Merge pull request #50893 from KoBeWi/how_to_config_file
Improve ConfigFile example
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1 changed files with 62 additions and 21 deletions
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a_vector=Vector3(1, 0, 2)
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[/codeblock]
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The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem.
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The following example shows how to parse an INI-style file from the system, read its contents and store new values in it:
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The following example shows how to create a simple [ConfigFile] and save it on disc:
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[codeblocks]
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[gdscript]
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# Create new ConfigFile object.
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var config = ConfigFile.new()
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var err = config.load("user://settings.cfg")
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if err == OK: # If not, something went wrong with the file loading
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# Look for the display/width pair, and default to 1024 if missing
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var screen_width = config.get_value("display", "width", 1024)
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# Store a variable if and only if it hasn't been defined yet
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if not config.has_section_key("audio", "mute"):
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config.set_value("audio", "mute", false)
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# Save the changes by overwriting the previous file
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config.save("user://settings.cfg")
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# Store some values.
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config.set_value("Player1", "player_name", "Steve")
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config.set_value("Player1", "best_score", 10)
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config.set_value("Player2", "player_name", "V3geta")
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config.set_value("Player2", "best_score", 9001)
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# Save it to a file (overwrite if already exists).
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config.save("user://scores.cfg")
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[/gdscript]
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[csharp]
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// Create new ConfigFile object.
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var config = new ConfigFile();
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Error err = config.Load("user://settings.cfg");
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if (err == Error.Ok) // If not, something went wrong with the file loading
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// Store some values.
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config.SetValue("Player1", "player_name", "Steve");
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config.SetValue("Player1", "best_score", 10);
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config.SetValue("Player2", "player_name", "V3geta");
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config.SetValue("Player2", "best_score", 9001);
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// Save it to a file (overwrite if already exists).
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config.Save("user://scores.cfg");
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[/csharp]
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[/codeblocks]
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This example shows how the above file could be loaded:
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[codeblocks]
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[gdscript]
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var score_data = {}
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var config = ConfigFile.new()
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# Load data from a file.
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var err = config.load("user://scores.cfg")
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# If the file didn't load, ignore it.
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if err != OK:
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return
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# Iterate over all sections.
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for player in config.get_sections():
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# Fetch the data for each section.
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var player_name = config.get_value(player, "player_name")
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var player_score = config.get_value(player, "best_score")
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score_data[player_name] = player_score
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[/gdscript]
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[csharp]
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var score_data = new Godot.Collections.Dictionary();
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var config = new ConfigFile();
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// Load data from a file.
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Error err = config.Load("user://scores.cfg");
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// If the file didn't load, ignore it.
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if (err != Error.Ok)
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{
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// Look for the display/width pair, and default to 1024 if missing
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int screenWidth = (int)config.GetValue("display", "width", 1024);
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// Store a variable if and only if it hasn't been defined yet
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if (!config.HasSectionKey("audio", "mute"))
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{
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config.SetValue("audio", "mute", false);
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}
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// Save the changes by overwriting the previous file
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config.Save("user://settings.cfg");
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return;
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}
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// Iterate over all sections.
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foreach (String player in config.GetSections())
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{
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// Fetch the data for each section.
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var player_name = (String)config.GetValue(player, "player_name");
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var player_score = (int)config.GetValue(player, "best_score");
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score_data[player_name] = player_score;
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}
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[/csharp]
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[/codeblocks]
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