diff options
author | hop311 <hop3114@gmail.com> | 2023-12-19 00:38:54 +0100 |
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committer | hop311 <hop3114@gmail.com> | 2023-12-25 19:06:13 +0100 |
commit | 4e9764ee29fb7b453862835d5aa3a081b0f9a269 (patch) | |
tree | a59c5b960a706a383b8ebd1dbcfb704067a5b51b /extension/src/openvic-extension/classes/GFXIconTexture.cpp | |
parent | d26c990d9a5596a3ef3b32ba1cb0f99950cd6d34 (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/classes/GFXIconTexture.cpp')
-rw-r--r-- | extension/src/openvic-extension/classes/GFXIconTexture.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/extension/src/openvic-extension/classes/GFXIconTexture.cpp b/extension/src/openvic-extension/classes/GFXIconTexture.cpp index 57c5d50..895bf6b 100644 --- a/extension/src/openvic-extension/classes/GFXIconTexture.cpp +++ b/extension/src/openvic-extension/classes/GFXIconTexture.cpp @@ -5,6 +5,7 @@ #include "openvic-extension/singletons/AssetManager.hpp" #include "openvic-extension/singletons/GameSingleton.hpp" #include "openvic-extension/utility/ClassBindings.hpp" +#include "openvic-extension/utility/UITools.hpp" #include "openvic-extension/utility/Utilities.hpp" using namespace godot; @@ -71,12 +72,8 @@ Error GFXIconTexture::set_gfx_texture_sprite_name(String const& gfx_texture_spri if (gfx_texture_sprite_name.is_empty()) { return set_gfx_texture_sprite(nullptr); } - GameSingleton* game_singleton = GameSingleton::get_singleton(); - ERR_FAIL_NULL_V(game_singleton, FAILED); - GFX::Sprite const* sprite = game_singleton->get_game_manager().get_ui_manager().get_sprite_by_identifier( - godot_to_std_string(gfx_texture_sprite_name) - ); - ERR_FAIL_NULL_V_MSG(sprite, FAILED, vformat("GFX sprite not found: %s", gfx_texture_sprite_name)); + GFX::Sprite const* sprite = UITools::get_gfx_sprite(gfx_texture_sprite_name); + ERR_FAIL_NULL_V(sprite, FAILED); GFX::TextureSprite const* new_texture_sprite = sprite->cast_to<GFX::TextureSprite>(); ERR_FAIL_NULL_V_MSG( new_texture_sprite, FAILED, vformat( |