#pragma once #include #include #include "openvic2/GameManager.hpp" namespace OpenVic2 { struct TerrainVariant : HasIdentifier, HasColour { private: const godot::Ref image; public: TerrainVariant(std::string const& new_identfier, colour_t new_colour, godot::Ref const& new_image); TerrainVariant(TerrainVariant&&) = default; godot::Ref get_image() const; }; class GameSingleton : public godot::Object { GDCLASS(GameSingleton, godot::Object) static GameSingleton* singleton; GameManager game_manager; godot::Vector2i image_subdivisions; godot::Ref province_shape_texture; godot::Ref province_colour_image; godot::Ref province_colour_texture; Mapmode::index_t mapmode_index = 0; IdentifierRegistry terrain_variants; Map::terrain_variant_map_t terrain_variant_map; godot::Ref terrain_texture; godot::Error _parse_province_identifier_entry(godot::String const& identifier, godot::Variant const& entry); godot::Error _parse_region_entry(godot::String const& identifier, godot::Variant const& entry); godot::Error _parse_terrain_entry(godot::String const& identifier, godot::Variant const& entry); void _tick(); protected: static void _bind_methods(); public: static GameSingleton* get_singleton(); GameSingleton(); ~GameSingleton(); godot::Error load_province_identifier_file(godot::String const& file_path); godot::Error load_water_province_file(godot::String const& file_path); godot::Error load_region_file(godot::String const& file_path); godot::Error load_terrain_file(godot::String const& file_path); godot::Error load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path); /* Post-load/restart game setup - reset the game to post-load state * and (re)generate starting data, e.g. buildings. */ godot::Error setup(); int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; godot::Dictionary get_province_info_from_index(int32_t index) const; int32_t get_width() const; int32_t get_height() const; float get_aspect_ratio() const; /* The cosmetic terrain textures stored in a Texture2DArray. */ godot::Ref get_terrain_texture() const; /* Number of (vertical, horizontal) subdivisions the province shape image * was split into when making the province_shape_texture to ensure no * piece had a dimension greater than 16383. */ godot::Vector2i get_province_shape_image_subdivisions() const; /* The map, encoded in RGB8 with RG representing province index and B representing terrain texture. * To support a wider range of GPUs, the image is divided so that no piece has a dimension * greater than 16383 and the pieces are stored in a Texture2DArray. */ godot::Ref get_province_shape_texture() const; /* The colour each province should be tinted, arranged in * index order into a 256x256 RGB8 texture. */ godot::Ref get_province_colour_texture() const; /* Generate the province_colour_texture from the current mapmode. */ godot::Error update_colour_image(); int32_t get_mapmode_count() const; godot::String get_mapmode_identifier(int32_t index) const; godot::Error set_mapmode(godot::String const& identifier); godot::Error expand_building(int32_t province_index, godot::String const& building_type_identifier); void set_paused(bool paused); void toggle_paused(); bool is_paused() const; void increase_speed(); void decrease_speed(); bool can_increase_speed() const; bool can_decrease_speed() const; godot::String get_longform_date() const; void try_tick(); }; }