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Diffstat (limited to 'game/src/Game/GameSession/MapControlPanel/Minimap.gd')
-rw-r--r--game/src/Game/GameSession/MapControlPanel/Minimap.gd105
1 files changed, 0 insertions, 105 deletions
diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
deleted file mode 100644
index 7cf1794..0000000
--- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd
+++ /dev/null
@@ -1,105 +0,0 @@
-extends Control
-
-signal minimap_clicked(pos_clicked : Vector2)
-
-const _action_click : StringName = &"map_click"
-
-@export var _minimap_texture : Control
-var _minimap_shader : ShaderMaterial
-
-var _viewport_points : PackedVector2Array
-
-func _ready() -> void:
- _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_map_aspect_ratio(), 1.0) * 150
- var minimap_material := _minimap_texture.get_material()
- if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK:
- push_error("Failed to set up minimap shader")
- else:
- _minimap_shader = minimap_material
- GameSingleton.province_selected.connect(_on_province_selected)
-
-func _on_province_selected(index : int) -> void:
- if _minimap_shader != null:
- _minimap_shader.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index)
-
-# REQUIREMENTS
-# * SS-80
-# * UI-752
-func _draw() -> void:
- if _viewport_points.size() > 1:
- draw_multiline(_viewport_points, Color.WHITE, -1)
-
-# REQUIREMENTS
-# * SS-81
-# * UIFUN-127
-func _gui_input(event : InputEvent) -> void:
- if Input.is_action_pressed(_action_click):
- var pos_clicked := get_local_mouse_position() / size - Vector2(0.5, 0.5)
- if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5:
- minimap_clicked.emit(pos_clicked)
-
-# Returns the point on the line going through p and q with the specific x coord
-func _intersect_x(p : Vector2, q : Vector2, x : float) -> Vector2:
- if p.x == q.x:
- return Vector2(x, 0.5 * (p.y + q.y))
- var t := (x - q.x) / (p.x - q.x)
- return q + t * (p - q)
-
-# Returns the point on the line going through p and q with the specific y coord
-func _intersect_y(p : Vector2, q : Vector2, y : float) -> Vector2:
- if p.y == q.y:
- return Vector2(0.5 * (p.x + q.x), y)
- var t := (y - q.y) / (p.y - q.y)
- return q + t * (p - q)
-
-const _one_x := Vector2(1, 0)
-
-func _add_line_looped_over_x(left : Vector2, right : Vector2) -> void:
- if left.x < 0:
- if right.x < 0:
- _viewport_points.push_back(left + _one_x)
- _viewport_points.push_back(right + _one_x)
- else:
- var mid_point := _intersect_x(left, right, 0)
- _viewport_points.push_back(mid_point)
- _viewport_points.push_back(right)
- mid_point.x = 1
- _viewport_points.push_back(left + _one_x)
- _viewport_points.push_back(mid_point)
- elif right.x > 1:
- if left.x > 1:
- _viewport_points.push_back(left - _one_x)
- _viewport_points.push_back(right - _one_x)
- else:
- var mid_point := _intersect_x(left, right, 1)
- _viewport_points.push_back(left)
- _viewport_points.push_back(mid_point)
- mid_point.x = 0
- _viewport_points.push_back(mid_point)
- _viewport_points.push_back(right - _one_x)
- else:
- _viewport_points.push_back(left)
- _viewport_points.push_back(right)
-
-# This can break if the viewport is rotated too far!
-func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void:
- # Bound far y coords
- if far_left.y < 0:
- far_left = _intersect_y(near_left, far_left, 0)
- if far_right.y < 0:
- far_right = _intersect_y(near_right, far_right, 0)
- # Bound near y coords
- if near_left.y > 1:
- near_left = _intersect_y(near_left, far_left, 1)
- if near_right.y > 1:
- near_right = _intersect_y(near_right, far_right, 1)
-
- _viewport_points.clear()
- _add_line_looped_over_x(near_left, near_right)
- _add_line_looped_over_x(far_left, far_right)
- _add_line_looped_over_x(far_left, near_left)
- _add_line_looped_over_x(near_right, far_right)
-
- for i : int in _viewport_points.size():
- _viewport_points[i] *= size
- queue_redraw()