/* * 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() { 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; 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; }); } void BattleRenderer::renderObjects(BattleRenderer::RendererRef 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::RendererRef targetCanvas) { collectObjects(); sortObjects(); renderObjects(targetCanvas); }