add a right-click event for selection-tool in cursor

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kyranzor
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add a right-click event for selection-tool in cursor

Post by kyranzor »

Right now we have a left click event, and shift+left click (alt selection) event.

I request to add to the mod API a right click event, so that mods may put more interesting functionality into the mouse-based controls and selection logic.

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Re: add a right-click event for selection-tool in cursor

Post by Rseding91 »

I'm not against the idea but it would need a name and have to show up in the keybindings list. However, in the base game it wouldn't *do* anything so there isn't a name to give it and it doesn't make sense to have in the keybindings list.
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eradicator
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Re: add a right-click event for selection-tool in cursor

Post by eradicator »

Rseding91 wrote:
Tue Oct 02, 2018 9:40 pm
it would need a name
Some sort of freeform or diagonal select ?
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Re: add a right-click event for selection-tool in cursor

Post by Rseding91 »

eradicator wrote:
Wed Oct 03, 2018 12:17 pm
Rseding91 wrote:
Tue Oct 02, 2018 9:40 pm
it would need a name
Some sort of freeform or diagonal select ?
The game at its core does not support non-rectangular bounding boxes. So it would have no way to say "does this set of entities collide with X" when X isn't a rectangular bounding box.

To change that would mean change the entire collision system in the game - and that is not likely to happen.
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eradicator
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Re: add a right-click event for selection-tool in cursor

Post by eradicator »

Hm. Maybe some kind of inverted selection? Or an exception for it to only show up when mods use it :x.
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Re: add a right-click event for selection-tool in cursor

Post by SyncViews »

Rseding91 wrote:
Tue Oct 02, 2018 9:40 pm
I'm not against the idea but it would need a name and have to show up in the keybindings list. However, in the base game it wouldn't *do* anything so there isn't a name to give it and it doesn't make sense to have in the keybindings list.
I just ran into this while thinking of nice ways to control some things without toggle buttons or multiple tools.
Maybe a mod could set a "flag" of sorts if the feature is wanted and the game only shows the control if so? Also it's not the sort of thing I ever considered rebinding, I am sure if I took a look many other games don't allow rebinding something like this even if they do general keyboard controls.


Or even let selection-tools have their own controls list that can be defined individually and potentially listed individually as well (so more like the "Select for cancel deconstruction" being the shift-click-drag option even if other things use it). I also ran into a potential case for single click, but that is easily solved by "not dragging". Maybe like:

Code: Select all

  {
    type = "selection-tool"
    name = "route-tool",
    icon = "__base__/graphics/icons/blueprint.png",
    icon_size = 32,
    flags = {"hidden"},
    subgroup = "other",
    order = "x",
    stack_size = 1,
    stackable = false,
    selection_modes =
    {
      {
        name="select",
        default_control="mouse-button-1",
        color = { r = 0, g = 1, b = 0 },
        mode= {"same-force", "any-entity"}
      },
      {
        name="add-to-selection",
        default_control="SHIFT + mouse-button-1",
        color = { r = 0, g = 1, b = 0 },
        mode= {"same-force", "any-entity"}
      },
      {
        name="destination",
        default_control="mouse-button-2",
        color = { r = 0, g = 0, b = 1 }
      },
      {
        name="add_waypoint",
        default_control="SHIFT + mouse-button-2",
        color = { r = 0, g = 0, b = 1 }
      }
    }
  },

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Re: add a right-click event for selection-tool in cursor

Post by darkfrei »

Lasso/ free form selection?

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