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author Hop311 <Hop3114@gmail.com>2023-04-29 00:40:18 +0200
committer GitHub <noreply@github.com>2023-04-29 00:40:18 +0200
commit05937359e8c53ee76dc3ce537dd70083a016f766 (patch)
tree899b97479f6a1aabbfe352747bea162ce5720193 /game/src/Autoload/Events
parent10053cf259c55ee45803268a844edf1011d8a16b (diff)
parent5022ec800b096e9a85d6ef07ca4b652abb8625ee (diff)
Merge pull request #101 from OpenVic2Project/more-image-processing
Dynamic minimap + vertical map subdivision
Diffstat (limited to 'game/src/Autoload/Events')
-rw-r--r--game/src/Autoload/Events/GameDebug.gd21
-rw-r--r--game/src/Autoload/Events/ShaderManager.gd40
2 files changed, 61 insertions, 0 deletions
diff --git a/game/src/Autoload/Events/GameDebug.gd b/game/src/Autoload/Events/GameDebug.gd
new file mode 100644
index 0000000..4e8931f
--- /dev/null
+++ b/game/src/Autoload/Events/GameDebug.gd
@@ -0,0 +1,21 @@
+extends RefCounted
+
+# REQUIREMENTS:
+# * SS-56
+func _init():
+ for engine_args in OS.get_cmdline_args():
+ match(engine_args):
+ "--game-debug":
+ set_debug_mode(true)
+
+ for engine_args in OS.get_cmdline_user_args():
+ match(engine_args):
+ "--game-debug", "-d", "--debug", "--debug-mode":
+ set_debug_mode(true)
+
+func set_debug_mode(value : bool) -> void:
+ ProjectSettings.set_setting("openvic2/debug/enabled", value)
+ print("Set debug mode to: ", value)
+
+func is_debug_mode() -> bool:
+ return ProjectSettings.get_setting("openvic2/debug/enabled", false)
diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd
new file mode 100644
index 0000000..96ed5b4
--- /dev/null
+++ b/game/src/Autoload/Events/ShaderManager.gd
@@ -0,0 +1,40 @@
+extends RefCounted
+
+const param_province_shape : StringName = &"province_shape_tex"
+const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions"
+const param_province_colour : StringName = &"province_colour_tex"
+const param_hover_index : StringName = &"hover_index"
+const param_selected_index : StringName = &"selected_index"
+const param_terrain_tile_factor : StringName = &"terrain_tile_factor"
+
+func set_up_shader(material : Material, add_colour_texture : bool) -> Error:
+ # Shader Material
+ if material == null:
+ push_error("material is null!")
+ return FAILED
+ if not material is ShaderMaterial:
+ push_error("Invalid map mesh material class: ", material.get_class())
+ return FAILED
+ var shader_material : ShaderMaterial = material
+
+ # Province shape texture
+ var province_shape_texture := GameSingleton.get_province_shape_texture()
+ if province_shape_texture == null:
+ push_error("Failed to get province shape texture!")
+ return FAILED
+ shader_material.set_shader_parameter(param_province_shape, province_shape_texture)
+ var subdivisions := GameSingleton.get_province_shape_image_subdivisions()
+ if subdivisions.x < 1 or subdivisions.y < 1:
+ push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y)
+ return FAILED
+ shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions))
+
+ if add_colour_texture:
+ # Province colour texture
+ var map_province_colour_texture := GameSingleton.get_province_colour_texture()
+ if map_province_colour_texture == null:
+ push_error("Failed to get province colour image!")
+ return FAILED
+ shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture)
+
+ return OK