BattleRenderer.h 1.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354
  1. /*
  2. * BattleFieldController.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../lib/battle/BattleHex.h"
  12. class Canvas;
  13. class BattleInterface;
  14. enum class EBattleFieldLayer {
  15. // confirmed ordering requirements:
  16. OBSTACLES = 0,
  17. CORPSES = 0,
  18. WALLS = 1,
  19. HEROES = 2,
  20. STACKS = 2, // after corpses, obstacles, walls
  21. BATTLEMENTS = 3, // after stacks
  22. STACK_AMOUNTS = 3, // after stacks, obstacles, corpses
  23. EFFECTS = 4, // after obstacles, battlements
  24. };
  25. class BattleRenderer
  26. {
  27. public:
  28. using RendererRef = Canvas &;
  29. using RenderFunctor = std::function<void(RendererRef)>;
  30. private:
  31. BattleInterface & owner;
  32. struct RenderableInstance
  33. {
  34. RenderFunctor functor;
  35. EBattleFieldLayer layer;
  36. BattleHex tile;
  37. };
  38. std::vector<RenderableInstance> objects;
  39. void collectObjects();
  40. void sortObjects();
  41. void renderObjects(RendererRef targetCanvas);
  42. public:
  43. BattleRenderer(BattleInterface & owner);
  44. void insert(EBattleFieldLayer layer, BattleHex tile, RenderFunctor functor);
  45. void execute(RendererRef targetCanvas);
  46. };