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-rw-r--r--extension/src/openvic-extension/singletons/AssetManager.cpp152
-rw-r--r--extension/src/openvic-extension/singletons/AssetManager.hpp61
-rw-r--r--extension/src/openvic-extension/singletons/Checksum.cpp34
-rw-r--r--extension/src/openvic-extension/singletons/Checksum.hpp24
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.cpp554
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp127
-rw-r--r--extension/src/openvic-extension/singletons/LoadLocalisation.cpp160
-rw-r--r--extension/src/openvic-extension/singletons/LoadLocalisation.hpp31
8 files changed, 1143 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/AssetManager.cpp b/extension/src/openvic-extension/singletons/AssetManager.cpp
new file mode 100644
index 0000000..b50cae8
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/AssetManager.cpp
@@ -0,0 +1,152 @@
+#include "AssetManager.hpp"
+
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include "openvic-extension/singletons/GameSingleton.hpp"
+#include "openvic-extension/utility/ClassBindings.hpp"
+#include "openvic-extension/utility/Utilities.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+using OpenVic::Utilities::godot_to_std_string;
+using OpenVic::Utilities::std_to_godot_string;
+
+void AssetManager::_bind_methods() {
+ OV_BIND_METHOD(AssetManager::get_image, { "path" });
+ OV_BIND_METHOD(AssetManager::get_texture, { "path" });
+
+ OV_BIND_SMETHOD(AssetManager::make_icon, { "texture", "frame", "frame_count" });
+ OV_BIND_METHOD(AssetManager::get_icon, { "texture", "frame", "frame_count" });
+
+ OV_BIND_METHOD(AssetManager::get_texture_or_icon, { "path", "frame", "frame_count" });
+ OV_BIND_METHOD(AssetManager::get_font, { "name" });
+}
+
+AssetManager* AssetManager::get_singleton() {
+ return _singleton;
+}
+
+AssetManager::AssetManager() {
+ ERR_FAIL_COND(_singleton != nullptr);
+ _singleton = this;
+}
+
+AssetManager::~AssetManager() {
+ ERR_FAIL_COND(_singleton != this);
+ _singleton = nullptr;
+}
+
+AssetManager::image_asset_map_t::iterator AssetManager::_get_image_asset(StringName path) {
+ const image_asset_map_t::iterator it = image_assets.find(path);
+ if (it != image_assets.end()) {
+ return it;
+ }
+ GameSingleton* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, image_assets.end());
+ const String lookedup_path =
+ std_to_godot_string(game_singleton->get_dataloader().lookup_image_file_or_dds(godot_to_std_string(path)).string());
+ if (lookedup_path.is_empty()) {
+ UtilityFunctions::push_error("Failed to look up image: ", path);
+ return image_assets.end();
+ }
+ const Ref<Image> image = Utilities::load_godot_image(lookedup_path);
+ if (image.is_null() || image->is_empty()) {
+ UtilityFunctions::push_error("Failed to load image: ", lookedup_path, " (looked up from ", path, ")");
+ return image_assets.end();
+ }
+ return image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first;
+}
+
+Ref<Image> AssetManager::get_image(StringName path) {
+ const image_asset_map_t::const_iterator it = _get_image_asset(path);
+ if (it != image_assets.end()) {
+ return it->second.image;
+ } else {
+ return nullptr;
+ }
+}
+
+Ref<ImageTexture> AssetManager::get_texture(StringName path) {
+ const image_asset_map_t::iterator it = _get_image_asset(path);
+ if (it != image_assets.end()) {
+ if (it->second.texture.is_null()) {
+ it->second.texture = ImageTexture::create_from_image(it->second.image);
+ if (it->second.texture.is_null()) {
+ UtilityFunctions::push_error("Failed to turn image into texture: ", path);
+ }
+ }
+ return it->second.texture;
+ } else {
+ return nullptr;
+ }
+}
+
+Ref<AtlasTexture> AssetManager::make_icon(Ref<Texture2D> texture, GFX::frame_t frame, GFX::frame_t frame_count) {
+ ERR_FAIL_NULL_V(texture, nullptr);
+
+ if (frame_count <= GFX::NO_FRAMES) {
+ UtilityFunctions::push_warning("No frames!");
+ frame_count = 1;
+ }
+ if (frame <= GFX::NO_FRAMES || frame > frame_count) {
+ UtilityFunctions::push_warning("Invalid frame index ", frame, " out of count ", frame_count);
+ frame = frame_count;
+ }
+ frame--;
+ const Vector2i size = texture->get_size();
+ const Rect2i region { frame * size.x / frame_count, 0, size.x / frame_count, size.y };
+
+ Ref<AtlasTexture> atlas;
+ atlas.instantiate();
+ ERR_FAIL_NULL_V(atlas, nullptr);
+ atlas->set_atlas(texture);
+ atlas->set_region(region);
+ return atlas;
+}
+
+Ref<AtlasTexture> AssetManager::get_icon(StringName path, GFX::frame_t frame, GFX::frame_t frame_count) {
+ Ref<ImageTexture> texture = get_texture(path);
+ ERR_FAIL_NULL_V(texture, nullptr);
+ return make_icon(texture, frame, frame_count);
+}
+
+Ref<Texture2D> AssetManager::get_texture_or_icon(StringName path, GFX::frame_t frame, GFX::frame_t frame_count) {
+ if (frame_count < 2) {
+ if (frame > frame_count) {
+ UtilityFunctions::push_warning("Invalid frame index ", frame, " out of count ", frame_count);
+ }
+ return get_texture(path);
+ } else {
+ return get_icon(path, frame, frame_count);
+ }
+}
+
+Ref<Font> AssetManager::get_font(StringName name) {
+ const font_map_t::const_iterator it = fonts.find(name);
+ if (it != fonts.end()) {
+ return it->second;
+ }
+
+ static const String font_dir = "gfx/fonts/";
+ static const String font_ext = ".fnt";
+ static const String image_ext = ".tga";
+
+ const String image_path = font_dir + name + image_ext;
+ const Ref<Image> image = get_image(image_path);
+ if (image.is_null()) {
+ UtilityFunctions::push_error("Failed to load font image: ", image_path, " for the font named ", name);
+ return nullptr;
+ }
+ GameSingleton* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, nullptr);
+ const String lookedup_font_path =
+ std_to_godot_string(game_singleton->get_dataloader().lookup_file(godot_to_std_string(font_dir + name + font_ext)).string());
+ const Ref<Font> font = Utilities::load_godot_font(lookedup_font_path, image);
+ if (font.is_null()) {
+ UtilityFunctions::push_error("Failed to load font file ", lookedup_font_path, " for the font named ", name);
+ return nullptr;
+ }
+ fonts.emplace(std::move(name), font);
+ return font;
+}
diff --git a/extension/src/openvic-extension/singletons/AssetManager.hpp b/extension/src/openvic-extension/singletons/AssetManager.hpp
new file mode 100644
index 0000000..7cfc31b
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/AssetManager.hpp
@@ -0,0 +1,61 @@
+#pragma once
+
+#include <godot_cpp/classes/atlas_texture.hpp>
+#include <godot_cpp/classes/font.hpp>
+#include <godot_cpp/classes/image_texture.hpp>
+#include <godot_cpp/core/class_db.hpp>
+
+#include <openvic-simulation/interface/GFX.hpp>
+
+namespace OpenVic {
+ class AssetManager : public godot::Object {
+ GDCLASS(AssetManager, godot::Object)
+
+ static inline AssetManager* _singleton = nullptr;
+
+ struct image_asset_t {
+ godot::Ref<godot::Image> image;
+ godot::Ref<godot::ImageTexture> texture;
+ };
+ using image_asset_map_t = std::map<godot::StringName, image_asset_t>;
+ using font_map_t = std::map<godot::StringName, godot::Ref<godot::Font>>;
+
+ image_asset_map_t image_assets;
+ font_map_t fonts;
+
+ image_asset_map_t::iterator _get_image_asset(godot::StringName path);
+
+ protected:
+ static void _bind_methods();
+
+ public:
+ static AssetManager* get_singleton();
+
+ AssetManager();
+ ~AssetManager();
+
+ /* Search for and load an image at the specified path relative to the game defines, first checking the AssetManager's
+ * image cache in case it has already been loaded, and returning nullptr if image loading fails. */
+ godot::Ref<godot::Image> get_image(godot::StringName path);
+
+ /* Create a texture from an image found at the specified path relative to the game defines, fist checking
+ * AssetManager's texture cache in case it has already been loaded, and returning nullptr if image loading
+ * or texture creation fails. */
+ godot::Ref<godot::ImageTexture> get_texture(godot::StringName path);
+
+ /* Extract the specified frame of the texture, which is treated as a single row of frame_count frames. */
+ static godot::Ref<godot::AtlasTexture> make_icon(
+ godot::Ref<godot::Texture2D> texture, GFX::frame_t frame, GFX::frame_t frame_count
+ );
+
+ /* Load a texture as with get_texture, and extract the specified frame as with make_icon. */
+ godot::Ref<godot::AtlasTexture> get_icon(godot::StringName path, GFX::frame_t frame, GFX::frame_t frame_count);
+
+ /* Load a texture as with get_texture if frame_count <= 1 otherwise as with get_icon. */
+ godot::Ref<godot::Texture2D> get_texture_or_icon(godot::StringName path, GFX::frame_t frame, GFX::frame_t frame_count);
+
+ /* Search for and load a font with the specified name from the game defines' font directory, first checking the
+ * AssetManager's font cache in case it has already been loaded, and returning nullptr if font loading fails. */
+ godot::Ref<godot::Font> get_font(godot::StringName name);
+ };
+}
diff --git a/extension/src/openvic-extension/singletons/Checksum.cpp b/extension/src/openvic-extension/singletons/Checksum.cpp
new file mode 100644
index 0000000..9f48647
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/Checksum.cpp
@@ -0,0 +1,34 @@
+#include "Checksum.hpp"
+
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/variant/string.hpp>
+
+#include "openvic-extension/utility/ClassBindings.hpp"
+
+using namespace OpenVic;
+using namespace godot;
+
+void Checksum::_bind_methods() {
+ OV_BIND_METHOD(Checksum::get_checksum_text);
+}
+
+Checksum* Checksum::get_singleton() {
+ return _singleton;
+}
+
+Checksum::Checksum() {
+ ERR_FAIL_COND(_singleton != nullptr);
+ _singleton = this;
+}
+
+Checksum::~Checksum() {
+ ERR_FAIL_COND(_singleton != this);
+ _singleton = nullptr;
+}
+
+/* REQUIREMENTS:
+ * DAT-8
+ */
+godot::String Checksum::get_checksum_text() {
+ return godot::String("1234abcd");
+}
diff --git a/extension/src/openvic-extension/singletons/Checksum.hpp b/extension/src/openvic-extension/singletons/Checksum.hpp
new file mode 100644
index 0000000..532a50d
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/Checksum.hpp
@@ -0,0 +1,24 @@
+#pragma once
+
+#include <godot_cpp/core/class_db.hpp>
+#include <godot_cpp/core/object.hpp>
+#include <godot_cpp/variant/string.hpp>
+
+namespace OpenVic {
+ class Checksum : public godot::Object {
+ GDCLASS(Checksum, godot::Object)
+
+ static inline Checksum* _singleton = nullptr;
+
+ protected:
+ static void _bind_methods();
+
+ public:
+ static Checksum* get_singleton();
+
+ Checksum();
+ ~Checksum();
+
+ godot::String get_checksum_text();
+ };
+}
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp
new file mode 100644
index 0000000..d101a86
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp
@@ -0,0 +1,554 @@
+#include "GameSingleton.hpp"
+
+#include <godot_cpp/core/class_db.hpp>
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include <openvic-simulation/utility/Logger.hpp>
+
+#include "openvic-extension/singletons/LoadLocalisation.hpp"
+#include "openvic-extension/utility/ClassBindings.hpp"
+#include "openvic-extension/utility/Utilities.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+using OpenVic::Utilities::godot_to_std_string;
+using OpenVic::Utilities::std_to_godot_string;
+using OpenVic::Utilities::std_view_to_godot_string;
+
+void GameSingleton::_bind_methods() {
+ OV_BIND_SMETHOD(setup_logger);
+
+ OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" });
+ OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {}));
+
+ OV_BIND_METHOD(GameSingleton::setup_game);
+
+ OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" });
+ OV_BIND_METHOD(GameSingleton::get_province_info_from_index, { "index" });
+
+ OV_BIND_METHOD(GameSingleton::get_map_width);
+ OV_BIND_METHOD(GameSingleton::get_map_height);
+ OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio);
+ OV_BIND_METHOD(GameSingleton::get_terrain_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_mapmode_count);
+ OV_BIND_METHOD(GameSingleton::get_mapmode_identifier);
+ OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" });
+ OV_BIND_METHOD(GameSingleton::get_selected_province_index);
+ OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" });
+
+ OV_BIND_METHOD(GameSingleton::expand_building, { "province_index", "building_type_identifier" });
+
+ OV_BIND_METHOD(GameSingleton::set_paused, { "paused" });
+ OV_BIND_METHOD(GameSingleton::toggle_paused);
+ OV_BIND_METHOD(GameSingleton::is_paused);
+ OV_BIND_METHOD(GameSingleton::increase_speed);
+ OV_BIND_METHOD(GameSingleton::decrease_speed);
+ OV_BIND_METHOD(GameSingleton::can_increase_speed);
+ OV_BIND_METHOD(GameSingleton::can_decrease_speed);
+ OV_BIND_METHOD(GameSingleton::get_longform_date);
+ OV_BIND_METHOD(GameSingleton::try_tick);
+
+ OV_BIND_METHOD(GameSingleton::generate_gui, { "gui_file", "gui_element" });
+
+ ADD_SIGNAL(MethodInfo("state_updated"));
+ ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index")));
+
+ OV_BIND_SMETHOD(
+ draw_pie_chart,
+ { "image", "stopAngles", "colours", "radius", "shadow_displacement", "shadow_tightness", "shadow_radius",
+ "shadow_thickness", "trim_colour", "trim_size", "gradient_falloff", "gradient_base", "donut", "donut_inner_trim",
+ "donut_inner_radius" }
+ );
+
+ OV_BIND_SMETHOD(load_image, { "path" });
+}
+
+Control* GameSingleton::generate_gui(String const& gui_file, String const& gui_element) {
+ GUI::Scene const* scene = game_manager.get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_file));
+ if (scene == nullptr) {
+ UtilityFunctions::push_error("Failed to find GUI file ", gui_file);
+ return nullptr;
+ }
+ GUI::Element const* element = scene->get_element_by_identifier(godot_to_std_string(gui_element));
+ if (element == nullptr) {
+ UtilityFunctions::push_error("Failed to find GUI element ", gui_element, " in GUI file ", gui_file);
+ return nullptr;
+ }
+
+ AssetManager* asset_manager = AssetManager::get_singleton();
+ ERR_FAIL_NULL_V(asset_manager, nullptr);
+ Control* result = nullptr;
+ if (!GodotGUIBuilder::generate_element(element, *asset_manager, result)) {
+ UtilityFunctions::push_error("Failed to generate GUI element ", gui_element, " in GUI file ", gui_file);
+ }
+ return result;
+}
+
+GFX::Sprite const* GameSingleton::get_gfx_sprite(String const& sprite_name) const {
+ return game_manager.get_ui_manager().get_sprite_by_identifier(godot_to_std_string(sprite_name));
+}
+
+void GameSingleton::draw_pie_chart(
+ Ref<Image> image, Array const& stopAngles, Array const& colours, float radius, Vector2 shadow_displacement,
+ float shadow_tightness, float shadow_radius, float shadow_thickness, Color trim_colour, float trim_size,
+ float gradient_falloff, float gradient_base, bool donut, bool donut_inner_trim, float donut_inner_radius
+) {
+ Utilities::draw_pie_chart(
+ image, stopAngles, colours, radius, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness,
+ trim_colour, trim_size, gradient_falloff, gradient_base, donut, donut_inner_trim, donut_inner_radius
+ );
+}
+
+Ref<Image> GameSingleton::load_image(String const& path) {
+ return Utilities::load_godot_image(path);
+}
+
+GameSingleton* GameSingleton::get_singleton() {
+ return singleton;
+}
+
+void GameSingleton::_on_state_updated() {
+ _update_colour_image();
+ emit_signal("state_updated");
+}
+
+/* REQUIREMENTS:
+ * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
+ */
+GameSingleton::GameSingleton()
+ : game_manager { std::bind(&GameSingleton::_on_state_updated, this) } {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+GameSingleton::~GameSingleton() {
+ ERR_FAIL_COND(singleton != this);
+ singleton = nullptr;
+}
+
+void GameSingleton::setup_logger() {
+ Logger::set_info_func([](std::string&& str) {
+ UtilityFunctions::print(std_to_godot_string(str));
+ });
+ Logger::set_warning_func([](std::string&& str) {
+ UtilityFunctions::push_warning(std_to_godot_string(str));
+ });
+ Logger::set_error_func([](std::string&& str) {
+ UtilityFunctions::push_error(std_to_godot_string(str));
+ });
+}
+
+Dataloader const& GameSingleton::get_dataloader() const {
+ return dataloader;
+}
+
+Error GameSingleton::setup_game() {
+ BookmarkManager const& bookmark_manager = game_manager.get_history_manager().get_bookmark_manager();
+ if (bookmark_manager.bookmarks_empty()) {
+ UtilityFunctions::push_error("No bookmark to load!");
+ return FAILED;
+ }
+ bool ret = game_manager.load_bookmark(&bookmark_manager.get_bookmarks().front());
+ // TODO - load pop history with the new history system
+ ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string());
+ 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);
+}
+
+template<std::derived_from<HasIdentifierAndColour> T>
+static Dictionary _distribution_to_dictionary(fixed_point_map_t<T const*> const& dist) {
+ static const StringName piechart_info_size_key = "size";
+ static const StringName piechart_info_colour_key = "colour";
+ Dictionary dict;
+ for (auto const& [key, val] : dist) {
+ if (key != nullptr) {
+ Dictionary sub_dict;
+ sub_dict[piechart_info_size_key] = val.to_float();
+ sub_dict[piechart_info_colour_key] = Utilities::to_godot_color(key->get_colour());
+ dict[std_view_to_godot_string(key->get_identifier())] = std::move(sub_dict);
+ } else {
+ UtilityFunctions::push_error("Null distribution key with value ", val.to_float());
+ }
+ }
+ return dict;
+}
+
+Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
+ static const StringName province_info_province_key = "province";
+ static const StringName province_info_region_key = "region";
+ static const StringName province_info_life_rating_key = "life_rating";
+ static const StringName province_info_terrain_type_key = "terrain_type";
+ static const StringName province_info_total_population_key = "total_population";
+ static const StringName province_info_pop_types_key = "pop_types";
+ static const StringName province_info_pop_ideologies_key = "pop_ideologies";
+ static const StringName province_info_pop_cultures_key = "pop_cultures";
+ static const StringName province_info_rgo_key = "rgo";
+ static const StringName province_info_buildings_key = "buildings";
+
+ Province const* province = game_manager.get_map().get_province_by_index(index);
+ if (province == nullptr) {
+ return {};
+ }
+ Dictionary ret;
+
+ ret[province_info_province_key] = std_view_to_godot_string(province->get_identifier());
+
+ Region const* region = province->get_region();
+ if (region != nullptr) {
+ ret[province_info_region_key] = std_view_to_godot_string(region->get_identifier());
+ }
+
+ Good const* rgo = province->get_rgo();
+ if (rgo != nullptr) {
+ ret[province_info_rgo_key] = std_view_to_godot_string(rgo->get_identifier());
+ }
+
+ ret[province_info_life_rating_key] = province->get_life_rating();
+
+ TerrainType const* terrain_type = province->get_terrain_type();
+ if (terrain_type != nullptr) {
+ ret[province_info_terrain_type_key] = std_view_to_godot_string(terrain_type->get_identifier());
+ }
+
+ ret[province_info_total_population_key] = province->get_total_population();
+ fixed_point_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution();
+ if (!pop_types.empty()) {
+ ret[province_info_pop_types_key] = _distribution_to_dictionary(pop_types);
+ }
+ fixed_point_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution();
+ if (!ideologies.empty()) {
+ ret[province_info_pop_ideologies_key] = _distribution_to_dictionary(ideologies);
+ }
+ fixed_point_map_t<Culture const*> const& cultures = province->get_culture_distribution();
+ if (!cultures.empty()) {
+ ret[province_info_pop_cultures_key] = _distribution_to_dictionary(cultures);
+ }
+
+ static const StringName building_info_building_key = "building";
+ static const StringName building_info_level_key = "level";
+ static const StringName building_info_expansion_state_key = "expansion_state";
+ static const StringName building_info_start_date_key = "start_date";
+ static const StringName building_info_end_date_key = "end_date";
+ static const StringName building_info_expansion_progress_key = "expansion_progress";
+
+ std::vector<BuildingInstance> const& buildings = province->get_buildings();
+ if (!buildings.empty()) {
+ Array buildings_array;
+ buildings_array.resize(buildings.size());
+ for (size_t idx = 0; idx < buildings.size(); ++idx) {
+ BuildingInstance const& building = buildings[idx];
+
+ Dictionary building_dict;
+ building_dict[building_info_building_key] = std_view_to_godot_string(building.get_identifier());
+ building_dict[building_info_level_key] = static_cast<int32_t>(building.get_level());
+ building_dict[building_info_expansion_state_key] = static_cast<int32_t>(building.get_expansion_state());
+ building_dict[building_info_start_date_key] = std_to_godot_string(building.get_start_date().to_string());
+ building_dict[building_info_end_date_key] = std_to_godot_string(building.get_end_date().to_string());
+ building_dict[building_info_expansion_progress_key] = building.get_expansion_progress();
+
+ buildings_array[idx] = building_dict;
+ }
+ ret[province_info_buildings_key] = buildings_array;
+ }
+ return ret;
+}
+
+int32_t GameSingleton::get_map_width() const {
+ return game_manager.get_map().get_width();
+}
+
+int32_t GameSingleton::get_map_height() const {
+ return game_manager.get_map().get_height();
+}
+
+float GameSingleton::get_map_aspect_ratio() const {
+ return static_cast<float>(get_map_width()) / static_cast<float>(get_map_height());
+}
+
+Ref<Texture> GameSingleton::get_terrain_texture() const {
+ return terrain_texture;
+}
+
+Vector2i GameSingleton::get_province_shape_image_subdivisions() const {
+ return image_subdivisions;
+}
+
+Ref<Texture> GameSingleton::get_province_shape_texture() const {
+ return province_shape_texture;
+}
+
+Ref<Texture> GameSingleton::get_province_colour_texture() const {
+ return province_colour_texture;
+}
+
+Error GameSingleton::_update_colour_image() {
+ static PackedByteArray colour_data_array;
+ static constexpr int64_t colour_data_array_size =
+ (static_cast<int64_t>(Province::MAX_INDEX) + 1) * sizeof(Mapmode::base_stripe_t);
+ colour_data_array.resize(colour_data_array_size);
+
+ Error err = OK;
+ if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) {
+ err = FAILED;
+ }
+
+ /* We reshape the list of colours into a square, as each texture dimensions cannot exceed 16384. */
+ static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4);
+ if (province_colour_image.is_null()) {
+ province_colour_image.instantiate();
+ ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED, "Failed to create province colour image");
+ }
+ /* Width is doubled as each province has a (base, stripe) colour pair. */
+ province_colour_image->set_data(
+ PROVINCE_INDEX_SQRT * 2, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array
+ );
+ if (province_colour_texture.is_null()) {
+ province_colour_texture = ImageTexture::create_from_image(province_colour_image);
+ ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED, "Failed to create province colour texture");
+ } else {
+ province_colour_texture->update(province_colour_image);
+ }
+ return err;
+}
+
+int32_t GameSingleton::get_mapmode_count() const {
+ return game_manager.get_map().get_mapmode_count();
+}
+
+String GameSingleton::get_mapmode_identifier(int32_t index) const {
+ Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_index(index);
+ if (mapmode != nullptr) {
+ return std_view_to_godot_string(mapmode->get_identifier());
+ }
+ return String {};
+}
+
+Error GameSingleton::set_mapmode(String const& identifier) {
+ Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_identifier(godot_to_std_string(identifier));
+ if (mapmode == nullptr) {
+ UtilityFunctions::push_error("Failed to set mapmode to: ", identifier);
+ return FAILED;
+ }
+ mapmode_index = mapmode->get_index();
+ _update_colour_image();
+ return OK;
+}
+
+int32_t GameSingleton::get_selected_province_index() const {
+ return game_manager.get_map().get_selected_province_index();
+}
+
+void GameSingleton::set_selected_province(int32_t index) {
+ game_manager.get_map().set_selected_province(index);
+ _update_colour_image();
+ emit_signal("province_selected", index);
+}
+
+Error GameSingleton::expand_building(int32_t province_index, String const& building_type_identifier) {
+ if (!game_manager.expand_building(province_index, godot_to_std_string(building_type_identifier))) {
+ UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index);
+ return FAILED;
+ }
+ return OK;
+}
+
+void GameSingleton::set_paused(bool paused) {
+ game_manager.get_clock().isPaused = paused;
+}
+
+void GameSingleton::toggle_paused() {
+ game_manager.get_clock().isPaused = !game_manager.get_clock().isPaused;
+}
+
+bool GameSingleton::is_paused() const {
+ return game_manager.get_clock().isPaused;
+}
+
+void GameSingleton::increase_speed() {
+ game_manager.get_clock().increaseSimulationSpeed();
+}
+
+void GameSingleton::decrease_speed() {
+ game_manager.get_clock().decreaseSimulationSpeed();
+}
+
+bool GameSingleton::can_increase_speed() const {
+ return game_manager.get_clock().canIncreaseSimulationSpeed();
+}
+
+bool GameSingleton::can_decrease_speed() const {
+ return game_manager.get_clock().canDecreaseSimulationSpeed();
+}
+
+String GameSingleton::get_longform_date() const {
+ return std_to_godot_string(game_manager.get_today().to_string());
+}
+
+void GameSingleton::try_tick() {
+ game_manager.get_clock().conditionallyAdvanceGame();
+}
+
+Error GameSingleton::_load_map_images(bool flip_vertical) {
+ if (province_shape_texture.is_valid()) {
+ UtilityFunctions::push_error("Map images have already been loaded!");
+ return FAILED;
+ }
+
+ Error err = OK;
+
+ const Vector2i province_dims {
+ static_cast<int32_t>(game_manager.get_map().get_width()),
+ static_cast<int32_t>(game_manager.get_map().get_height())
+ };
+
+ static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF;
+ // For each dimension of the image, this finds the small number of equal subdivisions
+ // required get the individual texture dims under GPU_DIM_LIMIT
+ for (int i = 0; i < 2; ++i) {
+ image_subdivisions[i] = 1;
+ while (province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0) {
+ ++image_subdivisions[i];
+ }
+ }
+
+ 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;
+ Array province_shape_images;
+ province_shape_images.resize(image_subdivisions.x * image_subdivisions.y);
+ 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),
+ province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
+ divided_dims.x * sizeof(Map::shape_pixel_t)
+ );
+ }
+
+ const Ref<Image> province_shape_subimage =
+ Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array);
+ if (province_shape_subimage.is_null()) {
+ UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")");
+ err = FAILED;
+ }
+ province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage;
+ }
+ }
+
+ province_shape_texture.instantiate();
+ if (province_shape_texture->create_from_images(province_shape_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ err = FAILED;
+ }
+
+ if (_update_colour_image() != OK) {
+ err = FAILED;
+ }
+
+ return err;
+}
+
+Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) {
+ static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS;
+
+ // Load the terrain texture sheet and prepare to slice it up
+ Ref<Image> terrain_sheet = Utilities::load_godot_image(terrain_texturesheet_path);
+ if (terrain_sheet.is_null()) {
+ UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
+ return FAILED;
+ }
+ terrain_sheet->flip_y();
+ const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
+ if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
+ UtilityFunctions::push_error(
+ "Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height,
+ " (must be square with dims positive multiples of ", SHEET_DIMS, ")"
+ );
+ return FAILED;
+ }
+ const int32_t slice_size = sheet_width / SHEET_DIMS;
+
+ Array terrain_images;
+ {
+ static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
+ Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
+ ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
+ water_image->fill({ 0.1f, 0.1f, 0.5f });
+ terrain_images.append(water_image);
+ }
+ Error err = OK;
+ for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) {
+ const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (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);
+ }
+
+ terrain_texture.instantiate();
+ if (terrain_texture->create_from_images(terrain_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ return FAILED;
+ }
+ return err;
+}
+
+Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
+ static constexpr std::string_view terrain_texture_file = "map/terrain/texturesheet.tga";
+
+ Dataloader::path_vector_t roots;
+ for (String const& path : file_paths) {
+ roots.push_back(godot_to_std_string(path));
+ }
+
+ Error err = OK;
+
+ if (!dataloader.set_roots(roots)) {
+ Logger::error("Failed to set dataloader roots!");
+ err = FAILED;
+ }
+ if (!dataloader.load_defines(game_manager)) {
+ UtilityFunctions::push_error("Failed to load defines!");
+ err = FAILED;
+ }
+ if (_load_terrain_variants_compatibility_mode(std_to_godot_string(
+ dataloader.lookup_file(terrain_texture_file).string())) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (_load_map_images(true) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ if (!game_manager.load_hardcoded_defines()) {
+ UtilityFunctions::push_error("Failed to hardcoded defines!");
+ err = FAILED;
+ }
+ if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) {
+ UtilityFunctions::push_error("Failed to load localisation!");
+ err = FAILED;
+ }
+
+ return err;
+}
+
+String GameSingleton::search_for_game_path(String hint_path) {
+ return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string());
+}
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();
+ };
+}
diff --git a/extension/src/openvic-extension/singletons/LoadLocalisation.cpp b/extension/src/openvic-extension/singletons/LoadLocalisation.cpp
new file mode 100644
index 0000000..96c67e8
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/LoadLocalisation.cpp
@@ -0,0 +1,160 @@
+#include "LoadLocalisation.hpp"
+
+#include <godot_cpp/classes/dir_access.hpp>
+#include <godot_cpp/classes/file_access.hpp>
+#include <godot_cpp/classes/translation_server.hpp>
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include "openvic-extension/utility/Utilities.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+void LoadLocalisation::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("load_file", "file_path", "locale"), &LoadLocalisation::load_file);
+ ClassDB::bind_method(D_METHOD("load_locale_dir", "dir_path", "locale"), &LoadLocalisation::load_locale_dir);
+ ClassDB::bind_method(D_METHOD("load_localisation_dir", "dir_path"), &LoadLocalisation::load_localisation_dir);
+}
+
+LoadLocalisation* LoadLocalisation::get_singleton() {
+ return _singleton;
+}
+
+LoadLocalisation::LoadLocalisation() {
+ ERR_FAIL_COND(_singleton != nullptr);
+ _singleton = this;
+}
+
+LoadLocalisation::~LoadLocalisation() {
+ ERR_FAIL_COND(_singleton != this);
+ _singleton = nullptr;
+}
+
+Error LoadLocalisation::_load_file(String const& file_path, Ref<Translation> translation) const {
+ const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ);
+ Error err = FileAccess::get_open_error();
+ if (err != OK || file.is_null()) {
+ UtilityFunctions::push_error("Failed to load localisation file: ", file_path);
+ return err == OK ? FAILED : err;
+ }
+ int line_number = 0;
+ while (!file->eof_reached()) {
+ static const String delimeter = ";";
+ const PackedStringArray line = file->get_csv_line(delimeter);
+ line_number++;
+ if (line.size() < 2 || line[0].is_empty() || line[1].is_empty()) {
+ if (!line[0].is_empty()) {
+ UtilityFunctions::push_warning(
+ "Key \"", line[0], "\" missing value on line ", line_number, " in file: ", file_path
+ );
+ err = FAILED;
+ } else if (line.size() >= 2 && !line[1].is_empty()) {
+ UtilityFunctions::push_warning(
+ "Value \"", line[1], "\" missing key on line ", line_number, " in file: ", file_path
+ );
+ err = FAILED;
+ }
+ continue;
+ }
+ translation->add_message(line[0], line[1].c_unescape());
+ }
+ return err;
+}
+
+Ref<Translation> LoadLocalisation::_get_translation(String const& locale) const {
+ TranslationServer* server = TranslationServer::get_singleton();
+ ERR_FAIL_NULL_V(server, nullptr);
+ Ref<Translation> translation = server->get_translation_object(locale);
+ if (translation.is_null() || translation->get_locale() != locale) {
+ translation.instantiate();
+ translation->set_locale(locale);
+ server->add_translation(translation);
+ }
+ return translation;
+}
+
+Error LoadLocalisation::load_file(String const& file_path, String const& locale) const {
+ return _load_file(file_path, _get_translation(locale));
+}
+
+/* REQUIREMENTS
+ * FS-18, FS-24, FS-25
+ */
+Error LoadLocalisation::load_locale_dir(String const& dir_path, String const& locale) const {
+ if (!DirAccess::dir_exists_absolute(dir_path)) {
+ UtilityFunctions::push_error("Locale directory does not exist: ", dir_path);
+ return FAILED;
+ }
+ /* This will add the locale to the list of loaded locales even if it has no
+ * localisation files - this is useful for testing other aspects of localisation
+ * such as number formatting and text direction. To disable this behaviour and
+ * only show non-empty localisations, move the `_get_translation` call to after
+ * the `files.size()` check.
+ */
+ const Ref<Translation> translation = _get_translation(locale);
+ const PackedStringArray files = DirAccess::get_files_at(dir_path);
+ if (files.size() < 1) {
+ UtilityFunctions::push_error("Locale directory does not contain any files: ", dir_path);
+ return FAILED;
+ }
+ Error err = OK;
+ for (String const& file_name : files) {
+ if (file_name.get_extension().to_lower() == "csv") {
+ if (_load_file(dir_path.path_join(file_name), translation) != OK) {
+ err = FAILED;
+ }
+ }
+ }
+ return err;
+}
+
+/* REQUIREMENTS
+ * FS-23
+ */
+Error LoadLocalisation::load_localisation_dir(String const& dir_path) const {
+ if (!DirAccess::dir_exists_absolute(dir_path)) {
+ UtilityFunctions::push_error("Localisation directory does not exist: ", dir_path);
+ return FAILED;
+ }
+ PackedStringArray const dirs = DirAccess::get_directories_at(dir_path);
+ if (dirs.size() < 1) {
+ UtilityFunctions::push_error("Localisation directory does not contain any sub-directories: ", dir_path);
+ return FAILED;
+ }
+ TranslationServer* server = TranslationServer::get_singleton();
+ ERR_FAIL_NULL_V(server, FAILED);
+ Error err = OK;
+ for (String const& locale_name : dirs) {
+ if (locale_name != server->standardize_locale(locale_name)) {
+ UtilityFunctions::push_error("Invalid locale directory name: ", locale_name);
+ } else if (load_locale_dir(dir_path.path_join(locale_name), locale_name) == OK) {
+ continue;
+ }
+ err = FAILED;
+ }
+ return err;
+}
+bool LoadLocalisation::add_message(std::string_view key, Dataloader::locale_t locale, std::string_view localisation) {
+ static Ref<Translation> translations[Dataloader::_LocaleCount] = { nullptr };
+ Ref<Translation>& translation = translations[locale];
+ if (translation.is_null()) {
+ translation = _singleton->_get_translation(Dataloader::locale_names[locale]);
+ if (translation.is_null()) {
+ UtilityFunctions::push_error("Failed to get translation object: ", Dataloader::locale_names[locale]);
+ return false;
+ }
+ }
+ const StringName godot_key = Utilities::std_view_to_godot_string_name(key);
+ const StringName godot_localisation = Utilities::std_view_to_godot_string_name(localisation);
+ if (0) {
+ const StringName old_localisation = translation->get_message(godot_key);
+ if (!old_localisation.is_empty()) {
+ UtilityFunctions::push_warning(
+ "Changing translation ", godot_key, " (", Dataloader::locale_names[locale], ") from \"",
+ old_localisation, "\" to \"", godot_localisation, "\""
+ );
+ }
+ }
+ translation->add_message(godot_key, godot_localisation);
+ return true;
+}
diff --git a/extension/src/openvic-extension/singletons/LoadLocalisation.hpp b/extension/src/openvic-extension/singletons/LoadLocalisation.hpp
new file mode 100644
index 0000000..b093fdf
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/LoadLocalisation.hpp
@@ -0,0 +1,31 @@
+#pragma once
+
+#include <godot_cpp/classes/translation.hpp>
+
+#include <openvic-simulation/dataloader/Dataloader.hpp>
+
+namespace OpenVic {
+ class LoadLocalisation : public godot::Object {
+ GDCLASS(LoadLocalisation, godot::Object)
+
+ static inline LoadLocalisation* _singleton = nullptr;
+
+ godot::Error _load_file(godot::String const& file_path, godot::Ref<godot::Translation> translation) const;
+ godot::Ref<godot::Translation> _get_translation(godot::String const& locale) const;
+
+ protected:
+ static void _bind_methods();
+
+ public:
+ static LoadLocalisation* get_singleton();
+
+ LoadLocalisation();
+ ~LoadLocalisation();
+
+ godot::Error load_file(godot::String const& file_path, godot::String const& locale) const;
+ godot::Error load_locale_dir(godot::String const& dir_path, godot::String const& locale) const;
+ godot::Error load_localisation_dir(godot::String const& dir_path) const;
+
+ static bool add_message(std::string_view key, Dataloader::locale_t locale, std::string_view localisation);
+ };
+}