diff options
author | hop311 <hop3114@gmail.com> | 2023-11-08 23:24:21 +0100 |
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committer | hop311 <hop3114@gmail.com> | 2023-11-16 00:24:28 +0100 |
commit | bc0b3c61ae0b742da304cada451fba1df72bb0ad (patch) | |
tree | 047968e7ea8189ad8391dcabbd09fee1d8cdc30c /extension/src/openvic-extension/singletons | |
parent | 72d893d55d26ae9dc6739a853d1773b3cb286123 (diff) |
GUI elements -> Godot UI nodes generator
Diffstat (limited to 'extension/src/openvic-extension/singletons')
8 files changed, 1140 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/AssetManager.cpp b/extension/src/openvic-extension/singletons/AssetManager.cpp new file mode 100644 index 0000000..b50cae8 --- /dev/null +++ b/extension/src/openvic-extension/singletons/AssetManager.cpp @@ -0,0 +1,152 @@ +#include "AssetManager.hpp" + +#include <godot_cpp/variant/utility_functions.hpp> + +#include "openvic-extension/singletons/GameSingleton.hpp" +#include "openvic-extension/utility/ClassBindings.hpp" +#include "openvic-extension/utility/Utilities.hpp" + +using namespace godot; +using namespace OpenVic; + +using OpenVic::Utilities::godot_to_std_string; +using OpenVic::Utilities::std_to_godot_string; + +void AssetManager::_bind_methods() { + OV_BIND_METHOD(AssetManager::get_image, { "path" }); + OV_BIND_METHOD(AssetManager::get_texture, { "path" }); + + OV_BIND_SMETHOD(AssetManager::make_icon, { "texture", "frame", "frame_count" }); + OV_BIND_METHOD(AssetManager::get_icon, { "texture", "frame", "frame_count" }); + + OV_BIND_METHOD(AssetManager::get_texture_or_icon, { "path", "frame", "frame_count" }); + OV_BIND_METHOD(AssetManager::get_font, { "name" }); +} + +AssetManager* AssetManager::get_singleton() { + return _singleton; +} + +AssetManager::AssetManager() { + ERR_FAIL_COND(_singleton != nullptr); + _singleton = this; +} + +AssetManager::~AssetManager() { + ERR_FAIL_COND(_singleton != this); + _singleton = nullptr; +} + +AssetManager::image_asset_map_t::iterator AssetManager::_get_image_asset(StringName path) { + const image_asset_map_t::iterator it = image_assets.find(path); + if (it != image_assets.end()) { + return it; + } + GameSingleton* game_singleton = GameSingleton::get_singleton(); + ERR_FAIL_NULL_V(game_singleton, image_assets.end()); + const String lookedup_path = + std_to_godot_string(game_singleton->get_dataloader().lookup_image_file_or_dds(godot_to_std_string(path)).string()); + if (lookedup_path.is_empty()) { + UtilityFunctions::push_error("Failed to look up image: ", path); + return image_assets.end(); + } + const Ref<Image> image = Utilities::load_godot_image(lookedup_path); + if (image.is_null() || image->is_empty()) { + UtilityFunctions::push_error("Failed to load image: ", lookedup_path, " (looked up from ", path, ")"); + return image_assets.end(); + } + return image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first; +} + +Ref<Image> AssetManager::get_image(StringName path) { + const image_asset_map_t::const_iterator it = _get_image_asset(path); + if (it != image_assets.end()) { + return it->second.image; + } else { + return nullptr; + } +} + +Ref<ImageTexture> AssetManager::get_texture(StringName path) { + const image_asset_map_t::iterator it = _get_image_asset(path); + if (it != image_assets.end()) { + if (it->second.texture.is_null()) { + it->second.texture = ImageTexture::create_from_image(it->second.image); + if (it->second.texture.is_null()) { + UtilityFunctions::push_error("Failed to turn image into texture: ", path); + } + } + return it->second.texture; + } else { + return nullptr; + } +} + +Ref<AtlasTexture> AssetManager::make_icon(Ref<Texture2D> texture, GFX::frame_t frame, GFX::frame_t frame_count) { + ERR_FAIL_NULL_V(texture, nullptr); + + if (frame_count <= GFX::NO_FRAMES) { + UtilityFunctions::push_warning("No frames!"); + frame_count = 1; + } + if (frame <= GFX::NO_FRAMES || frame > frame_count) { + UtilityFunctions::push_warning("Invalid frame index ", frame, " out of count ", frame_count); + frame = frame_count; + } + frame--; + const Vector2i size = texture->get_size(); + const Rect2i region { frame * size.x / frame_count, 0, size.x / frame_count, size.y }; + + Ref<AtlasTexture> atlas; + atlas.instantiate(); + ERR_FAIL_NULL_V(atlas, nullptr); + atlas->set_atlas(texture); + atlas->set_region(region); + return atlas; +} + +Ref<AtlasTexture> AssetManager::get_icon(StringName path, GFX::frame_t frame, GFX::frame_t frame_count) { + Ref<ImageTexture> texture = get_texture(path); + ERR_FAIL_NULL_V(texture, nullptr); + return make_icon(texture, frame, frame_count); +} + +Ref<Texture2D> AssetManager::get_texture_or_icon(StringName path, GFX::frame_t frame, GFX::frame_t frame_count) { + if (frame_count < 2) { + if (frame > frame_count) { + UtilityFunctions::push_warning("Invalid frame index ", frame, " out of count ", frame_count); + } + return get_texture(path); + } else { + return get_icon(path, frame, frame_count); + } +} + +Ref<Font> AssetManager::get_font(StringName name) { + const font_map_t::const_iterator it = fonts.find(name); + if (it != fonts.end()) { + return it->second; + } + + static const String font_dir = "gfx/fonts/"; + static const String font_ext = ".fnt"; + static const String image_ext = ".tga"; + + const String image_path = font_dir + name + image_ext; + const Ref<Image> image = get_image(image_path); + if (image.is_null()) { + UtilityFunctions::push_error("Failed to load font image: ", image_path, " for the font named ", name); + return nullptr; + } + GameSingleton* game_singleton = GameSingleton::get_singleton(); + ERR_FAIL_NULL_V(game_singleton, nullptr); + const String lookedup_font_path = + std_to_godot_string(game_singleton->get_dataloader().lookup_file(godot_to_std_string(font_dir + name + font_ext)).string()); + const Ref<Font> font = Utilities::load_godot_font(lookedup_font_path, image); + if (font.is_null()) { + UtilityFunctions::push_error("Failed to load font file ", lookedup_font_path, " for the font named ", name); + return nullptr; + } + fonts.emplace(std::move(name), font); + return font; +} diff --git a/extension/src/openvic-extension/singletons/AssetManager.hpp b/extension/src/openvic-extension/singletons/AssetManager.hpp new file mode 100644 index 0000000..7cfc31b --- /dev/null +++ b/extension/src/openvic-extension/singletons/AssetManager.hpp @@ -0,0 +1,61 @@ +#pragma once + +#include <godot_cpp/classes/atlas_texture.hpp> +#include <godot_cpp/classes/font.hpp> +#include <godot_cpp/classes/image_texture.hpp> +#include <godot_cpp/core/class_db.hpp> + +#include <openvic-simulation/interface/GFX.hpp> + +namespace OpenVic { + class AssetManager : public godot::Object { + GDCLASS(AssetManager, godot::Object) + + static inline AssetManager* _singleton = nullptr; + + struct image_asset_t { + godot::Ref<godot::Image> image; + godot::Ref<godot::ImageTexture> texture; + }; + using image_asset_map_t = std::map<godot::StringName, image_asset_t>; + using font_map_t = std::map<godot::StringName, godot::Ref<godot::Font>>; + + image_asset_map_t image_assets; + font_map_t fonts; + + image_asset_map_t::iterator _get_image_asset(godot::StringName path); + + protected: + static void _bind_methods(); + + public: + static AssetManager* get_singleton(); + + AssetManager(); + ~AssetManager(); + + /* Search for and load an image at the specified path relative to the game defines, first checking the AssetManager's + * image cache in case it has already been loaded, and returning nullptr if image loading fails. */ + godot::Ref<godot::Image> get_image(godot::StringName path); + + /* Create a texture from an image found at the specified path relative to the game defines, fist checking + * AssetManager's texture cache in case it has already been loaded, and returning nullptr if image loading + * or texture creation fails. */ + godot::Ref<godot::ImageTexture> get_texture(godot::StringName path); + + /* Extract the specified frame of the texture, which is treated as a single row of frame_count frames. */ + static godot::Ref<godot::AtlasTexture> make_icon( + godot::Ref<godot::Texture2D> texture, GFX::frame_t frame, GFX::frame_t frame_count + ); + + /* Load a texture as with get_texture, and extract the specified frame as with make_icon. */ + godot::Ref<godot::AtlasTexture> get_icon(godot::StringName path, GFX::frame_t frame, GFX::frame_t frame_count); + + /* Load a texture as with get_texture if frame_count <= 1 otherwise as with get_icon. */ + godot::Ref<godot::Texture2D> get_texture_or_icon(godot::StringName path, GFX::frame_t frame, GFX::frame_t frame_count); + + /* Search for and load a font with the specified name from the game defines' font directory, first checking the + * AssetManager's font cache in case it has already been loaded, and returning nullptr if font loading fails. */ + godot::Ref<godot::Font> get_font(godot::StringName name); + }; +} diff --git a/extension/src/openvic-extension/singletons/Checksum.cpp b/extension/src/openvic-extension/singletons/Checksum.cpp new file mode 100644 index 0000000..9f48647 --- /dev/null +++ b/extension/src/openvic-extension/singletons/Checksum.cpp @@ -0,0 +1,34 @@ +#include "Checksum.hpp" + +#include <godot_cpp/core/error_macros.hpp> +#include <godot_cpp/variant/string.hpp> + +#include "openvic-extension/utility/ClassBindings.hpp" + +using namespace OpenVic; +using namespace godot; + +void Checksum::_bind_methods() { + OV_BIND_METHOD(Checksum::get_checksum_text); +} + +Checksum* Checksum::get_singleton() { + return _singleton; +} + +Checksum::Checksum() { + ERR_FAIL_COND(_singleton != nullptr); + _singleton = this; +} + +Checksum::~Checksum() { + ERR_FAIL_COND(_singleton != this); + _singleton = nullptr; +} + +/* REQUIREMENTS: + * DAT-8 + */ +godot::String Checksum::get_checksum_text() { + return godot::String("1234abcd"); +} diff --git a/extension/src/openvic-extension/singletons/Checksum.hpp b/extension/src/openvic-extension/singletons/Checksum.hpp new file mode 100644 index 0000000..532a50d --- /dev/null +++ b/extension/src/openvic-extension/singletons/Checksum.hpp @@ -0,0 +1,24 @@ +#pragma once + +#include <godot_cpp/core/class_db.hpp> +#include <godot_cpp/core/object.hpp> +#include <godot_cpp/variant/string.hpp> + +namespace OpenVic { + class Checksum : public godot::Object { + GDCLASS(Checksum, godot::Object) + + static inline Checksum* _singleton = nullptr; + + protected: + static void _bind_methods(); + + public: + static Checksum* get_singleton(); + + Checksum(); + ~Checksum(); + + godot::String get_checksum_text(); + }; +} diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp new file mode 100644 index 0000000..bb1732e --- /dev/null +++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp @@ -0,0 +1,549 @@ +#include "GameSingleton.hpp" + +#include <godot_cpp/core/class_db.hpp> +#include <godot_cpp/core/error_macros.hpp> +#include <godot_cpp/variant/utility_functions.hpp> + +#include <openvic-simulation/utility/Logger.hpp> + +#include "openvic-extension/singletons/LoadLocalisation.hpp" +#include "openvic-extension/utility/ClassBindings.hpp" +#include "openvic-extension/utility/Utilities.hpp" + +using namespace godot; +using namespace OpenVic; + +using OpenVic::Utilities::godot_to_std_string; +using OpenVic::Utilities::std_to_godot_string; +using OpenVic::Utilities::std_view_to_godot_string; + +void GameSingleton::_bind_methods() { + OV_BIND_SMETHOD(setup_logger); + + OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" }); + OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {})); + + OV_BIND_METHOD(GameSingleton::lookup_file, { "path" }); + OV_BIND_METHOD(GameSingleton::setup_game); + + OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" }); + OV_BIND_METHOD(GameSingleton::get_province_info_from_index, { "index" }); + + OV_BIND_METHOD(GameSingleton::get_width); + OV_BIND_METHOD(GameSingleton::get_height); + OV_BIND_METHOD(GameSingleton::get_aspect_ratio); + OV_BIND_METHOD(GameSingleton::get_terrain_texture); + OV_BIND_METHOD(GameSingleton::get_province_shape_image_subdivisions); + OV_BIND_METHOD(GameSingleton::get_province_shape_texture); + OV_BIND_METHOD(GameSingleton::get_province_colour_texture); + + OV_BIND_METHOD(GameSingleton::get_mapmode_count); + OV_BIND_METHOD(GameSingleton::get_mapmode_identifier); + OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" }); + OV_BIND_METHOD(GameSingleton::get_selected_province_index); + OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" }); + + OV_BIND_METHOD(GameSingleton::expand_building, { "province_index", "building_type_identifier" }); + + OV_BIND_METHOD(GameSingleton::set_paused, { "paused" }); + OV_BIND_METHOD(GameSingleton::toggle_paused); + OV_BIND_METHOD(GameSingleton::is_paused); + OV_BIND_METHOD(GameSingleton::increase_speed); + OV_BIND_METHOD(GameSingleton::decrease_speed); + OV_BIND_METHOD(GameSingleton::can_increase_speed); + OV_BIND_METHOD(GameSingleton::can_decrease_speed); + OV_BIND_METHOD(GameSingleton::get_longform_date); + OV_BIND_METHOD(GameSingleton::try_tick); + + OV_BIND_METHOD(GameSingleton::generate_gui, { "gui_file", "gui_element" }); + + ADD_SIGNAL(MethodInfo("state_updated")); + ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index"))); + + OV_BIND_SMETHOD( + 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" } + ); + + OV_BIND_SMETHOD(load_image, { "path" }); +} + +Control* GameSingleton::generate_gui(String const& gui_file, String const& gui_element) { + GUI::Scene const* scene = game_manager.get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_file)); + if (scene == nullptr) { + UtilityFunctions::push_error("Failed to find GUI file ", gui_file); + return nullptr; + } + GUI::Element const* element = scene->get_element_by_identifier(godot_to_std_string(gui_element)); + if (element == nullptr) { + UtilityFunctions::push_error("Failed to find GUI element ", gui_element, " in GUI file ", gui_file); + return nullptr; + } + + AssetManager* asset_manager = AssetManager::get_singleton(); + ERR_FAIL_NULL_V(asset_manager, nullptr); + Control* result = nullptr; + if (!GodotGUIBuilder::generate_element(element, *asset_manager, result)) { + UtilityFunctions::push_error("Failed to generate GUI element ", gui_element, " in GUI file ", gui_file); + } + return result; +} + +GFX::Sprite const* GameSingleton::get_gfx_sprite(String const& sprite_name) const { + return game_manager.get_ui_manager().get_sprite_by_identifier(godot_to_std_string(sprite_name)); +} + +void GameSingleton::draw_pie_chart( + Ref<Image> image, Array const& stopAngles, Array const& colours, float radius, Vector2 shadow_displacement, + float shadow_tightness, float shadow_radius, float shadow_thickness, 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, + trim_colour, trim_size, gradient_falloff, gradient_base, donut, donut_inner_trim, donut_inner_radius + ); +} + +Ref<Image> GameSingleton::load_image(String const& path) { + return Utilities::load_godot_image(path); +} + +GameSingleton* GameSingleton::get_singleton() { + return singleton; +} + +void GameSingleton::_on_state_updated() { + _update_colour_image(); + emit_signal("state_updated"); +} + +/* REQUIREMENTS: + * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34 + */ +GameSingleton::GameSingleton() + : game_manager { std::bind(&GameSingleton::_on_state_updated, this) } { + ERR_FAIL_COND(singleton != nullptr); + singleton = this; +} +GameSingleton::~GameSingleton() { + ERR_FAIL_COND(singleton != this); + singleton = nullptr; +} + +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)); + }); +} + +Dataloader const& GameSingleton::get_dataloader() const { + return dataloader; +} + +Error GameSingleton::setup_game() { + bool ret = game_manager.setup(); + ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string()); + return ERR(ret); +} + +int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const { + const size_t x_mod_w = UtilityFunctions::fposmod(coords.x, 1.0f) * get_width(); + const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_height(); + return game_manager.get_map().get_province_index_at(x_mod_w, y_mod_h); +} + +template<std::derived_from<HasIdentifierAndColour> T> +static Dictionary _distribution_to_dictionary(decimal_map_t<T const*> const& dist) { + static const StringName piechart_info_size_key = "size"; + static const StringName piechart_info_colour_key = "colour"; + Dictionary dict; + for (auto const& [key, val] : dist) { + if (key != nullptr) { + Dictionary sub_dict; + sub_dict[piechart_info_size_key] = val.to_float(); + sub_dict[piechart_info_colour_key] = Utilities::to_godot_color(key->get_colour()); + dict[std_view_to_godot_string(key->get_identifier())] = std::move(sub_dict); + } else { + UtilityFunctions::push_error("Null distribution key with value ", val.to_float()); + } + } + return dict; +} + +Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { + static const StringName province_info_province_key = "province"; + static const StringName province_info_region_key = "region"; + static const StringName province_info_life_rating_key = "life_rating"; + static const StringName province_info_terrain_type_key = "terrain_type"; + static const StringName province_info_total_population_key = "total_population"; + static const StringName province_info_pop_types_key = "pop_types"; + static const StringName province_info_pop_ideologies_key = "pop_ideologies"; + static const StringName province_info_pop_cultures_key = "pop_cultures"; + static const StringName province_info_rgo_key = "rgo"; + static const StringName province_info_buildings_key = "buildings"; + + Province const* province = game_manager.get_map().get_province_by_index(index); + if (province == nullptr) { + return {}; + } + Dictionary ret; + + ret[province_info_province_key] = std_view_to_godot_string(province->get_identifier()); + + Region const* region = province->get_region(); + if (region != nullptr) { + ret[province_info_region_key] = std_view_to_godot_string(region->get_identifier()); + } + + Good const* rgo = province->get_rgo(); + if (rgo != nullptr) { + ret[province_info_rgo_key] = std_view_to_godot_string(rgo->get_identifier()); + } + + ret[province_info_life_rating_key] = province->get_life_rating(); + + TerrainType const* terrain_type = province->get_terrain_type(); + if (terrain_type != nullptr) { + ret[province_info_terrain_type_key] = std_view_to_godot_string(terrain_type->get_identifier()); + } + + ret[province_info_total_population_key] = province->get_total_population(); + decimal_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution(); + if (!pop_types.empty()) { + ret[province_info_pop_types_key] = _distribution_to_dictionary(pop_types); + } + decimal_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution(); + if (!ideologies.empty()) { + ret[province_info_pop_ideologies_key] = _distribution_to_dictionary(ideologies); + } + decimal_map_t<Culture const*> const& cultures = province->get_culture_distribution(); + if (!cultures.empty()) { + ret[province_info_pop_cultures_key] = _distribution_to_dictionary(cultures); + } + + static const StringName building_info_building_key = "building"; + static const StringName building_info_level_key = "level"; + static const StringName building_info_expansion_state_key = "expansion_state"; + static const StringName building_info_start_date_key = "start_date"; + static const StringName building_info_end_date_key = "end_date"; + static const StringName building_info_expansion_progress_key = "expansion_progress"; + + std::vector<BuildingInstance> const& buildings = province->get_buildings(); + if (!buildings.empty()) { + Array buildings_array; + buildings_array.resize(buildings.size()); + for (size_t idx = 0; idx < buildings.size(); ++idx) { + BuildingInstance const& building = buildings[idx]; + + Dictionary building_dict; + building_dict[building_info_building_key] = std_view_to_godot_string(building.get_identifier()); + building_dict[building_info_level_key] = static_cast<int32_t>(building.get_current_level()); + building_dict[building_info_expansion_state_key] = static_cast<int32_t>(building.get_expansion_state()); + building_dict[building_info_start_date_key] = std_to_godot_string(building.get_start_date().to_string()); + building_dict[building_info_end_date_key] = std_to_godot_string(building.get_end_date().to_string()); + building_dict[building_info_expansion_progress_key] = building.get_expansion_progress(); + + buildings_array[idx] = building_dict; + } + ret[province_info_buildings_key] = buildings_array; + } + return ret; +} + +int32_t GameSingleton::get_width() const { + return game_manager.get_map().get_width(); +} + +int32_t GameSingleton::get_height() const { + return game_manager.get_map().get_height(); +} + +float GameSingleton::get_aspect_ratio() const { + return static_cast<float>(get_width()) / static_cast<float>(get_height()); +} + +Ref<Texture> GameSingleton::get_terrain_texture() const { + return terrain_texture; +} + +Vector2i GameSingleton::get_province_shape_image_subdivisions() const { + return image_subdivisions; +} + +Ref<Texture> GameSingleton::get_province_shape_texture() const { + return province_shape_texture; +} + +Ref<Texture> GameSingleton::get_province_colour_texture() const { + return province_colour_texture; +} + +Error GameSingleton::_update_colour_image() { + static PackedByteArray colour_data_array; + static constexpr int64_t colour_data_array_size = + (static_cast<int64_t>(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE; + 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())) { + err = FAILED; + } + + static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4); + if (province_colour_image.is_null()) { + province_colour_image.instantiate(); + ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED, "Failed to create province colour image"); + } + province_colour_image->set_data(PROVINCE_INDEX_SQRT, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array); + if (province_colour_texture.is_null()) { + 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); + } + return err; +} + +int32_t GameSingleton::get_mapmode_count() const { + return game_manager.get_map().get_mapmode_count(); +} + +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()); + } + return String {}; +} + +Error GameSingleton::set_mapmode(String const& identifier) { + Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_identifier(godot_to_std_string(identifier)); + if (mapmode == nullptr) { + UtilityFunctions::push_error("Failed to set mapmode to: ", identifier); + return FAILED; + } + mapmode_index = mapmode->get_index(); + _update_colour_image(); + return OK; +} + +int32_t GameSingleton::get_selected_province_index() const { + return game_manager.get_map().get_selected_province_index(); +} + +void GameSingleton::set_selected_province(int32_t index) { + game_manager.get_map().set_selected_province(index); + _update_colour_image(); + emit_signal("province_selected", index); +} + +Error GameSingleton::expand_building(int32_t province_index, String const& building_type_identifier) { + if (!game_manager.expand_building(province_index, godot_to_std_string(building_type_identifier))) { + UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index); + return FAILED; + } + return OK; +} + +void GameSingleton::set_paused(bool paused) { + game_manager.get_clock().isPaused = paused; +} + +void GameSingleton::toggle_paused() { + game_manager.get_clock().isPaused = !game_manager.get_clock().isPaused; +} + +bool GameSingleton::is_paused() const { + return game_manager.get_clock().isPaused; +} + +void GameSingleton::increase_speed() { + game_manager.get_clock().increaseSimulationSpeed(); +} + +void GameSingleton::decrease_speed() { + game_manager.get_clock().decreaseSimulationSpeed(); +} + +bool GameSingleton::can_increase_speed() const { + return game_manager.get_clock().canIncreaseSimulationSpeed(); +} + +bool GameSingleton::can_decrease_speed() const { + return game_manager.get_clock().canDecreaseSimulationSpeed(); +} + +String GameSingleton::get_longform_date() const { + return std_to_godot_string(game_manager.get_today().to_string()); +} + +void GameSingleton::try_tick() { + game_manager.get_clock().conditionallyAdvanceGame(); +} + +Error GameSingleton::_load_map_images(bool flip_vertical) { + if (province_shape_texture.is_valid()) { + UtilityFunctions::push_error("Map images have already been loaded!"); + return FAILED; + } + + Error err = OK; + + const Vector2i province_dims { + static_cast<int32_t>(game_manager.get_map().get_width()), + static_cast<int32_t>(game_manager.get_map().get_height()) + }; + + static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF; + // For each dimension of the image, this finds the small number of equal subdivisions + // required get the individual texture dims under GPU_DIM_LIMIT + for (int i = 0; i < 2; ++i) { + image_subdivisions[i] = 1; + while (province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0) { + ++image_subdivisions[i]; + } + } + + Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data(); + const Vector2i divided_dims = province_dims / image_subdivisions; + Array province_shape_images; + province_shape_images.resize(image_subdivisions.x * image_subdivisions.y); + for (int32_t v = 0; v < image_subdivisions.y; ++v) { + for (int32_t u = 0; u < image_subdivisions.x; ++u) { + PackedByteArray index_data_array; + index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t)); + + for (int32_t y = 0; y < divided_dims.y; ++y) { + memcpy( + index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t), + 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); + if (province_shape_subimage.is_null()) { + UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")"); + err = FAILED; + } + province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage; + } + } + + province_shape_texture.instantiate(); + if (province_shape_texture->create_from_images(province_shape_images) != OK) { + UtilityFunctions::push_error("Failed to create terrain texture array!"); + err = FAILED; + } + + if (_update_colour_image() != OK) { + err = FAILED; + } + + return err; +} + +Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) { + static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS; + + // Load the terrain texture sheet and prepare to slice it up + Ref<Image> terrain_sheet = Utilities::load_godot_image(terrain_texturesheet_path); + if (terrain_sheet.is_null()) { + UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path); + return FAILED; + } + 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, ")" + ); + return FAILED; + } + const int32_t slice_size = sheet_width / SHEET_DIMS; + + Array terrain_images; + { + static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF; + Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format()); + ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image"); + water_image->fill({ 0.1f, 0.1f, 0.5f }); + terrain_images.append(water_image); + } + Error err = OK; + for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) { + const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size }; + const Ref<Image> terrain_image = terrain_sheet->get_region(slice); + if (terrain_image.is_null() || terrain_image->is_empty()) { + UtilityFunctions::push_error( + "Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path + ); + err = FAILED; + } + terrain_images.append(terrain_image); + } + + terrain_texture.instantiate(); + if (terrain_texture->create_from_images(terrain_images) != OK) { + UtilityFunctions::push_error("Failed to create terrain texture array!"); + return FAILED; + } + return err; +} + +Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) { + static constexpr std::string_view terrain_texture_file = "map/terrain/texturesheet.tga"; + + Dataloader::path_vector_t roots; + for (String const& path : file_paths) { + roots.push_back(godot_to_std_string(path)); + } + + Error err = OK; + + if (!dataloader.set_roots(roots)) { + Logger::error("Failed to set dataloader roots!"); + err = FAILED; + } + if (!dataloader.load_defines(game_manager)) { + 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) { + UtilityFunctions::push_error("Failed to load terrain variants!"); + err = FAILED; + } + if (_load_map_images(true) != OK) { + UtilityFunctions::push_error("Failed to load map images!"); + err = FAILED; + } + if (!game_manager.load_hardcoded_defines()) { + UtilityFunctions::push_error("Failed to hardcoded defines!"); + err = FAILED; + } + if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) { + UtilityFunctions::push_error("Failed to load localisation!"); + err = FAILED; + } + + return err; +} + +String GameSingleton::search_for_game_path(String hint_path) { + return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string()); +} + +String GameSingleton::lookup_file(String const& path) const { + return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string()); +} diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp new file mode 100644 index 0000000..403fbb6 --- /dev/null +++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp @@ -0,0 +1,129 @@ +#pragma once + +#include <godot_cpp/classes/control.hpp> +#include <godot_cpp/classes/image_texture.hpp> +#include <godot_cpp/classes/texture2d_array.hpp> + +#include <openvic-simulation/GameManager.hpp> +#include <openvic-simulation/dataloader/Dataloader.hpp> + +#include "openvic-extension/UIAdapter.hpp" + +namespace OpenVic { + + class GameSingleton : public godot::Object { + GDCLASS(GameSingleton, godot::Object) + + inline static GameSingleton* singleton = nullptr; + + GameManager game_manager; + Dataloader dataloader; + + godot::Vector2i image_subdivisions; + godot::Ref<godot::Texture2DArray> province_shape_texture; + godot::Ref<godot::Image> province_colour_image; + godot::Ref<godot::ImageTexture> province_colour_texture; + Mapmode::index_t mapmode_index = 0; + godot::Ref<godot::Texture2DArray> terrain_texture; + + godot::Error _generate_terrain_texture_array(); + godot::Error _load_map_images(bool flip_vertical = false); + + godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path); + + /* Generate the province_colour_texture from the current mapmode. + */ + godot::Error _update_colour_image(); + void _on_state_updated(); + + protected: + static void _bind_methods(); + + public: + + godot::Control* generate_gui(godot::String const& gui_file, godot::String const& gui_element); + GFX::Sprite const* get_gfx_sprite(godot::String const& sprite_name) const; + + static void draw_pie_chart( + godot::Ref<godot::Image> image, godot::Array const& stopAngles, godot::Array const& colours, float radius, + godot::Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness, + godot::Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut, + bool donut_inner_trim, float donut_inner_radius + ); + + static godot::Ref<godot::Image> load_image(godot::String const& path); + + static GameSingleton* get_singleton(); + + GameSingleton(); + ~GameSingleton(); + + static void setup_logger(); + + Dataloader const& get_dataloader() const; + + /* Load the game's defines in compatiblity mode from the filepath + * pointing to the defines folder. + */ + godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths); + + static godot::String search_for_game_path(godot::String hint_path = {}); + + godot::String lookup_file(godot::String const& path) const; + + /* Post-load/restart game setup - reset the game to post-load state + * and (re)generate starting data, e.g. buildings. + */ + godot::Error setup_game(); + + int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; + + /* Get info to display in Province Overview Panel, packaged in + * a Dictionary using StringName constants as keys. + */ + godot::Dictionary get_province_info_from_index(int32_t index) const; + + int32_t get_width() const; + int32_t get_height() const; + float get_aspect_ratio() const; + + /* The cosmetic terrain textures stored in a Texture2DArray. + */ + godot::Ref<godot::Texture> get_terrain_texture() const; + + /* Number of (vertical, horizontal) subdivisions the province shape image + * was split into when making the province_shape_texture to ensure no + * piece had a dimension greater than 16383. + */ + godot::Vector2i get_province_shape_image_subdivisions() const; + + /* The map, encoded in RGB8 with RG representing province index and B representing terrain texture. + * To support a wider range of GPUs, the image is divided so that no piece has a dimension + * greater than 16383 and the pieces are stored in a Texture2DArray. + */ + godot::Ref<godot::Texture> get_province_shape_texture() const; + + /* The colour each province should be tinted, arranged in + * index order into a 256x256 RGB8 texture. + */ + godot::Ref<godot::Texture> get_province_colour_texture() const; + + int32_t get_mapmode_count() const; + godot::String get_mapmode_identifier(int32_t index) const; + godot::Error set_mapmode(godot::String const& identifier); + int32_t get_selected_province_index() const; + void set_selected_province(int32_t index); + + godot::Error expand_building(int32_t province_index, godot::String const& building_type_identifier); + + void set_paused(bool paused); + void toggle_paused(); + bool is_paused() const; + void increase_speed(); + void decrease_speed(); + bool can_increase_speed() const; + bool can_decrease_speed() const; + godot::String get_longform_date() const; + void try_tick(); + }; +} diff --git a/extension/src/openvic-extension/singletons/LoadLocalisation.cpp b/extension/src/openvic-extension/singletons/LoadLocalisation.cpp new file mode 100644 index 0000000..96c67e8 --- /dev/null +++ b/extension/src/openvic-extension/singletons/LoadLocalisation.cpp @@ -0,0 +1,160 @@ +#include "LoadLocalisation.hpp" + +#include <godot_cpp/classes/dir_access.hpp> +#include <godot_cpp/classes/file_access.hpp> +#include <godot_cpp/classes/translation_server.hpp> +#include <godot_cpp/variant/utility_functions.hpp> + +#include "openvic-extension/utility/Utilities.hpp" + +using namespace godot; +using namespace OpenVic; + +void LoadLocalisation::_bind_methods() { + ClassDB::bind_method(D_METHOD("load_file", "file_path", "locale"), &LoadLocalisation::load_file); + ClassDB::bind_method(D_METHOD("load_locale_dir", "dir_path", "locale"), &LoadLocalisation::load_locale_dir); + ClassDB::bind_method(D_METHOD("load_localisation_dir", "dir_path"), &LoadLocalisation::load_localisation_dir); +} + +LoadLocalisation* LoadLocalisation::get_singleton() { + return _singleton; +} + +LoadLocalisation::LoadLocalisation() { + ERR_FAIL_COND(_singleton != nullptr); + _singleton = this; +} + +LoadLocalisation::~LoadLocalisation() { + ERR_FAIL_COND(_singleton != this); + _singleton = nullptr; +} + +Error LoadLocalisation::_load_file(String const& file_path, Ref<Translation> translation) const { + const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ); + Error err = FileAccess::get_open_error(); + if (err != OK || file.is_null()) { + UtilityFunctions::push_error("Failed to load localisation file: ", file_path); + return err == OK ? FAILED : err; + } + int line_number = 0; + while (!file->eof_reached()) { + static const String delimeter = ";"; + const PackedStringArray line = file->get_csv_line(delimeter); + line_number++; + if (line.size() < 2 || line[0].is_empty() || line[1].is_empty()) { + if (!line[0].is_empty()) { + UtilityFunctions::push_warning( + "Key \"", line[0], "\" missing value on line ", line_number, " in file: ", file_path + ); + err = FAILED; + } else if (line.size() >= 2 && !line[1].is_empty()) { + UtilityFunctions::push_warning( + "Value \"", line[1], "\" missing key on line ", line_number, " in file: ", file_path + ); + err = FAILED; + } + continue; + } + translation->add_message(line[0], line[1].c_unescape()); + } + return err; +} + +Ref<Translation> LoadLocalisation::_get_translation(String const& locale) const { + TranslationServer* server = TranslationServer::get_singleton(); + ERR_FAIL_NULL_V(server, nullptr); + Ref<Translation> translation = server->get_translation_object(locale); + if (translation.is_null() || translation->get_locale() != locale) { + translation.instantiate(); + translation->set_locale(locale); + server->add_translation(translation); + } + return translation; +} + +Error LoadLocalisation::load_file(String const& file_path, String const& locale) const { + return _load_file(file_path, _get_translation(locale)); +} + +/* REQUIREMENTS + * FS-18, FS-24, FS-25 + */ +Error LoadLocalisation::load_locale_dir(String const& dir_path, String const& locale) const { + if (!DirAccess::dir_exists_absolute(dir_path)) { + UtilityFunctions::push_error("Locale directory does not exist: ", dir_path); + return FAILED; + } + /* This will add the locale to the list of loaded locales even if it has no + * localisation files - this is useful for testing other aspects of localisation + * such as number formatting and text direction. To disable this behaviour and + * only show non-empty localisations, move the `_get_translation` call to after + * the `files.size()` check. + */ + const Ref<Translation> translation = _get_translation(locale); + const PackedStringArray files = DirAccess::get_files_at(dir_path); + if (files.size() < 1) { + UtilityFunctions::push_error("Locale directory does not contain any files: ", dir_path); + return FAILED; + } + Error err = OK; + for (String const& file_name : files) { + if (file_name.get_extension().to_lower() == "csv") { + if (_load_file(dir_path.path_join(file_name), translation) != OK) { + err = FAILED; + } + } + } + return err; +} + +/* REQUIREMENTS + * FS-23 + */ +Error LoadLocalisation::load_localisation_dir(String const& dir_path) const { + if (!DirAccess::dir_exists_absolute(dir_path)) { + UtilityFunctions::push_error("Localisation directory does not exist: ", dir_path); + return FAILED; + } + PackedStringArray const dirs = DirAccess::get_directories_at(dir_path); + if (dirs.size() < 1) { + UtilityFunctions::push_error("Localisation directory does not contain any sub-directories: ", dir_path); + return FAILED; + } + TranslationServer* server = TranslationServer::get_singleton(); + ERR_FAIL_NULL_V(server, FAILED); + Error err = OK; + for (String const& locale_name : dirs) { + 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) { + continue; + } + err = FAILED; + } + return err; +} +bool LoadLocalisation::add_message(std::string_view key, Dataloader::locale_t locale, std::string_view localisation) { + static Ref<Translation> translations[Dataloader::_LocaleCount] = { nullptr }; + Ref<Translation>& translation = translations[locale]; + if (translation.is_null()) { + translation = _singleton->_get_translation(Dataloader::locale_names[locale]); + if (translation.is_null()) { + UtilityFunctions::push_error("Failed to get translation object: ", Dataloader::locale_names[locale]); + return false; + } + } + const StringName godot_key = Utilities::std_view_to_godot_string_name(key); + const StringName godot_localisation = Utilities::std_view_to_godot_string_name(localisation); + 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, "\"" + ); + } + } + translation->add_message(godot_key, godot_localisation); + return true; +} diff --git a/extension/src/openvic-extension/singletons/LoadLocalisation.hpp b/extension/src/openvic-extension/singletons/LoadLocalisation.hpp new file mode 100644 index 0000000..b093fdf --- /dev/null +++ b/extension/src/openvic-extension/singletons/LoadLocalisation.hpp @@ -0,0 +1,31 @@ +#pragma once + +#include <godot_cpp/classes/translation.hpp> + +#include <openvic-simulation/dataloader/Dataloader.hpp> + +namespace OpenVic { + class LoadLocalisation : public godot::Object { + GDCLASS(LoadLocalisation, godot::Object) + + static inline LoadLocalisation* _singleton = nullptr; + + godot::Error _load_file(godot::String const& file_path, godot::Ref<godot::Translation> translation) const; + godot::Ref<godot::Translation> _get_translation(godot::String const& locale) const; + + protected: + static void _bind_methods(); + + public: + static LoadLocalisation* get_singleton(); + + LoadLocalisation(); + ~LoadLocalisation(); + + godot::Error load_file(godot::String const& file_path, godot::String const& locale) const; + godot::Error load_locale_dir(godot::String const& dir_path, godot::String const& locale) const; + godot::Error load_localisation_dir(godot::String const& dir_path) const; + + static bool add_message(std::string_view key, Dataloader::locale_t locale, std::string_view localisation); + }; +} |