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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 "BattleInterfaceClasses.h"
#include "BattleEffectsController.h"
#include "BattleWindow.h"
#include "BattleSiegeController.h"
#include "BattleStacksController.h"
#include "BattleObstacleController.h"
void BattleRenderer::collectObjects()
{
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owner.effectsController->collectRenderableObjects(*this);
owner.obstacleController->collectRenderableObjects(*this);
owner.stacksController->collectRenderableObjects(*this);
if (owner.siegeController)
owner.siegeController->collectRenderableObjects(*this);
if (owner.defendingHero)
owner.defendingHero->collectRenderableObjects(*this);
if (owner.attackingHero)
owner.attackingHero->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;
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assert( object.tile == BattleHex::HEX_AFTER_ALL || object.tile == BattleHex::INVALID);
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;
});
}
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void BattleRenderer::renderObjects(BattleRenderer::RendererRef targetCanvas)
{
for (auto const & object : objects)
object.functor(targetCanvas);
}
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BattleRenderer::BattleRenderer(BattleInterface & owner):
owner(owner)
{
}
void BattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, BattleRenderer::RenderFunctor functor)
{
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objects.push_back({functor, layer, tile});
}
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void BattleRenderer::execute(BattleRenderer::RendererRef targetCanvas)
{
collectObjects();
sortObjects();
renderObjects(targetCanvas);
}