diff options
Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.cpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/GameSingleton.cpp | 236 |
1 files changed, 186 insertions, 50 deletions
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp index 459b2c8..838542d 100644 --- a/extension/src/openvic-extension/singletons/GameSingleton.cpp +++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp @@ -9,6 +9,7 @@ #include "openvic-extension/singletons/AssetManager.hpp" #include "openvic-extension/singletons/LoadLocalisation.hpp" +#include "openvic-extension/singletons/MenuSingleton.hpp" #include "openvic-extension/utility/ClassBindings.hpp" #include "openvic-extension/utility/Utilities.hpp" @@ -50,12 +51,17 @@ void GameSingleton::_bind_methods() { OV_BIND_METHOD(GameSingleton::get_map_width); OV_BIND_METHOD(GameSingleton::get_map_height); + OV_BIND_METHOD(GameSingleton::get_map_dims); OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio); OV_BIND_METHOD(GameSingleton::get_terrain_texture); + OV_BIND_METHOD(GameSingleton::get_flag_dims); + OV_BIND_METHOD(GameSingleton::get_flag_sheet_texture); OV_BIND_METHOD(GameSingleton::get_province_shape_image_subdivisions); OV_BIND_METHOD(GameSingleton::get_province_shape_texture); OV_BIND_METHOD(GameSingleton::get_province_colour_texture); + OV_BIND_METHOD(GameSingleton::get_province_names); + OV_BIND_METHOD(GameSingleton::get_mapmode_count); OV_BIND_METHOD(GameSingleton::get_mapmode_identifier); OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" }); @@ -115,6 +121,7 @@ Error GameSingleton::setup_game(int32_t bookmark_index) { Bookmark const* bookmark = game_manager.get_history_manager().get_bookmark_manager().get_bookmark_by_index(bookmark_index); ERR_FAIL_NULL_V_MSG(bookmark, FAILED, vformat("Failed to get bookmark with index: %d", bookmark_index)); bool ret = game_manager.load_bookmark(bookmark); + for (Province& province : game_manager.get_map().get_provinces()) { province.set_crime( game_manager.get_crime_manager().get_crime_modifier_by_index( @@ -122,13 +129,17 @@ Error GameSingleton::setup_game(int32_t bookmark_index) { ) ); } + + MenuSingleton* menu_singleton = MenuSingleton::get_singleton(); + ERR_FAIL_NULL_V(menu_singleton, FAILED); + menu_singleton->_population_menu_update_provinces(); + return ERR(ret); } int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const { - const size_t x_mod_w = UtilityFunctions::fposmod(coords.x, 1.0f) * get_map_width(); - const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_map_height(); - return game_manager.get_map().get_province_index_at(x_mod_w, y_mod_h); + const Vector2 pos = coords.posmod(1.0f) * get_map_dims(); + return game_manager.get_map().get_province_index_at(Utilities::from_godot_ivec2(pos)); } int32_t GameSingleton::get_map_width() const { @@ -139,6 +150,10 @@ int32_t GameSingleton::get_map_height() const { return game_manager.get_map().get_height(); } +Vector2i GameSingleton::get_map_dims() const { + return Utilities::to_godot_ivec2(game_manager.get_map().get_dims()); +} + float GameSingleton::get_map_aspect_ratio() const { return static_cast<float>(get_map_width()) / static_cast<float>(get_map_height()); } @@ -147,19 +162,36 @@ Ref<Texture2DArray> GameSingleton::get_terrain_texture() const { return terrain_texture; } -Ref<Image> GameSingleton::get_flag_image(Country const* country, StringName const& flag_type) const { - ERR_FAIL_NULL_V(country, nullptr); - const typename decltype(flag_image_map)::const_iterator it = flag_image_map.find(country); +Ref<Image> GameSingleton::get_flag_sheet_image() const { + return flag_sheet_image; +} + +Ref<ImageTexture> GameSingleton::get_flag_sheet_texture() const { + return flag_sheet_texture; +} + +int32_t GameSingleton::get_flag_sheet_index(int32_t country_index, godot::StringName const& flag_type) const { ERR_FAIL_COND_V_MSG( - it == flag_image_map.end(), nullptr, - vformat("Failed to find flags for country: %s", std_view_to_godot_string(country->get_identifier())) + country_index < 0 || country_index >= game_manager.get_country_manager().get_country_count(), -1, + vformat("Invalid country index: %d", country_index) ); - const typename decltype(it->second)::const_iterator it2 = it->second.find(flag_type); + + const typename decltype(flag_type_index_map)::const_iterator it = flag_type_index_map.find(flag_type); + ERR_FAIL_COND_V_MSG(it == flag_type_index_map.end(), -1, vformat("Invalid flag type %s", flag_type)); + + return flag_type_index_map.size() * country_index + it->second; +} + +Rect2i GameSingleton::get_flag_sheet_rect(int32_t flag_index) const { ERR_FAIL_COND_V_MSG( - it2 == it->second.end(), nullptr, - vformat("Failed to find %s flag for country: %s", flag_type, std_view_to_godot_string(country->get_identifier())) + flag_index < 0 || flag_index >= flag_sheet_count, {}, vformat("Invalid flag sheet index: %d", flag_index) ); - return it2->second; + + return { Vector2i { flag_index % flag_sheet_dims.x, flag_index / flag_sheet_dims.x } * flag_dims, flag_dims }; +} + +Rect2i GameSingleton::get_flag_sheet_rect(int32_t country_index, godot::StringName const& flag_type) const { + return get_flag_sheet_rect(get_flag_sheet_index(country_index, flag_type)); } Vector2i GameSingleton::get_province_shape_image_subdivisions() const { @@ -185,11 +217,11 @@ Error GameSingleton::_update_colour_image() { static constexpr int32_t colour_image_width = PROVINCE_INDEX_SQRT * sizeof(Mapmode::base_stripe_t) / sizeof(colour_argb_t); /* Province count + null province, rounded up to next multiple of PROVINCE_INDEX_SQRT. * Rearranged from: (map.get_province_count() + 1) + (PROVINCE_INDEX_SQRT - 1) */ - static const int32_t colour_image_height = (map.get_province_count() + PROVINCE_INDEX_SQRT) / PROVINCE_INDEX_SQRT; + const int32_t colour_image_height = (map.get_province_count() + PROVINCE_INDEX_SQRT) / PROVINCE_INDEX_SQRT; static PackedByteArray colour_data_array; - static const int64_t colour_data_array_size = colour_image_width * colour_image_height * sizeof(colour_argb_t); - colour_data_array.resize(colour_data_array_size); + const int64_t colour_data_array_size = colour_image_width * colour_image_height * sizeof(colour_argb_t); + ERR_FAIL_COND_V(colour_data_array.resize(colour_data_array_size) != OK, FAILED); Error err = OK; if (!map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) { @@ -213,6 +245,39 @@ Error GameSingleton::_update_colour_image() { return err; } +TypedArray<Dictionary> GameSingleton::get_province_names() const { + static const StringName identifier_key = "identifier"; + static const StringName position_key = "position"; + static const StringName rotation_key = "rotation"; + static const StringName scale_key = "scale"; + + TypedArray<Dictionary> ret; + ERR_FAIL_COND_V(ret.resize(game_manager.get_map().get_province_count()) != OK, {}); + + for (int32_t index = 0; index < game_manager.get_map().get_province_count(); ++index) { + Province const& province = game_manager.get_map().get_provinces()[index]; + + Dictionary province_dict; + + province_dict[identifier_key] = std_view_to_godot_string(province.get_identifier()); + province_dict[position_key] = Utilities::to_godot_fvec2(province.get_text_position()) / get_map_dims(); + + const float rotation = province.get_text_rotation().to_float(); + if (rotation != 0.0f) { + province_dict[rotation_key] = rotation; + } + + const float scale = province.get_text_scale().to_float(); + if (scale != 1.0f) { + province_dict[scale_key] = scale; + } + + ret[index] = std::move(province_dict); + } + + return ret; +} + int32_t GameSingleton::get_mapmode_count() const { return game_manager.get_map().get_mapmode_count(); } @@ -275,19 +340,25 @@ Error GameSingleton::_load_map_images() { } 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; + const int64_t subdivision_width = divided_dims.x * sizeof(Map::shape_pixel_t); + const int64_t subdivision_size = subdivision_width * divided_dims.y; + TypedArray<Image> province_shape_images; - province_shape_images.resize(image_subdivisions.x * image_subdivisions.y); + ERR_FAIL_COND_V(province_shape_images.resize(image_subdivisions.x * image_subdivisions.y) != OK, FAILED); + + PackedByteArray index_data_array; + ERR_FAIL_COND_V(index_data_array.resize(subdivision_size) != OK, FAILED); + for (int32_t v = 0; v < image_subdivisions.y; ++v) { for (int32_t u = 0; u < image_subdivisions.x; ++u) { - 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), + index_data_array.ptrw() + y * subdivision_width, province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x, - divided_dims.x * sizeof(Map::shape_pixel_t) + subdivision_width ); } @@ -322,7 +393,7 @@ Error GameSingleton::_load_terrain_variants() { AssetManager* asset_manager = AssetManager::get_singleton(); ERR_FAIL_NULL_V(asset_manager, FAILED); // Load the terrain texture sheet and prepare to slice it up - Ref<Image> terrain_sheet = asset_manager->get_image(terrain_texturesheet_path); + Ref<Image> terrain_sheet = asset_manager->get_image(terrain_texturesheet_path, AssetManager::LOAD_FLAG_NONE); ERR_FAIL_NULL_V_MSG(terrain_sheet, FAILED, vformat("Failed to load terrain texture sheet: %s", terrain_texturesheet_path)); static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS; @@ -337,6 +408,7 @@ Error GameSingleton::_load_terrain_variants() { const int32_t slice_size = sheet_width / SHEET_DIMS; TypedArray<Image> terrain_images; + ERR_FAIL_COND_V(terrain_images.resize(SHEET_SIZE + 1) != OK, FAILED); { /* This is a placeholder image so that we don't have to branch to avoid looking up terrain index 0 (water). * It should never appear in game, and so is bright red to to make it obvious if it slips through. */ @@ -344,72 +416,136 @@ Error GameSingleton::_load_terrain_variants() { { 1.0f, 0.0f, 0.0f }, slice_size, slice_size, terrain_sheet->get_format() ); ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image"); - terrain_images.append(water_image); + terrain_images[0] = water_image; } - Error err = OK; + for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) { const Rect2i slice { idx % SHEET_DIMS * slice_size, 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 - ); - err = FAILED; - } - terrain_images.append(terrain_image); + + ERR_FAIL_COND_V_MSG(terrain_image.is_null() || terrain_image->is_empty(), FAILED, vformat( + "Failed to extract terrain texture slice %s from %s", slice, terrain_texturesheet_path + )); + + terrain_images[idx + 1] = terrain_image; } terrain_texture.instantiate(); ERR_FAIL_COND_V_MSG( terrain_texture->create_from_images(terrain_images) != OK, FAILED, "Failed to create terrain texture array!" ); - return err; + return OK; } -Error GameSingleton::_load_flag_images() { - ERR_FAIL_COND_V_MSG(!flag_image_map.empty(), FAILED, "Flag images have already been loaded!"); +const Vector2i GameSingleton::flag_dims { 128, 64 }; + +Error GameSingleton::_load_flag_sheet() { + ERR_FAIL_COND_V_MSG( + flag_sheet_image.is_valid() || flag_sheet_texture.is_valid(), FAILED, + "Flag sheet image and/or texture has already been generated!" + ); GovernmentTypeManager const& government_type_manager = game_manager.get_politics_manager().get_government_type_manager(); ERR_FAIL_COND_V_MSG( - !government_type_manager.government_types_are_locked(), FAILED, - "Cannot load flag images before government types are locked!" + government_type_manager.get_flag_types().empty() || !government_type_manager.government_types_are_locked(), FAILED, + "Cannot load flag images if flag types are empty or government types are not locked!" ); CountryManager const& country_manager = game_manager.get_country_manager(); ERR_FAIL_COND_V_MSG( - !country_manager.countries_are_locked(), FAILED, "Cannot load flag images before countries are locked!" + country_manager.countries_empty() || !country_manager.countries_are_locked(), FAILED, + "Cannot load flag images if countries are empty or not locked!" ); AssetManager* asset_manager = AssetManager::get_singleton(); ERR_FAIL_NULL_V(asset_manager, FAILED); - static const String flag_directory = "gfx/flags/"; - static const String flag_separator = "_"; - static const String flag_extension = ".tga"; - - std::vector<StringName> flag_types; + /* Generate flag type - index lookup map */ + flag_type_index_map.clear(); for (std::string const& type : government_type_manager.get_flag_types()) { - flag_types.emplace_back(std_to_godot_string_name(type)); + flag_type_index_map.emplace(std_to_godot_string_name(type), static_cast<int32_t>(flag_type_index_map.size())); } - flag_image_map.reserve(country_manager.get_countries().size()); + flag_sheet_count = country_manager.get_countries().size() * flag_type_index_map.size(); + + std::vector<Ref<Image>> flag_images; + flag_images.reserve(flag_sheet_count); + + static constexpr Image::Format flag_format = Image::FORMAT_RGB8; Error ret = OK; for (Country const& country : country_manager.get_countries()) { - ordered_map<StringName, Ref<Image>>& flag_images = flag_image_map[&country]; - flag_images.reserve(flag_types.size()); const String country_name = std_view_to_godot_string(country.get_identifier()); - for (StringName const& flag_type : flag_types) { + + for (auto const& [flag_type, flag_type_index] : flag_type_index_map) { + static const String flag_directory = "gfx/flags/"; + static const String flag_separator = "_"; + static const String flag_extension = ".tga"; + const StringName flag_path = flag_directory + country_name + (flag_type.is_empty() ? "" : flag_separator + flag_type) + flag_extension; - const Ref<Image> flag_image = asset_manager->get_image(flag_path); + + /* Do not cache flag image, they should be freed after the flag sheet has been generated. */ + const Ref<Image> flag_image = asset_manager->get_image(flag_path, AssetManager::LOAD_FLAG_NONE); + if (flag_image.is_valid()) { - flag_images.emplace(flag_type, flag_image); + + if (flag_image->get_format() != flag_format) { + flag_image->convert(flag_format); + } + + if (flag_image->get_size() != flag_dims) { + if (flag_image->get_width() > flag_dims.x || flag_image->get_height() > flag_dims.y) { + UtilityFunctions::push_warning( + "Flag image ", flag_path, " (", flag_image->get_size(), ") is larger than the sheet flag size (", + flag_dims, ")" + ); + } + + flag_image->resize(flag_dims.x, flag_dims.y, Image::INTERPOLATE_NEAREST); + } } else { UtilityFunctions::push_error("Failed to load flag image: ", flag_path); ret = FAILED; } + + /* Add flag_image to the vector even if it's null to ensure each flag has the right index. */ + flag_images.push_back(flag_image); } } + + ERR_FAIL_COND_V(flag_images.size() != flag_sheet_count, FAILED); + + /* Calculate the width that will make the sheet as close to a square as possible (taking flag dimensions into account.) */ + flag_sheet_dims.x = (fixed_point_t { static_cast<int32_t>(flag_images.size()) } * flag_dims.y / flag_dims.x).sqrt().ceil(); + + /* Calculated corresponding height (rounded up). */ + flag_sheet_dims.y = (static_cast<int32_t>(flag_images.size()) + flag_sheet_dims.x - 1 ) / flag_sheet_dims.x; + + const Vector2i sheet_dims = flag_sheet_dims * flag_dims; + + flag_sheet_image = Image::create(sheet_dims.x, sheet_dims.y, false, flag_format); + ERR_FAIL_NULL_V_MSG(flag_sheet_image, FAILED, "Failed to create flag sheet image!"); + + static const Rect2i flag_rect { { 0, 0 }, flag_dims }; + + /* Fill the flag sheet with the flag images. */ + for (int32_t index = 0; index < flag_images.size(); ++index) { + Ref<Image> const& flag_image = flag_images[index]; + + const Vector2i sheet_pos = Vector2i { index % flag_sheet_dims.x, index / flag_sheet_dims.x } * flag_dims; + + if (flag_image.is_valid()) { + flag_sheet_image->blit_rect(flag_image, flag_rect, sheet_pos); + } else { + static const Color error_colour { 1.0f, 0.0f, 1.0f, 1.0f }; /* Magenta */ + + flag_sheet_image->fill_rect({ sheet_pos, flag_dims }, error_colour); + } + } + + flag_sheet_texture = ImageTexture::create_from_image(flag_sheet_image); + ERR_FAIL_NULL_V_MSG(flag_sheet_texture, FAILED, "Failed to create flag sheet texture!"); + return ret; } @@ -433,8 +569,8 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } - if (_load_flag_images() != OK) { - UtilityFunctions::push_error("Failed to load flag textures!"); + if (_load_flag_sheet() != OK) { + UtilityFunctions::push_error("Failed to load flag sheet!"); err = FAILED; } if (_load_map_images() != OK) { |