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vcmi/client/battle/BattleRenderer.cpp

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/*
* BattleFieldController.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleRenderer.h"
#include "BattleInterface.h"
#include "BattleEffectsController.h"
#include "BattleSiegeController.h"
#include "BattleStacksController.h"
#include "BattleObstacleController.h"
void BattleRenderer::collectObjects()
{
owner->collectRenderableObjects(*this);
owner->effectsController->collectRenderableObjects(*this);
owner->obstacleController->collectRenderableObjects(*this);
owner->stacksController->collectRenderableObjects(*this);
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if (owner->siegeController)
owner->siegeController->collectRenderableObjects(*this);
}
void BattleRenderer::sortObjects()
{
auto getRow = [](const RenderableInstance & object) -> int
{
if (object.tile.isValid())
return object.tile.getY();
if ( object.tile == BattleHex::HEX_BEFORE_ALL )
return -1;
if ( object.tile == BattleHex::HEX_AFTER_ALL )
return GameConstants::BFIELD_HEIGHT;
if ( object.tile == BattleHex::INVALID )
return GameConstants::BFIELD_HEIGHT;
assert(0);
return GameConstants::BFIELD_HEIGHT;
};
std::stable_sort(objects.begin(), objects.end(), [&](const RenderableInstance & left, const RenderableInstance & right){
if ( getRow(left) != getRow(right))
return getRow(left) < getRow(right);
return left.layer < right.layer;
});
}
void BattleRenderer::renderObjects(BattleRenderer::RendererPtr targetCanvas)
{
for (auto const & object : objects)
object.functor(targetCanvas);
}
BattleRenderer::BattleRenderer(BattleInterface * owner):
owner(owner)
{
}
void BattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, BattleRenderer::RenderFunctor functor)
{
objects.push_back({ functor, layer, tile });
}
void BattleRenderer::execute(BattleRenderer::RendererPtr targetCanvas)
{
collectObjects();
sortObjects();
renderObjects(targetCanvas);
}