Sprite: Implement Y based Z draw ordering (RGSS2)
If two sprites have the same Z, their order is decided based on their Y coordinate first, and only then (if equal) by creation time.
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@ -105,12 +105,14 @@ void Scene::composite()
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}
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SceneElement::SceneElement(Scene &scene, int z)
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SceneElement::SceneElement(Scene &scene, int z, bool isSprite)
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: link(this),
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creationStamp(shState->genTimeStamp()),
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z(z),
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visible(true),
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scene(&scene)
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scene(&scene),
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spriteY(0),
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isSprite(isSprite)
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{
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scene.insert(*this);
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}
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@ -120,7 +122,9 @@ SceneElement::SceneElement(Scene &scene, int z, unsigned int cStamp)
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creationStamp(cStamp),
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z(z),
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visible(true),
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scene(&scene)
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scene(&scene),
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spriteY(0),
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isSprite(false)
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{
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scene.insert(*this);
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}
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@ -167,11 +171,23 @@ void SceneElement::setVisible(bool value)
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bool SceneElement::operator<(const SceneElement &o) const
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{
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/* Element draw order is decided by their Z value.
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* If two Z values are equal, the later created object
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* has priority */
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if (z <= o.z)
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{
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if (z == o.z)
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if (creationStamp > o.creationStamp)
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return false;
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{
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#ifdef RGSS2
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/* RGSS2: If two sprites' Z values collide,
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* their Y coordinates decide draw order. Only
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* on equal Y does the creation time take effect */
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if (isSprite && o.isSprite && spriteY != o.spriteY)
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return (spriteY < o.spriteY);
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#endif
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return (creationStamp <= o.creationStamp);
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}
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return true;
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}
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@ -179,6 +195,12 @@ bool SceneElement::operator<(const SceneElement &o) const
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return false;
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}
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void SceneElement::setSpriteY(int value)
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{
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spriteY = value;
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scene->reinsert(*this);
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}
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void SceneElement::unlink()
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{
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if (scene)
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@ -71,7 +71,7 @@ protected:
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class SceneElement
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{
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public:
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SceneElement(Scene &scene, int z = 0);
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SceneElement(Scene &scene, int z = 0, bool isSprite = false);
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SceneElement(Scene &scene, int z, unsigned int cStamp);
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virtual ~SceneElement();
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@ -108,6 +108,7 @@ protected:
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* elements with lower priority are drawn earlier */
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bool operator<(const SceneElement &o) const;
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void setSpriteY(int value);
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void unlink();
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IntruListLink<SceneElement> link;
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@ -119,6 +120,10 @@ protected:
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friend class Scene;
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friend class Viewport;
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friend struct TilemapPrivate;
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private:
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int spriteY;
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const bool isSprite;
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};
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#endif // SCENE_H
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@ -302,7 +302,7 @@ struct SpritePrivate
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};
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Sprite::Sprite(Viewport *viewport)
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: ViewportElement(viewport)
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: ViewportElement(viewport, 0, true)
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{
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p = new SpritePrivate;
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onGeometryChange(scene->getGeometry());
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@ -393,6 +393,8 @@ void Sprite::setY(int value)
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#ifdef RGSS2
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p->wave.dirty = true;
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setSpriteY(value);
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#endif
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}
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@ -218,8 +218,8 @@ void Viewport::onGeometryChange(const Geometry &geo)
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}
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ViewportElement::ViewportElement(Viewport *viewport, int z)
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: SceneElement(viewport ? *viewport : *shState->screen(), z),
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ViewportElement::ViewportElement(Viewport *viewport, int z, bool isSprite)
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: SceneElement(viewport ? *viewport : *shState->screen(), z, isSprite),
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m_viewport(viewport)
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{}
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@ -65,7 +65,7 @@ private:
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class ViewportElement : public SceneElement
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{
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public:
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ViewportElement(Viewport *viewport = 0, int z = 0);
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ViewportElement(Viewport *viewport = 0, int z = 0, bool isSprite = false);
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ViewportElement(Viewport *viewport, int z, unsigned int cStamp);
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Viewport *getViewport() const;
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