Rename PickFriendlyEntitiesOnScreen to PickPlayerEntitiesOnScreen.
Rename PickFriendlyEntitiesInRect to PickPlayerEntitiesInRect. Rename PickSimilarFriendlyEntities to PickSimilarPlayerEntities. Add comment. Refs #3215. This was SVN commit r17622.
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@ -153,7 +153,7 @@ function updateBuildingPlacementPreview()
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if (placementSupport.wallSet && placementSupport.position)
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{
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// Fetch an updated list of snapping candidate entities
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placementSupport.wallSnapEntities = Engine.PickSimilarFriendlyEntities(
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placementSupport.wallSnapEntities = Engine.PickSimilarPlayerEntities(
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placementSupport.wallSet.templates.tower,
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placementSupport.wallSnapEntitiesIncludeOffscreen,
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true, // require exact template match
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@ -535,7 +535,7 @@ function handleInputBeforeGui(ev, hoveredObject)
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case "mousemotion":
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var rect = updateBandbox(bandbox, ev, false);
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var ents = Engine.PickFriendlyEntitiesInRect(rect[0], rect[1], rect[2], rect[3], Engine.GetPlayerID());
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var ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], Engine.GetPlayerID());
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var preferredEntities = getPreferredEntities(ents);
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g_Selection.setHighlightList(preferredEntities);
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@ -547,7 +547,7 @@ function handleInputBeforeGui(ev, hoveredObject)
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var rect = updateBandbox(bandbox, ev, true);
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// Get list of entities limited to preferred entities
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var ents = getPreferredEntities(Engine.PickFriendlyEntitiesInRect(rect[0], rect[1], rect[2], rect[3], Engine.GetPlayerID()));
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var ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], Engine.GetPlayerID()));
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// Remove the bandbox hover highlighting
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g_Selection.setHighlightList([]);
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@ -1029,7 +1029,7 @@ function handleInputAfterGui(ev)
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}
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// TODO: Should we handle "control all units" here as well?
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ents = Engine.PickSimilarFriendlyEntities(templateToMatch, showOffscreen, matchRank, false);
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ents = Engine.PickSimilarPlayerEntities(templateToMatch, showOffscreen, matchRank, false);
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}
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else
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{
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@ -837,7 +837,7 @@ function recalculateStatusBarDisplay()
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{
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let entities;
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if (g_ShowAllStatusBars)
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entities = Engine.PickFriendlyEntitiesOnScreen(Engine.GetPlayerID());
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entities = Engine.PickPlayerEntitiesOnScreen(Engine.GetPlayerID());
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else
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{
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let selected = g_Selection.toList();
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@ -1,4 +1,4 @@
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2016 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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@ -154,17 +154,17 @@ entity_id_t PickEntityAtPoint(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), in
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return EntitySelection::PickEntityAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetPlayerID(), false);
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}
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std::vector<entity_id_t> PickFriendlyEntitiesInRect(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int x0, int y0, int x1, int y1, int player)
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std::vector<entity_id_t> PickPlayerEntitiesInRect(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int x0, int y0, int x1, int y1, int player)
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{
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return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player, false);
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}
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std::vector<entity_id_t> PickFriendlyEntitiesOnScreen(ScriptInterface::CxPrivate* pCxPrivate, int player)
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std::vector<entity_id_t> PickPlayerEntitiesOnScreen(ScriptInterface::CxPrivate* pCxPrivate, int player)
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{
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return PickFriendlyEntitiesInRect(pCxPrivate, 0, 0, g_xres, g_yres, player);
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return PickPlayerEntitiesInRect(pCxPrivate, 0, 0, g_xres, g_yres, player);
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}
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std::vector<entity_id_t> PickSimilarFriendlyEntities(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string templateName, bool includeOffScreen, bool matchRank, bool allowFoundations)
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std::vector<entity_id_t> PickSimilarPlayerEntities(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string templateName, bool includeOffScreen, bool matchRank, bool allowFoundations)
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{
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return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetPlayerID(), includeOffScreen, matchRank, false, allowFoundations);
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}
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@ -965,9 +965,9 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
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// Entity picking
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scriptInterface.RegisterFunction<entity_id_t, int, int, &PickEntityAtPoint>("PickEntityAtPoint");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, &PickFriendlyEntitiesOnScreen>("PickFriendlyEntitiesOnScreen");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, bool, bool, &PickSimilarFriendlyEntities>("PickSimilarFriendlyEntities");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickPlayerEntitiesInRect>("PickPlayerEntitiesInRect");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, &PickPlayerEntitiesOnScreen>("PickPlayerEntitiesOnScreen");
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, bool, bool, &PickSimilarPlayerEntities>("PickSimilarPlayerEntities");
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scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtScreenPoint>("GetTerrainAtScreenPoint");
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// Network / game setup functions
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@ -1,4 +1,4 @@
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2016 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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@ -185,7 +185,7 @@ public:
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virtual std::vector<entity_id_t> ResetActiveQuery(tag_t tag) = 0;
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/**
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* Returns list of all entities for specific player.
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* Returns a list of all entities for a specific player.
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* (This is on this interface because it shares a lot of the implementation.
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* Maybe it should be extended to be more like ExecuteQuery without
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* the range parameter.)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2015 Wildfire Games.
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/* Copyright (C) 2016 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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@ -88,7 +88,8 @@ entity_id_t EntitySelection::PickEntityAtPoint(CSimulation2& simulation, const C
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}
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/**
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* Used by EntitySelection::PickEntitiesInRect.
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* Returns true if the given entity is visible to the given player and visible in the given screen area.
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* If the entity is a decorative, the function will only return true if allowEditorSelectables.
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*/
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static bool CheckEntityVisibleAndInRect(CEntityHandle handle, CmpPtr<ICmpRangeManager> cmpRangeManager, 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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