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m---------extension/deps/openvic-simulation0
-rw-r--r--extension/src/openvic-extension/GameSingleton.cpp33
-rw-r--r--extension/src/openvic-extension/GameSingleton.hpp3
-rw-r--r--extension/src/openvic-extension/LoadLocalisation.cpp4
-rw-r--r--extension/src/openvic-extension/Utilities.cpp10
-rw-r--r--extension/src/openvic-extension/Utilities.hpp11
-rw-r--r--game/src/Game/Autoload/Argument/ArgumentParser.tscn18
-rw-r--r--game/src/Game/GameStart.gd58
-rw-r--r--game/src/Game/Menu/OptionMenu/ScreenModeSelector.gd2
m---------scripts0
10 files changed, 103 insertions, 36 deletions
diff --git a/extension/deps/openvic-simulation b/extension/deps/openvic-simulation
-Subproject 04795924456062db1631686a90f13d963791ad3
+Subproject 19e5829e47e9d823f1f979d1f2c95fdb9aae5bb
diff --git a/extension/src/openvic-extension/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp
index ade6ec9..b294691 100644
--- a/extension/src/openvic-extension/GameSingleton.cpp
+++ b/extension/src/openvic-extension/GameSingleton.cpp
@@ -10,11 +10,16 @@
using namespace godot;
using namespace OpenVic;
+using OpenVic::Utilities::std_to_godot_string;
+using OpenVic::Utilities::std_view_to_godot_string;
+using OpenVic::Utilities::godot_to_std_string;
+
GameSingleton* GameSingleton::singleton = nullptr;
void GameSingleton::_bind_methods() {
ClassDB::bind_static_method("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger);
ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String{}));
ClassDB::bind_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file);
ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game);
@@ -83,13 +88,13 @@ void GameSingleton::draw_pie_chart(Ref<Image> image,
Color trim_colour, float trim_size, float gradient_falloff, float gradient_base,
bool donut, bool donut_inner_trim, float donut_inner_radius) {
- OpenVic::draw_pie_chart(image, stopAngles, colours, radius, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness,
+ 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 load_godot_image(path);
+ return Utilities::load_godot_image(path);
}
GameSingleton* GameSingleton::get_singleton() {
@@ -211,9 +216,9 @@ Dictionary GameSingleton::_distribution_to_dictionary(distribution_t const& dist
Dictionary dict;
for (distribution_t::value_type const& p : dist) {
Dictionary sub_dict;
- sub_dict[get_piechart_info_size_key()] = p.second;
- sub_dict[get_piechart_info_colour_key()] = to_godot_color(p.first->get_colour());
- dict[std_to_godot_string(p.first->get_identifier())] = sub_dict;
+ sub_dict[get_piechart_info_size_key()] = p.second.to_float();
+ sub_dict[get_piechart_info_colour_key()] = Utilities::to_godot_color(p.first->get_colour());
+ dict[std_view_to_godot_string(p.first->get_identifier())] = sub_dict;
}
return dict;
}
@@ -223,18 +228,18 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
if (province == nullptr) return {};
Dictionary ret;
- ret[get_province_info_province_key()] = std_to_godot_string(province->get_identifier());
+ ret[get_province_info_province_key()] = std_view_to_godot_string(province->get_identifier());
Region const* region = province->get_region();
- if (region != nullptr) ret[get_province_info_region_key()] = std_to_godot_string(region->get_identifier());
+ if (region != nullptr) ret[get_province_info_region_key()] = std_view_to_godot_string(region->get_identifier());
Good const* rgo = province->get_rgo();
- if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_to_godot_string(rgo->get_identifier());
+ if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_view_to_godot_string(rgo->get_identifier());
ret[get_province_info_life_rating_key()] = province->get_life_rating();
TerrainType const* terrain_type = province->get_terrain_type();
- if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_to_godot_string(terrain_type->get_identifier());
+ if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_view_to_godot_string(terrain_type->get_identifier());
ret[get_province_info_total_population_key()] = province->get_total_population();
distribution_t const& pop_types = province->get_pop_type_distribution();
@@ -252,7 +257,7 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
BuildingInstance const& building = buildings[idx];
Dictionary building_dict;
- building_dict[get_building_info_building_key()] = std_to_godot_string(building.get_identifier());
+ building_dict[get_building_info_building_key()] = std_view_to_godot_string(building.get_identifier());
building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_current_level());
building_dict[get_building_info_expansion_state_key()] = static_cast<int32_t>(building.get_expansion_state());
building_dict[get_building_info_start_date_key()] = std_to_godot_string(building.get_start_date().to_string());
@@ -325,7 +330,7 @@ int32_t GameSingleton::get_mapmode_count() const {
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_to_godot_string(mapmode->get_identifier());
+ if (mapmode != nullptr) return std_view_to_godot_string(mapmode->get_identifier());
return String {};
}
@@ -450,7 +455,7 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter
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 = load_godot_image(terrain_texturesheet_path);
+ 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;
@@ -530,6 +535,10 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi
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/GameSingleton.hpp b/extension/src/openvic-extension/GameSingleton.hpp
index 56c9e88..8145a39 100644
--- a/extension/src/openvic-extension/GameSingleton.hpp
+++ b/extension/src/openvic-extension/GameSingleton.hpp
@@ -44,6 +44,7 @@ namespace OpenVic {
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();
@@ -58,6 +59,8 @@ namespace OpenVic {
*/
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
diff --git a/extension/src/openvic-extension/LoadLocalisation.cpp b/extension/src/openvic-extension/LoadLocalisation.cpp
index 9ab7298..418f01c 100644
--- a/extension/src/openvic-extension/LoadLocalisation.cpp
+++ b/extension/src/openvic-extension/LoadLocalisation.cpp
@@ -146,8 +146,8 @@ bool LoadLocalisation::add_message(std::string_view key, Dataloader::locale_t lo
return false;
}
}
- const StringName godot_key = std_to_godot_string(std::string { key });
- const StringName godot_localisation = std_to_godot_string(std::string { localisation });
+ const StringName godot_key = Utilities::std_view_to_godot_string(key);
+ const StringName godot_localisation = Utilities::std_view_to_godot_string(localisation);
if (0) {
const StringName old_localisation = translation->get_message(godot_key);
if (!old_localisation.is_empty()) {
diff --git a/extension/src/openvic-extension/Utilities.cpp b/extension/src/openvic-extension/Utilities.cpp
index 649550f..ea7e888 100644
--- a/extension/src/openvic-extension/Utilities.cpp
+++ b/extension/src/openvic-extension/Utilities.cpp
@@ -13,10 +13,10 @@ using namespace godot;
using namespace OpenVic;
static Ref<Image> load_dds_image(String const& path) {
- gli::texture2d texture { gli::load_dds(godot_to_std_string(path)) };
+ gli::texture2d texture { gli::load_dds(Utilities::godot_to_std_string(path)) };
if (texture.empty()) {
UtilityFunctions::push_error("Failed to load DDS file: ", path);
- return {};
+ return nullptr;
}
static constexpr gli::format expected_format = gli::FORMAT_BGRA8_UNORM_PACK8;
@@ -25,7 +25,7 @@ static Ref<Image> load_dds_image(String const& path) {
texture = gli::convert(texture, expected_format);
if (texture.empty()) {
UtilityFunctions::push_error("Failed to convert DDS file: ", path);
- return {};
+ return nullptr;
}
}
@@ -43,7 +43,7 @@ static Ref<Image> load_dds_image(String const& path) {
return Image::create_from_data(extent.x, extent.y, false, Image::FORMAT_RGBA8, pixels);
}
-Ref<Image> OpenVic::load_godot_image(String const& path) {
+Ref<Image> Utilities::load_godot_image(String const& path) {
if (path.begins_with("res://")) {
ResourceLoader* loader = ResourceLoader::get_singleton();
return loader ? loader->load(path) : nullptr;
@@ -116,7 +116,7 @@ static Color pie_chart_fragment(Vector2 UV, float radius, Array const& stopAngle
}
}
-void OpenVic::draw_pie_chart(Ref<Image> image,
+void Utilities::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,
diff --git a/extension/src/openvic-extension/Utilities.hpp b/extension/src/openvic-extension/Utilities.hpp
index 32e7cb5..68e72d2 100644
--- a/extension/src/openvic-extension/Utilities.hpp
+++ b/extension/src/openvic-extension/Utilities.hpp
@@ -3,10 +3,11 @@
#include <godot_cpp/classes/image.hpp>
#include <openvic-simulation/types/Colour.hpp>
+#include <openvic-simulation/types/Vector.hpp>
#define ERR(x) ((x) ? OK : FAILED)
-namespace OpenVic {
+namespace OpenVic::Utilities {
inline std::string godot_to_std_string(godot::String const& str) {
return str.ascii().get_data();
@@ -16,10 +17,18 @@ namespace OpenVic {
return str.c_str();
}
+ inline godot::String std_view_to_godot_string(std::string_view str) {
+ return std_to_godot_string(static_cast<std::string>(str));
+ }
+
inline godot::Color to_godot_color(colour_t colour) {
return { colour_byte_to_float((colour >> 16) & 0xFF), colour_byte_to_float((colour >> 8) & 0xFF), colour_byte_to_float(colour & 0xFF) };
}
+ inline godot::Vector2i to_godot_ivec2(ivec2_t vec) {
+ return { vec.x, vec.y };
+ }
+
godot::Ref<godot::Image> load_godot_image(godot::String const& path);
void draw_pie_chart(godot::Ref<godot::Image> image,
diff --git a/game/src/Game/Autoload/Argument/ArgumentParser.tscn b/game/src/Game/Autoload/Argument/ArgumentParser.tscn
index 84ebd50..32339ec 100644
--- a/game/src/Game/Autoload/Argument/ArgumentParser.tscn
+++ b/game/src/Game/Autoload/Argument/ArgumentParser.tscn
@@ -1,4 +1,4 @@
-[gd_scene load_steps=6 format=3 uid="uid://dayjmgc34tqo6"]
+[gd_scene load_steps=7 format=3 uid="uid://dayjmgc34tqo6"]
[ext_resource type="Script" path="res://src/Game/Autoload/Argument/ArgumentParser.gd" id="1_pc7xr"]
[ext_resource type="Script" path="res://src/Game/Autoload/Argument/ArgumentOption.gd" id="2_4hguj"]
@@ -21,13 +21,21 @@ default_value = false
[sub_resource type="Resource" id="Resource_tiax1"]
script = ExtResource("2_4hguj")
-name = &"compatibility-mode"
-aliases = Array[StringName]([&"compat"])
+name = &"base-path"
+aliases = Array[StringName]([])
type = 4
-description = "Load Victoria 2 assets from this path."
+description = "Load Victoria 2 assets from this exact path."
+default_value = ""
+
+[sub_resource type="Resource" id="Resource_sh3m3"]
+script = ExtResource("2_4hguj")
+name = &"search-path"
+aliases = Array[StringName]([])
+type = 4
+description = "Search for Victoria 2 assets at this path."
default_value = ""
[node name="ArgumentParser" type="Node"]
editor_description = "SS-56"
script = ExtResource("1_pc7xr")
-option_array = Array[ExtResource("2_4hguj")]([SubResource("Resource_tq3y4"), SubResource("Resource_j1to4"), SubResource("Resource_tiax1")])
+option_array = Array[ExtResource("2_4hguj")]([SubResource("Resource_tq3y4"), SubResource("Resource_j1to4"), SubResource("Resource_tiax1"), SubResource("Resource_sh3m3")])
diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd
index 422a42a..1c230d1 100644
--- a/game/src/Game/GameStart.gd
+++ b/game/src/Game/GameStart.gd
@@ -6,6 +6,10 @@ const SoundTabScene = preload("res://src/Game/Menu/OptionMenu/SoundTab.tscn")
@export_subgroup("Nodes")
@export var loading_screen : LoadingScreen
+@export var section_name : String = "general"
+@export var setting_name : String = "base_defines_path"
+var _settings_base_path : String = ""
+
func _ready() -> void:
if ArgumentParser.get_argument(&"help"):
ArgumentParser._print_help()
@@ -20,30 +24,64 @@ func _ready() -> void:
var sound_tab := SoundTabScene.instantiate()
sound_tab.visible = false
add_child(sound_tab)
+ Events.Options.load_settings.connect(_load_setting)
+ Events.Options.save_settings.connect(_save_setting)
Events.Options.load_settings_from_file()
sound_tab.queue_free()
loading_screen.start_loading_screen(_initialize_game)
+func _load_setting(file : ConfigFile) -> void:
+ if file == null: return
+ _settings_base_path = file.get_value(section_name, setting_name, "")
+
+func _save_setting(file : ConfigFile) -> void:
+ if file == null: return
+ file.set_value(section_name, setting_name, _settings_base_path)
+
func _load_compatibility_mode():
# Set this to your Vic2 install dir or a mod's dir to enable compatibility mode
# (this won't work for mods which rely on vanilla map assets, copy missing assets
# into the mod's dir for a temporary fix)
# Usage: OpenVic --compatibility-mode <path>
- var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode", "")
-
- if not compatibility_mode_path:
- # TODO - non-Windows default paths
- const default_path : String = "C:/Program Files (x86)/Steam/steamapps/common/Victoria 2"
- compatibility_mode_path = default_path
-
- var compatibility_mode_paths : PackedStringArray = [compatibility_mode_path]
+ var arg_base_path : String = ArgumentParser.get_argument(&"base-path", "")
+ var arg_search_path : String = ArgumentParser.get_argument(&"search-path", "")
+
+ var actual_base_path : String = ""
+
+ if arg_base_path:
+ if arg_search_path:
+ push_warning("Exact base path and search base path arguments both used:\nBase: ", arg_base_path, "\nSearch: ", arg_search_path)
+ actual_base_path = arg_base_path
+ elif arg_search_path:
+ actual_base_path = GameSingleton.search_for_game_path(arg_search_path)
+ if not actual_base_path:
+ push_warning("Failed to find assets using search hint: ", arg_search_path)
+
+ if not actual_base_path:
+ if _settings_base_path:
+ actual_base_path = _settings_base_path
+ else:
+ actual_base_path = GameSingleton.search_for_game_path()
+ if not actual_base_path:
+ var title : String = "Failed to find game asset path!"
+ var msg : String = "The path can be specified with the \"base-path\" command line option."
+ OS.alert(msg, title)
+ get_tree().quit()
+ return
+
+ if not _settings_base_path:
+ _settings_base_path = actual_base_path
+ # Save the path found in the search
+ Events.Options.save_settings_to_file()
+
+ var paths : PackedStringArray = [actual_base_path]
# Example for adding mod paths
- #compatibility_mode_paths.push_back("C:/Program Files (x86)/Steam/steamapps/common/Victoria 2/mod/TGC")
+ #paths.push_back(actual_base_path + "/mod/TGC")
- if GameSingleton.load_defines_compatibility_mode(compatibility_mode_paths) != OK:
+ if GameSingleton.load_defines_compatibility_mode(paths) != OK:
push_error("Errors loading game defines!")
# REQUIREMENTS
diff --git a/game/src/Game/Menu/OptionMenu/ScreenModeSelector.gd b/game/src/Game/Menu/OptionMenu/ScreenModeSelector.gd
index cb7566f..0d1836c 100644
--- a/game/src/Game/Menu/OptionMenu/ScreenModeSelector.gd
+++ b/game/src/Game/Menu/OptionMenu/ScreenModeSelector.gd
@@ -12,7 +12,7 @@ func get_screen_mode_from_window_mode(window_mode : Window.Mode) -> ScreenMode:
return ScreenMode.Fullscreen
Window.MODE_FULLSCREEN:
return ScreenMode.Borderless
- Window.MODE_WINDOWED:
+ Window.MODE_WINDOWED, Window.MODE_MINIMIZED:
return ScreenMode.Windowed
_:
return ScreenMode.Unknown
diff --git a/scripts b/scripts
-Subproject 3060e56388ac00d90deb6693ec19d47bad52deb
+Subproject accb77a0af7d200818d4521b12492c078e4b7f4