open selection panel modals on the panel

This commit is contained in:
2026-08-11 21:21:12 +02:00
parent d1da4b2937
commit 3274df91d4
3 changed files with 58 additions and 2 deletions

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@@ -307,7 +307,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
### Module UI
- REQ-MOD-UI-PREVIEW: For a selected shipyard (operational building or construction site), the selection panel always shows a small non-interactive **ship layout preview** widget below the schematic selection button (REQ-UI-SELECT-BUTTON) and a "Configure" button below the preview. Both are **disabled while no schematic is selected**, and enabled once one is; the preview then shows an empty placeholder in place of a layout grid. When a schematic is selected, the preview renders the ship's layout grid at a reduced scale: buildable cells without a module are shown as white, non-buildable cells are shown as black, and cells occupied by a module are shown in that module's `fill_color` with the module's `glyph` character. For non-shipyard buildings, neither the preview nor the "Configure" button is shown.
- REQ-MOD-UI-DIALOG: Clicking the "Configure" button opens the **layout configuration dialog** as a modal. While the dialog is open, the game is paused (speed set to 0×). On close, the game speed is restored to what it was before the dialog was opened.
- REQ-MOD-UI-DIALOG: Clicking the "Configure" button opens the **layout configuration dialog** as a modal, centered on the selection panel it was opened from (REQ-UI-PANEL-MODAL). While the dialog is open, the game is paused (speed set to 0×). On close, the game speed is restored to what it was before the dialog was opened.
The dialog contains:
- **Top**: The ship's layout grid rendered at full scale. Buildable cells are white; non-buildable cells are black. Placed modules are rendered with their `fill_color` and `glyph`. The ghost of the currently selected module is shown at the cursor position when in placement mode.
@@ -472,6 +472,12 @@ The screen is a single column: a header bar across the top and the game world vi
- **Scope: the current selection.** The desired position lasts as long as the selection it was set in — across the panel's own resizing, view resizes, and view scrolling (REQ-UI-SELECTION-PANEL), and across the selection being expanded or reduced (REQ-UI-MULTI-SELECT). Starting a **new** selection discards it: the panel is placed anew against the new anchor rectangle (REQ-UI-SELECTION-PANEL), and the player drags it again if they want it elsewhere.
- **Input.** The drag consumes its mouse events like every other event over the panel (REQ-UI-SELECTION-PANEL): the press, the movement, and the release never reach the game world, so dragging the header neither box-selects (REQ-UI-MULTI-SELECT) nor places belts (REQ-BLD-BELT-DRAG). The drag continues while the cursor moves outside the panel or outside the view, and ends when the left button is released, wherever that happens. A press and release on the header without movement moves nothing and has no other effect.
- **Presentation only.** Moving the panel is not a player command: it never enters the replay stream and has no effect on the simulation, consistent with the controls panel's collapsed state (REQ-UI-CONTROLS-PANEL). The desired position is not saved to disk.
- REQ-UI-PANEL-MODAL: **A modal opened from the selection panel opens on the panel.** A modal the player opens from a control inside the selection panel is placed **centered on the panel's current rectangle** rather than centered on the game window, so it appears where the player is already looking and under the cursor that just clicked the control. This is the same reason the panel itself is placed beside the selection instead of at a fixed corner (REQ-UI-SELECTION-PANEL): a modal centered on the window sends the cursor back across the view and then back again. Two modals are opened from the panel — the recipe/schematic selection dialog (REQ-UI-SELECT-BUTTON), from the selection button; and the layout configuration dialog (REQ-MOD-UI-DIALOG), both from the "Configure" button (REQ-MOD-UI-PREVIEW) and when it opens automatically after a schematic change (REQ-MOD-UI-AUTO-DIALOG).
- **The panel's rectangle as it currently stands.** The modal is centered on where the panel actually is when the modal opens: the position resolved from the anchor rectangle (REQ-UI-SELECTION-PANEL) or, once the player has dragged the panel, the position they dragged it to (REQ-UI-SELECTION-PANEL-DRAG). The panel is always shown when one of these modals opens, since the modal is opened from a control within it (REQ-UI-EMPTY-SELECTION).
- **Kept inside the game window.** Should the modal, centered that way, extend past an edge of the game window, it is pushed back inside; its size is never changed to make it fit. A modal larger than the window in a dimension is instead aligned with the window's top or left edge in that dimension, so the part read first stays visible.
- **Placement is all that changes.** The modal is modal as before, pauses the game and restores the speed on close as before (REQ-UI-SELECT-BUTTON, REQ-MOD-UI-DIALOG), shows the dim over the entire window including the panel it sits on (REQ-UI-MODAL-DIM), and is dismissed the same way. That it covers the panel costs nothing: while it is open the panel is dimmed and takes no input anyway.
- **Only these modals.** Every other modal is placed as before, centered on the game window: the escape menu (REQ-UI-GAME-MENU), the blueprint save and selection dialogs (REQ-UI-BLUEPRINT-CREATE, REQ-UI-BLUEPRINT-DIALOG), and the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP), none of which is opened from the panel. So is a modal opened from another modal rather than from the panel — the Create Blueprint name dialog within the layout configuration dialog (REQ-MOD-UI-BLUEPRINT-CREATE) — which is placed against the modal that opened it.
- **Presentation only.** The placement is computed once, when the modal opens, and is not revisited while it is open; the panel cannot move meanwhile, being behind the modal and receiving no input. It is not a player command, never enters the replay stream, and has no effect on the simulation.
- REQ-UI-MODAL-DIM: While a modal dialog, menu, or full-screen state screen is open on top of the game, a transparent black overlay (a dim/scrim) is drawn over the **entire game window** — the header bar, the game world view, and the widgets floating over it (the build button bar, REQ-UI-BUILD-BAR, the selection panel, REQ-UI-SELECTION-PANEL, and the controls panel, REQ-UI-CONTROLS-PANEL) — behind that modal, so the game reads as inactive while the modal holds focus. The overlay is shown for every modal that auto-pauses the simulation — the escape menu (REQ-UI-GAME-MENU), the recipe/schematic selection dialog (REQ-UI-SELECT-BUTTON), the layout configuration dialog (REQ-MOD-UI-DIALOG), the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP), the blueprint save dialog (REQ-UI-BLUEPRINT-CREATE), and the blueprint selection dialog (REQ-UI-BLUEPRINT-DIALOG) — as well as the game-over screen (REQ-HQ-GAME-OVER) and the win screen (REQ-WIN-SCREEN), which end rather than pause the game. When modals are nested (for example the Create Blueprint name dialog (REQ-MOD-UI-BLUEPRINT-CREATE) opened from the layout configuration dialog), only a single dim is shown over the game window; nested modals do not stack additional overlays. The same applies when one modal hands directly off to another — the blueprint save dialog opening the blueprint selection dialog on confirm (REQ-UI-BLUEPRINT-CREATE): the dim persists across the handoff rather than flickering off and back on, and the simulation is not resumed in between. The dim color and opacity are read from `visuals.toml [overlays]` (a semi-transparent black modal-dim color), consistent with the other overlay colors. The overlay is presentation-only and has no effect on the simulation.
### Game World
@@ -588,7 +594,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- 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 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 `<n> 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<count>` — 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-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) and that opens centered on the selection panel, as every modal opened from the panel does (REQ-UI-PANEL-MODAL). 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 <ship display name>".

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@@ -7,6 +7,7 @@
#include <QApplication>
#include <QCloseEvent>
#include <QDialog>
#include <QDir>
#include <QFile>
#include <QInputDialog>
@@ -317,6 +318,9 @@ void MainWindow::openShipLayoutDialog(BuildingId shipyardId,
std::move(unlockedModuleIds),
m_gameWorldView->isDebugDrawEnabled(),
this);
// Opened from the panel's "Configure" button (REQ-MOD-UI-PREVIEW) or straight after
// a schematic change (REQ-MOD-UI-AUTO-DIALOG), so it opens on the panel either way.
placeOnSelectionPanel(dialog);
if (dialog.exec() == QDialog::Accepted && dialog.getResult().has_value())
{
std::shared_ptr<SetShipLayoutCommand> command =
@@ -328,6 +332,45 @@ void MainWindow::openShipLayoutDialog(BuildingId shipyardId,
}
}
void MainWindow::placeOnSelectionPanel(QDialog& dialog) const
{
// The panel is up whenever one of these modals opens -- they are opened from its own
// controls, and it is shown whenever anything is selected (REQ-UI-EMPTY-SELECTION).
// Were it not, there would be no rectangle to center on and Qt's own centering on
// this window stands.
if (!m_selectionPanel->isVisible()) { return; }
// The dialog has never been shown, so it is still at its default size until its
// layout has run; centering it before that would use the wrong extent.
dialog.adjustSize();
const QSize dialogSize = dialog.size();
// The panel's live geometry, so a panel the player has dragged
// (REQ-UI-SELECTION-PANEL-DRAG) carries the modal with it.
const QRect panelRect(m_selectionPanel->mapToGlobal(QPoint(0, 0)),
m_selectionPanel->size());
const QRect windowRect(mapToGlobal(QPoint(0, 0)), size());
QPoint topLeft(panelRect.center().x() - dialogSize.width() / 2,
panelRect.center().y() - dialogSize.height() / 2);
// Pushed back inside the window, never resized to fit (REQ-UI-PANEL-MODAL). The far
// edge is clamped first and the near edge second, which is what aligns a dialog too
// large for the window with the window's top-left corner rather than pushing it off
// the opposite edge.
topLeft.setX(qMax(windowRect.left(),
qMin(topLeft.x(), windowRect.right() - dialogSize.width() + 1)));
topLeft.setY(qMax(windowRect.top(),
qMin(topLeft.y(), windowRect.bottom() - dialogSize.height() + 1)));
// Positions the dialog's frame, whose size is not known until it is first shown, so
// the result sits low by the title bar height against a true center -- measuring it
// would mean showing the dialog at the wrong place first. The move also marks the
// dialog as positioned, which is what stops QDialog from centering it on this window
// when it is shown.
dialog.move(topLeft);
}
void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> event)
{
// A construction site has no Building yet; fall back to its site record so
@@ -385,6 +428,7 @@ void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent
bool autoOpenLayout = false;
std::string chosenSchematic;
RecipeSelectionDialog dialog(options, title, m_itemIcons.get(), this);
placeOnSelectionPanel(dialog);
if (dialog.exec() == QDialog::Accepted && dialog.getChosenId().has_value())
{
std::shared_ptr<SetRecipeCommand> command = std::make_shared<SetRecipeCommand>();

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@@ -36,6 +36,7 @@ class BlueprintLibrary;
class BuildingIconCache;
class ItemIconCache;
class QCloseEvent;
class QDialog;
class QResizeEvent;
class MainWindow : public QWidget,
@@ -83,6 +84,11 @@ private:
const std::string& schematicId,
const ShipLayoutConfig& currentLayout);
// Centers a modal opened from the selection panel on that panel, kept inside this
// window (REQ-UI-PANEL-MODAL). Called on the constructed dialog before exec(), and
// only for the two modals the panel opens.
void placeOnSelectionPanel(QDialog& dialog) const;
// Runs the blueprint selection dialog and enters placement mode for whatever the
// player picked (REQ-UI-BLUEPRINT-DIALOG). Holds no pause or dim scope of its own:
// both callers already hold theirs, which is what keeps the dim continuous when a