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Title | gdunzip | gdunzip |
Description |
Gdunzip is a zip file browser/decompressor written entirely in a single GDScript file. You can use this in games you're building with the Godot game engine. This script is meant for modest zip decompressing purposes, since the inflate algorithm it contains isn't super fast and gdunzip doesn't do CRC checks of the uncompressed files. However, gdunzip works fine if you only need to decompress small files, or when your zip files contain precompressed files like png's. In order to create gdunzip, I have made a GDScript port of Jørgen Ibsen's excellent tiny inflate library: tinf (https://bitbucket.org/jibsen/tinf) for decompressing the deflate streams. Since the original was written in C and used some nifty pointer arithmetic, I had to make some minor changes here and there to be able to translate it. However, I tried to stay as close to the original code as possible. The zip file format parsing is all written from scratch and performs pretty well. Using gdunzip ---------------------- # Instance the gdunzip script var gdunzip = load('res://addons/gdunzip/gdunzip.gd').new() # Load a zip file var loaded = gdunzip.load('res://test.zip') # Uncompress a file, getting a PoolByteArray in return # (or false if it failed uncompressing) if loaded: var uncompressed = gdunzip.uncompress('lorem.txt') if !uncompressed: print('Failed uncompressing lorem.txt') else: print(uncompressed.get_string_from_utf8()) else: print('Failed loading zip file') - When gdunzip has loaded a zip file, you can iterate over all the files inside, by looping through the "files" attribute: for f in gdunzip.files: print('File name: ' + f['file_name']) # "compression_method" will be either -1 for uncompressed data, or # File.COMPRESSION_DEFLATE for deflate streams print('Compression method: ' + str(f['compression_method'])) print('Compressed size: ' + str(f['compressed_size'])) print('Uncompressed size: ' + str(f['uncompressed_size'])) Class documentation --------------------------------- MEMBER FUNCTIONS: - bool load(String path) Tries to load a zip file with a given path. Returns false if it failed loading the zip, or true if it was successfull. - PoolByteArray uncompress(String file_name) Try to uncompress the given file in the loaded zip. The file_name can include directories. This function returns *false* if the file can't be found, or if there's an error during uncompression. - PoolByteArray get_compressed(String file_name) Returns the compressed data for a given file name (or false if the file can't be found). Depending on the file compression it can be either uncompressed or a raw deflate stream. This function returns *false* if the file can't be found. FILES ATTRIBUTE: After you have loaded a file, the gdunzip instance will have a pre-filled "files" attribute. This is simply an dictionary containing the meta data for the files that reside in the zip. The dictionary is a mapping from file name (including directory) to another dictionary with the following keys: - file_name: the file name - compression_method: -1 if uncompressed or File.COMPRESSION_DEFLATE - file_header_offset: the exact byte location of this file's compressed data inside the zip file - compressed_size: the compressed file size in bytes - uncompressed_size: the uncompressed file size in bytes |
Gdunzip is a zip file browser/decompressor written entirely in a single GDScript file. You can use this in games you're building with the Godot game engine. This script is meant for modest zip decompressing purposes, since the inflate algorithm it contains isn't super fast and gdunzip doesn't do CRC checks of the uncompressed files. However, gdunzip works fine if you only need to decompress small files, or when your zip files contain precompressed files like png's. In order to create gdunzip, I have made a GDScript port of Jørgen Ibsen's excellent tiny inflate library: tinf (https://bitbucket.org/jibsen/tinf) for decompressing the deflate streams. Since the original was written in C and used some nifty pointer arithmetic, I had to make some minor changes here and there to be able to translate it. However, I tried to stay as close to the original code as possible. The zip file format parsing is all written from scratch and performs pretty well. Using gdunzip ---------------------- # Instance the gdunzip script var gdunzip = load('res://addons/gdunzip/gdunzip.gd').new() # Load a zip file var loaded = gdunzip.load('res://test.zip') # Uncompress a file, getting a PoolByteArray in return # (or false if it failed uncompressing) if loaded: var uncompressed = gdunzip.uncompress('lorem.txt') if !uncompressed: print('Failed uncompressing lorem.txt') else: print(uncompressed.get_string_from_utf8()) else: print('Failed loading zip file') - When gdunzip has loaded a zip file, you can iterate over all the files inside, by looping through the "files" attribute: for f in gdunzip.files: print('File name: ' + f['file_name']) # "compression_method" will be either -1 for uncompressed data, or # File.COMPRESSION_DEFLATE for deflate streams print('Compression method: ' + str(f['compression_method'])) print('Compressed size: ' + str(f['compressed_size'])) print('Uncompressed size: ' + str(f['uncompressed_size'])) Class documentation --------------------------------- MEMBER FUNCTIONS: - bool load(String path) Tries to load a zip file with a given path. Returns false if it failed loading the zip, or true if it was successfull. - PoolByteArray uncompress(String file_name) Try to uncompress the given file in the loaded zip. The file_name can include directories. This function returns *false* if the file can't be found, or if there's an error during uncompression. - PoolByteArray get_compressed(String file_name) Returns the compressed data for a given file name (or false if the file can't be found). Depending on the file compression it can be either uncompressed or a raw deflate stream. This function returns *false* if the file can't be found. FILES ATTRIBUTE: After you have loaded a file, the gdunzip instance will have a pre-filled "files" attribute. This is simply an dictionary containing the meta data for the files that reside in the zip. The dictionary is a mapping from file name (including directory) to another dictionary with the following keys: - file_name: the file name - compression_method: -1 if uncompressed or File.COMPRESSION_DEFLATE - file_header_offset: the exact byte location of this file's compressed data inside the zip file - compressed_size: the compressed file size in bytes - uncompressed_size: the uncompressed file size in bytes |
Category | Scripts | Scripts |
License | MIT | MIT |
Repository Provider | Custom | GitHub |
Repository Url | https://git.sr.ht/~jelle/gdunzip | https://github.com/jellehermsen/gdunzip/ |
Issues Url | https://todo.sr.ht/~jelle/gdunzip | https://github.com/jellehermsen/gdunzip/issues |
Godot version | Godot 3.4 | Godot 3.0.4 |
Version String | 1.0.4 | 1.0.0 |
Download Commit | https://git.sr.ht/~jelle/gdunzip/refs/download/v1.0.4/v1.0.4.zip | v1.0.0 |
Download Url (Computed) | https://git.sr.ht/~jelle/gdunzip/refs/download/v1.0.4/v1.0.4.zip | https://github.com/jellehermsen/gdunzip/archive/v1.0.0.zip |
Icon Url |
https://git.sr.ht/~jelle/gdunzip/blob/main/icon.png
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https://raw.githubusercontent.com/jellehermsen/gdunzip/v1.0.0/icon.png
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