show the available controls in a panel over the world

This commit is contained in:
2026-08-07 18:48:01 +02:00
parent 68a43a7d98
commit 980fad272f
9 changed files with 466 additions and 0 deletions

239
src/ui/ControlsPanel.cpp Normal file
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#include "ControlsPanel.h"
#include <QFrame>
#include <QHBoxLayout>
#include <QLabel>
#include <QMouseEvent>
#include <QTimer>
#include <QVBoxLayout>
#include "ControlActionText.h"
#include "GameWorldView.h"
#include "selection/SelectionNames.h"
namespace
{
const int kMarginPx = 8; // between the band's edge and the panel
const int kCardMarginPx = 8; // inside the panel, around its content
const int kRefreshMs = 50; // see the class comment on why this polls
// Separates the heading's name from its detail, e.g. "BUILD MODE * Assembler".
const QChar kHeadingSeparator(0x00B7); // U+00B7 MIDDLE DOT
// One row: the chips for the bindings, then what the action is called. Built as a plain
// widget rather than a class of its own -- it holds no state and answers no questions.
QWidget* makeRow(ControlAction action, const ControlContext& context, QWidget* parent)
{
QWidget* row = new QWidget(parent);
QHBoxLayout* layout = new QHBoxLayout(row);
layout->setContentsMargins(0, 2, 0, 2);
layout->setSpacing(4);
// Every badge is rendered from the binding the resolver matches, so a chip cannot
// claim a key that does nothing (REQ-UI-CONTROLS-ACCURACY).
const std::vector<ControlBinding> bindings = getControlActionBindings(action, context);
for (const ControlBinding& binding : bindings)
{
QLabel* badge = new QLabel(getControlBindingBadge(binding), row);
badge->setObjectName(QStringLiteral("controlBadge"));
layout->addWidget(badge);
}
QLabel* label = new QLabel(getControlActionLabel(action, context), row);
label->setObjectName(action == ControlAction::ExitMode
? QStringLiteral("controlLabelExit")
: QStringLiteral("controlLabel"));
layout->addSpacing(4);
layout->addWidget(label);
layout->addStretch(1);
return row;
}
} // namespace
ControlsPanel::ControlsPanel(const GameWorldView* view, QWidget* parent)
: QWidget(parent)
, m_view(view)
{
// Floats over the rendered world, so it brings its own background to stay legible
// over any world content (REQ-UI-CONTROLS-PANEL). Palette colors match the build
// button bar's and the selection panel's chrome; like them this is widget chrome
// rather than world rendering, so it is deliberately not a visuals.toml color. The
// class scoped selector keeps the border on the panel rather than cascading onto
// its children.
setAttribute(Qt::WA_StyledBackground, true);
setStyleSheet(QStringLiteral(
"ControlsPanel { background-color: palette(window);"
" border: 1px solid palette(mid); border-radius: 4px; }"
"QLabel#controlHeading { font-weight: bold; letter-spacing: 1px;"
" color: palette(text); }"
"QLabel#controlBadge { border: 1px solid palette(mid); border-radius: 3px;"
" padding: 1px 5px; font-family: monospace; color: palette(text); }"
"QLabel#controlLabel { color: palette(text); }"
// The row that leaves the mode reads differently from the ones that act within
// it (REQ-UI-CONTROLS-CARD).
"QLabel#controlLabelExit { color: palette(bright-text); }"
"QLabel#controlCaption { color: palette(mid); font-size: 10px;"
" letter-spacing: 1px; }"));
QVBoxLayout* outerLayout = new QVBoxLayout(this);
outerLayout->setContentsMargins(kCardMarginPx, kCardMarginPx,
kCardMarginPx, kCardMarginPx);
outerLayout->setSpacing(4);
m_heading = new QLabel(this);
m_heading->setObjectName(QStringLiteral("controlHeading"));
m_heading->setCursor(Qt::PointingHandCursor);
outerLayout->addWidget(m_heading);
m_rows = new QWidget(this);
m_rowsLayout = new QVBoxLayout(m_rows);
m_rowsLayout->setContentsMargins(0, 0, 0, 0);
m_rowsLayout->setSpacing(0);
outerLayout->addWidget(m_rows);
// Polling rather than subscribing; see the class comment.
m_refreshTimer = new QTimer(this);
connect(m_refreshTimer, &QTimer::timeout, this, &ControlsPanel::refresh);
m_refreshTimer->start(kRefreshMs);
refresh();
}
void ControlsPanel::anchorTo(const QRect& bandRect)
{
m_bandRect = bandRect;
refit();
}
void ControlsPanel::mousePressEvent(QMouseEvent* event)
{
// Only the heading toggles; a click anywhere else is swallowed so it never reaches
// the world beneath (REQ-UI-CONTROLS-PANEL).
if (m_heading->geometry().contains(event->pos()))
{
m_collapsed = !m_collapsed;
m_rows->setVisible(!m_collapsed);
refit();
}
event->accept();
}
void ControlsPanel::refresh()
{
if (!m_view) { return; }
const ControlContext context = m_view->getControlContext();
const QString heading = getHeadingText(context);
const std::vector<ControlAction> contextActions = getContextActions(context);
const std::vector<ControlAction> alwaysActions = getAlwaysAvailableActions(context);
if (heading == m_shownHeading && contextActions == m_shownContextActions
&& alwaysActions == m_shownAlwaysActions)
{
return;
}
m_shownHeading = heading;
m_shownContextActions = contextActions;
m_shownAlwaysActions = alwaysActions;
rebuild(context);
}
void ControlsPanel::rebuild(const ControlContext& context)
{
m_heading->setText(m_shownHeading);
// Rows are rebuilt wholesale rather than reconciled: a context change replaces
// nearly all of them, and the panel redraws only when something actually changed.
while (QLayoutItem* item = m_rowsLayout->takeAt(0))
{
delete item->widget();
delete item;
}
for (ControlAction action : m_shownContextActions)
{
m_rowsLayout->addWidget(makeRow(action, context, m_rows));
}
// The always-available block sits under a divider, except in the General context,
// where those rows and the context's own are the same kind of thing to a player
// with nothing selected and no mode active (REQ-UI-CONTROLS-CARD).
if (!m_shownAlwaysActions.empty()
&& getControlContextKind(context) != ControlContextKind::General)
{
QFrame* divider = new QFrame(m_rows);
divider->setFrameShape(QFrame::HLine);
divider->setFrameShadow(QFrame::Plain);
m_rowsLayout->addSpacing(6);
m_rowsLayout->addWidget(divider);
QLabel* caption = new QLabel(tr("ALWAYS AVAILABLE"), m_rows);
caption->setObjectName(QStringLiteral("controlCaption"));
m_rowsLayout->addWidget(caption);
}
for (ControlAction action : m_shownAlwaysActions)
{
m_rowsLayout->addWidget(makeRow(action, context, m_rows));
}
m_rows->setVisible(!m_collapsed);
refit();
}
QString ControlsPanel::getHeadingText(const ControlContext& context) const
{
const ControlContextKind kind = getControlContextKind(context);
const QString name = getControlContextName(kind);
QString detail;
switch (kind)
{
case ControlContextKind::Build:
detail = getBuildingTypeName(context.builderType);
break;
case ControlContextKind::Blueprint:
{
// The temporary blueprint is never named (REQ-UI-BLUEPRINT-TEMP), so it is
// labelled by what it is rather than left blank.
const QString blueprintName = m_view->getActiveBlueprintName();
detail = blueprintName.isEmpty() ? tr("Temporary") : blueprintName;
break;
}
case ControlContextKind::Selection:
detail = context.selection == ControlSelection::Buildings
? tr("%n building(s)", "", context.selectionCount)
: tr("%n object(s)", "", context.selectionCount);
break;
case ControlContextKind::General:
case ControlContextKind::Deconstruct:
break;
}
if (detail.isEmpty()) { return name; }
return name + QStringLiteral(" ") + kHeadingSeparator + QStringLiteral(" ") + detail;
}
void ControlsPanel::refit()
{
if (m_bandRect.isNull()) { return; }
// The layout drops hidden widgets from its size hint, but only once it has been
// re-run: collapsing hides the rows before Qt would get around to it on its own.
layout()->activate();
const QRect band = m_bandRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
if (band.width() <= 0 || band.height() <= 0) { return; }
const QSize hint = sizeHint();
const int widthPx = qMin(hint.width(), band.width());
const int heightPx = qMin(hint.height(), band.height());
// Left edge of the band, sitting on its bottom edge, so the panel grows upward as
// rows are added (REQ-UI-CONTROLS-PANEL).
setGeometry(band.left(), band.bottom() - heightPx + 1, widthPx, heightPx);
}