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-rw-r--r--extension/src/openvic-extension/GameSingleton.cpp313
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());
}