From 4e9764ee29fb7b453862835d5aa3a081b0f9a269 Mon Sep 17 00:00:00 2001 From: hop311 Date: Mon, 18 Dec 2023 23:38:54 +0000 Subject: Back to UI Work - UIAdapter -> UITools with cleaner API - GUIOverlappingElementsBox (for core and modifier icons) - Improved GUINode API - Province building slots - TypeHints for files in the GameSession folder - Incorporate SIM strong colour types --- .../classes/GFXMaskedFlagTexture.cpp | 31 ++++++++++++++++------ 1 file changed, 23 insertions(+), 8 deletions(-) (limited to 'extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp') diff --git a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp index 3636855..0ed7755 100644 --- a/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp +++ b/extension/src/openvic-extension/classes/GFXMaskedFlagTexture.cpp @@ -1,10 +1,9 @@ #include "GFXMaskedFlagTexture.hpp" -#include - #include "openvic-extension/singletons/AssetManager.hpp" #include "openvic-extension/singletons/GameSingleton.hpp" #include "openvic-extension/utility/ClassBindings.hpp" +#include "openvic-extension/utility/UITools.hpp" #include "openvic-extension/utility/Utilities.hpp" using namespace godot; @@ -66,6 +65,7 @@ void GFXMaskedFlagTexture::_bind_methods() { OV_BIND_METHOD(GFXMaskedFlagTexture::get_gfx_masked_flag_name); OV_BIND_METHOD(GFXMaskedFlagTexture::set_flag_country_name_and_type, { "new_flag_country_name", "new_flag_type" }); + OV_BIND_METHOD(GFXMaskedFlagTexture::set_flag_country_name, { "new_flag_country_name" }); OV_BIND_METHOD(GFXMaskedFlagTexture::get_flag_country_name); OV_BIND_METHOD(GFXMaskedFlagTexture::get_flag_type); } @@ -123,12 +123,8 @@ Error GFXMaskedFlagTexture::set_gfx_masked_flag_name(String const& gfx_masked_fl if (gfx_masked_flag_name.is_empty()) { return set_gfx_masked_flag(nullptr); } - GameSingleton* game_singleton = GameSingleton::get_singleton(); - ERR_FAIL_NULL_V(game_singleton, FAILED); - GFX::Sprite const* sprite = game_singleton->get_game_manager().get_ui_manager().get_sprite_by_identifier( - godot_to_std_string(gfx_masked_flag_name) - ); - ERR_FAIL_NULL_V_MSG(sprite, FAILED, vformat("GFX sprite not found: %s", gfx_masked_flag_name)); + GFX::Sprite const* sprite = UITools::get_gfx_sprite(gfx_masked_flag_name); + ERR_FAIL_NULL_V(sprite, FAILED); GFX::MaskedFlag const* new_masked_flag = sprite->cast_to(); ERR_FAIL_NULL_V_MSG( new_masked_flag, FAILED, vformat( @@ -158,6 +154,7 @@ Error GFXMaskedFlagTexture::set_flag_country_and_type(Country const* new_flag_co flag_type = new_flag_type; flag_image = new_flag_image; } else { + // TODO - use REB flag as default/error flag flag_country = nullptr; flag_type = String {}; flag_image.unref(); @@ -178,6 +175,24 @@ Error GFXMaskedFlagTexture::set_flag_country_name_and_type(String const& new_fla return set_flag_country_and_type(new_flag_country, new_flag_type); } +Error GFXMaskedFlagTexture::set_flag_country(Country const* new_flag_country) { + // TODO - get country's current flag type from the game state + return set_flag_country_and_type( new_flag_country, {}); +} + +Error GFXMaskedFlagTexture::set_flag_country_name(String const& new_flag_country_name) { + if (new_flag_country_name.is_empty()) { + return set_flag_country(nullptr); + } + GameSingleton* game_singleton = GameSingleton::get_singleton(); + ERR_FAIL_NULL_V(game_singleton, FAILED); + Country const* new_flag_country = game_singleton->get_game_manager().get_country_manager().get_country_by_identifier( + godot_to_std_string(new_flag_country_name) + ); + ERR_FAIL_NULL_V_MSG(new_flag_country, FAILED, vformat("Country not found: %s", new_flag_country_name)); + return set_flag_country(new_flag_country); +} + String GFXMaskedFlagTexture::get_flag_country_name() const { return flag_country != nullptr ? std_view_to_godot_string(flag_country->get_identifier()) : String {}; } -- cgit v1.2.3-56-ga3b1