("w", 1))
cfg.set_value(section, "h", entry.get("h", 1))
var path := LAYOUT_DIR.path_join(layout_name + ".cfg")
var result := cfg.save(path)
if result == OK:
current_layout_name = layout_name
layout_saved.emit(layout_name)
## Load a saved layout, replacing the current in-memory layout.
## Returns true if the file existed and was parsed.
func load_layout(name: String) -> bool:
var path := LAYOUT_DIR.path_join(name + ".cfg")
if not FileAccess.file_exists(path):
return false
var cfg := ConfigFile.new()
if cfg.load(path) != OK:
return false
_layout.clear()
current_layout_name = name
var tile_count: int = cfg.get_value("tiles", "count", 0)
for i in range(tile_count):
var section := "tile_%d" % i
var tid: String = cfg.get_value(section, "id", "")
if tid.is_empty():
continue
_layout[tid] = {
col = cfg.get_value(section, "col", 0),
row = cfg.get_value(section, "row", 0),
w = cfg.get_value(section, "w", 1),
h = cfg.get_value(section, "h", 1),
}
layout_loaded.emit(name)
return true
## Get a list of all saved layout names.
func get_layout_names() -> PackedStringArray:
var dir := DirAccess.open(LAYOUT_DIR)
if dir == null:
return PackedStringArray()
var names: PackedStringArray = []
dir.list_dir_begin()
var entry: String = dir.get_next()
while entry != "":
if entry.ends_with(".cfg") and not entry.begins_with("."):
names.append(entry.trim_suffix(".cfg"))
entry = dir.get_next()
dir.list_dir_end()
return names
## Switch to a different layout: saves current, loads new, emits signal.
func switch_layout(layout_name: String) -> void:
if layout_name == current_layout_name:
return
save_layout(current_layout_name)
load_layout(layout_name)
set_current_layout(layout_name)