diff options
author | hop311 <hop3114@gmail.com> | 2024-11-18 00:00:31 +0100 |
---|---|---|
committer | hop311 <hop3114@gmail.com> | 2024-11-18 12:30:38 +0100 |
commit | 49711f0543a2bb39cafd09eeb95d4a592b98e914 (patch) | |
tree | 30d5395e7f45ba983be3d083b7b5092558c59731 /game/src/Game/GameSession | |
parent | 9960ccfd404f89fbc71a1d02796253503a483c23 (diff) |
Use textured minimap + better internal mapmode handling
Diffstat (limited to 'game/src/Game/GameSession')
-rw-r--r-- | game/src/Game/GameSession/GameSession.tscn | 31 | ||||
-rw-r--r-- | game/src/Game/GameSession/Menubar.gd | 219 | ||||
-rw-r--r-- | game/src/Game/GameSession/Menubar/Menubar.gd | 120 | ||||
-rw-r--r-- | game/src/Game/GameSession/Menubar/Minimap.gd | 104 | ||||
-rw-r--r-- | game/src/Game/GameSession/Menubar/Minimap.gdshader | 18 |
5 files changed, 222 insertions, 270 deletions
diff --git a/game/src/Game/GameSession/GameSession.tscn b/game/src/Game/GameSession/GameSession.tscn index 81eb5e9..f60831f 100644 --- a/game/src/Game/GameSession/GameSession.tscn +++ b/game/src/Game/GameSession/GameSession.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=24 format=3 uid="uid://bgnupcshe1m7r"] +[gd_scene load_steps=21 format=3 uid="uid://bgnupcshe1m7r"] [ext_resource type="Script" path="res://src/Game/GameSession/GameSession.gd" id="1_eklvp"] [ext_resource type="PackedScene" uid="uid://cvl76duuym1wq" path="res://src/Game/MusicConductor/MusicPlayer.tscn" id="2_kt6aa"] @@ -18,15 +18,8 @@ [ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/TradeMenu.gd" id="10_mv1r6"] [ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd" id="11_fu7ys"] [ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd" id="12_6h6nc"] -[ext_resource type="Script" path="res://src/Game/GameSession/Menubar/Minimap.gd" id="15_ckojr"] -[ext_resource type="Shader" path="res://src/Game/GameSession/Menubar/Minimap.gdshader" id="15_gtm7r"] [ext_resource type="Script" path="res://src/Game/GameSession/Tooltip.gd" id="20_3306e"] -[ext_resource type="Script" path="res://src/Game/GameSession/Menubar/Menubar.gd" id="20_s1i71"] - -[sub_resource type="ShaderMaterial" id="ShaderMaterial_6eoxs"] -shader = ExtResource("15_gtm7r") -shader_parameter/province_shape_subdivisions = null -shader_parameter/selected_index = null +[ext_resource type="Script" path="res://src/Game/GameSession/Menubar.gd" id="20_s1i71"] [node name="GameSession" type="Control" node_paths=PackedStringArray("_model_manager", "_game_session_menu")] editor_description = "SS-102, UI-546" @@ -113,25 +106,8 @@ script = ExtResource("12_6h6nc") [node name="Menubar" type="GUINode" parent="UICanvasLayer/UI"] layout_mode = 1 anchors_preset = 15 -mouse_force_pass_scroll_events = false script = ExtResource("20_s1i71") -[node name="MinimapRect" type="ColorRect" parent="UICanvasLayer/UI/Menubar"] -material = SubResource("ShaderMaterial_6eoxs") -layout_mode = 1 -anchors_preset = 3 -anchor_left = 1.0 -anchor_top = 1.0 -anchor_right = 1.0 -anchor_bottom = 1.0 -offset_left = -1280.0 -offset_top = -720.0 -offset_right = -1280.0 -offset_bottom = -720.0 -grow_horizontal = 0 -grow_vertical = 0 -script = ExtResource("15_ckojr") - [node name="SearchPanel" type="GUINode" parent="UICanvasLayer/UI" node_paths=PackedStringArray("_map_view")] layout_mode = 1 anchors_preset = 15 @@ -184,11 +160,10 @@ script = ExtResource("20_3306e") [connection signal="detailed_view_changed" from="MapView" to="ModelManager" method="set_visible"] [connection signal="map_view_camera_changed" from="MapView" to="UICanvasLayer/UI/Menubar" method="_on_map_view_camera_changed"] [connection signal="game_session_menu_button_pressed" from="UICanvasLayer/UI/Menubar" to="." method="_on_game_session_menu_button_pressed"] -[connection signal="map_view_camera_changed" from="UICanvasLayer/UI/Menubar" to="UICanvasLayer/UI/Menubar/MinimapRect" method="_on_map_view_camera_changed"] +[connection signal="minimap_clicked" from="UICanvasLayer/UI/Menubar" to="MapView" method="_on_minimap_clicked"] [connection signal="search_button_pressed" from="UICanvasLayer/UI/Menubar" to="UICanvasLayer/UI/SearchPanel" method="toggle_visibility"] [connection signal="zoom_in_button_pressed" from="UICanvasLayer/UI/Menubar" to="MapView" method="zoom_in"] [connection signal="zoom_out_button_pressed" from="UICanvasLayer/UI/Menubar" to="MapView" method="zoom_out"] -[connection signal="minimap_clicked" from="UICanvasLayer/UI/Menubar/MinimapRect" to="MapView" method="_on_minimap_clicked"] [connection signal="load_button_pressed" from="UICanvasLayer/UI/GameSessionMenu" to="UICanvasLayer/UI/SaveLoadMenu" method="show_for_load"] [connection signal="options_button_pressed" from="UICanvasLayer/UI/GameSessionMenu" to="UICanvasLayer/UI/OptionsMenu" method="show"] [connection signal="save_button_pressed" from="UICanvasLayer/UI/GameSessionMenu" to="UICanvasLayer/UI/SaveLoadMenu" method="show_for_save"] diff --git a/game/src/Game/GameSession/Menubar.gd b/game/src/Game/GameSession/Menubar.gd new file mode 100644 index 0000000..61f8bbc --- /dev/null +++ b/game/src/Game/GameSession/Menubar.gd @@ -0,0 +1,219 @@ +extends GUINode + +signal game_session_menu_button_pressed +signal search_button_pressed +signal zoom_in_button_pressed +signal zoom_out_button_pressed +signal minimap_clicked(pos_clicked : Vector2) + +var _mapmode_button_group : ButtonGroup +# We use this instead of the ButtonGroup's get_buttons() as we can add null +# entries for any missing buttons, ensuring each button is at the right index. +var _mapmode_buttons : Array[GUIIconButton] +var _minimap_icon : GUIIcon +var _viewport_points : PackedVector2Array + +# REQUIREMENTS: +# * UI-550, UI-552, UI-554, UI-561, UI-562, UI-563 +func _add_mapmode_button() -> void: + var index : int = _mapmode_buttons.size() + var button : GUIIconButton = get_gui_icon_button_from_nodepath("./menubar/mapmode_%d" % (index + 1)) + if button: + button.tooltip_string = GameSingleton.get_mapmode_localisation_key(index) + button.toggle_mode = true + button.button_group = _mapmode_button_group + button.pressed.connect(_mapmode_pressed.bind(index)) + _mapmode_buttons.push_back(button) + +func _ready() -> void: + add_gui_element("menubar", "menubar") + + hide_nodes([ + ^"./menubar/messagelog_window", # TODO: implement + ^"./menubar/OPENbutton", # not quite sure what this is + ^"./menubar/menubar_plans_toggle", # TODO: implement, v low priority + ^"./menubar/menubar_plans_open", # TODO: implement, v low priority + ^"./menubar/menubar_mail_bg", # TODO: implement + ^"./menubar/menubar_msg_diplo", # TODO: implement + ^"./menubar/menubar_msg_settings", # TODO: implement + ^"./menubar/menubar_msg_combat", # TODO: implement + ^"./menubar/menubar_msg_diplo", # TODO: implement + ^"./menubar/menubar_msg_unit", # TODO: implement + ^"./menubar/menubar_msg_province", # TODO: implement + ^"./menubar/menubar_msg_event", # TODO: implement + ^"./menubar/menubar_msg_other", # TODO: implement + ^"./menubar/chat_window", # TODO: Multiplayer + ]) + + var menubar : Panel = get_panel_from_nodepath(^"./menubar") + if menubar: + menubar.mouse_filter = Control.MOUSE_FILTER_IGNORE + var minimap_bg : GUIIcon = get_gui_icon_from_nodepath(^"./menubar/minimap_bg") + if minimap_bg: + minimap_bg.mouse_filter = Control.MOUSE_FILTER_PASS + var menubar_bg : GUIIcon = get_gui_icon_from_nodepath(^"./menubar/menubar_bg") + if menubar_bg: + menubar_bg.mouse_filter = Control.MOUSE_FILTER_PASS + + # TODO: add keyboard shortcuts (and shortcut tooltips) where vanilla does by default + use key bindings in settings + + var menu_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/menu_button") + if menu_button: + menu_button.tooltip_string = "M_MENU_BUTTON" + menu_button.pressed.connect(_on_game_session_menu_button_pressed) + + # TODO: implement ledger + var ledger_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/ledger_button") + if ledger_button: + ledger_button.tooltip_string = "M_LEDGER_BUTTON" + + var search_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/button_goto") + if search_button: + search_button.tooltip_string = "M_GOTO_BUTTON" + search_button.pressed.connect(_on_search_button_pressed) + + var zoom_in_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/map_zoom_in") + if zoom_in_button: + zoom_in_button.pressed.connect(_on_zoom_in_button_pressed) + + var zoom_out_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/map_zoom_out") + if zoom_out_button: + zoom_out_button.pressed.connect(_on_zoom_out_button_pressed) + + _minimap_icon = get_gui_icon_from_node(generate_gui_element("menubar", "minimap_pic")) + if _minimap_icon: + _minimap_icon.mouse_filter = Control.MOUSE_FILTER_PASS + _minimap_icon.gui_input.connect(_minimap_gui_input) + _minimap_icon.draw.connect(_minimap_draw) + add_child(_minimap_icon) + + _mapmode_button_group = ButtonGroup.new() + for index : int in GameSingleton.get_mapmode_count(): + _add_mapmode_button() + + GameSingleton.mapmode_changed.connect(_on_mapmode_changed) + + # This will set the mapmode in GameSingleton which in turn updates the buttons so that the right one is pressed + _mapmode_pressed(0) + +# REQUIREMENTS: +# * UIFUN-10 +func _on_game_session_menu_button_pressed() -> void: + game_session_menu_button_pressed.emit() + +func _on_search_button_pressed() -> void: + search_button_pressed.emit() + +# REQUIREMENTS: +# * SS-76 +# * UIFUN-129, UIFUN-131, UIFUN-133, UIFUN-140, UIFUN-141, UIFUN-142 +func _mapmode_pressed(index : int) -> void: + GameSingleton.set_mapmode(index) + print("Mapmode set to \"%s\" (index: %d, identifier: %s)" % [ + tr(GameSingleton.get_mapmode_localisation_key(index)), index, GameSingleton.get_mapmode_identifier(index) + ]) + +func _on_mapmode_changed(index : int) -> void: + var current_mapmode_button : GUIIconButton = _mapmode_button_group.get_pressed_button() + var new_mapmode_button : GUIIconButton = _mapmode_buttons[index] if 0 <= index and index < _mapmode_buttons.size() else null + + if current_mapmode_button != new_mapmode_button: + if new_mapmode_button: + # This will also automatically unpress current_mapmode_button (if it isn't null) + new_mapmode_button.button_pressed = true + else: + # current_mapmode_button can't be null as it isn't equal to new_mapmode_button which is null + current_mapmode_button.button_pressed = false + +# REQUIREMENTS: +# * UIFUN-269 +func _on_zoom_in_button_pressed() -> void: + zoom_in_button_pressed.emit() + +# REQUIREMENTS: +# * UIFUN-270 +func _on_zoom_out_button_pressed() -> void: + zoom_out_button_pressed.emit() + +# REQUIREMENTS +# * SS-80 +# * UI-752 +func _minimap_draw() -> void: + if _viewport_points.size() > 1: + _minimap_icon.draw_multiline(_viewport_points, Color.WHITE, -1) + +# REQUIREMENTS +# * SS-81 +# * UIFUN-127 +func _minimap_gui_input(_event : InputEvent) -> void: + const _action_click : StringName = &"map_click" + if Input.is_action_pressed(_action_click): + var pos_clicked : Vector2 = _minimap_icon.get_local_mouse_position() / _minimap_icon.size - Vector2(0.5, 0.5) + if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5: + minimap_clicked.emit(pos_clicked) + +# Returns the point on the line going through p and q with the specific x coord +func _intersect_x(p : Vector2, q : Vector2, x : float) -> Vector2: + if p.x == q.x: + return Vector2(x, 0.5 * (p.y + q.y)) + var t : float = (x - q.x) / (p.x - q.x) + return q + t * (p - q) + +# Returns the point on the line going through p and q with the specific y coord +func _intersect_y(p : Vector2, q : Vector2, y : float) -> Vector2: + if p.y == q.y: + return Vector2(0.5 * (p.x + q.x), y) + var t : float = (y - q.y) / (p.y - q.y) + return q + t * (p - q) + +func _add_line_looped_over_x(left : Vector2, right : Vector2) -> void: + const _one_x : Vector2 = Vector2(1, 0) + if left.x < 0: + if right.x < 0: + _viewport_points.push_back(left + _one_x) + _viewport_points.push_back(right + _one_x) + else: + var mid_point := _intersect_x(left, right, 0) + _viewport_points.push_back(mid_point) + _viewport_points.push_back(right) + mid_point.x = 1 + _viewport_points.push_back(left + _one_x) + _viewport_points.push_back(mid_point) + elif right.x > 1: + if left.x > 1: + _viewport_points.push_back(left - _one_x) + _viewport_points.push_back(right - _one_x) + else: + var mid_point := _intersect_x(left, right, 1) + _viewport_points.push_back(left) + _viewport_points.push_back(mid_point) + mid_point.x = 0 + _viewport_points.push_back(mid_point) + _viewport_points.push_back(right - _one_x) + else: + _viewport_points.push_back(left) + _viewport_points.push_back(right) + +# This can break if the viewport is rotated too far! +func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void: + # Bound far y coords + if far_left.y < 0: + far_left = _intersect_y(near_left, far_left, 0) + if far_right.y < 0: + far_right = _intersect_y(near_right, far_right, 0) + # Bound near y coords + if near_left.y > 1: + near_left = _intersect_y(near_left, far_left, 1) + if near_right.y > 1: + near_right = _intersect_y(near_right, far_right, 1) + + _viewport_points.clear() + _add_line_looped_over_x(near_left, near_right) + _add_line_looped_over_x(far_left, far_right) + _add_line_looped_over_x(far_left, near_left) + _add_line_looped_over_x(near_right, far_right) + + if _minimap_icon: + for i : int in _viewport_points.size(): + _viewport_points[i] *= _minimap_icon.size + _minimap_icon.queue_redraw() diff --git a/game/src/Game/GameSession/Menubar/Menubar.gd b/game/src/Game/GameSession/Menubar/Menubar.gd deleted file mode 100644 index 5e0bdc7..0000000 --- a/game/src/Game/GameSession/Menubar/Menubar.gd +++ /dev/null @@ -1,120 +0,0 @@ -extends GUINode - -signal game_session_menu_button_pressed -signal search_button_pressed -signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -signal zoom_in_button_pressed -signal zoom_out_button_pressed - -var _mapmode_button_group : ButtonGroup - -# REQUIREMENTS: -# * UI-550, UI-552, UI-554, UI-561, UI-562, UI-563 -func _add_mapmode_button(index : int) -> void: - var button: GUIIconButton = get_gui_icon_button_from_nodepath("./menubar/mapmode_{i}".format({"i":index+1})) - if button: - button.tooltip_string = tr(GameSingleton.get_mapmode_identifier(index)) #tr("MAPMODE_{i}".format({"i":index+1})) <-- TODO: use for vanilla mapmodes when that gets changed on sim - button.toggle_mode = true - button.button_group = _mapmode_button_group - button.pressed.connect( - func() -> void: - _mapmode_pressed(index) - ) - if _mapmode_button_group.get_pressed_button() == null: - button.button_pressed = true - -func _ready() -> void: - add_gui_element("menubar", "menubar") - - hide_nodes([ - ^"./menubar/messagelog_window", # TODO: implement - ^"./menubar/OPENbutton", # not quite sure what this is - ^"./menubar/menubar_plans_toggle", # TODO: implement, v low priority - ^"./menubar/menubar_plans_open", # TODO: implement, v low priority - ^"./menubar/menubar_mail_bg", # TODO: implement - ^"./menubar/menubar_msg_diplo", # TODO: implement - ^"./menubar/menubar_msg_settings", # TODO: implement - ^"./menubar/menubar_msg_combat", # TODO: implement - ^"./menubar/menubar_msg_diplo", # TODO: implement - ^"./menubar/menubar_msg_unit", # TODO: implement - ^"./menubar/menubar_msg_province", # TODO: implement - ^"./menubar/menubar_msg_event", # TODO: implement - ^"./menubar/menubar_msg_other", # TODO: implement - ^"./menubar/chat_window", # TODO: Multiplayer - ]) - - var menubar: Panel = get_panel_from_nodepath(^"./menubar") - if menubar: - menubar.mouse_filter = Control.MOUSE_FILTER_IGNORE - var minimap_bg: GUIIcon = get_gui_icon_from_nodepath(^"./menubar/minimap_bg") - if minimap_bg: - minimap_bg.mouse_filter = Control.MOUSE_FILTER_PASS - var menubar_bg: GUIIcon = get_gui_icon_from_nodepath(^"./menubar/menubar_bg") - if menubar_bg: - menubar_bg.mouse_filter = Control.MOUSE_FILTER_PASS - - # TODO: add keyboard shortcuts (and shortcut tooltips) where vanilla does by default + use key bindings in settings - - var menu_button: GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/menu_button") - if menu_button: - menu_button.tooltip_string = tr("M_MENU_BUTTON") - menu_button.pressed.connect(_on_game_session_menu_button_pressed) - - # TODO: implement ledger - var ledger_button: GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/ledger_button") - if ledger_button: - ledger_button.tooltip_string = tr("M_LEDGER_BUTTON") - - var search_button: GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/button_goto") - if search_button: - search_button.tooltip_string = tr("M_GOTO_BUTTON") - search_button.pressed.connect(_on_search_button_pressed) - - var zoom_in_button: GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/map_zoom_in") - if zoom_in_button: - zoom_in_button.pressed.connect(_on_zoom_in_button_pressed) - - var zoom_out_button: GUIIconButton = get_gui_icon_button_from_nodepath(^"./menubar/map_zoom_out") - if zoom_out_button: - zoom_out_button.pressed.connect(_on_zoom_out_button_pressed) - - add_gui_element("menubar", "minimap_pic") - var minimap_pic: GUIIcon = get_node(^"./minimap_pic") - var minimap_rect: Control = get_node(^"./MinimapRect") - minimap_rect.move_to_front() - # TODO: make this more v2esque, project our box onto the v2 image. Low priority. - if minimap_pic: - minimap_rect.custom_minimum_size = minimap_pic.size - minimap_rect.position = minimap_pic.position + minimap_pic.size - minimap_pic.queue_free() - - _mapmode_button_group = ButtonGroup.new() - for index : int in GameSingleton.get_mapmode_count(): - _add_mapmode_button(index) - -# REQUIREMENTS: -# * UIFUN-10 -func _on_game_session_menu_button_pressed() -> void: - game_session_menu_button_pressed.emit() - -func _on_search_button_pressed() -> void: - search_button_pressed.emit() - -# REQUIREMENTS: -# * SS-76 -# * UIFUN-129, UIFUN-131, UIFUN-133, UIFUN-140, UIFUN-141, UIFUN-142 -func _mapmode_pressed(index : int) -> void: - GameSingleton.set_mapmode(GameSingleton.get_mapmode_identifier(index)) - -func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void: - map_view_camera_changed.emit(near_left, far_left, far_right, near_right) - -# REQUIREMENTS: -# * UIFUN-269 -func _on_zoom_in_button_pressed() -> void: - zoom_in_button_pressed.emit() - -# REQUIREMENTS: -# * UIFUN-270 -func _on_zoom_out_button_pressed() -> void: - zoom_out_button_pressed.emit() diff --git a/game/src/Game/GameSession/Menubar/Minimap.gd b/game/src/Game/GameSession/Menubar/Minimap.gd deleted file mode 100644 index 3b69147..0000000 --- a/game/src/Game/GameSession/Menubar/Minimap.gd +++ /dev/null @@ -1,104 +0,0 @@ -extends Control - -signal minimap_clicked(pos_clicked : Vector2) - -const _action_click : StringName = &"map_click" - -var _minimap_shader : ShaderMaterial - -var _viewport_points : PackedVector2Array - -func _ready() -> void: - custom_minimum_size = Vector2(GameSingleton.get_map_aspect_ratio(), 1.0) * 150 - var minimap_material := get_material() - if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK: - push_error("Failed to set up minimap shader") - else: - _minimap_shader = minimap_material - GameSingleton.province_selected.connect(_on_province_selected) - -func _on_province_selected(index : int) -> void: - if _minimap_shader != null: - _minimap_shader.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index) - -# REQUIREMENTS -# * SS-80 -# * UI-752 -func _draw() -> void: - if _viewport_points.size() > 1: - draw_multiline(_viewport_points, Color.WHITE, -1) - -# REQUIREMENTS -# * SS-81 -# * UIFUN-127 -func _gui_input(_event : InputEvent) -> void: - if Input.is_action_pressed(_action_click): - var pos_clicked := get_local_mouse_position() / size - Vector2(0.5, 0.5) - if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5: - minimap_clicked.emit(pos_clicked) - -# Returns the point on the line going through p and q with the specific x coord -func _intersect_x(p : Vector2, q : Vector2, x : float) -> Vector2: - if p.x == q.x: - return Vector2(x, 0.5 * (p.y + q.y)) - var t := (x - q.x) / (p.x - q.x) - return q + t * (p - q) - -# Returns the point on the line going through p and q with the specific y coord -func _intersect_y(p : Vector2, q : Vector2, y : float) -> Vector2: - if p.y == q.y: - return Vector2(0.5 * (p.x + q.x), y) - var t := (y - q.y) / (p.y - q.y) - return q + t * (p - q) - -const _one_x := Vector2(1, 0) - -func _add_line_looped_over_x(left : Vector2, right : Vector2) -> void: - if left.x < 0: - if right.x < 0: - _viewport_points.push_back(left + _one_x) - _viewport_points.push_back(right + _one_x) - else: - var mid_point := _intersect_x(left, right, 0) - _viewport_points.push_back(mid_point) - _viewport_points.push_back(right) - mid_point.x = 1 - _viewport_points.push_back(left + _one_x) - _viewport_points.push_back(mid_point) - elif right.x > 1: - if left.x > 1: - _viewport_points.push_back(left - _one_x) - _viewport_points.push_back(right - _one_x) - else: - var mid_point := _intersect_x(left, right, 1) - _viewport_points.push_back(left) - _viewport_points.push_back(mid_point) - mid_point.x = 0 - _viewport_points.push_back(mid_point) - _viewport_points.push_back(right - _one_x) - else: - _viewport_points.push_back(left) - _viewport_points.push_back(right) - -# This can break if the viewport is rotated too far! -func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void: - # Bound far y coords - if far_left.y < 0: - far_left = _intersect_y(near_left, far_left, 0) - if far_right.y < 0: - far_right = _intersect_y(near_right, far_right, 0) - # Bound near y coords - if near_left.y > 1: - near_left = _intersect_y(near_left, far_left, 1) - if near_right.y > 1: - near_right = _intersect_y(near_right, far_right, 1) - - _viewport_points.clear() - _add_line_looped_over_x(near_left, near_right) - _add_line_looped_over_x(far_left, far_right) - _add_line_looped_over_x(far_left, near_left) - _add_line_looped_over_x(near_right, far_right) - - for i : int in _viewport_points.size(): - _viewport_points[i] *= size - queue_redraw() diff --git a/game/src/Game/GameSession/Menubar/Minimap.gdshader b/game/src/Game/GameSession/Menubar/Minimap.gdshader deleted file mode 100644 index 271b809..0000000 --- a/game/src/Game/GameSession/Menubar/Minimap.gdshader +++ /dev/null @@ -1,18 +0,0 @@ -shader_type canvas_item; - -#include "res://src/Game/GameSession/ProvinceIndexSampler.gdshaderinc" - -// Index of the currently selected province -uniform uint selected_index; - -const vec3 land_colour = vec3(0.5); -const vec3 selected_colour = vec3(1.0, 1.0, 0.0); - -void fragment() { - uvec3 data = read_uvec3(UV); - uint index = uvec2_to_uint(data.rg); - float is_land = float(data.b != 0u); - float is_selected = float(index == selected_index); - COLOR.rgb = mix(COLOR.rgb, land_colour, is_land); - COLOR.rgb = mix(COLOR.rgb, selected_colour, is_selected); -} |