explain an item wherever the UI names one
Every display naming an item now shows that item's production tooltip, not only the selection panel's chips: the header block stock, the total cost of a building multi-selection, the remaining scrap of a debris selection, the icons of every recipe summary, and a blueprint card's cost. ItemTooltip moves out of the selection panel and takes an ItemTooltipContext of its own -- an item is named all over the UI, and the panel's context carries visuals and a debug flag no tooltip reads. A recipe line wraps each icon with its amount so the pair can be pointed at as one statement, and attaches tooltips only where asked: a module button and the item tooltip itself draw the same line and stay silent. Hover only wherever the display sits on something the player clicks, whose click is not free to explain. Note that a recipe line on an option button can no longer be transparent to the mouse -- Qt never looks inside a transparent widget for the cursor -- so it relies on press propagation to keep picking the option. The header block stock loses world.building_blocks_tooltip, showing what every other block icon shows instead. The Expand button keeps no tooltip: its cost is painted into its face with nowhere to hang one, and the button is due to be removed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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@@ -60,7 +60,7 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir,
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m_buildingIcons = std::make_unique<BuildingIconCache>(
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QDir::cleanPath(configDirPath + "/../icons/buildings"));
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m_headerBar = new HeaderBar(sim, &sim->getConfig(), m_itemIcons.get(), this);
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m_headerBar = new HeaderBar(getItemTooltipContext(), this);
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m_gameWorldView = new GameWorldView(sim, &sim->getConfig(), &m_visuals, m_configDir,
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m_itemIcons.get(), m_replay.get(), this);
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@@ -237,7 +237,7 @@ void MainWindow::handleEvent(std::shared_ptr<const SchematicChoicesAvailableEven
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ModalPauseScope pause(*m_gameWorldView);
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SchematicChoiceDialog dialog(event->choices, m_sim->getConfig().recipes,
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m_itemIcons.get(), m_buildingIcons.get(), m_modalLayer);
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getItemTooltipContext(), m_modalLayer);
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m_modalLayer->execute(dialog);
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// The command goes out unconditionally because the dialog cannot be dismissed: it
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@@ -330,11 +330,11 @@ void MainWindow::openShipLayoutDialog(BuildingId shipyardId,
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}
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}
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ShipLayoutDialog dialog(&m_sim->getConfig(), schematicId, currentLayout,
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ShipLayoutDialog dialog(schematicId, currentLayout,
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m_layoutBlueprints,
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std::move(unlockedModuleIds),
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m_gameWorldView->isDebugDrawEnabled(),
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m_itemIcons.get(), m_modalLayer);
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getItemTooltipContext(), m_modalLayer);
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// Opened from the panel's "Configure" button (REQ-MOD-UI-PREVIEW) or straight after
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// a schematic change (REQ-MOD-UI-AUTO-DIALOG), so it opens on the panel either way.
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if (m_modalLayer->execute(dialog, getSelectionPanelAnchor()) == QDialog::Accepted
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@@ -428,8 +428,8 @@ void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent
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bool autoOpenLayout = false;
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std::string chosenSchematic;
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RecipeSelectionDialog dialog(options, title, m_itemIcons.get(),
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m_buildingIcons.get(), m_modalLayer);
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RecipeSelectionDialog dialog(options, title, getItemTooltipContext(),
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m_modalLayer);
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if (m_modalLayer->execute(dialog, getSelectionPanelAnchor()) == QDialog::Accepted
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&& dialog.getChosenId().has_value())
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{
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@@ -491,9 +491,15 @@ void MainWindow::handleEvent(std::shared_ptr<const BlueprintSelectionRequestedEv
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showBlueprintSelectionDialog();
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}
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ItemTooltipContext MainWindow::getItemTooltipContext() const
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{
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return ItemTooltipContext{ m_sim, &m_sim->getConfig(), m_itemIcons.get(),
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m_buildingIcons.get() };
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}
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void MainWindow::showBlueprintSelectionDialog()
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{
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BlueprintSelectionDialog dialog(m_blueprintLibrary.get(), m_itemIcons.get(),
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BlueprintSelectionDialog dialog(m_blueprintLibrary.get(), getItemTooltipContext(),
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m_modalLayer);
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if (m_modalLayer->execute(dialog) == QDialog::Accepted
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&& dialog.getChosenIndex().has_value())
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