put the controls panel in the corner and let it step around the build bar

It was confined to the band above the build button bar's strip, borrowing the
selection panel's rule. That rule exists because the selection panel is
full-height on the right, where the bar's strip is genuinely in the way. This
panel is short and in the corner, and the bar is centered and sized to its
buttons, so the corner is normally free -- reserving the whole strip pushed the
panel up for a collision that was not happening.

It now sits in the bottom-left corner and shares the view's bottom edge with
the bar, rising only when the panel's rectangle would actually intersect the
bar's, in which case it clears the bar's top by the usual margin and caps its
height at what is left. So it moves for a wide bar and a wide panel, and drops
back into the corner as soon as they no longer meet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
This commit is contained in:
2026-08-07 20:07:22 +02:00
parent 3c4688bdb6
commit a5c51f08f8
4 changed files with 45 additions and 26 deletions

View File

@@ -139,9 +139,10 @@ ControlsPanel::ControlsPanel(const GameWorldView* view, QWidget* parent)
refresh();
}
void ControlsPanel::anchorTo(const QRect& bandRect)
void ControlsPanel::anchorTo(const QRect& worldRect, const QRect& buildBarRect)
{
m_bandRect = bandRect;
m_worldRect = worldRect;
m_buildBarRect = buildBarRect;
refit();
}
@@ -258,7 +259,7 @@ QString ControlsPanel::getHeadingText(const ControlContext& context) const
void ControlsPanel::refit()
{
if (m_bandRect.isNull()) { return; }
if (m_worldRect.isNull()) { return; }
// Rows are torn down and rebuilt wholesale, and a widget added to a layout is only
// shown once that layout runs -- without this the new rows count for nothing and
@@ -277,13 +278,26 @@ void ControlsPanel::refit()
layout()->invalidate();
const QSize needed = layout()->totalSizeHint();
const QRect band = m_bandRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
const QRect band = m_worldRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
if (band.width() <= 0 || band.height() <= 0) { return; }
// The bottom-left corner of the view, growing upward as rows are added
// (REQ-UI-CONTROLS-PANEL).
const int widthPx = qMin(needed.width(), band.width());
const int heightPx = qMin(needed.height(), band.height());
int heightPx = qMin(needed.height(), band.height());
int topPx = band.bottom() - heightPx + 1;
// 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);
// The build button bar is centered and sized to its buttons, so it usually leaves
// this corner free and the panel can share the bottom edge with it. Only when the
// two would actually overlap does the panel rise, clearing the bar's top by the
// same margin it keeps from the view's edges (REQ-UI-BUILD-BAR).
const QRect wanted(band.left(), topPx, widthPx, heightPx);
if (!m_buildBarRect.isNull() && wanted.intersects(m_buildBarRect))
{
const int availablePx = m_buildBarRect.top() - kMarginPx - band.top();
heightPx = qMin(heightPx, qMax(0, availablePx));
topPx = m_buildBarRect.top() - kMarginPx - heightPx;
}
setGeometry(band.left(), topPx, widthPx, heightPx);
}

View File

@@ -38,11 +38,13 @@ public:
// selection.
ControlsPanel(const GameWorldView* view, QWidget* parent = nullptr);
// Confines the panel to the given band of the game world view: it left-aligns
// within it and sits on its bottom edge. The band is the world view less the strip
// the build button bar occupies, so the two never overlap and the bar never has to
// move (REQ-UI-CONTROLS-PANEL, REQ-UI-BUILD-BAR).
void anchorTo(const QRect& bandRect);
// Places the panel in the bottom-left corner of the game world view. It shares the
// bottom edge with the build button bar rather than clearing its strip, the bar
// being centered and sized to its buttons and so usually leaving the left free; it
// rises above the bar only when the two would otherwise overlap. `buildBarRect` is
// the bar's current geometry in the same coordinates, or a null rect when there is
// none to avoid (REQ-UI-CONTROLS-PANEL, REQ-UI-BUILD-BAR).
void anchorTo(const QRect& worldRect, const QRect& buildBarRect);
protected:
// Clicking the heading collapses and expands the panel (REQ-UI-CONTROLS-PANEL).
@@ -77,7 +79,8 @@ private:
// command (REQ-UI-CONTROLS-PANEL).
bool m_collapsed = false;
// The band the panel confines itself to, in the coordinates of its parent; null
// until the owner has anchored it for the first time.
QRect m_bandRect;
// The world view the panel sits in, and the build button bar it steps around, both
// in the coordinates of its parent. Null until the owner has anchored it.
QRect m_worldRect;
QRect m_buildBarRect;
};

View File

@@ -179,10 +179,11 @@ void MainWindow::layoutPanels()
// move for it (REQ-UI-SELECTION-PANEL, REQ-UI-BUILD-BAR).
m_selectionPanel->anchorTo(
worldRect.adjusted(0, 0, 0, -m_buildButtonBar->getStripHeightPx()));
// Same band, opposite edge: left and bottom-aligned, so it clears the bar's strip
// too and never meets the selection panel (REQ-UI-CONTROLS-PANEL).
m_controlsPanel->anchorTo(
worldRect.adjusted(0, 0, 0, -m_buildButtonBar->getStripHeightPx()));
// The opposite corner: bottom-left of the view, sharing the bottom edge with the
// bar rather than clearing its whole strip, and rising only if the two would meet.
// Anchored after the bar so the geometry it steps around is the current one
// (REQ-UI-CONTROLS-PANEL).
m_controlsPanel->anchorTo(worldRect, m_buildButtonBar->geometry());
m_dimOverlay->setGeometry(0, 0, totalW, totalH);
}