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Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.hpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/GameSingleton.hpp | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp new file mode 100644 index 0000000..1346a5f --- /dev/null +++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp @@ -0,0 +1,127 @@ +#pragma once + +#include <godot_cpp/classes/control.hpp> +#include <godot_cpp/classes/image_texture.hpp> +#include <godot_cpp/classes/texture2d_array.hpp> + +#include <openvic-simulation/GameManager.hpp> +#include <openvic-simulation/dataloader/Dataloader.hpp> + +#include "openvic-extension/UIAdapter.hpp" + +namespace OpenVic { + + class GameSingleton : public godot::Object { + GDCLASS(GameSingleton, godot::Object) + + inline static GameSingleton* singleton = nullptr; + + GameManager game_manager; + Dataloader dataloader; + + godot::Vector2i image_subdivisions; + godot::Ref<godot::Texture2DArray> province_shape_texture; + godot::Ref<godot::Image> province_colour_image; + godot::Ref<godot::ImageTexture> province_colour_texture; + Mapmode::index_t mapmode_index = 0; + godot::Ref<godot::Texture2DArray> terrain_texture; + + godot::Error _generate_terrain_texture_array(); + godot::Error _load_map_images(bool flip_vertical = false); + + godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path); + + /* Generate the province_colour_texture from the current mapmode. + */ + godot::Error _update_colour_image(); + void _on_state_updated(); + + protected: + static void _bind_methods(); + + public: + + godot::Control* generate_gui(godot::String const& gui_file, godot::String const& gui_element); + GFX::Sprite const* get_gfx_sprite(godot::String const& sprite_name) const; + + static void draw_pie_chart( + godot::Ref<godot::Image> image, godot::Array const& stopAngles, godot::Array const& colours, float radius, + godot::Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness, + godot::Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut, + bool donut_inner_trim, float donut_inner_radius + ); + + static godot::Ref<godot::Image> load_image(godot::String const& path); + + static GameSingleton* get_singleton(); + + GameSingleton(); + ~GameSingleton(); + + static void setup_logger(); + + Dataloader const& get_dataloader() const; + + /* Load the game's defines in compatiblity mode from the filepath + * pointing to the defines folder. + */ + godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths); + + static godot::String search_for_game_path(godot::String hint_path = {}); + + /* Post-load/restart game setup - reset the game to post-load state + * and (re)generate starting data, e.g. buildings. + */ + godot::Error setup_game(); + + int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; + + /* Get info to display in Province Overview Panel, packaged in + * a Dictionary using StringName constants as keys. + */ + godot::Dictionary get_province_info_from_index(int32_t index) const; + + int32_t get_map_width() const; + int32_t get_map_height() const; + float get_map_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; + + int32_t get_mapmode_count() const; + godot::String get_mapmode_identifier(int32_t index) const; + godot::Error set_mapmode(godot::String const& identifier); + int32_t get_selected_province_index() const; + void set_selected_province(int32_t index); + + godot::Error expand_building(int32_t province_index, godot::String const& building_type_identifier); + + void set_paused(bool paused); + void toggle_paused(); + bool is_paused() const; + void increase_speed(); + void decrease_speed(); + bool can_increase_speed() const; + bool can_decrease_speed() const; + godot::String get_longform_date() const; + void try_tick(); + }; +} |