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-rw-r--r--game/src/Game/GlobalClass/GameDebug.gd26
-rw-r--r--game/src/Game/GlobalClass/Localisation.gd34
-rw-r--r--game/src/Game/GlobalClass/ShaderManager.gd49
3 files changed, 109 insertions, 0 deletions
diff --git a/game/src/Game/GlobalClass/GameDebug.gd b/game/src/Game/GlobalClass/GameDebug.gd
new file mode 100644
index 0000000..08d2b8b
--- /dev/null
+++ b/game/src/Game/GlobalClass/GameDebug.gd
@@ -0,0 +1,26 @@
+class_name GameDebug
+extends RefCounted
+
+static var _singleton : GameDebug
+
+static var debug_mode : bool:
+ get = is_debug_mode, set = set_debug_mode
+
+static func set_debug_mode(value : bool) -> void:
+ if _singleton == null:
+ push_warning("Debug mode could not be set.")
+ return
+ _singleton._set_debug_mode(value)
+
+static func is_debug_mode() -> bool:
+ if _singleton == null:
+ push_warning("Could not get debug mode, returning false.")
+ return false
+ return _singleton._is_debug_mode()
+
+func _set_debug_mode(value : bool) -> void:
+ ArgumentParser.set_argument(&"game-debug", value)
+ print("Set debug mode to: ", value)
+
+func _is_debug_mode() -> bool:
+ return ArgumentParser.get_argument(&"game-debug", false)
diff --git a/game/src/Game/GlobalClass/Localisation.gd b/game/src/Game/GlobalClass/Localisation.gd
new file mode 100644
index 0000000..946dc50
--- /dev/null
+++ b/game/src/Game/GlobalClass/Localisation.gd
@@ -0,0 +1,34 @@
+class_name Localisation
+extends RefCounted
+
+# REQUIREMENTS
+# * SS-59, SS-60, SS-61
+static 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")
+
+static func load_localisation(dir_path : String) -> void:
+ if LoadLocalisation.load_localisation_dir(dir_path) != OK:
+ push_error("Error loading localisation directory: ", dir_path)
+ var loaded_locales : PackedStringArray = TranslationServer.get_loaded_locales()
+ print("Loaded ", loaded_locales.size(), " locales: ", loaded_locales)
+
+# REQUIREMENTS
+# * SS-57
+# * FS-17
+static func initialize():
+ var localisation_dir_path : String = ProjectSettings.get_setting("internationalization/locale/localisation_path", "")
+ if localisation_dir_path.is_empty():
+ push_error("internationalization/locale/localisation_path setting is empty!")
+ else:
+ Localisation.load_localisation(localisation_dir_path)
+
+static func tr_number(num) -> String:
+ return TextServerManager.get_primary_interface().format_number(str(num))
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd
new file mode 100644
index 0000000..fd91e31
--- /dev/null
+++ b/game/src/Game/GlobalClass/ShaderManager.gd
@@ -0,0 +1,49 @@
+class_name ShaderManagerClass
+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