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path: root/extension/src/openvic-extension/classes/GFXIconTexture.cpp
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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/UITools.hpp"
#include "openvic-extension/utility/Utilities.hpp"

using namespace godot;
using namespace OpenVic;

using OpenVic::Utilities::godot_to_std_string;
using OpenVic::Utilities::std_view_to_godot_string;
using OpenVic::Utilities::std_view_to_godot_string_name;

StringName const& GFXIconTexture::_signal_image_updated() {
   static const StringName signal_image_updated = "image_updated";
   return signal_image_updated;
}

void GFXIconTexture::_bind_methods() {
   OV_BIND_METHOD(GFXIconTexture::clear);

   OV_BIND_METHOD(GFXIconTexture::set_gfx_texture_sprite_name, { "gfx_texture_sprite_name", "icon" }, 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");

   ADD_SIGNAL(
      MethodInfo(_signal_image_updated(), PropertyInfo(Variant::OBJECT, "source_image", PROPERTY_HINT_RESOURCE_TYPE, "Image"))
   );
}

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,
   std::vector<Ref<GFXButtonStateTexture>> const& button_state_textures
) {
   Ref<GFXIconTexture> icon_texture;
   icon_texture.instantiate();
   ERR_FAIL_NULL_V(icon_texture, nullptr);

   for (Ref<GFXButtonStateTexture> const& button_state_texture : button_state_textures) {
      icon_texture->connect(
         _signal_image_updated(),
         Callable { *button_state_texture, GFXButtonStateTexture::get_generate_state_image_func_name() },
         CONNECT_PERSIST
      );
   }

   ERR_FAIL_COND_V(icon_texture->set_gfx_texture_sprite(gfx_texture_sprite, icon) != OK, nullptr);
   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());

      /* Needed for GFXButtonStateTexture, AssetManager::get_texture will re-use this image from its internal cache. */
      const Ref<Image> image = asset_manager->get_image(texture_file);
      ERR_FAIL_NULL_V_MSG(image, FAILED, vformat("Failed to load image: %s", texture_file));

      const Ref<ImageTexture> texture = asset_manager->get_texture(texture_file);
      ERR_FAIL_NULL_V_MSG(texture, FAILED, vformat("Failed to load texture: %s", texture_file));

      sprite_image = image;
      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);
   }
   GFX::Sprite const* sprite = UITools::get_gfx_sprite(gfx_texture_sprite_name);
   ERR_FAIL_NULL_V(sprite, FAILED);
   GFX::TextureSprite const* new_texture_sprite = sprite->cast_to<GFX::TextureSprite>();
   ERR_FAIL_NULL_V_MSG(
      new_texture_sprite, FAILED, vformat(
         "Invalid type for GFX sprite %s: %s (expected %s)", gfx_texture_sprite_name,
         std_view_to_godot_string(sprite->get_type()), 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 });
      emit_signal(_signal_image_updated(), sprite_image);
      return OK;
   }
   if (GFX::NO_FRAMES < new_icon_index && new_icon_index <= icon_count) {
      icon_index = new_icon_index;
   } else {
      icon_index = 1;
      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 });
   emit_signal(_signal_image_updated(), sprite_image->get_region(get_region()));
   return OK;
}