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

#include <godot_cpp/classes/button.hpp>
#include <godot_cpp/classes/check_box.hpp>
#include <godot_cpp/classes/color_rect.hpp>
#include <godot_cpp/classes/label.hpp>
#include <godot_cpp/classes/panel.hpp>
#include <godot_cpp/classes/style_box_texture.hpp>
#include <godot_cpp/classes/texture_progress_bar.hpp>
#include <godot_cpp/classes/texture_rect.hpp>
#include <godot_cpp/classes/theme.hpp>
#include <godot_cpp/variant/utility_functions.hpp>

#include "openvic-extension/classes/GFXButtonStateTexture.hpp"
#include "openvic-extension/classes/GFXSpriteTexture.hpp"
#include "openvic-extension/classes/GFXMaskedFlagTexture.hpp"
#include "openvic-extension/classes/GFXPieChartTexture.hpp"
#include "openvic-extension/classes/GUIListBox.hpp"
#include "openvic-extension/classes/GUIOverlappingElementsBox.hpp"
#include "openvic-extension/classes/GUIScrollbar.hpp"
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/GameSingleton.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;

GFX::Sprite const* UITools::get_gfx_sprite(godot::String const& gfx_sprite) {
   GameSingleton* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, nullptr);
   GFX::Sprite const* sprite = game_singleton->get_game_manager().get_ui_manager().get_sprite_by_identifier(
      godot_to_std_string(gfx_sprite)
   );
   ERR_FAIL_NULL_V_MSG(sprite, nullptr, vformat("GFX sprite not found: %s", gfx_sprite));
   return sprite;
}

GUI::Element const* UITools::get_gui_element(godot::String const& gui_scene, godot::String const& gui_element) {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, nullptr);
   GUI::Scene const* scene =
      game_singleton->get_game_manager().get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_scene));
   ERR_FAIL_NULL_V_MSG(scene, nullptr, vformat("Failed to find GUI scene %s", gui_scene));
   GUI::Element const* element = scene->get_scene_element_by_identifier(godot_to_std_string(gui_element));
   ERR_FAIL_NULL_V_MSG(element, nullptr, vformat("Failed to find GUI element %s in GUI scene %s", gui_element, gui_scene));
   return element;
}

GUI::Position const* UITools::get_gui_position(String const& gui_scene, String const& gui_position) {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, nullptr);
   GUI::Scene const* scene =
      game_singleton->get_game_manager().get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_scene));
   ERR_FAIL_NULL_V_MSG(scene, nullptr, vformat("Failed to find GUI scene %s", gui_scene));
   GUI::Position const* position = scene->get_scene_position_by_identifier(godot_to_std_string(gui_position));
   ERR_FAIL_NULL_V_MSG(position, nullptr, vformat("Failed to find GUI position %s in GUI scene %s", gui_position, gui_scene));
   return position;
}

/* GUI::Element tree -> godot::Control tree conversion code below: */

namespace OpenVic {
   struct generate_gui_args_t {
      GUI::Element const& element;
      godot::String const& name;
      AssetManager& asset_manager;
      godot::Control*& result;

      constexpr generate_gui_args_t(
         GUI::Element const& new_element, godot::String const& new_name, AssetManager& new_asset_manager,
         godot::Control*& new_result
      ) : element { new_element }, name { new_name }, asset_manager { new_asset_manager }, result { new_result } {}
   };
}

template<std::derived_from<Control> T>
static bool new_control(T*& node, GUI::Element const& element, String const& name) {
   node = memnew(T);
   ERR_FAIL_NULL_V(node, false);

   using enum GUI::Element::orientation_t;
   using enum Control::LayoutPreset;
   static const ordered_map<GUI::Element::orientation_t, Control::LayoutPreset> orientation_map {
      { UPPER_LEFT, PRESET_TOP_LEFT }, { LOWER_LEFT, PRESET_BOTTOM_LEFT },
      { LOWER_RIGHT, PRESET_BOTTOM_RIGHT }, { UPPER_RIGHT, PRESET_TOP_RIGHT },
      { CENTER, PRESET_CENTER }
   };

   if (name.is_empty()) {
      node->set_name(std_view_to_godot_string(element.get_name()));
   } else {
      node->set_name(name);
   }

   bool ret = true;
   const decltype(orientation_map)::const_iterator it = orientation_map.find(element.get_orientation());
   if (it != orientation_map.end()) {
      node->set_anchors_and_offsets_preset(it->second);
   } else {
      UtilityFunctions::push_error("Invalid orientation for GUI element ", std_view_to_godot_string(element.get_name()));
      ret = false;
   }

   node->set_position(Utilities::to_godot_fvec2(element.get_position()));
   node->set_h_size_flags(Control::SizeFlags::SIZE_SHRINK_BEGIN);
   node->set_v_size_flags(Control::SizeFlags::SIZE_SHRINK_BEGIN);
   node->set_focus_mode(Control::FOCUS_NONE);

   return ret;
}

static bool add_theme_stylebox(Control* control, StringName const& theme_name, Ref<Texture2D> const& texture) {
   Ref<StyleBoxTexture> stylebox;
   stylebox.instantiate();
   ERR_FAIL_NULL_V(stylebox, false);
   stylebox->set_texture(texture);

   static const StringName changed_signal = "changed";
   static const StringName emit_changed_func = "emit_changed";
   texture->connect(changed_signal, Callable { *stylebox, emit_changed_func }, Object::CONNECT_PERSIST);

   control->add_theme_stylebox_override(theme_name, stylebox);
   return true;
};

static bool generate_icon(generate_gui_args_t&& args) {
   GUI::Icon const& icon = static_cast<GUI::Icon const&>(args.element);

   const String icon_name = std_view_to_godot_string(icon.get_name());

   /* Change to use sprite type to choose Godot node type! */
   bool ret = true;
   if (icon.get_sprite() != nullptr) {
      if (icon.get_sprite()->is_type<GFX::IconTextureSprite>()) {
         TextureRect* godot_texture_rect = nullptr;
         ret &= new_control(godot_texture_rect, icon, args.name);
         ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));

         godot_texture_rect->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);

         GFX::IconTextureSprite const* texture_sprite = icon.get_sprite()->cast_to<GFX::IconTextureSprite>();
         Ref<GFXSpriteTexture> texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite, icon.get_frame());
         if (texture.is_valid()) {
            godot_texture_rect->set_texture(texture);
         } else {
            UtilityFunctions::push_error("Failed to make GFXSpriteTexture for GUI icon ", icon_name);
            ret = false;
         }

         const float scale = icon.get_scale();
         godot_texture_rect->set_scale({ scale, scale });

         args.result = godot_texture_rect;
      } else if (icon.get_sprite()->is_type<GFX::MaskedFlag>()) {
         TextureRect* godot_texture_rect = nullptr;
         ret &= new_control(godot_texture_rect, icon, args.name);
         ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));

         GFX::MaskedFlag const* masked_flag = icon.get_sprite()->cast_to<GFX::MaskedFlag>();
         Ref<GFXMaskedFlagTexture> texture = GFXMaskedFlagTexture::make_gfx_masked_flag_texture(masked_flag);
         if (texture.is_valid()) {
            godot_texture_rect->set_texture(texture);
         } else {
            UtilityFunctions::push_error("Failed to make GFXMaskedFlagTexture for GUI icon ", icon_name);
            ret = false;
         }

         args.result = godot_texture_rect;
      } else if (icon.get_sprite()->is_type<GFX::ProgressBar>()) {
         TextureProgressBar* godot_progress_bar = nullptr;
         ret &= new_control(godot_progress_bar, icon, args.name);
         ERR_FAIL_NULL_V_MSG(
            godot_progress_bar, false, vformat("Failed to create TextureProgressBar for GUI icon %s", icon_name)
         );

         static constexpr double MIN_VALUE = 0.0, MAX_VALUE = 1.0;
         static constexpr uint32_t STEPS = 100;

         godot_progress_bar->set_nine_patch_stretch(true);
         godot_progress_bar->set_step((MAX_VALUE - MIN_VALUE) / STEPS);
         godot_progress_bar->set_min(MIN_VALUE);
         godot_progress_bar->set_max(MAX_VALUE);

         GFX::ProgressBar const* progress_bar = icon.get_sprite()->cast_to<GFX::ProgressBar>();

         using enum AssetManager::LoadFlags;

         Ref<ImageTexture> back_texture;
         if (!progress_bar->get_back_texture_file().empty()) {
            const StringName back_texture_file = std_view_to_godot_string_name(progress_bar->get_back_texture_file());
            back_texture = args.asset_manager.get_texture(back_texture_file, LOAD_FLAG_CACHE_TEXTURE | LOAD_FLAG_FLIP_Y);
            if (back_texture.is_null()) {
               UtilityFunctions::push_error(
                  "Failed to load progress bar sprite back texture ", back_texture_file, " for GUI icon ", icon_name
               );
               ret = false;
            }
         }
         if (back_texture.is_null()) {
            const Color back_colour = Utilities::to_godot_color(progress_bar->get_back_colour());
            back_texture = Utilities::make_solid_colour_texture(
               back_colour, progress_bar->get_size().x, progress_bar->get_size().y
            );
            if (back_texture.is_null()) {
               UtilityFunctions::push_error(
                  "Failed to generate progress bar sprite ", back_colour, " back texture for GUI icon ", icon_name
               );
               ret = false;
            }
         }
         if (back_texture.is_valid()) {
            godot_progress_bar->set_under_texture(back_texture);
         } else {
            UtilityFunctions::push_error(
               "Failed to create and set progress bar sprite back texture for GUI icon ", icon_name
            );
            ret = false;
         }

         Ref<ImageTexture> progress_texture;
         if (!progress_bar->get_progress_texture_file().empty()) {
            const StringName progress_texture_file =
               std_view_to_godot_string_name(progress_bar->get_progress_texture_file());
            progress_texture =
               args.asset_manager.get_texture(progress_texture_file, LOAD_FLAG_CACHE_TEXTURE | LOAD_FLAG_FLIP_Y);
            if (progress_texture.is_null()) {
               UtilityFunctions::push_error(
                  "Failed to load progress bar sprite progress texture ", progress_texture_file, " for GUI icon ",
                  icon_name
               );
               ret = false;
            }
         }
         if (progress_texture.is_null()) {
            const Color progress_colour = Utilities::to_godot_color(progress_bar->get_progress_colour());
            progress_texture = Utilities::make_solid_colour_texture(
               progress_colour, progress_bar->get_size().x, progress_bar->get_size().y
            );
            if (progress_texture.is_null()) {
               UtilityFunctions::push_error(
                  "Failed to generate progress bar sprite ", progress_colour, " progress texture for GUI icon ",
                  icon_name
               );
               ret = false;
            }
         }
         if (progress_texture.is_valid()) {
            godot_progress_bar->set_progress_texture(progress_texture);
         } else {
            UtilityFunctions::push_error(
               "Failed to create and set progress bar sprite progress texture for GUI icon ", icon_name
            );
            ret = false;
         }

         // TODO - work out why progress bar is missing bottom border pixel (e.g. province building expansion bar)
         godot_progress_bar->set_custom_minimum_size(
            Utilities::to_godot_fvec2(static_cast<fvec2_t>(progress_bar->get_size()))
         );

         args.result = godot_progress_bar;
      } else if (icon.get_sprite()->is_type<GFX::PieChart>()) {
         TextureRect* godot_texture_rect = nullptr;
         ret &= new_control(godot_texture_rect, icon, args.name);
         ERR_FAIL_NULL_V_MSG(godot_texture_rect, false, vformat("Failed to create TextureRect for GUI icon %s", icon_name));

         GFX::PieChart const* pie_chart = icon.get_sprite()->cast_to<GFX::PieChart>();
         Ref<GFXPieChartTexture> texture = GFXPieChartTexture::make_gfx_pie_chart_texture(pie_chart);
         if (texture.is_valid()) {
            godot_texture_rect->set_texture(texture);
            // TODO - work out why this is needed
            Vector2 pos = godot_texture_rect->get_position();
            pos.x -= texture->get_width() / 2.0f;
            godot_texture_rect->set_position(pos);
         } else {
            UtilityFunctions::push_error("Failed to make GFXPieChartTexture for GUI icon ", icon_name);
            ret = false;
         }

         args.result = godot_texture_rect;
      } else if (icon.get_sprite()->is_type<GFX::LineChart>()) {
         // TODO - generate line chart
      } else {
         UtilityFunctions::push_error("Invalid sprite type ", std_view_to_godot_string(icon.get_sprite()->get_type()),
            " for GUI icon ", icon_name);
         ret = false;
      }

      if (args.result != nullptr) {
         const float rotation = icon.get_rotation();
         if (rotation != 0.0f) {
            args.result->set_position(
               args.result->get_position() - args.result->get_custom_minimum_size().height * Vector2 {
                  sin(rotation), cos(rotation) - 1.0f
               }
            );
            args.result->set_rotation(-rotation);
         }
      }
   } else {
      UtilityFunctions::push_error("Null sprite for GUI icon ", icon_name);
      ret = false;
   }
   return ret;
}

static bool generate_button(generate_gui_args_t&& args) {
   GUI::Button const& button = static_cast<GUI::Button const&>(args.element);

   // TODO - shortcut, sprite, text
   const String button_name = std_view_to_godot_string(button.get_name());

   Button* godot_button = nullptr;
   bool ret = new_control(godot_button, button, args.name);
   ERR_FAIL_NULL_V_MSG(godot_button, false, vformat("Failed to create Button for GUI button %s", button_name));

   godot_button->set_mouse_filter(Control::MOUSE_FILTER_PASS);

   if (!button.get_text().empty()) {
      godot_button->set_text(std_view_to_godot_string(button.get_text()));
   }

   if (button.get_sprite() != nullptr) {
      Ref<GFXButtonStateHavingTexture> texture;
      if (button.get_sprite()->is_type<GFX::IconTextureSprite>()) {
         GFX::IconTextureSprite const* texture_sprite = button.get_sprite()->cast_to<GFX::IconTextureSprite>();
         texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite);
         if (texture.is_null()) {
            UtilityFunctions::push_error("Failed to make GFXSpriteTexture for GUI button ", button_name);
            ret = false;
         }
      } else if (button.get_sprite()->is_type<GFX::MaskedFlag>()) {
         GFX::MaskedFlag const* masked_flag = button.get_sprite()->cast_to<GFX::MaskedFlag>();
         texture = GFXMaskedFlagTexture::make_gfx_masked_flag_texture(masked_flag);
         if (texture.is_null()) {
            UtilityFunctions::push_error("Failed to make GFXMaskedFlagTexture for GUI button ", button_name);
            ret = false;
         }
      } else {
         UtilityFunctions::push_error("Invalid sprite type ", std_view_to_godot_string(button.get_sprite()->get_type()),
            " for GUI button ", button_name);
         ret = false;
      }

      if (texture.is_valid()) {
         godot_button->set_custom_minimum_size(texture->get_size());

         static const StringName theme_name_normal = "normal";
         ret &= add_theme_stylebox(godot_button, theme_name_normal, texture);

         using enum GFXButtonStateTexture::ButtonState;
         for (GFXButtonStateTexture::ButtonState button_state : { HOVER, PRESSED, DISABLED }) {
            Ref<GFXButtonStateTexture> button_state_texture = texture->get_button_state_texture(button_state);
            if (button_state_texture.is_valid()) {
               ret &= add_theme_stylebox(
                  godot_button, button_state_texture->get_button_state_name(), button_state_texture
               );
            } else {
               UtilityFunctions::push_error(
                  "Failed to make ", GFXButtonStateTexture::button_state_to_name(button_state),
                  " GFXButtonStateTexture for GUI button ", button_name
               );
               ret = false;
            }
         }
      }
   } else {
      UtilityFunctions::push_error("Null sprite for GUI button ", button_name);
      ret = false;
   }

   if (button.get_font() != nullptr) {
      const StringName font_file = std_view_to_godot_string_name(button.get_font()->get_fontname());
      const Ref<Font> font = args.asset_manager.get_font(font_file);
      if (font.is_valid()) {
         godot_button->add_theme_font_override("font", font);
      } else {
         UtilityFunctions::push_error("Failed to load font for GUI button ", button_name);
         ret = false;
      }

      static const std::vector<StringName> button_font_themes {
         "font_color", "font_hover_color", "font_hover_pressed_color", "font_pressed_color", "font_disabled_color"
      };
      const Color colour = Utilities::to_godot_color(button.get_font()->get_colour());
      for (StringName const& theme_name : button_font_themes) {
         godot_button->add_theme_color_override(theme_name, colour);
      }
   }

   args.result = godot_button;
   return ret;
}

static bool generate_checkbox(generate_gui_args_t&& args) {
   GUI::Checkbox const& checkbox = static_cast<GUI::Checkbox const&>(args.element);

   // TODO - shortcut, sprite, text
   const String checkbox_name = std_view_to_godot_string(checkbox.get_name());

   CheckBox* godot_checkbox = nullptr;
   bool ret = new_control(godot_checkbox, checkbox, args.name);
   ERR_FAIL_NULL_V_MSG(godot_checkbox, false, vformat("Failed to create CheckBox for GUI checkbox %s", checkbox_name));

   if (checkbox.get_sprite() != nullptr) {
      GFX::IconTextureSprite const* texture_sprite = checkbox.get_sprite()->cast_to<GFX::IconTextureSprite>();
      if (texture_sprite != nullptr) {
         Ref<GFXSpriteTexture> icon_texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite, 1);
         if (icon_texture.is_valid()) {
            godot_checkbox->set_custom_minimum_size(icon_texture->get_size());
            godot_checkbox->add_theme_icon_override("unchecked", icon_texture);
         } else {
            UtilityFunctions::push_error("Failed to make unchecked GFXSpriteTexture for GUI checkbox ", checkbox_name);
            ret = false;
         }
         icon_texture = GFXSpriteTexture::make_gfx_sprite_texture(texture_sprite, 2);
         if (icon_texture.is_valid()) {
            godot_checkbox->add_theme_icon_override("checked", icon_texture);
         } else {
            UtilityFunctions::push_error("Failed to make checked GFXSpriteTexture for GUI checkbox ", checkbox_name);
            ret = false;
         }
      } else {
         UtilityFunctions::push_error(
            "Invalid sprite type ", std_view_to_godot_string(checkbox.get_sprite()->get_type()), " for GUI checkbox ",
            checkbox_name
         );
         ret = false;
      }
   } else {
      UtilityFunctions::push_error("Null sprite for GUI checkbox ", checkbox_name);
      ret = false;
   }

   args.result = godot_checkbox;
   return ret;
}

static bool generate_text(generate_gui_args_t&& args) {
   GUI::Text const& text = static_cast<GUI::Text const&>(args.element);

   const String text_name = std_view_to_godot_string(text.get_name());

   Label* godot_label = nullptr;
   bool ret = new_control(godot_label, text, args.name);
   ERR_FAIL_NULL_V_MSG(godot_label, false, vformat("Failed to create Label for GUI text %s", text_name));

   godot_label->set_text(std_view_to_godot_string(text.get_text()));

   static const Vector2 default_padding { 1.0f, 0.0f };
   const Vector2 border_size = Utilities::to_godot_fvec2(text.get_border_size()) + default_padding;
   const Vector2 max_size = Utilities::to_godot_fvec2(text.get_max_size());
   godot_label->set_position(godot_label->get_position() + border_size);
   godot_label->set_custom_minimum_size(max_size - 2 * border_size);

   using enum GUI::AlignedElement::format_t;
   static const ordered_map<GUI::AlignedElement::format_t, HorizontalAlignment> format_map {
      { left, HORIZONTAL_ALIGNMENT_LEFT },
      { centre, HORIZONTAL_ALIGNMENT_CENTER },
      { right, HORIZONTAL_ALIGNMENT_RIGHT }
   };

   const decltype(format_map)::const_iterator it = format_map.find(text.get_format());
   if (it != format_map.end()) {
      godot_label->set_horizontal_alignment(it->second);
   } else {
      UtilityFunctions::push_error("Invalid text format (horizontal alignment) for GUI text ", text_name);
      ret = false;
   }

   if (text.get_font() != nullptr) {
      const StringName font_file = std_view_to_godot_string_name(text.get_font()->get_fontname());
      const Ref<Font> font = args.asset_manager.get_font(font_file);
      if (font.is_valid()) {
         godot_label->add_theme_font_override("font", font);
      } else {
         UtilityFunctions::push_error("Failed to load font for GUI text ", text_name);
         ret = false;
      }
      const Color colour = Utilities::to_godot_color(text.get_font()->get_colour());
      godot_label->add_theme_color_override("font_color", colour);
   }

   args.result = godot_label;
   return ret;
}

static bool generate_overlapping_elements(generate_gui_args_t&& args) {
   GUI::OverlappingElementsBox const& overlapping_elements = static_cast<GUI::OverlappingElementsBox const&>(args.element);

   const String overlapping_elements_name = std_view_to_godot_string(overlapping_elements.get_name());

   GUIOverlappingElementsBox* box = nullptr;
   bool ret = new_control(box, overlapping_elements, args.name);
   ERR_FAIL_NULL_V_MSG(
      box, false,
      vformat("Failed to create GUIOverlappingElementsBox for GUI overlapping elements %s", overlapping_elements_name)
   );
   box->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
   ret &= box->set_gui_overlapping_elements_box(&overlapping_elements) == OK;
   args.result = box;
   return ret;
}

static bool generate_listbox(generate_gui_args_t&& args) {
   GUI::ListBox const& listbox = static_cast<GUI::ListBox const&>(args.element);

   const String listbox_name = std_view_to_godot_string(listbox.get_name());

   GUIListBox* gui_listbox = nullptr;
   bool ret = new_control(gui_listbox, listbox, args.name);
   ERR_FAIL_NULL_V_MSG(gui_listbox, false, vformat("Failed to create GUIListBox for GUI listbox %s", listbox_name));

   if (gui_listbox->set_gui_listbox(&listbox) != OK) {
      UtilityFunctions::push_error("Error initialising GUIListBox for GUI listbox ", listbox_name);
      ret = false;
   }

   args.result = gui_listbox;
   return ret;
}

template<std::derived_from<GUI::Element> T>
requires requires(T const& element) {
   { element.get_size() } -> std::same_as<fvec2_t>;
}
static bool generate_placeholder(generate_gui_args_t&& args, Color colour) {
   T const& cast_element = static_cast<T const&>(args.element);

   static const String type_name = std_view_to_godot_string(T::get_type_static());
   const String placeholder_name = std_view_to_godot_string(cast_element.get_name());
   const Vector2 godot_size = Utilities::to_godot_fvec2(cast_element.get_size());

   UtilityFunctions::push_warning(
      "Generating placeholder ColorRect for GUI ", type_name, " ", placeholder_name, " (size ", godot_size, ")"
   );

   ColorRect* godot_rect = nullptr;
   bool ret = new_control(godot_rect, cast_element, args.name);
   ERR_FAIL_NULL_V_MSG(
      godot_rect, false, vformat("Failed to create placeholder ColorRect for GUI %s %s", type_name, placeholder_name)
   );

   godot_rect->set_custom_minimum_size(godot_size);
   godot_rect->set_color(colour);

   args.result = godot_rect;
   return ret;
}

static bool generate_texteditbox(generate_gui_args_t&& args) {
   return generate_placeholder<GUI::TextEditBox>(std::move(args), { 0.0f, 1.0f, 0.0f, 0.3f });
}

static bool generate_scrollbar(generate_gui_args_t&& args) {
   GUI::Scrollbar const& scrollbar = static_cast<GUI::Scrollbar const&>(args.element);

   const String scrollbar_name = std_view_to_godot_string(scrollbar.get_name());

   GUIScrollbar* gui_scrollbar = nullptr;
   bool ret = new_control(gui_scrollbar, scrollbar, args.name);
   ERR_FAIL_NULL_V_MSG(gui_scrollbar, false, vformat("Failed to create GUIScrollbar for GUI scrollbar %s", scrollbar_name));

   if (gui_scrollbar->set_gui_scrollbar(&scrollbar) != OK) {
      UtilityFunctions::push_error("Error initialising GUIScrollbar for GUI scrollbar ", scrollbar_name);
      ret = false;
   }

   args.result = gui_scrollbar;
   return ret;
}

/* Forward declaration for use in generate_window. */
static bool generate_element(GUI::Element const* element, String const& name, AssetManager& asset_manager, Control*& result);

static bool generate_window(generate_gui_args_t&& args) {
   GUI::Window const& window = static_cast<GUI::Window const&>(args.element);

   // TODO - moveable, fullscreen, dontRender (disable visibility?)
   const String window_name = std_view_to_godot_string(window.get_name());

   Panel* godot_panel = nullptr;
   bool ret = new_control(godot_panel, window, args.name);
   ERR_FAIL_NULL_V_MSG(godot_panel, false, vformat("Failed to create Panel for GUI window %s", window_name));

   godot_panel->set_custom_minimum_size(Utilities::to_godot_fvec2(window.get_size()));
   godot_panel->set_self_modulate({ 1.0f, 1.0f, 1.0f, 0.0f });

   for (std::unique_ptr<GUI::Element> const& element : window.get_window_elements()) {
      Control* node = nullptr;
      const bool element_ret = generate_element(element.get(), "", args.asset_manager, node);
      if (node != nullptr) {
         godot_panel->add_child(node);
      }
      if (!element_ret) {
         UtilityFunctions::push_error("Errors generating GUI element ", std_view_to_godot_string(element->get_name()));
         ret = false;
      }
   }

   args.result = godot_panel;
   return ret;
}

static bool generate_element(GUI::Element const* element, String const& name, AssetManager& asset_manager, Control*& result) {
   ERR_FAIL_NULL_V(element, false);
   static const ordered_map<std::string_view, bool (*)(generate_gui_args_t&&)> type_map {
      { GUI::Icon::get_type_static(), &generate_icon },
      { GUI::Button::get_type_static(), &generate_button },
      { GUI::Checkbox::get_type_static(), &generate_checkbox },
      { GUI::Text::get_type_static(), &generate_text },
      { GUI::OverlappingElementsBox::get_type_static(), &generate_overlapping_elements },
      { GUI::ListBox::get_type_static(), &generate_listbox },
      { GUI::TextEditBox::get_type_static(), &generate_texteditbox },
      { GUI::Scrollbar::get_type_static(), &generate_scrollbar },
      { GUI::Window::get_type_static(), &generate_window }
   };
   const decltype(type_map)::const_iterator it = type_map.find(element->get_type());
   ERR_FAIL_COND_V_MSG(
      it == type_map.end(), false, vformat("Invalid GUI element type: %s", std_view_to_godot_string(element->get_type()))
   );
   return it->second({ *element, name, asset_manager, result });
}

bool UITools::generate_gui_element(
   GUI::Element const* element, String const& name, Control*& result
) {
   result = nullptr;
   AssetManager* asset_manager = AssetManager::get_singleton();
   ERR_FAIL_NULL_V(asset_manager, false);
   return generate_element(element, name, *asset_manager, result);
}

bool UITools::generate_gui_element(
   godot::String const& gui_scene, godot::String const& gui_element, godot::String const& name, godot::Control*& result
) {
   return generate_gui_element(get_gui_element(gui_scene, gui_element), name, result);
}