float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons
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@@ -95,7 +95,7 @@ Schematic drops: when an enemy station set is destroyed, the simulation generate
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All UI interactions — building selection, builder/blueprint mode transitions, speed changes, deconstruct mode, escape menu, layout dialog requests — are communicated via EventManager events rather than Qt signals/slots. Each event is a small struct inheriting `Event` (e.g., `SelectionChangedEvent`, `BuildingTypeSelectedEvent`, `SpeedChangeRequestedEvent`). Widgets register as `CombinedEventHandler` for the events they care about and emit events via `EventManager::sendEventImmediately()`.
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Bidirectional interactions use separate request/notification event types to avoid infinite recursion (e.g., `ExitBuilderModeRequestedEvent` from `BuildButtonGrid` → `GameWorldView`, vs. `BuilderModeExitedEvent` from `GameWorldView` → `BuildButtonGrid`).
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Bidirectional interactions use separate request/notification event types to avoid infinite recursion (e.g., `ExitBuilderModeRequestedEvent` from `BuildButtonBar` → `GameWorldView`, vs. `BuilderModeExitedEvent` from `GameWorldView` → `BuildButtonBar`).
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### Reading Simulation State
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@@ -124,7 +124,7 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
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Three product targets plus tests:
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- `lib/` — simulation + config. Depends on Qt Core + Qt Gui, toml++, tinyexpr. No QtWidgets.
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- `ui/` — QtWidgets + `QOpenGLWidget` code: header bar, game world view, selected building panel, build button grid. Depends on `lib` and on Qt's OpenGL widgets module.
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- `ui/` — QtWidgets + `QOpenGLWidget` code: header bar, game world view, selected building panel, build button bar. Depends on `lib` and on Qt's OpenGL widgets module.
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- `app/` — thin `main()` that creates the simulation, the UI, and wires them together. Depends on `ui`.
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- `tests/` — Catch2 tests. Links only against `lib`.
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