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author hop311 <hop3114@gmail.com>2023-10-28 11:40:07 +0200
committer hop311 <hop3114@gmail.com>2023-11-07 23:02:34 +0100
commit9304fd4e109c27a7dfb487a15c9a52c4055ee485 (patch)
tree01e3782174afc029310b87a1eb04f834267407ea
parentd113649c115b687a30a2040161d8570907c9141b (diff)
Astyle formatting (with manual cleanup)
-rw-r--r--.astylesrc217
-rw-r--r--astyle.sh13
m---------extension/deps/openvic-simulation0
-rw-r--r--extension/src/openvic-extension/Checksum.hpp4
-rw-r--r--extension/src/openvic-extension/GameSingleton.cpp184
-rw-r--r--extension/src/openvic-extension/LoadLocalisation.cpp11
-rw-r--r--extension/src/openvic-extension/MapMesh.cpp12
-rw-r--r--extension/src/openvic-extension/Utilities.cpp12
-rw-r--r--extension/src/openvic-extension/register_types.cpp3
9 files changed, 366 insertions, 90 deletions
diff --git a/.astylesrc b/.astylesrc
new file mode 100644
index 0000000..7891dcc
--- /dev/null
+++ b/.astylesrc
@@ -0,0 +1,217 @@
+# @file Astyle code automatic formatting settings
+# @see http://astyle.sourceforge.net/astyle.html#_General_Information
+
+#
+# Java style uses attached braces.
+#
+# int Foo(bool isBar) {
+# if (isBar) {
+# bar();
+# return 1;
+# } else
+# return 0;
+# }
+#
+--style=attach
+
+#
+# Indent using all tab characters, if possible. If a continuation line is not an even number of tabs,
+# spaces will be added at the end. Treat each tab as # spaces (e.g. -T6 / --indent=force-tab=6).
+# # must be between 2 and 20. If no # is set, treats tabs as 4 spaces.
+#
+--indent=force-tab=4
+
+#
+# Add extra indentation to namespace blocks. This option has no effect on Java files.
+#
+--indent-namespaces
+
+#
+# Indent multi-line preprocessor definitions ending with a backslash. Should be used with --convert-tabs for proper results.
+# Does a pretty good job, but cannot perform miracles in obfuscated preprocessor definitions.
+# Without this option the preprocessor statements remain unchanged.
+#
+--indent-preproc-define
+
+#
+# Indent C++ comments beginning in column one. By default C++ comments beginning in column one are assumed to be
+# commented-out code and not indented. This option will allow the comments to be indented with the code.
+#
+--indent-col1-comments
+
+#
+# Indent, instead of align, continuation lines following lines that contain an opening paren '(' or an assignment '='.
+# This includes function definitions and declarations and return statements.
+# The indentation can be modified by using the following indent-continuation option.
+# This option may be preferred for editors displaying proportional fonts.
+#
+--indent-after-parens
+
+#
+# Set the continuation indent for a line that ends with an opening paren '(' or an assignment '='.
+# This includes function definitions and declarations. It will also modify the previous indent-after-paren option.
+# The value for # indicates a number of indents. The valid values are the integer values from 0 thru 4.
+# If this option is not used, the default value of 1 is used.
+#
+--indent-continuation=1
+
+#
+# Set the minimal indent that is added when a header is built of multiple lines.
+# This indent helps to easily separate the header from the command statements that follow.
+# The value for # indicates a number of indents and is a minimum value.
+# The indent may be greater to align with the data on the previous line.
+# The valid values are:
+# 0 - no minimal indent. The lines will be aligned with the paren on the preceding line.
+# 1 - indent at least one additional indent.
+# 2 - indent at least two additional indents.
+# 3 - indent at least one-half an additional indent. This is intended for large indents (e.g. 8).
+# The default value is 2, two additional indents.
+#
+--min-conditional-indent=0
+
+#
+# Set the maximum of # spaces to indent a continuation line. The # indicates a number of columns and
+# must not be less than 40 or greater than 120. If no value is set, the default value of 40 will be used.
+# This option will prevent continuation lines from extending too far to the right.
+# Setting a larger value will allow the code to be extended further to the right.
+#
+#--max-continuation-indent=40
+
+#
+# Indent labels so that they appear one indent less than
+# the current indentation level, rather than being
+# flushed completely to the left (which is the default).
+#
+--indent-labels
+
+#
+# This option improves indentation of C++ lambda functions. As it currently does not work well with
+# complex lambda function bodies, this feature is not enabled by default.
+#
+#--lambda-indent
+
+#
+# Attach a pointer or reference operator (*, &, or ^) to either the variable type (left) or variable name (right), or place it between the type and name (middle).
+#
+--align-pointer=type
+
+#
+# This option will align references separate from pointers. Pointers are not changed by this option.
+# If pointers and references are to be aligned the same, use the previous align-pointer option.
+#
+--align-reference=type
+
+#
+# Add brackets to unbracketed one line conditional statements (e.g. 'if', 'for', 'while'...).
+# The statement must be on a single line. The brackets will be added according to the currently requested predefined style or bracket type.
+# If no style or bracket type is requested the brackets will be attached.
+# If --add-one-line-brackets is also used the result will be one line brackets.
+#
+--add-braces
+
+# Don't break complex statements and multiple statements residing on a single line.
+#
+#--keep-one-line-statements
+
+#
+# The option max?code?length will break a line if the code exceeds # characters.
+# The valid values are 50 thru 200. Lines without logical conditionals will break on a logical conditional (||, &&, ...), comma, paren, semicolon, or space.
+# Some code will not be broken, such as comments, quotes, and arrays. If used with keep?one?line?blocks or add-one-line-brackets the blocks will NOT be broken.
+# If used with keep?one?line?statements the statements will be broken at a semicolon if the line goes over the maximum length.
+# If there is no available break point within the max code length, the line will be broken at the first available break point after the max code length.
+#
+--max-code-length=128
+
+#
+# By default logical conditionals will be placed first on the new line.
+# The option break?after?logical will cause the logical conditionals to be placed last on the previous line. This option has no effect without max?code?length.
+#
+#--break-after-logical
+
+#
+# Indent a C type, C#, or Java file. C type files are C, C++, C++/CLI, and Objective-C. The option is usually set from the file extension for each file.
+#
+--mode=c
+
+#
+# Verbose display mode. Display optional information, such as release number, date, option file locations, and statistical data.
+#
+--verbose
+
+#
+# Formatted files display mode. Display only the files that have been formatted. Do not display files that are unchanged.
+#
+--formatted
+
+#
+# Force use of the specified line end style. Valid options are windows (CRLF), linux (LF), and macold (CR).
+# MacOld style is the format for Mac OS 9 and earlier. OS X uses the Linux style.
+# If one of these options is not used the line ends will be determined automatically from the input file.
+# When redirection is used on Windows the output will always have Windows line ends. This option will be ignored.
+#
+--lineend=linux
+
+#
+# Insert space padding around operators. This will also pad commas. Any end of line comments will remain
+# in the original column, if possible. Note that there is no option to unpad. Once padded, they stay padded.
+#
+--pad-oper
+
+#
+# Insert space padding between a header (e.g. 'if', 'for', 'while'...) and the following paren.
+# Any end of line comments will remain in the original column, if possible.
+# This can be used with unpad-paren to remove unwanted spaces.
+#
+--pad-header
+
+#
+# Remove extra space padding around parens on the inside and outside. Any end of line comments will remain in the original
+# column, if possible. This option can be used in combination with the paren padding options pad-paren, pad-paren-out,
+# pad-paren-in, and pad-header above. Only padding that has not been requested by other options will be removed.
+# For example, if a source has parens padded on both the inside and outside, and you want inside only.
+# You need to use unpad-paren to remove the outside padding, and pad-paren-in to retain the inside padding.
+# Using only pad-paren-in> would not remove the outside padding.
+#
+--unpad-paren
+
+#
+# Remove padding around square brackets on both the outside and the inside.
+#
+--unpad-brackets
+
+#
+# Remove superfluous empty lines exceeding the given number.
+#
+--squeeze-lines=1
+
+#
+# Remove superfluous whitespace
+#
+--squeeze-ws
+
+#
+# Attach the return type to the function name. The two options are for the function definitions (-xf),
+# and the function declarations or signatures (-xh). They are intended to undo the --break-return-type options.
+# If used with --break-return-type, the result will be to break the return type.
+# This option has no effect on Objective-C functions.
+#
+--attach-return-type
+
+#
+# Closes whitespace between the ending angle brackets of template definitions.
+# Closing the ending angle brackets is now allowed by the C++11 standard.
+# Be sure your compiler supports this before making the changes.
+#
+--close-templates
+
+#
+# Do not retain a backup of the original file. The original file is purged after it is formatted.
+#
+--suffix=none
+
+#
+# Preserve the original file's date and time modified.
+# The time modified will be changed a few microseconds to force the changed files to compile.
+# This option is not effective if redirection is used to rename the input file.
+#
+--preserve-date
diff --git a/astyle.sh b/astyle.sh
new file mode 100644
index 0000000..4500290
--- /dev/null
+++ b/astyle.sh
@@ -0,0 +1,13 @@
+#!/usr/bin/env bash
+
+echo "\n\nFormatting openvic-extension with astyle:\n"
+astyle --options=.astylesrc --recursive ./extension/src/*.?pp
+
+if [ -d ./extension/deps/openvic-simulation ]; then
+ cd ./extension/deps/openvic-simulation
+ if [ -f ./astyle.sh ]; then
+ ./astyle.sh
+ fi
+fi
+
+exit 0
diff --git a/extension/deps/openvic-simulation b/extension/deps/openvic-simulation
-Subproject 19e5829e47e9d823f1f979d1f2c95fdb9aae5bb
+Subproject 370567abbd8a9e2929915a3faba95e3e35c20bc
diff --git a/extension/src/openvic-extension/Checksum.hpp b/extension/src/openvic-extension/Checksum.hpp
index b12a9cd..38839df 100644
--- a/extension/src/openvic-extension/Checksum.hpp
+++ b/extension/src/openvic-extension/Checksum.hpp
@@ -15,7 +15,9 @@ namespace OpenVic {
}
public:
- inline static Checksum* get_singleton() { return _checksum; }
+ inline static Checksum* get_singleton() {
+ return _checksum;
+ }
inline Checksum() {
ERR_FAIL_COND(_checksum != nullptr);
diff --git a/extension/src/openvic-extension/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp
index b294691..877fb4a 100644
--- a/extension/src/openvic-extension/GameSingleton.cpp
+++ b/extension/src/openvic-extension/GameSingleton.cpp
@@ -16,70 +16,75 @@ using OpenVic::Utilities::godot_to_std_string;
GameSingleton* GameSingleton::singleton = nullptr;
+#define BM ClassDB::bind_method
+#define BSM ClassDB::bind_static_method
+
void GameSingleton::_bind_methods() {
- ClassDB::bind_static_method("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger);
- ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String{}));
- ClassDB::bind_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file);
- ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game);
-
- ClassDB::bind_method(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords);
- ClassDB::bind_method(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index);
- ClassDB::bind_method(D_METHOD("get_width"), &GameSingleton::get_width);
- ClassDB::bind_method(D_METHOD("get_height"), &GameSingleton::get_height);
- ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio);
- ClassDB::bind_method(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture);
- ClassDB::bind_method(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions);
- ClassDB::bind_method(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture);
- ClassDB::bind_method(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture);
-
- ClassDB::bind_method(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count);
- ClassDB::bind_method(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier);
- ClassDB::bind_method(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode);
- ClassDB::bind_method(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index);
- ClassDB::bind_method(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province);
-
- ClassDB::bind_method(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building);
-
- ClassDB::bind_method(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused);
- ClassDB::bind_method(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused);
- ClassDB::bind_method(D_METHOD("is_paused"), &GameSingleton::is_paused);
- ClassDB::bind_method(D_METHOD("increase_speed"), &GameSingleton::increase_speed);
- ClassDB::bind_method(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed);
- ClassDB::bind_method(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed);
- ClassDB::bind_method(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed);
- ClassDB::bind_method(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date);
- ClassDB::bind_method(D_METHOD("try_tick"), &GameSingleton::try_tick);
+ BSM("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger);
+ BM(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode);
+ BSM("GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String{}));
+ BM(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file);
+ BM(D_METHOD("setup_game"), &GameSingleton::setup_game);
+
+ BM(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords);
+ BM(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index);
+ BM(D_METHOD("get_width"), &GameSingleton::get_width);
+ BM(D_METHOD("get_height"), &GameSingleton::get_height);
+ BM(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio);
+ BM(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture);
+ BM(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions);
+ BM(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture);
+ BM(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture);
+
+ BM(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count);
+ BM(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier);
+ BM(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode);
+ BM(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index);
+ BM(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province);
+
+ BM(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building);
+
+ BM(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused);
+ BM(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused);
+ BM(D_METHOD("is_paused"), &GameSingleton::is_paused);
+ BM(D_METHOD("increase_speed"), &GameSingleton::increase_speed);
+ BM(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed);
+ BM(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed);
+ BM(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed);
+ BM(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date);
+ BM(D_METHOD("try_tick"), &GameSingleton::try_tick);
ADD_SIGNAL(MethodInfo("state_updated"));
ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index")));
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_total_population_key"), &GameSingleton::get_province_info_total_population_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key);
-
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_state_key"), &GameSingleton::get_building_info_expansion_state_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_progress_key"), &GameSingleton::get_building_info_expansion_progress_key);
-
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key);
-
- ClassDB::bind_static_method("GameSingleton", D_METHOD("draw_pie_chart", "image", "stopAngles", "colours", "radius",
+ BSM("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_total_population_key"),
+ &GameSingleton::get_province_info_total_population_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key);
+ BSM("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key);
+
+ BSM("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key);
+ BSM("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key);
+ BSM("GameSingleton", D_METHOD("get_building_info_expansion_state_key"), &GameSingleton::get_building_info_expansion_state_key);
+ BSM("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key);
+ BSM("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key);
+ BSM("GameSingleton", D_METHOD("get_building_info_expansion_progress_key"),
+ &GameSingleton::get_building_info_expansion_progress_key);
+
+ BSM("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key);
+ BSM("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key);
+
+ BSM("GameSingleton", D_METHOD("draw_pie_chart", "image", "stopAngles", "colours", "radius",
"shadow_displacement", "shadow_tightness", "shadow_radius", "shadow_thickness",
"trim_colour", "trim_size", "gradient_falloff", "gradient_base",
"donut", "donut_inner_trim", "donut_inner_radius"), &GameSingleton::draw_pie_chart);
- ClassDB::bind_static_method("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image);
+ BSM("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image);
}
void GameSingleton::draw_pie_chart(Ref<Image> image,
@@ -88,7 +93,8 @@ void GameSingleton::draw_pie_chart(Ref<Image> image,
Color trim_colour, float trim_size, float gradient_falloff, float gradient_base,
bool donut, bool donut_inner_trim, float donut_inner_radius) {
- Utilities::draw_pie_chart(image, stopAngles, colours, radius, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness,
+ Utilities::draw_pie_chart(image, stopAngles, colours, radius, shadow_displacement,
+ shadow_tightness, shadow_radius, shadow_thickness,
trim_colour, trim_size, gradient_falloff, gradient_base,
donut, donut_inner_trim, donut_inner_radius);
}
@@ -109,15 +115,24 @@ void GameSingleton::_on_state_updated() {
/* REQUIREMENTS:
* MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
*/
-GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } } {
+GameSingleton::GameSingleton() : game_manager {
+ [this]() {
+ _on_state_updated();
+ } } {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
}
void GameSingleton::setup_logger() {
- Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(std_to_godot_string(str)); });
- Logger::set_warning_func([](std::string&& str) { UtilityFunctions::push_warning(std_to_godot_string(str)); });
- Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); });
+ Logger::set_info_func([](std::string&& str) {
+ UtilityFunctions::print(std_to_godot_string(str));
+ });
+ Logger::set_warning_func([](std::string&& str) {
+ UtilityFunctions::push_warning(std_to_godot_string(str));
+ });
+ Logger::set_error_func([](std::string&& str) {
+ UtilityFunctions::push_error(std_to_godot_string(str));
+ });
}
GameSingleton::~GameSingleton() {
@@ -231,23 +246,33 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
ret[get_province_info_province_key()] = std_view_to_godot_string(province->get_identifier());
Region const* region = province->get_region();
- if (region != nullptr) ret[get_province_info_region_key()] = std_view_to_godot_string(region->get_identifier());
+ if (region != nullptr) {
+ ret[get_province_info_region_key()] = std_view_to_godot_string(region->get_identifier());
+ }
Good const* rgo = province->get_rgo();
- if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_view_to_godot_string(rgo->get_identifier());
+ if (rgo != nullptr) {
+ ret[get_province_info_rgo_key()] = std_view_to_godot_string(rgo->get_identifier());
+ }
ret[get_province_info_life_rating_key()] = province->get_life_rating();
TerrainType const* terrain_type = province->get_terrain_type();
- if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_view_to_godot_string(terrain_type->get_identifier());
+ if (terrain_type != nullptr) {
+ ret[get_province_info_terrain_type_key()] = std_view_to_godot_string(terrain_type->get_identifier());
+ }
ret[get_province_info_total_population_key()] = province->get_total_population();
distribution_t const& pop_types = province->get_pop_type_distribution();
- if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types);
+ if (!pop_types.empty()) {
+ ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types);
+ }
//distribution_t const& ideologies = province->get_ideology_distribution();
//if (!ideologies.empty()) ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies);
distribution_t const& cultures = province->get_culture_distribution();
- if (!cultures.empty()) ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures);
+ if (!cultures.empty()) {
+ ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures);
+ }
std::vector<BuildingInstance> const& buildings = province->get_buildings();
if (!buildings.empty()) {
@@ -305,8 +330,9 @@ Error GameSingleton::_update_colour_image() {
colour_data_array.resize(colour_data_array_size);
Error err = OK;
- if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw()))
+ if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) {
err = FAILED;
+ }
static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4);
if (province_colour_image.is_null()) {
@@ -320,7 +346,9 @@ Error GameSingleton::_update_colour_image() {
province_colour_texture = ImageTexture::create_from_image(province_colour_image);
ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED,
"Failed to create province colour texture");
- } else province_colour_texture->update(province_colour_image);
+ } else {
+ province_colour_texture->update(province_colour_image);
+ }
return err;
}
@@ -330,7 +358,9 @@ int32_t GameSingleton::get_mapmode_count() const {
String GameSingleton::get_mapmode_identifier(int32_t index) const {
Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_index(index);
- if (mapmode != nullptr) return std_view_to_godot_string(mapmode->get_identifier());
+ if (mapmode != nullptr) {
+ return std_view_to_godot_string(mapmode->get_identifier());
+ }
return String {};
}
@@ -431,7 +461,9 @@ Error GameSingleton::_load_map_images(bool flip_vertical) {
province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
divided_dims.x * sizeof(Map::shape_pixel_t));
- const Ref<Image> province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array);
+ const Ref<Image> province_shape_subimage = Image::create_from_data(
+ divided_dims.x, divided_dims.y,
+ false, Image::FORMAT_RGB8, index_data_array);
if (province_shape_subimage.is_null()) {
UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")");
err = FAILED;
@@ -446,7 +478,9 @@ Error GameSingleton::_load_map_images(bool flip_vertical) {
err = FAILED;
}
- if (_update_colour_image() != OK) err = FAILED;
+ if (_update_colour_image() != OK) {
+ err = FAILED;
+ }
return err;
}
@@ -463,7 +497,8 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter
terrain_sheet->flip_y();
const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
- UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")");
+ UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height,
+ " (must be square with dims positive multiples of ", SHEET_DIMS, ")");
return FAILED;
}
const int32_t slice_size = sheet_width / SHEET_DIMS;
@@ -513,9 +548,8 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi
UtilityFunctions::push_error("Failed to load defines!");
err = FAILED;
}
- if (_load_terrain_variants_compatibility_mode(
- std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string())
- ) != OK) {
+ if (_load_terrain_variants_compatibility_mode(std_to_godot_string(
+ dataloader.lookup_file(terrain_texture_file).string())) != OK) {
UtilityFunctions::push_error("Failed to load terrain variants!");
err = FAILED;
}
diff --git a/extension/src/openvic-extension/LoadLocalisation.cpp b/extension/src/openvic-extension/LoadLocalisation.cpp
index 418f01c..6ed92fd 100644
--- a/extension/src/openvic-extension/LoadLocalisation.cpp
+++ b/extension/src/openvic-extension/LoadLocalisation.cpp
@@ -101,8 +101,9 @@ Error LoadLocalisation::load_locale_dir(String const& dir_path, String const& lo
Error err = OK;
for (String const& file_name : files) {
if (file_name.get_extension().to_lower() == "csv") {
- if (_load_file_into_translation(dir_path.path_join(file_name), translation) != OK)
+ if (_load_file_into_translation(dir_path.path_join(file_name), translation) != OK) {
err = FAILED;
+ }
}
}
return err;
@@ -128,10 +129,11 @@ Error LoadLocalisation::load_localisation_dir(String const& dir_path) const {
}
Error err = OK;
for (String const& locale_name : dirs) {
- if (locale_name != server->standardize_locale(locale_name))
+ if (locale_name != server->standardize_locale(locale_name)) {
UtilityFunctions::push_error("Invalid locale directory name: ", locale_name);
- else if (load_locale_dir(dir_path.path_join(locale_name), locale_name) == OK)
+ } else if (load_locale_dir(dir_path.path_join(locale_name), locale_name) == OK) {
continue;
+ }
err = FAILED;
}
return err;
@@ -151,7 +153,8 @@ bool LoadLocalisation::add_message(std::string_view key, Dataloader::locale_t lo
if (0) {
const StringName old_localisation = translation->get_message(godot_key);
if (!old_localisation.is_empty()) {
- UtilityFunctions::push_warning("Changing translation ", godot_key, " (", Dataloader::locale_names[locale], ") from \"", old_localisation, "\" to \"", godot_localisation, "\"");
+ UtilityFunctions::push_warning("Changing translation ", godot_key, " (", Dataloader::locale_names[locale], ") from \"",
+ old_localisation, "\" to \"", godot_localisation, "\"");
}
}
translation->add_message(godot_key, godot_localisation);
diff --git a/extension/src/openvic-extension/MapMesh.cpp b/extension/src/openvic-extension/MapMesh.cpp
index 269360a..39cee41 100644
--- a/extension/src/openvic-extension/MapMesh.cpp
+++ b/extension/src/openvic-extension/MapMesh.cpp
@@ -21,10 +21,14 @@ void MapMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_core_aabb"), &MapMesh::get_core_aabb);
ClassDB::bind_method(D_METHOD("is_valid_uv_coord"), &MapMesh::is_valid_uv_coord);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_NONE, "suffix:m"), "set_aspect_ratio", "get_aspect_ratio");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "repeat_proportion", PROPERTY_HINT_NONE, "suffix:m"), "set_repeat_proportion", "get_repeat_proportion");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_NONE, "suffix:m"),
+ "set_aspect_ratio", "get_aspect_ratio");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "repeat_proportion", PROPERTY_HINT_NONE, "suffix:m"),
+ "set_repeat_proportion", "get_repeat_proportion");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"),
+ "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"),
+ "set_subdivide_depth", "get_subdivide_depth");
}
void MapMesh::_request_update() {
diff --git a/extension/src/openvic-extension/Utilities.cpp b/extension/src/openvic-extension/Utilities.cpp
index ea7e888..87f0422 100644
--- a/extension/src/openvic-extension/Utilities.cpp
+++ b/extension/src/openvic-extension/Utilities.cpp
@@ -35,7 +35,7 @@ static Ref<Image> load_dds_image(String const& path) {
UtilityFunctions::print("needs_bgr_to_rgb = ", needs_bgr_to_rgb);
if (needs_bgr_to_rgb) {
for (size_t i = 0; i < pixels.size(); i += 4) {
- std::swap(pixels[i], pixels[i+2]);
+ std::swap(pixels[i], pixels[i + 2]);
}
}
@@ -60,7 +60,9 @@ static Vector2 getPolar(Vector2 UVin, Vector2 center) {
Vector2 relcoord = (UVin - center);
float dist = relcoord.length();
float theta = std::numbers::pi / 2 + atan2(relcoord.y, relcoord.x);
- if (theta < 0.0f) theta += std::numbers::pi * 2;
+ if (theta < 0.0f) {
+ theta += std::numbers::pi * 2;
+ }
return { dist, theta };
}
@@ -84,7 +86,8 @@ static Color pie_chart_fragment(Vector2 UV, float radius, Array const& stopAngle
Vector2 shadow_polar = getPolar(UV, shadow_displacement);
float shadow_peak = radius + (radius - donut_inner_radius) / 2.0;
- float shadow_gradient = shadow_thickness + parabola_shadow(shadow_tightness * -10.0, shadow_polar.x + shadow_peak - shadow_radius);
+ float shadow_gradient = shadow_thickness + parabola_shadow(shadow_tightness * -10.0,
+ shadow_polar.x + shadow_peak - shadow_radius);
// Inner hole of the donut => make it transparent
if (donut && dist <= donut_inner_radius) {
@@ -133,8 +136,7 @@ void Utilities::draw_pie_chart(Ref<Image> image,
for (int32_t y = 0; y < size; ++y) {
for (int32_t x = 0; x < size; ++x) {
image->set_pixel(x, y, pie_chart_fragment(
- { static_cast<float>(x) / static_cast<float>(size),
- static_cast<float>(y) / static_cast<float>(size) },
+ Vector2 { static_cast<float>(x), static_cast<float>(y) } / size,
radius, stopAngles, colours,
shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness,
trim_colour, trim_size, gradient_falloff, gradient_base,
diff --git a/extension/src/openvic-extension/register_types.cpp b/extension/src/openvic-extension/register_types.cpp
index 273bb85..c954de1 100644
--- a/extension/src/openvic-extension/register_types.cpp
+++ b/extension/src/openvic-extension/register_types.cpp
@@ -51,7 +51,8 @@ void uninitialize_openvic_types(ModuleInitializationLevel p_level) {
extern "C" {
// Initialization.
- GDExtensionBool GDE_EXPORT openvic_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
+ GDExtensionBool GDE_EXPORT openvic_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address,
+ GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_openvic_types);