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author hop311 <hop3114@gmail.com>2023-12-19 00:38:54 +0100
committer hop311 <hop3114@gmail.com>2023-12-25 19:06:13 +0100
commit4e9764ee29fb7b453862835d5aa3a081b0f9a269 (patch)
treea59c5b960a706a383b8ebd1dbcfb704067a5b51b /extension/src/openvic-extension/UIAdapter.cpp
parentd26c990d9a5596a3ef3b32ba1cb0f99950cd6d34 (diff)
Back to UI Work
- UIAdapter -> UITools with cleaner API - GUIOverlappingElementsBox (for core and modifier icons) - Improved GUINode API - Province building slots - TypeHints for files in the GameSession folder - Incorporate SIM strong colour types
Diffstat (limited to 'extension/src/openvic-extension/UIAdapter.cpp')
-rw-r--r--extension/src/openvic-extension/UIAdapter.cpp419
1 files changed, 0 insertions, 419 deletions
diff --git a/extension/src/openvic-extension/UIAdapter.cpp b/extension/src/openvic-extension/UIAdapter.cpp
deleted file mode 100644
index cbe898c..0000000
--- a/extension/src/openvic-extension/UIAdapter.cpp
+++ /dev/null
@@ -1,419 +0,0 @@
-#include "UIAdapter.hpp"
-
-#include <godot_cpp/classes/button.hpp>
-#include <godot_cpp/classes/check_box.hpp>
-#include <godot_cpp/classes/color_rect.hpp>
-#include <godot_cpp/classes/label.hpp>
-#include <godot_cpp/classes/panel.hpp>
-#include <godot_cpp/classes/style_box_texture.hpp>
-#include <godot_cpp/classes/texture_progress_bar.hpp>
-#include <godot_cpp/classes/texture_rect.hpp>
-#include <godot_cpp/classes/theme.hpp>
-#include <godot_cpp/variant/utility_functions.hpp>
-
-#include "openvic-extension/classes/GFXIconTexture.hpp"
-#include "openvic-extension/classes/GFXMaskedFlagTexture.hpp"
-#include "openvic-extension/classes/GFXPieChartTexture.hpp"
-#include "openvic-extension/utility/Utilities.hpp"
-
-using namespace godot;
-using namespace OpenVic;
-
-using OpenVic::Utilities::std_view_to_godot_string;
-using OpenVic::Utilities::std_view_to_godot_string_name;
-
-bool GodotGUIBuilder::generate_element(
- GUI::Element const* element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- if (element == nullptr) {
- UtilityFunctions::push_error("Invalid element passed to GodotGUIBuilder - null!");
- return false;
- }
- static const std::map<std::string_view, bool (*)(GUI::Element const&, String const&, AssetManager&, Control*&)> type_map {
- { GUI::Icon::get_type_static(), &generate_icon },
- { GUI::Button::get_type_static(), &generate_button },
- { GUI::Checkbox::get_type_static(), &generate_checkbox },
- { GUI::Text::get_type_static(), &generate_text },
- { GUI::OverlappingElementsBox::get_type_static(), &generate_overlapping_elements },
- { GUI::ListBox::get_type_static(), &generate_listbox },
- { GUI::Window::get_type_static(), &generate_window }
- };
- const decltype(type_map)::const_iterator it = type_map.find(element->get_type());
- if (it != type_map.end()) {
- return it->second(*element, name, asset_manager, result);
- } else {
- UtilityFunctions::push_error("Invalid GUI element type: ", std_view_to_godot_string(element->get_type()));
- result = nullptr;
- return false;
- }
-}
-
-template<std::derived_from<Control> T>
-static T* new_control(GUI::Element const& element, String const& name) {
- T* node = memnew(T);
- ERR_FAIL_NULL_V(node, nullptr);
-
- using enum GUI::Element::orientation_t;
- using enum Control::LayoutPreset;
- static const std::map<GUI::Element::orientation_t, Control::LayoutPreset> orientation_map {
- { UPPER_LEFT, PRESET_TOP_LEFT }, { LOWER_LEFT, PRESET_BOTTOM_LEFT },
- { LOWER_RIGHT, PRESET_BOTTOM_RIGHT }, { UPPER_RIGHT, PRESET_TOP_RIGHT },
- { CENTER, PRESET_CENTER }
- };
-
- if (name.is_empty()) {
- node->set_name(std_view_to_godot_string(element.get_name()));
- } else {
- node->set_name(name);
- }
-
- const decltype(orientation_map)::const_iterator it = orientation_map.find(element.get_orientation());
- if (it != orientation_map.end()) {
- node->set_anchors_and_offsets_preset(it->second);
- } else {
- UtilityFunctions::push_error("Invalid orientation for GUI element ",
- std_view_to_godot_string(element.get_name()));
- }
- node->set_position(Utilities::to_godot_fvec2(element.get_position()));
- node->set_focus_mode(Control::FOCUS_NONE);
-
- return node;
-}
-
-bool GodotGUIBuilder::generate_icon(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::Icon const& icon = static_cast<GUI::Icon const&>(element);
-
- result = nullptr;
- const String icon_name = std_view_to_godot_string(icon.get_name());
-
- /* Change to use sprite type to choose Godot node type! */
- bool ret = true;
- if (icon.get_sprite() != nullptr) {
- if (icon.get_sprite()->is_type<GFX::TextureSprite>()) {
- TextureRect* godot_texture_rect = new_control<TextureRect>(icon, name);
- ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
-
- GFX::TextureSprite const* texture_sprite = icon.get_sprite()->cast_to<GFX::TextureSprite>();
- Ref<GFXIconTexture> texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, icon.get_frame());
- if (texture.is_valid()) {
- godot_texture_rect->set_texture(texture);
- } else {
- UtilityFunctions::push_error("Failed to make GFXIconTexture for GUI icon ", icon_name);
- ret = false;
- }
-
- result = godot_texture_rect;
- } else if (icon.get_sprite()->is_type<GFX::MaskedFlag>()) {
- TextureRect* godot_texture_rect = new_control<TextureRect>(icon, name);
- ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
-
- GFX::MaskedFlag const* masked_flag = icon.get_sprite()->cast_to<GFX::MaskedFlag>();
- Ref<GFXMaskedFlagTexture> texture = GFXMaskedFlagTexture::make_gfx_masked_flag_texture(masked_flag);
- if (texture.is_valid()) {
- godot_texture_rect->set_texture(texture);
- } else {
- UtilityFunctions::push_error("Failed to make GFXMaskedFlagTexture for GUI icon ", icon_name);
- ret = false;
- }
-
- result = godot_texture_rect;
- } else if (icon.get_sprite()->is_type<GFX::ProgressBar>()) {
- TextureProgressBar* godot_progress_bar = new_control<TextureProgressBar>(icon, name);
- ERR_FAIL_NULL_V_MSG(
- godot_progress_bar, false, vformat("Failed to create TextureProgressBar for GUI icon %s", icon_name)
- );
-
- const StringName back_texture_file =
- std_view_to_godot_string_name(icon.get_sprite()->cast_to<GFX::ProgressBar>()->get_back_texture_file());
- const Ref<ImageTexture> back_texture = asset_manager.get_texture(back_texture_file);
- if (back_texture.is_valid()) {
- godot_progress_bar->set_under_texture(back_texture);
- } else {
- UtilityFunctions::push_error("Failed to load progress bar base sprite ", back_texture_file, " for GUI icon ", icon_name);
- ret = false;
- }
-
- const StringName progress_texture_file =
- std_view_to_godot_string_name(icon.get_sprite()->cast_to<GFX::ProgressBar>()->get_progress_texture_file());
- const Ref<ImageTexture> progress_texture = asset_manager.get_texture(progress_texture_file);
- if (progress_texture.is_valid()) {
- godot_progress_bar->set_progress_texture(progress_texture);
- } else {
- UtilityFunctions::push_error(
- "Failed to load progress bar base sprite ", progress_texture_file, " for GUI icon ", icon_name
- );
- ret = false;
- }
-
- result = godot_progress_bar;
- } else if (icon.get_sprite()->is_type<GFX::PieChart>()) {
- TextureRect* godot_texture_rect = new_control<TextureRect>(icon, name);
- ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));
-
- GFX::PieChart const* pie_chart = icon.get_sprite()->cast_to<GFX::PieChart>();
- Ref<GFXPieChartTexture> texture = GFXPieChartTexture::make_gfx_pie_chart_texture(pie_chart);
- if (texture.is_valid()) {
- godot_texture_rect->set_texture(texture);
- // TODO - work out why this is needed
- Vector2 pos = godot_texture_rect->get_position();
- pos.x -= texture->get_width() / 2;
- godot_texture_rect->set_position(pos);
- } else {
- UtilityFunctions::push_error("Failed to make GFXPieChartTexture for GUI icon ", icon_name);
- ret = false;
- }
-
- result = godot_texture_rect;
- } else if (icon.get_sprite()->is_type<GFX::LineChart>()) {
-
- } else {
- UtilityFunctions::push_error("Invalid sprite type ", std_view_to_godot_string(icon.get_sprite()->get_type()),
- " for GUI icon ", icon_name);
- ret = false;
- }
- } else {
- UtilityFunctions::push_error("Null sprite for GUI icon ", icon_name);
- ret = false;
- }
- return ret;
-}
-
-bool GodotGUIBuilder::generate_button(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::Button const& button = static_cast<GUI::Button const&>(element);
-
- // TODO - shortcut, sprite, text
- result = nullptr;
- const String button_name = std_view_to_godot_string(button.get_name());
-
- Button* godot_button = new_control<Button>(button, name);
- ERR_FAIL_NULL_V_MSG(godot_button, false, vformat("Failed to create Button for GUI button %s", button_name));
-
- if (!button.get_text().empty()) {
- godot_button->set_text(std_view_to_godot_string(button.get_text()));
- }
-
- bool ret = true;
- if (button.get_sprite() != nullptr) {
- Ref<Texture2D> texture;
- if (button.get_sprite()->is_type<GFX::TextureSprite>()) {
- GFX::TextureSprite const* texture_sprite = button.get_sprite()->cast_to<GFX::TextureSprite>();
- texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite);
- if (texture.is_null()) {
- UtilityFunctions::push_error("Failed to make GFXIconTexture for GUI button ", button_name);
- ret = false;
- }
- } else if (button.get_sprite()->is_type<GFX::MaskedFlag>()) {
- GFX::MaskedFlag const* masked_flag = button.get_sprite()->cast_to<GFX::MaskedFlag>();
- texture = GFXMaskedFlagTexture::make_gfx_masked_flag_texture(masked_flag);
- if (texture.is_null()) {
- UtilityFunctions::push_error("Failed to make GFXMaskedFlagTexture for GUI button ", button_name);
- ret = false;
- }
- } else {
- UtilityFunctions::push_error("Invalid sprite type ", std_view_to_godot_string(button.get_sprite()->get_type()),
- " for GUI button ", button_name);
- ret = false;
- }
-
- if (texture.is_valid()) {
- godot_button->set_size(texture->get_size());
- Ref<StyleBoxTexture> stylebox;
- stylebox.instantiate();
- if (stylebox.is_valid()) {
- static const StringName theme_name_normal = "normal";
- stylebox->set_texture(texture);
- godot_button->add_theme_stylebox_override(theme_name_normal, stylebox);
- } else {
- UtilityFunctions::push_error("Failed to load instantiate texture stylebox for GUI button ", button_name);
- ret = false;
- }
- }
- } else {
- UtilityFunctions::push_error("Null sprite for GUI button ", button_name);
- ret = false;
- }
-
- if (button.get_font() != nullptr) {
- const StringName font_file = std_view_to_godot_string_name(button.get_font()->get_fontname());
- const Ref<Font> font = asset_manager.get_font(font_file);
- if (font.is_valid()) {
- godot_button->add_theme_font_override("font", font);
- } else {
- UtilityFunctions::push_error("Failed to load font for GUI button ", button_name);
- ret = false;
- }
- const Color colour = Utilities::to_godot_color(button.get_font()->get_colour());
- godot_button->add_theme_color_override("font_color", colour);
- }
-
- result = godot_button;
- return ret;
-}
-
-bool GodotGUIBuilder::generate_checkbox(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::Checkbox const& checkbox = static_cast<GUI::Checkbox const&>(element);
-
- // TODO - shortcut, sprite, text
- result = nullptr;
- const String checkbox_name = std_view_to_godot_string(checkbox.get_name());
-
- CheckBox* godot_checkbox = new_control<CheckBox>(checkbox, name);
- ERR_FAIL_NULL_V_MSG(godot_checkbox, false, vformat("Failed to create CheckBox for GUI checkbox %s", checkbox_name));
-
- bool ret = true;
- if (checkbox.get_sprite() != nullptr) {
- GFX::TextureSprite const* texture_sprite = checkbox.get_sprite()->cast_to<GFX::TextureSprite>();
- if (texture_sprite != nullptr) {
- Ref<GFXIconTexture> icon_texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, 1);
- if (icon_texture.is_valid()) {
- godot_checkbox->set_size(icon_texture->get_size());
- godot_checkbox->add_theme_icon_override("unchecked", icon_texture);
- } else {
- UtilityFunctions::push_error("Failed to make unchecked GFXIconTexture for GUI checkbox ", checkbox_name);
- ret = false;
- }
- icon_texture = GFXIconTexture::make_gfx_icon_texture(texture_sprite, 2);
- if (icon_texture.is_valid()) {
- godot_checkbox->add_theme_icon_override("checked", icon_texture);
- } else {
- UtilityFunctions::push_error("Failed to make checked GFXIconTexture for GUI checkbox ", checkbox_name);
- ret = false;
- }
- } else {
- UtilityFunctions::push_error(
- "Invalid sprite type ", std_view_to_godot_string(checkbox.get_sprite()->get_type()), " for GUI checkbox ",
- checkbox_name
- );
- ret = false;
- }
- } else {
- UtilityFunctions::push_error("Null sprite for GUI checkbox ", checkbox_name);
- ret = false;
- }
-
- result = godot_checkbox;
- return ret;
-}
-
-bool GodotGUIBuilder::generate_text(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::Text const& text = static_cast<GUI::Text const&>(element);
-
- result = nullptr;
- const String text_name = std_view_to_godot_string(text.get_name());
-
- Label* godot_label = new_control<Label>(text, name);
- ERR_FAIL_NULL_V_MSG(godot_label, false, vformat("Failed to create Label for GUI text %s", text_name));
-
- godot_label->set_text(std_view_to_godot_string(text.get_text()));
- godot_label->set_size(Utilities::to_godot_fvec2(text.get_max_size()));
-
- using enum GUI::AlignedElement::format_t;
- using enum HorizontalAlignment;
- static const std::map<GUI::AlignedElement::format_t, HorizontalAlignment> format_map {
- { left, HORIZONTAL_ALIGNMENT_LEFT },
- { centre, HORIZONTAL_ALIGNMENT_CENTER },
- { right, HORIZONTAL_ALIGNMENT_RIGHT }
- };
-
- const decltype(format_map)::const_iterator it = format_map.find(text.get_format());
- if (it != format_map.end()) {
- godot_label->set_horizontal_alignment(it->second);
- } else {
- UtilityFunctions::push_error("Invalid text format (horizontal alignment) for GUI text ", text_name);
- }
-
- bool ret = true;
- if (text.get_font() != nullptr) {
- const StringName font_file = std_view_to_godot_string_name(text.get_font()->get_fontname());
- const Ref<Font> font = asset_manager.get_font(font_file);
- if (font.is_valid()) {
- godot_label->add_theme_font_override("font", font);
- } else {
- UtilityFunctions::push_error("Failed to load font for GUI text ", text_name);
- ret = false;
- }
- const Color colour = Utilities::to_godot_color(text.get_font()->get_colour());
- godot_label->add_theme_color_override("font_color", colour);
- }
-
- result = godot_label;
- return ret;
-}
-
-bool GodotGUIBuilder::generate_overlapping_elements(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::OverlappingElementsBox const& overlapping_elements = static_cast<GUI::OverlappingElementsBox const&>(element);
-
- result = nullptr;
- const String overlapping_elements_name = std_view_to_godot_string(overlapping_elements.get_name());
-
- ColorRect* godot_rect = new_control<ColorRect>(overlapping_elements, name);
- ERR_FAIL_NULL_V_MSG(
- godot_rect, false, vformat("Failed to create ColorRect for GUI overlapping elements %s", overlapping_elements_name)
- );
-
- godot_rect->set_size(Utilities::to_godot_fvec2(overlapping_elements.get_size()));
- godot_rect->set_color({ 0.0f, 0.5f, 1.0f, 0.2f });
-
- result = godot_rect;
- return true;
-}
-
-bool GodotGUIBuilder::generate_listbox(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::ListBox const& listbox = static_cast<GUI::ListBox const&>(element);
-
- result = nullptr;
- const String listbox_name = std_view_to_godot_string(listbox.get_name());
-
- ColorRect* godot_rect = new_control<ColorRect>(listbox, name);
- ERR_FAIL_NULL_V_MSG(godot_rect, false, vformat("Failed to create ColorRect for GUI listbox %s", listbox_name));
-
- godot_rect->set_size(Utilities::to_godot_fvec2(listbox.get_size()));
- godot_rect->set_color({ 1.0f, 0.5f, 0.0f, 0.2f });
-
- result = godot_rect;
- return true;
-}
-
-bool GodotGUIBuilder::generate_window(
- GUI::Element const& element, String const& name, AssetManager& asset_manager, Control*& result
-) {
- GUI::Window const& window = static_cast<GUI::Window const&>(element);
-
- // TODO - moveable, fullscreen, dontRender (disable visibility?)
- result = nullptr;
- const String window_name = std_view_to_godot_string(window.get_name());
-
- Panel* godot_panel = new_control<Panel>(window, name);
- ERR_FAIL_NULL_V_MSG(godot_panel, false, vformat("Failed to create Panel for GUI window %s", window_name));
-
- godot_panel->set_size(Utilities::to_godot_fvec2(window.get_size()));
- godot_panel->set_self_modulate({ 1.0f, 1.0f, 1.0f, 0.0f });
-
- bool ret = true;
- for (std::unique_ptr<GUI::Element> const& element : window.get_window_elements()) {
- Control* node = nullptr;
- const bool element_ret = generate_element(element.get(), "", asset_manager, node);
- if (node != nullptr) {
- godot_panel->add_child(node);
- }
- if (!element_ret) {
- UtilityFunctions::push_error("Errors generating GUI element ", std_view_to_godot_string(element->get_name()));
- ret = false;
- }
- }
-
- result = godot_panel;
- return ret;
-}