diff options
4 files changed, 138 insertions, 38 deletions
diff --git a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp index 2c315a9..51a4235 100644 --- a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp +++ b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp @@ -34,7 +34,7 @@ Error GFXMaskedFlagTexture::_generate_combined_image() { set_region({ {}, button_image->get_size() }); } - if (mask_image.is_valid() && flag_image.is_valid()) { + if (mask_image.is_valid() && flag_image.is_valid() && flag_image_rect.has_area()) { const Vector2i centre_translation = (mask_image->get_size() - button_image->get_size()) / 2; for (Vector2i combined_image_point { 0, 0 }; combined_image_point.y < button_image->get_height(); ++combined_image_point.y) { for (combined_image_point.x = 0; combined_image_point.x < button_image->get_width(); ++combined_image_point.x) { @@ -46,10 +46,14 @@ Error GFXMaskedFlagTexture::_generate_combined_image() { 0 <= mask_image_point.y && mask_image_point.y < mask_image->get_height() ) { const Color mask_image_colour = mask_image->get_pixelv(mask_image_point); + // Rescale from mask_image to flag_image coordinates. - const Vector2i flag_image_point = mask_image_point * flag_image->get_size() / mask_image->get_size(); + const Vector2i flag_image_point = + flag_image_rect.position + mask_image_point * flag_image_rect.size / mask_image->get_size(); + Color flag_image_colour = flag_image->get_pixelv(flag_image_point); flag_image_colour.a = mask_image_colour.a; + button_image->set_pixelv(combined_image_point, flag_image_colour.blend(overlay_image_colour)); } else { button_image->set_pixelv(combined_image_point, overlay_image_colour); @@ -157,12 +161,12 @@ Error GFXMaskedFlagTexture::set_flag_country_and_type(Country const* new_flag_co GameSingleton* game_singleton = GameSingleton::get_singleton(); ERR_FAIL_NULL_V(game_singleton, FAILED); - const Ref<Image> new_flag_image = game_singleton->get_flag_image(new_flag_country, new_flag_type); - ERR_FAIL_NULL_V(new_flag_image, FAILED); + flag_image_rect = game_singleton->get_flag_sheet_rect(new_flag_country->get_index(), new_flag_type); + ERR_FAIL_COND_V(!flag_image_rect.has_area(), FAILED); flag_country = new_flag_country; flag_type = new_flag_type; - flag_image = new_flag_image; + flag_image = game_singleton->get_flag_sheet_image(); } else { // TODO - use REB flag as default/error flag flag_country = nullptr; diff --git a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp index cc28fe6..9290d5c 100644 --- a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp +++ b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.hpp @@ -14,6 +14,7 @@ namespace OpenVic { godot::StringName PROPERTY(flag_type); godot::Ref<godot::Image> overlay_image, mask_image, flag_image; + godot::Rect2i flag_image_rect; godot::Ref<godot::ImageTexture> combined_texture; godot::Error _generate_combined_image(); diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp index b8aef4f..8618276 100644 --- a/extension/src/openvic-extension/singletons/GameSingleton.cpp +++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp @@ -54,6 +54,8 @@ void GameSingleton::_bind_methods() { OV_BIND_METHOD(GameSingleton::get_map_dims); OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio); OV_BIND_METHOD(GameSingleton::get_terrain_texture); + OV_BIND_METHOD(GameSingleton::get_flag_dims); + OV_BIND_METHOD(GameSingleton::get_flag_sheet_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); @@ -158,19 +160,36 @@ Ref<Texture2DArray> GameSingleton::get_terrain_texture() const { return terrain_texture; } -Ref<Image> GameSingleton::get_flag_image(Country const* country, StringName const& flag_type) const { - ERR_FAIL_NULL_V(country, nullptr); - const typename decltype(flag_image_map)::const_iterator it = flag_image_map.find(country); +Ref<Image> GameSingleton::get_flag_sheet_image() const { + return flag_sheet_image; +} + +Ref<ImageTexture> GameSingleton::get_flag_sheet_texture() const { + return flag_sheet_texture; +} + +int32_t GameSingleton::get_flag_sheet_index(int32_t country_index, godot::StringName const& flag_type) const { ERR_FAIL_COND_V_MSG( - it == flag_image_map.end(), nullptr, - vformat("Failed to find flags for country: %s", std_view_to_godot_string(country->get_identifier())) + country_index < 0 || country_index >= game_manager.get_country_manager().get_country_count(), -1, + vformat("Invalid country index: %d", country_index) ); - const typename decltype(it->second)::const_iterator it2 = it->second.find(flag_type); + + const typename decltype(flag_type_index_map)::const_iterator it = flag_type_index_map.find(flag_type); + ERR_FAIL_COND_V_MSG(it == flag_type_index_map.end(), -1, vformat("Invalid flag type %s", flag_type)); + + return flag_type_index_map.size() * country_index + it->second; +} + +Rect2i GameSingleton::get_flag_sheet_rect(int32_t flag_index) const { ERR_FAIL_COND_V_MSG( - it2 == it->second.end(), nullptr, - vformat("Failed to find %s flag for country: %s", flag_type, std_view_to_godot_string(country->get_identifier())) + flag_index < 0 || flag_index >= flag_sheet_count, {}, vformat("Invalid flag sheet index: %d", flag_index) ); - return it2->second; + + return { Vector2i { flag_index % flag_sheet_dims.x, flag_index / flag_sheet_dims.x } * flag_dims, flag_dims }; +} + +Rect2i GameSingleton::get_flag_sheet_rect(int32_t country_index, godot::StringName const& flag_type) const { + return get_flag_sheet_rect(get_flag_sheet_index(country_index, flag_type)); } Vector2i GameSingleton::get_province_shape_image_subdivisions() const { @@ -383,50 +402,115 @@ Error GameSingleton::_load_terrain_variants() { return OK; } -Error GameSingleton::_load_flag_images() { - ERR_FAIL_COND_V_MSG(!flag_image_map.empty(), FAILED, "Flag images have already been loaded!"); +const Vector2i GameSingleton::flag_dims { 128, 64 }; + +Error GameSingleton::_load_flag_sheet() { + ERR_FAIL_COND_V_MSG( + flag_sheet_image.is_valid() || flag_sheet_texture.is_valid(), FAILED, + "Flag sheet image and/or texture has already been generated!" + ); GovernmentTypeManager const& government_type_manager = game_manager.get_politics_manager().get_government_type_manager(); ERR_FAIL_COND_V_MSG( - !government_type_manager.government_types_are_locked(), FAILED, - "Cannot load flag images before government types are locked!" + government_type_manager.get_flag_types().empty() || !government_type_manager.government_types_are_locked(), FAILED, + "Cannot load flag images if flag types are empty or government types are not locked!" ); CountryManager const& country_manager = game_manager.get_country_manager(); ERR_FAIL_COND_V_MSG( - !country_manager.countries_are_locked(), FAILED, "Cannot load flag images before countries are locked!" + country_manager.countries_empty() || !country_manager.countries_are_locked(), FAILED, + "Cannot load flag images if countries are empty or not locked!" ); AssetManager* asset_manager = AssetManager::get_singleton(); ERR_FAIL_NULL_V(asset_manager, FAILED); - static const String flag_directory = "gfx/flags/"; - static const String flag_separator = "_"; - static const String flag_extension = ".tga"; - - std::vector<StringName> flag_types; + /* Generate flag type - index lookup map */ + flag_type_index_map.clear(); for (std::string const& type : government_type_manager.get_flag_types()) { - flag_types.emplace_back(std_to_godot_string_name(type)); + flag_type_index_map.emplace(std_to_godot_string_name(type), static_cast<int32_t>(flag_type_index_map.size())); } - flag_image_map.reserve(country_manager.get_countries().size()); + flag_sheet_count = country_manager.get_countries().size() * flag_type_index_map.size(); + + std::vector<Ref<Image>> flag_images; + flag_images.reserve(flag_sheet_count); + + static constexpr Image::Format flag_format = Image::FORMAT_RGB8; Error ret = OK; for (Country const& country : country_manager.get_countries()) { - ordered_map<StringName, Ref<Image>>& flag_images = flag_image_map[&country]; - flag_images.reserve(flag_types.size()); const String country_name = std_view_to_godot_string(country.get_identifier()); - for (StringName const& flag_type : flag_types) { + + for (auto const& [flag_type, flag_type_index] : flag_type_index_map) { + static const String flag_directory = "gfx/flags/"; + static const String flag_separator = "_"; + static const String flag_extension = ".tga"; + const StringName flag_path = flag_directory + country_name + (flag_type.is_empty() ? "" : flag_separator + flag_type) + flag_extension; - const Ref<Image> flag_image = asset_manager->get_image(flag_path); + + /* Do not cache flag image, they should be freed after the flag sheet has been generated. */ + const Ref<Image> flag_image = asset_manager->get_image(flag_path, AssetManager::LOAD_FLAG_NONE); + if (flag_image.is_valid()) { - flag_images.emplace(flag_type, flag_image); + + if (flag_image->get_format() != flag_format) { + flag_image->convert(flag_format); + } + + if (flag_image->get_size() != flag_dims) { + if (flag_image->get_width() > flag_dims.x || flag_image->get_height() > flag_dims.y) { + UtilityFunctions::push_warning( + "Flag image ", flag_path, " (", flag_image->get_size(), ") is larger than the sheet flag size (", + flag_dims, ")" + ); + } + + flag_image->resize(flag_dims.x, flag_dims.y, Image::INTERPOLATE_NEAREST); + } } else { UtilityFunctions::push_error("Failed to load flag image: ", flag_path); ret = FAILED; } + + /* Add flag_image to the vector even if it's null to ensure each flag has the right index. */ + flag_images.push_back(flag_image); } } + + ERR_FAIL_COND_V(flag_images.size() != flag_sheet_count, FAILED); + + /* Calculate the width that will make the sheet as close to a square as possible (taking flag dimensions into account.) */ + flag_sheet_dims.x = (fixed_point_t { static_cast<int32_t>(flag_images.size()) } * flag_dims.y / flag_dims.x).sqrt().ceil(); + + /* Calculated corresponding height (rounded up). */ + flag_sheet_dims.y = (static_cast<int32_t>(flag_images.size()) + flag_sheet_dims.x - 1 ) / flag_sheet_dims.x; + + const Vector2i sheet_dims = flag_sheet_dims * flag_dims; + + flag_sheet_image = Image::create(sheet_dims.x, sheet_dims.y, false, flag_format); + ERR_FAIL_NULL_V_MSG(flag_sheet_image, FAILED, "Failed to create flag sheet image!"); + + static const Rect2i flag_rect { { 0, 0 }, flag_dims }; + + /* Fill the flag sheet with the flag images. */ + for (int32_t index = 0; index < flag_images.size(); ++index) { + Ref<Image> const& flag_image = flag_images[index]; + + const Vector2i sheet_pos = Vector2i { index % flag_sheet_dims.x, index / flag_sheet_dims.x } * flag_dims; + + if (flag_image.is_valid()) { + flag_sheet_image->blit_rect(flag_image, flag_rect, sheet_pos); + } else { + static const Color error_colour { 1.0f, 0.0f, 1.0f, 1.0f }; /* Magenta */ + + flag_sheet_image->fill_rect({ sheet_pos, flag_dims }, error_colour); + } + } + + flag_sheet_texture = ImageTexture::create_from_image(flag_sheet_image); + ERR_FAIL_NULL_V_MSG(flag_sheet_texture, FAILED, "Failed to create flag sheet texture!"); + return ret; } @@ -450,8 +534,8 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } - if (_load_flag_images() != OK) { - UtilityFunctions::push_error("Failed to load flag textures!"); + if (_load_flag_sheet() != OK) { + UtilityFunctions::push_error("Failed to load flag sheet!"); err = FAILED; } if (_load_map_images() != OK) { diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp index a741331..397b64c 100644 --- a/extension/src/openvic-extension/singletons/GameSingleton.hpp +++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp @@ -22,7 +22,13 @@ namespace OpenVic { godot::Ref<godot::ImageTexture> province_colour_texture; Mapmode::index_t mapmode_index = 0; godot::Ref<godot::Texture2DArray> terrain_texture; - ordered_map<Country const*, ordered_map<godot::StringName, godot::Ref<godot::Image>>> flag_image_map; + + static const godot::Vector2i PROPERTY(flag_dims); /* The size in pixels of an individual flag. */ + int32_t flag_sheet_count = 0; /* The number of flags in the flag sheet. */ + godot::Vector2i flag_sheet_dims; /* The size of the flag sheet in flags, rather than pixels. */ + godot::Ref<godot::Image> flag_sheet_image; + godot::Ref<godot::ImageTexture> flag_sheet_texture; + ordered_map<godot::StringName, int32_t> flag_type_index_map; static godot::StringName const& _signal_gamestate_updated(); static godot::StringName const& _signal_province_selected(); @@ -30,7 +36,7 @@ namespace OpenVic { godot::Error _load_map_images(); godot::Error _load_terrain_variants(); - godot::Error _load_flag_images(); + godot::Error _load_flag_sheet(); /* Generate the province_colour_texture from the current mapmode. */ godot::Error _update_colour_image(); @@ -67,9 +73,14 @@ namespace OpenVic { /* The cosmetic terrain textures stored in a Texture2DArray. */ godot::Ref<godot::Texture2DArray> get_terrain_texture() const; - /* The flag image corresponding to the requested country / flag_type - * combination, or nullptr if no such flag can be found. */ - godot::Ref<godot::Image> get_flag_image(Country const* country, godot::StringName const& flag_type) const; + godot::Ref<godot::Image> get_flag_sheet_image() const; + godot::Ref<godot::ImageTexture> get_flag_sheet_texture() const; + + /* The index of the flag in the flag sheet corresponding to the requested country / flag_type + * combination, or -1 if no such flag can be found. */ + int32_t get_flag_sheet_index(int32_t country_index, godot::StringName const& flag_type) const; + godot::Rect2i get_flag_sheet_rect(int32_t flag_index) const; + godot::Rect2i get_flag_sheet_rect(int32_t country_index, godot::StringName const& flag_type) const; /* Number of (vertical, horizontal) subdivisions the province shape image * was split into when making the province_shape_texture to ensure no |