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-rw-r--r--game/src/Game/Autoload/Events/GameDebug.gd21
-rw-r--r--game/src/Game/Autoload/Events/Localisation.gd30
-rw-r--r--game/src/Game/Autoload/Events/Options.gd30
-rw-r--r--game/src/Game/Autoload/Events/ShaderManager.gd48
4 files changed, 129 insertions, 0 deletions
diff --git a/game/src/Game/Autoload/Events/GameDebug.gd b/game/src/Game/Autoload/Events/GameDebug.gd
new file mode 100644
index 0000000..df7a23a
--- /dev/null
+++ b/game/src/Game/Autoload/Events/GameDebug.gd
@@ -0,0 +1,21 @@
+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/Game/Autoload/Events/Localisation.gd b/game/src/Game/Autoload/Events/Localisation.gd
new file mode 100644
index 0000000..eda7e51
--- /dev/null
+++ b/game/src/Game/Autoload/Events/Localisation.gd
@@ -0,0 +1,30 @@
+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/Game/Autoload/Events/Options.gd b/game/src/Game/Autoload/Events/Options.gd
new file mode 100644
index 0000000..fbeccef
--- /dev/null
+++ b/game/src/Game/Autoload/Events/Options.gd
@@ -0,0 +1,30 @@
+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/Game/Autoload/Events/ShaderManager.gd b/game/src/Game/Autoload/Events/ShaderManager.gd
new file mode 100644
index 0000000..a503c52
--- /dev/null
+++ b/game/src/Game/Autoload/Events/ShaderManager.gd
@@ -0,0 +1,48 @@
+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