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extends Control
signal minimap_clicked(pos_clicked : Vector2)
const _action_click : StringName = &"map_click"
@export var _minimap_texture : Control
var _minimap_shader : ShaderMaterial
var _viewport_points : PackedVector2Array
func _ready() -> void:
_minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_map_aspect_ratio(), 1.0) * 150
var minimap_material := _minimap_texture.get_material()
if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK:
push_error("Failed to set up minimap shader")
else:
_minimap_shader = minimap_material
GameSingleton.province_selected.connect(_on_province_selected)
func _on_province_selected(index : int) -> void:
if _minimap_shader != null:
_minimap_shader.set_shader_parameter(GameLoader.ShaderManager.param_selected_index, index)
# REQUIREMENTS
# * SS-80
# * UI-752
func _draw() -> void:
if _viewport_points.size() > 1:
draw_multiline(_viewport_points, Color.WHITE, -1)
# REQUIREMENTS
# * SS-81
# * UIFUN-127
func _unhandled_input(event : InputEvent) -> void:
if event is InputEventMouse and Input.is_action_pressed(_action_click):
var pos_clicked := get_local_mouse_position() / size - Vector2(0.5, 0.5)
if abs(pos_clicked.x) < 0.5 and abs(pos_clicked.y) < 0.5:
minimap_clicked.emit(pos_clicked)
# Returns the point on the line going through p and q with the specific x coord
func _intersect_x(p : Vector2, q : Vector2, x : float) -> Vector2:
if p.x == q.x:
return Vector2(x, 0.5 * (p.y + q.y))
var t := (x - q.x) / (p.x - q.x)
return q + t * (p - q)
# Returns the point on the line going through p and q with the specific y coord
func _intersect_y(p : Vector2, q : Vector2, y : float) -> Vector2:
if p.y == q.y:
return Vector2(0.5 * (p.x + q.x), y)
var t := (y - q.y) / (p.y - q.y)
return q + t * (p - q)
const _one_x := Vector2(1, 0)
func _add_line_looped_over_x(left : Vector2, right : Vector2) -> void:
if left.x < 0:
if right.x < 0:
_viewport_points.push_back(left + _one_x)
_viewport_points.push_back(right + _one_x)
else:
var mid_point := _intersect_x(left, right, 0)
_viewport_points.push_back(mid_point)
_viewport_points.push_back(right)
mid_point.x = 1
_viewport_points.push_back(left + _one_x)
_viewport_points.push_back(mid_point)
elif right.x > 1:
if left.x > 1:
_viewport_points.push_back(left - _one_x)
_viewport_points.push_back(right - _one_x)
else:
var mid_point := _intersect_x(left, right, 1)
_viewport_points.push_back(left)
_viewport_points.push_back(mid_point)
mid_point.x = 0
_viewport_points.push_back(mid_point)
_viewport_points.push_back(right - _one_x)
else:
_viewport_points.push_back(left)
_viewport_points.push_back(right)
# This can break if the viewport is rotated too far!
func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void:
# Bound far y coords
if far_left.y < 0:
far_left = _intersect_y(near_left, far_left, 0)
if far_right.y < 0:
far_right = _intersect_y(near_right, far_right, 0)
# Bound near y coords
if near_left.y > 1:
near_left = _intersect_y(near_left, far_left, 1)
if near_right.y > 1:
near_right = _intersect_y(near_right, far_right, 1)
_viewport_points.clear()
_add_line_looped_over_x(near_left, near_right)
_add_line_looped_over_x(far_left, far_right)
_add_line_looped_over_x(far_left, near_left)
_add_line_looped_over_x(near_right, far_right)
for i : int in _viewport_points.size():
_viewport_points[i] *= size
queue_redraw()
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