diff --git a/docs/architecture.md b/docs/architecture.md index 762af23..99fa949 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -125,6 +125,7 @@ Three product targets plus tests: - `lib/` — simulation + config. Depends on Qt Core + Qt Gui, toml++, tinyexpr. No QtWidgets. - `ui/` — QtWidgets + `QOpenGLWidget` code: header bar, game world view, selection panel, build button bar. Depends on `lib` and on Qt's OpenGL widgets module. + - `ui/selection/` — the selection panel's contents. `SelectionPanel` itself only arbitrates between the two selection categories, picks a card from the catalog (`SelectionContentFactory`), and hosts one at a time; each kind of selection has its own `SelectionContent` subclass assembled from shared parts (REQ-UI-SELECTION-CARD, REQ-UI-SELECTION-CONTENT). - `app/` — thin `main()` that creates the simulation, the UI, and wires them together. Depends on `ui`. - `tests/` — Catch2 tests. Links only against `lib`. diff --git a/docs/requirements.md b/docs/requirements.md index 052638e..b5a671c 100644 --- a/docs/requirements.md +++ b/docs/requirements.md @@ -527,22 +527,60 @@ The screen is a single column: a header bar across the top and the game world vi The selection panel shows the details of the current selection, whatever its category (REQ-UI-SELECTION-CATEGORIES): buildings and construction sites, ships, defence stations, and debris. Its position, size, and overlay behavior are defined in REQ-UI-SELECTION-PANEL; the requirements below define its content. +The panel shows exactly one **content** at a time, picked from the catalog in REQ-UI-SELECTION-CONTENT by what is selected. Every content is assembled from the same small set of parts and follows the same card structure (REQ-UI-SELECTION-CARD), so different selections read alike and a part means the same thing wherever it appears. + - REQ-UI-EMPTY-SELECTION: When nothing is selected (no building, construction site, ship, defence station, or piece of debris), the selection panel is not shown at all — it is hidden rather than shown empty, so the full game world view is visible (REQ-UI-SELECTION-PANEL). It reappears as soon as an object is selected. - REQ-UI-SELECTION-CATEGORIES: **Selection categories and precedence.** Every selectable object belongs to one of two mutually exclusive selection categories: **buildings** (buildings and construction sites) and **field objects** (ships and defence stations — player or enemy — together with debris). A single selection holds objects from only one category at a time. Field objects of different kinds may be selected together (e.g. several ships plus debris, freely mixing player and enemy actors). Buildings are exclusive and take precedence — **buildings win**: selecting a building (by click, Ctrl+click, or a box-drag covering at least one building) clears any field selection and yields a buildings-only selection, and conversely selecting any field object clears any building selection. Point hit-testing prefers a building over a coincident field object, and among field objects prefers an actor (ship or defence station) over a coincident piece of debris (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-CLICK-SELECT). -- REQ-UI-SINGLE-SELECTION: When one building is selected, the panel shows: building name, current recipe or schematic selection, input buffer contents, and output buffer contents. Buffer counts are displayed as `a/b` where `a` is the current item count and `b` is the per-cycle amount (items consumed per run for inputs; items produced per run for outputs). For a selected construction site, the recipe/schematic selection (and, for a shipyard, the layout preview and "Configure" button) are shown but the buffer rows are omitted (REQ-BLD-SITE-CONFIG). -- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the selection panel also shows: (a) the cycle time of the currently selected recipe or schematic in seconds, and (b) the completion percentage of the active production cycle as an integer (e.g. `42%`), or the text `idle` when no production cycle is active. When no recipe or schematic is selected, neither the cycle time nor the progress indicator is shown. +- REQ-UI-SELECTION-CARD: **Card structure.** Every panel content is a card with the same three parts, top to bottom: + - **Header** — always shown. It holds the selection's identity symbol on the left — the building's icon glyph (REQ-UI-WORLD-ICON), a ship's schematic color swatch, or the kind symbol of a defence station or piece of debris — the selection's name beside it, and one optional **right slot**. The right slot holds a status indicator (REQ-UI-SELECTION-STATUS), a ship's current behavior (REQ-UI-SHIP-BEHAVIOR), or an object count — never more than one of them; which one applies is stated per content in REQ-UI-SELECTION-CONTENT. + - **Configuration group** — the controls that change how the selected object is set up: the recipe/schematic selection control (REQ-UI-SELECT-BUTTON), a shipyard's layout preview and Configure button (REQ-MOD-UI-PREVIEW), and a splitter's output filters (REQ-BLD-SPLITTER). It is shown identically for an operational building and for a construction site of the same type (REQ-BLD-SITE-CONFIG). + - **Runtime group** — what the object is currently doing: buffer contents, production progress, HP, remaining scrap, and the belt clear action (REQ-UI-BELT-CLEAR). For a **construction site** the entire runtime group is replaced by a captioned `Construction` section: a progress bar filled to the site's construction completion with that completion as an integer percentage beside the caption — the same value the world draws on the footprint (REQ-UI-CONSTRUCTION-PROGRESS) — followed by a note that buffers appear once the building is built, because a site has neither buffers nor a production cycle (REQ-BLD-SITE-CONFIG). The configuration group is unaffected and stays visible on a site. + + A group with nothing to show takes no space, so a content may consist of a header alone. Within a group, related parts form **sections** carrying a short caption above them (e.g. `Layout`, `Input buffers`, `Production`, `Output buffer`); a section and its caption are shown only while that section has content, so e.g. a Miner (which consumes nothing) shows no input buffer section. +- REQ-UI-SELECTION-CONTENT: **Content catalog.** Which content the panel shows follows from the selection alone: + + | Selection | Header right slot | Configuration group | Runtime group | + |---|---|---|---| + | Miner, Assembler | status | recipe control + recipe summary | buffers + production | + | Smelter, Reprocessing Plant | status | recipe summary | buffers + production | + | Shipyard | status | schematic control + layout preview + Configure | buffers + production | + | Salvage Bay | status | — | buffers | + | HQ | — | — | block stock + HP | + | Belt, Tunnel Entry, Tunnel Exit | count | — | clear action | + | Splitter | — | output filters | clear action | + | Several buildings | — | — | type counts + total cost | + | One ship | behavior | — | HP + hull stats + module summaries | + | One defence station | — | — | HP + stats | + | Debris (one or several) | count | — | remaining scrap | + | Several mixed field objects | count | — | type counts + scrap total | + + Selections sharing a row of this table get the same content and differ only in the name and symbol in the header. A count in the right slot appears only for an aggregated multi-selection (REQ-UI-SELECTION-AGGREGATE); a single selection of those types shows an empty slot. +- REQ-UI-SELECTION-STATUS: **Status indicator.** For a building whose production state is already rendered in the world as a status light (REQ-UI-STATUS-LIGHT) — Miner, Smelter, Assembler, Reprocessing Plant, Shipyard, Salvage Bay — the header's right slot repeats that same state as a colored dot with a short caption beside it, so the panel and the world never disagree. The state is derived from the evaluation defined in REQ-UI-STATUS-LIGHT rather than from a second definition, and the dot uses that state's fill color from `visuals.toml [status_light]`. The captions name the state: `no recipe` (grey), `producing` (green), `missing input` (red), `output full` (yellow); for the Salvage Bay, `holding scrap` (green) and `empty` (red). A selected **construction site** shows the caption `constructing` with no dot, whatever its type. Buildings with no status light — belts, splitters, tunnel ends, the HQ — show nothing in the slot. +- REQ-UI-SELECTION-AGGREGATE: **Aggregating a homogeneous multi-selection.** When several objects are selected and their content can be shown as one — the same content, with its values aggregated over the whole selection — the panel shows that single content with the number of selected objects in the header's right slot (`x`), instead of the count summary of REQ-UI-MULTI-SELECTION / REQ-UI-FIELD-MULTI-SELECTION. This applies exactly where every part of the content aggregates: + - **Belt-subsystem tiles** — any mix of belts, tunnel entries, and tunnel exits. Their content is the clear action alone, which already acts on the whole selection (REQ-UI-BELT-CLEAR). + - **Debris** — several pieces of debris and nothing else. Their remaining scrap sums into one value (REQ-UI-DEBRIS-PANEL). + + Every other multi-selection falls back to the count summary. In particular a selection mixing a splitter with belts does not aggregate (a splitter carries per-object output filters, which have no aggregate), and neither do several production buildings of one type (per-building buffers and cycle progress have no aggregate). +- REQ-UI-SINGLE-SELECTION: When one building is selected, the panel shows its symbol and name in the header (REQ-UI-SELECTION-CARD), its current recipe or schematic selection (REQ-UI-SELECT-BUTTON) and recipe summary (REQ-UI-RECIPE-SUMMARY) in the configuration group, and its input and output buffer contents in the runtime group. Each buffered item is shown as an **item chip** bearing that item's icon (REQ-UI-ITEM-ICON) and its current count: + - an **input** chip shows the per-cycle amount below the count (the items consumed per run, e.g. `/ 2 per cycle`), or the count alone when the building has no selected recipe or schematic to give one; + - an **output** chip shows the count against the output buffer's capacity as `a / b` (REQ-MAT-OUTPUT-BUFFER), with the item's name below. + + Input and output chips form separately captioned sections, each shown only while it holds something (REQ-UI-SELECTION-CARD). For a selected construction site the buffer sections are omitted (REQ-BLD-SITE-CONFIG). +- REQ-UI-RECIPE-SUMMARY: Below the recipe/schematic selection control, a building running a recipe or schematic shows a one-line **recipe summary**: each input item's icon with its per-cycle amount, an arrow, each output item's icon with its per-cycle amount, and the cycle time in seconds. It restates what the building will do without opening the selection dialog, and it is the panel's only display of the cycle time. For a Shipyard the summary is built from the schematic's materials and production time including the placed modules' contributions (REQ-BLD-SHIPYARD, REQ-MOD-STAT-CALC), matching the buffers beneath it. Auto-recipe buildings (Smelter, Reprocessing Plant — REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) have no player-selected recipe and so show no selection control; they show the summary of the recipe currently in production, and none while idle. A building with no recipe or schematic selected shows no summary. +- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the panel's runtime group shows a captioned **production section**: a horizontal progress bar filled to the completion of the active production cycle, with that completion beside the caption as an integer percentage (e.g. `72%`), or the text `idle` in place of the percentage and an empty bar when no production cycle is active. The cycle time is shown in the recipe summary (REQ-UI-RECIPE-SUMMARY) rather than repeated here. When no recipe or schematic is selected, the production section is not shown at all. - REQ-UI-MULTI-SELECT: The player selects multiple objects by box-drag or by Ctrl+clicking individual objects to add or remove them from the selection. Multi-select operates within a single category (REQ-UI-SELECTION-CATEGORIES). A box-drag that covers at least one building selects buildings (any field objects within the box are ignored — buildings win); a box-drag that covers no building but does cover ships, defence stations, or debris selects all of those field objects together (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-MULTI-SELECT). -- REQ-UI-MULTI-SELECTION: When multiple buildings are selected, the panel shows how many of each building type are selected. No per-building detail is shown. The panel additionally shows the **total building block cost** of the selection — the sum of each selected building's placement cost (`buildings.toml [[building]].cost`, per REQ-BLD-COST), counting only player-placeable buildings (buildings with a button in the build button bar); non-player-placeable buildings (the HQ and defence stations) are excluded from the total, consistent with the blueprint total (REQ-UI-BLUEPRINT-CARD). Construction sites count at their building type's full placement cost regardless of construction progress. -- REQ-UI-CONFIG-INLINE: Recipe and schematic configuration for a selected building is shown within this panel. Recipe selection (miner, assembler) and schematic selection (shipyard) use the selection button and dialog (REQ-UI-SELECT-BUTTON) rather than an inline control. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic selection button (REQ-MOD-UI-PREVIEW). +- REQ-UI-MULTI-SELECTION: When multiple buildings are selected and the selection does not aggregate (REQ-UI-SELECTION-AGGREGATE), the panel shows a count summary. Its header names the size of the selection as ` buildings` in place of an object name, and carries no symbol and nothing in its right slot. Below it is one row per selected building type — the type's symbol, its name, and the number selected as `x` — one type per row, and no per-building detail. A final row shows the **total building block cost** of the selection, captioned `Total cost` with the value followed by the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON): the sum of each selected building's placement cost (`buildings.toml [[building]].cost`, per REQ-BLD-COST), counting only player-placeable buildings (buildings with a button in the build button bar); non-player-placeable buildings (the HQ and defence stations) are excluded from the total, consistent with the blueprint total (REQ-UI-BLUEPRINT-CARD). Construction sites count at their building type's full placement cost regardless of construction progress. +- REQ-UI-CONFIG-INLINE: Recipe and schematic configuration for a selected building is shown within this panel, in its configuration group (REQ-UI-SELECTION-CARD). Recipe selection (miner, assembler) and schematic selection (shipyard) use the selection button and dialog (REQ-UI-SELECT-BUTTON) rather than an inline control. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic selection button (REQ-MOD-UI-PREVIEW). - REQ-UI-SELECT-BUTTON: **Recipe and schematic selection control.** Recipe selection (Miner ore type, Assembler recipe) and schematic selection (Shipyard) are each presented in the selection panel as a single **selection button** whose caption is the name of the currently selected recipe or schematic, or a placeholder ("Select recipe" / "Select schematic") when none is selected. Clicking the button opens a modal **selection dialog** that pauses the game (speed set to 0×; on close, the speed is restored to what it was before the dialog was opened). The dialog contains a grid of option buttons, one per selectable option — only options that are currently unlocked are shown (REQ-LOCK-UI-RECIPE for recipes, REQ-LOCK-UI-SCHEMATIC for schematics). Hovering an option button shows the selection info tooltip (REQ-UI-SELECT-TOOLTIP). Clicking an option button selects that recipe/schematic, closes the dialog, and updates the selection button's caption in the selection panel. The dialog can be dismissed without changing the current selection (e.g. closing it without clicking an option). Selecting a new recipe or schematic has the same effects as before (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD). - REQ-UI-SELECT-TOOLTIP: **Selection info tooltip.** Hovering an option button in the selection dialog (REQ-UI-SELECT-BUTTON), and hovering the selection button in the selection panel when a selection is set, displays an info tooltip: - For a **recipe** (Miner or Assembler): the recipe name; the name and quantity of each input item (no inputs are listed for miner recipes, which consume nothing); the completion time (`duration_seconds`); and the name and quantity of the produced output item. - For a **ship schematic** (Shipyard): the ship's `display_name`; the name and quantity of each base required material (`[ship.schematic].materials`, excluding any module contributions); the base production time (`[ship.schematic].production_time_seconds`); and "Produces: 1 ". - REQ-UI-RECIPE-ICON: In the recipe-selection dialog (REQ-UI-SELECT-BUTTON) for a Miner or Assembler, each recipe option button shows the icon of the recipe's produced item **instead of** its name caption (icon-only). The item shown is the recipe's `icon` field if set, otherwise its first output item; the icon is that item's icon per REQ-UI-ITEM-ICON. When the item has no icon file, the button falls back to the recipe/item name caption. The recipe name and details remain available on hover via the selection info tooltip (REQ-UI-SELECT-TOOLTIP). The `(None)` option keeps its text caption. This applies only to recipe options; the Shipyard schematic-selection dialog is unaffected and continues to show ship name captions. -- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel shows a "Clear" button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels. +- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel's runtime group shows a **"Clear stuck items"** button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels. The button acts on every selected tile, which is why a selection of belts and tunnel ends aggregates into one content rather than a count summary (REQ-UI-SELECTION-AGGREGATE). +- REQ-UI-HQ-PANEL: When the HQ is selected, the panel shows the **global building blocks stock** — the same value as the header bar's stock display (REQ-UI-BLOCKS-ICON), rendered as an item chip (REQ-UI-SINGLE-SELECTION) carrying the `building_block` icon — and the HQ's **HP** as a bar labelled `current / maximum` (REQ-HQ-STATS, REQ-UI-HP-BARS). The HQ has no input or output buffers of its own: building blocks delivered by belt go straight into the global stock (REQ-HQ-BELT-INPUT), and showing that stock on the HQ is what tells the player to route blocks there. The HQ has no configuration group and no status indicator (REQ-UI-SELECTION-STATUS), and it is never a construction site. - REQ-UI-ENTITY-CLICK-SELECT: The player can click any ship (player or enemy) or any defence station (player or enemy) in the game world to select it. A plain click on a ship or defence station makes it the sole selection, clearing any previous selection. Ships and defence stations can be multi-selected — by Ctrl+clicking individual actors to add or remove them, or by box-drag (REQ-UI-MULTI-SELECT) — and can be selected together with debris and with one another in a single field selection (REQ-UI-SELECTION-CATEGORIES), freely mixing player and enemy actors. Actors cannot be selected together with buildings: selecting a ship or defence station clears any building selection, and selecting a building clears the actors (buildings win). Clicking a piece of debris adds to or establishes a field selection (REQ-UI-DEBRIS-CLICK-SELECT). Clicking empty world space (no building, ship, defence station, or piece of debris) clears the selection. -- REQ-UI-SHIP-STATS-PANEL: When exactly one ship is selected (REQ-UI-ENTITY-CLICK-SELECT) and no debris is selected, the selection panel shows a **ship stats panel**. (If debris is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.) The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed from its installed modules per REQ-MOD-STAT-CALC. The panel always shows all hull stats: HP (current / maximum), max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed. In addition, capability module summaries are shown conditioned on which module types are installed, using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each section appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT). -- REQ-UI-SHIP-BEHAVIOR: The ship stats panel (REQ-UI-SHIP-STATS-PANEL) additionally displays the selected ship's **current behavior** — a single label naming the top-priority behavior currently governing the ship's navigation, as resolved by the fixed-priority behavior arbitration. Only the winning behavior is named; lower-priority behaviors that are suppressed are not shown, and neither are the salvage/repair cycles that run regardless of the active behavior (REQ-SHP-SALVAGE, REQ-SHP-REPAIR). The label updates live as the ship's behavior changes, and it is always shown (independent of debug draw mode, unlike the threat-cost line of REQ-UI-SHIP-STATS-PANEL). This applies to both player and enemy ships (REQ-UI-ENTITY-CLICK-SELECT); enemy ships only ever show **Engaging** or **Advancing**. The behavior labels (all wrapped in `tr()`) are: +- REQ-UI-SHIP-STATS-PANEL: When exactly one ship is selected (REQ-UI-ENTITY-CLICK-SELECT) and no debris is selected, the selection panel shows a **ship stats panel**. (If debris is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.) The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed from its installed modules per REQ-MOD-STAT-CALC. Its header (REQ-UI-SELECTION-CARD) carries the schematic's color swatch and display name, with the ship's current behavior in the right slot (REQ-UI-SHIP-BEHAVIOR). The panel always shows all hull stats: HP (current / maximum) as a **bar** with the two values beside its caption, then max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed as label/value rows. In addition, capability module summaries are shown below the hull stats, each as its own outlined row, conditioned on which module types are installed and using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT). +- REQ-UI-SHIP-BEHAVIOR: The ship stats panel (REQ-UI-SHIP-STATS-PANEL) additionally displays the selected ship's **current behavior** in its header's right slot (REQ-UI-SELECTION-CARD) — a single label naming the top-priority behavior currently governing the ship's navigation, as resolved by the fixed-priority behavior arbitration. Only the winning behavior is named; lower-priority behaviors that are suppressed are not shown, and neither are the salvage/repair cycles that run regardless of the active behavior (REQ-SHP-SALVAGE, REQ-SHP-REPAIR). The label updates live as the ship's behavior changes, and it is always shown (independent of debug draw mode, unlike the threat-cost line of REQ-UI-SHIP-STATS-PANEL). This applies to both player and enemy ships (REQ-UI-ENTITY-CLICK-SELECT); enemy ships only ever show **Engaging** or **Advancing**. The behavior labels (all wrapped in `tr()`) are: - **Retreating** — the ship is retreating (REQ-SHP-RETREAT). - **Engaging** — the ship is engaging a combat target (player: REQ-SHP-COMBAT; enemy: REQ-SHP-ENEMY-AI). - **Salvaging** — the ship is executing salvage navigation: seeking debris, collecting, or delivering to a Salvage Bay (REQ-SHP-SALVAGE). @@ -550,11 +588,11 @@ The selection panel shows the details of the current selection, whatever its cat - **Rallying** — the ship is moving to or orbiting the rally point (REQ-SHP-RALLY). - **Standby** — the ship is holding with its fleet (REQ-SHP-STANDBY). - **Advancing** — the ship is executing the baseline forward advance with no higher-priority behavior active (player: REQ-SHP-COMBAT advance toward the enemy; enemy: REQ-SHP-ENEMY-AI advance toward the asteroid). -- REQ-UI-STATION-STATS-PANEL: When exactly one defence station is selected (REQ-UI-ENTITY-CLICK-SELECT) and no debris is selected, the selection panel shows a **station stats panel** displaying the station's stats computed at its current level: HP (current / maximum), damage, range, and fire rate. (If debris is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.) -- REQ-UI-FIELD-MULTI-SELECTION: A full single-object stats panel (REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL, REQ-UI-DEBRIS-PANEL) is shown only when the field selection holds exactly one object — one ship, one defence station, or one piece of debris. Whenever the selection holds more than one field object — multiple actors, multiple pieces of debris, or any mix of actors and debris — the panel shows a **compact summary** instead: a count per type, one line per type rendered as " x " (the same `x`-count notation as the recipe tooltip and the building multi-selection, REQ-UI-MULTI-SELECTION). Ships are grouped by schematic display name and defence stations as a group, distinguishing player from enemy; all selected pieces of debris are grouped into a single "Debris x " line whose count is the number of selected debris pieces. No per-object detail and no total-object-count header are shown (consistent with the building panel). If debris is part of the selection, a final "Scrap x " line is appended after the "Debris" line, summing the remaining scrap across all selected debris (REQ-UI-DEBRIS-PANEL), so all lines share uniform spacing. Building selections use REQ-UI-SINGLE-SELECTION / REQ-UI-MULTI-SELECTION instead. +- REQ-UI-STATION-STATS-PANEL: When exactly one defence station is selected (REQ-UI-ENTITY-CLICK-SELECT) and no debris is selected, the selection panel shows a **station stats panel** displaying the station's stats computed at its current level: HP (current / maximum) as a **bar** with the two values beside its caption, then damage, range, and fire rate as label/value rows, matching the ship stats panel's rendering (REQ-UI-SHIP-STATS-PANEL). Its header carries no right slot: a station has no behavior label and no status light. (If debris is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.) +- REQ-UI-FIELD-MULTI-SELECTION: A full single-object stats panel (REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL, REQ-UI-DEBRIS-PANEL) is shown when the field selection holds exactly one object — one ship, one defence station, or one piece of debris — and, for debris only, when it holds several pieces of debris and nothing else, which aggregate into that same content (REQ-UI-SELECTION-AGGREGATE). Every other field selection of more than one object — multiple actors, or any mix of actors and debris — shows a **count summary** instead. Its header reads `Mixed selection` with the total number of selected objects in the right slot (REQ-UI-SELECTION-CARD). Below it is one row per type — the type's symbol, its name, and the number selected as `x`, the same `x`-count notation as the recipe tooltip and the building multi-selection (REQ-UI-MULTI-SELECTION). Ships are grouped by schematic display name and defence stations as a group, distinguishing player from enemy; all selected pieces of debris are grouped into a single `Debris` row whose count is the number of selected pieces. No per-object detail is shown. If debris is part of the selection, its row is followed by an indented sub-row giving the summed remaining scrap across all selected debris (REQ-UI-DEBRIS-PANEL). Building selections use REQ-UI-SINGLE-SELECTION / REQ-UI-MULTI-SELECTION instead. - REQ-UI-DEBRIS-CLICK-SELECT: The player can click any piece of debris (REQ-RES-DEBRIS-DROP) in the game world to select it. Debris are field objects (REQ-UI-SELECTION-CATEGORIES) and can be selected together with ships and defence stations, but not with buildings. A plain click on a piece of debris makes it the sole selection, clearing any previous selection; selecting a building clears any debris (buildings win), and selecting a piece of debris clears any building selection. Hit-testing prefers a building over a coincident actor or piece of debris, and an actor (ship or defence station) over a coincident piece of debris: a piece of debris is selected only when no building or actor is under the cursor. A selected piece of debris that despawns or is fully collected (REQ-RES-DEBRIS-DROP) is removed from the selection; if no selected object remains, the panel becomes empty (REQ-UI-EMPTY-SELECTION). - REQ-UI-DEBRIS-MULTI-SELECT: Multiple pieces of debris can be selected by box-drag or by Ctrl+clicking individual pieces to add or remove them, mirroring building multi-select (REQ-UI-MULTI-SELECT). Debris shares the field-object category with ships and defence stations (REQ-UI-SELECTION-CATEGORIES), so a field selection may hold debris and actors together. Ctrl+clicking a piece of debris while a field selection is active adds or removes that piece within the same selection; Ctrl+clicking a piece of debris while a building selection is active first clears the buildings and begins a field selection (buildings win). Conversely, selecting a building while a field selection is active clears it. Box-drag disambiguation follows REQ-UI-MULTI-SELECT (a box covering any building selects buildings; a box covering no building selects the ships, defence stations, and debris within it). -- REQ-UI-DEBRIS-PANEL: When exactly one piece of debris is selected (and no actors, REQ-UI-FIELD-MULTI-SELECTION), the selection panel shows a **debris stats panel** structured like the ship and station stats panels (REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL): a **"Debris"** heading followed by a single stat row, **"Scrap"**, showing that piece's current remaining scrap amount (REQ-RES-DEBRIS-DROP), rendered in the same label/value style as a ship hull stat row. When more than one field object is selected — multiple pieces of debris, or debris together with actors — the debris are instead summarized within the compact count summary (REQ-UI-FIELD-MULTI-SELECTION): a "Debris x " line giving the number of selected debris pieces, followed by a "Scrap x " line summing the remaining scrap across all selected debris. The displayed scrap value(s) update as selected debris are partially collected or despawn (REQ-UI-DEBRIS-CLICK-SELECT). +- REQ-UI-DEBRIS-PANEL: When debris is selected and no actors are (REQ-UI-FIELD-MULTI-SELECTION), the selection panel shows a **debris stats panel** structured like the ship and station stats panels (REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL): a header reading **"Debris"**, followed by a single stat row, **"Scrap remaining"**, in the same label/value style as a ship hull stat row. With one piece selected the row shows that piece's remaining scrap amount (REQ-RES-DEBRIS-DROP) and the header's right slot is empty. With several pieces selected the same content is shown aggregated (REQ-UI-SELECTION-AGGREGATE): the number of selected pieces appears in the header's right slot as `x` and the row shows the summed remaining scrap across them. When debris is selected together with actors, the debris are instead summarized within the count summary (REQ-UI-FIELD-MULTI-SELECTION): a `Debris` row giving the number of selected pieces, followed by an indented sub-row with their summed remaining scrap. The displayed scrap value updates as selected debris are partially collected or despawn (REQ-UI-DEBRIS-CLICK-SELECT). ### Build Button Bar diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 929bc42..319bca3 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -78,6 +78,7 @@ unset(SRCS) set(HDRS) set(SRCS) +set(UI_INCLUDE_PATH) add_subdirectory(ui) @@ -106,6 +107,7 @@ set_target_properties(${TARGET_UI_NAME} PROPERTIES ) target_include_directories(${TARGET_UI_NAME} PUBLIC "${TARGET_UI_INCLUDE_DIRS}" + "${UI_INCLUDE_PATH}" "${TARGET_LIB_INCLUDE_DIRS}" "${LIB_INCLUDE_PATH}" ) diff --git a/src/ui/BuildButtonBar.cpp b/src/ui/BuildButtonBar.cpp index be9e46d..0617dd6 100644 --- a/src/ui/BuildButtonBar.cpp +++ b/src/ui/BuildButtonBar.cpp @@ -2,9 +2,7 @@ #include -#include #include -#include #include #include #include @@ -15,12 +13,11 @@ #include #include #include -#include #include #include #include -#include +#include "BuildingIconCache.h" #include "BuildingType.h" #include "BuildingTypeSelectedEvent.h" #include "DeconstructModeToggleRequestedEvent.h" @@ -54,45 +51,15 @@ namespace // Gap between the chip icon and the cost line on a button face. const int kFaceGapPx = 2; - // Rasterizes a chip SVG straight at its on-screen size times the device pixel - // ratio, so it stays crisp without a downscale step. - QPixmap renderChip(const QByteArray& svg) - { - const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0; - QSvgRenderer renderer(svg); - QPixmap pixmap(static_cast(kIconSize.width() * dpr), - static_cast(kIconSize.height() * dpr)); - pixmap.setDevicePixelRatio(dpr); - pixmap.fill(Qt::transparent); - QPainter painter(&pixmap); - renderer.render(&painter); - return pixmap; - } - - // Normal and grey-background chip pixmaps for a ".svg" file. Empty pixmaps if - // the file cannot be read; the caller then falls back to a name caption + // Normal and grey-background chip pixmaps for one icon name. Empty pixmaps if the + // file cannot be read; the caller then falls back to a name caption // (REQ-UI-BUILD-ICON). struct ChipPixmaps { QPixmap normal; QPixmap grey; }; - ChipPixmaps loadChipPixmaps(const QString& path) + ChipPixmaps loadChipPixmaps(BuildingIconCache& icons, const std::string& iconName) { - QFile file(path); - if (!file.open(QIODevice::ReadOnly)) { return {}; } - const QByteArray svg = file.readAll(); - ChipPixmaps result; - result.normal = renderChip(svg); - - // Recolor only the chip background: the first "#rrggbb" fill in the file is the - // rounded background rect; the white glyph uses fill="none" and is left alone. - QString greyed = QString::fromUtf8(svg); - static const QRegularExpression fillPattern(QStringLiteral("fill=\"#[0-9a-fA-F]{6}\"")); - const QRegularExpressionMatch match = fillPattern.match(greyed); - if (match.hasMatch()) - { - greyed.replace(match.capturedStart(), match.capturedLength(), - QStringLiteral("fill=\"#5f636e\"")); - } - result.grey = renderChip(greyed.toUtf8()); + result.normal = icons.getChip(iconName, kIconSize.width()); + result.grey = icons.getGreyChip(iconName, kIconSize.width()); return result; } @@ -181,12 +148,12 @@ namespace BuildButtonBar::BuildButtonBar(Simulation* sim, const GameConfig* config, - const std::string& iconDir, + BuildingIconCache* buildingIcons, ItemIconCache* itemIcons, QWidget* parent) : QWidget(parent) , m_sim(sim) , m_config(config) - , m_iconDir(iconDir) + , m_buildingIcons(buildingIcons) , m_itemIcons(itemIcons) { // The bar floats over the rendered world rather than sitting in a panel, so it @@ -231,13 +198,12 @@ BuildButtonBar::BuildButtonBar(Simulation* sim, const GameConfig* config, const QString name = (def.type == BuildingType::TunnelEntry) ? tr("Tunnel") : QString::fromStdString(toDisplayName(def.id)); + // Icon file name matches the building id (REQ-UI-BUILD-ICON); Tunnel Entry's // "tunnel_entry.svg" serves the shared Tunnel button. - const QString iconPath = QString::fromStdString(m_iconDir) + "/" - + QString::fromStdString(def.id) + ".svg"; - const ButtonFace face = buildButtonFace( - loadChipPixmaps(iconPath), InputMapper::getBuildHotkeyLabel(def.type), name, + loadChipPixmaps(*m_buildingIcons, def.id), + InputMapper::getBuildHotkeyLabel(def.type), name, QString::number(def.cost), blockIcon, font(), palette()); QPushButton* btn = new QPushButton(this); @@ -268,7 +234,7 @@ BuildButtonBar::BuildButtonBar(Simulation* sim, const GameConfig* config, // Having no cost, it shows its name where the building buttons show theirs // (REQ-UI-DECONSTRUCT-BUTTON), and its Q toggle as the badge (REQ-UI-HOTKEYS). const ButtonFace deconstructFace = buildButtonFace( - loadChipPixmaps(QString::fromStdString(m_iconDir) + "/deconstruct.svg"), + loadChipPixmaps(*m_buildingIcons, "deconstruct"), QStringLiteral("Q"), tr("Deconstruct"), tr("Deconstruct"), QPixmap(), font(), palette()); diff --git a/src/ui/BuildButtonBar.h b/src/ui/BuildButtonBar.h index 7d00978..7ac55a4 100644 --- a/src/ui/BuildButtonBar.h +++ b/src/ui/BuildButtonBar.h @@ -20,6 +20,7 @@ class QPushButton; class Simulation; +class BuildingIconCache; class ItemIconCache; // The build menu: one horizontal row of build buttons floating over the game world @@ -36,13 +37,11 @@ class BuildButtonBar : public QWidget, Q_OBJECT public: - // iconDir is the directory holding the per-building ".svg" chip icons - // (REQ-UI-BUILD-ICON), read from disk at runtime like the config files. - // itemIcons is the window-wide per-item icon cache and supplies the - // building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Not - // owned; must outlive this widget. + // buildingIcons supplies each button's chip icon (REQ-UI-BUILD-ICON) and itemIcons + // the building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Both are + // window-wide caches; neither is owned, and both must outlive this widget. BuildButtonBar(Simulation* sim, const GameConfig* config, - const std::string& iconDir, ItemIconCache* itemIcons, + BuildingIconCache* buildingIcons, ItemIconCache* itemIcons, QWidget* parent = nullptr); ~BuildButtonBar() override; @@ -85,8 +84,8 @@ private slots: private: Simulation* m_sim; const GameConfig* m_config; - std::string m_iconDir; - ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow. + BuildingIconCache* m_buildingIcons; // Not owned; lives in MainWindow. + ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow. std::vector m_types; std::vector m_buttons; std::map m_costs; diff --git a/src/ui/BuildingIconCache.cpp b/src/ui/BuildingIconCache.cpp new file mode 100644 index 0000000..5d983f0 --- /dev/null +++ b/src/ui/BuildingIconCache.cpp @@ -0,0 +1,120 @@ +#include "BuildingIconCache.h" + +#include +#include +#include +#include +#include + +namespace +{ + +// Chip background color for a build button the player cannot afford +// (REQ-UI-BUILD-DISABLED). Part of the icon rather than of any widget's palette, so it +// lives with the recoloring step. +const char* const kGreyFill = "fill=\"#5f636e\""; + +} // namespace + + +BuildingIconCache::BuildingIconCache(const QString& iconDir) + : m_iconDir(iconDir) +{ +} + +const QByteArray& BuildingIconCache::getSvg(const std::string& iconName) +{ + const std::map::const_iterator cached = + m_svgByName.find(iconName); + if (cached != m_svgByName.end()) + { + return cached->second; + } + + // An absent or unreadable file caches an empty byte array so it is not retried; + // a missing icon is not an error (REQ-UI-BUILD-ICON). + QByteArray svg; + QFile file(m_iconDir + "/" + QString::fromStdString(iconName) + ".svg"); + if (file.open(QIODevice::ReadOnly)) + { + svg = file.readAll(); + } + return m_svgByName.emplace(iconName, std::move(svg)).first->second; +} + +const QByteArray& BuildingIconCache::getGreySvg(const std::string& iconName) +{ + const std::map::const_iterator cached = + m_greySvgByName.find(iconName); + if (cached != m_greySvgByName.end()) + { + return cached->second; + } + + // Recolor only the chip background: the first "#rrggbb" fill in the file is the + // rounded background rect; the white glyph uses fill="none" and is left alone. + const QByteArray& svg = getSvg(iconName); + QByteArray greyed = svg; + if (!svg.isEmpty()) + { + QString text = QString::fromUtf8(svg); + static const QRegularExpression fillPattern( + QStringLiteral("fill=\"#[0-9a-fA-F]{6}\"")); + const QRegularExpressionMatch match = fillPattern.match(text); + if (match.hasMatch()) + { + text.replace(match.capturedStart(), match.capturedLength(), + QLatin1String(kGreyFill)); + } + greyed = text.toUtf8(); + } + return m_greySvgByName.emplace(iconName, std::move(greyed)).first->second; +} + +bool BuildingIconCache::hasIcon(const std::string& iconName) +{ + return !getSvg(iconName).isEmpty(); +} + +QPixmap BuildingIconCache::getChip(const std::string& iconName, int sizePx) +{ + return getPixmap(iconName, getSvg(iconName), sizePx); +} + +QPixmap BuildingIconCache::getGreyChip(const std::string& iconName, int sizePx) +{ + return getPixmap("grey:" + iconName, getGreySvg(iconName), sizePx); +} + +QPixmap BuildingIconCache::getPixmap(const std::string& cacheKey, + const QByteArray& svg, int sizePx) +{ + if (sizePx <= 0) + { + return QPixmap(); + } + + const std::pair key(cacheKey, sizePx); + const std::map, QPixmap>::const_iterator cached = + m_pixmapCache.find(key); + if (cached != m_pixmapCache.end()) + { + return cached->second; + } + + QPixmap pixmap; + if (!svg.isEmpty()) + { + // Rasterized straight at its on-screen size times the device pixel ratio, so it + // stays crisp without a downscale step. + const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0; + QSvgRenderer renderer(svg); + pixmap = QPixmap(static_cast(sizePx * dpr), static_cast(sizePx * dpr)); + pixmap.setDevicePixelRatio(dpr); + pixmap.fill(Qt::transparent); + QPainter painter(&pixmap); + painter.setRenderHint(QPainter::Antialiasing, true); + renderer.render(&painter); + } + return m_pixmapCache.emplace(key, std::move(pixmap)).first->second; +} diff --git a/src/ui/BuildingIconCache.h b/src/ui/BuildingIconCache.h new file mode 100644 index 0000000..0cc06c3 --- /dev/null +++ b/src/ui/BuildingIconCache.h @@ -0,0 +1,55 @@ +#pragma once + +#include +#include +#include + +#include +#include +#include + +// Rasterizes and caches the per-building chip SVGs (REQ-UI-BUILD-ICON). A chip is a +// rounded colored background bearing a white line glyph, loaded from a directory with +// one file per building named after the building's id (e.g. "belt.svg"). Shared by the +// build button bar and the selection panel's card header (REQ-UI-SELECTION-CARD) so the +// rasterization is not duplicated. +// +// A missing icon file is not an error: hasIcon() returns false for it and the caller +// falls back (a name caption on a build button, a bare title in the panel header). +class BuildingIconCache +{ +public: + // iconDir is the directory holding the ".svg" chip files (typically + // "/../icons/buildings"). + explicit BuildingIconCache(const QString& iconDir); + + // True if a chip SVG file exists for the given icon name. Loads the file's bytes on + // first query and remembers the result (including absence) so repeated calls are + // cheap. The name is a building id for the building buttons, but need not be one -- + // the Deconstruct button's "deconstruct" chip goes through the same path. + bool hasIcon(const std::string& iconName); + + // The chip rasterized to a transparent sizePx*sizePx pixmap at the device pixel + // ratio, cached per (name, size). Returns a null pixmap when the file is missing. + QPixmap getChip(const std::string& iconName, int sizePx); + + // As getChip(), but with the chip background recolored grey and the glyph left + // alone, for a build button the player cannot currently afford + // (REQ-UI-BUILD-DISABLED). + QPixmap getGreyChip(const std::string& iconName, int sizePx); + +private: + // Raw SVG bytes for an icon name, loading and caching them on first access. An + // absent file caches an empty QByteArray so it is not retried. + const QByteArray& getSvg(const std::string& iconName); + // The same SVG with its background fill replaced by grey, cached alongside. + const QByteArray& getGreySvg(const std::string& iconName); + // Shared rasterize-and-cache step. cacheKey distinguishes the normal and grey + // variants of one icon name within the single pixmap cache. + QPixmap getPixmap(const std::string& cacheKey, const QByteArray& svg, int sizePx); + + QString m_iconDir; + std::map m_svgByName; + std::map m_greySvgByName; + std::map, QPixmap> m_pixmapCache; +}; diff --git a/src/ui/CMakeLists.txt b/src/ui/CMakeLists.txt index 210c82d..180ba87 100644 --- a/src/ui/CMakeLists.txt +++ b/src/ui/CMakeLists.txt @@ -1,3 +1,5 @@ +add_subdirectory(selection) + SET(HDRS ${HDRS} ${CMAKE_CURRENT_SOURCE_DIR}/VisualsConfig.h @@ -12,7 +14,6 @@ SET(HDRS ${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h ${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonBar.h ${CMAKE_CURRENT_SOURCE_DIR}/SelectionPanel.h - ${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.h ${CMAKE_CURRENT_SOURCE_DIR}/BlueprintLibrary.h ${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSelectionDialog.h ${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.h @@ -22,10 +23,16 @@ SET(HDRS ${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionDialog.h ${CMAKE_CURRENT_SOURCE_DIR}/RecipeTooltip.h ${CMAKE_CURRENT_SOURCE_DIR}/ItemIconCache.h + ${CMAKE_CURRENT_SOURCE_DIR}/BuildingIconCache.h ${CMAKE_CURRENT_SOURCE_DIR}/IconCaption.h PARENT_SCOPE ) +set(UI_INCLUDE_PATH + ${UI_INCLUDE_PATH} + PARENT_SCOPE +) + SET(SRCS ${SRCS} ${CMAKE_CURRENT_SOURCE_DIR}/VisualsLoader.cpp @@ -38,7 +45,6 @@ SET(SRCS ${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonBar.cpp ${CMAKE_CURRENT_SOURCE_DIR}/SelectionPanel.cpp - ${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BlueprintLibrary.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSelectionDialog.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.cpp @@ -48,6 +54,7 @@ SET(SRCS ${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionDialog.cpp ${CMAKE_CURRENT_SOURCE_DIR}/RecipeTooltip.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ItemIconCache.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/BuildingIconCache.cpp ${CMAKE_CURRENT_SOURCE_DIR}/IconCaption.cpp PARENT_SCOPE ) diff --git a/src/ui/FieldSelectionPanel.cpp b/src/ui/FieldSelectionPanel.cpp deleted file mode 100644 index 5bbba16..0000000 --- a/src/ui/FieldSelectionPanel.cpp +++ /dev/null @@ -1,403 +0,0 @@ -#include "FieldSelectionPanel.h" - -#include -#include -#include - -#include -#include -#include -#include - -#include "DebrisSystem.h" -#include "DisplayName.h" -#include "EntityAdmin.h" -#include "FactionComponent.h" -#include "GameConfig.h" -#include "HealthComponent.h" -#include "ModuleOwnerComponent.h" -#include "SelectedBehaviorComponent.h" -#include "ShipIdentityComponent.h" -#include "ShipStatsCalculator.h" -#include "ShipStatsPanel.h" -#include "Simulation.h" -#include "StationBodyComponent.h" -#include "ThreatCostCalculator.h" -#include "WeaponComponent.h" - - -FieldSelectionPanel::FieldSelectionPanel(Simulation* sim, - const GameConfig* config, - QWidget* parent) - : QWidget(parent) - , m_sim(sim) - , m_config(config) -{ - // Zero margins and the same spacing as the enclosing SelectionPanel layout, so - // nesting the field widgets in this panel leaves their geometry unchanged. - m_layout = new QVBoxLayout(this); - m_layout->setContentsMargins(0, 0, 0, 0); - m_layout->setSpacing(4); - m_layout->setAlignment(Qt::AlignTop); - - m_entityTitleLabel = new QLabel(this); - QFont titleFont = m_entityTitleLabel->font(); - titleFont.setBold(true); - m_entityTitleLabel->setFont(titleFont); - m_layout->addWidget(m_entityTitleLabel); - m_entityTitleLabel->hide(); - - m_entityStatsPanel = new ShipStatsPanel(config, this); - m_layout->addWidget(m_entityStatsPanel); - m_entityStatsPanel->hide(); - - m_stationStatsLabel = new QLabel(this); - m_stationStatsLabel->setWordWrap(true); - m_layout->addWidget(m_stationStatsLabel); - m_stationStatsLabel->hide(); - - m_entitySummaryLabel = new QLabel(this); - m_entitySummaryLabel->setWordWrap(true); - m_layout->addWidget(m_entitySummaryLabel); - m_entitySummaryLabel->hide(); - - m_scrapLabel = new QLabel(this); - m_layout->addWidget(m_scrapLabel); - m_scrapLabel->hide(); - - hide(); - - registerForEvents(); -} - -FieldSelectionPanel::~FieldSelectionPanel() -{ - unregisterForEvents(); -} - -void FieldSelectionPanel::setSelectedEntities(const std::vector& entities) -{ - m_selectedEntities = entities; - rebuild(); -} - -void FieldSelectionPanel::setSelectedDebris(const std::vector& debris) -{ - m_selectedDebris = debris; - rebuild(); -} - -void FieldSelectionPanel::clearSelection() -{ - m_selectedEntities.clear(); - m_selectedDebris.clear(); - rebuild(); -} - -bool FieldSelectionPanel::hasSelection() const -{ - return !m_selectedEntities.empty() || !m_selectedDebris.empty(); -} - -void FieldSelectionPanel::hideAllWidgets() -{ - m_entityTitleLabel->hide(); - m_entityStatsPanel->hide(); - m_stationStatsLabel->hide(); - m_entitySummaryLabel->hide(); - m_scrapLabel->hide(); -} - -void FieldSelectionPanel::rebuild() -{ - if (!hasSelection()) - { - // Nothing in the field category: take no space, leaving the panel to whatever - // the building category shows (REQ-UI-SELECTION-CATEGORIES). - hideAllWidgets(); - hide(); - return; - } - - show(); - - EntityAdmin& admin = m_sim->getAdmin(); - - // A full single-object stats panel is shown only for a lone field object: one actor - // with no debris, or one piece of debris with no actors. As soon as the selection holds - // more than one object (multiple actors, multiple debris, or actors plus debris), the - // panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION). - if (m_selectedEntities.size() == 1 && m_selectedDebris.empty()) - { - m_entitySummaryLabel->hide(); - m_scrapLabel->hide(); - const entt::entity entity = m_selectedEntities.front(); - if (admin.isValid(entity) && admin.hasAll(entity)) - { - buildEntityShip(entity); - } - else if (admin.isValid(entity) && admin.hasAll(entity)) - { - buildEntityStation(entity); - } - else - { - m_entityTitleLabel->hide(); - m_entityStatsPanel->hide(); - m_stationStatsLabel->hide(); - } - return; - } - - if (m_selectedEntities.empty() && m_selectedDebris.size() == 1) - { - // Single piece of debris: a "Debris" heading plus a "Scrap" stat row, styled like - // the ship/station stats panels (REQ-UI-DEBRIS-PANEL). - m_entitySummaryLabel->hide(); - m_entityStatsPanel->hide(); - m_stationStatsLabel->hide(); - buildDebrisSingle(); - return; - } - - // More than one field object: a compact count summary. buildEntitySummary() appends the - // "Debris x N" and "Scrap x N" lines when debris is part of the selection. - m_entityTitleLabel->hide(); - m_entityStatsPanel->hide(); - m_stationStatsLabel->hide(); - m_scrapLabel->hide(); - buildEntitySummary(); -} - -void FieldSelectionPanel::refreshDisplay() -{ - if (!hasSelection()) { return; } - - // Keep the live values current: the single-actor stats panel, the single-debris stats - // panel (whose Scrap row shrinks as it is collected), or the count summary (whose Scrap - // line shrinks likewise) — matching the layout chosen by rebuild() - // (REQ-UI-SHIP-STATS-PANEL, REQ-UI-DEBRIS-PANEL). - if (m_selectedEntities.size() == 1 && m_selectedDebris.empty()) - { - refreshEntityStats(); - } - else if (m_selectedEntities.empty() && m_selectedDebris.size() == 1) - { - buildDebrisSingle(); - } - else - { - buildEntitySummary(); - } -} - -void FieldSelectionPanel::buildDebrisSingle() -{ - // "Debris" heading + a single "Scrap" stat row for the piece's remaining amount, - // mirroring the single-actor stats panels (REQ-UI-DEBRIS-PANEL). - m_entityTitleLabel->setText(tr("Debris")); - m_entityTitleLabel->show(); - m_scrapLabel->setText(tr("Scrap: %1").arg(selectedDebrisScrapTotal())); - m_scrapLabel->show(); -} - -void FieldSelectionPanel::buildEntitySummary() -{ - EntityAdmin& admin = m_sim->getAdmin(); - - // Group actors by faction + kind + ship schematic, preserving first-seen order - // (REQ-UI-FIELD-MULTI-SELECTION). - std::vector keys; - std::map counts; - std::map labels; - - for (entt::entity entity : m_selectedEntities) - { - if (!admin.isValid(entity)) { continue; } - const bool isEnemy = admin.hasAll(entity) - && admin.get(entity).isEnemy; - - QString key; - QString label; - if (admin.hasAll(entity)) - { - const std::string& id = admin.get(entity).schematicId; - const QString name = QString::fromStdString(toDisplayName(id)); - key = (isEnemy ? QStringLiteral("ship:enemy:") : QStringLiteral("ship:player:")) - + QString::fromStdString(id); - label = isEnemy ? tr("Enemy %1").arg(name) : name; - } - else if (admin.hasAll(entity)) - { - key = isEnemy ? QStringLiteral("station:enemy") : QStringLiteral("station:player"); - label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station"); - } - else - { - continue; - } - - if (counts.find(key) == counts.end()) - { - keys.push_back(key); - labels[key] = label; - } - counts[key] += 1; - } - - // One " x " line per group (matching the recipe tooltip and the building - // multi-selection). No total-count header, consistent with the building panel. When - // debris is part of the selection, a "Debris x " line followed by a - // "Scrap x " line are appended into the same label so the line spacing is - // uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL). - QStringList lines; - for (const QString& key : keys) - { - lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]); - } - if (!m_selectedDebris.empty()) - { - lines << tr("Debris x %1").arg(static_cast(m_selectedDebris.size())); - lines << scrapTotalText(); - } - m_entitySummaryLabel->setText(lines.join('\n')); - m_entitySummaryLabel->show(); -} - -void FieldSelectionPanel::buildEntityShip(entt::entity entity) -{ - EntityAdmin& admin = m_sim->getAdmin(); - const ShipIdentityComponent& identity = admin.get(entity); - const HealthComponent& health = admin.get(entity); - - m_entityTitleLabel->setText(tr("Ship: %1") - .arg(QString::fromStdString(identity.schematicId))); - m_entityTitleLabel->show(); - - const ShipStats stats = buildShipStatsFromEntity(admin, entity); - m_entityStatsPanel->refreshFromLive(stats, health.hp); - m_entityStatsPanel->setBehavior( - admin.get(entity).winner); - m_entityStatsPanel->setDebugDrawEnabled(m_debugDraw); - - const ShipDef* schematicDef = - m_config->ships.findShipDef(identity.schematicId); - if (schematicDef) - { - const double threat = calculateShipThreatCost( - m_config->threatCosts, *m_config, schematicDef->id, - schematicDef->defaultModules); - m_entityStatsPanel->setThreatCost(threat); - } - - m_entityStatsPanel->show(); - - m_stationStatsLabel->hide(); -} - -void FieldSelectionPanel::buildEntityStation(entt::entity entity) -{ - EntityAdmin& admin = m_sim->getAdmin(); - const HealthComponent& health = admin.get(entity); - - const bool isEnemy = admin.hasAll(entity) - && admin.get(entity).isEnemy; - m_entityTitleLabel->setText(isEnemy - ? tr("Enemy Defence Station") - : tr("Player Defence Station")); - m_entityTitleLabel->show(); - - float totalDps = 0.0f; - float maxRange = 0.0f; - bool hasWeapons = false; - - admin.forEach( - [&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w) - { - if (owner.owner != entity) { return; } - hasWeapons = true; - totalDps += w.damage * w.fireRateHz; - if (w.range_tiles > maxRange) { maxRange = w.range_tiles; } - }); - - QString statsText = tr("HP: %1 / %2") - .arg(static_cast(health.hp + 0.5f)) - .arg(static_cast(health.maxHp + 0.5f)); - - if (hasWeapons) - { - statsText += tr("\nDPS: %1").arg(QString::number(static_cast(totalDps), 'f', 1)); - statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast(maxRange), 'f', 1)); - } - - m_stationStatsLabel->setText(statsText); - m_stationStatsLabel->show(); - - m_entityStatsPanel->hide(); -} - -void FieldSelectionPanel::refreshEntityStats() -{ - // Only the single-actor stats panel needs a live refresh; the multi-actor summary is - // static counts, and GameWorldView prunes dead/despawned actors and re-emits the - // selection (REQ-UI-ENTITY-CLICK-SELECT), so the panel does not mutate it here. - if (m_selectedEntities.size() != 1) { return; } - - EntityAdmin& admin = m_sim->getAdmin(); - const entt::entity entity = m_selectedEntities.front(); - - if (!admin.isValid(entity) || !admin.hasAll(entity)) { return; } - const HealthComponent& health = admin.get(entity); - if (health.hp <= 0.0f) { return; } - - if (admin.hasAll(entity)) - { - const ShipStats stats = buildShipStatsFromEntity(admin, entity); - m_entityStatsPanel->refreshFromLive(stats, health.hp); - m_entityStatsPanel->setBehavior( - admin.get(entity).winner); - } - else if (admin.hasAll(entity)) - { - buildEntityStation(entity); - } -} - -int FieldSelectionPanel::selectedDebrisScrapTotal() const -{ - // Sum the remaining scrap across the still-living selected debris (REQ-UI-DEBRIS-PANEL). - int total = 0; - for (const DebrisInfo& info : getAllDebrisInfo(m_sim->getAdmin())) - { - if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity) - != m_selectedDebris.end()) - { - total += info.amount; - } - } - return total; -} - -QString FieldSelectionPanel::scrapTotalText() const -{ - return tr("Scrap x %1").arg(selectedDebrisScrapTotal()); -} - -void FieldSelectionPanel::handleEvent(std::shared_ptr /*event*/) -{ - refreshDisplay(); -} - -void FieldSelectionPanel::handleEvent( - std::shared_ptr /*event*/) -{ - // Player commands are applied by a queued drain, not synchronously. When the game is - // paused no tick advances, so TickAdvancedEvent never fires; refresh here too. - refreshDisplay(); -} - -void FieldSelectionPanel::handleEvent(std::shared_ptr event) -{ - m_debugDraw = event->active; - m_entityStatsPanel->setDebugDrawEnabled(event->active); -} diff --git a/src/ui/FieldSelectionPanel.h b/src/ui/FieldSelectionPanel.h deleted file mode 100644 index 84ccb30..0000000 --- a/src/ui/FieldSelectionPanel.h +++ /dev/null @@ -1,91 +0,0 @@ -#pragma once - -#include - -#include -#include - -#include "entt/entity/entity.hpp" - -#include "DebugDrawToggledEvent.h" -#include "EventHandler.h" -#include "PlayerCommandsAppliedEvent.h" -#include "TickAdvancedEvent.h" - -struct GameConfig; -class Simulation; -class ShipStatsPanel; -class QLabel; -class QVBoxLayout; - -// Renders the "field" selection category — ships, defence stations and debris — as either -// a single-object stats panel (ship, station, or debris) or a compact multi-object count -// summary (REQ-UI-SELECTION-CATEGORIES, REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL). -// -// The panel owns its own selection state and its own widgets, and nothing else. Which of -// the two selection categories owns the selection panel is arbitrated by the parent -// SelectionPanel: it feeds this panel through setSelectedEntities() / -// setSelectedDebris() / clearSelection() and asks it via hasSelection(). This panel hides -// itself whenever its selection is empty, so an inactive field category takes no space. -class FieldSelectionPanel : public QWidget, - public CombinedEventHandler -{ - Q_OBJECT - -public: - FieldSelectionPanel(Simulation* sim, const GameConfig* config, - QWidget* parent = nullptr); - ~FieldSelectionPanel() override; - - // Replaces the selected actors (ships and defence stations); debris is left alone, - // the two coexist within the field category (REQ-UI-SELECTION-CATEGORIES). - void setSelectedEntities(const std::vector& entities); - // Replaces the selected debris; the selected actors are left alone. - void setSelectedDebris(const std::vector& debris); - // Drops the whole field selection — used when the building category takes over. - void clearSelection(); - // True while the field category has anything selected, i.e. while this panel owns - // the selection panel's content. - bool hasSelection() const; - -private: - void handleEvent(std::shared_ptr event) override; - void handleEvent(std::shared_ptr event) override; - void handleEvent(std::shared_ptr event) override; - - // Picks the layout for the current selection and shows/hides this panel accordingly. - void rebuild(); - // Keeps the live values of the layout chosen by rebuild() current. - void refreshDisplay(); - void buildEntityShip(entt::entity entity); - void buildEntityStation(entt::entity entity); - void buildEntitySummary(); - void buildDebrisSingle(); - void refreshEntityStats(); - void hideAllWidgets(); - // Summed remaining scrap across the selected debris (REQ-UI-DEBRIS-PANEL). - int selectedDebrisScrapTotal() const; - // "Scrap x N" line for the multi-object summary (REQ-UI-FIELD-MULTI-SELECTION). - QString scrapTotalText() const; - - Simulation* m_sim; - const GameConfig* m_config; - - bool m_debugDraw = false; - - // The selected ships/defence stations. Shares the "field" selection category with - // debris (m_selectedDebris): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES). - std::vector m_selectedEntities; - std::vector m_selectedDebris; - - QVBoxLayout* m_layout; - QLabel* m_entityTitleLabel; - ShipStatsPanel* m_entityStatsPanel; - QLabel* m_stationStatsLabel; - QLabel* m_entitySummaryLabel; - // Shows the debris "Scrap" stat row (single selection) — the scrap total for the - // multi-object summary lives in m_entitySummaryLabel instead. - QLabel* m_scrapLabel; -}; diff --git a/src/ui/MainWindow.cpp b/src/ui/MainWindow.cpp index 17fea10..a307d78 100644 --- a/src/ui/MainWindow.cpp +++ b/src/ui/MainWindow.cpp @@ -31,6 +31,7 @@ #include "SelectionPanel.h" #include "ShipLayoutBlueprintSerializer.h" #include "ShipLayoutDialog.h" +#include "BuildingIconCache.h" #include "ItemIconCache.h" #include "ModalPauseScope.h" #include "Simulation.h" @@ -48,31 +49,28 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir, setWindowTitle(tr("Dota Factory")); resize(1280, 768); - // Item icons live alongside the config (a sibling of the config dir), read from - // disk at runtime like the building icons and visuals.toml (REQ-UI-ITEM-ICON). - const std::string itemsIconDir = QDir::cleanPath( - QString::fromStdString(m_configDir) + "/../icons/items").toStdString(); - + // Item and building icons live alongside the config (siblings of the config dir), + // read from disk at runtime the same way visuals.toml is (REQ-UI-ITEM-ICON, + // REQ-UI-BUILD-ICON). + const QString configDirPath = QString::fromStdString(m_configDir); m_itemIcons = std::make_unique( - QString::fromStdString(itemsIconDir)); + QDir::cleanPath(configDirPath + "/../icons/items")); + m_buildingIcons = std::make_unique( + QDir::cleanPath(configDirPath + "/../icons/buildings")); m_headerBar = new HeaderBar(sim, &sim->getConfig(), m_itemIcons.get(), this); m_gameWorldView = new GameWorldView(sim, &sim->getConfig(), &m_visuals, m_configDir, m_itemIcons.get(), m_replay.get(), this); - // Building icons live alongside the config (a sibling of the config dir), read - // from disk at runtime the same way visuals.toml is. - const std::string iconDir = QDir::cleanPath( - QString::fromStdString(m_configDir) + "/../icons/buildings").toStdString(); - // Floats over the game world at its bottom center, sized to its buttons // (REQ-UI-BUILD-BAR). Creation order is the stacking order for siblings, so // building it after the world view puts it above the world and its vignettes, // and before the dim overlay keeps modals dimming it too (REQ-UI-MODAL-DIM). // Its geometry comes from layoutPanels(). - m_buildButtonBar = new BuildButtonBar(sim, &sim->getConfig(), iconDir, - m_itemIcons.get(), this); + m_buildButtonBar = new BuildButtonBar(sim, &sim->getConfig(), + m_buildingIcons.get(), m_itemIcons.get(), + this); // The blueprints have no widget of their own: they are saved with Ctrl+C and picked // from a modal dialog (REQ-UI-BLUEPRINT-DIALOG), both driven from this window @@ -85,7 +83,9 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir, // the build button bar it is a sibling of the world view built after it, which is // what puts it above the world and its vignettes and below the dim overlay. It // brings its own chrome; its geometry comes from layoutPanels(). - m_selectionPanel = new SelectionPanel(sim, &sim->getConfig(), this); + m_selectionPanel = new SelectionPanel(sim, &sim->getConfig(), &m_visuals, + m_itemIcons.get(), m_buildingIcons.get(), + this); // Created last so it stacks above the other children; covers the whole window and // dims the game behind modal dialogs/menus (REQ-UI-MODAL-DIM). diff --git a/src/ui/MainWindow.h b/src/ui/MainWindow.h index 192a2a1..c1bf965 100644 --- a/src/ui/MainWindow.h +++ b/src/ui/MainWindow.h @@ -31,6 +31,7 @@ class HeaderBar; class SelectionPanel; class BuildButtonBar; class BlueprintLibrary; +class BuildingIconCache; class ItemIconCache; class QCloseEvent; class QResizeEvent; @@ -92,6 +93,9 @@ private: // One per-item icon cache for the whole window (REQ-UI-ITEM-ICON): the header, // build bar, world view, and recipe dialog all rasterize the same SVGs. std::unique_ptr m_itemIcons; + // Likewise one per-building chip cache (REQ-UI-BUILD-ICON), shared by the build bar + // and the selection panel's card headers (REQ-UI-SELECTION-CARD). + std::unique_ptr m_buildingIcons; GameWorldView* m_gameWorldView; HeaderBar* m_headerBar; SelectionPanel* m_selectionPanel; diff --git a/src/ui/SelectionPanel.cpp b/src/ui/SelectionPanel.cpp index 246953a..aa791d2 100644 --- a/src/ui/SelectionPanel.cpp +++ b/src/ui/SelectionPanel.cpp @@ -1,39 +1,14 @@ #include "SelectionPanel.h" -#include "FactoryQueries.h" -#include -#include -#include -#include -#include - -#include -#include -#include #include #include -#include #include -#include "BeltSystem.h" -#include "Command.h" -#include "CommandRequestedEvent.h" -#include "EntitySelectionChangedEvent.h" -#include "EventManager.h" -#include "FieldSelectionPanel.h" -#include "TickAdvancedEvent.h" -#include "Building.h" -#include "BuildingSystem.h" -#include "BuildingType.h" -#include "ItemType.h" -#include "LayoutDialogRequestedEvent.h" -#include "ModulesConfig.h" -#include "PlayerCommandsAppliedEvent.h" -#include "RecipeSelectionDialog.h" -#include "RecipeSelectionRequestedEvent.h" -#include "Rotation.h" -#include "ShipLayoutPreview.h" +#include "BuildingIconCache.h" +#include "ItemIconCache.h" #include "Simulation.h" +#include "VisualsConfig.h" +#include "selection/SelectionContent.h" namespace { @@ -42,86 +17,31 @@ namespace // (REQ-UI-SELECTION-PANEL). const int kMarginPx = 8; -// Upper bound on the content width. The panel is content-sized, but several of its -// widgets have no natural width of their own -- the word-wrapped buffer and summary -// labels grow without limit, and a QListWidget asks for 256 px whatever it holds -- so -// the width is capped and the labels wrap at the cap. 320 px is the width the former -// side panel column had at the default window size. +// Upper bound on the card width. The panel is content-sized, but several of the cards' +// widgets have no natural width of their own -- the word-wrapped summary labels grow +// without limit, and a QListWidget asks for 256 px whatever it holds -- so the width is +// capped and the labels wrap at the cap. 320 px is the width the former side panel +// column had at the default window size. const int kMaxContentWidthPx = 320; -QString buildingTypeName(BuildingType type) -{ - if (type == BuildingType::Hq) - { - return QObject::tr("Player HQ"); - } - - const std::string id = buildingTypeId(type); - QString result; - bool nextUpper = true; - for (char c : id) - { - if (c == '_') - { - result += ' '; - nextUpper = true; - } - else if (nextUpper) - { - result += static_cast(std::toupper(static_cast(c))); - nextUpper = false; - } - else - { - result += c; - } - } - return result; -} - -bool isProductionBuilding(BuildingType type) -{ - return type == BuildingType::Miner - || type == BuildingType::Smelter - || type == BuildingType::Assembler - || type == BuildingType::ReprocessingPlant - || type == BuildingType::Shipyard; -} - -// Buildings that expose a player recipe/schematic selection control -// (REQ-UI-SELECT-BUTTON): Miner ore type, Assembler recipe, Shipyard schematic. -// The Smelter and Reprocessing Plant auto-process and offer no selection -// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). -bool hasRecipeSelection(BuildingType type) -{ - return type == BuildingType::Miner - || type == BuildingType::Assembler - || type == BuildingType::Shipyard; -} - -QString rotationLabel(Rotation r) -{ - switch (r) - { - case Rotation::North: return QObject::tr("North (↑)"); - case Rotation::East: return QObject::tr("East (→)"); - case Rotation::South: return QObject::tr("South (↓)"); - case Rotation::West: return QObject::tr("West (←)"); - } - return ""; -} +// Padding between the panel's border and the card inside it. +const int kCardMarginPx = 8; } // namespace -SelectionPanel::SelectionPanel(Simulation* sim, - const GameConfig* config, - QWidget* parent) +SelectionPanel::SelectionPanel(Simulation* sim, const GameConfig* config, + const VisualsConfig* visuals, ItemIconCache* itemIcons, + BuildingIconCache* buildingIcons, QWidget* parent) : QWidget(parent) - , m_sim(sim) - , m_config(config) - , m_splitterTile(0, 0) { + m_context.sim = sim; + m_context.config = config; + m_context.visuals = visuals; + m_context.itemIcons = itemIcons; + m_context.buildingIcons = buildingIcons; + m_context.debugDrawEnabled = &m_debugDrawEnabled; + // The panel floats over the rendered world rather than sitting in a column, so it // brings its own opaque background to stay legible over any world content // (REQ-UI-SELECTION-PANEL). Palette colors match the build button bar's chrome; like @@ -133,78 +53,32 @@ SelectionPanel::SelectionPanel(Simulation* sim, "SelectionPanel { background-color: palette(window);" " border: 1px solid palette(mid); border-radius: 4px; }")); - // Content taller than the band scrolls rather than overrunning it + // A card taller than the band scrolls rather than overrunning it // (REQ-UI-SELECTION-PANEL). The viewport is transparent so the panel's own rounded // chrome shows through, and horizontal scrolling is off because the width always // follows the content. - m_content = new QWidget(this); + m_body = new QWidget(this); m_scrollArea = new QScrollArea(this); m_scrollArea->setFrameShape(QFrame::NoFrame); m_scrollArea->setWidgetResizable(true); m_scrollArea->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); m_scrollArea->setVerticalScrollBarPolicy(Qt::ScrollBarAsNeeded); m_scrollArea->viewport()->setAutoFillBackground(false); - m_content->setAutoFillBackground(false); - m_scrollArea->setWidget(m_content); + m_body->setAutoFillBackground(false); + m_scrollArea->setWidget(m_body); QVBoxLayout* outerLayout = new QVBoxLayout(this); outerLayout->setContentsMargins(0, 0, 0, 0); outerLayout->setSpacing(0); outerLayout->addWidget(m_scrollArea); - m_layout = new QVBoxLayout(m_content); - m_layout->setContentsMargins(8, 8, 8, 8); - m_layout->setSpacing(4); - m_layout->setAlignment(Qt::AlignTop); + m_bodyLayout = new QVBoxLayout(m_body); + m_bodyLayout->setContentsMargins(kCardMarginPx, kCardMarginPx, + kCardMarginPx, kCardMarginPx); + m_bodyLayout->setSpacing(0); + m_bodyLayout->setAlignment(Qt::AlignTop); - m_titleLabel = new QLabel(m_content); - m_recipeSelectButton = new QPushButton(m_content); - m_clearBeltBtn = new QPushButton(tr("Clear Items"), m_content); - m_filterALabel = new QLabel(m_content); - m_filterAList = new QListWidget(m_content); - m_filterBLabel = new QLabel(m_content); - m_filterBList = new QListWidget(m_content); - m_layoutPreview = new ShipLayoutPreview(m_content); - m_configureLayoutBtn = new QPushButton(tr("Configure Layout"), m_content); - m_buffersLabel = new QLabel(m_content); - m_buffersLabel->setWordWrap(true); - - m_filterAList->setMaximumHeight(100); - m_filterBList->setMaximumHeight(100); - - m_layout->addWidget(m_titleLabel); - m_layout->addWidget(m_recipeSelectButton); - m_layout->addWidget(m_layoutPreview); - m_layout->addWidget(m_configureLayoutBtn); - m_layout->addWidget(m_clearBeltBtn); - m_layout->addWidget(m_filterALabel); - m_layout->addWidget(m_filterAList); - m_layout->addWidget(m_filterBLabel); - m_layout->addWidget(m_filterBList); - m_layout->addWidget(m_buffersLabel); - - connect(m_recipeSelectButton, &QPushButton::clicked, - this, &SelectionPanel::onSelectRecipeClicked); - connect(m_clearBeltBtn, &QPushButton::clicked, - this, &SelectionPanel::onClearBelt); - connect(m_configureLayoutBtn, &QPushButton::clicked, this, [this]() { - if (m_singleBuildingId.has_value()) - { - EventManager::getInstance()->sendEventImmediately( - std::make_shared(*m_singleBuildingId)); - } - }); - connect(m_filterAList, &QListWidget::itemChanged, - this, &SelectionPanel::onSplitterFilterChanged); - connect(m_filterBList, &QListWidget::itemChanged, - this, &SelectionPanel::onSplitterFilterChanged); - - // The field selection renders below the building content and hides itself while - // nothing field-side is selected, so it costs no space then. - m_fieldSelectionPanel = new FieldSelectionPanel(sim, config, m_content); - m_layout->addWidget(m_fieldSelectionPanel); - - buildEmpty(); + hide(); registerForEvents(); } @@ -220,41 +94,117 @@ void SelectionPanel::anchorTo(const QRect& bandRect) updateVisibility(); } -void SelectionPanel::onSelectionChanged(const std::vector& ids) +void SelectionPanel::handleEvent(std::shared_ptr event) { - m_selectedBuildingIds = ids; - if (!ids.empty()) + m_request.buildings = event->ids; + if (!m_request.buildings.empty()) { - // A building selection is exclusive: it supersedes any field selection — - // actors and scrap (REQ-UI-SELECTION-CATEGORIES). - m_fieldSelectionPanel->clearSelection(); + // A building selection is exclusive: it supersedes any field selection -- actors + // and scrap alike (REQ-UI-SELECTION-CATEGORIES). + m_request.actors.clear(); + m_request.debris.clear(); } - rebuild(); + rebuildContent(); } -void SelectionPanel::yieldToFieldSelection() +void SelectionPanel::handleEvent( + std::shared_ptr event) { - // The mirror image of onSelectionChanged(): a field selection — actors, debris, or - // both — supersedes any building selection (REQ-UI-SELECTION-CATEGORIES). An empty - // field selection leaves the content alone: the building content, if any, keeps the - // panel; it only has to be re-checked for whether anything is left to show at all. - if (!m_fieldSelectionPanel->hasSelection()) + m_request.actors = event->entities; + if (!m_request.actors.empty() || !m_request.debris.empty()) + { + m_request.buildings.clear(); + } + rebuildContent(); +} + +void SelectionPanel::handleEvent( + std::shared_ptr event) +{ + // Debris is a field object: it supersedes any building selection but coexists with + // actors (REQ-UI-SELECTION-CATEGORIES). + m_request.debris = event->debris; + if (!m_request.actors.empty() || !m_request.debris.empty()) + { + m_request.buildings.clear(); + } + rebuildContent(); +} + +void SelectionPanel::handleEvent(std::shared_ptr /*event*/) +{ + refreshContent(); +} + +void SelectionPanel::handleEvent( + std::shared_ptr /*event*/) +{ + // Player commands (choosing a shipyard schematic, say) are applied by a queued + // drain, not synchronously. When the game is paused no tick advances, so + // TickAdvancedEvent never fires; refreshing here too is what makes the change show + // up without waiting for a tick or a re-selection. + refreshContent(); +} + +void SelectionPanel::handleEvent(std::shared_ptr event) +{ + m_debugDrawEnabled = event->active; +} + +void SelectionPanel::refreshContent() +{ + if (!m_content) { - updateVisibility(); return; } - buildEmpty(); + + // A card never changes its own shape, so when the selection now calls for a + // different one it is replaced rather than refreshed. Only a single selected + // building can reach that state without the selection itself changing -- its + // construction site finishes, or it is deconstructed under the panel. Everything + // else is re-published as a selection change, so re-deriving the key here would walk + // a large multi-selection every tick to learn nothing. + if (m_request.buildings.size() == 1 + && chooseContent(m_request, *m_context.sim) != m_contentKey) + { + rebuildContent(); + return; + } + + m_content->refresh(); + updateVisibility(); +} + +void SelectionPanel::rebuildContent() +{ + if (m_content) + { + // Retired rather than deleted: a rebuild can be reached from inside one of the + // card's own click handlers -- the recipe control opens a modal dialog and the + // choice comes back as a command -- and control has to be able to return into + // the widget that is going away. + m_content->hide(); + m_content->deleteLater(); + m_content = nullptr; + } + + m_contentKey = chooseContent(m_request, *m_context.sim); + m_content = createContent(m_contentKey, m_request, m_context, m_body); + if (m_content) + { + m_bodyLayout->addWidget(m_content); + m_content->refresh(); + } + updateVisibility(); } void SelectionPanel::updateVisibility() { - // Nothing selected in either category means no panel at all rather than an empty - // one (REQ-UI-EMPTY-SELECTION), leaving the whole game world view visible. Before - // the owner has anchored the panel there is nowhere to put it either, so it stays - // hidden until then. - const bool shouldShow = - (!m_selectedBuildingIds.empty() || m_fieldSelectionPanel->hasSelection()) - && !m_bandRect.isNull(); + // Nothing selected in either category means no panel at all rather than an empty one + // (REQ-UI-EMPTY-SELECTION), leaving the whole game world view visible. Before the + // owner has anchored the panel there is nowhere to put it either, so it stays hidden + // until then. + const bool shouldShow = (m_content != nullptr) && !m_bandRect.isNull(); setVisible(shouldShow); if (shouldShow) { @@ -262,21 +212,20 @@ void SelectionPanel::updateVisibility() } } -// Only ever reached through updateVisibility(), i.e. with a band to fit into. void SelectionPanel::refit() { // The layout drops hidden widgets from its size hint, but only once it has been - // re-run: the rebuild paths call this straight after hide()/show(), before Qt would - // get around to it on its own. - m_content->layout()->activate(); + // re-run: a card hides and shows its parts as it refreshes, before Qt would get + // around to it on its own. + m_body->layout()->activate(); const QRect band = m_bandRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx); - // The panel's border is drawn around the scroll area rather than around the - // content, so it is added to whatever the content asks for. Spelled out here - // instead of read back from contentsMargins() because the stylesheet box is what - // sets it, and asking the style for it before the first show is unreliable. + // The panel's border is drawn around the scroll area rather than around the card, so + // it is added to whatever the card asks for. Spelled out here instead of read back + // from contentsMargins() because the stylesheet box is what sets it, and asking the + // style for it before the first show is unreliable. const int borderPx = 1; const int maxWidthPx = qMin(kMaxContentWidthPx, band.width() - 2 * borderPx); const int maxHeightPx = band.height() - 2 * borderPx; @@ -285,21 +234,21 @@ void SelectionPanel::refit() return; } - int contentWidthPx = qMin(m_content->sizeHint().width(), maxWidthPx); + int contentWidthPx = qMin(m_body->sizeHint().width(), maxWidthPx); // Word-wrapped labels only know their height once the width is fixed; the layout // reports -1 when nothing in it wraps, in which case the plain hint is exact. - int contentHeightPx = m_content->heightForWidth(contentWidthPx); + int contentHeightPx = m_body->heightForWidth(contentWidthPx); if (contentHeightPx < 0) { - contentHeightPx = m_content->sizeHint().height(); + contentHeightPx = m_body->sizeHint().height(); } if (contentHeightPx > maxHeightPx) { - // Content taller than the band is capped there and scrolls - // (REQ-UI-SELECTION-PANEL). The scroll bar is laid out beside the content, so - // the panel widens by its width to keep the content as wide as the height was - // computed for. + // A card taller than the band is capped there and scrolls + // (REQ-UI-SELECTION-PANEL). The scroll bar is laid out beside the card, so the + // panel widens by its width to keep the card as wide as the height was computed + // for. contentHeightPx = maxHeightPx; contentWidthPx = qMin( contentWidthPx + m_scrollArea->verticalScrollBar()->sizeHint().width(), @@ -316,694 +265,3 @@ void SelectionPanel::refit() band.top() + (band.height() - panelHeightPx) / 2, panelWidthPx, panelHeightPx); } - -void SelectionPanel::rebuild() -{ - if (m_selectedBuildingIds.empty()) - { - buildEmpty(); - } - else if (m_selectedBuildingIds.size() == 1) - { - buildSingle(m_selectedBuildingIds[0]); - } - else - { - buildMulti(m_selectedBuildingIds); - } -} - -void SelectionPanel::hideAllWidgets() -{ - m_titleLabel->hide(); - m_recipeSelectButton->hide(); - m_layoutPreview->hide(); - m_configureLayoutBtn->hide(); - m_clearBeltBtn->hide(); - m_filterALabel->hide(); - m_filterAList->hide(); - m_filterBLabel->hide(); - m_filterBList->hide(); - m_buffersLabel->hide(); -} - -void SelectionPanel::buildEmpty() -{ - // Shows nothing for the building category — either because nothing is selected or - // because the field category has taken the panel over. - m_singleBuildingId = std::nullopt; - // Also reached when the selected building has gone away under the panel (it was - // deconstructed, or its site finished building): dropping the ids keeps them from - // outliving the content and holding the panel on screen (REQ-UI-EMPTY-SELECTION). - m_selectedBuildingIds.clear(); - hideAllWidgets(); - updateVisibility(); -} - -void SelectionPanel::buildSingle(BuildingId id) -{ - m_singleBuildingId = id; - hideAllWidgets(); - - const Building* b = findBuilding(m_sim->getFactoryState(), id); - const ConstructionSite* s = b ? nullptr : findSite(m_sim->getFactoryState(), id); - if (!b && !s) - { - buildEmpty(); - return; - } - m_singleIsSite = (s != nullptr); - - // A construction site exposes the same configuration as the operational - // building it will become (REQ-BLD-SITE-CONFIG). The only difference is - // that its buffer/production rows are replaced by a construction-progress - // line, since a site has no buffers and runs no production cycle. - const BuildingType type = b ? b->type : s->type; - const std::string& recipeId = b ? b->recipeId : s->recipeId; - const std::optional& shipLayout = - b ? b->shipLayout : s->shipLayout; - const QPoint anchor = b ? b->anchor : s->anchor; - - m_titleLabel->setText(m_singleIsSite - ? tr("(Building) %1").arg(buildingTypeName(type)) - : buildingTypeName(type)); - m_titleLabel->show(); - m_buffersLabel->show(); - - if (hasRecipeSelection(type)) - { - const std::vector options = - buildRecipeSelectionOptions(type, *m_sim, *m_config); - - const RecipeSelectionOption* current = nullptr; - for (const RecipeSelectionOption& option : options) - { - if (option.id == recipeId) - { - current = &option; - break; - } - } - - if (current && !current->id.empty()) - { - m_recipeSelectButton->setText(current->caption); - m_recipeSelectButton->setToolTip(current->tooltip); - } - else - { - const QString placeholder = (type == BuildingType::Shipyard) - ? tr("Select schematic") - : tr("Select recipe"); - m_recipeSelectButton->setText(placeholder); - m_recipeSelectButton->setToolTip(QString()); - } - m_recipeSelectButton->show(); - - updateShipyardLayoutWidgets(type, recipeId, shipLayout); - } - else - { - m_recipeSelectButton->hide(); - updateShipyardLayoutWidgets(type, recipeId, shipLayout); - } - - // Belt "Clear" removes items from a live belt tile; a construction site has - // none and is not registered with BeltSystem yet, so hide it for sites. - if (isBeltSubsystemType(type) && !m_singleIsSite) - { - m_clearBeltBtn->show(); - } - else - { - m_clearBeltBtn->hide(); - } - - if (type == BuildingType::Splitter) - { - std::optional info; - if (m_singleIsSite) - { - info = getSiteSplitterInfo(m_sim->getFactoryState(), m_sim->getConfig(), id); - } - else - { - m_splitterTile = anchor; - info = m_sim->getBelts().getSplitterInfo(m_splitterTile); - } - buildSplitterFilters(info); - } - else - { - m_filterALabel->hide(); - m_filterAList->hide(); - m_filterBLabel->hide(); - m_filterBList->hide(); - } - - if (m_singleIsSite) - { - refreshSiteProgress(s); - } - else - { - refreshBuffers(b); - } -} - -void SelectionPanel::refreshSiteProgress(const ConstructionSite* s) -{ - QString progress; - if (s->completesAt == 0) - { - progress = tr("Queued"); - } - else - { - const BuildingDef* def = nullptr; - for (const BuildingDef& d : m_config->buildings.buildings) - { - if (d.type == s->type) { def = &d; break; } - } - if (def && def->constructionTimeSeconds > 0) - { - const Tick duration = secondsToTicks(def->constructionTimeSeconds); - const Tick elapsed = m_sim->getCurrentTick() - (s->completesAt - duration); - const int pct = static_cast( - std::max(Tick(0), std::min(duration, elapsed)) * 100 / duration); - progress = tr("%1% complete").arg(pct); - } - else - { - progress = tr("Building..."); - } - } - m_buffersLabel->setText(progress); - - // The progress line changes width as it counts up, and the panel is sized to its - // content, so every refresh re-fits it (REQ-UI-SELECTION-PANEL). - updateVisibility(); -} - -void SelectionPanel::refreshBuffers(const Building* b) -{ - const RecipeDef* recipe = findRecipe(b); - const ShipDef* shipDef = (b->type == BuildingType::Shipyard) - ? findShipDef(b->recipeId) - : nullptr; - - // Auto-recipe buildings (Smelter, Reprocessing Plant) have no selected - // recipe; while a cycle runs, resolve the recipe actually in production so - // the cycle time and progress can be shown (REQ-UI-PRODUCTION-PROGRESS). - if (!recipe && isAutoRecipeBuildingType(b->type) && b->production.has_value()) - { - recipe = m_config->recipes.findRecipeDef(b->production->recipeId, b->type); - } - - QString bufText; - - if (!b->inputBuffer.counts.empty()) - { - bufText += tr("Input: "); - for (const std::pair& entry : b->inputBuffer.counts) - { - int perCycle = 0; - if (recipe) - { - for (const RecipeIngredient& ing : recipe->inputs) - { - if (ing.item == entry.first.id) { perCycle = ing.amount; break; } - } - } - else if (shipDef) - { - for (const RecipeIngredient& mat : shipDef->schematic.materials) - { - if (mat.item == entry.first.id) { perCycle = mat.amount; break; } - } - if (b->shipLayout.has_value()) - { - for (const PlacedModule& pm : b->shipLayout->placedModules) - { - const ModuleDef* modDef = - m_config->modules.findModuleDef(pm.moduleId); - if (!modDef) { continue; } - for (const RecipeIngredient& ing : modDef->materials) - { - if (ing.item == entry.first.id) - { - perCycle += ing.amount; - } - } - } - } - } - bufText += QString::fromStdString(entry.first.id) - + ": " + QString::number(entry.second); - if (perCycle > 0) - { - bufText += "/" + QString::number(perCycle); - } - bufText += " "; - } - bufText += "\n"; - } - - // Count output-side items: buffered plus still-emerging on the output belts. - // An emerging item still belongs to the output buffer (REQ-MAT-OUTPUT-EMERGE), - // so it must be included here or it would vanish from the panel while animating. - std::map outCounts; - for (const Item& item : b->outputBuffer.items) - { - outCounts[item.type.id]++; - } - for (const std::vector& lane : b->emergingItems) - { - for (const BeltItemSlot& slot : lane) - { - outCounts[slot.item.type.id]++; - } - } - - if (recipe && !recipe->outputs.empty()) - { - bufText += tr("Output: "); - for (const RecipeOutput& out : recipe->outputs) - { - const std::map::const_iterator it = - outCounts.find(out.item); - const int count = (it != outCounts.end()) ? it->second : 0; - bufText += QString::fromStdString(out.item) - + ": " + QString::number(count) - + "/" + QString::number(out.amount) + " "; - } - } - else if (!outCounts.empty()) - { - bufText += tr("Output: "); - for (const std::pair& entry : outCounts) - { - bufText += QString::fromStdString(entry.first) - + ": " + QString::number(entry.second) + " "; - } - } - - if (isProductionBuilding(b->type) - && (recipe || shipDef || isAutoRecipeBuildingType(b->type))) - { - if (recipe || shipDef) - { - double durationSeconds = recipe - ? recipe->durationSeconds - : shipDef->schematic.productionTimeSeconds; - - if (shipDef && b->shipLayout.has_value()) - { - for (const PlacedModule& pm : b->shipLayout->placedModules) - { - const ModuleDef* modDef = - m_config->modules.findModuleDef(pm.moduleId); - if (modDef) - { - durationSeconds += modDef->productionTimeSeconds; - } - } - } - - bufText += tr("Cycle: %1 s\n").arg(durationSeconds, 0, 'f', 1); - - if (b->production.has_value()) - { - const Tick cycleTicks = secondsToTicks(durationSeconds); - const Tick completesAt = b->production->completesAt; - const Tick currentTick = m_sim->getCurrentTick(); - const Tick elapsed = currentTick - (completesAt - cycleTicks); - const int pct = static_cast( - std::max(Tick(0), std::min(cycleTicks, elapsed)) * 100 / cycleTicks); - bufText += tr("Progress: %1%\n").arg(pct); - } - else - { - bufText += tr("Progress: idle\n"); - } - } - else - { - // Auto-recipe building with no active cycle: no single recipe to - // show a cycle time for. - bufText += tr("Progress: idle\n"); - } - } - - m_buffersLabel->setText(bufText); - - // The recipe/schematic is applied via a queued command that only drains on a - // later frame, so the per-tick refresh must own the shipyard preview and the - // Configure Layout button's visibility; otherwise they stay hidden until the - // building is re-selected (which re-runs buildSingle). - updateShipyardLayoutWidgets(b->type, b->recipeId, b->shipLayout); - - // Buffer counts and the progress line change width as they run, and the panel is - // sized to its content, so every refresh re-fits it (REQ-UI-SELECTION-PANEL). - updateVisibility(); -} - -void SelectionPanel::updateShipyardLayoutWidgets( - BuildingType type, - const std::string& recipeId, - const std::optional& shipLayout) -{ - // The preview and Configure button are shipyard-only controls; hide them - // entirely for other building types. - if (type != BuildingType::Shipyard) - { - m_layoutPreview->hide(); - m_configureLayoutBtn->hide(); - return; - } - - const ShipDef* shipDef = findShipDef(recipeId); - const bool hasSchematic = shipDef && !shipDef->layout.empty(); - - // Always show the preview and Configure button for a shipyard; they are only - // enabled once a schematic is selected (REQ-MOD-UI-PREVIEW). - if (hasSchematic) - { - ShipLayoutConfig layout; - if (shipLayout.has_value()) - { - layout = *shipLayout; - } - m_layoutPreview->setShipAndLayout( - shipDef->layout, layout, &m_config->modules); - } - else - { - m_layoutPreview->showPlaceholder(); - } - - m_layoutPreview->setEnabled(hasSchematic); - m_configureLayoutBtn->setEnabled(hasSchematic); - m_layoutPreview->show(); - m_configureLayoutBtn->show(); -} - -const RecipeDef* SelectionPanel::findRecipe(const Building* b) const -{ - if (b->recipeId.empty()) { return nullptr; } - return m_config->recipes.findRecipeDef(b->recipeId, b->type); -} - -const ShipDef* SelectionPanel::findShipDef(const std::string& id) const -{ - if (id.empty()) { return nullptr; } - return m_config->ships.findShipDef(id); -} - -void SelectionPanel::handleEvent(std::shared_ptr /*event*/) -{ - refreshSelectionDisplay(RefreshReason::PeriodicTick); -} - -void SelectionPanel::handleEvent( - std::shared_ptr /*event*/) -{ - // Player commands (e.g. choosing a shipyard schematic) are applied by a - // queued drain, not synchronously. When the game is paused no tick advances, - // so TickAdvancedEvent never fires; refresh here too, otherwise the panel - // would not reflect the change until the next tick or a re-selection. - refreshSelectionDisplay(RefreshReason::CommandApplied); -} - -void SelectionPanel::refreshSelectionDisplay(RefreshReason reason) -{ - // Only a single selected building has live content to refresh. While the field - // category owns the panel there is none: yieldToFieldSelection() has cleared it, so - // this returns immediately and the field panel refreshes itself off the same events. - // Its content changes size as it does (a ship's HP, a debris pile's scrap), so the - // panel is re-fitted to it before returning. - if (!m_singleBuildingId.has_value()) - { - updateVisibility(); - return; - } - const Building* b = findBuilding(m_sim->getFactoryState(), *m_singleBuildingId); - if (b) - { - if (m_titleLabel->text().startsWith(tr("(Building) "))) - { - rebuild(); - } - else - { - refreshBuffers(b); - } - return; - } - const ConstructionSite* s = findSite(m_sim->getFactoryState(), *m_singleBuildingId); - if (s) - { - // A periodic tick only advances construction progress, so update just the - // progress label. Rebuilding every tick would hide/re-show all widgets and - // cancel any in-progress click on the recipe button. An applied command - // may have changed the site's recipe/layout, so rebuild in that case. - if (reason == RefreshReason::CommandApplied) - { - rebuild(); - } - else - { - refreshSiteProgress(s); - } - return; - } - buildEmpty(); -} - -void SelectionPanel::buildMulti(const std::vector& ids) -{ - m_singleBuildingId = std::nullopt; - m_recipeSelectButton->hide(); - m_clearBeltBtn->hide(); - m_filterALabel->hide(); - m_filterAList->hide(); - m_filterBLabel->hide(); - m_filterBList->hide(); - m_buffersLabel->hide(); - // Per-building detail is not shown for a multi-selection (REQ-UI-MULTI-SELECTION), - // so a shipyard's preview must not survive from a previous single selection — it - // would both mislead and pad the content-sized panel. - m_layoutPreview->hide(); - m_configureLayoutBtn->hide(); - - std::map counts; - for (BuildingId id : ids) - { - const Building* b = findBuilding(m_sim->getFactoryState(), id); - if (b) - { - counts[b->type]++; - continue; - } - const ConstructionSite* s = findSite(m_sim->getFactoryState(), id); - if (s) - { - counts[s->type]++; - } - } - - bool hasBelt = false; - int totalCost = 0; - QString text; - for (const std::pair& entry : counts) - { - text += buildingTypeName(entry.first) + " x " - + QString::number(entry.second) + "\n"; - if (isBeltSubsystemType(entry.first)) - { - hasBelt = true; - } - // Total placement cost counts only player-placeable buildings; the HQ - // and defence stations are excluded (REQ-UI-MULTI-SELECTION). - const BuildingDef* def = m_config->buildings.findBuildingDef(entry.first); - if (def && def->playerPlaceable) - { - totalCost += def->cost * entry.second; - } - } - text += tr("Total: %1 Building Blocks").arg(totalCost); - m_titleLabel->setText(text.trimmed()); - m_titleLabel->show(); - - if (hasBelt) - { - m_clearBeltBtn->show(); - } - - updateVisibility(); -} - -void SelectionPanel::onSelectRecipeClicked() -{ - if (!m_singleBuildingId.has_value()) - { - return; - } - // The emit is synchronous: MainWindow pauses the game, runs the modal - // selection dialog, and restores the speed before this returns. The chosen - // recipe/schematic is only *enqueued* as a command, though, and drains on a - // later frame -- so this rebuild() still sees the old recipe. The per-tick - // refreshBuffers() path picks up the new schematic (and shows the layout - // preview + Configure Layout button) once the command has been applied. - EventManager::getInstance()->sendEventImmediately( - std::make_shared(*m_singleBuildingId)); - rebuild(); -} - -void SelectionPanel::buildSplitterFilters( - const std::optional& info) -{ - if (!info.has_value()) - { - m_filterALabel->hide(); - m_filterAList->hide(); - m_filterBLabel->hide(); - m_filterBList->hide(); - return; - } - - const std::vector items = getAllItemIds(); - - auto populateList = [&](QListWidget* list, QLabel* label, - const QString& dirLabel, - const std::vector& filter) - { - label->setText(tr("%1 filter (empty = all):").arg(dirLabel)); - list->blockSignals(true); - list->clear(); - for (const std::string& itemId : items) - { - if (!m_sim->isItemUnlocked(itemId)) { continue; } - QListWidgetItem* row = new QListWidgetItem( - QString::fromStdString(itemId), list); - const bool checked = filter.empty() - ? false - : std::find(filter.begin(), filter.end(), - ItemType{itemId}) != filter.end(); - row->setCheckState(checked ? Qt::Checked : Qt::Unchecked); - row->setFlags(row->flags() | Qt::ItemIsUserCheckable); - } - list->blockSignals(false); - label->show(); - list->show(); - }; - - populateList(m_filterAList, m_filterALabel, - rotationLabel(info->outputA), info->filterA); - populateList(m_filterBList, m_filterBLabel, - rotationLabel(info->outputB), info->filterB); -} - -void SelectionPanel::onSplitterFilterChanged() -{ - if (!m_singleBuildingId.has_value()) - { - return; - } - - auto collectFilter = [](QListWidget* list) -> std::vector - { - std::vector filter; - for (int i = 0; i < list->count(); ++i) - { - const QListWidgetItem* row = list->item(i); - if (row->checkState() == Qt::Checked) - { - filter.push_back(ItemType{row->text().toStdString()}); - } - } - return filter; - }; - - if (m_singleIsSite) - { - std::shared_ptr command = - std::make_shared(); - command->id = *m_singleBuildingId; - command->filterA = collectFilter(m_filterAList); - command->filterB = collectFilter(m_filterBList); - EventManager::getInstance()->sendEventImmediately( - std::make_shared(command)); - } - else - { - std::shared_ptr command = - std::make_shared(); - command->tile = m_splitterTile; - command->filterA = collectFilter(m_filterAList); - command->filterB = collectFilter(m_filterBList); - EventManager::getInstance()->sendEventImmediately( - std::make_shared(command)); - } -} - -std::vector SelectionPanel::getAllItemIds() const -{ - std::set seen; - for (const RecipeDef& recipe : m_config->recipes.recipes) - { - for (const RecipeIngredient& ing : recipe.inputs) - { - seen.insert(ing.item); - } - for (const RecipeOutput& out : recipe.outputs) - { - seen.insert(out.item); - } - } - return std::vector(seen.begin(), seen.end()); -} - -void SelectionPanel::onClearBelt() -{ - std::vector tiles; - for (BuildingId id : m_selectedBuildingIds) - { - const Building* b = findBuilding(m_sim->getFactoryState(), id); - if (b && isBeltSubsystemType(b->type)) - { - for (const QPoint& cell : b->bodyCells) - { - tiles.push_back(cell); - } - } - } - if (!tiles.empty()) - { - std::shared_ptr command = - std::make_shared(); - command->tiles = std::move(tiles); - EventManager::getInstance()->sendEventImmediately( - std::make_shared(command)); - } -} - -void SelectionPanel::handleEvent(std::shared_ptr event) -{ - m_fieldSelectionPanel->setSelectedEntities(event->entities); - yieldToFieldSelection(); -} - -void SelectionPanel::handleEvent(std::shared_ptr event) -{ - onSelectionChanged(event->ids); -} - -void SelectionPanel::handleEvent( - std::shared_ptr event) -{ - // Debris is a field object: it supersedes any building selection but coexists - // with actors (REQ-UI-SELECTION-CATEGORIES). - m_fieldSelectionPanel->setSelectedDebris(event->debris); - yieldToFieldSelection(); -} diff --git a/src/ui/SelectionPanel.h b/src/ui/SelectionPanel.h index d7a7cb5..e6a2b35 100644 --- a/src/ui/SelectionPanel.h +++ b/src/ui/SelectionPanel.h @@ -1,48 +1,34 @@ #pragma once -#include -#include -#include - -#include #include #include -#include "BeltSystem.h" -#include "Building.h" -#include "BuildingId.h" +#include "DebrisSelectionChangedEvent.h" +#include "DebugDrawToggledEvent.h" #include "EntitySelectionChangedEvent.h" #include "EventHandler.h" -#include "GameConfig.h" #include "PlayerCommandsAppliedEvent.h" -#include "RecipesConfig.h" -#include "DebrisSelectionChangedEvent.h" #include "SelectionChangedEvent.h" -#include "ShipLayout.h" -#include "ShipsConfig.h" -#include "Tick.h" #include "TickAdvancedEvent.h" +#include "selection/SelectionContentFactory.h" +#include "selection/SelectionContext.h" +struct GameConfig; +struct VisualsConfig; +class BuildingIconCache; +class ItemIconCache; +class SelectionContent; class Simulation; -class FieldSelectionPanel; -class ShipLayoutPreview; -class QLabel; -class QListWidget; -class QPushButton; class QScrollArea; class QVBoxLayout; -// Shows the current selection. The building category (buildings and construction sites) -// is rendered by this panel itself; the field category (ships, defence stations, debris) -// is rendered by the embedded FieldSelectionPanel. -// -// The two categories are mutually exclusive (REQ-UI-SELECTION-CATEGORIES) and this panel -// is the sole arbiter of which one owns the content: it listens to all three selection -// events, forwards the field ones to the child panel, and drops the losing category's -// content. Neither panel touches the other's widgets. +// Shows the current selection. The panel itself renders nothing: it arbitrates between +// the two selection categories (REQ-UI-SELECTION-CATEGORIES), picks the card that fits +// what is selected (REQ-UI-SELECTION-CONTENT), and hosts exactly one of them at a time. +// What each card looks like lives in src/ui/selection/. // // The panel floats over the game world view rather than occupying a column of its own -// (REQ-UI-SELECTION-PANEL): it sizes itself to its content, anchors to the right edge of +// (REQ-UI-SELECTION-PANEL): it sizes itself to its card, anchors to the right edge of // the band its owner hands it, and hides itself entirely while nothing is selected // (REQ-UI-EMPTY-SELECTION). class SelectionPanel : public QWidget, @@ -50,13 +36,17 @@ class SelectionPanel : public QWidget, PlayerCommandsAppliedEvent, EntitySelectionChangedEvent, SelectionChangedEvent, - DebrisSelectionChangedEvent> + DebrisSelectionChangedEvent, + DebugDrawToggledEvent> { Q_OBJECT public: + // visuals, itemIcons and buildingIcons are window-wide rendering resources the cards + // draw from; none is owned and all must outlive this widget. SelectionPanel(Simulation* sim, const GameConfig* config, - QWidget* parent = nullptr); + const VisualsConfig* visuals, ItemIconCache* itemIcons, + BuildingIconCache* buildingIcons, QWidget* parent = nullptr); ~SelectionPanel() override; // Confines the panel to the given band of the game world view: it right-aligns @@ -66,86 +56,41 @@ public: void anchorTo(const QRect& bandRect); private: + void handleEvent(std::shared_ptr event) override; + void handleEvent(std::shared_ptr event) override; + void handleEvent(std::shared_ptr event) override; void handleEvent(std::shared_ptr event) override; void handleEvent(std::shared_ptr event) override; - void handleEvent(std::shared_ptr event) override; - void handleEvent(std::shared_ptr event) override; - void handleEvent(std::shared_ptr event) override; + void handleEvent(std::shared_ptr event) override; -private slots: - void onSelectRecipeClicked(); - void onClearBelt(); - void onSplitterFilterChanged(); - -private: - // Why the selection display is being refreshed. A periodic tick only needs a - // lightweight content update (e.g. a construction site's progress label), - // whereas an applied player command may have changed the configuration and - // needs a full structural rebuild. - enum class RefreshReason - { - PeriodicTick, - CommandApplied - }; - - void onSelectionChanged(const std::vector& ids); - // Gives the panel to the field category once it has anything selected. - void yieldToFieldSelection(); - // Shows the panel while either category has a selection and hides it otherwise - // (REQ-UI-EMPTY-SELECTION), re-fitting it to its current content while it is shown. - // Every path that changes the content ends here, because the content is what sizes - // the panel. + // Re-reads the live values of the card on screen. When the selection now calls for a + // different card -- a construction site finishing is the case that matters -- it + // rebuilds instead, because a card never changes its own shape. + void refreshContent(); + // Replaces the card with the one the current selection calls for. + void rebuildContent(); + // Shows the panel while a card exists and hides it otherwise + // (REQ-UI-EMPTY-SELECTION), re-fitting it to the card while it is shown. void updateVisibility(); - // Re-fits the panel to its content within the anchored band. + // Re-fits the panel to its card within the anchored band. void refit(); - void refreshSelectionDisplay(RefreshReason reason); - void rebuild(); - void hideAllWidgets(); - void buildEmpty(); - void buildSingle(BuildingId id); - void buildMulti(const std::vector& ids); - void refreshBuffers(const Building* b); - void refreshSiteProgress(const ConstructionSite* s); - void updateShipyardLayoutWidgets(BuildingType type, - const std::string& recipeId, - const std::optional& shipLayout); - void buildSplitterFilters(const std::optional& info); - const RecipeDef* findRecipe(const Building* b) const; - const ShipDef* findShipDef(const std::string& id) const; - std::vector getAllItemIds() const; - Simulation* m_sim; - const GameConfig* m_config; - std::vector m_selectedBuildingIds; + SelectionContext m_context; + // Read through m_context by the cards that need it, so a toggle reaches the card on + // screen without it having to subscribe to the event itself. + bool m_debugDrawEnabled = false; + + SelectionRequest m_request; + ContentKey m_contentKey; + SelectionContent* m_content = nullptr; // The band the panel confines itself to, in the coordinates of its parent; null // until the owner has anchored it for the first time. QRect m_bandRect; - // Scrolls the content once it outgrows the band (REQ-UI-SELECTION-PANEL). All the - // content widgets below are children of m_content, not of the panel itself. + // Scrolls the card once it outgrows the band (REQ-UI-SELECTION-PANEL). The card is a + // child of m_body, not of the panel itself. QScrollArea* m_scrollArea; - QWidget* m_content; - - QVBoxLayout* m_layout; - QLabel* m_titleLabel; - QPushButton* m_recipeSelectButton; - QPushButton* m_clearBeltBtn; - QLabel* m_filterALabel; - QListWidget* m_filterAList; - QLabel* m_filterBLabel; - QListWidget* m_filterBList; - QLabel* m_buffersLabel; - - ShipLayoutPreview* m_layoutPreview; - QPushButton* m_configureLayoutBtn; - - std::optional m_singleBuildingId; - bool m_singleIsSite = false; // selected single entity is a construction site - QPoint m_splitterTile; - std::string m_currentRecipeId; - - // Renders the field selection (actors + debris) below the building content - // (REQ-UI-FIELD-MULTI-SELECTION). Hides itself while nothing field-side is selected. - FieldSelectionPanel* m_fieldSelectionPanel; + QWidget* m_body; + QVBoxLayout* m_bodyLayout; }; diff --git a/src/ui/selection/AutoProductionContent.cpp b/src/ui/selection/AutoProductionContent.cpp new file mode 100644 index 0000000..4cff9dd --- /dev/null +++ b/src/ui/selection/AutoProductionContent.cpp @@ -0,0 +1,55 @@ +#include "AutoProductionContent.h" + +#include "Building.h" +#include "BuildingTarget.h" +#include "GameConfig.h" +#include "SelectionNames.h" + +AutoProductionContent::AutoProductionContent(const SelectionContext& context, + const SelectionRequest& request, + QWidget* parent) + : BufferedBuildingContent(context, request.buildings.front(), parent) +{ +} + +void AutoProductionContent::refreshConfiguration() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId()); + if (!target.isValid()) + { + return; + } + setBuildingIdentity(target.type, getBuildingTypeName(target.type)); +} + +BufferedBuildingContent::CycleInfo AutoProductionContent::getCycleInfo( + const Building& building) const +{ + CycleInfo info; + // An auto-recipe building always runs an implicit recipe (REQ-BLD-SMELTER, + // REQ-BLD-REPROCESSING), so its production section is always shown -- but only a + // running cycle names a recipe, so while it is idle there is no cycle time. + info.runsProduction = true; + if (!building.production.has_value()) + { + return info; + } + + const RecipeDef* recipe = getContext().config->recipes.findRecipeDef( + building.production->recipeId, building.type); + if (!recipe) + { + return info; + } + + for (const RecipeIngredient& ingredient : recipe->inputs) + { + info.perCycleInputs[ingredient.item] = ingredient.amount; + } + for (const RecipeOutput& output : recipe->outputs) + { + info.perCycleOutputs[output.item] = output.amount; + } + info.durationSeconds = recipe->durationSeconds; + return info; +} diff --git a/src/ui/selection/AutoProductionContent.h b/src/ui/selection/AutoProductionContent.h new file mode 100644 index 0000000..aeac346 --- /dev/null +++ b/src/ui/selection/AutoProductionContent.h @@ -0,0 +1,21 @@ +#pragma once + +#include "BufferedBuildingContent.h" +#include "SelectionContentFactory.h" + +// The card for a Smelter or a Reprocessing Plant (REQ-UI-SELECTION-CONTENT). Both +// auto-process whatever they receive and have no player-facing recipe selection +// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), so the card has no configuration group at +// all; its cycle is whichever recipe is currently in production. +class AutoProductionContent : public BufferedBuildingContent +{ + Q_OBJECT + +public: + AutoProductionContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent = nullptr); + +protected: + void refreshConfiguration() override; + CycleInfo getCycleInfo(const Building& building) const override; +}; diff --git a/src/ui/selection/BeltContent.cpp b/src/ui/selection/BeltContent.cpp new file mode 100644 index 0000000..40f75dc --- /dev/null +++ b/src/ui/selection/BeltContent.cpp @@ -0,0 +1,38 @@ +#include "BeltContent.h" + +#include + +#include "BuildingTarget.h" +#include "ClearBeltControl.h" +#include "SelectionNames.h" + +BeltContent::BeltContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + // Only an operational tile aggregates, so a card showing several is never a site; + // a single selected tile still can be one. + : SelectionContent(context, + request.buildings.size() == 1 + ? asConstructionSite(context, request.buildings.front()) + : std::nullopt, + parent) + , m_ids(request.buildings) +{ + getRuntimeLayout()->addWidget(new ClearBeltControl(context, m_ids, this)); +} + +void BeltContent::refreshConfiguration() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), m_ids.front()); + if (!target.isValid()) + { + return; + } + + // An aggregated selection may mix belts with tunnel ends, so it is named after the + // first tile; the count says how many are held (REQ-UI-SELECTION-AGGREGATE). + setBuildingIdentity(target.type, getBuildingTypeName(target.type)); + if (m_ids.size() > 1) + { + setCountSlot(static_cast(m_ids.size())); + } +} diff --git a/src/ui/selection/BeltContent.h b/src/ui/selection/BeltContent.h new file mode 100644 index 0000000..ba46b26 --- /dev/null +++ b/src/ui/selection/BeltContent.h @@ -0,0 +1,30 @@ +#pragma once + +#include + +#include "BuildingId.h" +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +// The card for a belt, a tunnel entry or a tunnel exit +// (REQ-UI-SELECTION-CONTENT). These carry no configuration and no buffers of their own; +// their card is the clear action alone (REQ-UI-BELT-CLEAR). +// +// Because that action already operates on the whole selection, several of them aggregate +// into this one card with the count in the header (REQ-UI-SELECTION-AGGREGATE) -- the +// splitter is not among them, as its output filters are per-object. +class BeltContent : public SelectionContent +{ + Q_OBJECT + +public: + BeltContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshConfiguration() override; + void refreshRuntime() override {} + +private: + std::vector m_ids; +}; diff --git a/src/ui/selection/BufferSection.cpp b/src/ui/selection/BufferSection.cpp new file mode 100644 index 0000000..c2bbead --- /dev/null +++ b/src/ui/selection/BufferSection.cpp @@ -0,0 +1,95 @@ +#include "BufferSection.h" + +#include +#include + +#include "Building.h" + +namespace +{ + +// One ": [/]" entry. +QString formatEntry(const std::string& itemId, int count, int perCycle) +{ + QString text = QString::fromStdString(itemId) + ": " + QString::number(count); + if (perCycle > 0) + { + text += "/" + QString::number(perCycle); + } + return text + " "; +} + +int findPerCycle(const std::map& perCycle, const std::string& itemId) +{ + const std::map::const_iterator it = perCycle.find(itemId); + return (it != perCycle.end()) ? it->second : 0; +} + +} // namespace + + +BufferSection::BufferSection(QWidget* parent) + : QWidget(parent) +{ + QVBoxLayout* layout = new QVBoxLayout(this); + layout->setContentsMargins(0, 0, 0, 0); + layout->setSpacing(0); + + m_label = new QLabel(this); + m_label->setWordWrap(true); + layout->addWidget(m_label); +} + +void BufferSection::setBuffers(const Building& building, + const std::map& perCycleInputs, + const std::map& perCycleOutputs) +{ + QString text; + + if (!building.inputBuffer.counts.empty()) + { + text += tr("Input: "); + for (const std::pair& entry : building.inputBuffer.counts) + { + text += formatEntry(entry.first.id, entry.second, + findPerCycle(perCycleInputs, entry.first.id)); + } + text += "\n"; + } + + // Output-side items are the buffered ones plus those still emerging onto the output + // belts: an emerging item still belongs to the output buffer (REQ-MAT-OUTPUT-EMERGE), + // so leaving it out would make it vanish from the panel while it animates. + std::map outputCounts; + for (const Item& item : building.outputBuffer.items) + { + outputCounts[item.type.id]++; + } + for (const std::vector& lane : building.emergingItems) + { + for (const BeltItemSlot& slot : lane) + { + outputCounts[slot.item.type.id]++; + } + } + + // A configured building lists every item its cycle produces, so an output the player + // is waiting for shows as 0 rather than being absent. + for (const std::pair& entry : perCycleOutputs) + { + outputCounts.emplace(entry.first, 0); + } + + if (!outputCounts.empty()) + { + text += tr("Output: "); + for (const std::pair& entry : outputCounts) + { + text += formatEntry(entry.first, entry.second, + findPerCycle(perCycleOutputs, entry.first)); + } + } + + m_label->setText(text.trimmed()); + setVisible(!text.trimmed().isEmpty()); +} diff --git a/src/ui/selection/BufferSection.h b/src/ui/selection/BufferSection.h new file mode 100644 index 0000000..637e148 --- /dev/null +++ b/src/ui/selection/BufferSection.h @@ -0,0 +1,31 @@ +#pragma once + +#include +#include + +#include + +struct Building; +class QLabel; + +// The input and output buffer contents of one building (REQ-UI-SINGLE-SELECTION). +// +// Counting what is in the buffers is the same for every building type, so it happens +// here; what a cycle consumes and produces is not, so the owning content supplies those +// per-cycle amounts. An item with no entry in the maps is shown without a denominator. +class BufferSection : public QWidget +{ + Q_OBJECT + +public: + explicit BufferSection(QWidget* parent = nullptr); + + // perCycleInputs and perCycleOutputs map an item id to the amount one production + // cycle consumes or produces. Both may be empty, for a building that runs no cycle. + void setBuffers(const Building& building, + const std::map& perCycleInputs, + const std::map& perCycleOutputs); + +private: + QLabel* m_label; +}; diff --git a/src/ui/selection/BufferedBuildingContent.cpp b/src/ui/selection/BufferedBuildingContent.cpp new file mode 100644 index 0000000..fe78122 --- /dev/null +++ b/src/ui/selection/BufferedBuildingContent.cpp @@ -0,0 +1,39 @@ +#include "BufferedBuildingContent.h" + +#include + +#include "Building.h" +#include "BufferSection.h" +#include "BuildingTarget.h" +#include "FactoryQueries.h" +#include "ProductionSection.h" +#include "Simulation.h" + +BufferedBuildingContent::BufferedBuildingContent(const SelectionContext& context, + BuildingId id, QWidget* parent) + : SelectionContent(context, asConstructionSite(context, id), parent) + , m_id(id) +{ + m_buffers = new BufferSection(this); + m_production = new ProductionSection(this); + getRuntimeLayout()->addWidget(m_buffers); + getRuntimeLayout()->addWidget(m_production); +} + +void BufferedBuildingContent::refreshRuntime() +{ + const Building* building = findBuilding(getContext().sim->getFactoryState(), m_id); + if (!building) + { + // Gone under the card. SelectionPanel rebuilds on the same refresh; this only + // has to avoid reading it. + return; + } + + setProductionStatusSlot(*building); + + const CycleInfo cycle = getCycleInfo(*building); + m_buffers->setBuffers(*building, cycle.perCycleInputs, cycle.perCycleOutputs); + m_production->setProduction(cycle.runsProduction, *building, cycle.durationSeconds, + getContext().sim->getCurrentTick()); +} diff --git a/src/ui/selection/BufferedBuildingContent.h b/src/ui/selection/BufferedBuildingContent.h new file mode 100644 index 0000000..cc22450 --- /dev/null +++ b/src/ui/selection/BufferedBuildingContent.h @@ -0,0 +1,53 @@ +#pragma once + +#include +#include + +#include "BuildingId.h" +#include "SelectionContent.h" + +struct Building; +class BufferSection; +class ProductionSection; + +// Shared body of the four cards that show one building with buffers -- the Miner and +// Assembler, the Smelter and Reprocessing Plant, the Shipyard, and the Salvage Bay +// (REQ-UI-SELECTION-CONTENT). All four show the same header status, buffer contents and +// production progress; they differ only in what one production cycle costs and how long +// it takes, which is what the subclass supplies. +// +// This is implementation sharing, not a catalog entry: every concrete subclass is one +// row of the content catalog. +class BufferedBuildingContent : public SelectionContent +{ + Q_OBJECT + +protected: + // What one production cycle of this building consumes, produces, and takes. + struct CycleInfo + { + std::map perCycleInputs; + std::map perCycleOutputs; + // False when the building produces nothing at all (the Salvage Bay, + // REQ-BLD-SALVAGE-BAY) or has no recipe or schematic selected yet: the + // production section is then not shown (REQ-UI-PRODUCTION-PROGRESS). + bool runsProduction = false; + // 0 while an auto-recipe building sits between cycles, when no single recipe + // names a cycle time; the progress line then reads "idle". + double durationSeconds = 0.0; + }; + + BufferedBuildingContent(const SelectionContext& context, BuildingId id, + QWidget* parent); + + virtual CycleInfo getCycleInfo(const Building& building) const = 0; + + BuildingId getBuildingId() const { return m_id; } + + void refreshRuntime() override; + +private: + BuildingId m_id; + BufferSection* m_buffers; + ProductionSection* m_production; +}; diff --git a/src/ui/selection/BuildingTarget.cpp b/src/ui/selection/BuildingTarget.cpp new file mode 100644 index 0000000..d9b6042 --- /dev/null +++ b/src/ui/selection/BuildingTarget.cpp @@ -0,0 +1,34 @@ +#include "BuildingTarget.h" + +#include "FactoryQueries.h" +#include "SelectionContext.h" +#include "Simulation.h" + +BuildingTarget resolveBuildingTarget(const SelectionContext& context, BuildingId id) +{ + BuildingTarget target; + target.building = findBuilding(context.sim->getFactoryState(), id); + target.site = target.building + ? nullptr + : findSite(context.sim->getFactoryState(), id); + if (!target.isValid()) + { + return target; + } + + target.type = target.building ? target.building->type : target.site->type; + target.recipeId = target.building ? target.building->recipeId : target.site->recipeId; + target.shipLayout = target.building ? target.building->shipLayout : target.site->shipLayout; + target.anchor = target.building ? target.building->anchor : target.site->anchor; + return target; +} + +std::optional asConstructionSite(const SelectionContext& context, + BuildingId id) +{ + if (findSite(context.sim->getFactoryState(), id) != nullptr) + { + return id; + } + return std::nullopt; +} diff --git a/src/ui/selection/BuildingTarget.h b/src/ui/selection/BuildingTarget.h new file mode 100644 index 0000000..0d5d391 --- /dev/null +++ b/src/ui/selection/BuildingTarget.h @@ -0,0 +1,45 @@ +#pragma once + +#include +#include + +#include + +#include "BuildingId.h" +#include "BuildingType.h" +#include "ShipLayout.h" + +struct Building; +struct ConstructionSite; +struct SelectionContext; + +// One selected building id resolved to whichever of the two things it names: an +// operational building or a construction site still queued or under construction. A +// site carries the same configuration as the building it will become +// (REQ-BLD-SITE-CONFIG), so the fields both have are read out here once instead of in +// every content that shows a single building. +struct BuildingTarget +{ + const Building* building = nullptr; // null while it is still a site + const ConstructionSite* site = nullptr; // null once it is built + + BuildingType type = BuildingType::Miner; + std::string recipeId; + std::optional shipLayout; + QPoint anchor; + + // False when the id names neither -- the object went away under the panel (it was + // deconstructed, or its site finished and its id was reused). + bool isValid() const { return building != nullptr || site != nullptr; } +}; + +// Resolves the id against the current factory state. The returned pointers are only +// valid until the simulation next mutates, so this is called per refresh rather than +// cached. +BuildingTarget resolveBuildingTarget(const SelectionContext& context, BuildingId id); + +// The id wrapped as a construction site id when it names one, nullopt when it names an +// operational building. Every content showing a single building hands this to +// SelectionContent so the base can apply the site rule (REQ-UI-SELECTION-CARD). +std::optional asConstructionSite(const SelectionContext& context, + BuildingId id); diff --git a/src/ui/selection/CMakeLists.txt b/src/ui/selection/CMakeLists.txt new file mode 100644 index 0000000..1946450 --- /dev/null +++ b/src/ui/selection/CMakeLists.txt @@ -0,0 +1,60 @@ +SET(HDRS + ${HDRS} + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionContext.h + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionContentFactory.h + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionNames.h + ${CMAKE_CURRENT_SOURCE_DIR}/BuildingTarget.h + ${CMAKE_CURRENT_SOURCE_DIR}/DebrisScrap.h + ${CMAKE_CURRENT_SOURCE_DIR}/BufferSection.h + ${CMAKE_CURRENT_SOURCE_DIR}/ProductionSection.h + ${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionControl.h + ${CMAKE_CURRENT_SOURCE_DIR}/ClearBeltControl.h + ${CMAKE_CURRENT_SOURCE_DIR}/BufferedBuildingContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/RecipeProductionContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/AutoProductionContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/ShipyardContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/StorageContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/HqContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/BeltContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/SplitterContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/MultiBuildingContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/ShipContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/StationContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/DebrisContent.h + ${CMAKE_CURRENT_SOURCE_DIR}/FieldMultiContent.h + PARENT_SCOPE +) + +SET(SRCS + ${SRCS} + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionContentFactory.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/SelectionNames.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/BuildingTarget.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/DebrisScrap.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/BufferSection.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/ProductionSection.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionControl.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/ClearBeltControl.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/BufferedBuildingContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/RecipeProductionContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/AutoProductionContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/ShipyardContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/StorageContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/HqContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/BeltContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/SplitterContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/MultiBuildingContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/ShipContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/StationContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/DebrisContent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/FieldMultiContent.cpp + PARENT_SCOPE +) + +set(UI_INCLUDE_PATH + ${UI_INCLUDE_PATH} + ${CMAKE_CURRENT_SOURCE_DIR} + PARENT_SCOPE +) diff --git a/src/ui/selection/ClearBeltControl.cpp b/src/ui/selection/ClearBeltControl.cpp new file mode 100644 index 0000000..7dcd4ee --- /dev/null +++ b/src/ui/selection/ClearBeltControl.cpp @@ -0,0 +1,54 @@ +#include "ClearBeltControl.h" + +#include +#include +#include + +#include "Building.h" +#include "Command.h" +#include "CommandRequestedEvent.h" +#include "EventManager.h" +#include "FactoryQueries.h" +#include "Simulation.h" + +ClearBeltControl::ClearBeltControl(const SelectionContext& context, + const std::vector& ids, QWidget* parent) + : QWidget(parent) + , m_context(context) + , m_ids(ids) +{ + QVBoxLayout* layout = new QVBoxLayout(this); + layout->setContentsMargins(0, 0, 0, 0); + layout->setSpacing(0); + + QPushButton* button = new QPushButton(tr("Clear stuck items"), this); + layout->addWidget(button); + + connect(button, &QPushButton::clicked, this, [this]() { clearSelectedTiles(); }); +} + +void ClearBeltControl::clearSelectedTiles() const +{ + std::vector tiles; + for (BuildingId id : m_ids) + { + const Building* building = findBuilding(m_context.sim->getFactoryState(), id); + if (building && isBeltSubsystemType(building->type)) + { + for (const QPoint& cell : building->bodyCells) + { + tiles.push_back(cell); + } + } + } + if (tiles.empty()) + { + return; + } + + std::shared_ptr command = + std::make_shared(); + command->tiles = std::move(tiles); + EventManager::getInstance()->sendEventImmediately( + std::make_shared(command)); +} diff --git a/src/ui/selection/ClearBeltControl.h b/src/ui/selection/ClearBeltControl.h new file mode 100644 index 0000000..5a43b30 --- /dev/null +++ b/src/ui/selection/ClearBeltControl.h @@ -0,0 +1,31 @@ +#pragma once + +#include + +#include + +#include "BuildingId.h" +#include "SelectionContext.h" + +// The "Clear stuck items" action of the card's runtime group (REQ-UI-BELT-CLEAR): it +// removes every item from the selected belt, splitter and tunnel tiles, which is how a +// stalled line is resolved. +// +// It acts on the whole selection rather than on one tile, which is why a selection of +// belts and tunnel ends aggregates into a single card instead of a count summary +// (REQ-UI-SELECTION-AGGREGATE), and why the count summary shows the action too when a +// belt is among the selected buildings. +class ClearBeltControl : public QWidget +{ + Q_OBJECT + +public: + ClearBeltControl(const SelectionContext& context, + const std::vector& ids, QWidget* parent = nullptr); + +private: + void clearSelectedTiles() const; + + SelectionContext m_context; + std::vector m_ids; +}; diff --git a/src/ui/selection/DebrisContent.cpp b/src/ui/selection/DebrisContent.cpp new file mode 100644 index 0000000..9384075 --- /dev/null +++ b/src/ui/selection/DebrisContent.cpp @@ -0,0 +1,30 @@ +#include "DebrisContent.h" + +#include +#include + +#include "DebrisScrap.h" +#include "Simulation.h" + +DebrisContent::DebrisContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : SelectionContent(context, std::nullopt, parent) + , m_debris(request.debris) +{ + m_scrapLabel = new QLabel(this); + getRuntimeLayout()->addWidget(m_scrapLabel); + + setIdentity(QPixmap(), tr("Debris")); + if (m_debris.size() > 1) + { + setCountSlot(static_cast(m_debris.size())); + } +} + +void DebrisContent::refreshRuntime() +{ + // The value falls as the debris is collected and as pieces despawn + // (REQ-UI-DEBRIS-CLICK-SELECT), so it is re-summed rather than remembered. + m_scrapLabel->setText(tr("Scrap remaining: %1") + .arg(sumDebrisScrap(getContext().sim->getAdmin(), m_debris))); +} diff --git a/src/ui/selection/DebrisContent.h b/src/ui/selection/DebrisContent.h new file mode 100644 index 0000000..6f1bd1a --- /dev/null +++ b/src/ui/selection/DebrisContent.h @@ -0,0 +1,31 @@ +#pragma once + +#include + +#include "entt/entity/entity.hpp" + +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class QLabel; + +// The card for selected debris (REQ-UI-DEBRIS-PANEL): the scrap still left in it. +// +// It is the field category's aggregating content (REQ-UI-SELECTION-AGGREGATE): several +// pieces of debris show this same card with the count in the header and their scrap +// summed, because that is the one value the card holds and it adds up. +class DebrisContent : public SelectionContent +{ + Q_OBJECT + +public: + DebrisContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshRuntime() override; + +private: + std::vector m_debris; + QLabel* m_scrapLabel; +}; diff --git a/src/ui/selection/DebrisScrap.cpp b/src/ui/selection/DebrisScrap.cpp new file mode 100644 index 0000000..b6da72b --- /dev/null +++ b/src/ui/selection/DebrisScrap.cpp @@ -0,0 +1,18 @@ +#include "DebrisScrap.h" + +#include + +#include "DebrisSystem.h" + +int sumDebrisScrap(const EntityAdmin& admin, const std::vector& debris) +{ + int total = 0; + for (const DebrisInfo& info : getAllDebrisInfo(admin)) + { + if (std::find(debris.begin(), debris.end(), info.entity) != debris.end()) + { + total += info.amount; + } + } + return total; +} diff --git a/src/ui/selection/DebrisScrap.h b/src/ui/selection/DebrisScrap.h new file mode 100644 index 0000000..05ddc04 --- /dev/null +++ b/src/ui/selection/DebrisScrap.h @@ -0,0 +1,13 @@ +#pragma once + +#include + +#include "entt/entity/entity.hpp" + +class EntityAdmin; + +// Remaining scrap summed over the given debris, skipping pieces that have already been +// collected or despawned (REQ-RES-DEBRIS-DROP). Shared by the debris card and the field +// count summary, which show the same total in two shapes (REQ-UI-DEBRIS-PANEL, +// REQ-UI-FIELD-MULTI-SELECTION). +int sumDebrisScrap(const EntityAdmin& admin, const std::vector& debris); diff --git a/src/ui/selection/FieldMultiContent.cpp b/src/ui/selection/FieldMultiContent.cpp new file mode 100644 index 0000000..7a83df2 --- /dev/null +++ b/src/ui/selection/FieldMultiContent.cpp @@ -0,0 +1,91 @@ +#include "FieldMultiContent.h" + +#include +#include + +#include +#include +#include + +#include "DebrisScrap.h" +#include "DisplayName.h" +#include "EntityAdmin.h" +#include "FactionComponent.h" +#include "ShipIdentityComponent.h" +#include "Simulation.h" +#include "StationBodyComponent.h" + +FieldMultiContent::FieldMultiContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : SelectionContent(context, std::nullopt, parent) + , m_actors(request.actors) + , m_debris(request.debris) +{ + m_summaryLabel = new QLabel(this); + m_summaryLabel->setWordWrap(true); + getRuntimeLayout()->addWidget(m_summaryLabel); + + setIdentity(QPixmap(), tr("Mixed selection")); + setCountSlot(static_cast(m_actors.size() + m_debris.size())); +} + +void FieldMultiContent::refreshRuntime() +{ + EntityAdmin& admin = getContext().sim->getAdmin(); + + // Grouped by faction, kind and ship schematic, in the order the groups are first + // seen (REQ-UI-FIELD-MULTI-SELECTION). + std::vector keys; + std::map counts; + std::map labels; + + for (entt::entity actor : m_actors) + { + if (!admin.isValid(actor)) { continue; } + const bool isEnemy = admin.hasAll(actor) + && admin.get(actor).isEnemy; + + QString key; + QString label; + if (admin.hasAll(actor)) + { + const std::string& id = admin.get(actor).schematicId; + const QString name = QString::fromStdString(toDisplayName(id)); + key = (isEnemy ? QStringLiteral("ship:enemy:") + : QStringLiteral("ship:player:")) + + QString::fromStdString(id); + label = isEnemy ? tr("Enemy %1").arg(name) : name; + } + else if (admin.hasAll(actor)) + { + key = isEnemy ? QStringLiteral("station:enemy") + : QStringLiteral("station:player"); + label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station"); + } + else + { + continue; + } + + if (counts.find(key) == counts.end()) + { + keys.push_back(key); + labels[key] = label; + } + counts[key] += 1; + } + + QStringList lines; + for (const QString& key : keys) + { + lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]); + } + if (!m_debris.empty()) + { + lines << tr("Debris x %1").arg(static_cast(m_debris.size())); + // The scrap total follows the debris row rather than standing on its own, so it + // reads as belonging to it (REQ-UI-DEBRIS-PANEL). + lines << tr(" holding %1 scrap").arg(sumDebrisScrap(admin, m_debris)); + } + m_summaryLabel->setText(lines.join('\n')); +} diff --git a/src/ui/selection/FieldMultiContent.h b/src/ui/selection/FieldMultiContent.h new file mode 100644 index 0000000..3f2f688 --- /dev/null +++ b/src/ui/selection/FieldMultiContent.h @@ -0,0 +1,30 @@ +#pragma once + +#include + +#include "entt/entity/entity.hpp" + +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class QLabel; + +// The count summary for a field selection holding more than one object that does not +// aggregate (REQ-UI-FIELD-MULTI-SELECTION): several actors, or actors together with +// debris. A count per type, and the debris' summed scrap when debris is part of it. +class FieldMultiContent : public SelectionContent +{ + Q_OBJECT + +public: + FieldMultiContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshRuntime() override; + +private: + std::vector m_actors; + std::vector m_debris; + QLabel* m_summaryLabel; +}; diff --git a/src/ui/selection/HqContent.cpp b/src/ui/selection/HqContent.cpp new file mode 100644 index 0000000..9b7516a --- /dev/null +++ b/src/ui/selection/HqContent.cpp @@ -0,0 +1,42 @@ +#include "HqContent.h" + +#include +#include + +#include "EntityAdmin.h" +#include "HealthComponent.h" +#include "HqProxyComponent.h" +#include "SelectionNames.h" +#include "Simulation.h" + +HqContent::HqContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent) + // The HQ is placed before the game starts and can never be deconstructed + // (REQ-BLD-DECONSTRUCT), so it is never a construction site. + : SelectionContent(context, std::nullopt, parent) +{ + m_stockLabel = new QLabel(this); + m_hpLabel = new QLabel(this); + getRuntimeLayout()->addWidget(m_stockLabel); + getRuntimeLayout()->addWidget(m_hpLabel); + + setBuildingIdentity(BuildingType::Hq, getBuildingTypeName(BuildingType::Hq)); +} + +void HqContent::refreshRuntime() +{ + m_stockLabel->setText( + tr("Building blocks: %1").arg(getContext().sim->getBuildingBlocksStock())); + + // The HQ's health lives on its proxy entity, not on the building + // (REQ-HQ-STATS, REQ-UI-HP-BARS). + EntityAdmin& admin = getContext().sim->getAdmin(); + admin.forEach( + [this](entt::entity /*entity*/, const HqProxyComponent& /*proxy*/, + const HealthComponent& health) + { + m_hpLabel->setText(tr("HP: %1 / %2") + .arg(static_cast(health.hp + 0.5f)) + .arg(static_cast(health.maxHp + 0.5f))); + }); +} diff --git a/src/ui/selection/HqContent.h b/src/ui/selection/HqContent.h new file mode 100644 index 0000000..212ba15 --- /dev/null +++ b/src/ui/selection/HqContent.h @@ -0,0 +1,29 @@ +#pragma once + +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class QLabel; + +// The card for the HQ (REQ-UI-HQ-PANEL): the global building blocks stock and the HQ's +// HP. It has no configuration group and no status indicator. +// +// The stock is not a buffer: blocks delivered by belt go straight into the global stock +// (REQ-HQ-BELT-INPUT), which is exactly why the card shows it -- it is what tells the +// player to route blocks here. The HP comes from the HQ's proxy entity rather than from +// the building, since that is where its health lives. +class HqContent : public SelectionContent +{ + Q_OBJECT + +public: + HqContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshRuntime() override; + +private: + QLabel* m_stockLabel; + QLabel* m_hpLabel; +}; diff --git a/src/ui/selection/MultiBuildingContent.cpp b/src/ui/selection/MultiBuildingContent.cpp new file mode 100644 index 0000000..2707939 --- /dev/null +++ b/src/ui/selection/MultiBuildingContent.cpp @@ -0,0 +1,90 @@ +#include "MultiBuildingContent.h" + +#include + +#include +#include +#include + +#include "Building.h" +#include "ClearBeltControl.h" +#include "FactoryQueries.h" +#include "GameConfig.h" +#include "SelectionNames.h" +#include "Simulation.h" + +MultiBuildingContent::MultiBuildingContent(const SelectionContext& context, + const SelectionRequest& request, + QWidget* parent) + : SelectionContent(context, std::nullopt, parent) + , m_ids(request.buildings) +{ + m_countsLabel = new QLabel(this); + m_totalCostLabel = new QLabel(this); + getRuntimeLayout()->addWidget(m_countsLabel); + getRuntimeLayout()->addWidget(m_totalCostLabel); + + // A selection holding any belt-subsystem tile can still be cleared as a whole + // (REQ-UI-BELT-CLEAR), even though the mixture is what kept it from aggregating. + bool hasBeltTile = false; + for (BuildingId id : m_ids) + { + const Building* building = findBuilding(context.sim->getFactoryState(), id); + if (building && isBeltSubsystemType(building->type)) + { + hasBeltTile = true; + break; + } + } + if (hasBeltTile) + { + getRuntimeLayout()->addWidget(new ClearBeltControl(context, m_ids, this)); + } + + // The header names the size of the selection instead of an object + // (REQ-UI-MULTI-SELECTION). + setIdentity(QPixmap(), tr("%1 buildings").arg(static_cast(m_ids.size()))); + + buildSummary(); +} + +void MultiBuildingContent::buildSummary() +{ + std::map counts; + for (BuildingId id : m_ids) + { + const Building* building = + findBuilding(getContext().sim->getFactoryState(), id); + if (building) + { + counts[building->type]++; + continue; + } + const ConstructionSite* site = + findSite(getContext().sim->getFactoryState(), id); + if (site) + { + counts[site->type]++; + } + } + + QStringList lines; + int totalCost = 0; + for (const std::pair& entry : counts) + { + lines << tr("%1 x %2").arg(getBuildingTypeName(entry.first)).arg(entry.second); + + // Only player-placeable buildings count toward the total; the HQ and defence + // stations are excluded (REQ-UI-MULTI-SELECTION). A construction site counts at + // its type's full placement cost regardless of progress. + const BuildingDef* def = + getContext().config->buildings.findBuildingDef(entry.first); + if (def && def->playerPlaceable) + { + totalCost += def->cost * entry.second; + } + } + + m_countsLabel->setText(lines.join('\n')); + m_totalCostLabel->setText(tr("Total: %1 Building Blocks").arg(totalCost)); +} diff --git a/src/ui/selection/MultiBuildingContent.h b/src/ui/selection/MultiBuildingContent.h new file mode 100644 index 0000000..9303964 --- /dev/null +++ b/src/ui/selection/MultiBuildingContent.h @@ -0,0 +1,34 @@ +#pragma once + +#include + +#include "BuildingId.h" +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class QLabel; + +// The count summary for several selected buildings that do not aggregate +// (REQ-UI-MULTI-SELECTION, REQ-UI-SELECTION-AGGREGATE): how many of each type, and the +// total building block cost of the selection. No per-building detail is shown. +class MultiBuildingContent : public SelectionContent +{ + Q_OBJECT + +public: + MultiBuildingContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent = nullptr); + +protected: + // The summary is fixed for a given selection -- how many of each type were selected, + // and what they cost -- so it is built once and has nothing to keep current. A + // building leaving the selection re-publishes it and rebuilds this card. + void refreshRuntime() override {} + +private: + void buildSummary(); + + std::vector m_ids; + QLabel* m_countsLabel; + QLabel* m_totalCostLabel; +}; diff --git a/src/ui/selection/ProductionSection.cpp b/src/ui/selection/ProductionSection.cpp new file mode 100644 index 0000000..ea66b33 --- /dev/null +++ b/src/ui/selection/ProductionSection.cpp @@ -0,0 +1,53 @@ +#include "ProductionSection.h" + +#include + +#include +#include + +#include "Building.h" + +ProductionSection::ProductionSection(QWidget* parent) + : QWidget(parent) +{ + QVBoxLayout* layout = new QVBoxLayout(this); + layout->setContentsMargins(0, 0, 0, 0); + layout->setSpacing(0); + + m_label = new QLabel(this); + layout->addWidget(m_label); +} + +void ProductionSection::setProduction(bool runsProduction, const Building& building, + double durationSeconds, Tick currentTick) +{ + // Nothing selected to produce means neither a cycle time nor a progress indicator + // (REQ-UI-PRODUCTION-PROGRESS). + if (!runsProduction) + { + hide(); + return; + } + + QString text; + if (durationSeconds > 0.0) + { + text = tr("Cycle: %1 s\n").arg(durationSeconds, 0, 'f', 1); + } + if (durationSeconds > 0.0 && building.production.has_value()) + { + const Tick cycleTicks = secondsToTicks(durationSeconds); + const Tick elapsed = + currentTick - (building.production->completesAt - cycleTicks); + const int percent = static_cast( + std::max(Tick(0), std::min(cycleTicks, elapsed)) * 100 / cycleTicks); + text += tr("Progress: %1%").arg(percent); + } + else + { + text += tr("Progress: idle"); + } + + m_label->setText(text); + show(); +} diff --git a/src/ui/selection/ProductionSection.h b/src/ui/selection/ProductionSection.h new file mode 100644 index 0000000..1c4a0fb --- /dev/null +++ b/src/ui/selection/ProductionSection.h @@ -0,0 +1,33 @@ +#pragma once + +#include + +#include "Tick.h" + +struct Building; +class QLabel; + +// The cycle time and production progress of one building (REQ-UI-PRODUCTION-PROGRESS). +// +// Reading the progress off an active cycle is the same for every building type, so it +// happens here; working out how long that cycle is differs per type (a recipe's +// duration, a schematic's production time plus its modules'), so the owning content +// supplies it. +class ProductionSection : public QWidget +{ + Q_OBJECT + +public: + explicit ProductionSection(QWidget* parent = nullptr); + + // runsProduction false hides the section entirely -- the building produces nothing + // (a Salvage Bay) or has no recipe or schematic selected yet. When it is true but + // durationSeconds is 0 or less, the building is between cycles with no single recipe + // to name a cycle time for (an idle auto-recipe building), so the progress line + // reads "idle" and the cycle time is left out. + void setProduction(bool runsProduction, const Building& building, + double durationSeconds, Tick currentTick); + +private: + QLabel* m_label; +}; diff --git a/src/ui/selection/RecipeProductionContent.cpp b/src/ui/selection/RecipeProductionContent.cpp new file mode 100644 index 0000000..53049e0 --- /dev/null +++ b/src/ui/selection/RecipeProductionContent.cpp @@ -0,0 +1,59 @@ +#include "RecipeProductionContent.h" + +#include + +#include "Building.h" +#include "BuildingTarget.h" +#include "GameConfig.h" +#include "RecipeSelectionControl.h" +#include "SelectionNames.h" + +RecipeProductionContent::RecipeProductionContent(const SelectionContext& context, + const SelectionRequest& request, + QWidget* parent) + : BufferedBuildingContent(context, request.buildings.front(), parent) +{ + const BuildingTarget target = resolveBuildingTarget(context, getBuildingId()); + + // The control is shown for a construction site too: a site is configured exactly + // like the building it will become (REQ-BLD-SITE-CONFIG). + m_recipeControl = new RecipeSelectionControl(context, getBuildingId(), target.type, + this); + getConfigurationLayout()->addWidget(m_recipeControl); +} + +void RecipeProductionContent::refreshConfiguration() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId()); + if (!target.isValid()) + { + return; + } + setBuildingIdentity(target.type, getBuildingTypeName(target.type)); + m_recipeControl->setRecipeId(target.recipeId); +} + +BufferedBuildingContent::CycleInfo RecipeProductionContent::getCycleInfo( + const Building& building) const +{ + CycleInfo info; + const RecipeDef* recipe = building.recipeId.empty() + ? nullptr + : getContext().config->recipes.findRecipeDef(building.recipeId, building.type); + if (!recipe) + { + return info; + } + + for (const RecipeIngredient& ingredient : recipe->inputs) + { + info.perCycleInputs[ingredient.item] = ingredient.amount; + } + for (const RecipeOutput& output : recipe->outputs) + { + info.perCycleOutputs[output.item] = output.amount; + } + info.runsProduction = true; + info.durationSeconds = recipe->durationSeconds; + return info; +} diff --git a/src/ui/selection/RecipeProductionContent.h b/src/ui/selection/RecipeProductionContent.h new file mode 100644 index 0000000..87ea57d --- /dev/null +++ b/src/ui/selection/RecipeProductionContent.h @@ -0,0 +1,26 @@ +#pragma once + +#include "BufferedBuildingContent.h" +#include "SelectionContentFactory.h" + +class RecipeSelectionControl; + +// The card for a Miner or an Assembler (REQ-UI-SELECTION-CONTENT): a player-selected +// recipe, plus the buffers and production progress every buffered building shows. The +// two share a card because both run one selected recipe; a Miner simply has no inputs, +// so its input buffer section shows nothing of its own accord. +class RecipeProductionContent : public BufferedBuildingContent +{ + Q_OBJECT + +public: + RecipeProductionContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent = nullptr); + +protected: + void refreshConfiguration() override; + CycleInfo getCycleInfo(const Building& building) const override; + +private: + RecipeSelectionControl* m_recipeControl; +}; diff --git a/src/ui/selection/RecipeSelectionControl.cpp b/src/ui/selection/RecipeSelectionControl.cpp new file mode 100644 index 0000000..df43d62 --- /dev/null +++ b/src/ui/selection/RecipeSelectionControl.cpp @@ -0,0 +1,57 @@ +#include "RecipeSelectionControl.h" + +#include + +#include +#include + +#include "EventManager.h" +#include "RecipeSelectionDialog.h" +#include "RecipeSelectionRequestedEvent.h" +#include "Simulation.h" + +RecipeSelectionControl::RecipeSelectionControl(const SelectionContext& context, + BuildingId id, BuildingType type, + QWidget* parent) + : QWidget(parent) + , m_context(context) + , m_id(id) + , m_type(type) +{ + QVBoxLayout* layout = new QVBoxLayout(this); + layout->setContentsMargins(0, 0, 0, 0); + layout->setSpacing(0); + + m_button = new QPushButton(this); + layout->addWidget(m_button); + + connect(m_button, &QPushButton::clicked, this, [this]() { + // Sent synchronously: MainWindow pauses the game, runs the modal dialog, and + // restores the speed before this returns. The chosen recipe is only enqueued as + // a command though, and drains on a later frame -- so the caption follows from + // the next refresh, not from here. + EventManager::getInstance()->sendEventImmediately( + std::make_shared(m_id)); + }); +} + +void RecipeSelectionControl::setRecipeId(const std::string& recipeId) +{ + const std::vector options = + buildRecipeSelectionOptions(m_type, *m_context.sim, *m_context.config); + + for (const RecipeSelectionOption& option : options) + { + if (option.id == recipeId && !option.id.empty()) + { + m_button->setText(option.caption); + m_button->setToolTip(option.tooltip); + return; + } + } + + m_button->setText(m_type == BuildingType::Shipyard + ? tr("Select schematic") + : tr("Select recipe")); + m_button->setToolTip(QString()); +} diff --git a/src/ui/selection/RecipeSelectionControl.h b/src/ui/selection/RecipeSelectionControl.h new file mode 100644 index 0000000..76a83e6 --- /dev/null +++ b/src/ui/selection/RecipeSelectionControl.h @@ -0,0 +1,38 @@ +#pragma once + +#include + +#include + +#include "BuildingId.h" +#include "BuildingType.h" +#include "SelectionContext.h" + +class QPushButton; + +// The recipe/schematic selection control of the card's configuration group: one button +// captioned with the current selection that opens the modal selection dialog +// (REQ-UI-SELECT-BUTTON, REQ-UI-CONFIG-INLINE). Used by the Miner and Assembler for +// their recipe and by the Shipyard for its schematic; the placeholder caption is the +// only difference between the two. +// +// The control does not apply the choice itself: it asks for the dialog and the choice +// arrives back as a command, so the caption follows from the next refresh rather than +// from the click. +class RecipeSelectionControl : public QWidget +{ + Q_OBJECT + +public: + RecipeSelectionControl(const SelectionContext& context, BuildingId id, + BuildingType type, QWidget* parent = nullptr); + + // Re-reads the caption and tooltip for the currently configured recipe id. + void setRecipeId(const std::string& recipeId); + +private: + SelectionContext m_context; + BuildingId m_id; + BuildingType m_type; + QPushButton* m_button; +}; diff --git a/src/ui/selection/SelectionContent.cpp b/src/ui/selection/SelectionContent.cpp new file mode 100644 index 0000000..8c082a1 --- /dev/null +++ b/src/ui/selection/SelectionContent.cpp @@ -0,0 +1,254 @@ +#include "SelectionContent.h" + +#include +#include + +#include +#include +#include +#include +#include +#include +#include + +#include "BuildingIconCache.h" +#include "FactoryQueries.h" +#include "GameConfig.h" +#include "ProductionRules.h" +#include "Simulation.h" +#include "Tick.h" +#include "VisualsConfig.h" + +namespace +{ + +// Size of the identity chip in the card header, in device-independent pixels. Smaller +// than the build button's 32 px chip: here it labels a line of text rather than being +// the whole button face. +const int kSymbolSizePx = 20; + +// Diameter of the status dot beside the header's right-slot caption +// (REQ-UI-SELECTION-STATUS). +const int kStatusDotSizePx = 8; + +// Spacing inside the card and between the header's elements. +const int kCardSpacingPx = 6; +const int kHeaderSpacingPx = 6; + +QPixmap renderStatusDot(const QColor& fill, const QColor& outline) +{ + const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0; + QPixmap pixmap(static_cast(kStatusDotSizePx * dpr), + static_cast(kStatusDotSizePx * dpr)); + pixmap.setDevicePixelRatio(dpr); + pixmap.fill(Qt::transparent); + + QPainter painter(&pixmap); + painter.setRenderHint(QPainter::Antialiasing, true); + painter.setPen(outline); + painter.setBrush(fill); + // Inset by half the pen width so the outline stays inside the pixmap. + painter.drawEllipse(QRectF(0.5, 0.5, kStatusDotSizePx - 1.0, kStatusDotSizePx - 1.0)); + return pixmap; +} + +} // namespace + + +SelectionContent::SelectionContent(const SelectionContext& context, + std::optional constructionSiteId, + QWidget* parent) + : QWidget(parent) + , m_context(context) + , m_siteId(constructionSiteId) + , m_constructionLabel(nullptr) +{ + QVBoxLayout* cardLayout = new QVBoxLayout(this); + cardLayout->setContentsMargins(0, 0, 0, 0); + cardLayout->setSpacing(kCardSpacingPx); + + // Header: identity symbol, name, and the right slot pushed to the far edge + // (REQ-UI-SELECTION-CARD). + QWidget* header = new QWidget(this); + QHBoxLayout* headerLayout = new QHBoxLayout(header); + headerLayout->setContentsMargins(0, 0, 0, 0); + headerLayout->setSpacing(kHeaderSpacingPx); + + m_symbolLabel = new QLabel(header); + m_symbolLabel->hide(); + + m_nameLabel = new QLabel(header); + QFont nameFont = m_nameLabel->font(); + nameFont.setBold(true); + m_nameLabel->setFont(nameFont); + + m_slotDot = new QLabel(header); + m_slotDot->hide(); + + m_slotLabel = new QLabel(header); + m_slotLabel->hide(); + + headerLayout->addWidget(m_symbolLabel); + headerLayout->addWidget(m_nameLabel); + headerLayout->addStretch(1); + headerLayout->addWidget(m_slotDot); + headerLayout->addWidget(m_slotLabel); + cardLayout->addWidget(header); + + m_configurationGroup = new QWidget(this); + QVBoxLayout* configurationLayout = new QVBoxLayout(m_configurationGroup); + configurationLayout->setContentsMargins(0, 0, 0, 0); + configurationLayout->setSpacing(kCardSpacingPx); + cardLayout->addWidget(m_configurationGroup); + + m_runtimeGroup = new QWidget(this); + QVBoxLayout* runtimeLayout = new QVBoxLayout(m_runtimeGroup); + runtimeLayout->setContentsMargins(0, 0, 0, 0); + runtimeLayout->setSpacing(kCardSpacingPx); + cardLayout->addWidget(m_runtimeGroup); + + if (m_siteId.has_value()) + { + // A site has no buffers and runs no production cycle, so whatever the subclass + // puts into the runtime group is not shown at all; the construction section + // takes its place (REQ-BLD-SITE-CONFIG, REQ-UI-SELECTION-CARD). The subclass + // still fills the group -- it just never becomes visible. + m_runtimeGroup->hide(); + m_constructionLabel = new QLabel(this); + cardLayout->addWidget(m_constructionLabel); + + setSlot(QColor(), tr("constructing")); + } +} + +SelectionContent::~SelectionContent() = default; + +void SelectionContent::refresh() +{ + refreshConfiguration(); + if (m_siteId.has_value()) + { + refreshConstruction(); + return; + } + refreshRuntime(); +} + +QVBoxLayout* SelectionContent::getConfigurationLayout() +{ + return static_cast(m_configurationGroup->layout()); +} + +QVBoxLayout* SelectionContent::getRuntimeLayout() +{ + return static_cast(m_runtimeGroup->layout()); +} + +void SelectionContent::setIdentity(const QPixmap& symbol, const QString& name) +{ + m_symbolLabel->setPixmap(symbol); + m_symbolLabel->setVisible(!symbol.isNull()); + m_nameLabel->setText(name); +} + +void SelectionContent::setBuildingIdentity(BuildingType type, const QString& name) +{ + const std::string iconName = buildingTypeId(type); + setIdentity(m_context.buildingIcons->getChip(iconName, kSymbolSizePx), name); +} + +void SelectionContent::setSlot(const QColor& dotColor, const QString& caption) +{ + if (dotColor.isValid()) + { + m_slotDot->setPixmap( + renderStatusDot(dotColor, m_context.visuals->statusLight.outline)); + m_slotDot->show(); + } + else + { + m_slotDot->hide(); + } + m_slotLabel->setText(caption); + m_slotLabel->setVisible(!caption.isEmpty()); +} + +void SelectionContent::setCountSlot(int count) +{ + setSlot(QColor(), tr("x%1").arg(count)); +} + +void SelectionContent::clearSlot() +{ + setSlot(QColor(), QString()); +} + +void SelectionContent::setProductionStatusSlot(const Building& building) +{ + // The classification is the simulation's, so the panel and the world's status light + // can never disagree (REQ-UI-SELECTION-STATUS, REQ-UI-STATUS-LIGHT). + const std::optional status = + getProductionStatus(*m_context.config, building); + if (!status.has_value()) + { + clearSlot(); + return; + } + + const StatusLightVisuals& colors = m_context.visuals->statusLight; + // The Salvage Bay has no recipe and no cycle: its two states say whether it is + // holding scrap, not whether it is producing (REQ-BLD-SALVAGE-BAY). + const bool isSalvageBay = (building.type == BuildingType::SalvageBay); + switch (*status) + { + case ProductionStatus::Unconfigured: + setSlot(colors.grey, tr("no recipe")); + break; + case ProductionStatus::Producing: + setSlot(colors.green, isSalvageBay ? tr("holding scrap") : tr("producing")); + break; + case ProductionStatus::Starved: + setSlot(colors.red, isSalvageBay ? tr("empty") : tr("missing input")); + break; + case ProductionStatus::Blocked: + setSlot(colors.yellow, tr("output full")); + break; + } +} + +void SelectionContent::refreshConstruction() +{ + const ConstructionSite* site = + findSite(m_context.sim->getFactoryState(), *m_siteId); + if (!site) + { + // The site finished or was removed under the card. SelectionPanel rebuilds on + // the same refresh, so this only has to avoid reading a dead site. + return; + } + + QString progress; + if (site->completesAt == 0) + { + progress = tr("Queued"); + } + else + { + const BuildingDef* def = + m_context.config->buildings.findBuildingDef(site->type); + if (def && def->constructionTimeSeconds > 0) + { + const Tick duration = secondsToTicks(def->constructionTimeSeconds); + const Tick elapsed = + m_context.sim->getCurrentTick() - (site->completesAt - duration); + const int percent = static_cast( + std::max(Tick(0), std::min(duration, elapsed)) * 100 / duration); + progress = tr("Construction: %1%").arg(percent); + } + else + { + progress = tr("Building..."); + } + } + m_constructionLabel->setText(progress); +} diff --git a/src/ui/selection/SelectionContent.h b/src/ui/selection/SelectionContent.h new file mode 100644 index 0000000..a7b6bbb --- /dev/null +++ b/src/ui/selection/SelectionContent.h @@ -0,0 +1,101 @@ +#pragma once + +#include + +#include +#include +#include +#include + +#include "BuildingId.h" +#include "BuildingType.h" +#include "SelectionContext.h" + +struct Building; +class QLabel; +class QVBoxLayout; + +// One card of the selection panel: the content shown for a particular kind of selection +// (REQ-UI-SELECTION-CARD). Every content is this base plus the parts its constructor +// puts into the two groups; which content is shown for which selection is decided in +// SelectionContentFactory (REQ-UI-SELECTION-CONTENT). +// +// The card has three parts, top to bottom: +// * the header -- identity symbol, name, and one optional right slot (a status +// indicator, a ship's behavior, or an object count); +// * the configuration group -- controls that change how the object is set up; +// * the runtime group -- what the object is currently doing. +// +// A construction site keeps its configuration group and has its whole runtime group +// replaced by the construction section (REQ-BLD-SITE-CONFIG). That rule lives here and +// nowhere else: a subclass fills both groups unconditionally in its constructor and +// never asks whether it is showing a site. +class SelectionContent : public QWidget +{ + Q_OBJECT + +public: + ~SelectionContent() override; + + // Re-reads the live values behind the card. It never changes the card's structure: + // a change that would (a site finishing, the selection changing) is a rebuild, and + // SelectionPanel owns that decision. + void refresh(); + +protected: + // constructionSiteId is set only while the card shows a construction site, in which + // case this base builds and drives the construction section in place of whatever the + // subclass puts into the runtime group. + SelectionContent(const SelectionContext& context, + std::optional constructionSiteId, + QWidget* parent); + + // Live values of the runtime group. Not called while the card shows a construction + // site, which has neither buffers nor a production cycle (REQ-BLD-SITE-CONFIG). + virtual void refreshRuntime() = 0; + + // Live values of the configuration group. Called for a site too, because a site is + // configured exactly like the building it will become (REQ-BLD-SITE-CONFIG). + virtual void refreshConfiguration() {} + + const SelectionContext& getContext() const { return m_context; } + + // The two group layouts a subclass adds its parts to, in its constructor. + QVBoxLayout* getConfigurationLayout(); + QVBoxLayout* getRuntimeLayout(); + + void setIdentity(const QPixmap& symbol, const QString& name); + // Header symbol for a building type: its chip icon, or nothing when the icon file is + // missing -- which is not an error (REQ-UI-BUILD-ICON, REQ-UI-SELECTION-CARD). + void setBuildingIdentity(BuildingType type, const QString& name); + + // Fills the header's right slot. A null dot color leaves the dot off, for the slots + // that are a plain caption (a construction site, a ship's behavior). + void setSlot(const QColor& dotColor, const QString& caption); + // "x", for an aggregated multi-selection (REQ-UI-SELECTION-AGGREGATE). + void setCountSlot(int count); + void clearSlot(); + + // Fills the right slot from the building's production status, mapped to the same + // colors and states the world's status light uses (REQ-UI-SELECTION-STATUS). Leaves + // the slot empty for a type that has no status light. + void setProductionStatusSlot(const Building& building); + +private: + void refreshConstruction(); + + SelectionContext m_context; + // Set while this card shows a construction site rather than a finished object. + std::optional m_siteId; + + QLabel* m_symbolLabel; + QLabel* m_nameLabel; + QLabel* m_slotDot; + QLabel* m_slotLabel; + + QWidget* m_configurationGroup; + QWidget* m_runtimeGroup; + // Replaces the runtime group while this card shows a construction site; null + // otherwise. + QLabel* m_constructionLabel; +}; diff --git a/src/ui/selection/SelectionContentFactory.cpp b/src/ui/selection/SelectionContentFactory.cpp new file mode 100644 index 0000000..1ad2f43 --- /dev/null +++ b/src/ui/selection/SelectionContentFactory.cpp @@ -0,0 +1,187 @@ +#include "SelectionContentFactory.h" + +#include "AutoProductionContent.h" +#include "BeltContent.h" +#include "DebrisContent.h" +#include "FactoryQueries.h" +#include "FieldMultiContent.h" +#include "HqContent.h" +#include "MultiBuildingContent.h" +#include "RecipeProductionContent.h" +#include "ShipContent.h" +#include "ShipIdentityComponent.h" +#include "ShipyardContent.h" +#include "SplitterContent.h" +#include "StationBodyComponent.h" +#include "StationContent.h" +#include "StorageContent.h" +#include "Simulation.h" + +namespace +{ + +// The catalog row a single building type belongs to (REQ-UI-SELECTION-CONTENT). +SelectionContentKind getKindForType(BuildingType type) +{ + switch (type) + { + case BuildingType::Miner: + case BuildingType::Assembler: + return SelectionContentKind::RecipeProduction; + case BuildingType::Smelter: + case BuildingType::ReprocessingPlant: + return SelectionContentKind::AutoProduction; + case BuildingType::Shipyard: + return SelectionContentKind::Shipyard; + case BuildingType::SalvageBay: + return SelectionContentKind::Storage; + case BuildingType::Hq: + return SelectionContentKind::Hq; + case BuildingType::Belt: + case BuildingType::TunnelEntry: + case BuildingType::TunnelExit: + return SelectionContentKind::Belt; + case BuildingType::Splitter: + return SelectionContentKind::Splitter; + case BuildingType::PlayerDefenceStation: + case BuildingType::EnemyDefenceStation: + // Defence stations are field objects backed by entities; these two enum + // values exist only for cost and visuals lookup and never reach the panel as + // a building selection. The count summary is the harmless fallback. + return SelectionContentKind::MultiBuilding; + } + return SelectionContentKind::MultiBuilding; +} + +// A belt, tunnel entry or tunnel exit -- the types whose card is the clear action alone +// and therefore aggregates (REQ-UI-SELECTION-AGGREGATE). The splitter is deliberately +// excluded: it carries per-object output filters, which have no aggregate. +bool isAggregatableBeltType(BuildingType type) +{ + return type == BuildingType::Belt + || type == BuildingType::TunnelEntry + || type == BuildingType::TunnelExit; +} + +ContentKey chooseBuildingContent(const SelectionRequest& request, Simulation& sim) +{ + const FactoryState& state = sim.getFactoryState(); + + if (request.buildings.size() == 1) + { + const BuildingId id = request.buildings.front(); + const Building* building = findBuilding(state, id); + if (building) + { + return { getKindForType(building->type), false }; + } + const ConstructionSite* site = findSite(state, id); + if (site) + { + return { getKindForType(site->type), true }; + } + // The building went away under the panel; the selection is stale and there is + // nothing to show (REQ-UI-EMPTY-SELECTION). + return {}; + } + + // Several buildings aggregate into one card only when every part of that card + // aggregates (REQ-UI-SELECTION-AGGREGATE). Construction sites are excluded from the + // belt case: a site's card is its own construction progress, which several sites + // cannot share. + bool allAggregatableBelts = true; + for (BuildingId id : request.buildings) + { + const Building* building = findBuilding(state, id); + if (!building || !isAggregatableBeltType(building->type)) + { + allAggregatableBelts = false; + break; + } + } + if (allAggregatableBelts) + { + return { SelectionContentKind::Belt, false }; + } + return { SelectionContentKind::MultiBuilding, false }; +} + +ContentKey chooseFieldContent(const SelectionRequest& request, Simulation& sim) +{ + // A full single-object card is shown for a lone actor, and for debris whether one + // piece or several -- debris is the field category's other aggregating content + // (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-SELECTION-AGGREGATE). + if (request.actors.size() == 1 && request.debris.empty()) + { + EntityAdmin& admin = sim.getAdmin(); + const entt::entity actor = request.actors.front(); + if (admin.isValid(actor) && admin.hasAll(actor)) + { + return { SelectionContentKind::Ship, false }; + } + if (admin.isValid(actor) && admin.hasAll(actor)) + { + return { SelectionContentKind::Station, false }; + } + return {}; + } + + if (request.actors.empty() && !request.debris.empty()) + { + return { SelectionContentKind::Debris, false }; + } + return { SelectionContentKind::FieldMulti, false }; +} + +} // namespace + + +ContentKey chooseContent(const SelectionRequest& request, Simulation& sim) +{ + if (request.isEmpty()) + { + return {}; + } + // Buildings win, so a non-empty building selection is the whole selection + // (REQ-UI-SELECTION-CATEGORIES). + if (!request.buildings.empty()) + { + return chooseBuildingContent(request, sim); + } + return chooseFieldContent(request, sim); +} + +SelectionContent* createContent(const ContentKey& key, const SelectionRequest& request, + const SelectionContext& context, QWidget* parent) +{ + switch (key.kind) + { + case SelectionContentKind::None: + return nullptr; + case SelectionContentKind::RecipeProduction: + return new RecipeProductionContent(context, request, parent); + case SelectionContentKind::AutoProduction: + return new AutoProductionContent(context, request, parent); + case SelectionContentKind::Shipyard: + return new ShipyardContent(context, request, parent); + case SelectionContentKind::Storage: + return new StorageContent(context, request, parent); + case SelectionContentKind::Hq: + return new HqContent(context, request, parent); + case SelectionContentKind::Belt: + return new BeltContent(context, request, parent); + case SelectionContentKind::Splitter: + return new SplitterContent(context, request, parent); + case SelectionContentKind::MultiBuilding: + return new MultiBuildingContent(context, request, parent); + case SelectionContentKind::Ship: + return new ShipContent(context, request, parent); + case SelectionContentKind::Station: + return new StationContent(context, request, parent); + case SelectionContentKind::Debris: + return new DebrisContent(context, request, parent); + case SelectionContentKind::FieldMulti: + return new FieldMultiContent(context, request, parent); + } + return nullptr; +} diff --git a/src/ui/selection/SelectionContentFactory.h b/src/ui/selection/SelectionContentFactory.h new file mode 100644 index 0000000..7c2d074 --- /dev/null +++ b/src/ui/selection/SelectionContentFactory.h @@ -0,0 +1,70 @@ +#pragma once + +#include + +#include "entt/entity/entity.hpp" + +#include "BuildingId.h" +#include "SelectionContext.h" + +class QWidget; +class SelectionContent; +class Simulation; + +// What is currently selected, in the selection panel's terms. The two categories are +// mutually exclusive (REQ-UI-SELECTION-CATEGORIES): either buildings is non-empty, or +// actors and/or debris are, never both. +struct SelectionRequest +{ + std::vector buildings; + std::vector actors; + std::vector debris; + + bool isEmpty() const + { + return buildings.empty() && actors.empty() && debris.empty(); + } +}; + +// One entry of the content catalog (REQ-UI-SELECTION-CONTENT). Selections that share an +// entry get the same content and differ only in the name and symbol in the header. +enum class SelectionContentKind +{ + None, // nothing selected: the panel hides itself entirely + RecipeProduction, // Miner, Assembler + AutoProduction, // Smelter, Reprocessing Plant + Shipyard, + Storage, // Salvage Bay + Hq, + Belt, // Belt, Tunnel Entry, Tunnel Exit + Splitter, + MultiBuilding, + Ship, + Station, + Debris, + FieldMulti, +}; + +// Identifies the card on screen. The panel rebuilds when this changes and only refreshes +// otherwise, so a construction site finishing swaps the card while a progress counter +// running does not. +struct ContentKey +{ + SelectionContentKind kind = SelectionContentKind::None; + bool isSite = false; + + bool operator==(const ContentKey& other) const + { + return kind == other.kind && isSite == other.isSite; + } + bool operator!=(const ContentKey& other) const { return !(*this == other); } +}; + +// The card this selection calls for. This is where REQ-UI-SELECTION-AGGREGATE is +// decided: a multi-selection that aggregates resolves to the single-object kind, and +// everything else to one of the two count summaries. +ContentKey chooseContent(const SelectionRequest& request, Simulation& sim); + +// Builds the card. Returns nullptr for SelectionContentKind::None. +SelectionContent* createContent(const ContentKey& key, const SelectionRequest& request, + const SelectionContext& context, QWidget* parent); diff --git a/src/ui/selection/SelectionContext.h b/src/ui/selection/SelectionContext.h new file mode 100644 index 0000000..4414016 --- /dev/null +++ b/src/ui/selection/SelectionContext.h @@ -0,0 +1,29 @@ +#pragma once + +struct GameConfig; +struct VisualsConfig; +class BuildingIconCache; +class ItemIconCache; +class Simulation; + +// Everything a selection panel content reads that is not the selection itself: the +// simulation it queries live values from, the immutable config, and the window-wide +// rendering resources. Bundled so a content's constructor stays short and adding a +// shared resource does not touch every content (REQ-UI-SELECTION-CONTENT). +// +// Nothing here is owned: the whole struct is a view onto objects living in MainWindow +// and must not outlive it. Passed by const reference and copied into each content. +struct SelectionContext +{ + Simulation* sim = nullptr; + const GameConfig* config = nullptr; + const VisualsConfig* visuals = nullptr; + ItemIconCache* itemIcons = nullptr; + BuildingIconCache* buildingIcons = nullptr; + + // Whether debug draw is currently on (REQ-UI-DEBUG-DRAW), which the ship card shows + // its threat cost under (REQ-UI-SHIP-STATS-PANEL). A pointer rather than a copy + // because cards outlive a toggle: the panel owns the flag, so a card reading it per + // refresh always sees the current value without subscribing to the event itself. + const bool* debugDrawEnabled = nullptr; +}; diff --git a/src/ui/selection/SelectionNames.cpp b/src/ui/selection/SelectionNames.cpp new file mode 100644 index 0000000..ec30ff4 --- /dev/null +++ b/src/ui/selection/SelectionNames.cpp @@ -0,0 +1,16 @@ +#include "SelectionNames.h" + +#include + +#include "DisplayName.h" + +QString getBuildingTypeName(BuildingType type) +{ + // "Hq" would read as a word rather than an acronym through the generic conversion, + // and the player's own base deserves naming as such. + if (type == BuildingType::Hq) + { + return QObject::tr("Player HQ"); + } + return QString::fromStdString(toDisplayName(buildingTypeId(type))); +} diff --git a/src/ui/selection/SelectionNames.h b/src/ui/selection/SelectionNames.h new file mode 100644 index 0000000..12009f4 --- /dev/null +++ b/src/ui/selection/SelectionNames.h @@ -0,0 +1,10 @@ +#pragma once + +#include + +#include "BuildingType.h" + +// Display name of a building type for the selection panel's header and count rows +// (REQ-UI-SELECTION-CARD, REQ-UI-MULTI-SELECTION). The name is derived from the type's +// config id, so a new building type needs no entry here. +QString getBuildingTypeName(BuildingType type); diff --git a/src/ui/selection/ShipContent.cpp b/src/ui/selection/ShipContent.cpp new file mode 100644 index 0000000..4319803 --- /dev/null +++ b/src/ui/selection/ShipContent.cpp @@ -0,0 +1,62 @@ +#include "ShipContent.h" + +#include + +#include "EntityAdmin.h" +#include "GameConfig.h" +#include "HealthComponent.h" +#include "SelectedBehaviorComponent.h" +#include "ShipIdentityComponent.h" +#include "ShipStatsCalculator.h" +#include "ShipStatsPanel.h" +#include "Simulation.h" +#include "ThreatCostCalculator.h" + +ShipContent::ShipContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : SelectionContent(context, std::nullopt, parent) + , m_entity(request.actors.front()) +{ + m_statsPanel = new ShipStatsPanel(context.config, this); + getRuntimeLayout()->addWidget(m_statsPanel); + + EntityAdmin& admin = context.sim->getAdmin(); + if (admin.isValid(m_entity) && admin.hasAll(m_entity)) + { + setIdentity(QPixmap(), tr("Ship: %1").arg(QString::fromStdString( + admin.get(m_entity).schematicId))); + } +} + +void ShipContent::refreshRuntime() +{ + EntityAdmin& admin = getContext().sim->getAdmin(); + if (!admin.isValid(m_entity) || !admin.hasAll(m_entity)) + { + // The ship died or despawned. GameWorldView prunes it from the selection and + // re-emits (REQ-UI-ENTITY-CLICK-SELECT), which rebuilds the card; this only has + // to avoid reading it in the meantime. + return; + } + + const HealthComponent& health = admin.get(m_entity); + if (health.hp <= 0.0f) + { + return; + } + + const ShipStats stats = buildShipStatsFromEntity(admin, m_entity); + m_statsPanel->refreshFromLive(stats, health.hp); + m_statsPanel->setBehavior(admin.get(m_entity).winner); + m_statsPanel->setDebugDrawEnabled(*getContext().debugDrawEnabled); + + const ShipIdentityComponent& identity = admin.get(m_entity); + const ShipDef* schematicDef = + getContext().config->ships.findShipDef(identity.schematicId); + if (schematicDef) + { + m_statsPanel->setThreatCost(calculateShipThreatCost( + getContext().config->threatCosts, *getContext().config, + schematicDef->id, schematicDef->defaultModules)); + } +} diff --git a/src/ui/selection/ShipContent.h b/src/ui/selection/ShipContent.h new file mode 100644 index 0000000..8f37728 --- /dev/null +++ b/src/ui/selection/ShipContent.h @@ -0,0 +1,28 @@ +#pragma once + +#include "entt/entity/entity.hpp" + +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class ShipStatsPanel; + +// The card for one selected ship (REQ-UI-SHIP-STATS-PANEL): its live hull stats and the +// summaries of the capability modules it carries, computed from what is actually +// installed (REQ-MOD-STAT-CALC). Applies to player and enemy ships alike +// (REQ-UI-ENTITY-CLICK-SELECT). +class ShipContent : public SelectionContent +{ + Q_OBJECT + +public: + ShipContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshRuntime() override; + +private: + entt::entity m_entity; + ShipStatsPanel* m_statsPanel; +}; diff --git a/src/ui/selection/ShipyardContent.cpp b/src/ui/selection/ShipyardContent.cpp new file mode 100644 index 0000000..83d0cfa --- /dev/null +++ b/src/ui/selection/ShipyardContent.cpp @@ -0,0 +1,103 @@ +#include "ShipyardContent.h" + +#include +#include + +#include "Building.h" +#include "BuildingTarget.h" +#include "EventManager.h" +#include "GameConfig.h" +#include "LayoutDialogRequestedEvent.h" +#include "ProductionRules.h" +#include "RecipeSelectionControl.h" +#include "SelectionNames.h" +#include "ShipLayoutPreview.h" + +ShipyardContent::ShipyardContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : BufferedBuildingContent(context, request.buildings.front(), parent) +{ + m_schematicControl = new RecipeSelectionControl(context, getBuildingId(), + BuildingType::Shipyard, this); + m_layoutPreview = new ShipLayoutPreview(this); + m_configureButton = new QPushButton(tr("Configure Layout"), this); + + getConfigurationLayout()->addWidget(m_schematicControl); + getConfigurationLayout()->addWidget(m_layoutPreview); + getConfigurationLayout()->addWidget(m_configureButton); + + const BuildingId id = getBuildingId(); + connect(m_configureButton, &QPushButton::clicked, this, [id]() { + EventManager::getInstance()->sendEventImmediately( + std::make_shared(id)); + }); +} + +void ShipyardContent::refreshConfiguration() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId()); + if (!target.isValid()) + { + return; + } + + setBuildingIdentity(target.type, getBuildingTypeName(target.type)); + m_schematicControl->setRecipeId(target.recipeId); + + // The preview and Configure button are always shown for a shipyard and are only + // enabled once a schematic is selected (REQ-MOD-UI-PREVIEW). The schematic arrives + // by queued command, so this refresh is what picks it up rather than the click that + // chose it. + const ShipDef* shipDef = target.recipeId.empty() + ? nullptr + : getContext().config->ships.findShipDef(target.recipeId); + const bool hasSchematic = shipDef && !shipDef->layout.empty(); + if (hasSchematic) + { + m_layoutPreview->setShipAndLayout( + shipDef->layout, + target.shipLayout.has_value() ? *target.shipLayout : ShipLayoutConfig(), + &getContext().config->modules); + } + else + { + m_layoutPreview->showPlaceholder(); + } + m_layoutPreview->setEnabled(hasSchematic); + m_configureButton->setEnabled(hasSchematic); +} + +BufferedBuildingContent::CycleInfo ShipyardContent::getCycleInfo( + const Building& building) const +{ + CycleInfo info; + const ShipDef* shipDef = building.recipeId.empty() + ? nullptr + : getContext().config->ships.findShipDef(building.recipeId); + if (!shipDef) + { + return info; + } + + // The schematic's materials plus every placed module's, which is also what sized the + // input buffers (REQ-BLD-SHIPYARD). The simulation owns that sum, so the panel asks + // it rather than adding the modules up a second time. + info.perCycleInputs = + computeShipyardRequiredMaterials(*getContext().config, building); + + info.durationSeconds = shipDef->schematic.productionTimeSeconds; + if (building.shipLayout.has_value()) + { + for (const PlacedModule& placed : building.shipLayout->placedModules) + { + const ModuleDef* moduleDef = + getContext().config->modules.findModuleDef(placed.moduleId); + if (moduleDef) + { + info.durationSeconds += moduleDef->productionTimeSeconds; + } + } + } + info.runsProduction = true; + return info; +} diff --git a/src/ui/selection/ShipyardContent.h b/src/ui/selection/ShipyardContent.h new file mode 100644 index 0000000..5a07f1a --- /dev/null +++ b/src/ui/selection/ShipyardContent.h @@ -0,0 +1,32 @@ +#pragma once + +#include "BufferedBuildingContent.h" +#include "SelectionContentFactory.h" + +class QPushButton; +class RecipeSelectionControl; +class ShipLayoutPreview; + +// The card for a Shipyard (REQ-UI-SELECTION-CONTENT): the schematic selection, the +// module layout preview and its Configure button (REQ-MOD-UI-PREVIEW), plus the buffers +// and production progress every buffered building shows. +// +// It is the one card whose cycle is not a recipe: a shipyard's materials and production +// time are its schematic's plus every placed module's (REQ-BLD-SHIPYARD). +class ShipyardContent : public BufferedBuildingContent +{ + Q_OBJECT + +public: + ShipyardContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshConfiguration() override; + CycleInfo getCycleInfo(const Building& building) const override; + +private: + RecipeSelectionControl* m_schematicControl; + ShipLayoutPreview* m_layoutPreview; + QPushButton* m_configureButton; +}; diff --git a/src/ui/selection/SplitterContent.cpp b/src/ui/selection/SplitterContent.cpp new file mode 100644 index 0000000..5bbf967 --- /dev/null +++ b/src/ui/selection/SplitterContent.cpp @@ -0,0 +1,211 @@ +#include "SplitterContent.h" + +#include +#include +#include +#include +#include + +#include +#include +#include + +#include "BeltSystem.h" +#include "BuildingTarget.h" +#include "ClearBeltControl.h" +#include "Command.h" +#include "CommandRequestedEvent.h" +#include "EventManager.h" +#include "FactoryQueries.h" +#include "GameConfig.h" +#include "ItemType.h" +#include "Rotation.h" +#include "SelectionNames.h" +#include "Simulation.h" + +namespace +{ + +// Height cap on a filter list, so two of them plus the rest of the card still fit. +const int kFilterListHeightPx = 100; + +QString getRotationLabel(Rotation rotation) +{ + // Written as code points because the sources are read as ASCII by the compiler. + const QChar upArrow(0x2191); // U+2191 UPWARDS ARROW + const QChar rightArrow(0x2192); // U+2192 RIGHTWARDS ARROW + const QChar downArrow(0x2193); // U+2193 DOWNWARDS ARROW + const QChar leftArrow(0x2190); // U+2190 LEFTWARDS ARROW + + switch (rotation) + { + case Rotation::North: return QObject::tr("North (%1)").arg(upArrow); + case Rotation::East: return QObject::tr("East (%1)").arg(rightArrow); + case Rotation::South: return QObject::tr("South (%1)").arg(downArrow); + case Rotation::West: return QObject::tr("West (%1)").arg(leftArrow); + } + return QString(); +} + +// Every item type the economy knows, from both sides of every recipe. +std::vector getAllItemIds(const RecipesConfig& recipes) +{ + std::set seen; + for (const RecipeDef& recipe : recipes.recipes) + { + for (const RecipeIngredient& ingredient : recipe.inputs) + { + seen.insert(ingredient.item); + } + for (const RecipeOutput& output : recipe.outputs) + { + seen.insert(output.item); + } + } + return std::vector(seen.begin(), seen.end()); +} + +std::vector collectCheckedItems(const QListWidget* list) +{ + std::vector filter; + for (int row = 0; row < list->count(); ++row) + { + const QListWidgetItem* item = list->item(row); + if (item->checkState() == Qt::Checked) + { + filter.push_back(ItemType{ item->text().toStdString() }); + } + } + return filter; +} + +} // namespace + + +SplitterContent::SplitterContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : SelectionContent(context, asConstructionSite(context, request.buildings.front()), + parent) + , m_id(request.buildings.front()) + , m_isSite(asConstructionSite(context, m_id).has_value()) + , m_tile(0, 0) +{ + m_filterALabel = new QLabel(this); + m_filterAList = new QListWidget(this); + m_filterBLabel = new QLabel(this); + m_filterBList = new QListWidget(this); + m_filterAList->setMaximumHeight(kFilterListHeightPx); + m_filterBList->setMaximumHeight(kFilterListHeightPx); + + getConfigurationLayout()->addWidget(m_filterALabel); + getConfigurationLayout()->addWidget(m_filterAList); + getConfigurationLayout()->addWidget(m_filterBLabel); + getConfigurationLayout()->addWidget(m_filterBList); + + getRuntimeLayout()->addWidget( + new ClearBeltControl(context, request.buildings, this)); + + // Populated once, here, rather than on every refresh: re-checking the boxes at 30 Hz + // would fight the player's clicks. + populateFilters(); + + connect(m_filterAList, &QListWidget::itemChanged, + this, [this]() { applyFilters(); }); + connect(m_filterBList, &QListWidget::itemChanged, + this, [this]() { applyFilters(); }); +} + +void SplitterContent::refreshConfiguration() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), m_id); + if (!target.isValid()) + { + return; + } + setBuildingIdentity(target.type, getBuildingTypeName(target.type)); +} + +void SplitterContent::populateFilters() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), m_id); + if (!target.isValid()) + { + return; + } + + // An operational splitter's outputs and filters live in the belt subsystem, keyed by + // tile; a site's are stored on the site itself (REQ-BLD-SITE-CONFIG). + std::optional info; + if (m_isSite) + { + info = getSiteSplitterInfo(getContext().sim->getFactoryState(), + *getContext().config, m_id); + } + else + { + m_tile = target.anchor; + info = getContext().sim->getBelts().getSplitterInfo(m_tile); + } + if (!info.has_value()) + { + m_filterALabel->hide(); + m_filterAList->hide(); + m_filterBLabel->hide(); + m_filterBList->hide(); + return; + } + + const std::vector itemIds = getAllItemIds(getContext().config->recipes); + + auto fillList = [&](QListWidget* list, QLabel* label, const QString& directionLabel, + const std::vector& filter) + { + label->setText(tr("%1 filter (empty = all):").arg(directionLabel)); + list->blockSignals(true); + list->clear(); + for (const std::string& itemId : itemIds) + { + // Only implicitly unlocked item types are offered (REQ-LOCK-UI-SPLITTER). + if (!getContext().sim->isItemUnlocked(itemId)) { continue; } + + QListWidgetItem* row = + new QListWidgetItem(QString::fromStdString(itemId), list); + const bool checked = !filter.empty() + && std::find(filter.begin(), filter.end(), ItemType{ itemId }) + != filter.end(); + row->setCheckState(checked ? Qt::Checked : Qt::Unchecked); + row->setFlags(row->flags() | Qt::ItemIsUserCheckable); + } + list->blockSignals(false); + label->show(); + list->show(); + }; + + fillList(m_filterAList, m_filterALabel, getRotationLabel(info->outputA), + info->filterA); + fillList(m_filterBList, m_filterBLabel, getRotationLabel(info->outputB), + info->filterB); +} + +void SplitterContent::applyFilters() +{ + if (m_isSite) + { + std::shared_ptr command = + std::make_shared(); + command->id = m_id; + command->filterA = collectCheckedItems(m_filterAList); + command->filterB = collectCheckedItems(m_filterBList); + EventManager::getInstance()->sendEventImmediately( + std::make_shared(command)); + return; + } + + std::shared_ptr command = + std::make_shared(); + command->tile = m_tile; + command->filterA = collectCheckedItems(m_filterAList); + command->filterB = collectCheckedItems(m_filterBList); + EventManager::getInstance()->sendEventImmediately( + std::make_shared(command)); +} diff --git a/src/ui/selection/SplitterContent.h b/src/ui/selection/SplitterContent.h new file mode 100644 index 0000000..5f85d93 --- /dev/null +++ b/src/ui/selection/SplitterContent.h @@ -0,0 +1,47 @@ +#pragma once + +#include + +#include "BuildingId.h" +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class QLabel; +class QListWidget; + +// The card for a Splitter (REQ-UI-SELECTION-CONTENT): its two per-output item filters +// (REQ-BLD-SPLITTER) plus the clear action every belt-subsystem tile has +// (REQ-UI-BELT-CLEAR). +// +// The filters are configuration, so they are shown for a construction site too and set +// through the site's own command (REQ-BLD-SITE-CONFIG); the clear action is runtime and +// therefore is not, because a site's tile is not registered with the belt subsystem yet. +class SplitterContent : public SelectionContent +{ + Q_OBJECT + +public: + SplitterContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshConfiguration() override; + void refreshRuntime() override {} + +private: + // Sends the checked items of both lists as the splitter's new filters. Routed to the + // site command or the live command depending on what the id names. + void applyFilters(); + // Rebuilds both lists from the splitter's current outputs and filters. Only run when + // the lists are not already populated, so a per-tick refresh cannot uncheck a box + // the player is in the middle of clicking. + void populateFilters(); + + BuildingId m_id; + bool m_isSite; + QPoint m_tile; + QLabel* m_filterALabel; + QListWidget* m_filterAList; + QLabel* m_filterBLabel; + QListWidget* m_filterBList; +}; diff --git a/src/ui/selection/StationContent.cpp b/src/ui/selection/StationContent.cpp new file mode 100644 index 0000000..708ff6c --- /dev/null +++ b/src/ui/selection/StationContent.cpp @@ -0,0 +1,66 @@ +#include "StationContent.h" + +#include +#include + +#include "EntityAdmin.h" +#include "FactionComponent.h" +#include "HealthComponent.h" +#include "ModuleOwnerComponent.h" +#include "Simulation.h" +#include "WeaponComponent.h" + +StationContent::StationContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : SelectionContent(context, std::nullopt, parent) + , m_entity(request.actors.front()) +{ + m_statsLabel = new QLabel(this); + m_statsLabel->setWordWrap(true); + getRuntimeLayout()->addWidget(m_statsLabel); + + EntityAdmin& admin = context.sim->getAdmin(); + const bool isEnemy = admin.isValid(m_entity) + && admin.hasAll(m_entity) + && admin.get(m_entity).isEnemy; + setIdentity(QPixmap(), isEnemy ? tr("Enemy Defence Station") + : tr("Player Defence Station")); +} + +void StationContent::refreshRuntime() +{ + EntityAdmin& admin = getContext().sim->getAdmin(); + if (!admin.isValid(m_entity) || !admin.hasAll(m_entity)) + { + return; + } + const HealthComponent& health = admin.get(m_entity); + + // A station's weapons are child module entities pointing back at it, so its combined + // damage and range are summed over those rather than read off the station itself. + float totalDps = 0.0f; + float maxRange = 0.0f; + bool hasWeapon = false; + const entt::entity station = m_entity; + admin.forEach( + [&](entt::entity /*child*/, const ModuleOwnerComponent& owner, + const WeaponComponent& weapon) + { + if (owner.owner != station) { return; } + hasWeapon = true; + totalDps += weapon.damage * weapon.fireRateHz; + if (weapon.range_tiles > maxRange) { maxRange = weapon.range_tiles; } + }); + + QString text = tr("HP: %1 / %2") + .arg(static_cast(health.hp + 0.5f)) + .arg(static_cast(health.maxHp + 0.5f)); + if (hasWeapon) + { + text += tr("\nDPS: %1") + .arg(QString::number(static_cast(totalDps), 'f', 1)); + text += tr("\nRange: %1 tiles") + .arg(QString::number(static_cast(maxRange), 'f', 1)); + } + m_statsLabel->setText(text); +} diff --git a/src/ui/selection/StationContent.h b/src/ui/selection/StationContent.h new file mode 100644 index 0000000..c7af74a --- /dev/null +++ b/src/ui/selection/StationContent.h @@ -0,0 +1,27 @@ +#pragma once + +#include "entt/entity/entity.hpp" + +#include "SelectionContent.h" +#include "SelectionContentFactory.h" + +class QLabel; + +// The card for one selected defence station, player or enemy +// (REQ-UI-STATION-STATS-PANEL): its HP plus the combined damage, range and fire rate of +// the weapon modules mounted on it. +class StationContent : public SelectionContent +{ + Q_OBJECT + +public: + StationContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshRuntime() override; + +private: + entt::entity m_entity; + QLabel* m_statsLabel; +}; diff --git a/src/ui/selection/StorageContent.cpp b/src/ui/selection/StorageContent.cpp new file mode 100644 index 0000000..e0fe9f5 --- /dev/null +++ b/src/ui/selection/StorageContent.cpp @@ -0,0 +1,29 @@ +#include "StorageContent.h" + +#include "Building.h" +#include "BuildingTarget.h" +#include "SelectionNames.h" + +StorageContent::StorageContent(const SelectionContext& context, + const SelectionRequest& request, QWidget* parent) + : BufferedBuildingContent(context, request.buildings.front(), parent) +{ +} + +void StorageContent::refreshConfiguration() +{ + const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId()); + if (!target.isValid()) + { + return; + } + setBuildingIdentity(target.type, getBuildingTypeName(target.type)); +} + +BufferedBuildingContent::CycleInfo StorageContent::getCycleInfo( + const Building& /*building*/) const +{ + // No recipe, no cycle: the card shows the output buffer alone, with no per-cycle + // denominators to show it against (REQ-BLD-SALVAGE-BAY). + return CycleInfo(); +} diff --git a/src/ui/selection/StorageContent.h b/src/ui/selection/StorageContent.h new file mode 100644 index 0000000..d4ac026 --- /dev/null +++ b/src/ui/selection/StorageContent.h @@ -0,0 +1,22 @@ +#pragma once + +#include "BufferedBuildingContent.h" +#include "SelectionContentFactory.h" + +// The card for a Salvage Bay (REQ-UI-SELECTION-CONTENT): its held scrap and nothing +// else. It has no recipe to configure and runs no production cycle +// (REQ-BLD-SALVAGE-BAY), so it is the buffered-building card with both of those left +// out -- its header status says whether it is holding scrap rather than whether it is +// producing (REQ-UI-SELECTION-STATUS). +class StorageContent : public BufferedBuildingContent +{ + Q_OBJECT + +public: + StorageContent(const SelectionContext& context, const SelectionRequest& request, + QWidget* parent = nullptr); + +protected: + void refreshConfiguration() override; + CycleInfo getCycleInfo(const Building& building) const override; +};