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author Hop311 <Hop3114@gmail.com>2024-04-24 21:26:49 +0200
committer GitHub <noreply@github.com>2024-04-24 21:26:49 +0200
commitd351700ded728a2bb52995579d8cbba43cc247c8 (patch)
treee0ec540f15f1a543121cf2f3ea4f0d46cd2c8f6a
parent7a1167259bc2a33aab8e91c6108d9054c77408bc (diff)
parent0fb9d5c8fb4771ef8001efdd8de1dc2dab4bb5dc (diff)
Merge pull request #222 from OpenVicProject/province-namesrivers
Add province names and improve zooming
m---------extension/deps/openvic-simulation0
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.cpp35
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp2
-rw-r--r--game/src/Game/GameSession/MapText.gd50
-rw-r--r--game/src/Game/GameSession/MapView.gd40
-rw-r--r--game/src/Game/GameSession/MapView.tscn12
6 files changed, 133 insertions, 6 deletions
diff --git a/extension/deps/openvic-simulation b/extension/deps/openvic-simulation
-Subproject d0f8ec5484a0ea49d778c0ebb6c2ba2e6df9b7d
+Subproject e286cfef29d7c431ba33cd77283e838e6fba05d
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp
index 8618276..838542d 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp
@@ -60,6 +60,8 @@ void GameSingleton::_bind_methods() {
OV_BIND_METHOD(GameSingleton::get_province_shape_texture);
OV_BIND_METHOD(GameSingleton::get_province_colour_texture);
+ OV_BIND_METHOD(GameSingleton::get_province_names);
+
OV_BIND_METHOD(GameSingleton::get_mapmode_count);
OV_BIND_METHOD(GameSingleton::get_mapmode_identifier);
OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" });
@@ -243,6 +245,39 @@ Error GameSingleton::_update_colour_image() {
return err;
}
+TypedArray<Dictionary> GameSingleton::get_province_names() const {
+ static const StringName identifier_key = "identifier";
+ static const StringName position_key = "position";
+ static const StringName rotation_key = "rotation";
+ static const StringName scale_key = "scale";
+
+ TypedArray<Dictionary> ret;
+ ERR_FAIL_COND_V(ret.resize(game_manager.get_map().get_province_count()) != OK, {});
+
+ for (int32_t index = 0; index < game_manager.get_map().get_province_count(); ++index) {
+ Province const& province = game_manager.get_map().get_provinces()[index];
+
+ Dictionary province_dict;
+
+ province_dict[identifier_key] = std_view_to_godot_string(province.get_identifier());
+ province_dict[position_key] = Utilities::to_godot_fvec2(province.get_text_position()) / get_map_dims();
+
+ const float rotation = province.get_text_rotation().to_float();
+ if (rotation != 0.0f) {
+ province_dict[rotation_key] = rotation;
+ }
+
+ const float scale = province.get_text_scale().to_float();
+ if (scale != 1.0f) {
+ province_dict[scale_key] = scale;
+ }
+
+ ret[index] = std::move(province_dict);
+ }
+
+ return ret;
+}
+
int32_t GameSingleton::get_mapmode_count() const {
return game_manager.get_map().get_mapmode_count();
}
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp
index 397b64c..f2b88ac 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp
@@ -95,6 +95,8 @@ namespace OpenVic {
/* The base and stripe colours for each province. */
godot::Ref<godot::ImageTexture> get_province_colour_texture() const;
+ godot::TypedArray<godot::Dictionary> get_province_names() const;
+
int32_t get_mapmode_count() const;
godot::String get_mapmode_identifier(int32_t index) const;
godot::Error set_mapmode(godot::String const& identifier);
diff --git a/game/src/Game/GameSession/MapText.gd b/game/src/Game/GameSession/MapText.gd
new file mode 100644
index 0000000..22eba10
--- /dev/null
+++ b/game/src/Game/GameSession/MapText.gd
@@ -0,0 +1,50 @@
+class_name MapText
+extends Node3D
+
+@export var _map_view : MapView
+
+var _province_name_font : Font
+
+const _province_name_scale : float = 1.0 / 48.0
+
+func _ready() -> void:
+ _province_name_font = AssetManager.get_font(&"mapfont_56")
+
+func _clear_children() -> void:
+ var child_count : int = get_child_count()
+ while child_count > 0:
+ child_count -= 1
+ remove_child(get_child(child_count))
+
+func generate_map_names() -> void:
+ _clear_children()
+
+ for dict : Dictionary in GameSingleton.get_province_names():
+ _add_province_name(dict)
+
+func _add_province_name(dict : Dictionary) -> void:
+ const identifier_key : StringName = &"identifier"
+ const position_key : StringName = &"position"
+ const rotation_key : StringName = &"rotation"
+ const scale_key : StringName = &"scale"
+
+ var label : Label3D = Label3D.new()
+
+ label.set_draw_flag(Label3D.FLAG_DOUBLE_SIDED, false)
+ label.set_modulate(Color.BLACK)
+ label.set_outline_size(0)
+ label.set_font(_province_name_font)
+ label.set_vertical_alignment(VERTICAL_ALIGNMENT_BOTTOM)
+
+ var identifier : String = dict[identifier_key]
+ label.set_name(identifier)
+ label.set_text(GUINode.format_province_name(identifier))
+
+ label.set_position(_map_view._map_to_world_coords(dict[position_key]) + Vector3(0, 0.001, 0))
+
+ label.rotate_x(-PI / 2)
+ label.rotate_y(dict.get(rotation_key, 0.0))
+
+ label.scale *= dict.get(scale_key, 1.0) * _province_name_scale
+
+ add_child(label)
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd
index 810f6e5..2ab7c34 100644
--- a/game/src/Game/GameSession/MapView.gd
+++ b/game/src/Game/GameSession/MapView.gd
@@ -2,6 +2,8 @@ class_name MapView
extends Node3D
signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2)
+signal parchment_view_changed(is_parchment_view : bool)
+signal detailed_view_changed(is_detailed_view : bool)
const _action_north : StringName = &"map_north"
const _action_east : StringName = &"map_east"
@@ -25,7 +27,7 @@ var _window_in_focus : bool = true
@export var _zoom_target_min : float = 0.10
@export var _zoom_target_max : float = 5.0
-@export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 64.0
+@export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 40.0
@export var _zoom_epsilon : float = _zoom_target_step * 0.005
@export var _zoom_speed : float = 5.0
# _zoom_target's starting value is ignored as it is updated to the camera's height by _ready,
@@ -36,8 +38,13 @@ var _zoom_target : float = _zoom_target_max:
const _zoom_position_multiplier = 3.14159 # Horizontal movement coefficient during zoom
var _zoom_position : Vector2
-# Display the detailed terrain map below this height, and the parchment map above it
+# Display the parchment map above this height
@export var _zoom_parchment_threshold : float = _zoom_target_min + (_zoom_target_max - _zoom_target_min) / 4
+# Display details like models and province names below this height
+@export var _zoom_detailed_threshold : float = _zoom_parchment_threshold / 2
+
+var _is_parchment_view : bool = false
+var _is_detailed_view : bool = false
@export var _map_mesh_instance : MeshInstance3D
var _map_mesh : MapMesh
@@ -51,6 +58,8 @@ var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5)
var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5)
var _viewport_dims : Vector2 = Vector2(1, 1)
+@export var _map_text : MapText
+
# ??? Strange Godot/GDExtension Bug ???
# Upon first opening a clone of this repo with the Godot Editor,
# if GameSingleton.get_province_index_image is called before MapMesh
@@ -62,7 +71,12 @@ func _ready() -> void:
if not _camera:
push_error("MapView's _camera variable hasn't been set!")
return
+
+ # Start just under the parchment threshold
+ _camera.position.y = _zoom_parchment_threshold - _zoom_target_step
_zoom_target = _camera.position.y
+ _update_view_states(true)
+
if not _map_mesh_instance:
push_error("MapView's _map_mesh_instance variable hasn't been set!")
return
@@ -106,6 +120,8 @@ func _ready() -> void:
scaled_dims.z *= 2.0
(_map_background_instance.mesh as PlaneMesh).set_size(Vector2(scaled_dims.x, scaled_dims.z))
+ _map_text.generate_map_names()
+
func _notification(what : int) -> void:
match what:
NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window
@@ -227,6 +243,17 @@ func _clamp_over_map() -> void:
_camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x)
_camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y)
+func _update_view_states(force_signal : bool) -> void:
+ var new_is_parchment_view : bool = _camera.position.y >= _zoom_parchment_threshold - _zoom_epsilon
+ if force_signal or new_is_parchment_view != _is_parchment_view:
+ _is_parchment_view = new_is_parchment_view
+ parchment_view_changed.emit(_is_parchment_view)
+
+ var new_is_detailed_view : bool = _camera.position.y <= _zoom_detailed_threshold + _zoom_epsilon
+ if force_signal or new_is_detailed_view != _is_detailed_view:
+ _is_detailed_view = new_is_detailed_view
+ detailed_view_changed.emit(_is_detailed_view)
+
# REQUIREMENTS
# * SS-74
# * UIFUN-123
@@ -243,12 +270,17 @@ func _zoom_process(delta : float) -> void:
_zoom_position.y * zoom_delta * int(_mouse_over_viewport)
)
# TODO - smooth transition similar to smooth zoom
- var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _camera.position.y > _zoom_parchment_threshold
+ _update_view_states(false)
+ var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _is_parchment_view
_map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_parchment_mix, float(parchment_mapmode))
func _update_orientation() -> void:
const up := Vector3(0, 0, -1)
- var dir := Vector3(0, -1, -1.25 * exp(-1.5 * _camera.position.y - _zoom_target_min))
+ var dir := Vector3(0, -1, 0)
+ if _is_detailed_view:
+ # Zero at the transition point, increases as you zoom further in
+ var delta : float = (_zoom_detailed_threshold - _camera.position.y) / _zoom_detailed_threshold
+ dir.z = -(delta ** 4)
_camera.look_at(_camera.position + dir, up)
func _update_minimap_viewport() -> void:
diff --git a/game/src/Game/GameSession/MapView.tscn b/game/src/Game/GameSession/MapView.tscn
index bf22ef8..dff02a6 100644
--- a/game/src/Game/GameSession/MapView.tscn
+++ b/game/src/Game/GameSession/MapView.tscn
@@ -1,7 +1,8 @@
-[gd_scene load_steps=7 format=3 uid="uid://dkehmdnuxih2r"]
+[gd_scene load_steps=8 format=3 uid="uid://dkehmdnuxih2r"]
[ext_resource type="Script" path="res://src/Game/GameSession/MapView.gd" id="1_exccw"]
[ext_resource type="Shader" path="res://src/Game/GameSession/TerrainMap.gdshader" id="1_upocn"]
+[ext_resource type="Script" path="res://src/Game/GameSession/MapText.gd" id="2_13bgq"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_tayeg"]
render_priority = 0
@@ -23,17 +24,22 @@ albedo_color = Color(0, 0, 0, 1)
material = SubResource("StandardMaterial3D_irk50")
size = Vector2(6, 2)
-[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance", "_map_background_instance")]
+[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance", "_map_background_instance", "_map_text")]
editor_description = "SS-73"
script = ExtResource("1_exccw")
_camera = NodePath("MapCamera")
_map_mesh_instance = NodePath("MapMeshInstance")
_map_background_instance = NodePath("MapBackgroundInstance")
+_map_text = NodePath("MapText")
[node name="MapCamera" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0.25, 1.5, -2.75)
near = 0.01
+[node name="MapText" type="Node3D" parent="." node_paths=PackedStringArray("_map_view")]
+script = ExtResource("2_13bgq")
+_map_view = NodePath("..")
+
[node name="MapMeshInstance" type="MeshInstance3D" parent="."]
editor_description = "FS-343"
transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0)
@@ -43,3 +49,5 @@ mesh = SubResource("MapMesh_3gtsd")
[node name="MapBackgroundInstance" type="MeshInstance3D" parent="."]
transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -1, 0)
mesh = SubResource("PlaneMesh_fnhgl")
+
+[connection signal="detailed_view_changed" from="." to="MapText" method="set_visible"]