0ad/source/simulation2/helpers/Selection.h
historic_bruno 7d9e98b00e Adds multiple entity selection to Atlas (including move/delete). Fixes #678.
Makes all actors selectable in Atlas and gives them selection rings (an
EditorOnly flag is used in the template for Atlas-only selectables).
Adds player colors to Atlas selection rings.
Fixes decal selection by falling back to old-style AABBs. Refs #1032.
Replaces UnitManager selections with EntitySelection helpers.
Adds DrawOverlays to Atlas views, for Atlas-specific rendering.
Fixes bug where selection rings conflicted with Move/rotate tool in
Atlas simulation test.

This was SVN commit r11177.
2012-02-27 05:32:35 +00:00

71 lines
3 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SELECTION
#define INCLUDED_SELECTION
/**
* @file
* Helper functions related to entity selection
*/
#include "simulation2/system/Entity.h"
#include "Player.h"
#include <vector>
class CSimulation2;
class CCamera;
namespace EntitySelection
{
/**
* Finds all selectable entities under the given screen coordinates.
* Returns list ordered by closeness of picking, closest first.
* Restricted to entities in the LOS of @p player, but with any owner.
* (For Atlas selections this value is ignored as the whole map is revealed).
* If @p allowEditorSelectables then all entities with the IID_Selectable interface
* will be selected, else only selectable entities without the EditorOnly flag set.
*/
std::vector<entity_id_t> PickEntitiesAtPoint(CSimulation2& simulation, const CCamera& camera, int screenX, int screenY, player_id_t player, bool allowEditorSelectables);
/**
* Finds all selectable entities within the given screen coordinate rectangle,
* that belong to player @p owner.
* If @p owner is INVALID_PLAYER then ownership is ignored.
* If @p allowEditorSelectables then all entities with the IID_Selectable interface
* will be selected, else only selectable entities without the EditorOnly flag set.
* Returns unordered list.
*/
std::vector<entity_id_t> PickEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t owner, bool allowEditorSelectables);
/**
* Finds all entities with the given entity template name, that belong to player @p owner.
* If @p owner is INVALID_PLAYER then ownership is ignored.
* If @p includeOffScreen then all entities visible in the world will be selected,
* else only entities visible on the screen will be selected.
* If @p matchRank then only entities that exactly match @p templateName will be selected,
* else entities with matching SelectionGroupName will be selected.
* If @p allowEditorSelectables then all entities with the IID_Selectable interface
* will be selected, else only selectable entities without the EditorOnly flag set.
*/
std::vector<entity_id_t> PickSimilarEntities(CSimulation2& simulation, const CCamera& camera, const std::string& templateName, player_id_t owner, bool includeOffScreen, bool matchRank, bool allowEditorSelectables);
} // namespace
#endif // INCLUDED_SELECTION