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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <SDL_keycode.h>
#include "GroupHandler.h"
#include "Group.h"
#include "Game/SelectedUnitsHandler.h"
#include "Game/CameraHandler.h"
#include "Sim/Units/UnitHandler.h"
#include "System/Input/KeyInput.h"
#include "System/Log/ILog.h"
#include "System/ContainerUtil.h"
#include "System/EventHandler.h"
#include "System/StringHash.h"
std::vector<CGroupHandler> uiGroupHandlers;
CR_BIND(CGroupHandler, (0))
CR_REG_METADATA(CGroupHandler, (
CR_MEMBER(groups),
CR_MEMBER(freeGroups),
CR_MEMBER(changedGroups),
CR_MEMBER(unitGroups),
CR_MEMBER(team),
CR_MEMBER(firstUnusedGroup)
))
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CGroupHandler::CGroupHandler(int teamId): team(teamId)
{
groups.reserve(FIRST_SPECIAL_GROUP);
for (int groupId = 0; groupId < FIRST_SPECIAL_GROUP; ++groupId) {
groups.emplace_back(groupId, teamId);
}
}
void CGroupHandler::Update()
{
{
for (CGroup& g: groups) {
// may invoke RemoveGroup, but can not cause iterator invalidation
g.Update();
}
}
{
if (changedGroups.empty())
return;
std::vector<int> grpChg;
// swap containers to prevent recursion through lua
changedGroups.swap(grpChg);
for (int i: grpChg) {
eventHandler.GroupChanged(i);
}
}
}
bool CGroupHandler::GroupCommand(int num)
{
if (KeyInput::GetKeyModState(KMOD_CTRL))
return GroupCommand(num, (!KeyInput::GetKeyModState(KMOD_SHIFT))? "set": "add");
if (KeyInput::GetKeyModState(KMOD_SHIFT))
return GroupCommand(num, "selectadd");
if (KeyInput::GetKeyModState(KMOD_ALT))
return GroupCommand(num, "selecttoggle");
return GroupCommand(num, "");
}
bool CGroupHandler::GroupCommand(int num, const std::string& cmd)
{
CGroup* group = GetGroup(num);
switch (hashString(cmd.c_str())) {
case hashString("set"):
case hashString("add"): {
if (cmd[0] == 's')
group->ClearUnits();
for (const int unitID: selectedUnitsHandler.selectedUnits) {
CUnit* u = unitHandler.GetUnit(unitID);
if (u == nullptr) {
assert(false);
continue;
}
// change group, but do not call SUH::AddUnit while iterating
u->SetGroup(group, false, false);
}
} break;
case hashString("selectadd"): {
// do not select the group, just add its members to the current selection
for (const int unitID: group->units) {
selectedUnitsHandler.AddUnit(unitHandler.GetUnit(unitID));
}
return true;
} break;
case hashString("selectclear"): {
// do not select the group, just remove its members from the current selection
for (const int unitID: group->units) {
selectedUnitsHandler.RemoveUnit(unitHandler.GetUnit(unitID));
}
return true;
} break;
case hashString("selecttoggle"): {
// do not select the group, just toggle its members with the current selection
const auto& selUnits = selectedUnitsHandler.selectedUnits;
for (const int unitID: group->units) {
CUnit* unit = unitHandler.GetUnit(unitID);
if (selUnits.find(unitID) == selUnits.end()) {
selectedUnitsHandler.AddUnit(unit);
} else {
selectedUnitsHandler.RemoveUnit(unit);
}
}
return true;
} break;
}
if (group->units.empty())
return false;
if (selectedUnitsHandler.IsGroupSelected(num)) {
camHandler->CameraTransition(0.5f);
camHandler->GetCurrentController().SetPos(group->CalculateCenter());
}
selectedUnitsHandler.SelectGroup(num);
return true;
}
CGroup* CGroupHandler::CreateNewGroup()
{
if (freeGroups.empty()) {
groups.emplace_back(firstUnusedGroup++, team);
return &groups[groups.size() - 1];
}
return &groups[ spring::VectorBackPop(freeGroups) ];
}
void CGroupHandler::RemoveGroup(CGroup* group)
{
if (group->id < FIRST_SPECIAL_GROUP) {
LOG_L(L_WARNING, "[GroupHandler::%s] trying to remove hot-key group %i", __func__, group->id);
return;
}
if (selectedUnitsHandler.IsGroupSelected(group->id))
selectedUnitsHandler.ClearSelected();
group->ClearUnits();
freeGroups.push_back(group->id);
}
void CGroupHandler::PushGroupChange(int id)
{
spring::VectorInsertUnique(changedGroups, id, true);
}
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