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Diffstat (limited to 'game/src/Game/GameStart.gd')
-rw-r--r--game/src/Game/GameStart.gd39
1 files changed, 30 insertions, 9 deletions
diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd
index 857fea9..7a52846 100644
--- a/game/src/Game/GameStart.gd
+++ b/game/src/Game/GameStart.gd
@@ -6,13 +6,17 @@ const GameMenuScene := preload("res://src/Game/GameMenu.tscn")
@export_subgroup("Nodes")
@export var loading_screen : LoadingScreen
+@export var vic2_dir_dialog : FileDialog
@export_subgroup("")
@export var section_name : String = "general"
@export var setting_name : String = "base_defines_path"
+
var _settings_base_path : String = ""
+var _compatibility_path_list : PackedStringArray = []
func _ready() -> void:
+ Localisation.initialize()
if ArgumentParser.get_argument(&"help"):
ArgumentParser._print_help()
# For some reason this doesn't get freed properly
@@ -31,7 +35,8 @@ func _ready() -> void:
Events.Options.load_settings_from_file()
sound_tab.queue_free()
- loading_screen.start_loading_screen(_initialize_game)
+ await _setup_compatibility_mode_paths()
+ await loading_screen.start_loading_screen(_initialize_game)
func _load_setting(file : ConfigFile) -> void:
if file == null: return
@@ -41,7 +46,7 @@ func _save_setting(file : ConfigFile) -> void:
if file == null: return
file.set_value(section_name, setting_name, _settings_base_path)
-func _load_compatibility_mode() -> void:
+func _setup_compatibility_mode_paths() -> void:
# To test mods, set your base path to Victoria II and then pass mods in reverse order with --mod="mod" for each mod.
var arg_base_path : String = ArgumentParser.get_argument(&"base-path", "")
@@ -67,23 +72,40 @@ func _load_compatibility_mode() -> void:
# and if not also search for a Steam install
actual_base_path = GameSingleton.search_for_game_path("..")
if not actual_base_path:
- OS.alert(tr("ERROR_ASSET_PATH_NOT_FOUND_MESSAGE"), tr("ERROR_ASSET_PATH_NOT_FOUND"))
- get_tree().quit()
- return
+ get_tree().paused = true
+ vic2_dir_dialog.popup_centered_ratio()
+ # Remove with https://github.com/godotengine/godot/pull/81178
+ vic2_dir_dialog.ok_button_text = "VIC2_DIR_DIALOG_SELECT"
+ # WHY WON'T CANCEL AUTO-TRANSLATE WORK NOW?!?!?!?
+ var cancel_button := vic2_dir_dialog.get_cancel_button()
+ cancel_button.auto_translate = false
+ cancel_button.auto_translate = true
+ var failure_func := func() -> void:
+ get_window().mode = Window.MODE_WINDOWED
+ OS.alert(tr("ERROR_ASSET_PATH_NOT_FOUND_MESSAGE"), tr("ERROR_ASSET_PATH_NOT_FOUND"))
+ get_tree().quit()
+ vic2_dir_dialog.canceled.connect(failure_func)
+ await vic2_dir_dialog.dir_selected
+ get_tree().paused = false
+ actual_base_path = GameSingleton.search_for_game_path(vic2_dir_dialog.current_path)
+ if not actual_base_path:
+ failure_func.call()
+ return
if not _settings_base_path:
_settings_base_path = actual_base_path
# Save the path found in the search
Events.Options.save_settings_to_file()
- var paths : PackedStringArray = [actual_base_path]
+ _compatibility_path_list = [actual_base_path]
# Add mod paths
var settings_mod_names : PackedStringArray = ArgumentParser.get_argument(&"mod", "")
for mod_name : String in settings_mod_names:
- paths.push_back(actual_base_path + "/mod/" + mod_name)
+ _compatibility_path_list.push_back(actual_base_path + "/mod/" + mod_name)
- if GameSingleton.load_defines_compatibility_mode(paths) != OK:
+func _load_compatibility_mode() -> void:
+ if GameSingleton.load_defines_compatibility_mode(_compatibility_path_list) != OK:
push_error("Errors loading game defines!")
# REQUIREMENTS
@@ -93,7 +115,6 @@ func _initialize_game() -> void:
loading_screen.try_update_loading_screen(0)
GameSingleton.setup_logger()
- Localisation.initialize()
loading_screen.try_update_loading_screen(15, true)
_load_compatibility_mode()