split the selection panel into one card per kind of selection

This commit is contained in:
2026-08-07 18:38:55 +02:00
parent cc0ef856e3
commit 2289277e12
60 changed files with 3014 additions and 1559 deletions

View File

@@ -0,0 +1,45 @@
#pragma once
#include <optional>
#include <string>
#include <QPoint>
#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<ShipLayoutConfig> 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<BuildingId> asConstructionSite(const SelectionContext& context,
BuildingId id);