/* Copyright (C) 2019 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 . */ #ifndef INCLUDED_SELECTION #define INCLUDED_SELECTION #include "ps/Profiler2.h" #include "simulation2/helpers/Player.h" #include "simulation2/Simulation2.h" #include "simulation2/system/Entity.h" #include "simulation2/system/IComponent.h" #include class CSimulation2; class CCamera; bool CheckEntityInRect(CEntityHandle handle, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, bool allowEditorSelectables); namespace EntitySelection { /** * Finds all selectable entities under the given screen coordinates. * * @param camera use this view to convert screen to world coordinates. * @param screenX,screenY 2D screen coordinates. * @param player player whose LOS will be used when selecting entities. In Atlas * this value is ignored as the whole map is revealed. * @param allowEditorSelectables if true, all entities with the ICmpSelectable interface * will be selected (including decorative actors), else only those selectable ingame. * @param range Approximate range to check for entity in. * * @return ordered list of selected entities with the closest first. */ entity_id_t PickEntityAtPoint(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, * belonging to the given player. Used for bandboxing. * * @param camera use this view to convert screen to world coordinates. * @param sx0,sy0,sx1,sy1 diagonally opposite corners of the rectangle in 2D screen coordinates. * @param owner player whose entities we are selecting. Ownership is ignored if * INVALID_PLAYER is used. * @param allowEditorSelectables if true, all entities with the ICmpSelectable interface * will be selected (including decorative actors), else only those selectable ingame. * * @return unordered list of selected entities. */ std::vector PickEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, player_id_t owner, bool allowEditorSelectables); /** * Finds all selectable entities within the given screen coordinate rectangle, * belonging to any given player (excluding Gaia). Used for status bars. */ std::vector PickNonGaiaEntitiesInRect(CSimulation2& simulation, const CCamera& camera, int sx0, int sy0, int sx1, int sy1, bool allowEditorSelectables); /** * Finds all entities with a given component belonging to any given player. */ struct DefaultComponentFilter { bool operator()(IComponent* UNUSED(cmp)) { return true; } }; template std::vector GetEntitiesWithComponentInRect(CSimulation2& simulation, int cid, const CCamera& camera, int sx0, int sy0, int sx1, int sy1) { PROFILE2("GetEntitiesWithObstructionInRect"); // Make sure sx0 <= sx1, and sy0 <= sy1 if (sx0 > sx1) std::swap(sx0, sx1); if (sy0 > sy1) std::swap(sy0, sy1); std::vector hitEnts; Filter filter; const CSimulation2::InterfaceListUnordered& entities = simulation.GetEntitiesWithInterfaceUnordered(cid); for (const std::pair& item : entities) { if (!filter(item.second)) continue; if (CheckEntityInRect(item.second->GetEntityHandle(), camera, sx0, sy0, sx1, sy1, false)) hitEnts.push_back(item.first); } return hitEnts; } /** * Finds all entities with the given entity template name, belonging to the given player. * * @param camera use this view to convert screen to world coordinates. * @param templateName the name of the template to match, or the selection group name * for similar matching. * @param owner player whose entities we are selecting. Ownership is ignored if * INVALID_PLAYER is used. * @param includeOffScreen if true, then all entities visible in the world will be selected, * else only entities visible to the camera will be selected. * @param matchRank if true, only entities that exactly match templateName will be selected, * else entities with matching SelectionGroupName will be selected. * @param allowEditorSelectables if true, all entities with the ICmpSelectable interface * will be selected (including decorative actors), else only those selectable in-game. * @param allowFoundations if true, foundations are also included in the results. Only takes * effect when matchRank = true. * * @return unordered list of selected entities. * @see ICmpIdentity */ std::vector PickSimilarEntities(CSimulation2& simulation, const CCamera& camera, const std::string& templateName, player_id_t owner, bool includeOffScreen, bool matchRank, bool allowEditorSelectables, bool allowFoundations); } // namespace #endif // INCLUDED_SELECTION