place the selection panel beside what it describes
This commit is contained in:
@@ -16,6 +16,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
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${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.h
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${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.h
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${CMAKE_CURRENT_SOURCE_DIR}/FloatingPanelPlacement.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.h
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${CMAKE_CURRENT_SOURCE_DIR}/ControlAction.h
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@@ -32,6 +33,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/FloatingPanelPlacement.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ControlAction.cpp
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76
src/lib/core/FloatingPanelPlacement.cpp
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76
src/lib/core/FloatingPanelPlacement.cpp
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@@ -0,0 +1,76 @@
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#include "FloatingPanelPlacement.h"
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#include <algorithm>
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int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRects,
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int leftPx, int rightPx, int marginPx)
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{
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int bottomPx = band.bottom();
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for (const QRect& occupied : occupiedRects)
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{
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if (occupied.isEmpty())
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{
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continue;
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}
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// Only what is actually in the way counts: a widget entirely to one side of this
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// span is not below it, however tall it is.
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if (occupied.right() < leftPx || occupied.left() > rightPx)
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{
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continue;
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}
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bottomPx = std::min(bottomPx, occupied.top() - marginPx - 1);
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}
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return bottomPx;
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}
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PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
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int marginPx)
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{
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// What each side offers: the gap between the anchor and that edge of the band, less
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// the margin the panel keeps from the anchor.
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const int roomRightPx = band.right() - anchorRect.right() - marginPx;
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const int roomLeftPx = anchorRect.left() - band.left() - marginPx;
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if (roomRightPx >= widthPx)
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{
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return PanelSide::Right;
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}
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if (roomLeftPx >= widthPx)
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{
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return PanelSide::Left;
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}
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// Neither side can hold it without covering the selection, so it goes where it
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// covers the least of it.
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return (roomRightPx >= roomLeftPx) ? PanelSide::Right : PanelSide::Left;
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}
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QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx)
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{
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const int widthPx = std::min(wantedSize.width(), band.width());
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// Against the anchor on the chosen side, growing away from it: the edge facing the
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// selection is the one that stays put as the panel's content resizes.
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int leftPx = (side == PanelSide::Right) ? anchorRect.right() + marginPx + 1
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: anchorRect.left() - marginPx - widthPx;
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// A panel that does not fit there is pushed back inside the view rather than hanging
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// off it, which is what puts it over the selection when neither side had room.
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leftPx = std::min(leftPx, band.right() - widthPx + 1);
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leftPx = std::max(leftPx, band.left());
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// Only the widgets its own column meets can shorten it.
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const int bottomPx = getAvailableBottomPx(band, occupiedRects, leftPx,
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leftPx + widthPx - 1, marginPx);
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const int heightPx =
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std::min(wantedSize.height(), std::max(0, bottomPx - band.top() + 1));
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// Top-aligned with the anchor, then lifted by however much of it hangs below what is
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// free. Never above the band: a panel taller than the space left is capped instead,
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// and scrolls.
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int topPx = std::max(anchorRect.top(), band.top());
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topPx = std::min(topPx, bottomPx - heightPx + 1);
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topPx = std::max(topPx, band.top());
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return QRect(leftPx, topPx, widthPx, heightPx);
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}
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43
src/lib/core/FloatingPanelPlacement.h
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43
src/lib/core/FloatingPanelPlacement.h
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@@ -0,0 +1,43 @@
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#pragma once
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#include <vector>
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#include <QRect>
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#include <QSize>
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// Geometry for the widgets floating over the game world view (REQ-UI-WORLD-SIZE). Their
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// owner places them in one ordered pass, each into the space the earlier ones left free,
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// and these are the rules they place themselves by. Pure geometry -- no widget is
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// involved, which is what lets the rules be tested without a display.
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// The lowest bottom edge available to a widget occupying the horizontal span
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// [leftPx, rightPx] inside band: the band's own bottom, or marginPx above the topmost
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// occupied rectangle whose horizontal extent meets that span. A rectangle beside the
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// span is not in the way and does not shorten it (REQ-UI-SELECTION-PANEL,
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// REQ-UI-CONTROLS-PANEL). The result is inclusive, as QRect::bottom() is.
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int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRects,
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int leftPx, int rightPx, int marginPx);
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// Which side of the selection the panel stands on (REQ-UI-SELECTION-PANEL).
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enum class PanelSide
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{
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Right,
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Left
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};
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// The side a panel widthPx wide takes beside anchorRect: the right of it where it fits
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// within band, otherwise the left, and where it fits on neither, whichever side leaves
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// more room -- the one case in which the panel ends up over the selection
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// (REQ-UI-SELECTION-PANEL). Decided once when the selection starts and kept for as long
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// as it lasts, so a card that grows later never flips the panel across the object.
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PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
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int marginPx);
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// Where a panel of wantedSize stands beside anchorRect on the given side: separated from
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// it by marginPx and growing away from it, its top edge on the anchor's top edge, pushed
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// inside band and above whatever occupies it. The returned height is short of
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// wantedSize's when there was not enough room, which is the caller's cue to scroll its
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// content (REQ-UI-SELECTION-PANEL).
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QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
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QSize wantedSize, const std::vector<QRect>& occupiedRects,
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int marginPx);
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@@ -9,6 +9,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/BossWaveUpdatedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectionChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectionAnchorChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/GameResetEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
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@@ -43,6 +44,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/BeamFiredEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/DebugDrawToggledEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/CommandRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/FloatingLayoutInvalidatedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/PlayerCommandsAppliedEvent.h
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PARENT_SCOPE
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)
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12
src/lib/eventsystem/event/FloatingLayoutInvalidatedEvent.h
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12
src/lib/eventsystem/event/FloatingLayoutInvalidatedEvent.h
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@@ -0,0 +1,12 @@
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#pragma once
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#include "Event.h"
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// Asks the owner of the widgets floating over the game world view to re-run its placement
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// pass (see ui/FloatingPanel.h). Published by a floating widget whose content or
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// visibility changed: what space that widget may take depends on the ones placed before
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// it, so it cannot re-place itself alone (REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL,
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// REQ-UI-SELECTION-PANEL). Carries no payload -- the pass re-reads every widget.
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class FloatingLayoutInvalidatedEvent : public Event
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{
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};
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25
src/lib/eventsystem/event/SelectionAnchorChangedEvent.h
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25
src/lib/eventsystem/event/SelectionAnchorChangedEvent.h
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@@ -0,0 +1,25 @@
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#pragma once
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#include <QRect>
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#include "Event.h"
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// Where on the screen the selection that is about to be made sits: the bounds of the one
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// object selected, or of all of them when the selection starts as a multi-selection
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// (REQ-UI-SELECTION-PANEL). The rectangle is in the game world view's own widget
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// coordinates.
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//
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// Published only when a selection *starts* -- a plain click or drag, or an additive one
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// onto an empty selection -- and always immediately before the selection itself. Adding
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// to a selection publishes nothing, which is what leaves the selection panel where it
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// is while the selection grows; and because the rectangle is screen space frozen at that
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// moment, scrolling the view or a selected ship flying off does not move the panel
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// either.
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class SelectionAnchorChangedEvent : public Event
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{
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public:
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explicit SelectionAnchorChangedEvent(QRect rectPx)
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: rectPx(rectPx) {}
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const QRect rectPx;
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};
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