implement ui

This commit is contained in:
2026-04-20 20:33:37 +02:00
parent 498b97db20
commit 94123e93d6
19 changed files with 2312 additions and 19 deletions

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@@ -71,16 +71,44 @@ unset(SRCS)
# ============================================================ # ============================================================
# ui — QtWidgets + QOpenGLWidget # ui — QtWidgets + QOpenGLWidget
# Depends on lib. No sources yet; declared as INTERFACE library. # Depends on lib.
# When UI source files are added under src/ui/, change this to
# a regular static library and enable AUTOMOC on the target.
# ============================================================ # ============================================================
set(HDRS)
set(SRCS)
add_subdirectory(ui) add_subdirectory(ui)
add_library(${TARGET_UI_NAME} INTERFACE) set(CMAKE_AUTOMOC ON)
target_link_libraries(${TARGET_UI_NAME} INTERFACE set(RELATIVE_HDRS)
foreach (_file ${HDRS})
file(RELATIVE_PATH _relPath "${SRC_DIR}" "${_file}")
list(APPEND RELATIVE_HDRS "${_relPath}")
endforeach()
set(RELATIVE_SRCS)
foreach (_file ${SRCS})
file(RELATIVE_PATH _relPath "${SRC_DIR}" "${_file}")
list(APPEND RELATIVE_SRCS "${_relPath}")
endforeach()
add_files(UI_FILES ${RELATIVE_HDRS} ${RELATIVE_SRCS})
add_library(${TARGET_UI_NAME} STATIC ${UI_FILES})
create_source_groups(${UI_FILES})
set_target_properties(${TARGET_UI_NAME} PROPERTIES
AUTOMOC ON
CXX_STANDARD 17
)
set_property(TARGET ${TARGET_UI_NAME} PROPERTY INCLUDE_DIRECTORIES
"${TARGET_UI_INCLUDE_DIRS}"
"${TARGET_LIB_INCLUDE_DIRS}"
"${LIB_INCLUDE_PATH}"
)
target_link_libraries(${TARGET_UI_NAME}
${TARGET_LIB_NAME} ${TARGET_LIB_NAME}
Qt5::Widgets Qt5::Widgets
${OPENGL_LIBRARIES} ${OPENGL_LIBRARIES}
@@ -89,11 +117,13 @@ target_link_libraries(${TARGET_UI_NAME} INTERFACE
Qt5::Charts Qt5::Charts
) )
target_include_directories(${TARGET_UI_NAME} INTERFACE set(CMAKE_AUTOMOC OFF)
"${TARGET_UI_INCLUDE_DIRS}"
"${TARGET_LIB_INCLUDE_DIRS}" unset(UI_FILES)
"${LIB_INCLUDE_PATH}" unset(RELATIVE_HDRS)
) unset(RELATIVE_SRCS)
unset(HDRS)
unset(SRCS)
# ============================================================ # ============================================================
@@ -145,6 +175,9 @@ set_property(TARGET ${TARGET_APP_NAME} PROPERTY CXX_STANDARD 17)
set_target_properties(${TARGET_APP_NAME} PROPERTIES set_target_properties(${TARGET_APP_NAME} PROPERTIES
VS_DEBUGGER_WORKING_DIRECTORY "${OUTPUT_ROOT_PATH}/$(Configuration)/app/" VS_DEBUGGER_WORKING_DIRECTORY "${OUTPUT_ROOT_PATH}/$(Configuration)/app/"
) )
target_compile_definitions(${TARGET_APP_NAME} PRIVATE
DOTA_FACTORY_CONFIG_DIR="${CMAKE_SOURCE_DIR}/bin/config"
)
target_link_libraries(${TARGET_APP_NAME} ${TARGET_UI_NAME}) target_link_libraries(${TARGET_APP_NAME} ${TARGET_UI_NAME})
unset(APP_FILES) unset(APP_FILES)

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@@ -12,5 +12,3 @@ SET(SRCS
PARENT_SCOPE PARENT_SCOPE
) )

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@@ -3,9 +3,13 @@
#include <QApplication> #include <QApplication>
#include <QDir> #include <QDir>
#include "ConfigLoader.h"
#include "ConsoleLogger.h" #include "ConsoleLogger.h"
#include "logging.h" #include "logging.h"
#include "LogManager.h" #include "LogManager.h"
#include "MainWindow.h"
#include "Simulation.h"
#include "VisualsLoader.h"
int main(int argc, char *argv[]) int main(int argc, char *argv[])
{ {
@@ -28,6 +32,13 @@ int main(int argc, char *argv[])
QDir().mkdir(dataDir.dirName()); QDir().mkdir(dataDir.dirName());
} }
GameConfig config = ConfigLoader::loadFromDirectory(DOTA_FACTORY_CONFIG_DIR);
VisualsConfig visuals = VisualsLoader::load(std::string(DOTA_FACTORY_CONFIG_DIR) + "/visuals.toml");
std::unique_ptr<Simulation> sim = std::make_unique<Simulation>(config);
MainWindow window(sim.get(), &config, &visuals);
window.show();
const int ret = application.exec(); const int ret = application.exec();
return ret; return ret;

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@@ -389,6 +389,25 @@ bool Simulation::isBlueprintUnlocked(const std::string& shipId) const
return it->second.unlocked; return it->second.unlocked;
} }
EntityId Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
{
int cost = 0;
for (const BuildingDef& def : m_config.buildings.buildings)
{
if (def.type == type)
{
cost = def.cost;
break;
}
}
if (m_buildingBlocksStock < cost)
{
return kInvalidEntityId;
}
m_buildingBlocksStock -= cost;
return m_buildingSystem->place(type, anchor, rotation, m_currentTick);
}
BuildingSystem& Simulation::buildings() BuildingSystem& Simulation::buildings()
{ {
return *m_buildingSystem; return *m_buildingSystem;

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@@ -6,11 +6,15 @@
#include <string> #include <string>
#include <vector> #include <vector>
#include <QPoint>
#include "BeltSystem.h" #include "BeltSystem.h"
#include "BlueprintDropEvent.h" #include "BlueprintDropEvent.h"
#include "BuildingType.h"
#include "EntityId.h" #include "EntityId.h"
#include "FireEvent.h" #include "FireEvent.h"
#include "GameConfig.h" #include "GameConfig.h"
#include "Rotation.h"
#include "Tick.h" #include "Tick.h"
class BuildingSystem; class BuildingSystem;
@@ -44,6 +48,10 @@ public:
int blueprintLevel(const std::string& shipId) const; int blueprintLevel(const std::string& shipId) const;
bool isBlueprintUnlocked(const std::string& shipId) const; bool isBlueprintUnlocked(const std::string& shipId) const;
// Checks affordability, deducts building blocks, and places the building.
// Returns the new entity id, or kInvalidEntityId if blocks are insufficient.
EntityId tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation);
BuildingSystem& buildings(); BuildingSystem& buildings();
const BuildingSystem& buildings() const; const BuildingSystem& buildings() const;
BeltSystem& belts(); BeltSystem& belts();

129
src/ui/BuildButtonGrid.cpp Normal file
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@@ -0,0 +1,129 @@
#include "BuildButtonGrid.h"
#include <cctype>
#include <string>
#include <QGridLayout>
#include <QPushButton>
#include <QSignalMapper>
#include "BuildingType.h"
namespace
{
QString displayName(const std::string& id)
{
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
} // namespace
BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
: QWidget(parent)
, m_config(config)
, m_activeIndex(-1)
{
QGridLayout* layout = new QGridLayout(this);
layout->setSpacing(4);
layout->setContentsMargins(4, 4, 4, 4);
QSignalMapper* mapper = new QSignalMapper(this);
int col = 0;
int row = 0;
const int kCols = 3;
for (const BuildingDef& def : config->buildings.buildings)
{
if (!def.playerPlaceable)
{
continue;
}
m_types.push_back(def.type);
m_costs[def.type] = def.cost;
const QString label = displayName(def.id)
+ "\n" + QString::number(def.cost) + " Blocks";
QPushButton* btn = new QPushButton(label, this);
btn->setCheckable(true);
btn->setFixedHeight(48);
layout->addWidget(btn, row, col);
const int idx = static_cast<int>(m_buttons.size());
m_buttons.push_back(btn);
mapper->setMapping(btn, idx);
connect(btn, SIGNAL(clicked()), mapper, SLOT(map()));
++col;
if (col >= kCols)
{
col = 0;
++row;
}
}
connect(mapper, SIGNAL(mapped(int)), this, SLOT(onBuildButton(int)));
}
void BuildButtonGrid::updateAffordability(int buildingBlocks)
{
for (std::size_t i = 0; i < m_buttons.size(); ++i)
{
const BuildingType type = m_types[i];
const std::map<BuildingType, int>::const_iterator it = m_costs.find(type);
const int cost = (it != m_costs.end()) ? it->second : 0;
m_buttons[i]->setEnabled(buildingBlocks >= cost || m_activeIndex == static_cast<int>(i));
}
}
void BuildButtonGrid::clearActiveButton()
{
if (m_activeIndex >= 0 && m_activeIndex < static_cast<int>(m_buttons.size()))
{
m_buttons[static_cast<std::size_t>(m_activeIndex)]->setChecked(false);
}
m_activeIndex = -1;
}
void BuildButtonGrid::onBuildButton(int index)
{
if (index < 0 || index >= static_cast<int>(m_buttons.size()))
{
return;
}
if (m_activeIndex == index)
{
clearActiveButton();
emit builderModeExited();
return;
}
if (m_activeIndex >= 0 && m_activeIndex < static_cast<int>(m_buttons.size()))
{
m_buttons[static_cast<std::size_t>(m_activeIndex)]->setChecked(false);
}
m_activeIndex = index;
m_buttons[static_cast<std::size_t>(index)]->setChecked(true);
emit buildingTypeSelected(m_types[static_cast<std::size_t>(index)]);
}

36
src/ui/BuildButtonGrid.h Normal file
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@@ -0,0 +1,36 @@
#pragma once
#include <map>
#include <vector>
#include <QWidget>
#include "BuildingType.h"
#include "GameConfig.h"
class QPushButton;
class BuildButtonGrid : public QWidget
{
Q_OBJECT
public:
BuildButtonGrid(const GameConfig* config, QWidget* parent = nullptr);
void updateAffordability(int buildingBlocks);
void clearActiveButton();
signals:
void buildingTypeSelected(BuildingType type);
void builderModeExited();
private slots:
void onBuildButton(int index);
private:
const GameConfig* m_config;
std::vector<BuildingType> m_types;
std::vector<QPushButton*> m_buttons;
std::map<BuildingType, int> m_costs;
int m_activeIndex;
};

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@@ -1,7 +1,22 @@
# UI source files are listed here as they are added. SET(HDRS
# Append headers and sources to HDRS and SRCS in PARENT_SCOPE, ${HDRS}
# following the same pattern used by src/lib/. ${CMAKE_CURRENT_SOURCE_DIR}/VisualsConfig.h
# ${CMAKE_CURRENT_SOURCE_DIR}/VisualsLoader.h
# When this directory has actual sources, the parent CMakeLists.txt ${CMAKE_CURRENT_SOURCE_DIR}/MainWindow.h
# must be updated to convert DotaFactory_ui from an INTERFACE library ${CMAKE_CURRENT_SOURCE_DIR}/GameWorldView.h
# to a regular static library (and enable AUTOMOC on it). ${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.h
PARENT_SCOPE
)
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/VisualsLoader.cpp
${CMAKE_CURRENT_SOURCE_DIR}/MainWindow.cpp
${CMAKE_CURRENT_SOURCE_DIR}/GameWorldView.cpp
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.cpp
PARENT_SCOPE
)

982
src/ui/GameWorldView.cpp Normal file
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@@ -0,0 +1,982 @@
#include "GameWorldView.h"
#include <algorithm>
#include <cmath>
#include <map>
#include <string>
#include <QKeyEvent>
#include <QMessageBox>
#include <QMouseEvent>
#include <QPainter>
#include <QPen>
#include <QPolygonF>
#include <QTimer>
#include "Building.h"
#include "BuildingSystem.h"
#include "BeltSystem.h"
#include "Scrap.h"
#include "ScrapSystem.h"
#include "Ship.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "SurfaceMask.h"
#include "Tick.h"
namespace
{
Rotation rotateClockwise(Rotation r)
{
switch (r)
{
case Rotation::North: return Rotation::East;
case Rotation::East: return Rotation::South;
case Rotation::South: return Rotation::West;
case Rotation::West: return Rotation::North;
}
return Rotation::East;
}
Rotation rotateCounterClockwise(Rotation r)
{
switch (r)
{
case Rotation::North: return Rotation::West;
case Rotation::East: return Rotation::North;
case Rotation::South: return Rotation::East;
case Rotation::West: return Rotation::South;
}
return Rotation::East;
}
ShipRole shipRole(const Ship& ship)
{
if (ship.isEnemy) { return ShipRole::Enemy; }
if (ship.cargo.has_value()) { return ShipRole::Salvage; }
if (ship.repairTool.has_value()) { return ShipRole::Repair; }
return ShipRole::PlayerCombat;
}
QString toDisplayName(const std::string& id)
{
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
} // namespace
GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
const VisualsConfig* visuals, QWidget* parent)
: QOpenGLWidget(parent)
, m_sim(sim)
, m_config(config)
, m_visuals(visuals)
, m_wallMs(0)
, m_gameSpeedMultiplier(1.0)
, m_prevNonZeroSpeed(1.0)
, m_scrollXTiles(0.0f)
, m_ghostRotation(Rotation::East)
, m_ghostValid(false)
, m_dragging(false)
, m_demolishMode(false)
, m_demolishHoverId(kInvalidEntityId)
, m_boxSelecting(false)
, m_scrollLeft(false)
, m_scrollRight(false)
, m_gameOverShown(false)
{
setFocusPolicy(Qt::StrongFocus);
setMouseTracking(true);
m_renderTimer = new QTimer(this);
m_renderTimer->setInterval(16);
connect(m_renderTimer, SIGNAL(timeout()), this, SLOT(onFrame()));
m_renderTimer->start();
m_frameTimer.start();
}
void GameWorldView::initializeGL()
{
// QPainter handles all rendering; no custom GL state needed.
}
void GameWorldView::onFrame()
{
const qint64 elapsed = m_frameTimer.restart();
m_wallMs += elapsed;
// Advance simulation
{
const int ticks = m_tickDriver.advance(
static_cast<double>(elapsed), m_gameSpeedMultiplier);
for (int i = 0; i < ticks; ++i)
{
m_sim->tick();
}
}
// Drain fire events → active beams
{
const std::vector<FireEvent> fires = m_sim->drainFireEvents();
for (const FireEvent& fe : fires)
{
ActiveBeam beam;
beam.event = fe;
beam.emittedWallMs = m_wallMs;
m_activeBeams.push_back(beam);
}
}
// Drain blueprint drop events → toasts
{
const std::vector<BlueprintDropEvent> drops =
m_sim->drainBlueprintDropEvents();
for (const BlueprintDropEvent& ev : drops)
{
const QString shipName = toDisplayName(ev.blueprintId);
ToastEntry toast;
if (ev.wasNewUnlock)
{
toast.text = "Blueprint unlocked: " + shipName;
}
else
{
toast.text = shipName + " production level \u2192 "
+ QString::number(ev.newLevel);
}
toast.createdWallMs = m_wallMs;
m_toasts.push_back(toast);
}
}
// Expire old beams
{
std::vector<ActiveBeam> live;
for (const ActiveBeam& b : m_activeBeams)
{
if (m_wallMs - b.emittedWallMs < kBeamLifetimeMs)
{
live.push_back(b);
}
}
m_activeBeams = std::move(live);
}
// Expire old toasts
{
std::vector<ToastEntry> live;
for (const ToastEntry& t : m_toasts)
{
if (m_wallMs - t.createdWallMs < kToastLifetimeMs)
{
live.push_back(t);
}
}
m_toasts = std::move(live);
}
// Apply held scroll
{
const float delta = kScrollSpeedTilesPerSec
* static_cast<float>(elapsed) / 1000.0f;
if (m_scrollLeft) { m_scrollXTiles -= delta; }
if (m_scrollRight) { m_scrollXTiles += delta; }
clampScroll();
}
// Emit state update for header bar / build grid
emit stateUpdated(m_sim->currentTick(),
m_sim->buildingBlocksStock(),
m_gameSpeedMultiplier);
// Game over check
if (m_sim->isGameOver() && !m_gameOverShown)
{
m_gameOverShown = true;
m_gameSpeedMultiplier = 0.0;
emit gameOver();
}
update();
}
void GameWorldView::paintGL()
{
QPainter painter(this);
painter.setRenderHint(QPainter::Antialiasing, false);
painter.translate(-static_cast<qreal>(m_scrollXTiles) * static_cast<qreal>(tilePx()), 0.0);
drawTiles(painter);
drawBuildings(painter);
drawBeltItems(painter);
drawScrap(painter);
drawShips(painter);
drawBeams(painter);
drawOverlays(painter);
drawScreenSpace(painter);
}
// ---------------------------------------------------------------------------
// Coordinate helpers
// ---------------------------------------------------------------------------
float GameWorldView::tilePx() const
{
return 20.0f;
}
float GameWorldView::viewportWidthTiles() const
{
return static_cast<float>(width()) / tilePx();
}
QPointF GameWorldView::worldToWidget(QVector2D worldPos) const
{
return QPointF(
static_cast<qreal>((worldPos.x() - m_scrollXTiles) * tilePx()),
static_cast<qreal>(worldPos.y() * tilePx()));
}
QPointF GameWorldView::tileToWidget(QPoint tile) const
{
return worldToWidget(QVector2D(static_cast<float>(tile.x()),
static_cast<float>(tile.y())));
}
QPoint GameWorldView::widgetToTile(QPoint widgetPt) const
{
const float wx = static_cast<float>(widgetPt.x()) / tilePx() + m_scrollXTiles;
const float wy = static_cast<float>(widgetPt.y()) / tilePx();
return QPoint(static_cast<int>(std::floor(wx)), static_cast<int>(std::floor(wy)));
}
QRectF GameWorldView::tileRect(QPoint tile) const
{
const QPointF tl = tileToWidget(tile);
return QRectF(tl.x(), tl.y(),
static_cast<qreal>(tilePx()), static_cast<qreal>(tilePx()));
}
QRect GameWorldView::viewportRect() const
{
const int left = static_cast<int>(std::floor(m_scrollXTiles)) - 1;
const int top = 0;
const int right = static_cast<int>(std::ceil(m_scrollXTiles + viewportWidthTiles())) + 1;
const int bottom = m_config->world.heightTiles;
return QRect(left, top, right - left, bottom - top);
}
float GameWorldView::asteroidLeftEdge() const
{
float leftX = -static_cast<float>(m_config->world.regions.asteroidWidth);
for (const Building& b : m_sim->buildings().allBuildings())
{
for (const QPoint& cell : b.bodyCells)
{
if (static_cast<float>(cell.x()) < leftX)
{
leftX = static_cast<float>(cell.x());
}
}
}
return leftX;
}
float GameWorldView::enemyStationRightEdge() const
{
float rightX = static_cast<float>(m_config->world.regions.playerBufferWidth
+ m_config->world.regions.contestZoneWidth);
for (const Building& b : m_sim->buildings().allBuildings())
{
if (b.type == BuildingType::EnemyDefenceStation)
{
for (const QPoint& cell : b.bodyCells)
{
const float cx = static_cast<float>(cell.x() + 1);
if (cx > rightX) { rightX = cx; }
}
}
}
return rightX;
}
void GameWorldView::clampScroll()
{
const float leftBound = asteroidLeftEdge();
const float rightBound = enemyStationRightEdge() - viewportWidthTiles();
m_scrollXTiles = std::max(leftBound, std::min(m_scrollXTiles, rightBound));
}
// ---------------------------------------------------------------------------
// Placement helpers
// ---------------------------------------------------------------------------
const BuildingDef* GameWorldView::findBuildingDef(BuildingType type) const
{
for (const BuildingDef& def : m_config->buildings.buildings)
{
if (def.type == type) { return &def; }
}
return nullptr;
}
bool GameWorldView::isValidPlacement(BuildingType type, QPoint anchor,
Rotation rot) const
{
const BuildingDef* def = findBuildingDef(type);
if (!def) { return false; }
const ParsedSurfaceMask parsed = parseSurfaceMask(def->surfaceMask, rot);
for (const QPoint& relCell : parsed.bodyCells)
{
const QPoint worldCell = anchor + relCell;
// Terrain check: S cells must be space (x >= 0), A cells must be asteroid (x < 0)
bool isShipDock = false;
for (const QPoint& dock : parsed.shipDockCells)
{
if (dock == relCell)
{
isShipDock = true;
break;
}
}
if (isShipDock && worldCell.x() < 0) { return false; }
if (!isShipDock && worldCell.x() >= 0) { return false; }
// Occupancy check
if (m_sim->buildings().isTileOccupied(worldCell)) { return false; }
}
return true;
}
EntityId GameWorldView::buildingAtTile(QPoint tile) const
{
for (const Building& b : m_sim->buildings().allBuildings())
{
for (const QPoint& cell : b.bodyCells)
{
if (cell == tile) { return b.id; }
}
}
return kInvalidEntityId;
}
std::optional<QVector2D> GameWorldView::entityPosition(EntityId id) const
{
const Ship* ship = m_sim->ships().findShip(id);
if (ship)
{
return ship->position;
}
const Building* bldg = m_sim->buildings().findBuilding(id);
if (bldg)
{
return QVector2D(
bldg->anchor.x() + bldg->footprint.width() * 0.5f,
bldg->anchor.y() + bldg->footprint.height() * 0.5f);
}
return std::nullopt;
}
void GameWorldView::stepSpeed(int delta)
{
const double kSpeeds[] = { 0.0, 0.5, 1.0, 2.0, 4.0 };
const int kCount = 5;
int current = 2;
for (int i = 0; i < kCount; ++i)
{
if (std::abs(kSpeeds[i] - m_gameSpeedMultiplier) < 0.001)
{
current = i;
break;
}
}
const int next = std::max(0, std::min(kCount - 1, current + delta));
setGameSpeed(kSpeeds[next]);
}
void GameWorldView::placeAtTile(QPoint tile)
{
if (!m_builderType.has_value()) { return; }
const BuildingType type = *m_builderType;
if (!isValidPlacement(type, tile, m_ghostRotation)) { return; }
if (type == BuildingType::Belt)
{
if (m_beltDragTiles.count(tile) > 0) { return; }
if (!m_sim->buildings().isTileOccupied(tile))
{
const EntityId id = m_sim->tryPlaceBuilding(
type, tile, m_ghostRotation);
if (id != kInvalidEntityId)
{
m_beltDragTiles.insert(tile);
}
}
}
else if (type == BuildingType::Splitter)
{
if (!m_sim->buildings().isTileOccupied(tile))
{
m_sim->tryPlaceBuilding(type, tile, m_ghostRotation);
}
}
else
{
m_sim->tryPlaceBuilding(type, tile, m_ghostRotation);
}
}
// ---------------------------------------------------------------------------
// Rendering
// ---------------------------------------------------------------------------
void GameWorldView::drawTiles(QPainter& painter)
{
const int leftTile = static_cast<int>(std::floor(m_scrollXTiles)) - 1;
const int rightTile = leftTile + static_cast<int>(std::ceil(viewportWidthTiles())) + 2;
const int bottomTile = m_config->world.heightTiles;
painter.setPen(Qt::NoPen);
for (int x = leftTile; x <= rightTile; ++x)
{
const QColor& fill = (x < 0)
? m_visuals->asteroid.fill
: m_visuals->space.fill;
for (int y = 0; y < bottomTile; ++y)
{
painter.fillRect(tileRect(QPoint(x, y)), fill);
}
}
}
void GameWorldView::drawBuildings(QPainter& painter)
{
for (const Building& b : m_sim->buildings().allBuildings())
{
const std::map<BuildingType, BuildingVisuals>::const_iterator it =
m_visuals->buildings.find(b.type);
if (it == m_visuals->buildings.end()) { continue; }
const BuildingVisuals& bv = it->second;
painter.setPen(Qt::NoPen);
for (const QPoint& cell : b.bodyCells)
{
painter.fillRect(tileRect(cell), bv.fill);
}
const QPointF tl = tileToWidget(b.anchor);
const QRectF bboxRect(tl.x(), tl.y(),
b.footprint.width() * static_cast<qreal>(tilePx()),
b.footprint.height() * static_cast<qreal>(tilePx()));
painter.setPen(QPen(bv.outline, 1));
painter.setBrush(Qt::NoBrush);
painter.drawRect(bboxRect);
if (!bv.glyph.isEmpty())
{
painter.setPen(bv.outline);
painter.drawText(bboxRect, Qt::AlignCenter, bv.glyph);
}
bool selected = false;
for (EntityId selId : m_selectedIds)
{
if (selId == b.id) { selected = true; break; }
}
if (selected)
{
painter.setPen(QPen(m_visuals->overlays.selectedOutline, 2));
painter.setBrush(Qt::NoBrush);
painter.drawRect(bboxRect.adjusted(-1, -1, 1, 1));
}
}
painter.setOpacity(0.5);
for (const ConstructionSite& s : m_sim->buildings().allSites())
{
const std::map<BuildingType, BuildingVisuals>::const_iterator it =
m_visuals->buildings.find(s.type);
if (it == m_visuals->buildings.end()) { continue; }
const BuildingVisuals& bv = it->second;
for (const QPoint& cell : s.bodyCells)
{
painter.fillRect(tileRect(cell), bv.fill);
}
const QPointF tl = tileToWidget(s.anchor);
const QRectF bboxRect(tl.x(), tl.y(),
s.footprint.width() * static_cast<qreal>(tilePx()),
s.footprint.height() * static_cast<qreal>(tilePx()));
painter.setPen(QPen(bv.outline, 1, Qt::DashLine));
painter.setBrush(Qt::NoBrush);
painter.drawRect(bboxRect);
}
painter.setOpacity(1.0);
}
void GameWorldView::drawBeltItems(QPainter& painter)
{
const float halfPx = tilePx() * 0.5f * 0.5f;
const QRect vr = viewportRect();
m_sim->belts().forEachVisualItem(vr, [&](const VisualItem& vi)
{
const std::map<std::string, ItemVisuals>::const_iterator it =
m_visuals->items.find(vi.type.id);
if (it == m_visuals->items.end()) { return; }
const QPointF center = worldToWidget(
QVector2D(static_cast<float>(vi.worldPos.x()),
static_cast<float>(vi.worldPos.y())));
const QRectF rect(center.x() - halfPx, center.y() - halfPx,
halfPx * 2, halfPx * 2);
painter.fillRect(rect, it->second.fill);
painter.setPen(QPen(it->second.outline, 1));
painter.setBrush(Qt::NoBrush);
painter.drawRect(rect);
});
}
void GameWorldView::drawScrap(QPainter& painter)
{
const float r = tilePx() * 0.2f;
for (const Scrap& scrap : m_sim->scraps().allScraps())
{
const QPointF center = worldToWidget(scrap.position);
painter.setBrush(QColor(128, 110, 90));
painter.setPen(QPen(QColor(50, 40, 30), 1));
painter.drawEllipse(center,
static_cast<qreal>(r), static_cast<qreal>(r));
}
}
void GameWorldView::drawShips(QPainter& painter)
{
for (const Ship& ship : m_sim->ships().allShips())
{
const ShipRole role = shipRole(ship);
const std::map<ShipRole, ShipVisuals>::const_iterator it =
m_visuals->ships.find(role);
if (it == m_visuals->ships.end()) { continue; }
const QPointF center = worldToWidget(ship.position);
const QVector2D vel = ship.velocity;
const QVector2D dir = (vel.length() > 0.0001f)
? vel.normalized()
: QVector2D(1.0f, 0.0f);
const QVector2D perp(-dir.y(), dir.x());
const float fwd = tilePx() * 0.45f;
const float side = tilePx() * 0.25f;
QPolygonF tri;
tri << QPointF(center.x() + static_cast<qreal>(dir.x() * fwd),
center.y() + static_cast<qreal>(dir.y() * fwd))
<< QPointF(center.x() + static_cast<qreal>(perp.x() * side - dir.x() * side),
center.y() + static_cast<qreal>(perp.y() * side - dir.y() * side))
<< QPointF(center.x() + static_cast<qreal>(-perp.x() * side - dir.x() * side),
center.y() + static_cast<qreal>(-perp.y() * side - dir.y() * side));
painter.setPen(QPen(it->second.outline, 1));
painter.setBrush(it->second.fill);
painter.drawPolygon(tri);
}
}
void GameWorldView::drawBeams(QPainter& painter)
{
painter.setPen(QPen(m_visuals->beams.color, m_visuals->beams.widthPx));
for (const ActiveBeam& beam : m_activeBeams)
{
const std::optional<QVector2D> shooterPos = entityPosition(beam.event.shooter);
const std::optional<QVector2D> targetPos = entityPosition(beam.event.target);
if (!shooterPos.has_value() || !targetPos.has_value()) { continue; }
painter.drawLine(worldToWidget(*shooterPos), worldToWidget(*targetPos));
}
}
void GameWorldView::drawOverlays(QPainter& painter)
{
// Builder-mode ghost
if (m_builderType.has_value())
{
const BuildingDef* def = findBuildingDef(*m_builderType);
if (def)
{
const ParsedSurfaceMask parsed =
parseSurfaceMask(def->surfaceMask, m_ghostRotation);
const QColor& ghostColor = m_ghostValid
? m_visuals->overlays.ghostValid
: m_visuals->overlays.ghostInvalid;
for (const QPoint& cell : parsed.bodyCells)
{
painter.fillRect(tileRect(m_ghostTile + cell), ghostColor);
}
}
}
// Demolish hover tint
if (m_demolishMode && m_demolishHoverId != kInvalidEntityId)
{
const Building* b = m_sim->buildings().findBuilding(m_demolishHoverId);
if (b)
{
for (const QPoint& cell : b->bodyCells)
{
painter.fillRect(tileRect(cell), m_visuals->overlays.demolishTint);
}
}
}
// Box-select rectangle
if (m_boxSelecting)
{
const QPoint tl(std::min(m_boxStartTile.x(), m_boxCurrentTile.x()),
std::min(m_boxStartTile.y(), m_boxCurrentTile.y()));
const QPoint br(std::max(m_boxStartTile.x(), m_boxCurrentTile.x()) + 1,
std::max(m_boxStartTile.y(), m_boxCurrentTile.y()) + 1);
const QRectF selRect(tileToWidget(tl), tileToWidget(br));
painter.setPen(QPen(m_visuals->overlays.selectionRect, 1));
painter.setBrush(Qt::NoBrush);
painter.drawRect(selRect);
}
}
void GameWorldView::drawScreenSpace(QPainter& painter)
{
painter.resetTransform();
const int margin = 8;
const int toastW = 320;
const int toastH = 36;
const int spacing = 4;
QFont toastFont = painter.font();
toastFont.setPointSize(m_visuals->toast.fontSize);
painter.setFont(toastFont);
int y = margin;
for (const ToastEntry& toast : m_toasts)
{
const qint64 age = m_wallMs - toast.createdWallMs;
double opacity = 1.0;
if (age > kToastFadeStartMs)
{
opacity = 1.0 - static_cast<double>(age - kToastFadeStartMs)
/ static_cast<double>(kToastLifetimeMs - kToastFadeStartMs);
opacity = std::max(0.0, opacity);
}
painter.setOpacity(opacity);
const int x = width() - toastW - margin;
const QRect toastRect(x, y, toastW, toastH);
painter.fillRect(toastRect, m_visuals->toast.bg);
painter.setPen(m_visuals->toast.fg);
painter.drawText(toastRect.adjusted(8, 0, -8, 0),
Qt::AlignVCenter | Qt::AlignLeft, toast.text);
painter.setOpacity(1.0);
y += toastH + spacing;
}
}
// ---------------------------------------------------------------------------
// Input
// ---------------------------------------------------------------------------
void GameWorldView::keyPressEvent(QKeyEvent* event)
{
if (event->isAutoRepeat())
{
QOpenGLWidget::keyPressEvent(event);
return;
}
switch (event->key())
{
case Qt::Key_A:
m_scrollLeft = true;
break;
case Qt::Key_D:
m_scrollRight = true;
break;
case Qt::Key_Space:
if (m_gameSpeedMultiplier > 0.0)
{
m_prevNonZeroSpeed = m_gameSpeedMultiplier;
setGameSpeed(0.0);
}
else
{
setGameSpeed(m_prevNonZeroSpeed);
}
break;
case Qt::Key_W:
stepSpeed(+1);
break;
case Qt::Key_S:
stepSpeed(-1);
break;
case Qt::Key_E:
if (m_builderType.has_value())
{
m_ghostRotation = rotateClockwise(m_ghostRotation);
m_ghostValid = isValidPlacement(*m_builderType, m_ghostTile, m_ghostRotation);
}
break;
case Qt::Key_Q:
if (m_builderType.has_value())
{
m_ghostRotation = rotateCounterClockwise(m_ghostRotation);
m_ghostValid = isValidPlacement(*m_builderType, m_ghostTile, m_ghostRotation);
}
break;
case Qt::Key_Escape:
if (m_builderType.has_value())
{
exitBuilderMode();
}
else if (m_demolishMode)
{
m_demolishMode = false;
m_demolishHoverId = kInvalidEntityId;
}
break;
case Qt::Key_Backspace:
if (m_demolishMode)
{
m_demolishMode = false;
m_demolishHoverId = kInvalidEntityId;
}
else
{
if (m_builderType.has_value()) { exitBuilderMode(); }
m_demolishMode = true;
}
break;
default:
QOpenGLWidget::keyPressEvent(event);
break;
}
}
void GameWorldView::keyReleaseEvent(QKeyEvent* event)
{
if (event->isAutoRepeat())
{
QOpenGLWidget::keyReleaseEvent(event);
return;
}
if (event->key() == Qt::Key_A) { m_scrollLeft = false; }
if (event->key() == Qt::Key_D) { m_scrollRight = false; }
QOpenGLWidget::keyReleaseEvent(event);
}
void GameWorldView::mousePressEvent(QMouseEvent* event)
{
if (event->button() != Qt::LeftButton)
{
if (event->button() == Qt::RightButton && m_builderType.has_value())
{
exitBuilderMode();
}
return;
}
const QPoint tile = widgetToTile(event->pos());
if (m_builderType.has_value())
{
const BuildingType type = *m_builderType;
if (type == BuildingType::Belt || type == BuildingType::Splitter)
{
m_dragging = true;
m_beltDragTiles.clear();
placeAtTile(tile);
}
else
{
placeAtTile(tile);
}
}
else if (m_demolishMode)
{
const EntityId hovered = buildingAtTile(tile);
if (hovered != kInvalidEntityId)
{
const Building* b = m_sim->buildings().findBuilding(hovered);
if (b && b->type != BuildingType::Hq
&& b->type != BuildingType::PlayerDefenceStation)
{
m_sim->buildings().demolish(hovered);
m_demolishHoverId = kInvalidEntityId;
}
}
}
else
{
const EntityId id = buildingAtTile(tile);
if (id != kInvalidEntityId)
{
if (event->modifiers() & Qt::ControlModifier)
{
bool found = false;
std::vector<EntityId> newSel;
for (EntityId sel : m_selectedIds)
{
if (sel == id) { found = true; }
else { newSel.push_back(sel); }
}
if (!found) { newSel.push_back(id); }
m_selectedIds = newSel;
}
else
{
m_selectedIds = { id };
}
emit selectionChanged(m_selectedIds);
}
else
{
if (!(event->modifiers() & Qt::ControlModifier))
{
m_selectedIds.clear();
emit selectionChanged(m_selectedIds);
}
m_boxSelecting = true;
m_boxStartTile = tile;
m_boxCurrentTile = tile;
}
}
}
void GameWorldView::mouseMoveEvent(QMouseEvent* event)
{
const QPoint tile = widgetToTile(event->pos());
if (m_builderType.has_value())
{
m_ghostTile = tile;
m_ghostValid = isValidPlacement(*m_builderType, tile, m_ghostRotation);
if (m_dragging)
{
placeAtTile(tile);
}
}
else if (m_demolishMode)
{
m_demolishHoverId = buildingAtTile(tile);
}
else if (m_boxSelecting)
{
m_boxCurrentTile = tile;
}
}
void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
{
if (event->button() != Qt::LeftButton) { return; }
if (m_dragging)
{
m_dragging = false;
m_beltDragTiles.clear();
}
if (m_boxSelecting)
{
m_boxSelecting = false;
const int x0 = std::min(m_boxStartTile.x(), m_boxCurrentTile.x());
const int y0 = std::min(m_boxStartTile.y(), m_boxCurrentTile.y());
const int x1 = std::max(m_boxStartTile.x(), m_boxCurrentTile.x());
const int y1 = std::max(m_boxStartTile.y(), m_boxCurrentTile.y());
std::vector<EntityId> boxSel;
for (const Building& b : m_sim->buildings().allBuildings())
{
for (const QPoint& cell : b.bodyCells)
{
if (cell.x() >= x0 && cell.x() <= x1
&& cell.y() >= y0 && cell.y() <= y1)
{
boxSel.push_back(b.id);
break;
}
}
}
if (!(event->modifiers() & Qt::ControlModifier))
{
m_selectedIds = boxSel;
}
else
{
for (EntityId id : boxSel)
{
bool found = false;
for (EntityId sel : m_selectedIds)
{
if (sel == id) { found = true; break; }
}
if (!found) { m_selectedIds.push_back(id); }
}
}
emit selectionChanged(m_selectedIds);
}
}
// ---------------------------------------------------------------------------
// Slots
// ---------------------------------------------------------------------------
void GameWorldView::enterBuilderMode(BuildingType type)
{
m_builderType = type;
m_ghostRotation = Rotation::East;
m_ghostValid = false;
m_demolishMode = false;
}
void GameWorldView::exitBuilderMode()
{
m_builderType.reset();
m_beltDragTiles.clear();
m_dragging = false;
emit builderModeExited();
}
void GameWorldView::setGameSpeed(double multiplier)
{
m_gameSpeedMultiplier = multiplier;
emit stateUpdated(m_sim->currentTick(),
m_sim->buildingBlocksStock(),
m_gameSpeedMultiplier);
}

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#pragma once
#include <optional>
#include <set>
#include <vector>
#include <QElapsedTimer>
#include <QOpenGLWidget>
#include <QPoint>
#include <QRectF>
#include <QTimer>
#include <QVector2D>
#include "BlueprintDropEvent.h"
#include "BuildingType.h"
#include "EntityId.h"
#include "FireEvent.h"
#include "GameConfig.h"
#include "Rotation.h"
#include "Tick.h"
#include "TickDriver.h"
#include "VisualsConfig.h"
class Simulation;
class QPainter;
struct QPointCompare
{
bool operator()(const QPoint& a, const QPoint& b) const
{
if (a.x() != b.x()) { return a.x() < b.x(); }
return a.y() < b.y();
}
};
class GameWorldView : public QOpenGLWidget
{
Q_OBJECT
public:
GameWorldView(Simulation* sim, const GameConfig* config,
const VisualsConfig* visuals, QWidget* parent = nullptr);
signals:
void selectionChanged(const std::vector<EntityId>& ids);
void stateUpdated(Tick tick, int blocks, double speed);
void gameOver();
void builderModeExited();
public slots:
void enterBuilderMode(BuildingType type);
void exitBuilderMode();
void setGameSpeed(double multiplier);
protected:
void initializeGL() override;
void paintGL() override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
void mousePressEvent(QMouseEvent* event) override;
void mouseMoveEvent(QMouseEvent* event) override;
void mouseReleaseEvent(QMouseEvent* event) override;
private slots:
void onFrame();
private:
void drawTiles(QPainter& painter);
void drawBuildings(QPainter& painter);
void drawBeltItems(QPainter& painter);
void drawScrap(QPainter& painter);
void drawShips(QPainter& painter);
void drawBeams(QPainter& painter);
void drawOverlays(QPainter& painter);
void drawScreenSpace(QPainter& painter);
float tilePx() const;
float viewportWidthTiles() const;
QPointF worldToWidget(QVector2D worldPos) const;
QPointF tileToWidget(QPoint tile) const;
QPoint widgetToTile(QPoint widgetPt) const;
QRectF tileRect(QPoint tile) const;
QRect viewportRect() const;
float asteroidLeftEdge() const;
float enemyStationRightEdge() const;
void clampScroll();
bool isValidPlacement(BuildingType type, QPoint anchor, Rotation rot) const;
const BuildingDef* findBuildingDef(BuildingType type) const;
EntityId buildingAtTile(QPoint tile) const;
std::optional<QVector2D> entityPosition(EntityId id) const;
void stepSpeed(int delta);
void placeAtTile(QPoint tile);
struct ActiveBeam
{
FireEvent event;
qint64 emittedWallMs;
};
struct ToastEntry
{
QString text;
qint64 createdWallMs;
};
static constexpr qint64 kBeamLifetimeMs = 300;
static constexpr qint64 kToastLifetimeMs = 4000;
static constexpr qint64 kToastFadeStartMs = 3500;
static constexpr float kScrollSpeedTilesPerSec = 10.0f;
Simulation* m_sim;
const GameConfig* m_config;
const VisualsConfig* m_visuals;
TickDriver m_tickDriver;
QElapsedTimer m_frameTimer;
qint64 m_wallMs;
double m_gameSpeedMultiplier;
double m_prevNonZeroSpeed;
float m_scrollXTiles;
QTimer* m_renderTimer;
std::vector<ActiveBeam> m_activeBeams;
std::vector<ToastEntry> m_toasts;
std::optional<BuildingType> m_builderType;
Rotation m_ghostRotation;
QPoint m_ghostTile;
bool m_ghostValid;
std::set<QPoint, QPointCompare> m_beltDragTiles;
bool m_dragging;
bool m_demolishMode;
EntityId m_demolishHoverId;
std::vector<EntityId> m_selectedIds;
bool m_boxSelecting;
QPoint m_boxStartTile;
QPoint m_boxCurrentTile;
bool m_scrollLeft;
bool m_scrollRight;
bool m_gameOverShown;
};

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#include "HeaderBar.h"
#include <cmath>
#include <string>
#include <QHBoxLayout>
#include <QLabel>
#include <QPushButton>
#include <QSignalMapper>
#include "Tick.h"
const double HeaderBar::kSpeeds[] = { 0.0, 0.5, 1.0, 2.0, 4.0 };
const int HeaderBar::kSpeedCount = 5;
HeaderBar::HeaderBar(QWidget* parent)
: QWidget(parent)
{
QHBoxLayout* layout = new QHBoxLayout(this);
layout->setContentsMargins(8, 4, 8, 4);
layout->setSpacing(8);
m_timeLabel = new QLabel("00:00", this);
m_blocksLabel = new QLabel("Blocks: 0", this);
layout->addWidget(m_timeLabel);
layout->addWidget(m_blocksLabel);
layout->addStretch();
const char* labels[] = { "0x", "0.5x", "1x", "2x", "4x" };
QSignalMapper* mapper = new QSignalMapper(this);
for (int i = 0; i < kSpeedCount; ++i)
{
QPushButton* btn = new QPushButton(labels[i], this);
btn->setCheckable(true);
btn->setChecked(i == 2);
layout->addWidget(btn);
m_speedButtons.push_back(btn);
mapper->setMapping(btn, i);
connect(btn, SIGNAL(clicked()), mapper, SLOT(map()));
}
connect(mapper, SIGNAL(mapped(int)), this, SLOT(onSpeedButton(int)));
setFixedHeight(sizeHint().height());
}
void HeaderBar::onStateUpdated(Tick tick, int buildingBlocks, double gameSpeed)
{
const int totalSeconds = static_cast<int>(ticksToSeconds(tick));
const int minutes = totalSeconds / 60;
const int seconds = totalSeconds % 60;
m_timeLabel->setText(
QString("%1:%2")
.arg(minutes, 2, 10, QChar('0'))
.arg(seconds, 2, 10, QChar('0')));
m_blocksLabel->setText(QString("Blocks: %1").arg(buildingBlocks));
for (int i = 0; i < kSpeedCount; ++i)
{
const bool active = (std::abs(kSpeeds[i] - gameSpeed) < 0.001);
m_speedButtons[static_cast<std::size_t>(i)]->setChecked(active);
}
}
void HeaderBar::onSpeedButton(int index)
{
if (index >= 0 && index < kSpeedCount)
{
emit speedChanged(kSpeeds[index]);
}
}

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#pragma once
#include <vector>
#include <QWidget>
#include "Tick.h"
class QLabel;
class QPushButton;
class HeaderBar : public QWidget
{
Q_OBJECT
public:
explicit HeaderBar(QWidget* parent = nullptr);
public slots:
void onStateUpdated(Tick tick, int buildingBlocks, double gameSpeed);
signals:
void speedChanged(double multiplier);
private slots:
void onSpeedButton(int index);
private:
QLabel* m_timeLabel;
QLabel* m_blocksLabel;
std::vector<QPushButton*> m_speedButtons;
static const double kSpeeds[];
static const int kSpeedCount;
};

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#include "MainWindow.h"
#include <QHBoxLayout>
#include <QMessageBox>
#include <QResizeEvent>
#include <QVBoxLayout>
#include "BuildButtonGrid.h"
#include "GameWorldView.h"
#include "HeaderBar.h"
#include "SelectedBuildingPanel.h"
#include "Simulation.h"
#include "Tick.h"
MainWindow::MainWindow(Simulation* sim, const GameConfig* config,
const VisualsConfig* visuals, QWidget* parent)
: QWidget(parent)
, m_sim(sim)
{
setWindowTitle("Dota Factory");
resize(1280, 768);
m_headerBar = new HeaderBar(this);
m_gameWorldView = new GameWorldView(sim, config, visuals, this);
m_bottomPanel = new QWidget(this);
QHBoxLayout* bottomLayout = new QHBoxLayout(m_bottomPanel);
bottomLayout->setContentsMargins(0, 0, 0, 0);
bottomLayout->setSpacing(0);
m_selectedBuildingPanel = new SelectedBuildingPanel(sim, config, m_bottomPanel);
m_buildButtonGrid = new BuildButtonGrid(config, m_bottomPanel);
bottomLayout->addWidget(m_selectedBuildingPanel, 1);
bottomLayout->addWidget(m_buildButtonGrid, 1);
// Signals: game world → other panels
connect(m_gameWorldView, SIGNAL(selectionChanged(std::vector<EntityId>)),
m_selectedBuildingPanel, SLOT(onSelectionChanged(std::vector<EntityId>)));
connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
m_headerBar, SLOT(onStateUpdated(Tick, int, double)));
connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
this, SLOT(onStateUpdated(Tick, int, double))); // for affordability
connect(m_gameWorldView, SIGNAL(gameOver()),
this, SLOT(onGameOver()));
// Signals: build grid → game world
connect(m_buildButtonGrid, SIGNAL(buildingTypeSelected(BuildingType)),
m_gameWorldView, SLOT(enterBuilderMode(BuildingType)));
connect(m_buildButtonGrid, SIGNAL(builderModeExited()),
m_gameWorldView, SLOT(exitBuilderMode()));
connect(m_gameWorldView, SIGNAL(builderModeExited()),
m_buildButtonGrid, SLOT(clearActiveButton()));
// Signals: header bar → game world
connect(m_headerBar, SIGNAL(speedChanged(double)),
m_gameWorldView, SLOT(setGameSpeed(double)));
m_gameWorldView->setFocus();
}
void MainWindow::resizeEvent(QResizeEvent* event)
{
QWidget::resizeEvent(event);
layoutPanels();
}
void MainWindow::layoutPanels()
{
const int totalW = width();
const int totalH = height();
const int headerH = m_headerBar->sizeHint().height();
if (headerH <= 0) { return; }
const int remaining = totalH - headerH;
const int gameH = remaining * 70 / 100;
const int panelH = remaining - gameH;
m_headerBar->setGeometry(0, 0, totalW, headerH);
m_gameWorldView->setGeometry(0, headerH, totalW, gameH);
m_bottomPanel->setGeometry(0, headerH + gameH, totalW, panelH);
}
void MainWindow::onStateUpdated(Tick /*tick*/, int blocks, double /*speed*/)
{
m_buildButtonGrid->updateAffordability(blocks);
}
void MainWindow::onGameOver()
{
const Tick tick = m_sim->currentTick();
const int totalSeconds = static_cast<int>(ticksToSeconds(tick));
const int minutes = totalSeconds / 60;
const int seconds = totalSeconds % 60;
QMessageBox box(this);
box.setWindowTitle("Game Over");
box.setText(QString("HQ destroyed!\nSurvival time: %1:%2")
.arg(minutes, 2, 10, QChar('0'))
.arg(seconds, 2, 10, QChar('0')));
box.addButton("Quit", QMessageBox::RejectRole);
box.exec();
close();
}

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#pragma once
#include <QWidget>
#include "GameConfig.h"
#include "Tick.h"
#include "VisualsConfig.h"
class Simulation;
class GameWorldView;
class HeaderBar;
class SelectedBuildingPanel;
class BuildButtonGrid;
class QResizeEvent;
class MainWindow : public QWidget
{
Q_OBJECT
public:
MainWindow(Simulation* sim, const GameConfig* config,
const VisualsConfig* visuals, QWidget* parent = nullptr);
protected:
void resizeEvent(QResizeEvent* event) override;
private slots:
void onGameOver();
void onStateUpdated(Tick tick, int blocks, double speed);
private:
void layoutPanels();
Simulation* m_sim;
GameWorldView* m_gameWorldView;
HeaderBar* m_headerBar;
SelectedBuildingPanel* m_selectedBuildingPanel;
BuildButtonGrid* m_buildButtonGrid;
QWidget* m_bottomPanel;
};

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#include "SelectedBuildingPanel.h"
#include <map>
#include <string>
#include <QComboBox>
#include <QLabel>
#include <QPushButton>
#include <QVBoxLayout>
#include "Building.h"
#include "BuildingType.h"
#include "Simulation.h"
namespace
{
QString buildingTypeName(BuildingType type)
{
const std::string id = buildingTypeId(type);
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
bool isProductionBuilding(BuildingType type)
{
return type == BuildingType::Miner
|| type == BuildingType::Smelter
|| type == BuildingType::Assembler
|| type == BuildingType::ReprocessingPlant
|| type == BuildingType::Shipyard;
}
bool isBeltLike(BuildingType type)
{
return type == BuildingType::Belt || type == BuildingType::Splitter;
}
} // namespace
SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
const GameConfig* config,
QWidget* parent)
: QWidget(parent)
, m_sim(sim)
, m_config(config)
, m_singleId(kInvalidEntityId)
{
m_layout = new QVBoxLayout(this);
m_layout->setContentsMargins(8, 8, 8, 8);
m_layout->setSpacing(4);
m_layout->setAlignment(Qt::AlignTop);
m_titleLabel = new QLabel(this);
m_recipeCombo = new QComboBox(this);
m_clearBeltBtn = new QPushButton("Clear Items", this);
m_buffersLabel = new QLabel(this);
m_buffersLabel->setWordWrap(true);
m_layout->addWidget(m_titleLabel);
m_layout->addWidget(m_recipeCombo);
m_layout->addWidget(m_clearBeltBtn);
m_layout->addWidget(m_buffersLabel);
connect(m_recipeCombo, SIGNAL(currentIndexChanged(int)),
this, SLOT(onRecipeChanged(int)));
connect(m_clearBeltBtn, SIGNAL(clicked()),
this, SLOT(onClearBelt()));
buildEmpty();
}
void SelectedBuildingPanel::onSelectionChanged(const std::vector<EntityId>& ids)
{
m_selection = ids;
rebuild();
}
void SelectedBuildingPanel::rebuild()
{
if (m_selection.empty())
{
buildEmpty();
}
else if (m_selection.size() == 1)
{
buildSingle(m_selection[0]);
}
else
{
buildMulti(m_selection);
}
}
void SelectedBuildingPanel::buildEmpty()
{
m_singleId = kInvalidEntityId;
m_titleLabel->hide();
m_recipeCombo->hide();
m_clearBeltBtn->hide();
m_buffersLabel->hide();
}
void SelectedBuildingPanel::buildSingle(EntityId id)
{
m_singleId = id;
const Building* b = m_sim->buildings().findBuilding(id);
if (!b)
{
buildEmpty();
return;
}
m_titleLabel->setText(buildingTypeName(b->type));
m_titleLabel->show();
m_buffersLabel->show();
if (isProductionBuilding(b->type))
{
m_recipeCombo->blockSignals(true);
m_recipeCombo->clear();
m_recipeCombo->addItem("(none)", QString());
if (b->type == BuildingType::Shipyard)
{
for (const ShipDef& def : m_config->ships.ships)
{
if (m_sim->isBlueprintUnlocked(def.id))
{
m_recipeCombo->addItem(
QString::fromStdString(def.id),
QString::fromStdString(def.id));
}
}
}
else
{
for (const RecipeDef& recipe : m_config->recipes.recipes)
{
if (recipe.building == b->type)
{
m_recipeCombo->addItem(
QString::fromStdString(recipe.id),
QString::fromStdString(recipe.id));
}
}
}
const int currentIdx = m_recipeCombo->findData(QString::fromStdString(b->recipeId));
m_recipeCombo->setCurrentIndex(currentIdx >= 0 ? currentIdx : 0);
m_recipeCombo->blockSignals(false);
m_recipeCombo->show();
}
else
{
m_recipeCombo->hide();
}
if (isBeltLike(b->type))
{
m_clearBeltBtn->show();
}
else
{
m_clearBeltBtn->hide();
}
QString bufText;
if (!b->inputBuffer.counts.empty())
{
bufText += "Input: ";
for (const std::pair<const ItemType, int>& entry : b->inputBuffer.counts)
{
const std::map<ItemType, int>::const_iterator cap =
b->inputBuffer.caps.find(entry.first);
const int capVal = (cap != b->inputBuffer.caps.end()) ? cap->second : 0;
bufText += QString::fromStdString(entry.first.id)
+ ": " + QString::number(entry.second)
+ "/" + QString::number(capVal) + " ";
}
bufText += "\n";
}
if (!b->outputBuffer.items.empty())
{
std::map<std::string, int> outCounts;
for (const Item& item : b->outputBuffer.items)
{
outCounts[item.type.id]++;
}
bufText += "Output(" + QString::number(static_cast<int>(b->outputBuffer.items.size()))
+ "/" + QString::number(b->outputBuffer.capacity) + "): ";
for (const std::pair<const std::string, int>& entry : outCounts)
{
bufText += QString::fromStdString(entry.first)
+ ":" + QString::number(entry.second) + " ";
}
}
m_buffersLabel->setText(bufText);
}
void SelectedBuildingPanel::buildMulti(const std::vector<EntityId>& ids)
{
m_singleId = kInvalidEntityId;
m_recipeCombo->hide();
m_clearBeltBtn->hide();
m_buffersLabel->hide();
std::map<BuildingType, int> counts;
for (EntityId id : ids)
{
const Building* b = m_sim->buildings().findBuilding(id);
if (b)
{
counts[b->type]++;
}
}
bool hasBelt = false;
QString text;
for (const std::pair<const BuildingType, int>& entry : counts)
{
text += buildingTypeName(entry.first) + ": "
+ QString::number(entry.second) + "\n";
if (isBeltLike(entry.first))
{
hasBelt = true;
}
}
m_titleLabel->setText(text.trimmed());
m_titleLabel->show();
if (hasBelt)
{
m_clearBeltBtn->show();
}
}
void SelectedBuildingPanel::onRecipeChanged(int comboIndex)
{
if (m_singleId == kInvalidEntityId)
{
return;
}
const QString recipeId = m_recipeCombo->itemData(comboIndex).toString();
m_sim->buildings().setRecipe(m_singleId, recipeId.toStdString());
}
void SelectedBuildingPanel::onClearBelt()
{
std::vector<QPoint> tiles;
for (EntityId id : m_selection)
{
const Building* b = m_sim->buildings().findBuilding(id);
if (b && isBeltLike(b->type))
{
for (const QPoint& cell : b->bodyCells)
{
tiles.push_back(cell);
}
}
}
if (!tiles.empty())
{
m_sim->belts().clearTiles(tiles);
}
}

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#pragma once
#include <string>
#include <vector>
#include <QWidget>
#include "EntityId.h"
#include "GameConfig.h"
class Simulation;
class QLabel;
class QComboBox;
class QPushButton;
class QVBoxLayout;
class SelectedBuildingPanel : public QWidget
{
Q_OBJECT
public:
SelectedBuildingPanel(Simulation* sim, const GameConfig* config,
QWidget* parent = nullptr);
public slots:
void onSelectionChanged(const std::vector<EntityId>& ids);
private slots:
void onRecipeChanged(int comboIndex);
void onClearBelt();
private:
void rebuild();
void clearContent();
void buildEmpty();
void buildSingle(EntityId id);
void buildMulti(const std::vector<EntityId>& ids);
Simulation* m_sim;
const GameConfig* m_config;
std::vector<EntityId> m_selection;
QVBoxLayout* m_layout;
QLabel* m_titleLabel;
QComboBox* m_recipeCombo;
QPushButton* m_clearBeltBtn;
QLabel* m_buffersLabel;
EntityId m_singleId;
std::string m_currentRecipeId;
};

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#pragma once
#include <map>
#include <string>
#include <QColor>
#include <QString>
#include "BuildingType.h"
struct TileVisuals
{
QColor fill;
};
struct BuildingVisuals
{
QColor fill;
QColor outline;
QString glyph;
};
struct ItemVisuals
{
QColor fill;
QColor outline;
};
struct ShipVisuals
{
QColor fill;
QColor outline;
};
struct BeamVisuals
{
QColor color;
int widthPx;
};
struct OverlayVisuals
{
QColor ghostValid;
QColor ghostInvalid;
QColor demolishTint;
QColor selectionRect;
QColor tileHighlight;
QColor selectedOutline;
};
struct ToastVisuals
{
QColor bg;
QColor fg;
int fontSize;
};
enum class ShipRole
{
PlayerCombat,
Salvage,
Repair,
Enemy,
};
struct VisualsConfig
{
TileVisuals asteroid;
TileVisuals space;
std::map<BuildingType, BuildingVisuals> buildings;
std::map<std::string, ItemVisuals> items;
std::map<ShipRole, ShipVisuals> ships;
BeamVisuals beams;
OverlayVisuals overlays;
ToastVisuals toast;
};

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#include "VisualsLoader.h"
#include <sstream>
#include <stdexcept>
#include <string>
#include <QColor>
#include "toml.hpp"
#include "BuildingType.h"
namespace
{
std::runtime_error makeError(const std::string& section, const std::string& why)
{
return std::runtime_error("visuals.toml: [" + section + "] " + why);
}
QColor parseColor(const std::string& s, const std::string& ctx)
{
if (s.empty() || s[0] != '#')
{
throw std::runtime_error("visuals.toml: invalid color '" + s + "' in " + ctx);
}
if (s.size() == 9)
{
bool ok1 = true, ok2 = true, ok3 = true, ok4 = true;
int r = QString::fromStdString(s.substr(1, 2)).toInt(&ok1, 16);
int g = QString::fromStdString(s.substr(3, 2)).toInt(&ok2, 16);
int b = QString::fromStdString(s.substr(5, 2)).toInt(&ok3, 16);
int a = QString::fromStdString(s.substr(7, 2)).toInt(&ok4, 16);
if (!ok1 || !ok2 || !ok3 || !ok4)
{
throw std::runtime_error("visuals.toml: malformed color '" + s + "' in " + ctx);
}
return QColor(r, g, b, a);
}
QColor c(QString::fromStdString(s));
if (!c.isValid())
{
throw std::runtime_error("visuals.toml: invalid color '" + s + "' in " + ctx);
}
return c;
}
std::string requireString(toml::table& tbl, const std::string& key,
const std::string& ctx)
{
const std::optional<std::string> v = tbl[key].value<std::string>();
if (!v)
{
throw makeError(ctx, "missing or invalid string '" + key + "'");
}
return *v;
}
int requireInt(toml::table& tbl, const std::string& key, const std::string& ctx)
{
const std::optional<int64_t> v = tbl[key].value<int64_t>();
if (!v)
{
throw makeError(ctx, "missing or invalid integer '" + key + "'");
}
return static_cast<int>(*v);
}
toml::table& requireSubtable(toml::table& tbl, const std::string& key,
const std::string& ctx)
{
toml::table* sub = tbl[key].as_table();
if (sub == nullptr)
{
throw makeError(ctx, "missing section '" + key + "'");
}
return *sub;
}
TileVisuals parseTile(toml::table& tbl, const std::string& ctx)
{
TileVisuals v;
v.fill = parseColor(requireString(tbl, "fill", ctx), ctx + ".fill");
return v;
}
BuildingVisuals parseBuilding(toml::table& tbl, const std::string& ctx)
{
BuildingVisuals v;
v.fill = parseColor(requireString(tbl, "fill", ctx), ctx + ".fill");
v.outline = parseColor(requireString(tbl, "outline", ctx), ctx + ".outline");
v.glyph = QString::fromStdString(requireString(tbl, "glyph", ctx));
return v;
}
ItemVisuals parseItem(toml::table& tbl, const std::string& ctx)
{
ItemVisuals v;
v.fill = parseColor(requireString(tbl, "fill", ctx), ctx + ".fill");
v.outline = parseColor(requireString(tbl, "outline", ctx), ctx + ".outline");
return v;
}
ShipVisuals parseShip(toml::table& tbl, const std::string& ctx)
{
ShipVisuals v;
v.fill = parseColor(requireString(tbl, "fill", ctx), ctx + ".fill");
v.outline = parseColor(requireString(tbl, "outline", ctx), ctx + ".outline");
return v;
}
struct BuildingEntry
{
const char* key;
BuildingType type;
};
const BuildingEntry kBuildingEntries[] = {
{ "hq", BuildingType::Hq },
{ "miner", BuildingType::Miner },
{ "smelter", BuildingType::Smelter },
{ "assembler", BuildingType::Assembler },
{ "reprocessing_plant",BuildingType::ReprocessingPlant },
{ "shipyard", BuildingType::Shipyard },
{ "salvage_bay", BuildingType::SalvageBay },
{ "belt", BuildingType::Belt },
{ "splitter", BuildingType::Splitter },
};
} // namespace
VisualsConfig VisualsLoader::load(const std::string& path)
{
toml::table tbl;
try
{
tbl = toml::parse_file(path);
}
catch (const toml::parse_error& e)
{
std::ostringstream oss;
oss << "visuals.toml: parse error: " << e.description()
<< " at " << e.source().begin;
throw std::runtime_error(oss.str());
}
VisualsConfig cfg;
// Tiles
{
toml::table& tiles = requireSubtable(tbl, "tiles", "root");
cfg.asteroid = parseTile(requireSubtable(tiles, "asteroid", "tiles"), "tiles.asteroid");
cfg.space = parseTile(requireSubtable(tiles, "space", "tiles"), "tiles.space");
}
// Buildings ([buildings.*] sections)
{
toml::table& bldgs = requireSubtable(tbl, "buildings", "root");
for (const BuildingEntry& entry : kBuildingEntries)
{
std::string ctx = std::string("buildings.") + entry.key;
cfg.buildings[entry.type] = parseBuilding(
requireSubtable(bldgs, entry.key, "buildings"), ctx);
}
}
// Stations ([stations.*] → mapped as PlayerDefenceStation / EnemyDefenceStation)
{
toml::table& stns = requireSubtable(tbl, "stations", "root");
cfg.buildings[BuildingType::PlayerDefenceStation] = parseBuilding(
requireSubtable(stns, "player", "stations"), "stations.player");
cfg.buildings[BuildingType::EnemyDefenceStation] = parseBuilding(
requireSubtable(stns, "enemy", "stations"), "stations.enemy");
}
// Items (iterate all keys in [items])
{
toml::table& items = requireSubtable(tbl, "items", "root");
for (toml::table::iterator it = items.begin(); it != items.end(); ++it)
{
std::string itemId = std::string(it->first.str());
toml::table* sub = it->second.as_table();
if (sub == nullptr)
{
throw std::runtime_error("visuals.toml: items." + itemId + " is not a table");
}
cfg.items[itemId] = parseItem(*sub, "items." + itemId);
}
}
// Ships
{
toml::table& ships = requireSubtable(tbl, "ships", "root");
cfg.ships[ShipRole::PlayerCombat] = parseShip(
requireSubtable(ships, "player_combat", "ships"), "ships.player_combat");
cfg.ships[ShipRole::Salvage] = parseShip(
requireSubtable(ships, "salvage", "ships"), "ships.salvage");
cfg.ships[ShipRole::Repair] = parseShip(
requireSubtable(ships, "repair", "ships"), "ships.repair");
cfg.ships[ShipRole::Enemy] = parseShip(
requireSubtable(ships, "enemy", "ships"), "ships.enemy");
}
// Beams
{
toml::table& beams = requireSubtable(tbl, "beams", "root");
cfg.beams.color = parseColor(requireString(beams, "color", "beams"), "beams.color");
cfg.beams.widthPx = requireInt(beams, "width_px", "beams");
}
// Overlays
{
toml::table& ov = requireSubtable(tbl, "overlays", "root");
cfg.overlays.ghostValid = parseColor(requireString(ov, "ghost_valid", "overlays"), "overlays.ghost_valid");
cfg.overlays.ghostInvalid = parseColor(requireString(ov, "ghost_invalid", "overlays"), "overlays.ghost_invalid");
cfg.overlays.demolishTint = parseColor(requireString(ov, "demolish_tint", "overlays"), "overlays.demolish_tint");
cfg.overlays.selectionRect = parseColor(requireString(ov, "selection_rect", "overlays"), "overlays.selection_rect");
cfg.overlays.tileHighlight = parseColor(requireString(ov, "tile_highlight", "overlays"), "overlays.tile_highlight");
cfg.overlays.selectedOutline = parseColor(requireString(ov, "selected_outline", "overlays"), "overlays.selected_outline");
}
// Toast
{
toml::table& t = requireSubtable(tbl, "toast", "root");
cfg.toast.bg = parseColor(requireString(t, "bg", "toast"), "toast.bg");
cfg.toast.fg = parseColor(requireString(t, "fg", "toast"), "toast.fg");
cfg.toast.fontSize = requireInt(t, "font_size", "toast");
}
return cfg;
}

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#pragma once
#include <string>
#include "VisualsConfig.h"
class VisualsLoader
{
public:
static VisualsConfig load(const std::string& path);
};