make selection box sub-tile aware
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34
src/lib/core/SelectionBox.h
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34
src/lib/core/SelectionBox.h
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#pragma once
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#include <QPoint>
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#include <QRectF>
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#include <QVector2D>
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// The coverage rules of a selection box (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-BOX).
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//
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// The box is a rectangle in world coordinates — tiles as the unit, but fractional,
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// because the drag follows the mouse and is not snapped to the tile grid. The two
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// rules below are the whole of what "covered by the box" means; they live here so the
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// building query and the entity queries answer it identically.
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//
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// Both callers pass a normalized rectangle: neither rule normalizes on its own.
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// Whether the box overlaps the unit square of `tile` — the rule for anything that
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// occupies whole tiles (buildings, construction sites, defence station bodies). The
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// comparisons are inclusive, so a box that only grazes the tile's edge still covers
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// it, and a box with no area covers the tile it lies on.
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inline bool boxCoversTile(const QRectF& worldBox, QPoint tile)
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{
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return worldBox.left() <= static_cast<qreal>(tile.x()) + 1.0
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&& worldBox.right() >= static_cast<qreal>(tile.x())
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&& worldBox.top() <= static_cast<qreal>(tile.y()) + 1.0
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&& worldBox.bottom() >= static_cast<qreal>(tile.y());
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}
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// Whether the box contains `worldPos` — the rule for anything that has a position
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// rather than a footprint (ships, debris). Their centre is what the box must enclose,
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// so that what the rectangle visibly holds is what the drag selects.
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inline bool boxCoversPoint(const QRectF& worldBox, QVector2D worldPos)
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{
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return worldBox.contains(QPointF(worldPos.x(), worldPos.y()));
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}
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