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#pragma once

#include <functional>

#include <godot_cpp/classes/image.hpp>

#include "openvic2/GameManager.hpp"

namespace OpenVic2 {
   class GameSingleton : public godot::Object {
      GDCLASS(GameSingleton, godot::Object)

      static GameSingleton* singleton;

      GameManager game_manager;

      godot::Ref<godot::Image> province_index_image, province_colour_image;
      Mapmode::index_t mapmode_index = 0;

      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);
      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_province_shape_file(godot::String const& file_path);
      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;
      godot::Ref<godot::Image> get_province_index_image() const;
      godot::Ref<godot::Image> get_province_colour_image() const;

      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();
   };
}