stand the expansion button on the ground it buys

The button leaves the header bar for the world, centered on the columns
the next purchase unlocks and panning with them until it leaves the view.
Those columns now take a lighter tint than the locked ground behind them,
so the boundary between the two says how far one purchase reaches.

Nothing in the code reported a scroll: the camera knew it had moved and
told only the hover. A ViewScrolledEvent says it now, which is what a
widget keeping a place in the world rather than on the screen needs. The
panels want none of it -- they are placed against the screen and stay put
as the world moves under them -- so the button is placed after their pass
and never joins the rectangles they step around.

Its face is two lines, "Expand" over the cost. That makes the cost a
display of its own, so it carries the building-block tooltip the way every
other item value does, on hover alone since the click buys the expansion.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
2026-08-18 22:55:06 +02:00
parent 8292bc6134
commit abe8c8f448
16 changed files with 271 additions and 80 deletions

View File

@@ -11,7 +11,6 @@
#include "BossWaveUpdatedEvent.h"
#include "BuildingBlocksChangedEvent.h"
#include "EventHandler.h"
#include "ExpansionCostChangedEvent.h"
#include "GameConfig.h"
#include "GameSpeedChangedEvent.h"
#include "ItemTooltipContext.h"
@@ -26,7 +25,6 @@ class Simulation;
class HeaderBar : public QWidget,
public CombinedEventHandler<TickAdvancedEvent,
BuildingBlocksChangedEvent,
ExpansionCostChangedEvent,
GameSpeedChangedEvent,
BossWaveUpdatedEvent,
ArtifactCountChangedEvent>
@@ -35,10 +33,10 @@ class HeaderBar : public QWidget,
public:
// The context carries the simulation the bar reads, the config, and the icon caches
// -- the item cache draws the building_block icon in the stock display and the expand
// button (REQ-UI-BLOCKS-ICON, REQ-UI-EXPAND-BUTTON), and the stock display explains
// that item with the cache's help (REQ-UI-ITEM-VALUE-TOOLTIP). Nothing in it is
// owned; all of it must outlive this widget.
// -- the item cache draws the building_block icon in the stock display
// (REQ-UI-BLOCKS-ICON), and the stock display explains that item with the cache's
// help (REQ-UI-ITEM-VALUE-TOOLTIP). Nothing in it is owned; all of it must outlive
// this widget.
explicit HeaderBar(const ItemTooltipContext& context, QWidget* parent = nullptr);
~HeaderBar() override;
@@ -48,15 +46,10 @@ private slots:
private:
void handleEvent(std::shared_ptr<const TickAdvancedEvent> event) override;
void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
void handleEvent(std::shared_ptr<const ExpansionCostChangedEvent> event) override;
void handleEvent(std::shared_ptr<const GameSpeedChangedEvent> event) override;
void handleEvent(std::shared_ptr<const BossWaveUpdatedEvent> event) override;
void handleEvent(std::shared_ptr<const ArtifactCountChangedEvent> event) override;
// Refreshes the Expand button caption and enabled state from the current
// expansion cost and building block stock (REQ-UI-EXPAND-BUTTON).
void updateExpandButton();
// Refreshes the building blocks stock display from the simulation:
// `Stock: <n>` with the building_block icon after it, or the
// `Stock: <n> Blocks` text fallback when no icon file exists
@@ -68,7 +61,6 @@ private:
QLabel* m_artifactsLabel;
QLabel* m_bossWaveLabel;
QLabel* m_nextBossLabel;
QPushButton* m_expandButton;
std::vector<QPushButton*> m_speedButtons;
// Not owned; all of it lives in MainWindow. The simulation it names is the single