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#pragma once

#include <godot_cpp/classes/control.hpp>
#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>

#include "openvic-extension/UIAdapter.hpp"

namespace OpenVic {

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

      inline static GameSingleton* singleton = nullptr;

      GameManager game_manager;
      Dataloader dataloader;

      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;

      godot::Error _generate_terrain_texture_array();
      godot::Error _load_map_images(bool flip_vertical = false);

      godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path);

      /* Generate the province_colour_texture from the current mapmode.
       */
      godot::Error _update_colour_image();
      void _on_state_updated();

   protected:
      static void _bind_methods();

   public:

      godot::Control* generate_gui(godot::String const& gui_file, godot::String const& gui_element);
      GFX::Sprite const* get_gfx_sprite(godot::String const& sprite_name) const;

      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 godot::Ref<godot::Image> load_image(godot::String const& path);

      static GameSingleton* get_singleton();

      GameSingleton();
      ~GameSingleton();

      static void setup_logger();

      Dataloader const& get_dataloader() const;

      /* Load the game's defines in compatiblity mode from the filepath
       * pointing to the defines folder.
       */
      godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths);

      static godot::String search_for_game_path(godot::String hint_path = {});

      godot::String lookup_file(godot::String const& path) const;

      /* 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;

      /* Get info to display in Province Overview Panel, packaged in
       * a Dictionary using StringName constants 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);

      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();
   };
}