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

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#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;
};