allow to move the selection panel via mouse drag
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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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