vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
135 lines
5.3 KiB
C++
135 lines
5.3 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SELECTION
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#define INCLUDED_SELECTION
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#include "ps/Profiler2.h"
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#include "simulation2/helpers/Player.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/system/Entity.h"
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#include "simulation2/system/IComponent.h"
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#include <vector>
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class CSimulation2;
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class CCamera;
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bool CheckEntityInRect(CEntityHandle handle, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, bool allowEditorSelectables);
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namespace EntitySelection
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{
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/**
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* Finds all selectable entities under the given screen coordinates.
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*
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* @param camera use this view to convert screen to world coordinates.
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* @param screenX,screenY 2D screen coordinates.
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* @param player player whose LOS will be used when selecting entities. In Atlas
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* this value is ignored as the whole map is revealed.
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* @param allowEditorSelectables if true, all entities with the ICmpSelectable interface
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* will be selected (including decorative actors), else only those selectable ingame.
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* @param range Approximate range to check for entity in.
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*
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* @return ordered list of selected entities with the closest first.
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*/
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entity_id_t PickEntityAtPoint(CSimulation2& simulation, const CCamera& camera, int screenX, int screenY, player_id_t player, bool allowEditorSelectables);
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/**
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* Finds all selectable entities within the given screen coordinate rectangle,
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* belonging to the given player. Used for bandboxing.
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*
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* @param camera use this view to convert screen to world coordinates.
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* @param sx0,sy0,sx1,sy1 diagonally opposite corners of the rectangle in 2D screen coordinates.
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* @param owner player whose entities we are selecting. Ownership is ignored if
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* INVALID_PLAYER is used.
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* @param allowEditorSelectables if true, all entities with the ICmpSelectable interface
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* will be selected (including decorative actors), else only those selectable ingame.
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*
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* @return unordered list of selected entities.
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*/
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std::vector<entity_id_t> PickEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t owner, bool allowEditorSelectables);
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/**
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* Finds all selectable entities within the given screen coordinate rectangle,
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* belonging to any given player (excluding Gaia). Used for status bars.
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*/
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std::vector<entity_id_t> PickNonGaiaEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, bool allowEditorSelectables);
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/**
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* Finds all entities with a given component belonging to any given player.
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*/
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struct DefaultComponentFilter
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{
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bool operator()(IComponent* UNUSED(cmp))
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{
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return true;
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}
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};
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template<typename Filter = DefaultComponentFilter>
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std::vector<entity_id_t> GetEntitiesWithComponentInRect(CSimulation2& simulation, int cid, const CCamera& camera, int sx0, int sy0, int sx1, int sy1)
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{
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PROFILE2("GetEntitiesWithObstructionInRect");
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// Make sure sx0 <= sx1, and sy0 <= sy1
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if (sx0 > sx1)
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std::swap(sx0, sx1);
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if (sy0 > sy1)
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std::swap(sy0, sy1);
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std::vector<entity_id_t> hitEnts;
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Filter filter;
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const CSimulation2::InterfaceListUnordered& entities = simulation.GetEntitiesWithInterfaceUnordered(cid);
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for (const std::pair<const entity_id_t, IComponent*>& item : entities)
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{
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if (!filter(item.second))
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continue;
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if (CheckEntityInRect(item.second->GetEntityHandle(), camera, sx0, sy0, sx1, sy1, false))
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hitEnts.push_back(item.first);
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}
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return hitEnts;
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}
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/**
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* Finds all entities with the given entity template name, belonging to the given player.
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*
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* @param camera use this view to convert screen to world coordinates.
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* @param templateName the name of the template to match, or the selection group name
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* for similar matching.
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* @param owner player whose entities we are selecting. Ownership is ignored if
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* INVALID_PLAYER is used.
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* @param includeOffScreen if true, then all entities visible in the world will be selected,
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* else only entities visible to the camera will be selected.
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* @param matchRank if true, only entities that exactly match templateName will be selected,
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* else entities with matching SelectionGroupName will be selected.
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* @param allowEditorSelectables if true, all entities with the ICmpSelectable interface
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* will be selected (including decorative actors), else only those selectable in-game.
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* @param allowFoundations if true, foundations are also included in the results. Only takes
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* effect when matchRank = true.
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*
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* @return unordered list of selected entities.
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* @see ICmpIdentity
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*/
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std::vector<entity_id_t> PickSimilarEntities(CSimulation2& simulation, const CCamera& camera, const std::string& templateName,
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player_id_t owner, bool includeOffScreen, bool matchRank, bool allowEditorSelectables, bool allowFoundations);
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} // namespace
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#endif // INCLUDED_SELECTION
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