mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 06:09:46 +03:00
Improve Run-time File Saving and Loading demo (#1196)
- Add runtime MP3 and WAV loading with example files. - Add runtime FBX loading (but no example files, due to known issues with the current FBX runtime loading implementation). - Use supersampling for the 3D preview to further improve quality. - Shorten file path to example glTF scene. - Mention audio duration in the UI when loading an audio file.
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@@ -6,6 +6,7 @@ extends Control
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@onready var plain_text_viewer_label := $MarginContainer/VBoxContainer/Result/PlainTextViewer/Label as Label
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@onready var texture_viewer := $MarginContainer/VBoxContainer/Result/TextureViewer as TextureRect
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@onready var audio_player := $MarginContainer/VBoxContainer/Result/AudioPlayer as Button
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@onready var audio_player_information := $MarginContainer/VBoxContainer/Result/AudioPlayer/Information as Label
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@onready var audio_stream_player := $MarginContainer/VBoxContainer/Result/AudioPlayer/AudioStreamPlayer as AudioStreamPlayer
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@onready var scene_viewer := $MarginContainer/VBoxContainer/Result/SceneViewer as SubViewportContainer
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@onready var scene_viewer_camera := $MarginContainer/VBoxContainer/Result/SceneViewer/SubViewport/Camera3D as Camera3D
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@@ -24,19 +25,6 @@ var zip_reader := ZIPReader.new()
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# so that it can be exported later.
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var scene_viewer_root_node: Node
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func _on_browse_pressed() -> void:
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file_dialog.popup_centered_ratio()
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func _on_file_path_text_submitted(new_text: String) -> void:
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open_file(new_text)
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# Put the caret at the end of the submitted text.
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file_path_edit.caret_column = file_path_edit.text.length()
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func _on_file_dialog_file_selected(path: String) -> void:
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open_file(path)
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func reset_visibility() -> void:
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plain_text_viewer.visible = false
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@@ -58,6 +46,20 @@ func reset_visibility() -> void:
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export_button.disabled = false
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func _on_browse_pressed() -> void:
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file_dialog.popup_centered_ratio()
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func _on_file_path_text_submitted(new_text: String) -> void:
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open_file(new_text)
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# Put the caret at the end of the submitted text.
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file_path_edit.caret_column = file_path_edit.text.length()
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func _on_file_dialog_file_selected(path: String) -> void:
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open_file(path)
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func _on_audio_player_pressed() -> void:
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audio_stream_player.play()
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@@ -98,8 +100,8 @@ func _on_export_file_dialog_file_selected(path: String) -> void:
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image.save_webp(path)
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elif audio_player.visible:
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# Ogg Vorbis audio can't be exported at runtime to a standard format
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# (only WAV files can be using `AudioStreamWAV.save_to_wav()`).
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# Ogg Vorbis and MP3 audio can't be exported at runtime to a standard format
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# (only WAV files can be saved from WAV sources using `AudioStreamWAV.save_to_wav()`).
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pass
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elif scene_viewer.visible:
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@@ -166,31 +168,53 @@ func open_file(path: String) -> void:
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texture_viewer.texture = ImageTexture.create_from_image(image)
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# Audio.
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# Run-time MP3 and WAV loading aren't supported by the engine yet.
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elif path_lower.ends_with(".ogg"):
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elif path_lower.ends_with(".ogg") or path_lower.ends_with(".mp3") or path_lower.ends_with(".wav"):
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# `AudioStreamOggVorbis.load_from_buffer()` can alternatively be used
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# if you have Ogg Vorbis data in a PackedByteArray instead of a file.
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audio_stream_player.stream = AudioStreamOggVorbis.load_from_file(path)
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if path_lower.ends_with(".ogg"):
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audio_stream_player.stream = AudioStreamOggVorbis.load_from_file(path)
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elif path_lower.ends_with(".mp3"):
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audio_stream_player.stream = AudioStreamMP3.load_from_file(path)
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elif path_lower.ends_with(".wav"):
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audio_stream_player.stream = AudioStreamWAV.load_from_file(path)
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reset_visibility()
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export_button.disabled = true
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audio_player.visible = true
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var duration := roundi(audio_stream_player.stream.get_length())
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@warning_ignore("integer_division")
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audio_player_information.text = "Duration: %02d:%02d" % [duration / 60, duration % 60]
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# 3D scenes.
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elif path_lower.ends_with(".gltf") or path_lower.ends_with(".glb"):
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elif path_lower.ends_with(".gltf") or path_lower.ends_with(".glb") or path_lower.ends_with(".fbx"):
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# GLTFState is used by GLTFDocument to store the loaded scene's state.
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# GLTFDocument is the class that handles actually loading glTF data into a Godot node tree,
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# which means it supports glTF features such as lights and cameras.
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var gltf_document := GLTFDocument.new()
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var gltf_state := GLTFState.new()
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var error := gltf_document.append_from_file(path, gltf_state)
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if error == OK:
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scene_viewer_root_node = gltf_document.generate_scene(gltf_state)
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reset_visibility()
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scene_viewer.add_child(scene_viewer_root_node)
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export_file_dialog.filters = ["*.gltf ; glTF Text Scene", "*.glb ; glTF Binary Scene"]
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scene_viewer.visible = true
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else:
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show_error('Couldn\'t load "%s" as a glTF scene (error code: %s).' % [path.get_file(), error_string(error)])
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#
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# The same applies to FBX, except FBXState and FBXDocument are used instead.
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if path_lower.ends_with(".gltf") or path_lower.ends_with(".glb"):
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var gltf_document := GLTFDocument.new()
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var gltf_state := GLTFState.new()
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var error := gltf_document.append_from_file(path, gltf_state)
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if error == OK:
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scene_viewer_root_node = gltf_document.generate_scene(gltf_state)
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reset_visibility()
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scene_viewer.add_child(scene_viewer_root_node)
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export_file_dialog.filters = ["*.gltf ; glTF Text Scene", "*.glb ; glTF Binary Scene"]
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scene_viewer.visible = true
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else:
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show_error('Couldn\'t load "%s" as a glTF scene (error code: %s).' % [path.get_file(), error_string(error)])
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elif path_lower.ends_with(".fbx"):
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var fbx_document := FBXDocument.new()
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var fbx_state := FBXState.new()
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var error := fbx_document.append_from_file(path, fbx_state)
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if error == OK:
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scene_viewer_root_node = fbx_document.generate_scene(fbx_state)
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reset_visibility()
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scene_viewer.add_child(scene_viewer_root_node)
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export_file_dialog.filters = ["*.fbx ; FBX Scene"]
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scene_viewer.visible = true
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else:
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show_error('Couldn\'t load "%s" as a FBX scene (error code: %s).' % [path.get_file(), error_string(error)])
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# Fonts.
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elif (
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