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