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0ad/binaries/data/mods/public/gui/session_new/selection.js

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var g_ActiveSelectionColour = { r:1, g:1, b:1, a:1 };
var g_HighlightSelectionColour = { r:1, g:1, b:1, a:0.5 };
var g_InactiveSelectionColour = { r:1, g:1, b:1, a:0 };
function _setHighlight(ents, colour)
{
if (ents.length)
Engine.GuiInterfaceCall("SetSelectionHighlight", { "entities":ents, "colour":colour });
}
function _setMotionOverlay(ents, enabled)
{
if (ents.length)
Engine.GuiInterfaceCall("SetMotionDebugOverlay", { "entities":ents, "enabled":enabled });
}
//-------------------------------- -------------------------------- --------------------------------
// EntityGroups class for ordering / managing entities by their templates
//-------------------------------- -------------------------------- --------------------------------
function EntityGroups()
{
// private properties
this.primary = 0;
this.groups = []; // Includes only highest ranked versions of each type
}
EntityGroups.prototype.Group = function(templateName, typeCount, firstOfType)
{
this.templateName = templateName;
this.typeCount = typeCount;
this.firstOfType = firstOfType;
};
EntityGroups.prototype.reset = function()
{
this.primary = 0;
this.groups = [];
};
EntityGroups.prototype.getLength = function()
{
return this.groups.length;
};
EntityGroups.prototype.getPrimary = function()
{
return this.primary;
};
EntityGroups.prototype.setPrimary = function(index)
{
if (this.groups.length > index)
this.primary = index;
else
console.write("Warning: \"index\" is larger than g_Selection.toList().length: Cannot set Primary Selection.");
};
EntityGroups.prototype.getGroup = function(templateName)
{
// Get the group that corresponds to the template name
var group = this.groups[this.getGroupNumber(templateName)];
if (group)
return group;
// The templateName didn't match any in the groups...
// Check if it's the same unit, but a different rank and return that group
if (g_GroupSelectionByRank)
{
var thatGenericTemplateName = templateName.substring(0, templateName.length-2);
var templateNames = this.getTemplateNames();
for (var i = 0; i < templateNames.length; i++)
{
var thisGenericTemplateName = templateNames[i].substring(0, templateNames[i].length-2);
if (thisGenericTemplateName == thatGenericTemplateName)
return this.groups[i];
}
}
// There was no match...
//console.write("Warning: Could not find either \"" + templateName + "\" or the more generic: \"" + thatGenericTemplateName + "\"");
return undefined;
};
EntityGroups.prototype.addGroup = function(templateName, typeCount, firstOfType)
{
this.groups.push(new this.Group(templateName, typeCount, firstOfType));
};
EntityGroups.prototype.removeGroup = function(templateName)
{
var index = this.getGroupNumber(templateName);
this.groups.splice(index, 1);
};
EntityGroups.prototype.getGroupNumber = function(templateName)
{
for (var i = 0; i < this.groups.length; i++)
if (this.groups[i].templateName == templateName)
return i;
return -1;
};
EntityGroups.prototype.getTemplateNames = function()
{
var templateNames = [];
for (var i = 0; i < this.groups.length; i++)
templateNames.push(this.groups[i].templateName);
return templateNames;
};
// Checks if the new rank code is greater than the old rank code (private helper function for EntityGroups.createGroups)
EntityGroups.prototype.greaterThanPreviousRank = function(oldRank, newRank)
{
if (oldRank == newRank)
return false;
else if (oldRank == 'b' || newRank == 'e')
return true;
else
return false;
};
EntityGroups.prototype.createGroups = function(ents)
{
// Erase old groups first
this.reset();
// Make selection groups
for (var i = 0; i < ents.length; i++)
{
var templateName = Engine.GuiInterfaceCall("GetEntityState", ents[i]).template;
var group = this.getGroup(templateName);
// We already have one of these types
if (group)
{
// See if the new one has a higher rank
var isRankableUnit = ((templateName.charAt(templateName.length-2) == '_')? true : false);
if (g_GroupSelectionByRank && isRankableUnit)
{
var oldRank = group.templateName.charAt(group.templateName.length-1);
var newRank = templateName.charAt(templateName.length-1);
if (this.greaterThanPreviousRank(oldRank, newRank))
{
var oldTypeCount = group.typeCount;
this.removeGroup(group.templateName);
this.addGroup(templateName, oldTypeCount+1, i);
}
else
{
group.typeCount += 1;
}
}
else // It was not a rankable unit or its rank was not higher than the one we had
{
group.typeCount += 1;
}
}
else // Don't have any of this type, so add it in
{
this.addGroup(templateName, 1, i);
}
}
resetCycleIndex();
}
//-------------------------------- -------------------------------- --------------------------------
// EntitySelection class for managing the entity selection list and the primary selection
//-------------------------------- -------------------------------- --------------------------------
function EntitySelection()
{
// Private properties:
//--------------------------------
this.primary = 0; // The active selection in the unit details panel
this.selected = {}; // { id:id, id:id, ... } for each selected entity ID 'id'
// { id:id, ... } for mouseover-highlighted entity IDs in these, the key is a string and the value is an int;
// we want to use the int form wherever possible since it's more efficient to send to the simulation code)
this.highlighted = {};
this.motionDebugOverlay = false;
// Public properties:
//--------------------------------
this.groups = new EntityGroups(); // the selection entity groups must be reset whenever the selection changes
this.dirty = false; // set whenever the selection has changed
}
EntitySelection.prototype.getPrimaryTemplateName = function()
{
var entId = g_Selection.toList()[this.primary];
var entState = Engine.GuiInterfaceCall("GetEntityState", entId);
if (entState)
return entState.template
return undefined;
};
EntitySelection.prototype.getPrimary = function()
{
return this.primary;
};
EntitySelection.prototype.setPrimary = function(index)
{
if (g_Selection.toList().length > index)
this.primary = index;
else
console.write("Warning: \"index\" is larger than g_Selection.toList().length: Cannot set Primary Selection.");
};
EntitySelection.prototype.resetPrimary = function()
{
this.primary = 0; // the primary selection must be reset whenever the selection changes
};
// Update the selection to take care of changes (like units that have been killed)
EntitySelection.prototype.updateSelection = function()
{
var numberRemoved = 0;
var i = 0;
for each (var unit in this.selected)
{
var entState = Engine.GuiInterfaceCall("GetEntityState", unit);
if (!entState)
{
delete this.selected[unit];
numberRemoved++;
}
i++;
}
if (numberRemoved > 0)
{
this.dirty = true;
this.groups.createGroups(this.toList());
this.resetPrimary(); // TODO: should probably set this to a unit of the same type as the unit that was removed...
}
};
EntitySelection.prototype.toggle = function(ent)
{
if (this.selected[ent])
{
_setHighlight([ent], g_InactiveSelectionColour);
_setMotionOverlay([ent], false);
delete this.selected[ent];
}
else
{
_setHighlight([ent], g_ActiveSelectionColour);
_setMotionOverlay([ent], this.motionDebugOverlay);
this.selected[ent] = ent;
}
this.dirty = true;
};
EntitySelection.prototype.addList = function(ents)
{
var added = [];
for each (var ent in ents)
{
if (!this.selected[ent])
{
added.push(ent);
this.selected[ent] = ent;
}
}
_setHighlight(added, g_ActiveSelectionColour);
_setMotionOverlay(added, this.motionDebugOverlay);
this.dirty = true;
};
EntitySelection.prototype.reset = function()
{
_setHighlight(this.toList(), g_InactiveSelectionColour);
_setMotionOverlay(this.toList(), false);
this.selected = {};
this.resetPrimary();
this.groups.reset();
this.dirty = true;
};
EntitySelection.prototype.toList = function()
{
var ents = [];
for each (var ent in this.selected)
ents.push(ent);
return ents;
};
EntitySelection.prototype.setHighlightList = function(ents)
{
var removed = [];
var added = [];
// Remove highlighting for the old units (excluding ones that are actively selected too)
for each (var ent in this.highlighted)
if (!this.selected[ent])
removed.push(ent);
// Add new highlighting
for each (var ent in ents)
if (!this.selected[ent])
added.push(ent);
_setHighlight(removed, g_InactiveSelectionColour);
_setHighlight(added, g_HighlightSelectionColour);
// TODO: this could be a bit more efficient by only changing the ones that
// have entered/left the highlight list
// Store the new list
this.highlighted = {};
for each (var ent in ents)
this.highlighted[ent] = ent;
};
EntitySelection.prototype.SetMotionDebugOverlay = function(enabled)
{
this.motionDebugOverlay = enabled;
_setMotionOverlay(this.toList(), enabled);
};
var g_Selection = new EntitySelection();