local utils = require "scripts.utils" -- Input Variables local dragging = false -- Camera Variables local inv_matrix -- inverse matrix cached on drag start -- Position Variables local start_pos = vmath.vector3() local prev_pos = vmath.vector3() function on_reload(self) -- TODO: Investigate why using `local` wasn't working on reload -- msg.post(".", "acquire_input_focus") -- -- NOTE: For some reason I need to also call this on_reload, or else it gets niled out -- self.rts_camera = msg.url("CameraParent#camera") -- local DISPLAY_WIDTH = sys.get_config_int("display.width") -- local DISPLAY_HEIGHT = sys.get_config_int("display.height") -- self.rts_camera_size = vmath.vector3(DISPLAY_WIDTH, DISPLAY_HEIGHT, 0) self.selection_collider = msg.url("/selection_box#collisionobject") end function init(self) msg.post(".", "acquire_input_focus") -- Activates to get inputs self.selection_box = msg.url("#selection_box") -- Selection Box - Sprite Component msg.post(self.selection_box, "disable") -- Sprite Hidden self.rts_camera = msg.url("CameraParent#camera") -- Camera Component2 self.selection_collider = msg.url("#selection_box/collisionobject") -- Gets Display Properties from System local DISPLAY_WIDTH = sys.get_config_int("display.width") local DISPLAY_HEIGHT = sys.get_config_int("display.height") -- Get Screen To World Properties self.rts_camera_size = vmath.vector3(DISPLAY_WIDTH, DISPLAY_HEIGHT, 0) end local function selection_update_start(self, action) -- Runs once when pressed -- Updates Screen_to_World Variables local projection = camera.get_projection(self.rts_camera) -- Gets the Projection Size local view = camera.get_view(self.rts_camera) -- Gets the View Size inv_matrix = vmath.inv(projection * view) -- Gets the Inversion -- Initialize positions local x, y, _ = utils.screen_to_world(action.x, action.y, 0, "/CameraParent#camera") -- Gets Global Position start_pos.x, start_pos.y = x, y -- Sets start_pos prev_pos.x, prev_pos.y = x, y -- Updates prev_pos -- Update Sprite Properties go.set_position(start_pos, self.selection_box) -- Set Position go.set(self.selection_box, "size", vmath.vector3(0.1, 0.1, -1)) -- Set Size(0.1) in X, Y msg.post(self.selection_box, "enable") -- Sprite Visable msg.post("/selection_box#collisionobject", "enable") dragging = true -- Dragging True end local function selection_update_dragging(self, x, y) -- Runs when Dragging -- Calculate bounding box local min_x = math.min(start_pos.x, x) -- Min X local min_y = math.min(start_pos.y, y) -- Min Y local max_x = math.max(start_pos.x, x) -- Max X local max_y = math.max(start_pos.y, y) -- Max Y -- Calculates the center of the selection box local center = vmath.vector3((min_x + max_x) * 0.5, (min_y + max_y) * 0.5, 0) -- Calculate width/height of the selection box from drag distance -- Ensures a minimum size of 0.1 to prevent the sprite from collapsing local size = vmath.vector3(math.max(max_x - min_x, 0.1),math.max(max_y - min_y, 0.1),0) -- Set sprite properties go.set_position(center, self.selection_box) -- Sets Position go.set(self.selection_box, "size", size) -- Sets Size -- go.set(self.selection_collider, "size", size) local box = physics.get_shape("/selection_box#collisionobject", "box") box.dimensions = size physics.set_shape("/selection_box#collisionobject", "box", box) end function on_input(self, action_id, action) if action_id ~= hash("touch") then return end if action.pressed and not dragging then selection_update_start(self, action) -- Applies Sprite Properties at Start elseif action.released and dragging then dragging = false -- Dragging False msg.post(self.selection_box, "disable") -- Sprite Hidden msg.post("/selection_box#collisionobject", "disable") elseif dragging then local x, y = utils.screen_to_world(action.x, action.y, 0, "/CameraParent#camera") -- Gets Global Position -- Only update if position changed if math.abs(x - prev_pos.x) > 0.001 or math.abs(y - prev_pos.y) > 0.001 then prev_pos.x, prev_pos.y = x, y -- Updates prev_pos selection_update_dragging(self, x, y) -- Applies Sprite Properties during dragging end end end