diff options
Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.hpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/GameSingleton.hpp | 47 |
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; |