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