Touched up selection functionality.

This commit is contained in:
Matija Hustić
2015-06-01 02:59:28 +01:00
parent 9882a6e34d
commit e965a0d3f0
6 changed files with 74 additions and 24 deletions

View File

@@ -40,15 +40,17 @@ namespace OpenRA.Widgets
{
if (!IsDragging)
{
foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition, _ => true))
// Render actors under the mouse pointer
foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition))
worldRenderer.DrawRollover(u);
return;
}
// Render actors in the dragbox
var selbox = SelectionBox;
Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second, _ => true))
foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second))
worldRenderer.DrawRollover(u);
}
@@ -111,15 +113,20 @@ namespace OpenRA.Widgets
if (unit != null && unit.Owner == (World.RenderPlayer ?? World.LocalPlayer))
{
var newSelection2 = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
a => a.Owner == unit.Owner && a.Info.Name == unit.Info.Name);
var s = unit.TraitOrDefault<Selectable>();
if (s != null)
{
// Select actors on the screen that have the same selection class as the actor under the mouse cursor
var newSelection = SelectActorsOnScreen(World, worldRenderer, new HashSet<string> { s.Class }, unit.Owner);
World.Selection.Combine(World, newSelection2, true, false);
World.Selection.Combine(World, newSelection, true, false);
}
}
}
else if (dragStart.HasValue)
{
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart.Value, xy, _ => true);
// Select actors in the dragbox
var newSelection = SelectActorsInBoxWithDeadzone(World, dragStart.Value, xy);
World.Selection.Combine(World, newSelection, mi.Modifiers.HasModifier(Modifiers.Shift), dragStart == xy);
}
}
@@ -230,26 +237,28 @@ namespace OpenRA.Widgets
World.SetPauseState(!World.Paused);
else if (key == Game.Settings.Keys.SelectAllUnitsKey)
{
var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
a => a.Owner == player);
// Select actors on the screen which belong to the current player
var ownUnitsOnScreen = SelectActorsOnScreen(World, worldRenderer, null, player);
World.Selection.Combine(World, ownUnitsOnScreen, false, false);
}
else if (key == Game.Settings.Keys.SelectUnitsByTypeKey)
{
var selectedTypes = World.Selection.Actors
// Get all the selected actors' selection classes
var selectedClasses = World.Selection.Actors
.Where(x => x.Owner == player)
.Select(a => a.Info);
.Select(a => a.Trait<Selectable>().Class)
.ToHashSet();
Func<Actor, bool> cond = a => a.Owner == player && selectedTypes.Contains(a.Info);
var tl = worldRenderer.Viewport.TopLeft;
var br = worldRenderer.Viewport.BottomRight;
var newSelection = SelectActorsInBox(World, tl, br, cond);
// Select actors on the screen that have the same selection class as one of the already selected actors
var newSelection = SelectActorsOnScreen(World, worldRenderer, selectedClasses, player).ToList();
if (newSelection.Count() > selectedTypes.Count())
// Check if selecting actors on the screen has selected new units
if (newSelection.Count() > World.Selection.Actors.Count())
Game.Debug("Selected across screen");
else
{
newSelection = World.ActorMap.ActorsInWorld().Where(cond);
// Select actors in the world that have the same selection class as one of the already selected actors
newSelection = SelectActorsInWorld(World, selectedClasses, player).ToList();
Game.Debug("Selected across map");
}
@@ -264,18 +273,41 @@ namespace OpenRA.Widgets
return false;
}
static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b, Func<Actor, bool> cond)
static IEnumerable<Actor> SelectActorsOnScreen(World world, WorldRenderer wr, IEnumerable<string> selectionClasses, Player player)
{
if (a == b || (a - b).Length > Game.Settings.Game.SelectionDeadzone)
return SelectActorsInBox(world, a, b, cond);
else
return SelectActorsInBox(world, b, b, cond);
return SelectActorsByPlayerByClass(world.ScreenMap.ActorsInBox(wr.Viewport.TopLeft, wr.Viewport.BottomRight), selectionClasses, player);
}
static IEnumerable<Actor> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
static IEnumerable<Actor> SelectActorsInWorld(World world, IEnumerable<string> selectionClasses, Player player)
{
return SelectActorsByPlayerByClass(world.ActorMap.ActorsInWorld(), selectionClasses, player);
}
static IEnumerable<Actor> SelectActorsByPlayerByClass(IEnumerable<Actor> actors, IEnumerable<string> selectionClasses, Player player)
{
return actors.Where(a =>
{
if (a.Owner != player)
return false;
var s = a.TraitOrDefault<Selectable>();
// sc == null means that units, that meet all other criteria, get selected
return s != null && s.Info.Selectable && (selectionClasses == null || selectionClasses.Contains(s.Class));
});
}
static IEnumerable<Actor> SelectActorsInBoxWithDeadzone(World world, int2 a, int2 b)
{
// For dragboxes that are too small, shrink the dragbox to a single point (point b)
if ((a - b).Length <= Game.Settings.Game.SelectionDeadzone)
a = b;
return world.ScreenMap.ActorsInBox(a, b)
.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x)) && cond(x))
.Where(x =>
{
var s = x.TraitOrDefault<Selectable>();
return s != null && s.Info.Selectable && (x.Owner.IsAlliedWith(world.RenderPlayer) || !world.FogObscures(x));
})
.GroupBy(x => x.GetSelectionPriority())
.OrderByDescending(g => g.Key)
.Select(g => g.AsEnumerable())