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https://github.com/vcmi/vcmi.git
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49a6d056d9
- added documentation comments for classes, members and methods - added const specifier to methods where applicable - renamed some methods with more clear name - removed some commented-out or unused code
78 lines
2.1 KiB
C++
78 lines
2.1 KiB
C++
/*
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* BattleFieldController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleRenderer.h"
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#include "BattleInterface.h"
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#include "BattleEffectsController.h"
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#include "BattleSiegeController.h"
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#include "BattleStacksController.h"
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#include "BattleObstacleController.h"
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void BattleRenderer::collectObjects()
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{
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owner->collectRenderableObjects(*this);
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owner->effectsController->collectRenderableObjects(*this);
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owner->obstacleController->collectRenderableObjects(*this);
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owner->stacksController->collectRenderableObjects(*this);
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if (owner->siegeController)
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owner->siegeController->collectRenderableObjects(*this);
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}
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void BattleRenderer::sortObjects()
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{
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auto getRow = [](const RenderableInstance & object) -> int
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{
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if (object.tile.isValid())
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return object.tile.getY();
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if ( object.tile == BattleHex::HEX_BEFORE_ALL )
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return -1;
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if ( object.tile == BattleHex::HEX_AFTER_ALL )
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return GameConstants::BFIELD_HEIGHT;
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if ( object.tile == BattleHex::INVALID )
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return GameConstants::BFIELD_HEIGHT;
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assert(0);
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return GameConstants::BFIELD_HEIGHT;
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};
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std::stable_sort(objects.begin(), objects.end(), [&](const RenderableInstance & left, const RenderableInstance & right){
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if ( getRow(left) != getRow(right))
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return getRow(left) < getRow(right);
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return left.layer < right.layer;
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});
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}
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void BattleRenderer::renderObjects(BattleRenderer::RendererPtr targetCanvas)
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{
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for (auto const & object : objects)
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object.functor(targetCanvas);
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}
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BattleRenderer::BattleRenderer(BattleInterface * owner):
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owner(owner)
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{
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}
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void BattleRenderer::insert(EBattleFieldLayer layer, BattleHex tile, BattleRenderer::RenderFunctor functor)
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{
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objects.push_back({ functor, layer, tile });
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}
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void BattleRenderer::execute(BattleRenderer::RendererPtr targetCanvas)
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{
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collectObjects();
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sortObjects();
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renderObjects(targetCanvas);
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}
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