split the selection panel into one card per kind of selection
This commit is contained in:
103
src/ui/selection/ShipyardContent.cpp
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103
src/ui/selection/ShipyardContent.cpp
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@@ -0,0 +1,103 @@
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#include "ShipyardContent.h"
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#include <QPushButton>
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#include <QVBoxLayout>
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#include "Building.h"
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#include "BuildingTarget.h"
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#include "EventManager.h"
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#include "GameConfig.h"
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#include "LayoutDialogRequestedEvent.h"
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#include "ProductionRules.h"
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#include "RecipeSelectionControl.h"
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#include "SelectionNames.h"
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#include "ShipLayoutPreview.h"
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ShipyardContent::ShipyardContent(const SelectionContext& context,
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const SelectionRequest& request, QWidget* parent)
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: BufferedBuildingContent(context, request.buildings.front(), parent)
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{
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m_schematicControl = new RecipeSelectionControl(context, getBuildingId(),
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BuildingType::Shipyard, this);
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m_layoutPreview = new ShipLayoutPreview(this);
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m_configureButton = new QPushButton(tr("Configure Layout"), this);
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getConfigurationLayout()->addWidget(m_schematicControl);
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getConfigurationLayout()->addWidget(m_layoutPreview);
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getConfigurationLayout()->addWidget(m_configureButton);
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const BuildingId id = getBuildingId();
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connect(m_configureButton, &QPushButton::clicked, this, [id]() {
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<LayoutDialogRequestedEvent>(id));
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});
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}
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void ShipyardContent::refreshConfiguration()
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{
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const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId());
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if (!target.isValid())
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{
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return;
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}
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setBuildingIdentity(target.type, getBuildingTypeName(target.type));
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m_schematicControl->setRecipeId(target.recipeId);
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// The preview and Configure button are always shown for a shipyard and are only
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// enabled once a schematic is selected (REQ-MOD-UI-PREVIEW). The schematic arrives
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// by queued command, so this refresh is what picks it up rather than the click that
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// chose it.
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const ShipDef* shipDef = target.recipeId.empty()
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? nullptr
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: getContext().config->ships.findShipDef(target.recipeId);
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const bool hasSchematic = shipDef && !shipDef->layout.empty();
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if (hasSchematic)
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{
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m_layoutPreview->setShipAndLayout(
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shipDef->layout,
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target.shipLayout.has_value() ? *target.shipLayout : ShipLayoutConfig(),
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&getContext().config->modules);
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}
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else
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{
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m_layoutPreview->showPlaceholder();
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}
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m_layoutPreview->setEnabled(hasSchematic);
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m_configureButton->setEnabled(hasSchematic);
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}
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BufferedBuildingContent::CycleInfo ShipyardContent::getCycleInfo(
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const Building& building) const
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{
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CycleInfo info;
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const ShipDef* shipDef = building.recipeId.empty()
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? nullptr
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: getContext().config->ships.findShipDef(building.recipeId);
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if (!shipDef)
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{
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return info;
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}
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// The schematic's materials plus every placed module's, which is also what sized the
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// input buffers (REQ-BLD-SHIPYARD). The simulation owns that sum, so the panel asks
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// it rather than adding the modules up a second time.
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info.perCycleInputs =
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computeShipyardRequiredMaterials(*getContext().config, building);
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info.durationSeconds = shipDef->schematic.productionTimeSeconds;
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if (building.shipLayout.has_value())
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{
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for (const PlacedModule& placed : building.shipLayout->placedModules)
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{
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const ModuleDef* moduleDef =
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getContext().config->modules.findModuleDef(placed.moduleId);
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if (moduleDef)
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{
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info.durationSeconds += moduleDef->productionTimeSeconds;
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}
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}
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}
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info.runsProduction = true;
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return info;
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}
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