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vcmi/client/battle/BattleRenderer.h

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/*
* BattleFieldController.h, 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
*
*/
#pragma once
#include "../../lib/battle/BattleHex.h"
class Canvas;
class BattleInterface;
enum class EBattleFieldLayer {
// confirmed ordering requirements:
OBSTACLES = 0,
CORPSES = 0,
WALLS = 1,
HEROES = 2,
STACKS = 2, // after corpses, obstacles, walls
BATTLEMENTS = 3, // after stacks
STACK_AMOUNTS = 3, // after stacks, obstacles, corpses
EFFECTS = 4, // after obstacles, battlements
};
class BattleRenderer
{
public:
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using RendererRef = Canvas &;
using RenderFunctor = std::function<void(RendererRef)>;
private:
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BattleInterface & owner;
struct RenderableInstance
{
RenderFunctor functor;
EBattleFieldLayer layer;
BattleHex tile;
};
std::vector<RenderableInstance> objects;
void collectObjects();
void sortObjects();
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void renderObjects(RendererRef targetCanvas);
public:
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BattleRenderer(BattleInterface & owner);
void insert(EBattleFieldLayer layer, BattleHex tile, RenderFunctor functor);
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void execute(RendererRef targetCanvas);
};