예제 #1
0
void CNcbiResource::HandleRequest( CCgiContext& ctx )
{
    bool defCom = false;
	
	try {
	    TCmdList::iterator it = find_if( m_cmd.begin(), m_cmd.end(), 
										 PRequested<CNcbiCommand>( ctx ) );
    
		unique_ptr<CNcbiCommand> cmd( ( it == m_cmd.end() ) 
									? ( defCom = true, GetDefaultCommand() )
									: (*it)->Clone() );
		cmd->Execute( ctx );
#if !defined(NCBI_COMPILER_GCC)  ||  NCBI_COMPILER_VERSION >= 300  ||  defined(_IO_THROW)
    } catch( IOS_BASE::failure& /* e */  ) {
        throw;
#endif
    } catch( std::exception& e ) {
	    _TRACE( e.what() );
		ctx.PutMsg( string("Error handling request: ") + e.what() );
		if( !defCom ) {
		  unique_ptr<CNcbiCommand> cmd( GetDefaultCommand() );
		  cmd->Execute( ctx );
		}
    }
}
예제 #2
0
bool CGuiHandler::MousePress(int x,int y,int button)
{
	if(AboveGui(x,y)){
		activeMousePress=true;
		return true;
	}
	if(inCommand>=0){
		activeMousePress=true;
		return true;
	}
	if(button==SDL_BUTTON_RIGHT){
		activeMousePress=true;
		defaultCmdMemory=GetDefaultCommand(x,y);

		return true;
	}
	return false;
}
예제 #3
0
void CGuiHandler::DrawMapStuff(void)
{
	if(activeMousePress){
		int cc=-1;
		int button=SDL_BUTTON_LEFT;
		if(inCommand!=-1){
			cc=inCommand;
		} else {
			if(mouse->buttons[SDL_BUTTON_RIGHT].pressed && mouse->activeReceiver==this){
				cc=defaultCmdMemory;//GetDefaultCommand(mouse->lastx,mouse->lasty);
				button=SDL_BUTTON_RIGHT;
			}
		}

		if(cc>=0 && cc<commands.size()){
			switch(commands[cc].type){
			case CMDTYPE_ICON_FRONT:
				if(mouse->buttons[button].movement>30){
					if(commands[cc].params.size()>0)
						if(commands[cc].params.size()>1)
							DrawFront(button,atoi(commands[cc].params[0].c_str()),atof(commands[cc].params[1].c_str()));
						else
							DrawFront(button,atoi(commands[cc].params[0].c_str()),0);
					else
						DrawFront(button,1000,0);
				}
				break;
			case CMDTYPE_ICON_UNIT_OR_AREA:
			case CMDTYPE_ICON_UNIT_FEATURE_OR_AREA:
			case CMDTYPE_ICON_AREA:{
				float maxRadius=100000;
				if(commands[cc].params.size()==1)
					maxRadius=atof(commands[cc].params[0].c_str());
				if(mouse->buttons[button].movement>4){
					float dist=ground->LineGroundCol(mouse->buttons[button].camPos,mouse->buttons[button].camPos+mouse->buttons[button].dir*9000);
					if(dist<0){
						break;
					}
					float3 pos=mouse->buttons[button].camPos+mouse->buttons[button].dir*dist;
					dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*9000);
					if(dist<0){
						break;
					}
					float3 pos2=camera->pos+mouse->dir*dist;
					DrawArea(pos,min(maxRadius,pos.distance2D(pos2)));
				}
				break;}
			default:
				break;
			}
		}
	}
	//draw buildings we are about to build
	if(inCommand>=0 && inCommand<commands.size() && commands[guihandler->inCommand].type==CMDTYPE_ICON_BUILDING){
		float dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*9000);
		if(dist>0){
			string s=commands[guihandler->inCommand].name;
			UnitDef *unitdef = unitDefHandler->GetUnitByName(s);

			if(unitdef){
				float3 pos=camera->pos+mouse->dir*dist;
				std::vector<float3> buildPos;
				if(keys[SDLK_LSHIFT] && mouse->buttons[SDL_BUTTON_LEFT].pressed){
					float dist=ground->LineGroundCol(mouse->buttons[SDL_BUTTON_LEFT].camPos,mouse->buttons[SDL_BUTTON_LEFT].camPos+mouse->buttons[SDL_BUTTON_LEFT].dir*9000);
					float3 pos2=mouse->buttons[SDL_BUTTON_LEFT].camPos+mouse->buttons[SDL_BUTTON_LEFT].dir*dist;
					buildPos=GetBuildPos(pos2,pos,unitdef);
				} else {
					buildPos=GetBuildPos(pos,pos,unitdef);
				}

				for(std::vector<float3>::iterator bpi=buildPos.begin();bpi!=buildPos.end();++bpi){
					float3 pos=*bpi;
					if(uh->ShowUnitBuildSquare(pos,unitdef))
						glColor4f(0.7,1,1,0.4);
					else
						glColor4f(1,0.5,0.5,0.4);

					unitDrawer->SetupForGhostDrawing ();
					S3DOModel* model=modelParser->Load3DO((unitdef->model.modelpath).c_str() ,1, gu->myTeam);
					glPushMatrix();
					glTranslatef3(pos);
					//glCallList(model->displist);
					model->DrawStatic();
					unitDrawer->CleanUpGhostDrawing();
					glPopMatrix();
					if(unitdef->weapons.size()>0){	//draw range
						glDisable(GL_TEXTURE_2D);
						glColor4f(1,0.3,0.3,0.7);
						glBegin(GL_LINE_STRIP);
						for(int a=0;a<=40;++a){
							float3 wpos(cos(a*2*PI/40)*unitdef->weapons[0].def->range,0,sin(a*2*PI/40)*unitdef->weapons[0].def->range);
							wpos+=pos;
							float dh=ground->GetHeight(wpos.x,wpos.z)-pos.y;
							float modRange=unitdef->weapons[0].def->range-dh*unitdef->weapons[0].def->heightmod;
							wpos=float3(cos(a*2*PI/40)*(modRange),0,sin(a*2*PI/40)*(modRange));
							wpos+=pos;
							wpos.y=ground->GetHeight(wpos.x,wpos.z)+8;
							glVertexf3(wpos);
						}
						glEnd();
					}
					if(unitdef->extractRange>0){	//draw range
						glDisable(GL_TEXTURE_2D);
						glColor4f(1,0.3,0.3,0.7);
						glBegin(GL_LINE_STRIP);
						for(int a=0;a<=40;++a){
							float3 wpos(cos(a*2*PI/40)*unitdef->extractRange,0,sin(a*2*PI/40)*unitdef->extractRange);
							wpos+=pos;
							wpos.y=ground->GetHeight(wpos.x,wpos.z)+8;
							glVertexf3(wpos);
						}
						glEnd();
					}
				}
			}
		}
	}

	if(keys[SDLK_LSHIFT]){
		CUnit* unit=0;
		float dist2=helper->GuiTraceRay(camera->pos,mouse->dir,9000,unit,20,false);
		if(unit && ((unit->losStatus[gu->myAllyTeam] & LOS_INLOS) || gu->spectating)){		//draw weapon range
			if(unit->maxRange>0){
				glDisable(GL_TEXTURE_2D);
				glColor4f(1,0.3,0.3,0.7);
				glBegin(GL_LINE_STRIP);
				float h=unit->pos.y;
				for(int a=0;a<=40;++a){
					float3 pos(cos(a*2*PI/40)*unit->maxRange,0,sin(a*2*PI/40)*unit->maxRange);
					pos+=unit->pos;
					float dh=ground->GetHeight(pos.x,pos.z)-h;
					pos=float3(cos(a*2*PI/40)*(unit->maxRange-dh*unit->weapons.front()->heightMod),0,sin(a*2*PI/40)*(unit->maxRange-dh*unit->weapons.front()->heightMod));
					pos+=unit->pos;
					pos.y=ground->GetHeight(pos.x,pos.z)+8;
					glVertexf3(pos);
				}
				glEnd();
			}
			if(unit->unitDef->decloakDistance>0){			//draw decloak distance
				glDisable(GL_TEXTURE_2D);
				glColor4f(0.3,0.3,1,0.7);
				glBegin(GL_LINE_STRIP);
				for(int a=0;a<=40;++a){
					float3 pos(cos(a*2*PI/40)*unit->unitDef->decloakDistance,0,sin(a*2*PI/40)*unit->unitDef->decloakDistance);
					pos+=unit->pos;
					pos.y=ground->GetHeight(pos.x,pos.z)+8;
					glVertexf3(pos);
				}
				glEnd();
			}
			if(unit->unitDef->kamikazeDist>0){			//draw self destruct and damage distance
				glDisable(GL_TEXTURE_2D);
				glColor4f(0.8,0.8,0.1,0.7);
				glBegin(GL_LINE_STRIP);
				for(int a=0;a<=40;++a){
					float3 pos(cos(a*2*PI/40)*unit->unitDef->kamikazeDist,0,sin(a*2*PI/40)*unit->unitDef->kamikazeDist);
					pos+=unit->pos;
					pos.y=ground->GetHeight(pos.x,pos.z)+8;
					glVertexf3(pos);
				}
				glEnd();
				if(!unit->unitDef->selfDExplosion.empty()){
					glColor4f(0.8,0.1,0.1,0.7);
					WeaponDef* wd=weaponDefHandler->GetWeapon(unit->unitDef->selfDExplosion);

					glBegin(GL_LINE_STRIP);
					for(int a=0;a<=40;++a){
						float3 pos(cos(a*2*PI/40)*wd->areaOfEffect,0,sin(a*2*PI/40)*wd->areaOfEffect);
						pos+=unit->pos;
						pos.y=ground->GetHeight(pos.x,pos.z)+8;
						glVertexf3(pos);
					}
					glEnd();
				}
			}
		}
	}
	//draw range circles if attack orders are imminent
	int defcmd=GetDefaultCommand(mouse->lastx,mouse->lasty);
	if((inCommand>0 && inCommand<commands.size() && commands[inCommand].id==CMD_ATTACK) || (inCommand==-1 && defcmd>0 && commands[defcmd].id==CMD_ATTACK)){
		for(std::set<CUnit*>::iterator si=selectedUnits.selectedUnits.begin();si!=selectedUnits.selectedUnits.end();++si){
			CUnit* unit=*si;
			if(unit->maxRange>0 && ((unit->losStatus[gu->myAllyTeam] & LOS_INLOS) || gu->spectating)){
				glDisable(GL_TEXTURE_2D);
				glColor4f(1,0.3,0.3,0.7);
				glBegin(GL_LINE_STRIP);
				float h=unit->pos.y;
				for(int a=0;a<=40;++a){
					float3 pos(cos(a*2*PI/40)*unit->maxRange,0,sin(a*2*PI/40)*unit->maxRange);
					pos+=unit->pos;
					float dh=ground->GetHeight(pos.x,pos.z)-h;
					pos=float3(cos(a*2*PI/40)*(unit->maxRange-dh*unit->weapons.front()->heightMod),0,sin(a*2*PI/40)*(unit->maxRange-dh*unit->weapons.front()->heightMod));
					pos+=unit->pos;
					pos.y=ground->GetHeight(pos.x,pos.z)+8;
					glVertexf3(pos);
				}
				glEnd();
			}
		}
	}
}
예제 #4
0
void CGuiHandler::DrawButtons()
{
	glDisable(GL_DEPTH_TEST);
	if(needShift && !keys[SDLK_LSHIFT]){
		if(showingMetal){
			showingMetal=false;
			groundDrawer->SetExtraTexture(0,0,false);
		}
		inCommand=-1;
		needShift=false;
	}

	if (selectedUnits.CommandsChanged()) {LayoutIcons();fadein=100;}
	else if (fadein>0) fadein-=5;

	int mouseIcon=IconAtPos(mouse->lastx,mouse->lasty);

	GLfloat x1,x2,y1,y2;
	GLfloat scalef;


	// Rita "container"ruta
	if (total_active_icons > 0) {
		
		glDisable(GL_TEXTURE_2D);
		glColor4f(0.2f,0.2f,0.2f,0.4f);
		glBegin(GL_QUADS);

		GLfloat fx = 0;//-.2f*(1-fadein/100.0)+.2f;
		glVertex2f(buttonBox.x1-fx, buttonBox.y1);
		glVertex2f(buttonBox.x1-fx, buttonBox.y2);
		glVertex2f(buttonBox.x2-fx, buttonBox.y2);
		glVertex2f(buttonBox.x2-fx, buttonBox.y1);
		glVertex2f(buttonBox.x1-fx, buttonBox.y1);

		glEnd();
	}
	
	// För varje knapp (rita den)
	int buttonStart=max(0,(int)(min(activePage*NUMICOPAGE,(int)total_active_icons)));
	int buttonEnd=max(0,int(min((activePage+1)*NUMICOPAGE,(int)total_active_icons)));

	for(unsigned int nr=buttonStart;nr<buttonEnd;nr++) {

		if(commands[nr].onlyKey)
			continue;
		x1 = curricon[nr].x1;
		y1 = curricon[nr].y1;
		x2 = curricon[nr].x2;
		y2 = curricon[nr].y2;
		
		glDisable(GL_TEXTURE_2D);
		
		if(mouseIcon==nr || nr ==inCommand){
			glBegin(GL_QUADS);

			if(mouse->buttons[SDL_BUTTON_LEFT].pressed)
				glColor4f(0.5,0,0,0.2f);
			else if (nr == inCommand)
				glColor4f(0.5,0,0,0.8f);
			else
				glColor4f(0,0,0.5,0.2f);

			glVertex2f(x1,y1);
			glVertex2f(x2,y1);
			glVertex2f(x2,y2);
			glVertex2f(x1,y2);
			glVertex2f(x1,y1);
			glEnd();
		} 
		//else
		//glBegin(GL_LINE_STRIP);

		// "markerad" (lägg mörkt fält över)
		glEnable(GL_TEXTURE_2D);
		glColor4f(1,1,1,0.8f);

		if(UnitDef *ud = unitDefHandler->GetUnitByName(commands[nr].name))
		{
			// unitikon
			glBindTexture(GL_TEXTURE_2D, unitDefHandler->GetUnitImage(ud));
			glBegin(GL_QUADS);
			glTexCoord2f(0,0);
			glVertex2f(x1,y1);
			glTexCoord2f(1,0); 
			glVertex2f(x2,y1);
			glTexCoord2f(1,1);
			glVertex2f(x2,y2);
			glTexCoord2f(0,1);
			glVertex2f(x1,y2);
			glEnd();
			if(!commands[nr].params.empty()){			//skriv texten i första param ovanpå
				string toPrint=commands[nr].params[0];

				if (toPrint.length() > 6) 
					scalef = toPrint.length()/4.0;
				else 
					scalef = 6.0/4.0;
				
				glTranslatef(x1+.004f,y1-.039f,0.0f);
				glScalef(0.02f/scalef,0.03f/scalef,0.1f);
				font->glPrint("%s",toPrint.c_str()); 
			}
		}
		else {
			if (iconmap.find(curricon[nr].id) != iconmap.end() && iconmap[curricon[nr].id].has_bitmap) {
				// Bitmapikon
				glBindTexture(GL_TEXTURE_2D, iconmap[curricon[nr].id].texture);
				glBegin(GL_QUADS);
				glTexCoord2f(0,0);
				glVertex2f(x1,y1);
				glTexCoord2f(1,0); 
				glVertex2f(x2,y1);
				glTexCoord2f(1,1);
				glVertex2f(x2,y2);
				glTexCoord2f(0,1);
				glVertex2f(x1,y2);
				glEnd();
			}
			// skriv text
			string toPrint=commands[nr].name;
			if(commands[nr].type==CMDTYPE_ICON_MODE && (atoi(commands[nr].params[0].c_str())+1)<commands[nr].params.size()){
				toPrint=commands[nr].params[atoi(commands[nr].params[0].c_str())+1];
			}

			if (toPrint.length() > 6) 
				scalef = toPrint.length()/4.0;
			else 
				scalef = 6.0/4.0;
			
		  glTranslatef(x1+.004f,y1-.039f,0.0f);
			glScalef(0.02f/scalef,0.03f/scalef,0.1f);
			font->glPrint("%s",toPrint.c_str()); 
		}

		glLoadIdentity();
	}
	if (total_active_icons > 0) {
		glColor4f(1,1,1,0.6f);
		if(selectedUnits.selectedGroup!=-1){
			font->glPrintAt(0.02,0.13,0.6,"Group %i selected ",selectedUnits.selectedGroup); 
		} else {
			font->glPrintAt(0.02,0.13,0.6,"Selected units %i",selectedUnits.selectedUnits.size()); 
		}
	}
	if(GetReceiverAt(mouse->lastx,mouse->lasty)){
			mouse->cursorText="";
	} else {
		if(inCommand>=0 && inCommand<commands.size()){
			mouse->cursorText=commands[guihandler->inCommand].name;
		} else {
			int defcmd;
			if(mouse->buttons[SDL_BUTTON_RIGHT].pressed && mouse->activeReceiver==this)
				defcmd=defaultCmdMemory;
			else
				defcmd=GetDefaultCommand(mouse->lastx,mouse->lasty);
			if(defcmd>=0 && defcmd<commands.size())
				mouse->cursorText=commands[defcmd].name;
			else
				mouse->cursorText="";
		}
	}
}
예제 #5
0
Command CGuiHandler::GetCommand(int mousex, int mousey, int buttonHint, bool preview)
{
	Command defaultRet;
	defaultRet.id=CMD_STOP;

	int button;
	if(buttonHint>=SDL_BUTTON_LEFT)
		button=buttonHint;
	else if(inCommand!=-1)
		button=SDL_BUTTON_LEFT;
	else if(mouse->buttons[SDL_BUTTON_RIGHT].pressed)
		button=SDL_BUTTON_RIGHT;
	else
		return defaultRet;

	int tempInCommand=inCommand;

	if (button == SDL_BUTTON_RIGHT && preview) { // right click -> default cmd, in preview we might not have default cmd memory set
		if(mouse->buttons[SDL_BUTTON_RIGHT].pressed)
			tempInCommand=defaultCmdMemory;
		else
			tempInCommand=GetDefaultCommand(mousex,mousey);
	} 

	if(tempInCommand>=0 && tempInCommand<commands.size()){
		switch(commands[tempInCommand].type){

		case CMDTYPE_ICON:{
			Command c;
			c.id=commands[tempInCommand].id;
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			if(button==SDL_BUTTON_LEFT && !preview)
				info->AddLine("CMDTYPE_ICON left button press in incommand test? This shouldnt happen");
			return c;}

		case CMDTYPE_ICON_MAP:{
			float dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*9000);
			if(dist<0){
				return defaultRet;
			}
			float3 pos=camera->pos+mouse->dir*dist;
			Command c;
			c.id=commands[tempInCommand].id;
			c.params.push_back(pos.x);
			c.params.push_back(pos.y);
			c.params.push_back(pos.z);
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			return c;}

		case CMDTYPE_ICON_BUILDING:{
			float dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*9000);
			if(dist<0){
				return defaultRet;
			}
			string s=commands[guihandler->inCommand].name;
			UnitDef *unitdef = unitDefHandler->GetUnitByName(s);

			if(!unitdef){
				return defaultRet;
			}
			float3 pos=camera->pos+mouse->dir*dist;
			std::vector<float3> buildPos;
			if(keys[SDLK_LSHIFT] && button==SDL_BUTTON_LEFT){
				float dist=ground->LineGroundCol(mouse->buttons[SDL_BUTTON_LEFT].camPos,mouse->buttons[SDL_BUTTON_LEFT].camPos+mouse->buttons[SDL_BUTTON_LEFT].dir*9000);
				float3 pos2=mouse->buttons[SDL_BUTTON_LEFT].camPos+mouse->buttons[SDL_BUTTON_LEFT].dir*dist;
				buildPos=GetBuildPos(pos2,pos,unitdef);
			} else {
				buildPos=GetBuildPos(pos,pos,unitdef);
			}

			int a=0;		//limit the number of max commands possible to send to avoid overflowing the network buffer
			for(std::vector<float3>::iterator bpi=buildPos.begin();bpi!=--buildPos.end() && a<200;++bpi){
				++a;
				float3 pos=*bpi;
				Command c;
				c.id=commands[tempInCommand].id;
				c.params.push_back(pos.x);
				c.params.push_back(pos.y);
				c.params.push_back(pos.z);
				CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
				if(!preview)
					selectedUnits.GiveCommand(c);
			}
			pos=*(--buildPos.end());
			Command c;
			c.id=commands[tempInCommand].id;
			c.params.push_back(pos.x);
			c.params.push_back(pos.y);
			c.params.push_back(pos.z);
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			return c;}

		case CMDTYPE_ICON_UNIT: {
			CUnit* unit=0;
			Command c;

			c.id=commands[tempInCommand].id;
			float dist2=helper->GuiTraceRay(camera->pos,mouse->dir,9000,unit,20,true);
			if (!unit){
				return defaultRet;
			}
			c.params.push_back(unit->id);
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			return c;}
		
		case CMDTYPE_ICON_UNIT_OR_MAP: {
			
			Command c;
			c.id=commands[tempInCommand].id;

			CUnit* unit=0;
			float dist2=helper->GuiTraceRay(camera->pos,mouse->dir,9000,unit,20,true);
			if(dist2>8900){
				return defaultRet;
			}

			if (unit!=0) {  // clicked on unit
				c.params.push_back(unit->id);
			} else { // clicked in map
				float3 pos=camera->pos+mouse->dir*dist2;
				c.params.push_back(pos.x);
				c.params.push_back(pos.y);
				c.params.push_back(pos.z);
			}
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			return c;}

		case CMDTYPE_ICON_FRONT:{
			Command c;

			float dist=ground->LineGroundCol(mouse->buttons[button].camPos,mouse->buttons[button].camPos+mouse->buttons[button].dir*9000);
			if(dist<0){
				return defaultRet;
			}
			float3 pos=mouse->buttons[button].camPos+mouse->buttons[button].dir*dist;
			c.id=commands[tempInCommand].id;
			c.params.push_back(pos.x);
			c.params.push_back(pos.y);
			c.params.push_back(pos.z);

			if(mouse->buttons[button].movement>30){		//only create the front if the mouse has moved enough
				dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*9000);
				if(dist<0){
					return defaultRet;
				}
				float3 pos2=camera->pos+mouse->dir*dist;
				if(!commands[tempInCommand].params.empty() && pos.distance2D(pos2)>atoi(commands[tempInCommand].params[0].c_str())){
					float3 dif=pos2-pos;
					dif.Normalize();
					pos2=pos+dif*atoi(commands[tempInCommand].params[0].c_str());
				}

				c.params.push_back(pos2.x);
				c.params.push_back(pos2.y);
				c.params.push_back(pos2.z);
			}
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			return c;}

		case CMDTYPE_ICON_UNIT_OR_AREA:
		case CMDTYPE_ICON_UNIT_FEATURE_OR_AREA:
		case CMDTYPE_ICON_AREA:{
			float maxRadius=100000;
			if(commands[tempInCommand].params.size()==1)
				maxRadius=atof(commands[tempInCommand].params[0].c_str());

			Command c;
			c.id=commands[tempInCommand].id;

			if(mouse->buttons[button].movement<4){
				CUnit* unit=0;
				CFeature* feature=0;
				float dist2=helper->GuiTraceRay(camera->pos,mouse->dir,9000,unit,20,true);
				float dist3=helper->GuiTraceRayFeature(camera->pos,mouse->dir,9000,feature);

				if(dist2>8900 && (commands[tempInCommand].type!=CMDTYPE_ICON_UNIT_FEATURE_OR_AREA || dist3>8900)){
					return defaultRet;
				}

				if (feature!=0 && dist3<dist2 && commands[tempInCommand].type==CMDTYPE_ICON_UNIT_FEATURE_OR_AREA) {  // clicked on feature
					c.params.push_back(MAX_UNITS+feature->id);
				} else if (unit!=0 && commands[tempInCommand].type!=CMDTYPE_ICON_AREA) {  // clicked on unit
					c.params.push_back(unit->id);
				} else { // clicked in map
					float3 pos=camera->pos+mouse->dir*dist2;
					c.params.push_back(pos.x);
					c.params.push_back(pos.y);
					c.params.push_back(pos.z);
					c.params.push_back(0);//zero radius
				}
			} else {	//created area
				float dist=ground->LineGroundCol(mouse->buttons[button].camPos,mouse->buttons[button].camPos+mouse->buttons[button].dir*9000);
				if(dist<0){
					return defaultRet;
				}
				float3 pos=mouse->buttons[button].camPos+mouse->buttons[button].dir*dist;
				c.params.push_back(pos.x);
				c.params.push_back(pos.y);
				c.params.push_back(pos.z);
				dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*9000);
				if(dist<0){
					return defaultRet;
				}
				float3 pos2=camera->pos+mouse->dir*dist;
				c.params.push_back(min(maxRadius,pos.distance2D(pos2)));
			}
			CreateOptions(c,(button==SDL_BUTTON_LEFT?0:1));
			return c;}

		default:
			return defaultRet;
		}
	} else {
		if(!preview)
			inCommand=-1;
	}
	return defaultRet;
}