Deselect all entities on re-selection
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df6d323e42
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2f346c11c3
@ -67,6 +67,10 @@ public:
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bool IsCollisionBoxVisible() const { return m_CollisionBoxVisible; }
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void Select() { m_Selected = true; }
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void Deselect() { m_Selected = false; }
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bool IsSelected() const { return m_Selected; }
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protected:
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WorldPos m_Position;
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WorldPos m_ActualVelocity;
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@ -76,6 +80,7 @@ protected:
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private:
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bool m_FlagExpired = false;
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bool m_CollisionBoxVisible = true;
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bool m_Selected = false;
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};
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class Player final : public Entity {
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@ -50,7 +50,12 @@ void GameLoop::Draw() {
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if (entity->IsCollisionBoxVisible())
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{
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float collision_radius = camera.WorldToWindowSize(entity->GetCollisionRadius());
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m_Window->DrawCircle(entity_pos, collision_radius);
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m_Window->DrawCircle(entity_pos, collision_radius, 255, 0, 0);
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}
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if (entity->IsSelected())
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{
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float collision_radius = camera.WorldToWindowSize(entity->GetCollisionRadius());
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m_Window->DrawCircle(entity_pos, collision_radius, 0, 255, 0);
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}
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}
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@ -229,10 +229,21 @@ void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
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};
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}
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void PathFindingDemo::DeselectEntities()
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{
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std::for_each(m_SelectedEntities.begin(), m_SelectedEntities.end(), [](auto& x)
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{
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if (auto entity = x.lock())
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entity->Deselect();
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}
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);
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m_SelectedEntities.clear();
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}
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void PathFindingDemo::SelectEntitiesInRectangle(WorldPos A, WorldPos B)
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{
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DeselectEntities();
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// TODO use colliders for this
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m_SelectedEntities.clear();
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auto [x_min, x_max] = std::minmax(A.x(), B.x());
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auto [y_min, y_max] = std::minmax(A.y(), B.y());
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for (const auto& entity : m_Entities)
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@ -243,6 +254,7 @@ void PathFindingDemo::SelectEntitiesInRectangle(WorldPos A, WorldPos B)
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if (x_in_range && y_in_range)
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{
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m_SelectedEntities.push_back(std::weak_ptr(entity));
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entity->Select();
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}
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}
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LOG_INFO("Selected ", m_SelectedEntities.size(), " entities");
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@ -43,8 +43,10 @@ public:
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WorldPos GetRandomPosition() const;
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void SelectEntitiesInRectangle(WorldPos A, WorldPos B);
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void DeselectEntities();
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bool IsSelectionBoxActive() const { return m_SelectionBox.active; }
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std::pair<WindowPos, WindowSize> GetSelectionBoxPosSize();
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std::vector<std::weak_ptr<Entity>> GetSelectedEntities() { return m_SelectedEntities; }
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private:
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const std::vector<Collision>& GetEntityCollisions();
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@ -104,10 +104,11 @@ void Window::ClearWindow() {
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void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
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void Window::DrawCircle(const WindowPos &position, float radius) {
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// TODO use some struct for color
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void Window::DrawCircle(const WindowPos &position, float radius, uint8_t R, uint8_t G, uint8_t B) {
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int cx = static_cast<int>(position.x());
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int cy = static_cast<int>(position.y());
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SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
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SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, 255);
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for (int i = 0; i < 360; ++i) {
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double a = i * M_PI / 180.0;
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SDL_RenderPoint(m_Renderer.get(),
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@ -28,7 +28,7 @@ public:
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void DrawRect(const WindowPos &position, const WindowSize size, uint8_t R, uint8_t G, uint8_t B);
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void ClearWindow();
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void Flush();
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void DrawCircle(const WindowPos &position, float radius);
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void DrawCircle(const WindowPos &position, float radius, uint8_t R, uint8_t G, uint8_t B);
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void DrawLine(const WindowPos &A, const WindowPos &B);
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private:
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