make selection box sub-tile aware
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@@ -295,16 +295,11 @@ void GameWorldView::onFrame()
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const bool viewMoved =
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m_camera.advance(m_panDirection, elapsed, getScrollBounds());
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// While the view scrolls, the tile under a stationary cursor changes,
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// so refresh the box-select rectangle even though no mouse move fires.
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// While the view scrolls, the world position under a stationary cursor
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// changes, so refresh the box even though no mouse move fires.
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if (m_boxSelecting && viewMoved)
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{
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m_boxCurrentTile =
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getCoordinates().widgetToTile(mapFromGlobal(QCursor::pos()));
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// The cursor has not travelled a pixel, so the drag threshold above never
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// trips; but the scroll has grown the box past the tile it started on,
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// which has to become visible.
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if (m_boxCurrentTile != m_boxStartTile) { m_boxDragMoved = true; }
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updateBoxDrag(mapFromGlobal(QCursor::pos()));
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}
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}
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@@ -425,9 +420,14 @@ void GameWorldView::paintGL()
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WorldRenderFrame GameWorldView::makeRenderFrame() const
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{
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return WorldRenderFrame{m_selection, m_buildMode, m_activeBeams,
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m_boxSelecting, m_boxDragMoved, m_boxStartTile,
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m_boxCurrentTile, m_debugDraw};
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// A box only reaches the renderer once the gesture reads as a drag: below the
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// threshold there is nothing to draw and nothing the box marks that hovering does
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// not mark already (REQ-UI-MULTI-SELECT).
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std::optional<QRectF> boxWorldRect;
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if (m_boxSelecting && m_boxDragMoved) { boxWorldRect = getBoxWorldRect(); }
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return WorldRenderFrame{m_selection, m_buildMode, m_activeBeams, boxWorldRect,
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m_debugDraw};
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}
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// ---------------------------------------------------------------------------
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@@ -1227,11 +1227,10 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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case ControlAction::ToggleDeconstruct:
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// Start a deconstruct box drag; a plain click resolves as a 1x1 box on
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// release (REQ-BLD-DECONSTRUCT-CLICK, REQ-BLD-DECONSTRUCT-BOX).
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m_boxSelecting = true;
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m_boxStartTile = tile;
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m_boxCurrentTile = tile;
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m_boxStartPos = event->pos();
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m_boxDragMoved = false;
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m_boxSelecting = true;
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m_boxStartWorld = coordinates.widgetToWorld(event->pos());
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m_boxCurrentWorld = m_boxStartWorld;
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m_boxDragMoved = false;
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break;
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case ControlAction::Select:
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@@ -1244,9 +1243,8 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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// selectAtPoint has already cleared the selection unless Ctrl is
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// preserving it for an additive drag.
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m_boxSelecting = true;
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m_boxStartTile = tile;
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m_boxCurrentTile = tile;
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m_boxStartPos = event->pos();
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m_boxStartWorld = coordinates.widgetToWorld(event->pos());
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m_boxCurrentWorld = m_boxStartWorld;
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m_boxDragMoved = false;
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}
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break;
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@@ -1300,8 +1298,10 @@ void GameWorldView::selectInBox(bool additive)
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// mode: a Ctrl box adds and never deselects, where a Ctrl click toggles.
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const SelectionMode mode = additive ? SelectionMode::Add : SelectionMode::Replace;
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const QRectF worldBox = getBoxWorldRect();
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const std::vector<BuildingId> boxIds =
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buildingsInBox(m_sim->getFactoryState(), m_boxStartTile, m_boxCurrentTile);
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buildingsInBox(m_sim->getFactoryState(), worldBox);
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if (!boxIds.empty())
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{
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publishSelectionAnchor(mode, boxIds, {}, {});
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@@ -1309,10 +1309,8 @@ void GameWorldView::selectInBox(bool additive)
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return;
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}
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const std::vector<entt::entity> boxActors =
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actorsInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
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const std::vector<entt::entity> boxDebris =
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debrisInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
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const std::vector<entt::entity> boxActors = actorsInBox(m_sim->getAdmin(), worldBox);
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const std::vector<entt::entity> boxDebris = debrisInBox(m_sim->getAdmin(), worldBox);
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if (!boxActors.empty() || !boxDebris.empty())
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{
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publishSelectionAnchor(mode, {}, boxActors, boxDebris);
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@@ -1324,6 +1322,35 @@ void GameWorldView::selectInBox(bool additive)
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if (!additive) { m_selection.clearAll(); }
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}
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void GameWorldView::updateBoxDrag(QPoint cursorWidgetPos)
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{
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const WorldCoordinates coordinates = getCoordinates();
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m_boxCurrentWorld = coordinates.widgetToWorld(cursorWidgetPos);
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// Measured against where the anchor sits on screen right now, not against where
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// the button went down: a view that scrolls under a held button moves the anchor
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// away from a motionless cursor, and that is a drag as much as moving the mouse
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// is (REQ-UI-MULTI-SELECT).
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const QPointF anchorWidgetPos = coordinates.worldToWidget(m_boxStartWorld);
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const qreal travel_px = std::abs(cursorWidgetPos.x() - anchorWidgetPos.x())
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+ std::abs(cursorWidgetPos.y() - anchorWidgetPos.y());
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if (travel_px >= kBoxDragThresholdPixels) { m_boxDragMoved = true; }
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}
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QRectF GameWorldView::getBoxWorldRect() const
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{
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if (!m_boxDragMoved)
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{
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// Still a click: the rectangle it spans has no area and would cover nothing,
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// so the box is the whole tile the button went down on instead — what the
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// click points at (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-CLICK).
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return QRectF(std::floor(m_boxStartWorld.x()), std::floor(m_boxStartWorld.y()),
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1.0, 1.0);
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}
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return QRectF(QPointF(m_boxStartWorld.x(), m_boxStartWorld.y()),
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QPointF(m_boxCurrentWorld.x(), m_boxCurrentWorld.y())).normalized();
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}
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void GameWorldView::publishSelectionAnchor(SelectionMode mode,
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const std::vector<BuildingId>& buildings,
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const std::vector<entt::entity>& actors,
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@@ -1359,14 +1386,6 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
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const QPoint tile = coordinates.widgetToTile(event->pos());
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m_cursorWorldPos = coordinates.widgetToWorld(event->pos());
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// A press is a drag once the cursor has travelled far enough from it; below that
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// it stays a click and shows no rectangle (REQ-UI-MULTI-SELECT).
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if (m_boxSelecting
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&& (event->pos() - m_boxStartPos).manhattanLength() >= kBoxDragThresholdPixels)
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{
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m_boxDragMoved = true;
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}
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if (m_buildMode.isBuilderMode())
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{
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m_buildMode.setGhostTile(tile);
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@@ -1410,11 +1429,11 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
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else if (m_buildMode.isDeconstructMode())
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{
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m_buildMode.setDeconstructHoverBuildingId(buildingAtTile(tile));
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if (m_boxSelecting) { m_boxCurrentTile = tile; }
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if (m_boxSelecting) { updateBoxDrag(event->pos()); }
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}
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else if (m_boxSelecting)
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{
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m_boxCurrentTile = tile;
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updateBoxDrag(event->pos());
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}
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}
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@@ -1435,7 +1454,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
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m_boxSelecting = false;
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const std::vector<BuildingId> boxIds =
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buildingsInBox(m_sim->getFactoryState(), m_boxStartTile, m_boxCurrentTile);
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buildingsInBox(m_sim->getFactoryState(), getBoxWorldRect());
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const bool controlHeld = (event->modifiers() & Qt::ControlModifier) != 0;
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const ControlAction dragAction =
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