split the selection panel into one card per kind of selection
The panel rendered every selection out of a single pool of member widgets,
hidden and shown per branch, so each build path had to remember to hide the
other branches' widgets. That coupling produced the two defects fixed in
668ce0f, and the per-type detail the requirements now ask for would only add
more of it.
The pool is gone. SelectionPanel keeps the category arbitration, the float and
the hide-when-empty behaviour, and hosts exactly one SelectionContent at a
time; SelectionContentFactory picks which one from the selection alone. Each
card is one row of the catalog in REQ-UI-SELECTION-CONTENT and owns only its
own widgets.
The card structure (REQ-UI-SELECTION-CARD) lives in the base class: a header
with an identity symbol, a name and one right slot, then a configuration group
and a runtime group. A construction site keeps its configuration and has its
whole runtime group replaced by the construction progress, decided once there
rather than in every card (REQ-BLD-SITE-CONFIG).
Also implemented here:
- REQ-UI-SELECTION-STATUS: the header status dot, taken from the simulation's
own getProductionStatus() so the panel and the world's status light cannot
disagree.
- REQ-UI-SELECTION-AGGREGATE: belt-subsystem tiles and debris-only selections
collapse into one card with a count instead of a count summary.
- REQ-UI-HQ-PANEL: the HQ shows the global block stock and its HP, neither of
which is a buffer.
- BuildingIconCache, extracted from BuildButtonBar's file-local chip loading so
the card headers and the build buttons rasterize the same SVGs once.
FieldSelectionPanel is deleted: ships, stations, debris and the field count
summary are four more cards in the same factory, so the two-panel arbitration
collapses into one decision.
The card parts are still today's labels and buttons; the item chips, bars,
recipe summary and stat rows follow.
Build clean, 541 tests pass, app runs with no Qt warnings. Visual check
pending.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
This commit is contained in:
53
src/ui/selection/BufferedBuildingContent.h
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53
src/ui/selection/BufferedBuildingContent.h
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#pragma once
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#include <map>
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#include <string>
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#include "BuildingId.h"
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#include "SelectionContent.h"
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struct Building;
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class BufferSection;
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class ProductionSection;
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// Shared body of the four cards that show one building with buffers -- the Miner and
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// Assembler, the Smelter and Reprocessing Plant, the Shipyard, and the Salvage Bay
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// (REQ-UI-SELECTION-CONTENT). All four show the same header status, buffer contents and
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// production progress; they differ only in what one production cycle costs and how long
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// it takes, which is what the subclass supplies.
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//
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// This is implementation sharing, not a catalog entry: every concrete subclass is one
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// row of the content catalog.
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class BufferedBuildingContent : public SelectionContent
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{
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Q_OBJECT
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protected:
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// What one production cycle of this building consumes, produces, and takes.
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struct CycleInfo
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{
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std::map<std::string, int> perCycleInputs;
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std::map<std::string, int> perCycleOutputs;
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// False when the building produces nothing at all (the Salvage Bay,
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// REQ-BLD-SALVAGE-BAY) or has no recipe or schematic selected yet: the
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// production section is then not shown (REQ-UI-PRODUCTION-PROGRESS).
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bool runsProduction = false;
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// 0 while an auto-recipe building sits between cycles, when no single recipe
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// names a cycle time; the progress line then reads "idle".
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double durationSeconds = 0.0;
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};
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BufferedBuildingContent(const SelectionContext& context, BuildingId id,
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QWidget* parent);
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virtual CycleInfo getCycleInfo(const Building& building) const = 0;
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BuildingId getBuildingId() const { return m_id; }
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void refreshRuntime() override;
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private:
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BuildingId m_id;
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BufferSection* m_buffers;
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ProductionSection* m_production;
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};
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