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extends Control
const LoadingScreen = preload("res://src/Game/LoadingScreen.gd")
const SoundTabScene = preload("res://src/Game/Menu/OptionMenu/SoundTab.tscn")
@export_subgroup("Nodes")
@export var loading_screen : LoadingScreen
func _ready() -> void:
if ArgumentParser.get_argument(&"help"):
ArgumentParser._print_help()
# For some reason this doesn't get freed properly
# Godot will always quit before it frees the active StreamPlayback resource
# This hack fixes that
MusicConductor.queue_free()
get_tree().quit()
return
# Hack to ensure Sound Options load
var sound_tab := SoundTabScene.instantiate()
sound_tab.visible = false
add_child(sound_tab)
Events.Options.load_settings_from_file()
sound_tab.queue_free()
loading_screen.start_loading_screen(_initialize_game)
# REQUIREMENTS
# * FS-333, FS-334, FS-335, FS-341
func _initialize_game() -> void:
GameSingleton.setup_logger()
loading_screen.try_update_loading_screen(5)
# Set this to your Vic2 install dir or a mod's dir to enable compatibility mode
# (this won't work for mods which rely on vanilla map assets, copy missing assets
# into the mod's dir for a temporary fix)
# Usage: OpenVic --compatibility-mode <path>
var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode", "")
if not compatibility_mode_path:
# TODO - non-Windows default paths
const default_path : String = "C:/Program Files (x86)/Steam/steamapps/common/Victoria 2"
compatibility_mode_path = default_path
var compatibility_mode_paths : PackedStringArray = [compatibility_mode_path]
# Example for adding mod paths
#compatibility_mode_paths.push_back("C:/Program Files (x86)/Steam/steamapps/common/Victoria 2/mod/TGC")
var start := Time.get_ticks_usec()
loading_screen.try_update_loading_screen(15)
loading_screen.try_update_loading_screen(25)
Localisation.initialize()
loading_screen.try_update_loading_screen(45)
loading_screen.try_update_loading_screen(50, true)
# TODO: Loading takes way too long to keep the LoadingScreen at 50%
# Should either split this up or seperately multithread the compatibility mode loader
# Or both and emit a signal that allows us to add percentages to the LoadingScreen
if GameSingleton.load_defines_compatibility_mode(compatibility_mode_paths) != OK:
push_error("Errors loading game defines!")
loading_screen.try_update_loading_screen(100)
var end := Time.get_ticks_usec()
print("Loading took ", float(end - start) / 1000000, " seconds")
# change scene in a thread-safe way
get_tree().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn")
func _on_splash_container_splash_end():
loading_screen.show()
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