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