Files
CodenameEngine/source/funkin/mods/ModsFolder.hx
T
2022-12-04 00:53:50 +01:00

126 lines
3.9 KiB
Haxe

package funkin.mods;
import funkin.menus.TitleState;
import funkin.system.Main;
import openfl.utils.AssetCache;
import flixel.util.FlxSignal.FlxTypedSignal;
import openfl.utils.Assets;
import openfl.utils.AssetManifest;
import openfl.utils.AssetLibrary;
import flixel.graphics.FlxGraphic;
import flixel.util.FlxSignal.FlxTypedSignal;
import flixel.FlxG;
#if MOD_SUPPORT
import sys.FileSystem;
#end
import flixel.FlxG;
import flixel.FlxState;
import haxe.io.Path;
using StringTools;
class ModsFolder {
/**
* INTERNAL - Only use when editing source mods!!
*/
@:dox(hide) public static var onModSwitch:FlxTypedSignal<String->Void> = new FlxTypedSignal<String->Void>();
/**
* Current mod folder. Will affect `Paths`.
*/
public static var currentModFolder:String = null;
/**
* Map all loaded mods' folder libraries.
*/
public static var loadedMods:Map<String, lime.utils.AssetLibrary> = [];
/**
* Path to the `mods` folder.
*/
public static var modsPath:String = "./mods/";
/**
* Initialises `mods` folder by adding callbacks and such.
*/
public static function init() {
}
/**
* Loads a mod with the specified name.
* @param modName Name of the mod
* @param force Whenever the mod should be reloaded if it has already been loaded
*/
public static function loadMod(mod:String, force:Bool = false) {
#if MOD_SUPPORT
if (mod == null) return null; // may be loading base game
if (FileSystem.exists('${modsPath}$mod.zip'))
return loadedMods[mod] = loadLibraryFromZip('mods/$mod'.toLowerCase(), '${modsPath}$mod.zip', force);
else
return loadedMods[mod] = loadLibraryFromFolder('mods/$mod'.toLowerCase(), '${modsPath}$mod', force);
#else
return null;
#end
}
/**
* Switches mod - unloads all the other mods, then load this one.
* @param libName
*/
public static function switchMod(mod:String) {
unloadMod(ModsFolder.currentModFolder);
Paths.assetsTree.addLibrary(loadMod(ModsFolder.currentModFolder = mod));
Main.refreshAssets();
onModSwitch.dispatch(ModsFolder.currentModFolder);
if (FlxG.sound.music != null && FlxG.sound.music.playing)
FlxG.sound.music.fadeOut(0.25, 0, function(t) {
FlxG.sound.music.stop();
});
TitleState.initialized = false;
FlxG.switchState(new TitleState());
}
public static function unloadMod(mod:String) {
if (mod == null) return;
Paths.assetsTree.removeLibrary(loadedMods[mod]);
Assets.unloadLibrary('mods/$mod'.toLowerCase());
}
public static function prepareLibrary(libName:String, force:Bool = false) {
if (Assets.hasLibrary(libName)) {
if (force)
Assets.unloadLibrary(libName);
else
return null;
}
var assets:AssetManifest = new AssetManifest();
assets.name = libName;
assets.version = 2;
assets.libraryArgs = [];
assets.assets = [];
return AssetLibrary.fromManifest(assets);
}
public static function prepareModLibrary(libName:String, lib:ModsAssetLibrary, force:Bool = false) {
var openLib = prepareLibrary(libName, force);
lib.prefix = 'assets/';
@:privateAccess
openLib.__proxy = cast(lib, lime.utils.AssetLibrary);
Assets.registerLibrary(libName, openLib);
return openLib;
}
public static function loadLibraryFromFolder(libName:String, folder:String, force:Bool = false) {
return prepareModLibrary(libName, new ModsFolderLibrary(folder, libName), force);
}
public static function loadLibraryFromZip(libName:String, zipPath:String, force:Bool = false) {
return prepareModLibrary(libName, new ZipFolderLibrary(zipPath, libName), force);
}
}