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use super::{texture_group::TextureGroup, AudioGroup, FilesystemPath, Tags, ViewPathLocation}; use serde::{Deserialize, Serialize}; use smart_default::SmartDefault; use std::path::{Path, PathBuf}; /// GMS2 project file typings #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Clone, SmartDefault)] #[serde(rename_all = "camelCase")] pub struct Yyp { /// Contains all project resources, ordered by KeyID. pub resources: Vec<YypResource>, #[serde(rename = "Options")] pub options: Vec<FilesystemPath>, /// Denotes whether this project uses drag and drop or not pub is_dn_d_project: bool, /// Allows for experimental JS editing. Unfinished or legacy feature. It's a secret. pub is_ecma: bool, /// Unknown property, usually an empty string. pub tutorial_path: String, /// Lists all known configs. Note that this top level /// config will **always** have the `name` `"Default"`. pub configs: YypConfig, /// This is the order rooms are loaded in. The first room /// is the default room which GMS2 will load on GameStart. #[serde(rename = "RoomOrder")] pub room_order: Vec<FilesystemPath>, /// This represents all the Views in the Project, which will /// have resource paths within them. #[serde(rename = "Folders")] pub folders: Vec<YypFolder>, /// The Audio Groups present within the project. Relationship to /// the inherited.yy is unclear #[serde(rename = "AudioGroups")] pub audio_groups: Vec<AudioGroup>, /// The Texture groups present within the project. Relationship to /// the inherited.yy is unclear #[serde(rename = "TextureGroups")] pub texture_groups: Vec<TextureGroup>, /// The included files within the projects. #[serde(rename = "IncludedFiles")] pub included_files: Vec<YypIncludedFile>, /// The MetaData for the project. #[serde(rename = "MetaData")] pub meta_data: YypMetaData, /// The version of the YYP. Currently, that is "1.3" #[default("1.3".to_string())] pub resource_version: String, /// The actual human-readable name of the Project, such as "Forager" /// or "Fields of Mistria" or "Test1122 please work". pub name: String, /// Somehow, the Tags field, which exists purely due to OOP, I assume. /// It should always be empty and does nothing. pub tags: Tags, /// The ResourceType of the YYP, which is "GMProject" pub resource_type: ConstGmProject, } #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Clone, SmartDefault)] pub struct YypMetaData { #[serde(rename = "IDEVersion")] #[default("23.1.1.149".to_string())] pub ide_version: String, } /// Represents a resource entry in a YYP #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Clone, Hash, Ord, PartialOrd)] pub struct YypResource { /// This is the path to the Filesystem pub id: FilesystemPath, /// This is the order of the resource, perhaps within a folder? /// Unclear. pub order: usize, } /// A description of a Config. Note that Configs form /// an acyclical graph by their children, so this tree could get quite large. /// /// The first node within the YypConfig tree is **always** "Default". /// It may have no children. #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Clone, SmartDefault)] pub struct YypConfig { #[default("Default".to_string())] pub name: String, pub children: Vec<YypConfig>, } /// A YYP Folder. These form a graph, but **each path is a full path from the root**. /// Therefore, to create a tree, one must walk from the root to the final destination. #[derive(Debug, Serialize, Deserialize, Eq, Clone, SmartDefault, Hash, Ord, PartialOrd)] #[serde(rename_all = "camelCase")] pub struct YypFolder { /// The full path from the root to the virtual folder location. The first /// part of the path is always `folders`. For top level folders, will look like /// `"Folders/Fonts.yy"`, for example. pub folder_path: ViewPathLocation, /// The order within the subfolder. If custom ordering is added, then this will be the order as /// the resources appear within the tree structure. Otherwise, it is meaningless, and Gms2 appears /// to not keep in tracked or coherent. pub order: usize, /// The resource version of this Resource. Currently `"1.0"`. #[default("1.0".to_string())] pub resource_version: String, /// The human-readable name of this Folder. The last part of the `folder_path` and this name /// should agree. Human readable names include examples such as "Sprites", "Light Data", or /// "Really Good Tiles". pub name: String, /// Apparently tags can be placed here, even though they definitely can't. Don't do that. pub tags: Tags, /// The Resource Type of this folder, which is always `"GMFolder"`. pub resource_type: ConstGmFolder, } impl PartialEq for YypFolder { fn eq(&self, other: &Self) -> bool { self.folder_path == other.folder_path && self.resource_version == other.resource_version && self.name == other.name && self.tags == other.tags // This is strange, but largely because Gms2's ordering // is not very good. && self.order <= other.order } } #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Clone, SmartDefault)] #[serde(rename_all = "camelCase")] pub struct YypIncludedFile { #[serde(rename = "CopyToMask")] #[default(-1)] pub copy_to_mask: isize, #[default(Path::new("datafiles").to_owned())] pub file_path: PathBuf, #[default("1.0".to_string())] pub resource_version: String, pub name: String, pub resource_type: ConstGmIncludedFile, } #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Hash, Clone, Copy, SmartDefault)] pub enum ConstGmProject { #[serde(rename = "GMProject")] #[default] Const, } #[derive( Debug, Serialize, Deserialize, PartialEq, Eq, Hash, Clone, Copy, SmartDefault, Ord, PartialOrd, )] pub enum ConstGmFolder { #[serde(rename = "GMFolder")] #[default] Const, } #[derive(Debug, Serialize, Deserialize, PartialEq, Eq, Hash, Clone, Copy, SmartDefault)] pub enum ConstGmIncludedFile { #[serde(rename = "GMIncludedFile")] #[default] Const, }