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-rw-r--r--extension/src/openvic-extension/singletons/ModelSingleton.cpp48
-rw-r--r--extension/src/openvic-extension/singletons/ModelSingleton.hpp24
2 files changed, 46 insertions, 26 deletions
diff --git a/extension/src/openvic-extension/singletons/ModelSingleton.cpp b/extension/src/openvic-extension/singletons/ModelSingleton.cpp
index 5fb9cf8..7e0e020 100644
--- a/extension/src/openvic-extension/singletons/ModelSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/ModelSingleton.cpp
@@ -98,7 +98,12 @@ GFX::Actor const* ModelSingleton::get_cultural_actor(
return actor;
}
-Dictionary ModelSingleton::make_animation_dict(GFX::Actor::Animation const& animation) const {
+Dictionary ModelSingleton::get_animation_dict(GFX::Actor::Animation const& animation) {
+ const animation_map_t::const_iterator it = animation_cache.find(&animation);
+ if (it != animation_cache.end()) {
+ return it->second;
+ }
+
static const StringName file_key = "file";
static const StringName time_key = "time";
@@ -107,10 +112,17 @@ Dictionary ModelSingleton::make_animation_dict(GFX::Actor::Animation const& anim
dict[file_key] = std_view_to_godot_string(animation.get_file());
dict[time_key] = animation.get_scroll_time().to_float();
+ animation_cache.emplace(&animation, dict);
+
return dict;
}
-Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
+Dictionary ModelSingleton::get_model_dict(GFX::Actor const& actor) {
+ const model_map_t::const_iterator it = model_cache.find(&actor);
+ if (it != model_cache.end()) {
+ return it->second;
+ }
+
static const StringName file_key = "file";
static const StringName scale_key = "scale";
static const StringName idle_key = "idle";
@@ -125,7 +137,7 @@ Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
const auto set_animation = [this, &dict](StringName const& key, std::optional<GFX::Actor::Animation> const& animation) {
if (animation.has_value()) {
- dict[key] = make_animation_dict(*animation);
+ dict[key] = get_animation_dict(*animation);
}
};
@@ -159,7 +171,7 @@ Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
Dictionary attachment_dict;
attachment_dict[attachment_node_key] = std_view_to_godot_string(attachment.get_attach_node());
- attachment_dict[attachment_model_key] = make_model_dict(*attachment_actor);
+ attachment_dict[attachment_model_key] = get_model_dict(*attachment_actor);
attachments_array[idx] = std::move(attachment_dict);
@@ -177,6 +189,8 @@ Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
}
}
+ model_cache.emplace(&actor, dict);
+
return dict;
}
@@ -185,7 +199,7 @@ Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
template<UnitType::branch_t Branch>
bool ModelSingleton::add_unit_dict(
ordered_set<UnitInstanceGroupBranched<Branch>*> const& units, TypedArray<Dictionary>& unit_array
-) const {
+) {
using _UnitInstanceGroup = UnitInstanceGroupBranched<Branch>;
GameSingleton const* game_singleton = GameSingleton::get_singleton();
@@ -268,13 +282,13 @@ bool ModelSingleton::add_unit_dict(
dict[culture_key] = std_view_to_godot_string(graphical_culture_type.get_identifier());
- dict[model_key] = make_model_dict(*actor);
+ dict[model_key] = get_model_dict(*actor);
if (!mount_actor_name.empty() && !mount_attach_node_name.empty()) {
GFX::Actor const* mount_actor = get_actor(mount_actor_name);
if (mount_actor != nullptr) {
- dict[mount_model_key] = make_model_dict(*mount_actor);
+ dict[mount_model_key] = get_model_dict(*mount_actor);
dict[mount_attach_node_key] = std_view_to_godot_string(mount_attach_node_name);
} else {
UtilityFunctions::push_error(vformat(
@@ -311,7 +325,7 @@ bool ModelSingleton::add_unit_dict(
return ret;
}
-TypedArray<Dictionary> ModelSingleton::get_units() const {
+TypedArray<Dictionary> ModelSingleton::get_units() {
GameSingleton const* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V(game_singleton, {});
InstanceManager const* instance_manager = game_singleton->get_instance_manager();
@@ -340,27 +354,27 @@ TypedArray<Dictionary> ModelSingleton::get_units() const {
return ret;
}
-Dictionary ModelSingleton::get_cultural_gun_model(String const& culture) const {
+Dictionary ModelSingleton::get_cultural_gun_model(String const& culture) {
static constexpr std::string_view gun_actor_name = "Gun1";
GFX::Actor const* actor = get_cultural_actor(godot_to_std_string(culture), gun_actor_name, {});
ERR_FAIL_NULL_V(actor, {});
- return make_model_dict(*actor);
+ return get_model_dict(*actor);
}
-Dictionary ModelSingleton::get_cultural_helmet_model(String const& culture) const {
+Dictionary ModelSingleton::get_cultural_helmet_model(String const& culture) {
static constexpr std::string_view helmet_actor_name = "Helmet1";
GFX::Actor const* actor = get_cultural_actor(godot_to_std_string(culture), helmet_actor_name, {});
ERR_FAIL_NULL_V(actor, {});
- return make_model_dict(*actor);
+ return get_model_dict(*actor);
}
-Dictionary ModelSingleton::get_flag_model(bool floating) const {
+Dictionary ModelSingleton::get_flag_model(bool floating) {
static constexpr std::string_view flag_name = "Flag";
static constexpr std::string_view flag_floating_name = "FlagFloating";
@@ -368,12 +382,12 @@ Dictionary ModelSingleton::get_flag_model(bool floating) const {
ERR_FAIL_NULL_V(actor, {});
- return make_model_dict(*actor);
+ return get_model_dict(*actor);
}
bool ModelSingleton::add_building_dict(
BuildingInstance const& building, ProvinceInstance const& province, TypedArray<Dictionary>& building_array
-) const {
+) {
ProvinceDefinition const& province_definition = province.get_province_definition();
GameSingleton const* game_singleton = GameSingleton::get_singleton();
@@ -431,7 +445,7 @@ bool ModelSingleton::add_building_dict(
Dictionary dict;
- dict[model_key] = make_model_dict(*actor);
+ dict[model_key] = get_model_dict(*actor);
dict[position_key] = game_singleton->map_position_to_world_coords(
position_ptr != nullptr ? *position_ptr : province_definition.get_centre()
@@ -447,7 +461,7 @@ bool ModelSingleton::add_building_dict(
return true;
}
-TypedArray<Dictionary> ModelSingleton::get_buildings() const {
+TypedArray<Dictionary> ModelSingleton::get_buildings() {
GameSingleton const* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V(game_singleton, {});
InstanceManager const* instance_manager = game_singleton->get_instance_manager();
diff --git a/extension/src/openvic-extension/singletons/ModelSingleton.hpp b/extension/src/openvic-extension/singletons/ModelSingleton.hpp
index 8030ffd..f0c45be 100644
--- a/extension/src/openvic-extension/singletons/ModelSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/ModelSingleton.hpp
@@ -29,26 +29,32 @@ namespace OpenVic {
std::string_view culture, std::string_view name, std::string_view fallback_name
) const;
- godot::Dictionary make_animation_dict(GFX::Actor::Animation const& animation) const;
- godot::Dictionary make_model_dict(GFX::Actor const& actor) const;
+ using animation_map_t = deque_ordered_map<GFX::Actor::Animation const*, godot::Dictionary>;
+ using model_map_t = deque_ordered_map<GFX::Actor const*, godot::Dictionary>;
+
+ animation_map_t animation_cache;
+ model_map_t model_cache;
+
+ godot::Dictionary get_animation_dict(GFX::Actor::Animation const& animation);
+ godot::Dictionary get_model_dict(GFX::Actor const& actor);
template<UnitType::branch_t Branch>
bool add_unit_dict(
ordered_set<UnitInstanceGroupBranched<Branch>*> const& units, godot::TypedArray<godot::Dictionary>& unit_array
- ) const;
+ );
bool add_building_dict(
BuildingInstance const& building, ProvinceInstance const& province,
godot::TypedArray<godot::Dictionary>& building_array
- ) const;
+ );
public:
- godot::TypedArray<godot::Dictionary> get_units() const;
- godot::Dictionary get_cultural_gun_model(godot::String const& culture) const;
- godot::Dictionary get_cultural_helmet_model(godot::String const& culture) const;
+ godot::TypedArray<godot::Dictionary> get_units();
+ godot::Dictionary get_cultural_gun_model(godot::String const& culture);
+ godot::Dictionary get_cultural_helmet_model(godot::String const& culture);
- godot::Dictionary get_flag_model(bool floating) const;
+ godot::Dictionary get_flag_model(bool floating);
- godot::TypedArray<godot::Dictionary> get_buildings() const;
+ godot::TypedArray<godot::Dictionary> get_buildings();
};
}