diff options
Diffstat (limited to 'extension/src/GameSingleton.hpp')
-rw-r--r-- | extension/src/GameSingleton.hpp | 44 |
1 files changed, 41 insertions, 3 deletions
diff --git a/extension/src/GameSingleton.hpp b/extension/src/GameSingleton.hpp index d17b950..80b2d95 100644 --- a/extension/src/GameSingleton.hpp +++ b/extension/src/GameSingleton.hpp @@ -1,13 +1,21 @@ #pragma once -#include <functional> - #include <godot_cpp/classes/image_texture.hpp> #include <godot_cpp/classes/texture2d_array.hpp> #include "openvic2/GameManager.hpp" namespace OpenVic2 { + struct TerrainVariant : HasIdentifier, HasColour { + private: + const godot::Ref<godot::Image> image; + public: + TerrainVariant(std::string const& new_identfier, colour_t new_colour, + godot::Ref<godot::Image> const& new_image); + TerrainVariant(TerrainVariant&&) = default; + + godot::Ref<godot::Image> get_image() const; + }; class GameSingleton : public godot::Object { GDCLASS(GameSingleton, godot::Object) @@ -20,9 +28,13 @@ namespace OpenVic2 { godot::Ref<godot::Image> province_colour_image; godot::Ref<godot::ImageTexture> province_colour_texture; Mapmode::index_t mapmode_index = 0; + IdentifierRegistry<TerrainVariant> terrain_variants; + Map::terrain_variant_map_t terrain_variant_map; + godot::Ref<godot::Texture2DArray> terrain_texture; godot::Error _parse_province_identifier_entry(godot::String const& identifier, godot::Variant const& entry); godot::Error _parse_region_entry(godot::String const& identifier, godot::Variant const& entry); + godot::Error _parse_terrain_entry(godot::String const& identifier, godot::Variant const& entry); void _tick(); protected: static void _bind_methods(); @@ -36,7 +48,12 @@ namespace OpenVic2 { godot::Error load_province_identifier_file(godot::String const& file_path); godot::Error load_water_province_file(godot::String const& file_path); godot::Error load_region_file(godot::String const& file_path); - godot::Error load_province_shape_file(godot::String const& file_path); + godot::Error load_terrain_file(godot::String const& file_path); + godot::Error load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path); + + /* Post-load/restart game setup - reset the game to post-load state + * and (re)generate starting data, e.g. buildings. + */ godot::Error setup(); int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; @@ -44,11 +61,32 @@ namespace OpenVic2 { int32_t get_width() const; int32_t get_height() const; float get_aspect_ratio() const; + + /* The cosmetic terrain textures stored in a Texture2DArray. + */ + godot::Ref<godot::Texture> get_terrain_texture() const; + + /* Number of (vertical, horizontal) subdivisions the province shape image + * was split into when making the province_shape_texture to ensure no + * piece had a dimension greater than 16383. + */ godot::Vector2i get_province_shape_image_subdivisions() const; + + /* The map, encoded in RGB8 with RG representing province index and B representing terrain texture. + * To support a wider range of GPUs, the image is divided so that no piece has a dimension + * greater than 16383 and the pieces are stored in a Texture2DArray. + */ godot::Ref<godot::Texture> get_province_shape_texture() const; + + /* The colour each province should be tinted, arranged in + * index order into a 256x256 RGB8 texture. + */ godot::Ref<godot::Texture> get_province_colour_texture() const; + /* Generate the province_colour_texture from the current mapmode. + */ godot::Error update_colour_image(); + int32_t get_mapmode_count() const; godot::String get_mapmode_identifier(int32_t index) const; godot::Error set_mapmode(godot::String const& identifier); |