allow to move the selection panel via mouse drag
This commit is contained in:
@@ -2,6 +2,39 @@
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#include <algorithm>
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namespace
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{
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// The part every placement shares, whatever put the panel where it wants to be: it is
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// pushed inside band rather than hanging off it, shortened to what its own column has
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// free, and lifted by however much of it hangs below that. wantedLeftPx and wantedTopPx
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// are where the panel would stand if nothing were in the way.
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QRect fitInBand(const QRect& band, int wantedLeftPx, int wantedTopPx, QSize wantedSize,
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const std::vector<QRect>& occupiedRects, int marginPx)
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{
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const int widthPx = std::min(wantedSize.width(), band.width());
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int leftPx = std::min(wantedLeftPx, band.right() - widthPx + 1);
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leftPx = std::max(leftPx, band.left());
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// Only the widgets its own column meets can shorten it.
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const int bottomPx = getAvailableBottomPx(band, occupiedRects, leftPx,
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leftPx + widthPx - 1, marginPx);
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const int heightPx =
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std::min(wantedSize.height(), std::max(0, bottomPx - band.top() + 1));
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// Never above the band: a panel taller than the space left is capped instead, and
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// scrolls.
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int topPx = std::max(wantedTopPx, band.top());
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topPx = std::min(topPx, bottomPx - heightPx + 1);
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topPx = std::max(topPx, band.top());
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return QRect(leftPx, topPx, widthPx, heightPx);
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}
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} // namespace
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int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRects,
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int leftPx, int rightPx, int marginPx)
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{
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@@ -51,26 +84,27 @@ QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide si
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const int widthPx = std::min(wantedSize.width(), band.width());
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// Against the anchor on the chosen side, growing away from it: the edge facing the
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// selection is the one that stays put as the panel's content resizes.
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int leftPx = (side == PanelSide::Right) ? anchorRect.right() + marginPx + 1
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: anchorRect.left() - marginPx - widthPx;
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// A panel that does not fit there is pushed back inside the view rather than hanging
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// off it, which is what puts it over the selection when neither side had room.
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leftPx = std::min(leftPx, band.right() - widthPx + 1);
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leftPx = std::max(leftPx, band.left());
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// Only the widgets its own column meets can shorten it.
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const int bottomPx = getAvailableBottomPx(band, occupiedRects, leftPx,
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leftPx + widthPx - 1, marginPx);
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const int heightPx =
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std::min(wantedSize.height(), std::max(0, bottomPx - band.top() + 1));
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// selection is the one that stays put as the panel's content resizes. A panel that
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// does not fit there is pushed back inside the view rather than hanging off it, which
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// is what puts it over the selection when neither side had room.
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const int wantedLeftPx = (side == PanelSide::Right)
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? anchorRect.right() + marginPx + 1
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: anchorRect.left() - marginPx - widthPx;
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// Top-aligned with the anchor, then lifted by however much of it hangs below what is
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// free. Never above the band: a panel taller than the space left is capped instead,
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// and scrolls.
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int topPx = std::max(anchorRect.top(), band.top());
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topPx = std::min(topPx, bottomPx - heightPx + 1);
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topPx = std::max(topPx, band.top());
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return QRect(leftPx, topPx, widthPx, heightPx);
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// free.
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return fitInBand(band, wantedLeftPx, anchorRect.top(), wantedSize, occupiedRects,
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marginPx);
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}
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QRect placeAtDesiredTopLeft(const QRect& band, const QPoint& desiredTopLeftPx,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx)
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{
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// Where the player dropped it, resolved by the same rules as any other placement
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// (REQ-UI-SELECTION-PANEL-DRAG). Nothing here is written back to the desired point:
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// a panel lifted above the build button bar returns to where it was dropped as soon
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// as the bar stops meeting its column.
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return fitInBand(band, desiredTopLeftPx.x(), desiredTopLeftPx.y(), wantedSize,
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occupiedRects, marginPx);
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}
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@@ -2,6 +2,7 @@
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#include <vector>
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#include <QPoint>
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#include <QRect>
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#include <QSize>
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@@ -41,3 +42,13 @@ PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
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QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx);
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// Where a panel of wantedSize stands once the player has dragged it to desiredTopLeftPx:
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// at that point, by the same rules that place it beside a selection -- pushed inside band,
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// lifted above whatever occupies its column, and capped in height where that leaves too
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// little room (REQ-UI-SELECTION-PANEL-DRAG). The desired point is an input only: it is
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// never corrected and handed back, which is what lets the caller keep it exactly as
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// dropped and return to it once the room is there again.
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QRect placeAtDesiredTopLeft(const QRect& band, const QPoint& desiredTopLeftPx,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx);
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@@ -154,3 +154,78 @@ TEST_CASE("A panel that fits on neither side is pushed inside the view", "[layou
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kMarginPx);
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REQUIRE(placed == QRect(700, 100, 300, 200));
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}
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// ---------------------------------------------------------------------------
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// Where it stands once the player has dragged it (REQ-UI-SELECTION-PANEL-DRAG)
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// ---------------------------------------------------------------------------
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TEST_CASE("A dragged panel stands where it was dropped", "[layout]")
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{
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// With room for it there, the desired top-left corner is the answer: nothing about
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// the selection it describes is consulted any more.
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const QRect placed = placeAtDesiredTopLeft(makeBand(), QPoint(420, 180),
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QSize(300, 200), {}, kMarginPx);
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REQUIRE(placed == QRect(420, 180, 300, 200));
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}
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TEST_CASE("A panel dragged past the view's edges is pushed back inside", "[layout]")
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{
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// Dropped off the right edge and below the bottom, it is brought back within the
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// band, as an anchored panel is.
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REQUIRE(placeAtDesiredTopLeft(makeBand(), QPoint(900, 500), QSize(300, 200), {},
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kMarginPx)
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== QRect(700, 400, 300, 200));
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// And off the left edge and above the top, the other way.
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REQUIRE(placeAtDesiredTopLeft(makeBand(), QPoint(-120, -60), QSize(300, 200), {},
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kMarginPx)
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== QRect(0, 0, 300, 200));
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}
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TEST_CASE("A dragged panel rises above the widget it was dropped over", "[layout]")
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{
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// The player drops it over the build button bar; it lands above the bar's top by the
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// margin instead, the bar staying where it is (REQ-UI-BUILD-BAR).
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const std::vector<QRect> occupied = { QRect(400, 520, 200, 72) };
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const QRect placed = placeAtDesiredTopLeft(makeBand(), QPoint(450, 480),
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QSize(300, 200), occupied, kMarginPx);
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REQUIRE(placed == QRect(450, 312, 300, 200));
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}
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TEST_CASE("A widget beside a dragged panel's column does not move it", "[layout]")
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{
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// Only what the panel's own column meets is in its way: the controls panel in the
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// bottom-left corner leaves a panel dropped at the right edge alone
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// (REQ-UI-CONTROLS-PANEL).
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const std::vector<QRect> occupied = { QRect(0, 300, 260, 300) };
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const QRect placed = placeAtDesiredTopLeft(makeBand(), QPoint(600, 380),
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QSize(300, 200), occupied, kMarginPx);
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REQUIRE(placed == QRect(600, 380, 300, 200));
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}
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TEST_CASE("A dragged panel too tall for the room left is capped", "[layout]")
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{
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// Capping is the caller's cue to scroll here too: a card asking for 700 px over a bar
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// that leaves 512 px of band gets what there is, from the top of the band.
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const std::vector<QRect> occupied = { QRect(400, 520, 200, 72) };
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const QRect placed = placeAtDesiredTopLeft(makeBand(), QPoint(450, 100),
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QSize(300, 700), occupied, kMarginPx);
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REQUIRE(placed == QRect(450, 0, 300, 512));
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}
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TEST_CASE("A dragged panel returns to where it was dropped", "[layout]")
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{
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// The resolution never writes back to the desired position: a panel lifted above the
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// build button bar goes back to the point the player dropped it at as soon as the bar
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// stops meeting its column -- here because the bar's button set shrank.
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const QPoint desired(450, 380);
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const std::vector<QRect> wideBar = { QRect(400, 520, 200, 72) };
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REQUIRE(placeAtDesiredTopLeft(makeBand(), desired, QSize(300, 200), wideBar,
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kMarginPx)
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== QRect(450, 312, 300, 200));
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const std::vector<QRect> narrowBar = { QRect(400, 520, 40, 72) };
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REQUIRE(placeAtDesiredTopLeft(makeBand(), desired, QSize(300, 200), narrowBar,
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kMarginPx)
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== QRect(450, 380, 300, 200));
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}
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@@ -1,5 +1,6 @@
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#include "SelectionPanel.h"
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#include <QMouseEvent>
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#include <QScrollArea>
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#include <QScrollBar>
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#include <QVBoxLayout>
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@@ -103,6 +104,56 @@ void SelectionPanel::invalidateLayout()
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std::make_shared<FloatingLayoutInvalidatedEvent>());
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}
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void SelectionPanel::mousePressEvent(QMouseEvent* event)
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{
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// Only the card's header moves the panel (REQ-UI-SELECTION-PANEL-DRAG). Presses on
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// the header's labels arrive here by ordinary propagation, none of them being a
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// widget that accepts mouse events, and carry a position in this panel's coordinates.
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if (event->button() == Qt::LeftButton && m_content != nullptr)
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{
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QWidget* header = m_content->getHeaderWidget();
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QRect headerRect(header->mapTo(this, QPoint(0, 0)), header->size());
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// A card long enough to scroll can have its header scrolled out of sight; what is
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// hidden is not a handle, and the pixels it would claim show other parts of the
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// card.
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QWidget* viewport = m_scrollArea->viewport();
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headerRect &= QRect(viewport->mapTo(this, QPoint(0, 0)), viewport->size());
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if (headerRect.contains(event->pos()))
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{
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m_dragGrabOffsetPx = event->pos();
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}
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}
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// Accepted whether or not it started a drag: no mouse event over the panel reaches
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// the game world (REQ-UI-SELECTION-PANEL).
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event->accept();
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}
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void SelectionPanel::mouseMoveEvent(QMouseEvent* event)
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{
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if (m_dragGrabOffsetPx.has_value() && parentWidget() != nullptr)
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{
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// Read from the cursor's position on the screen rather than from the panel's own
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// coordinates, which move under the cursor as the drag places the panel again.
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const QPoint topLeftPx =
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parentWidget()->mapFromGlobal(event->globalPos()) - *m_dragGrabOffsetPx;
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m_desiredTopLeftPx = topLeftPx - m_viewOriginPx;
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// Where the panel actually lands follows from the desired position by the
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// ordinary rules, the widgets it steps around included (REQ-UI-SELECTION-PANEL-DRAG).
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invalidateLayout();
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}
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event->accept();
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}
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void SelectionPanel::mouseReleaseEvent(QMouseEvent* event)
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{
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// Qt's implicit grab has kept the drag alive while the cursor was outside the panel
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// or outside the view; it ends here, wherever the button was let go
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// (REQ-UI-SELECTION-PANEL-DRAG). The desired position stays as dropped.
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m_dragGrabOffsetPx.reset();
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event->accept();
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}
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void SelectionPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> event)
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{
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m_request.buildings = event->ids;
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@@ -126,6 +177,13 @@ void SelectionPanel::handleEvent(
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// panel is placed, the two widgets being siblings in the same parent.
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m_anchorRect = event->rectPx;
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m_side.reset();
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// A position the player dragged the panel to belongs to the selection it was set in.
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// A new selection places the panel anew against its own anchor
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// (REQ-UI-SELECTION-PANEL-DRAG); this event is published only when one starts, and
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// not when an existing selection is added to or reduced, which is exactly the scope
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// the dragged position keeps.
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m_desiredTopLeftPx.reset();
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m_dragGrabOffsetPx.reset();
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}
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void SelectionPanel::handleEvent(
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@@ -238,6 +296,11 @@ void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& oc
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const QRect band = viewRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
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// What the view's coordinates and this panel's differ by, kept for the drag gesture,
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// which learns of the cursor in the latter and stores its result in the former
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// (REQ-UI-SELECTION-PANEL-DRAG).
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m_viewOriginPx = viewRect.topLeft();
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// The anchor is published in the world view's coordinates and this panel is placed in
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// its parent's; the two widgets are siblings, so the view's own origin is the whole
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// difference. Without an anchor the panel falls back to the top-right corner, by
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@@ -278,6 +341,22 @@ void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& oc
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return m_body->sizeHint();
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};
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// Where a panel of that size stands: beside the selection, or at the position the
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// player dragged the panel to, which replaces both the anchor and the side for the
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// rest of the selection (REQ-UI-SELECTION-PANEL-DRAG). Either way the result is
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// resolved against the view's edges and the widgets placed before this one, so a
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// dragged panel steps around them exactly as an anchored one does.
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auto solve = [&](QSize wantedSize) -> QRect
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{
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if (m_desiredTopLeftPx.has_value())
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{
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return placeAtDesiredTopLeft(band, *m_desiredTopLeftPx + viewRect.topLeft(),
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wantedSize, occupiedRects, kMarginPx);
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}
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return placeBesideAnchor(band, anchorRect, *m_side, wantedSize, occupiedRects,
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kMarginPx);
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};
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// Run twice. Parts of a card report an unstyled size until the style has actually
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// reached them, which for a freshly built card happens during the first round of
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// measuring; the second round then measures a card that is fully laid out and
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@@ -307,9 +386,8 @@ void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& oc
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// pass settles it again against the wider column. Asking for the whole band's
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// height is what makes the answer the most the panel could have there.
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const int maxHeightPx =
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placeBesideAnchor(band, anchorRect, *m_side,
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QSize(contentWidthPx + 2 * borderPx, band.height()),
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occupiedRects, kMarginPx).height() - 2 * borderPx;
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solve(QSize(contentWidthPx + 2 * borderPx, band.height())).height()
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- 2 * borderPx;
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if (maxHeightPx <= 0)
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{
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return;
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@@ -343,8 +421,6 @@ void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& oc
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const int panelWidthPx = contentWidthPx + 2 * borderPx;
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const int panelHeightPx = contentHeightPx + 2 * borderPx;
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setGeometry(placeBesideAnchor(band, anchorRect, *m_side,
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QSize(panelWidthPx, panelHeightPx),
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occupiedRects, kMarginPx));
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setGeometry(solve(QSize(panelWidthPx, panelHeightPx)));
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}
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include <QPoint>
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#include <QRect>
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#include <QWidget>
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@@ -25,6 +26,7 @@ class BuildingIconCache;
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class ItemIconCache;
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class SelectionContent;
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class Simulation;
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class QMouseEvent;
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class QScrollArea;
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class QVBoxLayout;
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@@ -64,6 +66,14 @@ public:
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void placeIn(const QRect& viewRect,
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const std::vector<QRect>& occupiedRects) override;
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protected:
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// The panel is moved by dragging its card header (REQ-UI-SELECTION-PANEL-DRAG). Every
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// other mouse event over the panel is swallowed here so that none of them reaches the
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// game world beneath (REQ-UI-SELECTION-PANEL).
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void mousePressEvent(QMouseEvent* event) override;
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void mouseMoveEvent(QMouseEvent* event) override;
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void mouseReleaseEvent(QMouseEvent* event) override;
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private:
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void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const SelectionAnchorChangedEvent> event) override;
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@@ -98,10 +108,23 @@ private:
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// scrolling view or a moving ship, the side because a card that grows must not flip
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// the panel across the object (REQ-UI-SELECTION-PANEL). The side is resolved on the
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// first placement after a new anchor, being the first point at which the panel's
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// width is known.
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// width is known. Dragging the panel supersedes the pair for the rest of the
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// selection (REQ-UI-SELECTION-PANEL-DRAG).
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QRect m_anchorRect;
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std::optional<PanelSide> m_side;
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// Where the player dragged the panel, in the game world view's coordinates, and the
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// cursor's offset within the panel while a drag is running
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// (REQ-UI-SELECTION-PANEL-DRAG). The desired position is kept exactly as dropped:
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// resolving it against the view's edges and the widgets the panel steps around never
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// writes back to it, so the panel returns to it once the room is there again. It
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// lasts as long as the selection it was set in.
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std::optional<QPoint> m_desiredTopLeftPx;
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std::optional<QPoint> m_dragGrabOffsetPx;
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// Origin of the view the panel was last placed in, which is what the two coordinate
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// systems differ by -- the panel is a sibling of the view, not a child of it.
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QPoint m_viewOriginPx;
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// Scrolls the card once it outgrows the space the panel has (REQ-UI-SELECTION-PANEL).
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// The card is a child of m_body, not of the panel itself.
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QScrollArea* m_scrollArea;
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@@ -50,26 +50,30 @@ SelectionContent::SelectionContent(const SelectionContext& context,
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// Header: identity symbol, name, and the right slot pushed to the far edge
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// (REQ-UI-SELECTION-CARD).
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QWidget* header = new QWidget(this);
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QHBoxLayout* headerLayout = new QHBoxLayout(header);
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m_header = new QWidget(this);
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// The header doubles as the panel's drag handle (REQ-UI-SELECTION-PANEL-DRAG); the
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// cursor says so, as the controls panel's heading does for the click that collapses
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// it. The gesture itself belongs to SelectionPanel, which owns the placement.
|
||||
m_header->setCursor(Qt::SizeAllCursor);
|
||||
QHBoxLayout* headerLayout = new QHBoxLayout(m_header);
|
||||
headerLayout->setContentsMargins(0, 0, 0, 0);
|
||||
headerLayout->setSpacing(kHeaderSpacingPx);
|
||||
|
||||
m_symbolLabel = new QLabel(header);
|
||||
m_symbolLabel = new QLabel(m_header);
|
||||
m_symbolLabel->hide();
|
||||
|
||||
m_nameLabel = new QLabel(header);
|
||||
m_nameLabel = new QLabel(m_header);
|
||||
QFont nameFont = m_nameLabel->font();
|
||||
nameFont.setBold(true);
|
||||
m_nameLabel->setFont(nameFont);
|
||||
|
||||
m_statusPill = new StatusPill(header);
|
||||
m_statusPill = new StatusPill(m_header);
|
||||
|
||||
headerLayout->addWidget(m_symbolLabel);
|
||||
headerLayout->addWidget(m_nameLabel);
|
||||
headerLayout->addStretch(1);
|
||||
headerLayout->addWidget(m_statusPill);
|
||||
cardLayout->addWidget(header);
|
||||
cardLayout->addWidget(m_header);
|
||||
|
||||
m_configurationGroup = new QWidget(this);
|
||||
QVBoxLayout* configurationLayout = new QVBoxLayout(m_configurationGroup);
|
||||
|
||||
@@ -45,6 +45,11 @@ public:
|
||||
// SelectionPanel owns that decision.
|
||||
void refresh();
|
||||
|
||||
// The card's header (REQ-UI-SELECTION-CARD), which is also the handle the panel is
|
||||
// dragged by (REQ-UI-SELECTION-PANEL-DRAG). The panel hit-tests against it; the card
|
||||
// itself does nothing with the gesture.
|
||||
QWidget* getHeaderWidget() const { return m_header; }
|
||||
|
||||
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
|
||||
@@ -91,6 +96,7 @@ private:
|
||||
// Set while this card shows a construction site rather than a finished object.
|
||||
std::optional<BuildingId> m_siteId;
|
||||
|
||||
QWidget* m_header;
|
||||
QLabel* m_symbolLabel;
|
||||
QLabel* m_nameLabel;
|
||||
StatusPill* m_statusPill;
|
||||
|
||||
Reference in New Issue
Block a user