62 lines
1.9 KiB
GDScript3
62 lines
1.9 KiB
GDScript3
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extends Control
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var selecting:=false
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var drag_start: Vector2
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var select_box: Rect2
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@onready var box_color: Color = ProjectSettings.get_setting("game/interface/selection_rectangle_color",Color("#00ff0066"))
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@onready var box_color_outline: Color = ProjectSettings.get_setting("game/interface/selection_rectangle_color_outline",Color("#00ff00"))
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@onready var optimized_rect:bool = ProjectSettings.get_setting("game/interface/optimized_rectangle",false)
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@export var rect_style: StyleBoxFlat
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func _ready() -> void:
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if optimized_rect:return
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func _unhandled_input(e: InputEvent) -> void:
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if e is InputEventMouseButton and e.button_index == MOUSE_BUTTON_LEFT:
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if e.pressed:
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selecting = true
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drag_start = e.position
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else: # when button is released
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selecting = false
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if drag_start.is_equal_approx(e.position):
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select_box = Rect2(e.position, Vector2.ZERO) # when just clicked
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queue_redraw()
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update_selected_units()
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elif selecting and e is InputEventMouseMotion:
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var x_min = min(drag_start.x, e.position.x)
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var y_min = min(drag_start.y, e.position.y)
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select_box = Rect2(x_min,y_min,
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max(drag_start.x,e.position.x) - x_min,
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max(drag_start.y,e.position.y) - y_min)
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update_selected_units()
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queue_redraw()
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#HACK :https://www.youtube.com/watch?v=NxW9t-YgJkM
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func update_selected_units() -> int:
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var units_selected := 0
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for unit in get_tree().get_nodes_in_group('selectable-units'): #TODO: currently searching in all unit in the world. Should search in spawned in the chunk
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if unit.is_in_selection(select_box):
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unit.select()
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units_selected += 1
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else:
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unit.deselect()
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return units_selected
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func _draw() -> void:
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if not selecting:return
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if select_box and rect_style:
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if optimized_rect:
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draw_rect(select_box,box_color)
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draw_rect(select_box,box_color_outline,false,2.0,true)
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elif rect_style:
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draw_style_box(rect_style,select_box)
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