float the selection panel over the game world instead of a side column

This commit is contained in:
2026-08-06 22:06:42 +02:00
parent 3b37b0ecf8
commit 603f8063e9
14 changed files with 320 additions and 129 deletions

View File

@@ -678,7 +678,7 @@ void GameWorldView::transferConfigTo(BuildingId id, const BlueprintBuilding& sou
if (source.type == BuildingType::Splitter)
{
// Operational splitters are configured by tile, sites by BuildingId (mirrors
// SelectedBuildingPanel::onSplitterFilterChanged). Locked item types are dropped
// SelectionPanel::onSplitterFilterChanged). Locked item types are dropped
// per REQ-LOCK-UI-BLUEPRINT.
const std::vector<ItemType> filterA = filterUnlockedItems(source.splitterFilterA, *m_sim);
const std::vector<ItemType> filterB = filterUnlockedItems(source.splitterFilterB, *m_sim);
@@ -1582,7 +1582,7 @@ void GameWorldView::handleEvent(std::shared_ptr<const DebugDrawToggleRequestedEv
void GameWorldView::handleEvent(std::shared_ptr<const CommandRequestedEvent> event)
{
// Other widgets (MainWindow, SelectedBuildingPanel) request commands via this
// Other widgets (MainWindow, SelectionPanel) request commands via this
// event; GameWorldView owns the CommandManager and enqueues them.
if (event->command && event->command->kind == CommandKind::Reset)
{