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Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.hpp')
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp47
1 files changed, 16 insertions, 31 deletions
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp
index 1346a5f..108fd28 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp
@@ -14,7 +14,7 @@ namespace OpenVic {
class GameSingleton : public godot::Object {
GDCLASS(GameSingleton, godot::Object)
- inline static GameSingleton* singleton = nullptr;
+ static inline GameSingleton* singleton = nullptr;
GameManager game_manager;
Dataloader dataloader;
@@ -27,12 +27,10 @@ namespace OpenVic {
godot::Ref<godot::Texture2DArray> terrain_texture;
godot::Error _generate_terrain_texture_array();
- godot::Error _load_map_images(bool flip_vertical = false);
+ godot::Error _load_map_images(bool flip_vertical);
+ godot::Error _load_terrain_variants();
- godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path);
-
- /* Generate the province_colour_texture from the current mapmode.
- */
+ /* Generate the province_colour_texture from the current mapmode. */
godot::Error _update_colour_image();
void _on_state_updated();
@@ -42,16 +40,6 @@ namespace OpenVic {
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();
@@ -60,50 +48,47 @@ namespace OpenVic {
static void setup_logger();
+ GameManager const& get_game_manager() const;
Dataloader const& get_dataloader() const;
/* Load the game's defines in compatiblity mode from the filepath
- * pointing to the defines folder.
- */
+ * 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.
- */
+ * 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.
- */
+ * 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.
- */
+ /* The cosmetic terrain textures stored in a Texture2DArray. */
godot::Ref<godot::Texture> get_terrain_texture() const;
+ /* The flag image corresponding to the requested country / flag_type
+ * combination, or nullptr if no such flag can be found. */
+ godot::Ref<godot::Image> get_flag_image(Country const* country, godot::StringName const& flag_type) 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.
- */
+ * 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.
- */
+ * 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.
- */
+ /* The base and stripe colours for each province. */
godot::Ref<godot::Texture> get_province_colour_texture() const;
int32_t get_mapmode_count() const;