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-rw-r--r--extension/src/GameSingleton.hpp44
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);