extends Node class_name DataHandler var data_file_path = "/app/retrodeck/config/retrodeck/reference_lists/features.json" var app_data: AppData func _ready(): # Load the data when the scene is ready app_data = load_base_data() func load_base_data() -> AppData: var file = FileAccess.open(data_file_path, FileAccess.READ) if file: var json_data = file.get_as_text() file.close() #var json = JSON.new() var parsed_data = JSON.parse_string(json_data) if parsed_data: var data_dict = parsed_data var about_links = {} for key in data_dict["about_links"].keys(): var link_data = data_dict["about_links"][key] var link = Link.new() link.name = link_data["name"] link.url = link_data["url"] link.description = link_data["description"] link.icon = link_data["icon"] about_links[key] = link var emulators = {} for key in data_dict["emulator"].keys(): var emulator_data = data_dict["emulator"][key] var emulator = Emulator.new() emulator.name = emulator_data["name"] emulator.description = emulator_data["description"] if emulator_data.has("properties"): for property_data in emulator_data["properties"]: print (emulator,"----",property_data) var property = EmulatorProperty.new() if property_data.has("cheevos"): property.cheevos = property_data.get("cheevos",true) if property_data.has("cheevos_hardcore"): property.cheevos_hardcore = property_data.get("cheevos_hardcore",true) if property_data.has("abxy_button"): property.abxy_button = property_data.get("abxy_button",true) if property_data.has("multi_user_config_dir"): property.multi_user_config_dir = property_data.get("multi_user_config_dir",true) emulator.properties.append(property) emulators[key] = emulator var app_dict = AppData.new() app_dict.about_links = about_links app_dict.emulators = emulators return app_dict else: print("Error parsing JSON") else: print("Error opening file") get_tree().quit() return null func save_base_data(app_dict: AppData): # was apP_data but gave warning var file = FileAccess.open(data_file_path, FileAccess.READ) var existing_data = {} if file: var json = JSON.new() var error = json.parse(file.get_as_text()) if error == OK: existing_data = json.get_data() file.close() else: print("File not found. Creating a new one.") var about_links = {} for key in app_dict.about_links.keys(): var link = app_dict.about_links[key] about_links[key] = { "name": link.name, "url": link.url, "description": link.description } var new_data_dict = {} # Convert about_links to a dictionary var about_links = {} for key in app_dict.about_links.keys(): var link = app_dict.about_links[key] about_links[key] = { "name": link.name, "url": link.url, "description": link.description } # Convert emulators to a dictionary var emulators = {} for key in app_dict.emulators.keys(): var emulator = app_data.emulators[key] var properties = [] for property in emulator.properties: properties.append({ #"standalone": property.standalone, "abxy_button": {"status": property.abxy_button} }) emulators[key] = { "name": emulator.name, "description": emulator.description, "properties": properties } new_data_dict["about_links"] = about_links new_data_dict["emulators"] = emulators # Merge existing data with new data for key in new_data_dict.keys(): if existing_data.has(key): var existing_dict = existing_data[key] var new_dict = new_data_dict[key] # Merge dictionaries for sub_key in new_dict.keys(): existing_dict[sub_key] = new_dict[sub_key] else: existing_data[key] = new_data_dict[key] # Serialize the combined data to JSON #var json_text = JSON.new().stringify(existing_data, "\t") #var json_text = json.stringify(existing_data, "\t") var json_text = JSON.stringify(existing_data, "\t") # Open the file in append mode and write the new JSON data file = FileAccess.open(data_file_path, FileAccess.WRITE) file.store_string(json_text) file.close() print("Data appended successfully") # Function to modify an existing link func modify_link(key: String, new_name: String, new_url: String, new_description: String): var app_dict = load_base_data() # was app_data if app_dict and app_dict.about_links.has(key): var link = app_dict.about_links[key] link.name = new_name link.url = new_url link.description = new_description app_dict.about_links[key] = link save_base_data(app_dict) print("Link modified successfully") else: print("Link not found") # Function to modify an existing emulator func modify_emulator(key: String, new_name: String, new_description: String, new_properties: Array): #data_handler.modify_emulator_test() var app_dict = load_base_data() # was app_data if app_dict and app_dict.emulators.has(key): var emulator = app_dict.emulators[key] emulator.name = new_name emulator.description = new_description # Update properties emulator.properties.clear() for property in new_properties: var new_property = EmulatorProperty.new() new_property.borders = property.borders new_property.abxy_button = property.abxy_button new_property.ask_to_exit = property.ask_to_exit new_property.cheevos = property.cheevos emulator.properties.append(new_property) app_dict.emulators[key] = emulator save_base_data(app_dict) print("Emulator modified successfully") else: print("Emulator not found") func add_emulator() -> void: #data_handler.add_emulator() var link = Link.new() link.name = "Example Site" link.url = "https://example.com" link.description = "An example description." app_data.about_links["example_site"] = link var emulator = Emulator.new() emulator.name = "Example Emulator" emulator.description = "An example emulator." var property = EmulatorProperty.new() #property.standalone = true property.abxy_button = false emulator.properties.append(property) app_data.emulators["example_emulator"] = emulator data_handler.save_base_data(app_data) func modify_emulator_test() -> void: data_handler.modify_link("example_site", "Updated Site", "https://updated-example.com", "Updated description.") var new_properties = [] var new_property = EmulatorProperty.new() #new_property.standalone = false new_property.abxy_button = true new_properties.append(new_property) data_handler.modify_emulator("example_emulator", "Updated Emulator", "Updated description", new_properties) func parse_config_to_json(file_path: String) -> Dictionary: var config = {} var current_section = "" var file = FileAccess.open(file_path, FileAccess.READ) if file == null: print("Failed to open file") return config while not file.eof_reached(): var line = file.get_line().strip_edges() if line.begins_with("[") and line.ends_with("]"): # Start a new section current_section = line.substr(1, line.length() - 2) config[current_section] = {} elif line != "" and not line.begins_with("#"): # Add key-value pair to the current section var parts = line.split("=") if parts.size() == 2: var key = parts[0].strip_edges() var value = parts[1].strip_edges() # Convert value to proper type if value == "true": value = true elif value == "false": value = false if key == "version": config[key] = value else: if current_section == "": config[key] = value else: config[current_section][key] = value file.close() return config func config_save_json(config: Dictionary, json_file_path: String) -> void: #var json = JSON.new() var json_string = JSON.stringify(config, "\t") var file = FileAccess.open(json_file_path, FileAccess.WRITE) if file != null: file.store_string(json_string) file.close() else: print("Failed to open JSON file for writing")