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package selection
import (
"image/color"
"math"
"age_of_empires/ecs"
"age_of_empires/physics"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const HaloWidth = 10
type Priority int
const (
Unit Priority = iota
Building
)
type Selectable struct {
IsSelected bool
Halo *ebiten.Image
Priority Priority
}
type selectItem struct {
ecs.Entity
*Selectable
}
type GlobalSelection struct {
isActive bool
start physics.Point
startScreen physics.Point
buffer []selectItem
Selected []ecs.Entity
}
func (s GlobalSelection) IsActive(cursor physics.Point) bool {
return s.isActive
}
func (s GlobalSelection) IsArea(cursor physics.Point) bool {
return physics.Distance(s.start, cursor) > 10
}
func (s *GlobalSelection) Clear() {
s.isActive = false
s.start = physics.Point{}
}
func (s *GlobalSelection) Start(point physics.Point) {
s.isActive = true
s.start = point
}
func (s *GlobalSelection) StartScreen(point physics.Point) {
s.startScreen = point
}
type SelectTarget struct {
Selectable *Selectable
Position physics.Point
Bounds physics.Rectangle
}
func (s GlobalSelection) Bounds(cursor physics.Point) physics.Rectangle {
return physics.Rectangle{
Min: s.start,
Max: cursor,
}.Canon()
}
func (s *GlobalSelection) SelectMultiple(cursor physics.Point, masks []ecs.Mask, selectables []Selectable, positions []physics.Point, bounds []physics.Rectangle) {
s.buffer = make([]selectItem, 0)
s.Selected = make([]ecs.Entity, 0)
required := ecs.CM_Position | ecs.CM_RelBounds | ecs.CM_Selectable
for i, mask := range masks {
if mask&required == required {
selectable := &selectables[i]
position := positions[i]
bound := bounds[i]
selectable.IsSelected = false
if s.Bounds(cursor).Overlaps(physics.Translate(bound, position)) {
s.buffer = append(s.buffer, selectItem{ecs.Entity(i), selectable})
}
}
}
if len(s.buffer) == 0 {
return
}
highestPriority := Priority(math.MaxInt)
for _, selectable := range s.buffer {
if selectable.Priority < highestPriority {
highestPriority = selectable.Priority
}
}
for _, selectable := range s.buffer {
if selectable.Priority == highestPriority {
selectable.IsSelected = true
s.Selected = append(s.Selected, selectable.Entity)
}
}
s.Clear()
}
func (s *GlobalSelection) SelectSingle(cursor physics.Point, masks []ecs.Mask, selectables []Selectable, positions []physics.Point, bounds []physics.Rectangle) {
s.Selected = []ecs.Entity{}
s.buffer = []selectItem{}
required := ecs.CM_Position | ecs.CM_RelBounds | ecs.CM_Selectable
for i, mask := range masks {
if mask&required == required {
selectable := &selectables[i]
position := positions[i]
bound := bounds[i]
selectable.IsSelected = false
if cursor.In(physics.Translate(bound, position)) {
if len(s.buffer) == 0 || selectable.Priority > s.buffer[0].Priority {
s.buffer = []selectItem{{ecs.Entity(i), selectable}}
}
}
}
}
if len(s.buffer) > 0 {
s.buffer[0].IsSelected = true
s.Selected = []ecs.Entity{s.buffer[0].Entity}
}
s.Clear()
}
func (s *GlobalSelection) Unselect(selectables []Selectable) {
for _, i := range s.Selected {
selectables[i].IsSelected = false
}
s.Selected = []ecs.Entity{}
}
func (s *GlobalSelection) Draw(dst *ebiten.Image, screenCursor physics.Point) {
vector.StrokeRect(dst, float32(s.startScreen.X), float32(s.startScreen.Y), float32(screenCursor.X-s.startScreen.X), float32(screenCursor.Y-s.startScreen.Y), 2.0, color.RGBA{256 * 3 / 16, 256 * 3 / 16, 256 * 3 / 16, 256 / 4}, true)
}
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