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https://github.com/vcmi/vcmi.git
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a1a5bc28c2
Mixed line endings cause problems when exporting patches with git-format-patch and then trying to "git am" a patch with mixed and non-matching line endings. In such a situation git will fail to apply the patch. This commit runs the dos2unix tools on the remaining files with CRLF (\r\n) line endings to convert them to line-feeds (\n) only. Files that are Windows specific like *.vcxproj and *.props files were not converted. Closes: #3073
77 lines
2.1 KiB
C++
77 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 "BattleInterfaceClasses.h"
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#include "BattleEffectsController.h"
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#include "BattleWindow.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.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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if (owner.defendingHero)
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owner.defendingHero->collectRenderableObjects(*this);
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if (owner.attackingHero)
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owner.attackingHero->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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assert( object.tile == BattleHex::HEX_AFTER_ALL || object.tile == BattleHex::INVALID);
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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::RendererRef 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::RendererRef 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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