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#pragma once

#include <godot_cpp/classes/object.hpp>

#include <openvic-simulation/interface/GFXObject.hpp>
#include <openvic-simulation/military/UnitInstanceGroup.hpp>
#include <openvic-simulation/types/OrderedContainers.hpp>

namespace OpenVic {
   struct BuildingInstance;

   class ModelSingleton : public godot::Object {
      GDCLASS(ModelSingleton, godot::Object)

      static inline ModelSingleton* singleton = nullptr;

   protected:
      static void _bind_methods();

   public:
      static ModelSingleton* get_singleton();

      ModelSingleton();
      ~ModelSingleton();

   private:
      GFX::Actor const* get_actor(std::string_view name, bool error_on_fail = true) const;
      GFX::Actor const* get_cultural_actor(
         std::string_view culture, std::string_view name, std::string_view fallback_name
      ) 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
      );

      bool add_building_dict(
         BuildingInstance const& building, ProvinceInstance const& province,
         godot::TypedArray<godot::Dictionary>& building_array
      );

   public:
      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);

      godot::TypedArray<godot::Dictionary> get_buildings();
   };
}