place the selection panel beside what it describes
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@@ -12,6 +12,7 @@
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#include "BuildingId.h"
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#include "EscapeMenuRequestedEvent.h"
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#include "EventHandler.h"
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#include "FloatingLayoutInvalidatedEvent.h"
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#include "GameConfig.h"
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#include "GameOverEvent.h"
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#include "LayoutDialogRequestedEvent.h"
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@@ -45,7 +46,8 @@ class MainWindow : public QWidget,
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LayoutDialogRequestedEvent,
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RecipeSelectionRequestedEvent,
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BlueprintSaveRequestedEvent,
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BlueprintSelectionRequestedEvent>
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BlueprintSelectionRequestedEvent,
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FloatingLayoutInvalidatedEvent>
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{
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Q_OBJECT
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@@ -67,6 +69,7 @@ private:
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void handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const BlueprintSaveRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const BlueprintSelectionRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const FloatingLayoutInvalidatedEvent> event) override;
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// Reloads the game config and visuals.toml from disk (REQ-CFG-RELOAD), shared
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// by every restart path. On success the reloaded visuals are applied to this
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@@ -85,6 +88,8 @@ private:
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// both callers already hold theirs, which is what keeps the dim continuous when a
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// confirmed save hands straight over to this dialog (REQ-UI-MODAL-DIM).
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void showBlueprintSelectionDialog();
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// Places the widgets floating over the game world view, in one ordered pass
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// (FloatingPanel.h). Runs on a resize and on every FloatingLayoutInvalidatedEvent.
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void layoutPanels();
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private:
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@@ -109,4 +114,8 @@ private:
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std::vector<ShipLayoutBlueprint> m_layoutBlueprints;
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std::shared_ptr<ParsedReplay> m_replay; // non-null => view-only playback
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// Set while the placement pass runs, so a widget placed in it cannot start a second
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// pass from inside the first.
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bool m_layingOut = false;
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};
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