diff options
Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.cpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/GameSingleton.cpp | 42 |
1 files changed, 24 insertions, 18 deletions
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp index 8b19dc3..df0e9a0 100644 --- a/extension/src/openvic-extension/singletons/GameSingleton.cpp +++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp @@ -196,11 +196,11 @@ 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())) { @@ -286,19 +286,25 @@ 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 ); } @@ -348,6 +354,7 @@ 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. */ @@ -355,26 +362,25 @@ 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() { |