float the build buttons as a bar over the game world

Implements the REQ-UI-BUILD-BAR rewrite: the build buttons leave the side
panel column for a widget floating at the bottom center of the game world
view, as one non-wrapping row. BuildButtonGrid is renamed BuildButtonBar and
its QGridLayout becomes a QHBoxLayout; the side panel column is left with two
equal-height panels.

Buttons become icon-only. Each face is composed into a single pixmap per
QIcon mode - hotkey badge in the top-left corner, chip icon centered, cost
and block icon below - because a QPushButton holds only one icon. That
replaces the custom-painted BuildButton and lets Qt grey an unaffordable
button by swapping the pixmap. The building name moves into the tooltip,
which now always leads with it, and a missing chip SVG falls back to the name
in the chip's place.

The badge labels come from InputMapper, searched out of the same table the
key handler uses so a badge cannot claim a key that does nothing. The
Deconstruct button has no cost, so it shows its name there instead, and sits
last behind a gap.

Parenting the bar to MainWindow makes creation order the stacking order: it
lands above the world view and its vignettes and below the modal dim, and Qt
routes mouse events to it rather than the world, which is the whole input
clause of REQ-UI-BUILD-BAR at no cost.

Requirements are amended for the two things the mockup added: the hotkey
badge and the Deconstruct caption.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
This commit is contained in:
2026-08-06 08:12:38 +02:00
parent dbabc3a563
commit 57ab63202f
14 changed files with 561 additions and 459 deletions

View File

@@ -95,7 +95,7 @@ Schematic drops: when an enemy station set is destroyed, the simulation generate
All UI interactions — building selection, builder/blueprint mode transitions, speed changes, deconstruct mode, escape menu, layout dialog requests — are communicated via EventManager events rather than Qt signals/slots. Each event is a small struct inheriting `Event` (e.g., `SelectionChangedEvent`, `BuildingTypeSelectedEvent`, `SpeedChangeRequestedEvent`). Widgets register as `CombinedEventHandler` for the events they care about and emit events via `EventManager::sendEventImmediately()`.
Bidirectional interactions use separate request/notification event types to avoid infinite recursion (e.g., `ExitBuilderModeRequestedEvent` from `BuildButtonGrid``GameWorldView`, vs. `BuilderModeExitedEvent` from `GameWorldView``BuildButtonGrid`).
Bidirectional interactions use separate request/notification event types to avoid infinite recursion (e.g., `ExitBuilderModeRequestedEvent` from `BuildButtonBar``GameWorldView`, vs. `BuilderModeExitedEvent` from `GameWorldView``BuildButtonBar`).
### Reading Simulation State
@@ -124,7 +124,7 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
Three product targets plus tests:
- `lib/` — simulation + config. Depends on Qt Core + Qt Gui, toml++, tinyexpr. No QtWidgets.
- `ui/` — QtWidgets + `QOpenGLWidget` code: header bar, game world view, selected building panel, build button grid. Depends on `lib` and on Qt's OpenGL widgets module.
- `ui/` — QtWidgets + `QOpenGLWidget` code: header bar, game world view, selected building panel, build button bar. Depends on `lib` and on Qt's OpenGL widgets module.
- `app/` — thin `main()` that creates the simulation, the UI, and wires them together. Depends on `ui`.
- `tests/` — Catch2 tests. Links only against `lib`.