blob: 3c6d8f8a36d6e7f346c6e707841b190f3da16ea4 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
#pragma once
#include <godot_cpp/classes/image_texture.hpp>
#include <godot_cpp/classes/texture2d_array.hpp>
#include <openvic-simulation/GameManager.hpp>
#include <openvic-simulation/dataloader/Dataloader.hpp>
namespace OpenVic {
class GameSingleton : public godot::Object {
GDCLASS(GameSingleton, godot::Object)
static inline GameSingleton* singleton = nullptr;
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;
godot::Ref<godot::Texture2DArray> terrain_texture;
static const godot::Vector2i PROPERTY(flag_dims); /* The size in pixels of an individual flag. */
int32_t flag_sheet_count = 0; /* The number of flags in the flag sheet. */
godot::Vector2i flag_sheet_dims; /* The size of the flag sheet in flags, rather than pixels. */
godot::Ref<godot::Image> flag_sheet_image;
godot::Ref<godot::ImageTexture> flag_sheet_texture;
ordered_map<godot::StringName, int32_t> flag_type_index_map;
static godot::StringName const& _signal_gamestate_updated();
static godot::StringName const& _signal_province_selected();
static godot::StringName const& _signal_clock_state_changed();
godot::Error _load_map_images();
godot::Error _load_terrain_variants();
godot::Error _load_flag_sheet();
/* Generate the province_colour_texture from the current mapmode. */
godot::Error _update_colour_image();
void _on_gamestate_updated();
void _on_clock_state_changed();
protected:
static void _bind_methods();
public:
static GameSingleton* get_singleton();
GameSingleton();
~GameSingleton();
static void setup_logger();
inline constexpr Dataloader const& get_dataloader() const {
return game_manager.get_dataloader();
}
inline constexpr DefinitionManager const& get_definition_manager() const {
return game_manager.get_definition_manager();
}
inline constexpr InstanceManager* get_instance_manager() {
return game_manager.get_instance_manager();
}
inline constexpr InstanceManager const* get_instance_manager() const {
return game_manager.get_instance_manager();
}
/* Load the game's defines in compatiblity mode from the filepath
* pointing to the defines folder. */
godot::Error set_compatibility_mode_roots(godot::PackedStringArray const& file_paths);
godot::Error load_defines_compatibility_mode();
static godot::String search_for_game_path(godot::String const& hint_path = {});
godot::String lookup_file_path(godot::String const& path) const;
/* Post-load/restart game setup - reset the game to post-load state and load the specified bookmark. */
godot::Error setup_game(int32_t bookmark_index);
godot::Error start_game_session();
int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const;
int32_t get_map_width() const;
int32_t get_map_height() const;
godot::Vector2i get_map_dims() const;
float get_map_aspect_ratio() const;
godot::Vector2 normalise_map_position(fvec2_t const& position) const;
/* The cosmetic terrain textures stored in a Texture2DArray. */
godot::Ref<godot::Texture2DArray> get_terrain_texture() const;
godot::Ref<godot::Image> get_flag_sheet_image() const;
godot::Ref<godot::ImageTexture> get_flag_sheet_texture() const;
/* The index of the flag in the flag sheet corresponding to the requested country / flag_type
* combination, or -1 if no such flag can be found. */
int32_t get_flag_sheet_index(int32_t country_index, godot::StringName const& flag_type) const;
godot::Rect2i get_flag_sheet_rect(int32_t flag_index) const;
godot::Rect2i get_flag_sheet_rect(int32_t country_index, godot::StringName const& flag_type) 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::Texture2DArray> get_province_shape_texture() const;
/* The base and stripe colours for each province. */
godot::Ref<godot::ImageTexture> get_province_colour_texture() const;
godot::TypedArray<godot::Dictionary> get_province_names() const;
int32_t get_mapmode_count() const;
godot::String get_mapmode_identifier(int32_t index) const;
godot::Error set_mapmode(godot::String const& identifier);
bool is_parchment_mapmode_allowed() const;
int32_t get_selected_province_index() const;
void set_selected_province(int32_t index);
void unset_selected_province();
void try_tick();
};
}
|