diff options
Diffstat (limited to 'extension/src/openvic-extension/GameSingleton.cpp')
-rw-r--r-- | extension/src/openvic-extension/GameSingleton.cpp | 313 |
1 files changed, 194 insertions, 119 deletions
diff --git a/extension/src/openvic-extension/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp index ade6ec9..311b602 100644 --- a/extension/src/openvic-extension/GameSingleton.cpp +++ b/extension/src/openvic-extension/GameSingleton.cpp @@ -10,86 +10,113 @@ using namespace godot; using namespace OpenVic; +using OpenVic::Utilities::godot_to_std_string; +using OpenVic::Utilities::std_to_godot_string; +using OpenVic::Utilities::std_view_to_godot_string; + GameSingleton* GameSingleton::singleton = nullptr; +#define BM ClassDB::bind_method +#define BSM ClassDB::bind_static_method + 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_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file); - ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game); - - ClassDB::bind_method(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords); - ClassDB::bind_method(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index); - ClassDB::bind_method(D_METHOD("get_width"), &GameSingleton::get_width); - ClassDB::bind_method(D_METHOD("get_height"), &GameSingleton::get_height); - ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio); - ClassDB::bind_method(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture); - ClassDB::bind_method(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions); - ClassDB::bind_method(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture); - ClassDB::bind_method(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture); - - ClassDB::bind_method(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count); - ClassDB::bind_method(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier); - ClassDB::bind_method(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode); - ClassDB::bind_method(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index); - ClassDB::bind_method(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province); - - ClassDB::bind_method(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building); - - ClassDB::bind_method(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused); - ClassDB::bind_method(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused); - ClassDB::bind_method(D_METHOD("is_paused"), &GameSingleton::is_paused); - ClassDB::bind_method(D_METHOD("increase_speed"), &GameSingleton::increase_speed); - ClassDB::bind_method(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed); - ClassDB::bind_method(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed); - ClassDB::bind_method(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed); - ClassDB::bind_method(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date); - ClassDB::bind_method(D_METHOD("try_tick"), &GameSingleton::try_tick); + BSM("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger); + BM(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode); + BSM( + "GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String {}) + ); + BM(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file); + BM(D_METHOD("setup_game"), &GameSingleton::setup_game); + + BM(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords); + BM(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index); + BM(D_METHOD("get_width"), &GameSingleton::get_width); + BM(D_METHOD("get_height"), &GameSingleton::get_height); + BM(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio); + BM(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture); + BM(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions); + BM(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture); + BM(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture); + + BM(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count); + BM(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier); + BM(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode); + BM(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index); + BM(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province); + + BM(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building); + + BM(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused); + BM(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused); + BM(D_METHOD("is_paused"), &GameSingleton::is_paused); + BM(D_METHOD("increase_speed"), &GameSingleton::increase_speed); + BM(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed); + BM(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed); + BM(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed); + BM(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date); + BM(D_METHOD("try_tick"), &GameSingleton::try_tick); ADD_SIGNAL(MethodInfo("state_updated")); ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index"))); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_total_population_key"), &GameSingleton::get_province_info_total_population_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key); - - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_state_key"), &GameSingleton::get_building_info_expansion_state_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_progress_key"), &GameSingleton::get_building_info_expansion_progress_key); - - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key); - - ClassDB::bind_static_method("GameSingleton", D_METHOD("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"), &GameSingleton::draw_pie_chart); - ClassDB::bind_static_method("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image); -} - -void GameSingleton::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, - 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, - trim_colour, trim_size, gradient_falloff, gradient_base, - donut, donut_inner_trim, donut_inner_radius); + BSM("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key); + BSM("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key); + BSM("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key); + BSM("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key); + BSM( + "GameSingleton", D_METHOD("get_province_info_total_population_key"), + &GameSingleton::get_province_info_total_population_key + ); + BSM("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key); + BSM( + "GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), + &GameSingleton::get_province_info_pop_ideologies_key + ); + BSM("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key); + BSM("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key); + BSM("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key); + + BSM("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key); + BSM("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key); + BSM( + "GameSingleton", D_METHOD("get_building_info_expansion_state_key"), + &GameSingleton::get_building_info_expansion_state_key + ); + BSM("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key); + BSM("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key); + BSM( + "GameSingleton", D_METHOD("get_building_info_expansion_progress_key"), + &GameSingleton::get_building_info_expansion_progress_key + ); + + BSM("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key); + BSM("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key); + + BSM( + "GameSingleton", + D_METHOD( + "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" + ), + &GameSingleton::draw_pie_chart + ); + BSM("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image); +} + +void GameSingleton::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, bool donut, bool donut_inner_trim, float donut_inner_radius +) { + 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() { @@ -104,15 +131,22 @@ void GameSingleton::_on_state_updated() { /* REQUIREMENTS: * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34 */ -GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } } { +GameSingleton::GameSingleton() + : game_manager { std::bind(&GameSingleton::_on_state_updated, this) } { ERR_FAIL_COND(singleton != nullptr); singleton = this; } void GameSingleton::setup_logger() { - Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(std_to_godot_string(str)); }); - Logger::set_warning_func([](std::string&& str) { UtilityFunctions::push_warning(std_to_godot_string(str)); }); - Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); }); + Logger::set_info_func([](std::string&& str) { + UtilityFunctions::print(std_to_godot_string(str)); + }); + Logger::set_warning_func([](std::string&& str) { + UtilityFunctions::push_warning(std_to_godot_string(str)); + }); + Logger::set_error_func([](std::string&& str) { + UtilityFunctions::push_error(std_to_godot_string(str)); + }); } GameSingleton::~GameSingleton() { @@ -207,42 +241,61 @@ StringName const& GameSingleton::get_piechart_info_colour_key() { return key; } -Dictionary GameSingleton::_distribution_to_dictionary(distribution_t const& dist) const { +template<std::derived_from<HasIdentifierAndColour> T> +static Dictionary _distribution_to_dictionary(decimal_map_t<T const*> 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; + for (auto const& [key, val] : dist) { + if (key != nullptr) { + Dictionary sub_dict; + sub_dict[GameSingleton::get_piechart_info_size_key()] = val.to_float(); + sub_dict[GameSingleton::get_piechart_info_colour_key()] = Utilities::to_godot_color(key->get_colour()); + dict[std_view_to_godot_string(key->get_identifier())] = std::move(sub_dict); + } else { + UtilityFunctions::push_error("Null distribution key with value ", val.to_float()); + } } return dict; } Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { Province const* province = game_manager.get_map().get_province_by_index(index); - if (province == nullptr) return {}; + 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(); - if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types); - //distribution_t const& ideologies = province->get_ideology_distribution(); - //if (!ideologies.empty()) ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies); - distribution_t const& cultures = province->get_culture_distribution(); - if (!cultures.empty()) ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures); + decimal_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution(); + if (!pop_types.empty()) { + ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types); + } + decimal_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution(); + if (!ideologies.empty()) { + ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies); + } + decimal_map_t<Culture const*> const& cultures = province->get_culture_distribution(); + if (!cultures.empty()) { + ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures); + } std::vector<BuildingInstance> const& buildings = province->get_buildings(); if (!buildings.empty()) { @@ -252,7 +305,7 @@ 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()); @@ -296,26 +349,27 @@ Ref<Texture> GameSingleton::get_province_colour_texture() const { Error GameSingleton::_update_colour_image() { static PackedByteArray colour_data_array; - static constexpr int64_t colour_data_array_size = (static_cast<int64_t>(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE; + static constexpr int64_t colour_data_array_size = + (static_cast<int64_t>(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE; colour_data_array.resize(colour_data_array_size); Error err = OK; - if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) + if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) { err = FAILED; + } static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4); if (province_colour_image.is_null()) { province_colour_image.instantiate(); - ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED, - "Failed to create province colour image"); + ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED, "Failed to create province colour image"); } - province_colour_image->set_data(PROVINCE_INDEX_SQRT, PROVINCE_INDEX_SQRT, - false, Image::FORMAT_RGBA8, colour_data_array); + province_colour_image->set_data(PROVINCE_INDEX_SQRT, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array); if (province_colour_texture.is_null()) { province_colour_texture = ImageTexture::create_from_image(province_colour_image); - ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED, - "Failed to create province colour texture"); - } else province_colour_texture->update(province_colour_image); + ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED, "Failed to create province colour texture"); + } else { + province_colour_texture->update(province_colour_image); + } return err; } @@ -325,7 +379,9 @@ 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 {}; } @@ -404,13 +460,18 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { const Vector2i province_dims { static_cast<int32_t>(game_manager.get_map().get_width()), - static_cast<int32_t>(game_manager.get_map().get_height()) }; + static_cast<int32_t>(game_manager.get_map().get_height()) + }; static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF; - // For each dimension of the image, this finds the small number of equal subdivisions required get the individual texture dims under GPU_DIM_LIMIT - for (int i = 0; i < 2; ++i) - for (image_subdivisions[i] = 1; province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || - province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]); + // For each dimension of the image, this finds the small number of equal subdivisions + // required get the individual texture dims under GPU_DIM_LIMIT + for (int i = 0; i < 2; ++i) { + image_subdivisions[i] = 1; + while (province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0) { + ++image_subdivisions[i]; + } + } Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data(); const Vector2i divided_dims = province_dims / image_subdivisions; @@ -421,12 +482,16 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { PackedByteArray index_data_array; index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t)); - for (int32_t y = 0; y < divided_dims.y; ++y) - memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t), + for (int32_t y = 0; y < divided_dims.y; ++y) { + memcpy( + index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t), province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x, - divided_dims.x * sizeof(Map::shape_pixel_t)); + divided_dims.x * sizeof(Map::shape_pixel_t) + ); + } - const Ref<Image> province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array); + const Ref<Image> province_shape_subimage = + Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array); if (province_shape_subimage.is_null()) { UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")"); err = FAILED; @@ -441,7 +506,9 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { err = FAILED; } - if (_update_colour_image() != OK) err = FAILED; + if (_update_colour_image() != OK) { + err = FAILED; + } return err; } @@ -450,7 +517,7 @@ 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; @@ -458,7 +525,10 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter terrain_sheet->flip_y(); const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height(); if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) { - UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")"); + UtilityFunctions::push_error( + "Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, + " (must be square with dims positive multiples of ", SHEET_DIMS, ")" + ); return FAILED; } const int32_t slice_size = sheet_width / SHEET_DIMS; @@ -476,7 +546,9 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size }; const Ref<Image> terrain_image = terrain_sheet->get_region(slice); if (terrain_image.is_null() || terrain_image->is_empty()) { - UtilityFunctions::push_error("Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path); + UtilityFunctions::push_error( + "Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path + ); err = FAILED; } terrain_images.append(terrain_image); @@ -491,7 +563,7 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter } Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) { - static const fs::path terrain_texture_file = "map/terrain/texturesheet.tga"; + static constexpr std::string_view terrain_texture_file = "map/terrain/texturesheet.tga"; Dataloader::path_vector_t roots; for (String const& path : file_paths) { @@ -508,9 +580,8 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi UtilityFunctions::push_error("Failed to load defines!"); err = FAILED; } - if (_load_terrain_variants_compatibility_mode( - std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string()) - ) != OK) { + if (_load_terrain_variants_compatibility_mode(std_to_godot_string( + dataloader.lookup_file(terrain_texture_file).string())) != OK) { UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } @@ -530,6 +601,10 @@ 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()); } |