extract SelectionController

This commit is contained in:
2026-08-05 20:18:08 +02:00
parent d5ab44b9bf
commit 202f583067
7 changed files with 631 additions and 269 deletions

View File

@@ -16,6 +16,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.h
PARENT_SCOPE
)
@@ -29,6 +30,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.cpp
PARENT_SCOPE
)

View File

@@ -0,0 +1,165 @@
#include "SelectionController.h"
#include <algorithm>
#include <memory>
#include "DebrisSelectionChangedEvent.h"
#include "EntitySelectionChangedEvent.h"
#include "EventManager.h"
#include "SelectionChangedEvent.h"
namespace
{
template <typename T>
bool contains(const std::vector<T>& items, const T& item)
{
return std::find(items.begin(), items.end(), item) != items.end();
}
// Applies `hits` to `selection` per `mode`. Replace is handled by the caller so
// that an empty hit list can mean "clear this category" there but "leave this
// category alone" here.
template <typename T>
void combine(std::vector<T>& selection, const std::vector<T>& hits, SelectionMode mode)
{
for (const T& hit : hits)
{
const typename std::vector<T>::iterator it =
std::find(selection.begin(), selection.end(), hit);
if (it == selection.end())
{
selection.push_back(hit);
}
else if (mode == SelectionMode::Toggle)
{
// Only a toggle removes; an additive box drag never deselects.
selection.erase(it);
}
}
}
} // namespace
const std::vector<BuildingId>& SelectionController::getSelectedBuildings() const
{
return m_buildings;
}
const std::vector<entt::entity>& SelectionController::getSelectedActors() const
{
return m_actors;
}
const std::vector<entt::entity>& SelectionController::getSelectedDebris() const
{
return m_debris;
}
bool SelectionController::isActorSelected(entt::entity actor) const
{
return contains(m_actors, actor);
}
bool SelectionController::isDebrisSelected(entt::entity debris) const
{
return contains(m_debris, debris);
}
void SelectionController::selectBuildings(const std::vector<BuildingId>& ids,
SelectionMode mode)
{
// Buildings win over field objects (REQ-UI-SELECTION-CATEGORIES).
if (clearActorsQuietly()) { publishActors(); }
if (clearDebrisQuietly()) { publishDebris(); }
if (mode == SelectionMode::Replace)
{
m_buildings = ids;
}
else
{
combine(m_buildings, ids, mode);
}
publishBuildings();
}
void SelectionController::selectFieldObjects(const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris,
SelectionMode mode)
{
if (clearBuildingsQuietly()) { publishBuildings(); }
if (mode == SelectionMode::Replace)
{
m_actors = actors;
m_debris = debris;
}
else
{
combine(m_actors, actors, mode);
combine(m_debris, debris, mode);
}
publishActors();
publishDebris();
}
void SelectionController::clearAll()
{
if (clearBuildingsQuietly()) { publishBuildings(); }
if (clearActorsQuietly()) { publishActors(); }
if (clearDebrisQuietly()) { publishDebris(); }
}
void SelectionController::setSelectedActors(std::vector<entt::entity> actors)
{
if (actors == m_actors) { return; }
m_actors = std::move(actors);
publishActors();
}
void SelectionController::setSelectedDebris(std::vector<entt::entity> debris)
{
if (debris == m_debris) { return; }
m_debris = std::move(debris);
publishDebris();
}
bool SelectionController::clearBuildingsQuietly()
{
if (m_buildings.empty()) { return false; }
m_buildings.clear();
return true;
}
bool SelectionController::clearActorsQuietly()
{
if (m_actors.empty()) { return false; }
m_actors.clear();
return true;
}
bool SelectionController::clearDebrisQuietly()
{
if (m_debris.empty()) { return false; }
m_debris.clear();
return true;
}
void SelectionController::publishBuildings() const
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<SelectionChangedEvent>(m_buildings));
}
void SelectionController::publishActors() const
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<EntitySelectionChangedEvent>(m_actors));
}
void SelectionController::publishDebris() const
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<DebrisSelectionChangedEvent>(m_debris));
}

View File

@@ -0,0 +1,75 @@
#pragma once
#include <vector>
#include "BuildingId.h"
#include "entt/entity/entity.hpp"
// How a new hit combines with what is already selected.
enum class SelectionMode
{
Replace, // plain click or drag: the hit becomes the whole selection
Toggle, // Ctrl + click: the hit joins the selection, or leaves it if present
Add // Ctrl + box drag: the hits join the selection, never leave it
};
// The player's current selection across the three categories, and the rules that
// govern moving between them (REQ-UI-SELECTION-CATEGORIES).
//
// The rules were previously written out once for point-clicks and once for box
// drags, which is why they live here now: buildings win over field objects, so
// selecting a building clears actors and debris, and selecting either of those
// clears buildings — but actors and debris coexist with each other
// (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-CLICK-SELECT, REQ-UI-MULTI-SELECT,
// REQ-UI-DEBRIS-MULTI-SELECT). A point-click and a box drag then differ only in
// the SelectionMode they pass and in how many hits they pass.
//
// Every mutator publishes the change events, so callers never emit them by hand.
// Hit-testing is not done here: callers resolve what was hit and pass the result
// in, which keeps this free of any simulation dependency.
class SelectionController
{
public:
const std::vector<BuildingId>& getSelectedBuildings() const;
const std::vector<entt::entity>& getSelectedActors() const;
const std::vector<entt::entity>& getSelectedDebris() const;
bool isActorSelected(entt::entity actor) const;
bool isDebrisSelected(entt::entity debris) const;
// Selects buildings and/or construction sites, clearing any field selection.
// Always publishes SelectionChangedEvent, even when the result is unchanged,
// so a click on an already-selected building still refreshes its panel.
void selectBuildings(const std::vector<BuildingId>& ids, SelectionMode mode);
// Selects field objects, clearing any building selection. Actors and debris are
// set together so a Replace can express "these actors and no debris" — which is
// what a plain click on an actor means — while a Toggle or Add leaves the
// category whose vector is empty untouched. Always publishes both field events.
void selectFieldObjects(const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris,
SelectionMode mode);
// Empties all three categories, publishing only for those that were non-empty.
void clearAll();
// Replace one category outright, publishing only if it actually changed. For
// the per-frame prune of entities that despawned or died: the liveness query
// belongs to the caller, which is the one that can see the simulation.
void setSelectedActors(std::vector<entt::entity> actors);
void setSelectedDebris(std::vector<entt::entity> debris);
private:
// Each returns whether anything changed, without publishing.
bool clearBuildingsQuietly();
bool clearActorsQuietly();
bool clearDebrisQuietly();
void publishBuildings() const;
void publishActors() const;
void publishDebris() const;
std::vector<BuildingId> m_buildings;
std::vector<entt::entity> m_actors;
std::vector<entt::entity> m_debris;
};