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#pragma once
#include <godot_cpp/classes/image_texture.hpp>
#include <godot_cpp/classes/texture2d_array.hpp>
#include "openvic/GameManager.hpp"
namespace OpenVic {
struct TerrainVariant : HasIdentifierAndColour {
friend class GameSingleton;
private:
const godot::Ref<godot::Image> image;
TerrainVariant(const std::string_view new_identfier, colour_t new_colour,
godot::Ref<godot::Image> const& new_image);
public:
static constexpr size_t MAX_TERRIN_VARIANT_COUNT = 1 << (8 * sizeof(Map::terrain_t));
TerrainVariant(TerrainVariant&&) = default;
godot::Ref<godot::Image> get_image() const;
};
class GameSingleton : public godot::Object {
GDCLASS(GameSingleton, godot::Object)
static GameSingleton* singleton;
GameManager game_manager;
godot::Vector2i image_subdivisions;
godot::Ref<godot::Texture2DArray> province_shape_texture;
godot::Ref<godot::Image> province_colour_image;
godot::Ref<godot::ImageTexture> province_colour_texture;
Mapmode::index_t mapmode_index = 0;
IdentifierRegistry<TerrainVariant> terrain_variants;
Map::terrain_variant_map_t terrain_variant_map;
godot::Ref<godot::Texture2DArray> 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<godot::Image> 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<godot::Texture> 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<godot::Texture> get_province_shape_texture() const;
/* The colour each province should be tinted, arranged in
* index order into a 256x256 RGB8 texture.
*/
godot::Ref<godot::Texture> 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<godot::Texture> 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();
};
}
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