Class GameRenderingOrder

java.lang.Object
com.prineside.tdi2.configs.GameRenderingOrder

public final class GameRenderingOrder extends Object
Defines the order of rendering during the run Listeners with higher priority will be drawn first. If you want to draw something after some of the existing listeners, add AFTER_PERCENT x (percentage) to its priority. For example, to draw after map's tiles, use MAP_DRAW_TOWERS + AFTER_PERCENT * 10 (percent is used in case there are multiple custom listeners at this point - this case shifts the listener 10% after the existing)
  • Field Details

    • AFTER_PERCENT

      public static final int AFTER_PERCENT
      Before, equal to BEFORE_PERCENT
      See Also:
    • BEFORE_PERCENT

      public static final int BEFORE_PERCENT
      See Also:
    • STEP

      public static final int STEP
      See Also:
    • MAP_DRAW_TILES

      public static final int MAP_DRAW_TILES
    • MAP_DRAW_STAINS

      public static final int MAP_DRAW_STAINS
    • MAP_DRAW_TILE_EXTRAS

      public static final int MAP_DRAW_TILE_EXTRAS
    • MAP_DRAW_BATCH

      public static final int MAP_DRAW_BATCH
    • MAP_DRAW_BUILDINGS_CACHE

      public static final int MAP_DRAW_BUILDINGS_CACHE
    • TOWER_APPLY_INTERPOLATION

      public static final int TOWER_APPLY_INTERPOLATION
    • TOWER_DRAW_WEAPONS

      public static final int TOWER_DRAW_WEAPONS
    • TOWER_DRAW_BATCH

      public static final int TOWER_DRAW_BATCH
    • MINER_DRAW_BATCH

      public static final int MINER_DRAW_BATCH
    • MODIFIER_DRAW_BATCH

      public static final int MODIFIER_DRAW_BATCH
    • PATH_RENDERING_DRAW

      public static final int PATH_RENDERING_DRAW
    • OVERLOAD_IMPULSE_UPDATE_GRAPHICS

      public static final int OVERLOAD_IMPULSE_UPDATE_GRAPHICS
    • PROJECTILE_TRAIL_UPDATE_DRAW

      public static final int PROJECTILE_TRAIL_UPDATE_DRAW
    • PROJECTILE_TRAIL_DRAW_OPAQUE

      public static final int PROJECTILE_TRAIL_DRAW_OPAQUE
    • OVERLOAD_IMPULSE_DRAW

      public static final int OVERLOAD_IMPULSE_DRAW
    • UNIT_DRAW_GROUNDED

      public static final int UNIT_DRAW_GROUNDED
    • ENEMY_DRAW

      public static final int ENEMY_DRAW
    • WAVE_DRAW

      public static final int WAVE_DRAW
    • UNIT_DRAW_FLYING

      public static final int UNIT_DRAW_FLYING
    • TOWER_DRAW_BATCH_ADDITIVE

      public static final int TOWER_DRAW_BATCH_ADDITIVE
    • MODIFIER_DRAW_BATCH_ADDITIVE

      public static final int MODIFIER_DRAW_BATCH_ADDITIVE
    • ABILITY_DRAW_BATCH_ADDITIVE

      public static final int ABILITY_DRAW_BATCH_ADDITIVE
    • PARTICLE_UPDATE_DRAW

      public static final int PARTICLE_UPDATE_DRAW
    • EFFECTS_FBO_START

      public static final int EFFECTS_FBO_START
    • PARTICLE_DRAW

      public static final int PARTICLE_DRAW
    • PROJECTILE_TRAIL_DRAW

      public static final int PROJECTILE_TRAIL_DRAW
    • PROJECTILE_DRAW

      public static final int PROJECTILE_DRAW
    • EFFECTS_FBO_END

      public static final int EFFECTS_FBO_END
    • MAP_DRAW

      public static final int MAP_DRAW
    • TOWER_DRAW_RANGES

      public static final int TOWER_DRAW_RANGES
    • MAP_RENDERING_POST_DRAW

      public static final int MAP_RENDERING_POST_DRAW
    • MAP_RENDERING_GAME_SELECTION

      public static final int MAP_RENDERING_GAME_SELECTION
    • MAP_RENDERING_MAP_EDITOR_SELECTION

      public static final int MAP_RENDERING_MAP_EDITOR_SELECTION
    • HOT_KEY_DRAW_CURSOR

      public static final int HOT_KEY_DRAW_CURSOR
    • ABILITY_DRAW_BATCH

      public static final int ABILITY_DRAW_BATCH
    • ENEMY_DRAW_HEALTH

      public static final int ENEMY_DRAW_HEALTH
    • PARTICLE_DRAW_DAMAGE

      public static final int PARTICLE_DRAW_DAMAGE
    • INPUT_DRAW

      public static final int INPUT_DRAW
    • QUEST_DRAW

      public static final int QUEST_DRAW
    • GAME_UI_DRAW

      public static final int GAME_UI_DRAW
    • SOUND_DRAW

      public static final int SOUND_DRAW
    • DEBUG_DPS_CHART_DRAW

      public static final int DEBUG_DPS_CHART_DRAW