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

411 lines
9.6 KiB
JavaScript

const MAX_SELECTION_SIZE = 200; // Limits selection size
function _setHighlight(ents, alpha)
{
if (ents.length)
Engine.GuiInterfaceCall("SetSelectionHighlight", { "entities":ents, "alpha":alpha });
}
function _setStatusBars(ents, enabled)
{
if (ents.length)
Engine.GuiInterfaceCall("SetStatusBars", { "entities":ents, "enabled":enabled });
}
function _setMotionOverlay(ents, enabled)
{
if (ents.length)
Engine.GuiInterfaceCall("SetMotionDebugOverlay", { "entities":ents, "enabled":enabled });
}
function _playSound(ent)
{
Engine.GuiInterfaceCall("PlaySound", { "name":"select", "entity":ent });
}
//-------------------------------- -------------------------------- --------------------------------
// EntityGroups class for managing grouped entities
//-------------------------------- -------------------------------- --------------------------------
function EntityGroups()
{
this.groups = {};
this.ents = {};
}
EntityGroups.prototype.reset = function()
{
this.groups = {};
this.ents = {};
};
EntityGroups.prototype.add = function(ents)
{
for each (var ent in ents)
{
if (!this.ents[ent])
{
var entState = GetEntityState(ent);
var templateName = entState.template;
var template = GetTemplateData(templateName);
var key = template.selectionGroupName || templateName;
if (this.groups[key])
this.groups[key] += 1;
else
this.groups[key] = 1;
this.ents[ent] = key;
}
}
};
EntityGroups.prototype.removeEnt = function(ent)
{
var templateName = this.ents[ent];
// Remove the entity
delete this.ents[ent];
this.groups[templateName]--;
// Remove the entire group
if (this.groups[templateName] == 0)
delete this.groups[templateName];
};
EntityGroups.prototype.getCount = function(templateName)
{
return this.groups[templateName];
};
EntityGroups.prototype.getTotalCount = function()
{
var totalCount = 0;
for each (var group in this.groups)
{
totalCount += group;
}
return totalCount;
};
EntityGroups.prototype.getTemplateNames = function()
{
var templateNames = [];
for (var templateName in this.groups)
templateNames.push(templateName);
//Preserve order even when shuffling units around
//Can be optimized by moving the sorting elsewhere
templateNames.sort();
return templateNames;
};
EntityGroups.prototype.getEntsByName = function(templateName)
{
var entTemplateNames = [];
for each (var entTemplateName in this.ents)
entTemplateNames.push(entTemplateName);
var i = 0;
var ents = [];
for (var ent in this.ents)
{
if (entTemplateNames[i] == templateName)
ents.push(parseInt(ent));
i++;
}
return ents;
};
// Gets all ents in every group except ones of the specified group
EntityGroups.prototype.getEntsByNameInverse = function(templateName)
{
var entTemplateNames = [];
for each (var entTemplateName in this.ents)
entTemplateNames.push(entTemplateName);
var i = 0;
var ents = [];
for (var ent in this.ents)
{
if (entTemplateNames[i] != templateName)
ents.push(parseInt(ent));
i++;
}
return ents;
};
//-------------------------------- -------------------------------- --------------------------------
// EntitySelection class for managing the entity selection list and the primary selection
//-------------------------------- -------------------------------- --------------------------------
function EntitySelection()
{
// Private properties:
//--------------------------------
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.dirty = false; // set whenever the selection has changed
this.groups = new EntityGroups();
}
// Deselect everything but entities of the chosen type if the modifier is true otherwise deselect just the chosen entity
EntitySelection.prototype.makePrimarySelection = function(templateName, modifierKey)
{
var selection = this.toList();
var ent;
// Find an ent of a unit of the same type
for (var i = 0; i < selection.length; i++)
{
var entState = GetEntityState(selection[i]);
if (!entState)
continue;
if (entState.template == templateName)
ent = selection[i];
}
var template = GetTemplateData(templateName);
var key = template.selectionGroupName || templateName;
var ents = [];
if (modifierKey)
ents = this.groups.getEntsByNameInverse(key);
else
ents = this.groups.getEntsByName(key);
this.reset();
this.addList(ents);
}
// Get a list of the template names
EntitySelection.prototype.getTemplateNames = function()
{
var templateNames = [];
var ents = this.toList();
for each (var ent in ents)
{
var entState = GetEntityState(ent);
if (entState)
templateNames.push(entState.template);
}
return templateNames;
}
// Update the selection to take care of changes (like units that have been killed)
EntitySelection.prototype.update = function()
{
this.checkRenamedEntities();
for each (var ent in this.selected)
{
var entState = GetEntityState(ent);
// Remove deleted units
if (!entState)
{
delete this.selected[ent];
this.groups.removeEnt(ent);
this.dirty = true;
continue;
}
// Remove non-visible units (e.g. moved back into fog-of-war)
if (entState.visibility == "hidden")
{
// Disable any highlighting of the disappeared unit
_setHighlight([ent], 0);
_setStatusBars([ent], false);
_setMotionOverlay([ent], false);
delete this.selected[ent];
this.dirty = true;
continue;
}
}
};
/**
* Update selection if some selected entities was renamed
* (in case of unit promotion or finishing building structure)
*/
EntitySelection.prototype.checkRenamedEntities = function()
{
var renamedEntities = Engine.GuiInterfaceCall("GetRenamedEntities", true);
if (renamedEntities.length > 0)
{
var removeFromSelectionList = [];
var addToSelectionList = [];
for each (var renamedEntity in renamedEntities)
{
if (this.selected[renamedEntity.entity])
{
removeFromSelectionList.push(renamedEntity.entity);
addToSelectionList.push(renamedEntity.newentity);
}
}
this.removeList(removeFromSelectionList);
this.addList(addToSelectionList);
}
}
EntitySelection.prototype.addList = function(ents)
{
var selectionSize = this.toList().length;
var i = 1;
var added = [];
var playerID = Engine.GetPlayerID();
var allowEnemySelections = g_DevSettings.controlAll || (ents.length == 1 && selectionSize == 0);
for each (var ent in ents)
{
// Only add entities we own to our selection
var entState = GetEntityState(ent);
if (!this.selected[ent] && (selectionSize + i) <= MAX_SELECTION_SIZE && (allowEnemySelections || (entState && entState.player == playerID)))
{
added.push(ent);
this.selected[ent] = ent;
i++;
}
}
_setHighlight(added, 1);
_setStatusBars(added, true);
_setMotionOverlay(added, this.motionDebugOverlay);
if (added.length)
_playSound(added[0]);
this.groups.add(this.toList()); // Create Selection Groups
this.dirty = true;
};
EntitySelection.prototype.removeList = function(ents)
{
var removed = [];
for each (var ent in ents)
{
if (this.selected[ent])
{
this.groups.removeEnt(ent);
removed.push(ent);
delete this.selected[ent];
}
}
_setHighlight(removed, 0);
_setStatusBars(removed, false);
_setMotionOverlay(removed, false);
this.dirty = true;
};
EntitySelection.prototype.reset = function()
{
_setHighlight(this.toList(), 0);
_setStatusBars(this.toList(), false);
_setMotionOverlay(this.toList(), false);
this.selected = {};
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 highlighted = {};
for each (var ent in ents)
highlighted[ent] = ent;
var removed = [];
var added = [];
// Remove highlighting for the old units that are no longer highlighted
// (excluding ones that are actively selected too)
for each (var ent in this.highlighted)
if (!highlighted[ent] && !this.selected[ent])
removed.push(+ent);
// Add new highlighting for units that aren't already highlighted
for each (var ent in ents)
if (!this.highlighted[ent] && !this.selected[ent])
added.push(+ent);
_setHighlight(removed, 0);
_setStatusBars(removed, false);
_setHighlight(added, 0.5);
_setStatusBars(added, true);
// Store the new highlight list
this.highlighted = highlighted;
};
EntitySelection.prototype.SetMotionDebugOverlay = function(enabled)
{
this.motionDebugOverlay = enabled;
_setMotionOverlay(this.toList(), enabled);
};
var g_Selection = new EntitySelection();
//-------------------------------- -------------------------------- --------------------------------
// EntityGroupsContainer class for managing grouped entities
//-------------------------------- -------------------------------- --------------------------------
function EntityGroupsContainer()
{
this.groups = {};
for (var i = 0; i < 10; ++i)
{
this.groups[i] = new EntityGroups();
}
}
EntityGroupsContainer.prototype.addEntities = function(groupName, ents)
{
for each (var ent in ents)
{
for each (var group in this.groups)
{
if (ent in group.ents)
{
group.removeEnt(ent);
}
}
}
this.groups[groupName].add(ents);
}
EntityGroupsContainer.prototype.update = function()
{
for each (var group in this.groups)
{
for (var ent in group.ents)
{
var entState = GetEntityState(+ent);
// Remove deleted units
if (!entState)
{
group.removeEnt(ent);
}
}
}
}
var g_Groups = new EntityGroupsContainer();