place the selection panel beside what it describes

This commit is contained in:
2026-08-09 13:45:04 +02:00
parent 7ae5f8c4dc
commit c0b009c548
25 changed files with 789 additions and 182 deletions

View File

@@ -172,19 +172,50 @@ void MainWindow::layoutPanels()
const QRect worldRect(0, headerH, totalW, totalH - headerH);
m_headerBar->setGeometry(0, 0, totalW, headerH);
m_gameWorldView->setGeometry(worldRect);
// Sizes itself to its buttons and centers along the bottom of the world view
// (REQ-UI-BUILD-BAR).
m_buildButtonBar->anchorTo(worldRect);
// The panel confines itself to what the bar leaves free, so the bar never has to
// move for it (REQ-UI-SELECTION-PANEL, REQ-UI-BUILD-BAR).
m_selectionPanel->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);
// The floating widgets are placed in one ordered pass, each into the space the
// earlier ones have not taken (FloatingPanel.h). The order is the priority the
// requirements state: the build button bar takes what it wants and never moves for
// anyone (REQ-UI-BUILD-BAR), the controls panel steps around the bar
// (REQ-UI-CONTROLS-PANEL), and the selection panel keeps clear of both
// (REQ-UI-SELECTION-PANEL). A widget with nothing to show hides itself in placeIn()
// and takes no space.
//
// Re-entry is refused rather than queued: setGeometry() on a widget in the pass can
// reach code that asks for another pass, and the one already running is about to
// produce the same answer.
if (m_layingOut)
{
return;
}
m_layingOut = true;
const std::vector<QWidget*> floatingWidgets = {
m_buildButtonBar, m_controlsPanel, m_selectionPanel };
const std::vector<FloatingPanel*> floatingPanels = {
m_buildButtonBar, m_controlsPanel, m_selectionPanel };
std::vector<QRect> occupiedRects;
for (std::size_t i = 0; i < floatingPanels.size(); ++i)
{
floatingPanels[i]->placeIn(worldRect, occupiedRects);
if (floatingWidgets[i]->isVisible())
{
occupiedRects.push_back(floatingWidgets[i]->geometry());
}
}
m_layingOut = false;
}
void MainWindow::handleEvent(
std::shared_ptr<const FloatingLayoutInvalidatedEvent> /*event*/)
{
// One of the floating widgets changed size or visibility. What each of them may take
// depends on the ones placed before it, so the answer is the whole pass rather than
// that one widget re-placing itself.
layoutPanels();
}
void MainWindow::handleEvent(std::shared_ptr<const SchematicChoicesAvailableEvent> event)