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author Spartan322 <Megacake1234@gmail.com>2023-07-06 22:28:55 +0200
committer Spartan322 <Megacake1234@gmail.com>2023-07-09 01:24:10 +0200
commit86bee7b44c7cc7adaef8cdf441667a99223dd98a (patch)
tree5004d04dbe607dedf273afdee7dff783f4d980ed /game/src/Game/GlobalClass
parent5838c2508682bc3f6e35e44056f9ba229bca4571 (diff)
Add GameLoader Autoload to handle global loading data
Remove GameDebug, Localization, and ShaderManager from Events.gd Renamed OptionsSingleton class_name to OptionsEventsObject Add Events.Loader to handle Loader events (which are global signals) Make GameDebug singleton with static functions and property Make Localization functions static Move ShaderManager variable to GameLoader Move Events._define_filepaths_dict to GameLoader.define_filepaths_dict Move game initialization from LoadingScreen.gd and Events.gd to GameStart.gd Attach GameStart.gd to GameStart.tscn root Make LoadingScreen generalized and so it is reusable Remove class_name from LoaderingScreen.gd
Diffstat (limited to 'game/src/Game/GlobalClass')
-rw-r--r--game/src/Game/GlobalClass/GameDebug.gd26
-rw-r--r--game/src/Game/GlobalClass/Localisation.gd34
-rw-r--r--game/src/Game/GlobalClass/ShaderManager.gd49
3 files changed, 109 insertions, 0 deletions
diff --git a/game/src/Game/GlobalClass/GameDebug.gd b/game/src/Game/GlobalClass/GameDebug.gd
new file mode 100644
index 0000000..08d2b8b
--- /dev/null
+++ b/game/src/Game/GlobalClass/GameDebug.gd
@@ -0,0 +1,26 @@
+class_name GameDebug
+extends RefCounted
+
+static var _singleton : GameDebug
+
+static var debug_mode : bool:
+ get = is_debug_mode, set = set_debug_mode
+
+static func set_debug_mode(value : bool) -> void:
+ if _singleton == null:
+ push_warning("Debug mode could not be set.")
+ return
+ _singleton._set_debug_mode(value)
+
+static func is_debug_mode() -> bool:
+ if _singleton == null:
+ push_warning("Could not get debug mode, returning false.")
+ return false
+ return _singleton._is_debug_mode()
+
+func _set_debug_mode(value : bool) -> void:
+ ArgumentParser.set_argument(&"game-debug", value)
+ print("Set debug mode to: ", value)
+
+func _is_debug_mode() -> bool:
+ return ArgumentParser.get_argument(&"game-debug", false)
diff --git a/game/src/Game/GlobalClass/Localisation.gd b/game/src/Game/GlobalClass/Localisation.gd
new file mode 100644
index 0000000..946dc50
--- /dev/null
+++ b/game/src/Game/GlobalClass/Localisation.gd
@@ -0,0 +1,34 @@
+class_name Localisation
+extends RefCounted
+
+# REQUIREMENTS
+# * SS-59, SS-60, SS-61
+static func get_default_locale() -> String:
+ var locales := TranslationServer.get_loaded_locales()
+ var default_locale := OS.get_locale()
+ if default_locale in locales:
+ return default_locale
+ var default_language := OS.get_locale_language()
+ for locale in locales:
+ if locale.begins_with(default_language):
+ return default_language
+ return ProjectSettings.get_setting("internationalization/locale/fallback", "en_GB")
+
+static func load_localisation(dir_path : String) -> void:
+ if LoadLocalisation.load_localisation_dir(dir_path) != OK:
+ push_error("Error loading localisation directory: ", dir_path)
+ var loaded_locales : PackedStringArray = TranslationServer.get_loaded_locales()
+ print("Loaded ", loaded_locales.size(), " locales: ", loaded_locales)
+
+# REQUIREMENTS
+# * SS-57
+# * FS-17
+static func initialize():
+ var localisation_dir_path : String = ProjectSettings.get_setting("internationalization/locale/localisation_path", "")
+ if localisation_dir_path.is_empty():
+ push_error("internationalization/locale/localisation_path setting is empty!")
+ else:
+ Localisation.load_localisation(localisation_dir_path)
+
+static func tr_number(num) -> String:
+ return TextServerManager.get_primary_interface().format_number(str(num))
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd
new file mode 100644
index 0000000..fd91e31
--- /dev/null
+++ b/game/src/Game/GlobalClass/ShaderManager.gd
@@ -0,0 +1,49 @@
+class_name ShaderManagerClass
+extends RefCounted
+
+const param_province_shape_tex : StringName = &"province_shape_tex"
+const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions"
+const param_province_colour_tex : StringName = &"province_colour_tex"
+const param_hover_index : StringName = &"hover_index"
+const param_selected_index : StringName = &"selected_index"
+const param_terrain_tex : StringName = &"terrain_tex"
+const param_terrain_tile_factor : StringName = &"terrain_tile_factor"
+
+func set_up_shader(material : Material, add_cosmetic_textures : 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_tex, 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_cosmetic_textures:
+ # 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_tex, map_province_colour_texture)
+
+ # Terrain texture
+ var terrain_texture := GameSingleton.get_terrain_texture()
+ if terrain_texture == null:
+ push_error("Failed to get terrain texture!")
+ return FAILED
+ shader_material.set_shader_parameter(param_terrain_tex, terrain_texture)
+
+ return OK