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https://github.com/vcmi/vcmi.git
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428fb832c6
- obstacles now have "foreground" field - if "foreground" field set, obstacle will appear on top of other objects, such as units - if "foreground" is not set, obstacle will appear below units - updated schema and cleared up obstacles config
55 lines
1.3 KiB
C++
55 lines
1.3 KiB
C++
/*
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* BattleFieldController.h, 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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#pragma once
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#include "../../lib/battle/BattleHex.h"
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class Canvas;
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class BattleInterface;
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enum class EBattleFieldLayer {
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// confirmed ordering requirements:
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OBSTACLES_BG = 0,
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CORPSES = 0,
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WALLS = 1,
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HEROES = 2,
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STACKS = 2, // after corpses, obstacles, walls
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OBSTACLES_FG = 3, // after stacks
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STACK_AMOUNTS = 3, // after stacks, obstacles, corpses
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EFFECTS = 4, // after obstacles, battlements
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};
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class BattleRenderer
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{
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public:
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using RendererRef = Canvas &;
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using RenderFunctor = std::function<void(RendererRef)>;
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private:
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BattleInterface & owner;
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struct RenderableInstance
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{
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RenderFunctor functor;
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EBattleFieldLayer layer;
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BattleHex tile;
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};
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std::vector<RenderableInstance> objects;
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void collectObjects();
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void sortObjects();
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void renderObjects(RendererRef targetCanvas);
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public:
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BattleRenderer(BattleInterface & owner);
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void insert(EBattleFieldLayer layer, BattleHex tile, RenderFunctor functor);
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void execute(RendererRef targetCanvas);
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};
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