move multi-unit warship selection box to WebGL SelectionBoxPass

SelectionBoxPass now stores an array of selections and renders one
quad per entry. GPURenderer gains setSelectedUnits(ids) — the
single-unit setSelectedUnit becomes a wrapper. Position + color are
rebuilt each frame from lastUnits; dead unit IDs get pruned in place.

ClientGameRunner's UnitSelectionEvent listener forwards both single
and multi to view.setSelectedUnits — no more single/multi split.

UILayer drops everything canvas2D-related: the offscreen canvas +
context, theme, selectionAnimTime, multiSelectionBoxCenters,
SELECTION_BOX_SIZE, drawSelectionBoxMulti, paintSelectionBoxAt,
clearSelectionBox, paintCell, clearCell, and renderLayer / redraw /
shouldTransform. tick() now only prunes destroyed warships from the
selection list; the layer is purely state + click handling. ~120 LOC
gone.

Tests: UILayer.test.ts updated — drops the canvas/redraw asserts,
adds a multi-selection state assertion.
This commit is contained in:
evanpelle
2026-05-16 20:02:31 -07:00
parent ede0fb7668
commit 923cba8c2d
6 changed files with 133 additions and 235 deletions
+17 -12
View File
@@ -28,17 +28,8 @@ describe("UILayer", () => {
transformHandler = {};
});
it("should initialize and redraw canvas", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
expect(ui["canvas"].width).toBe(100);
expect(ui["canvas"].height).toBe(100);
expect(ui["context"]).not.toBeNull();
});
it("tracks the selected unit on single-unit selection (rendering is WebGL)", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
type: () => "Warship",
isActive: () => true,
@@ -48,14 +39,13 @@ describe("UILayer", () => {
const event = { isSelected: true, unit };
ui["onUnitSelection"](event as UnitSelectionEvent);
// selectedUnit is held for game-logic callers (the click handlers). The
// visual selection box is now drawn by WebGL SelectionBoxPass — wired
// from ClientGameRunner via view.setSelectedUnit(unit.id()).
// visual selection box is drawn by WebGL SelectionBoxPass — wired from
// ClientGameRunner via view.setSelectedUnits([unit.id()]).
expect(ui["selectedUnit"]).toBe(unit);
});
it("clears selection on deselect", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
type: () => "Warship",
isActive: () => true,
@@ -69,4 +59,19 @@ describe("UILayer", () => {
} as unknown as UnitSelectionEvent);
expect(ui["selectedUnit"]).toBeNull();
});
it("tracks multi-selection list", () => {
const ui = new UILayer(game, eventBus, transformHandler);
const units = [
{ id: () => 1, isActive: () => true },
{ id: () => 2, isActive: () => true },
];
ui["onUnitSelection"]({
isSelected: true,
unit: null,
units,
} as unknown as UnitSelectionEvent);
expect(ui["multiSelectedWarships"]).toEqual(units);
expect(ui["selectedUnit"]).toBeNull();
});
});