From 9304fd4e109c27a7dfb487a15c9a52c4055ee485 Mon Sep 17 00:00:00 2001 From: hop311 Date: Sat, 28 Oct 2023 10:40:07 +0100 Subject: Astyle formatting (with manual cleanup) --- .astylesrc | 217 +++++++++++++++++++++ astyle.sh | 13 ++ extension/deps/openvic-simulation | 2 +- extension/src/openvic-extension/Checksum.hpp | 4 +- extension/src/openvic-extension/GameSingleton.cpp | 184 ++++++++++------- .../src/openvic-extension/LoadLocalisation.cpp | 11 +- extension/src/openvic-extension/MapMesh.cpp | 12 +- extension/src/openvic-extension/Utilities.cpp | 12 +- extension/src/openvic-extension/register_types.cpp | 3 +- 9 files changed, 367 insertions(+), 91 deletions(-) create mode 100644 .astylesrc create mode 100644 astyle.sh diff --git a/.astylesrc b/.astylesrc new file mode 100644 index 0000000..7891dcc --- /dev/null +++ b/.astylesrc @@ -0,0 +1,217 @@ +# @file Astyle code automatic formatting settings +# @see http://astyle.sourceforge.net/astyle.html#_General_Information + +# +# Java style uses attached braces. +# +# int Foo(bool isBar) { +# if (isBar) { +# bar(); +# return 1; +# } else +# return 0; +# } +# +--style=attach + +# +# Indent using all tab characters, if possible. If a continuation line is not an even number of tabs, +# spaces will be added at the end. Treat each tab as # spaces (e.g. -T6 / --indent=force-tab=6). +# # must be between 2 and 20. If no # is set, treats tabs as 4 spaces. +# +--indent=force-tab=4 + +# +# Add extra indentation to namespace blocks. This option has no effect on Java files. +# +--indent-namespaces + +# +# Indent multi-line preprocessor definitions ending with a backslash. Should be used with --convert-tabs for proper results. +# Does a pretty good job, but cannot perform miracles in obfuscated preprocessor definitions. +# Without this option the preprocessor statements remain unchanged. +# +--indent-preproc-define + +# +# Indent C++ comments beginning in column one. By default C++ comments beginning in column one are assumed to be +# commented-out code and not indented. This option will allow the comments to be indented with the code. +# +--indent-col1-comments + +# +# Indent, instead of align, continuation lines following lines that contain an opening paren '(' or an assignment '='. +# This includes function definitions and declarations and return statements. +# The indentation can be modified by using the following indent-continuation option. +# This option may be preferred for editors displaying proportional fonts. +# +--indent-after-parens + +# +# Set the continuation indent for a line that ends with an opening paren '(' or an assignment '='. +# This includes function definitions and declarations. It will also modify the previous indent-after-paren option. +# The value for # indicates a number of indents. The valid values are the integer values from 0 thru 4. +# If this option is not used, the default value of 1 is used. +# +--indent-continuation=1 + +# +# Set the minimal indent that is added when a header is built of multiple lines. +# This indent helps to easily separate the header from the command statements that follow. +# The value for # indicates a number of indents and is a minimum value. +# The indent may be greater to align with the data on the previous line. +# The valid values are: +# 0 - no minimal indent. The lines will be aligned with the paren on the preceding line. +# 1 - indent at least one additional indent. +# 2 - indent at least two additional indents. +# 3 - indent at least one-half an additional indent. This is intended for large indents (e.g. 8). +# The default value is 2, two additional indents. +# +--min-conditional-indent=0 + +# +# Set the maximum of # spaces to indent a continuation line. The # indicates a number of columns and +# must not be less than 40 or greater than 120. If no value is set, the default value of 40 will be used. +# This option will prevent continuation lines from extending too far to the right. +# Setting a larger value will allow the code to be extended further to the right. +# +#--max-continuation-indent=40 + +# +# Indent labels so that they appear one indent less than +# the current indentation level, rather than being +# flushed completely to the left (which is the default). +# +--indent-labels + +# +# This option improves indentation of C++ lambda functions. As it currently does not work well with +# complex lambda function bodies, this feature is not enabled by default. +# +#--lambda-indent + +# +# Attach a pointer or reference operator (*, &, or ^) to either the variable type (left) or variable name (right), or place it between the type and name (middle). +# +--align-pointer=type + +# +# This option will align references separate from pointers. Pointers are not changed by this option. +# If pointers and references are to be aligned the same, use the previous align-pointer option. +# +--align-reference=type + +# +# Add brackets to unbracketed one line conditional statements (e.g. 'if', 'for', 'while'...). +# The statement must be on a single line. The brackets will be added according to the currently requested predefined style or bracket type. +# If no style or bracket type is requested the brackets will be attached. +# If --add-one-line-brackets is also used the result will be one line brackets. +# +--add-braces + +# Don't break complex statements and multiple statements residing on a single line. +# +#--keep-one-line-statements + +# +# The option max?code?length will break a line if the code exceeds # characters. +# The valid values are 50 thru 200. Lines without logical conditionals will break on a logical conditional (||, &&, ...), comma, paren, semicolon, or space. +# Some code will not be broken, such as comments, quotes, and arrays. If used with keep?one?line?blocks or add-one-line-brackets the blocks will NOT be broken. +# If used with keep?one?line?statements the statements will be broken at a semicolon if the line goes over the maximum length. +# If there is no available break point within the max code length, the line will be broken at the first available break point after the max code length. +# +--max-code-length=128 + +# +# By default logical conditionals will be placed first on the new line. +# The option break?after?logical will cause the logical conditionals to be placed last on the previous line. This option has no effect without max?code?length. +# +#--break-after-logical + +# +# Indent a C type, C#, or Java file. C type files are C, C++, C++/CLI, and Objective-C. The option is usually set from the file extension for each file. +# +--mode=c + +# +# Verbose display mode. Display optional information, such as release number, date, option file locations, and statistical data. +# +--verbose + +# +# Formatted files display mode. Display only the files that have been formatted. Do not display files that are unchanged. +# +--formatted + +# +# Force use of the specified line end style. Valid options are windows (CRLF), linux (LF), and macold (CR). +# MacOld style is the format for Mac OS 9 and earlier. OS X uses the Linux style. +# If one of these options is not used the line ends will be determined automatically from the input file. +# When redirection is used on Windows the output will always have Windows line ends. This option will be ignored. +# +--lineend=linux + +# +# Insert space padding around operators. This will also pad commas. Any end of line comments will remain +# in the original column, if possible. Note that there is no option to unpad. Once padded, they stay padded. +# +--pad-oper + +# +# Insert space padding between a header (e.g. 'if', 'for', 'while'...) and the following paren. +# Any end of line comments will remain in the original column, if possible. +# This can be used with unpad-paren to remove unwanted spaces. +# +--pad-header + +# +# Remove extra space padding around parens on the inside and outside. Any end of line comments will remain in the original +# column, if possible. This option can be used in combination with the paren padding options pad-paren, pad-paren-out, +# pad-paren-in, and pad-header above. Only padding that has not been requested by other options will be removed. +# For example, if a source has parens padded on both the inside and outside, and you want inside only. +# You need to use unpad-paren to remove the outside padding, and pad-paren-in to retain the inside padding. +# Using only pad-paren-in> would not remove the outside padding. +# +--unpad-paren + +# +# Remove padding around square brackets on both the outside and the inside. +# +--unpad-brackets + +# +# Remove superfluous empty lines exceeding the given number. +# +--squeeze-lines=1 + +# +# Remove superfluous whitespace +# +--squeeze-ws + +# +# Attach the return type to the function name. The two options are for the function definitions (-xf), +# and the function declarations or signatures (-xh). They are intended to undo the --break-return-type options. +# If used with --break-return-type, the result will be to break the return type. +# This option has no effect on Objective-C functions. +# +--attach-return-type + +# +# Closes whitespace between the ending angle brackets of template definitions. +# Closing the ending angle brackets is now allowed by the C++11 standard. +# Be sure your compiler supports this before making the changes. +# +--close-templates + +# +# Do not retain a backup of the original file. The original file is purged after it is formatted. +# +--suffix=none + +# +# Preserve the original file's date and time modified. +# The time modified will be changed a few microseconds to force the changed files to compile. +# This option is not effective if redirection is used to rename the input file. +# +--preserve-date diff --git a/astyle.sh b/astyle.sh new file mode 100644 index 0000000..4500290 --- /dev/null +++ b/astyle.sh @@ -0,0 +1,13 @@ +#!/usr/bin/env bash + +echo "\n\nFormatting openvic-extension with astyle:\n" +astyle --options=.astylesrc --recursive ./extension/src/*.?pp + +if [ -d ./extension/deps/openvic-simulation ]; then + cd ./extension/deps/openvic-simulation + if [ -f ./astyle.sh ]; then + ./astyle.sh + fi +fi + +exit 0 diff --git a/extension/deps/openvic-simulation b/extension/deps/openvic-simulation index 19e5829..370567a 160000 --- a/extension/deps/openvic-simulation +++ b/extension/deps/openvic-simulation @@ -1 +1 @@ -Subproject commit 19e5829e47e9d823f1f979d1f2c95fdb9aae5bb4 +Subproject commit 370567abbd8a9e2929915a3faba95e3e35c20bcc diff --git a/extension/src/openvic-extension/Checksum.hpp b/extension/src/openvic-extension/Checksum.hpp index b12a9cd..38839df 100644 --- a/extension/src/openvic-extension/Checksum.hpp +++ b/extension/src/openvic-extension/Checksum.hpp @@ -15,7 +15,9 @@ namespace OpenVic { } public: - inline static Checksum* get_singleton() { return _checksum; } + inline static Checksum* get_singleton() { + return _checksum; + } inline Checksum() { ERR_FAIL_COND(_checksum != nullptr); diff --git a/extension/src/openvic-extension/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp index b294691..877fb4a 100644 --- a/extension/src/openvic-extension/GameSingleton.cpp +++ b/extension/src/openvic-extension/GameSingleton.cpp @@ -16,70 +16,75 @@ using OpenVic::Utilities::godot_to_std_string; GameSingleton* GameSingleton::singleton = nullptr; +#define BM ClassDB::bind_method +#define BSM ClassDB::bind_static_method + void GameSingleton::_bind_methods() { - ClassDB::bind_static_method("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger); - ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode); - ClassDB::bind_static_method("GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String{})); - ClassDB::bind_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file); - ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game); - - ClassDB::bind_method(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords); - ClassDB::bind_method(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index); - ClassDB::bind_method(D_METHOD("get_width"), &GameSingleton::get_width); - ClassDB::bind_method(D_METHOD("get_height"), &GameSingleton::get_height); - ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio); - ClassDB::bind_method(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture); - ClassDB::bind_method(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions); - ClassDB::bind_method(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture); - ClassDB::bind_method(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture); - - ClassDB::bind_method(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count); - ClassDB::bind_method(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier); - ClassDB::bind_method(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode); - ClassDB::bind_method(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index); - ClassDB::bind_method(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province); - - ClassDB::bind_method(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building); - - ClassDB::bind_method(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused); - ClassDB::bind_method(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused); - ClassDB::bind_method(D_METHOD("is_paused"), &GameSingleton::is_paused); - ClassDB::bind_method(D_METHOD("increase_speed"), &GameSingleton::increase_speed); - ClassDB::bind_method(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed); - ClassDB::bind_method(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed); - ClassDB::bind_method(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed); - ClassDB::bind_method(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date); - ClassDB::bind_method(D_METHOD("try_tick"), &GameSingleton::try_tick); + BSM("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger); + BM(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode); + BSM("GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String{})); + BM(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file); + BM(D_METHOD("setup_game"), &GameSingleton::setup_game); + + BM(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords); + BM(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index); + BM(D_METHOD("get_width"), &GameSingleton::get_width); + BM(D_METHOD("get_height"), &GameSingleton::get_height); + BM(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio); + BM(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture); + BM(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions); + BM(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture); + BM(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture); + + BM(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count); + BM(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier); + BM(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode); + BM(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index); + BM(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province); + + BM(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building); + + BM(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused); + BM(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused); + BM(D_METHOD("is_paused"), &GameSingleton::is_paused); + BM(D_METHOD("increase_speed"), &GameSingleton::increase_speed); + BM(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed); + BM(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed); + BM(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed); + BM(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date); + BM(D_METHOD("try_tick"), &GameSingleton::try_tick); ADD_SIGNAL(MethodInfo("state_updated")); ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index"))); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_total_population_key"), &GameSingleton::get_province_info_total_population_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key); - - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_state_key"), &GameSingleton::get_building_info_expansion_state_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_progress_key"), &GameSingleton::get_building_info_expansion_progress_key); - - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key); - - ClassDB::bind_static_method("GameSingleton", D_METHOD("draw_pie_chart", "image", "stopAngles", "colours", "radius", + BSM("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key); + BSM("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key); + BSM("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key); + BSM("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key); + BSM("GameSingleton", D_METHOD("get_province_info_total_population_key"), + &GameSingleton::get_province_info_total_population_key); + BSM("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key); + BSM("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key); + BSM("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key); + BSM("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key); + BSM("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key); + + BSM("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key); + BSM("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key); + BSM("GameSingleton", D_METHOD("get_building_info_expansion_state_key"), &GameSingleton::get_building_info_expansion_state_key); + BSM("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key); + BSM("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key); + BSM("GameSingleton", D_METHOD("get_building_info_expansion_progress_key"), + &GameSingleton::get_building_info_expansion_progress_key); + + BSM("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key); + BSM("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key); + + BSM("GameSingleton", D_METHOD("draw_pie_chart", "image", "stopAngles", "colours", "radius", "shadow_displacement", "shadow_tightness", "shadow_radius", "shadow_thickness", "trim_colour", "trim_size", "gradient_falloff", "gradient_base", "donut", "donut_inner_trim", "donut_inner_radius"), &GameSingleton::draw_pie_chart); - ClassDB::bind_static_method("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image); + BSM("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image); } void GameSingleton::draw_pie_chart(Ref image, @@ -88,7 +93,8 @@ void GameSingleton::draw_pie_chart(Ref image, Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut, bool donut_inner_trim, float donut_inner_radius) { - Utilities::draw_pie_chart(image, stopAngles, colours, radius, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness, + Utilities::draw_pie_chart(image, stopAngles, colours, radius, shadow_displacement, + shadow_tightness, shadow_radius, shadow_thickness, trim_colour, trim_size, gradient_falloff, gradient_base, donut, donut_inner_trim, donut_inner_radius); } @@ -109,15 +115,24 @@ void GameSingleton::_on_state_updated() { /* REQUIREMENTS: * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34 */ -GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } } { +GameSingleton::GameSingleton() : game_manager { + [this]() { + _on_state_updated(); + } } { ERR_FAIL_COND(singleton != nullptr); singleton = this; } void GameSingleton::setup_logger() { - Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(std_to_godot_string(str)); }); - Logger::set_warning_func([](std::string&& str) { UtilityFunctions::push_warning(std_to_godot_string(str)); }); - Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); }); + Logger::set_info_func([](std::string&& str) { + UtilityFunctions::print(std_to_godot_string(str)); + }); + Logger::set_warning_func([](std::string&& str) { + UtilityFunctions::push_warning(std_to_godot_string(str)); + }); + Logger::set_error_func([](std::string&& str) { + UtilityFunctions::push_error(std_to_godot_string(str)); + }); } GameSingleton::~GameSingleton() { @@ -231,23 +246,33 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { ret[get_province_info_province_key()] = std_view_to_godot_string(province->get_identifier()); Region const* region = province->get_region(); - if (region != nullptr) ret[get_province_info_region_key()] = std_view_to_godot_string(region->get_identifier()); + if (region != nullptr) { + ret[get_province_info_region_key()] = std_view_to_godot_string(region->get_identifier()); + } Good const* rgo = province->get_rgo(); - if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_view_to_godot_string(rgo->get_identifier()); + if (rgo != nullptr) { + ret[get_province_info_rgo_key()] = std_view_to_godot_string(rgo->get_identifier()); + } ret[get_province_info_life_rating_key()] = province->get_life_rating(); TerrainType const* terrain_type = province->get_terrain_type(); - if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_view_to_godot_string(terrain_type->get_identifier()); + if (terrain_type != nullptr) { + ret[get_province_info_terrain_type_key()] = std_view_to_godot_string(terrain_type->get_identifier()); + } ret[get_province_info_total_population_key()] = province->get_total_population(); distribution_t const& pop_types = province->get_pop_type_distribution(); - if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types); + if (!pop_types.empty()) { + ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types); + } //distribution_t const& ideologies = province->get_ideology_distribution(); //if (!ideologies.empty()) ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies); distribution_t const& cultures = province->get_culture_distribution(); - if (!cultures.empty()) ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures); + if (!cultures.empty()) { + ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures); + } std::vector const& buildings = province->get_buildings(); if (!buildings.empty()) { @@ -305,8 +330,9 @@ Error GameSingleton::_update_colour_image() { colour_data_array.resize(colour_data_array_size); Error err = OK; - if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) + if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) { err = FAILED; + } static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4); if (province_colour_image.is_null()) { @@ -320,7 +346,9 @@ Error GameSingleton::_update_colour_image() { province_colour_texture = ImageTexture::create_from_image(province_colour_image); ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED, "Failed to create province colour texture"); - } else province_colour_texture->update(province_colour_image); + } else { + province_colour_texture->update(province_colour_image); + } return err; } @@ -330,7 +358,9 @@ int32_t GameSingleton::get_mapmode_count() const { String GameSingleton::get_mapmode_identifier(int32_t index) const { Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_index(index); - if (mapmode != nullptr) return std_view_to_godot_string(mapmode->get_identifier()); + if (mapmode != nullptr) { + return std_view_to_godot_string(mapmode->get_identifier()); + } return String {}; } @@ -431,7 +461,9 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x, divided_dims.x * sizeof(Map::shape_pixel_t)); - const Ref province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array); + const Ref province_shape_subimage = Image::create_from_data( + divided_dims.x, divided_dims.y, + false, Image::FORMAT_RGB8, index_data_array); if (province_shape_subimage.is_null()) { UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")"); err = FAILED; @@ -446,7 +478,9 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { err = FAILED; } - if (_update_colour_image() != OK) err = FAILED; + if (_update_colour_image() != OK) { + err = FAILED; + } return err; } @@ -463,7 +497,8 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter terrain_sheet->flip_y(); const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height(); if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) { - UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")"); + UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, + " (must be square with dims positive multiples of ", SHEET_DIMS, ")"); return FAILED; } const int32_t slice_size = sheet_width / SHEET_DIMS; @@ -513,9 +548,8 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi UtilityFunctions::push_error("Failed to load defines!"); err = FAILED; } - if (_load_terrain_variants_compatibility_mode( - std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string()) - ) != OK) { + if (_load_terrain_variants_compatibility_mode(std_to_godot_string( + dataloader.lookup_file(terrain_texture_file).string())) != OK) { UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } diff --git a/extension/src/openvic-extension/LoadLocalisation.cpp b/extension/src/openvic-extension/LoadLocalisation.cpp index 418f01c..6ed92fd 100644 --- a/extension/src/openvic-extension/LoadLocalisation.cpp +++ b/extension/src/openvic-extension/LoadLocalisation.cpp @@ -101,8 +101,9 @@ Error LoadLocalisation::load_locale_dir(String const& dir_path, String const& lo Error err = OK; for (String const& file_name : files) { if (file_name.get_extension().to_lower() == "csv") { - if (_load_file_into_translation(dir_path.path_join(file_name), translation) != OK) + if (_load_file_into_translation(dir_path.path_join(file_name), translation) != OK) { err = FAILED; + } } } return err; @@ -128,10 +129,11 @@ Error LoadLocalisation::load_localisation_dir(String const& dir_path) const { } Error err = OK; for (String const& locale_name : dirs) { - if (locale_name != server->standardize_locale(locale_name)) + if (locale_name != server->standardize_locale(locale_name)) { UtilityFunctions::push_error("Invalid locale directory name: ", locale_name); - else if (load_locale_dir(dir_path.path_join(locale_name), locale_name) == OK) + } else if (load_locale_dir(dir_path.path_join(locale_name), locale_name) == OK) { continue; + } err = FAILED; } return err; @@ -151,7 +153,8 @@ bool LoadLocalisation::add_message(std::string_view key, Dataloader::locale_t lo if (0) { const StringName old_localisation = translation->get_message(godot_key); if (!old_localisation.is_empty()) { - UtilityFunctions::push_warning("Changing translation ", godot_key, " (", Dataloader::locale_names[locale], ") from \"", old_localisation, "\" to \"", godot_localisation, "\""); + UtilityFunctions::push_warning("Changing translation ", godot_key, " (", Dataloader::locale_names[locale], ") from \"", + old_localisation, "\" to \"", godot_localisation, "\""); } } translation->add_message(godot_key, godot_localisation); diff --git a/extension/src/openvic-extension/MapMesh.cpp b/extension/src/openvic-extension/MapMesh.cpp index 269360a..39cee41 100644 --- a/extension/src/openvic-extension/MapMesh.cpp +++ b/extension/src/openvic-extension/MapMesh.cpp @@ -21,10 +21,14 @@ void MapMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("get_core_aabb"), &MapMesh::get_core_aabb); ClassDB::bind_method(D_METHOD("is_valid_uv_coord"), &MapMesh::is_valid_uv_coord); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_NONE, "suffix:m"), "set_aspect_ratio", "get_aspect_ratio"); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "repeat_proportion", PROPERTY_HINT_NONE, "suffix:m"), "set_repeat_proportion", "get_repeat_proportion"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_NONE, "suffix:m"), + "set_aspect_ratio", "get_aspect_ratio"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "repeat_proportion", PROPERTY_HINT_NONE, "suffix:m"), + "set_repeat_proportion", "get_repeat_proportion"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), + "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), + "set_subdivide_depth", "get_subdivide_depth"); } void MapMesh::_request_update() { diff --git a/extension/src/openvic-extension/Utilities.cpp b/extension/src/openvic-extension/Utilities.cpp index ea7e888..87f0422 100644 --- a/extension/src/openvic-extension/Utilities.cpp +++ b/extension/src/openvic-extension/Utilities.cpp @@ -35,7 +35,7 @@ static Ref load_dds_image(String const& path) { UtilityFunctions::print("needs_bgr_to_rgb = ", needs_bgr_to_rgb); if (needs_bgr_to_rgb) { for (size_t i = 0; i < pixels.size(); i += 4) { - std::swap(pixels[i], pixels[i+2]); + std::swap(pixels[i], pixels[i + 2]); } } @@ -60,7 +60,9 @@ static Vector2 getPolar(Vector2 UVin, Vector2 center) { Vector2 relcoord = (UVin - center); float dist = relcoord.length(); float theta = std::numbers::pi / 2 + atan2(relcoord.y, relcoord.x); - if (theta < 0.0f) theta += std::numbers::pi * 2; + if (theta < 0.0f) { + theta += std::numbers::pi * 2; + } return { dist, theta }; } @@ -84,7 +86,8 @@ static Color pie_chart_fragment(Vector2 UV, float radius, Array const& stopAngle Vector2 shadow_polar = getPolar(UV, shadow_displacement); float shadow_peak = radius + (radius - donut_inner_radius) / 2.0; - float shadow_gradient = shadow_thickness + parabola_shadow(shadow_tightness * -10.0, shadow_polar.x + shadow_peak - shadow_radius); + float shadow_gradient = shadow_thickness + parabola_shadow(shadow_tightness * -10.0, + shadow_polar.x + shadow_peak - shadow_radius); // Inner hole of the donut => make it transparent if (donut && dist <= donut_inner_radius) { @@ -133,8 +136,7 @@ void Utilities::draw_pie_chart(Ref image, for (int32_t y = 0; y < size; ++y) { for (int32_t x = 0; x < size; ++x) { image->set_pixel(x, y, pie_chart_fragment( - { static_cast(x) / static_cast(size), - static_cast(y) / static_cast(size) }, + Vector2 { static_cast(x), static_cast(y) } / size, radius, stopAngles, colours, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness, trim_colour, trim_size, gradient_falloff, gradient_base, diff --git a/extension/src/openvic-extension/register_types.cpp b/extension/src/openvic-extension/register_types.cpp index 273bb85..c954de1 100644 --- a/extension/src/openvic-extension/register_types.cpp +++ b/extension/src/openvic-extension/register_types.cpp @@ -51,7 +51,8 @@ void uninitialize_openvic_types(ModuleInitializationLevel p_level) { extern "C" { // Initialization. - GDExtensionBool GDE_EXPORT openvic_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) { + GDExtensionBool GDE_EXPORT openvic_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, + GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) { GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization); init_obj.register_initializer(initialize_openvic_types); -- cgit v1.2.3-56-ga3b1