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#include "GFXIconTexture.hpp"
#include <godot_cpp/variant/utility_functions.hpp>
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/GameSingleton.hpp"
#include "openvic-extension/utility/ClassBindings.hpp"
#include "openvic-extension/utility/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
using OpenVic::Utilities::std_view_to_godot_string;
using OpenVic::Utilities::std_view_to_godot_string_name;
void GFXIconTexture::_bind_methods() {
OV_BIND_METHOD(GFXIconTexture::clear);
OV_BIND_METHOD(GFXIconTexture::set_gfx_texture_sprite_name, { "gfx_texture_sprite_name" }, DEFVAL(GFX::NO_FRAMES));
OV_BIND_METHOD(GFXIconTexture::get_gfx_texture_sprite_name);
OV_BIND_METHOD(GFXIconTexture::set_icon_index, { "new_icon_index" });
OV_BIND_METHOD(GFXIconTexture::get_icon_index);
OV_BIND_METHOD(GFXIconTexture::get_icon_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "icon_index"), "set_icon_index", "get_icon_index");
}
GFXIconTexture::GFXIconTexture()
: gfx_texture_sprite { nullptr }, icon_index { GFX::NO_FRAMES }, icon_count { GFX::NO_FRAMES } {}
Ref<GFXIconTexture> GFXIconTexture::make_gfx_icon_texture(GFX::TextureSprite const* gfx_texture_sprite, GFX::frame_t icon) {
Ref<GFXIconTexture> icon_texture;
icon_texture.instantiate();
ERR_FAIL_NULL_V(icon_texture, icon_texture);
icon_texture->set_gfx_texture_sprite(gfx_texture_sprite, icon);
return icon_texture;
}
void GFXIconTexture::clear() {
gfx_texture_sprite = nullptr;
set_atlas(nullptr);
set_region({});
icon_index = GFX::NO_FRAMES;
icon_count = GFX::NO_FRAMES;
}
Error GFXIconTexture::set_gfx_texture_sprite(GFX::TextureSprite const* new_gfx_texture_sprite, GFX::frame_t icon) {
if (gfx_texture_sprite != new_gfx_texture_sprite) {
if (new_gfx_texture_sprite == nullptr) {
clear();
return OK;
}
AssetManager* asset_manager = AssetManager::get_singleton();
ERR_FAIL_NULL_V(asset_manager, FAILED);
const StringName texture_file = std_view_to_godot_string_name(new_gfx_texture_sprite->get_texture_file());
const Ref<ImageTexture> texture = asset_manager->get_texture(texture_file);
ERR_FAIL_NULL_V_MSG(texture, FAILED, "Failed to load texture: " + texture_file);
gfx_texture_sprite = new_gfx_texture_sprite;
set_atlas(texture);
icon_index = GFX::NO_FRAMES;
icon_count = gfx_texture_sprite->get_no_of_frames();
}
return set_icon_index(icon);
}
Error GFXIconTexture::set_gfx_texture_sprite_name(String const& gfx_texture_sprite_name, GFX::frame_t icon) {
if (gfx_texture_sprite_name.is_empty()) {
return set_gfx_texture_sprite(nullptr);
}
GameSingleton* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V(game_singleton, FAILED);
GFX::Sprite const* sprite = game_singleton->get_gfx_sprite(gfx_texture_sprite_name);
ERR_FAIL_NULL_V_MSG(sprite, FAILED, "GFX sprite not found: " + gfx_texture_sprite_name);
GFX::TextureSprite const* new_texture_sprite = sprite->cast_to<GFX::TextureSprite>();
ERR_FAIL_NULL_V_MSG(
new_texture_sprite, FAILED, "Invalid type for GFX sprite " + gfx_texture_sprite_name + ": " +
std_view_to_godot_string(sprite->get_type()) + " (expected " +
std_view_to_godot_string(GFX::TextureSprite::get_type_static()) + ")"
);
return set_gfx_texture_sprite(new_texture_sprite, icon);
}
String GFXIconTexture::get_gfx_texture_sprite_name() const {
return gfx_texture_sprite != nullptr ? std_view_to_godot_string(gfx_texture_sprite->get_name()) : String {};
}
Error GFXIconTexture::set_icon_index(int32_t new_icon_index) {
const Ref<Texture2D> atlas_texture = get_atlas();
ERR_FAIL_NULL_V(atlas_texture, FAILED);
const Vector2 size = atlas_texture->get_size();
if (icon_count <= GFX::NO_FRAMES) {
if (new_icon_index > GFX::NO_FRAMES) {
UtilityFunctions::push_warning("Invalid icon index ", new_icon_index, " for texture with no frames!");
}
icon_index = GFX::NO_FRAMES;
set_region({ {}, size });
return OK;
}
if (GFX::NO_FRAMES < new_icon_index && new_icon_index <= icon_count) {
icon_index = new_icon_index;
} else {
icon_index = icon_count;
if (new_icon_index > icon_count) {
UtilityFunctions::push_warning(
"Invalid icon index ", new_icon_index, " out of count ", icon_count, " - defaulting to ", icon_index
);
}
}
set_region({ (icon_index - 1) * size.x / icon_count, 0, size.x / icon_count, size.y });
return OK;
}
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