diff options
author | hop311 <hop3114@gmail.com> | 2023-12-07 23:45:19 +0100 |
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committer | hop311 <hop3114@gmail.com> | 2023-12-11 10:51:01 +0100 |
commit | fd375bdb35d8a7b2ac9cf3dd02cdb0f197451a0b (patch) | |
tree | b22d464dbf8e0e2569b9be5aa130e4def2e51207 /extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp | |
parent | a6952efba078e49d6555b0586230986a2cb7ed40 (diff) |
Big UI commit - GUINode, MaskedFlag, PieChart, etc
Diffstat (limited to 'extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp')
-rw-r--r-- | extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp | 55 |
1 files changed, 55 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp new file mode 100644 index 0000000..be3b15a --- /dev/null +++ b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp @@ -0,0 +1,55 @@ +#pragma once + +#include <godot_cpp/classes/image_texture.hpp> + +#include <openvic-simulation/country/Country.hpp> +#include <openvic-simulation/interface/GFX.hpp> + +namespace OpenVic { + class GFXMaskedFlagTexture : public godot::ImageTexture { + GDCLASS(GFXMaskedFlagTexture, godot::ImageTexture) + + GFX::MaskedFlag const* PROPERTY(gfx_masked_flag); + Country const* PROPERTY(flag_country); + godot::StringName PROPERTY(flag_type); + + godot::Ref<godot::Image> overlay_image, mask_image, flag_image, combined_image; + + godot::Error _generate_combined_image(); + + protected: + static void _bind_methods(); + + public: + GFXMaskedFlagTexture(); + + /* Create a GFXMaskedFlagTexture using the specific GFX::MaskedFlag. + * Returns nullptr if setting gfx_masked_flag fails. */ + static godot::Ref<GFXMaskedFlagTexture> make_gfx_masked_flag_texture(GFX::MaskedFlag const* gfx_masked_flag); + + /* Reset gfx_masked_flag, flag_country and flag_type to nullptr/an empty string, and unreference all images. + * This does not affect the godot::ImageTexture, which cannot be reset to a null or empty image. */ + void clear(); + + /* Set the GFX::MaskedFlag, load its overlay and mask textures, and regenerate the combined image. */ + godot::Error set_gfx_masked_flag(GFX::MaskedFlag const* new_gfx_masked_flag); + + /* Search for a GFX::MaskedFlag with the specfied name and, if successful, set it using set_gfx_masked_flag. */ + godot::Error set_gfx_masked_flag_name(godot::String const& gfx_masked_flag_name); + + /* Return the name of the GFX::MaskedFlag, or an empty String if it's null */ + godot::String get_gfx_masked_flag_name() const; + + /* Set flag_country and flag_type and update the combined image to use that flag, or no flag if it doesn't exist. */ + godot::Error set_flag_country_and_type(Country const* new_flag_country, godot::StringName const& new_flag_type); + + /* Look up the country with the specified identifier, then call set_flag_country_and_type with the country and + * specified flag_type as arguments. */ + godot::Error set_flag_country_name_and_type( + godot::String const& new_flag_country_name, godot::StringName const& new_flag_type + ); + + /* Return the name of the selected flag's country, or an empty String if it's null */ + godot::String get_flag_country_name() const; + }; +} |