From 4c43951e70aaa2e7265d3b3f3c4964c048b9328d Mon Sep 17 00:00:00 2001 From: Hop311 Date: Thu, 10 Aug 2023 12:00:54 +0100 Subject: PieChart data and image now come from c++ layer --- .../ProvinceOverviewPanel/ProvinceOverviewPanel.gd | 11 +- .../ProvinceOverviewPanel.tscn | 127 ++------------------- 2 files changed, 18 insertions(+), 120 deletions(-) (limited to 'game/src/Game/GameSession') diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd index 04a035c..0220be2 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd @@ -7,6 +7,8 @@ extends PanelContainer @export var _rgo_icon_texture_rect : TextureRect @export var _rgo_name_label : Label @export var _buildings_container : Container +@export var _pop_type_chart : PieChart +@export var _pop_ideology_chart : PieChart @export var _pop_culture_chart : PieChart const _missing_suffix : String = "_MISSING" @@ -114,6 +116,10 @@ func _update_info() -> void: _total_population_label.text = Localisation.tr_number(_province_info.get(GameSingleton.get_province_info_total_population_key(), 0)) + _pop_type_chart.set_to_distribution(_province_info.get(GameSingleton.get_province_info_pop_types_key(), {})) + _pop_ideology_chart.set_to_distribution(_province_info.get(GameSingleton.get_province_info_pop_ideologies_key(), {})) + _pop_culture_chart.set_to_distribution(_province_info.get(GameSingleton.get_province_info_pop_cultures_key(), {})) + _rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(), GameSingleton.get_province_info_rgo_key() + _missing_suffix) _rgo_icon_texture_rect.texture = GameSingleton.get_good_icon_texture(_rgo_name_label.text) @@ -122,11 +128,6 @@ func _update_info() -> void: for i in max(buildings.size(), _building_rows.size()): _set_building_row(i, buildings[i] if i < buildings.size() else {}) - #PLACEHOLDER for updating piechart - _pop_culture_chart.addOrReplaceLabel("NORTH_GERMAN",50,"North German Culture",Color.DIM_GRAY) - _pop_culture_chart.addOrReplaceLabel("FRENCH",25,"French Culture",Color.BLUE) - _pop_culture_chart.addOrReplaceLabel("SOUTH_GERMAN",7,"South German Culture",Color.FIREBRICK) - show() else: hide() diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn index 9b4c45b..7e49ac8 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn +++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn @@ -1,118 +1,9 @@ -[gd_scene load_steps=6 format=3 uid="uid://byq323jbel48u"] +[gd_scene load_steps=3 format=3 uid="uid://byq323jbel48u"] [ext_resource type="Script" path="res://src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd" id="1_3n8k5"] [ext_resource type="PackedScene" uid="uid://cr7p1k2xm7mum" path="res://src/Game/Theme/PieChart/PieChart.tscn" id="2_3oytt"] -[sub_resource type="Shader" id="Shader_2k3yf"] -code = "shader_type canvas_item; - -// The center in UV coordinates, which will always -//be 0.5, the actual radius will be controlled by the control node -//const vec2 center = vec2(0.5,0.5); -uniform float radius = 0.4; - -//shadow -uniform vec2 shadow_displacement = vec2(0.75,0.75); -uniform float shadow_tightness = 10; -uniform float shadow_radius = 0.7; -uniform float shadow_thickness = 1.0; - -// Control of the slices -uniform float stopAngles[5]; -uniform vec3 colours[5]; - -// Trim -uniform vec3 trim_colour; -uniform float trim_size = 0.05; - -// The center is spotlighted by the gradient, -//control its size and falloff with these -uniform float gradient_falloff = 3.6; -uniform float gradient_base = 3.1; - -// control whether this is a donut instead of a pie chart -uniform bool donut = false; -uniform bool donut_inner_trim = false; -uniform float donut_inner_radius = 0.15; - -// get the polar coordinates of a pixel relative to the center -vec2 getPolar(vec2 UVin, vec2 center){ - vec2 relcoord = (UVin-center); - float dist = length(relcoord); - float theta = PI/2.0 + atan((relcoord.y)/(relcoord.x)); - if(UVin.x < 0.5){ - theta += PI; - } - return vec2(dist,theta); -} - -// from thebookofshaders, returns a gradient falloff -float parabola( float base, float x, float k ){ - return pow( base*x*(1.0-x), k ); -} - -float parabola_shadow(float base, float x){ - return base*x*x; -} - -void fragment() { - vec2 coords = getPolar(UV,vec2(0.5,0.5)); - float dist = coords.x; - float theta = coords.y; - - vec2 shadow_polar = getPolar(UV,vec2(0.0+shadow_displacement.x,0.0+shadow_displacement.y)); - 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); - - // inner hole of the donut => make it transparent - if(donut && dist <= donut_inner_radius){ - COLOR = vec4(0.1,0.1,0.1,shadow_gradient); - } - // inner trim - else if(donut && donut_inner_trim && dist <= donut_inner_radius + trim_size){ - COLOR = vec4(trim_colour,1.0); - } - // interior - else if(dist <= radius-trim_size){ - for(int i=0;i