#pragma once #include #include #include "openvic/GameManager.hpp" namespace OpenVic { struct TerrainVariant : HasIdentifierAndColour { friend class GameSingleton; private: const godot::Ref image; TerrainVariant(std::string const& new_identfier, colour_t new_colour, godot::Ref const& new_image); public: static constexpr size_t MAX_INDEX = 1 << (8 * sizeof(Map::terrain_t)); 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::Dictionary good_icons; 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, godot::String const& terrain_texture_dir_path); godot::Error _parse_good_entry(godot::String const& identifier, godot::Variant const& entry); 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_variants(godot::String const& terrain_identifiers_path, godot::String const& terrain_texture_dir_path); godot::Error _generate_terrain_texture_array(); godot::Error _load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path, bool flip_vertical = false); godot::Error _load_goods(godot::String const& defines_path, godot::String const& icons_dir_path); godot::Error _load_province_identifier_file_compatibility_mode(godot::String const& file_path); godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_image_path, godot::String const& terrain_texturesheet_path); /* Hardcoded data for defining things for which parsing from files has * not been implemented, currently mapmodes and building types. */ godot::Error _load_hardcoded_defines(); /* Generate the province_colour_texture from the current mapmode. */ godot::Error _update_colour_image(); void _on_state_updated(); godot::Dictionary _distribution_to_dictionary(distribution_t const& dist) const; protected: static void _bind_methods(); public: static void draw_pie_chart(godot::Ref image, godot::Array const& stopAngles, godot::Array const& colours, float radius, godot::Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness, godot::Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut, bool donut_inner_trim, float donut_inner_radius); static GameSingleton* get_singleton(); GameSingleton(); ~GameSingleton(); static void setup_logger(); static godot::StringName const& get_province_identifier_file_key(); static godot::StringName const& get_water_province_file_key(); static godot::StringName const& get_region_file_key(); static godot::StringName const& get_terrain_variant_file_key(); static godot::StringName const& get_terrain_texture_dir_key(); static godot::StringName const& get_province_image_file_key(); static godot::StringName const& get_terrain_image_file_key(); static godot::StringName const& get_goods_file_key(); static godot::StringName const& get_good_icons_dir_key(); /* Load the game's defines from the filepaths listed as Strings * in a Dictionary, using the StringNames above as keys. */ godot::Error load_defines(godot::Dictionary const& file_dict); /* Load the game's defines in compatiblity mode from the filepath * pointing to the defines folder. */ godot::Error load_defines_compatibility_mode(godot::String const& file_path); /* Post-load/restart game setup - reset the game to post-load state * and (re)generate starting data, e.g. buildings. */ godot::Error setup_game(); int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; static godot::StringName const& get_province_info_province_key(); static godot::StringName const& get_province_info_region_key(); static godot::StringName const& get_province_info_life_rating_key(); static godot::StringName const& get_province_info_total_population_key(); static godot::StringName const& get_province_info_pop_types_key(); static godot::StringName const& get_province_info_pop_ideologies_key(); static godot::StringName const& get_province_info_pop_cultures_key(); static godot::StringName const& get_province_info_rgo_key(); static godot::StringName const& get_province_info_buildings_key(); static godot::StringName const& get_building_info_building_key(); static godot::StringName const& get_building_info_level_key(); static godot::StringName const& get_building_info_expansion_state_key(); static godot::StringName const& get_building_info_start_date_key(); static godot::StringName const& get_building_info_end_date_key(); static godot::StringName const& get_building_info_expansion_progress_key(); static godot::StringName const& get_piechart_info_size_key(); static godot::StringName const& get_piechart_info_colour_key(); /* Get info to display in Province Overview Panel, packaged in * a Dictionary using the StringNames above as keys. */ 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; int32_t get_mapmode_count() const; godot::String get_mapmode_identifier(int32_t index) const; godot::Error set_mapmode(godot::String const& identifier); int32_t get_selected_province_index() const; void set_selected_province(int32_t index); godot::Error expand_building(int32_t province_index, godot::String const& building_type_identifier); godot::Ref get_good_icon_texture(godot::String const& identifier) const; 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(); }; }