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https://github.com/openfrontio/OpenFrontIO.git
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refactor: move selection rendering to dedicated UILayer
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@@ -0,0 +1,207 @@
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import { Colord } from "colord";
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import { Theme } from "../../../core/configuration/Config";
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import { UnitType } from "../../../core/game/Game";
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import { Layer } from "./Layer";
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import { EventBus } from "../../../core/EventBus";
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import { ClientID } from "../../../core/Schemas";
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import { GameView, UnitView } from "../../../core/game/GameView";
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import { UnitSelectionEvent } from "../../InputHandler";
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import { TransformHandler } from "../TransformHandler";
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/**
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* Layer responsible for drawing UI elements that overlay the game
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* such as selection boxes, health bars, etc.
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*/
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export class UILayer implements Layer {
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private canvas: HTMLCanvasElement;
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private context: CanvasRenderingContext2D;
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private theme: Theme = null;
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private selectionAnimTime = 0;
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// Keep track of currently selected unit
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private selectedUnit: UnitView | null = null;
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// Keep track of previous selection box position for cleanup
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private lastSelectionBoxCenter: {
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x: number;
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y: number;
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size: number;
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} | null = null;
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// Visual settings for selection
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private readonly SELECTION_BOX_SIZE = 6; // Size of the selection box (should be larger than the warship)
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private clientID: ClientID,
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private transformHandler: TransformHandler,
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) {
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this.theme = game.config().theme();
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}
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shouldTransform(): boolean {
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return true;
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}
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tick() {
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// Update the selection animation time
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this.selectionAnimTime = (this.selectionAnimTime + 1) % 60;
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// If there's a selected warship, redraw to update the selection box animation
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if (this.selectedUnit && this.selectedUnit.type() === UnitType.Warship) {
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this.drawSelectionBox(this.selectedUnit);
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}
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}
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init() {
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this.eventBus.on(UnitSelectionEvent, (e) => this.onUnitSelection(e));
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this.redraw();
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}
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renderLayer(context: CanvasRenderingContext2D) {
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context.drawImage(
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this.canvas,
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-this.game.width() / 2,
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-this.game.height() / 2,
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this.game.width(),
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this.game.height(),
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);
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}
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redraw() {
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this.canvas = document.createElement("canvas");
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this.context = this.canvas.getContext("2d");
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this.canvas.width = this.game.width();
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this.canvas.height = this.game.height();
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}
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/**
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* Handle the unit selection event
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*/
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private onUnitSelection(event: UnitSelectionEvent) {
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if (event.isSelected) {
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this.selectedUnit = event.unit;
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if (event.unit && event.unit.type() === UnitType.Warship) {
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this.drawSelectionBox(event.unit);
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}
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} else {
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if (this.selectedUnit === event.unit) {
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// Clear the selection box
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if (this.lastSelectionBoxCenter) {
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const { x, y, size } = this.lastSelectionBoxCenter;
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this.clearSelectionBox(x, y, size);
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this.lastSelectionBoxCenter = null;
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}
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this.selectedUnit = null;
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}
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}
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}
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/**
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* Clear the selection box at a specific position
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*/
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private clearSelectionBox(x: number, y: number, size: number) {
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for (let px = x - size; px <= x + size; px++) {
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for (let py = y - size; py <= y + size; py++) {
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if (
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px === x - size ||
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px === x + size ||
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py === y - size ||
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py === y + size
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) {
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this.clearCell(px, py);
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}
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}
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}
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}
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/**
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* Draw a selection box around the given unit
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*/
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public drawSelectionBox(unit: UnitView) {
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if (!unit || !unit.isActive()) {
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return;
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}
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// Use the configured selection box size
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const selectionSize = this.SELECTION_BOX_SIZE;
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// Calculate pulsating effect based on animation time (25% variation in opacity)
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const baseOpacity = 200;
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const pulseAmount = 55;
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const opacity =
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baseOpacity + Math.sin(this.selectionAnimTime * 0.1) * pulseAmount;
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// Get the unit's owner color for the box
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const ownerColor = this.theme.territoryColor(unit.owner().info());
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// Create a brighter version of the owner color for the selection
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const selectionColor = ownerColor.lighten(0.2);
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// Get current center position
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const center = unit.tile();
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const centerX = this.game.x(center);
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const centerY = this.game.y(center);
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// Clear previous selection box if it exists and is different from current position
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if (
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this.lastSelectionBoxCenter &&
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(this.lastSelectionBoxCenter.x !== centerX ||
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this.lastSelectionBoxCenter.y !== centerY)
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) {
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const lastSize = this.lastSelectionBoxCenter.size;
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const lastX = this.lastSelectionBoxCenter.x;
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const lastY = this.lastSelectionBoxCenter.y;
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// Clear the previous selection box
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this.clearSelectionBox(lastX, lastY, lastSize);
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}
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// Draw the selection box
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for (let x = centerX - selectionSize; x <= centerX + selectionSize; x++) {
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for (let y = centerY - selectionSize; y <= centerY + selectionSize; y++) {
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// Only draw if it's on the border (not inside or outside the box)
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if (
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x === centerX - selectionSize ||
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x === centerX + selectionSize ||
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y === centerY - selectionSize ||
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y === centerY + selectionSize
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) {
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// Create a dashed effect by only drawing some pixels
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const dashPattern = (x + y) % 2 === 0;
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if (dashPattern) {
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this.paintCell(x, y, selectionColor, opacity);
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}
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}
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}
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}
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// Store current selection box position for next cleanup
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this.lastSelectionBoxCenter = {
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x: centerX,
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y: centerY,
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size: selectionSize,
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};
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}
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/**
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* Draw health bar for a unit (placeholder for future implementation)
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*/
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public drawHealthBar(unit: UnitView) {
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// This is a placeholder for future health bar implementation
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// It would draw a health bar above units that have health
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}
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paintCell(x: number, y: number, color: Colord, alpha: number) {
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this.clearCell(x, y);
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this.context.fillStyle = color.alpha(alpha / 255).toRgbString();
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this.context.fillRect(x, y, 1, 1);
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}
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clearCell(x: number, y: number) {
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this.context.clearRect(x, y, 1, 1);
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}
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}
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