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#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();

      godot::Error update_clock();
   };
}