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-rw-r--r--game/src/Autoload/Events/GameDebug.gd21
-rw-r--r--game/src/Autoload/Events/Localisation.gd30
-rw-r--r--game/src/Autoload/Events/Options.gd30
-rw-r--r--game/src/Autoload/Events/ShaderManager.gd48
4 files changed, 0 insertions, 129 deletions
diff --git a/game/src/Autoload/Events/GameDebug.gd b/game/src/Autoload/Events/GameDebug.gd
deleted file mode 100644
index df7a23a..0000000
--- a/game/src/Autoload/Events/GameDebug.gd
+++ /dev/null
@@ -1,21 +0,0 @@
-extends RefCounted
-
-# REQUIREMENTS:
-# * SS-56
-func _init():
- for engine_args in OS.get_cmdline_args():
- match(engine_args):
- "--game-debug":
- set_debug_mode(true)
-
- for engine_args in OS.get_cmdline_user_args():
- match(engine_args):
- "--game-debug", "-d", "--debug", "--debug-mode":
- set_debug_mode(true)
-
-func set_debug_mode(value : bool) -> void:
- ProjectSettings.set_setting("openvic/debug/enabled", value)
- print("Set debug mode to: ", value)
-
-func is_debug_mode() -> bool:
- return ProjectSettings.get_setting("openvic/debug/enabled", false)
diff --git a/game/src/Autoload/Events/Localisation.gd b/game/src/Autoload/Events/Localisation.gd
deleted file mode 100644
index eda7e51..0000000
--- a/game/src/Autoload/Events/Localisation.gd
+++ /dev/null
@@ -1,30 +0,0 @@
-extends RefCounted
-
-# REQUIREMENTS
-# * SS-59, SS-60, SS-61
-func get_default_locale() -> String:
- var locales := TranslationServer.get_loaded_locales()
- var default_locale := OS.get_locale()
- if default_locale in locales:
- return default_locale
- var default_language := OS.get_locale_language()
- for locale in locales:
- if locale.begins_with(default_language):
- return default_language
- return ProjectSettings.get_setting("internationalization/locale/fallback", "en_GB")
-
-func load_localisation(dir_path : String) -> void:
- if LoadLocalisation.load_localisation_dir(dir_path) == OK:
- print("loaded locales: ", TranslationServer.get_loaded_locales())
- else:
- push_error("Failed to load localisation directory: ", dir_path)
-
-# REQUIREMENTS
-# * SS-57
-# * FS-17
-func _init():
- var localisation_dir_path : String = ProjectSettings.get_setting("internationalization/locale/localisation_path", "")
- if localisation_dir_path.is_empty():
- push_error("Missing localisation_path setting!")
- else:
- load_localisation(localisation_dir_path)
diff --git a/game/src/Autoload/Events/Options.gd b/game/src/Autoload/Events/Options.gd
deleted file mode 100644
index fbeccef..0000000
--- a/game/src/Autoload/Events/Options.gd
+++ /dev/null
@@ -1,30 +0,0 @@
-extends RefCounted
-
-signal save_settings(save_file: ConfigFile)
-signal load_settings(load_file: ConfigFile)
-signal reset_settings()
-
-func load_settings_from_file() -> void:
- load_settings.emit(_settings_file)
-
-# REQUIREMENTS
-# * SS-11
-func save_settings_to_file() -> void:
- save_settings.emit(_settings_file)
- _settings_file.save(_settings_file_path)
-
-func try_reset_settings() -> void:
- reset_settings.emit()
-
-const settings_file_path_setting : String = "openvic/settings/settings_file_path"
-const settings_file_path_default : String = "user://settings.cfg"
-
-var _settings_file_path : String = ProjectSettings.get_setting(settings_file_path_setting, settings_file_path_default)
-var _settings_file := ConfigFile.new()
-
-# REQUIREMENTS
-# * SS-9
-# * UIFUN-7
-func _init():
- if FileAccess.file_exists(_settings_file_path):
- _settings_file.load(_settings_file_path)
diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd
deleted file mode 100644
index a503c52..0000000
--- a/game/src/Autoload/Events/ShaderManager.gd
+++ /dev/null
@@ -1,48 +0,0 @@
-extends RefCounted
-
-const param_province_shape_tex : StringName = &"province_shape_tex"
-const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions"
-const param_province_colour_tex : StringName = &"province_colour_tex"
-const param_hover_index : StringName = &"hover_index"
-const param_selected_index : StringName = &"selected_index"
-const param_terrain_tex : StringName = &"terrain_tex"
-const param_terrain_tile_factor : StringName = &"terrain_tile_factor"
-
-func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error:
- # Shader Material
- if material == null:
- push_error("material is null!")
- return FAILED
- if not material is ShaderMaterial:
- push_error("Invalid map mesh material class: ", material.get_class())
- return FAILED
- var shader_material : ShaderMaterial = material
-
- # Province shape texture
- var province_shape_texture := GameSingleton.get_province_shape_texture()
- if province_shape_texture == null:
- push_error("Failed to get province shape texture!")
- return FAILED
- shader_material.set_shader_parameter(param_province_shape_tex, province_shape_texture)
- var subdivisions := GameSingleton.get_province_shape_image_subdivisions()
- if subdivisions.x < 1 or subdivisions.y < 1:
- push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y)
- return FAILED
- shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions))
-
- if add_cosmetic_textures:
- # Province colour texture
- var map_province_colour_texture := GameSingleton.get_province_colour_texture()
- if map_province_colour_texture == null:
- push_error("Failed to get province colour image!")
- return FAILED
- shader_material.set_shader_parameter(param_province_colour_tex, map_province_colour_texture)
-
- # Terrain texture
- var terrain_texture := GameSingleton.get_terrain_texture()
- if terrain_texture == null:
- push_error("Failed to get terrain texture!")
- return FAILED
- shader_material.set_shader_parameter(param_terrain_tex, terrain_texture)
-
- return OK