float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons
This commit is contained in:
459
src/ui/BuildButtonBar.cpp
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459
src/ui/BuildButtonBar.cpp
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@@ -0,0 +1,459 @@
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#include "BuildButtonBar.h"
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#include <string>
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#include <QByteArray>
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#include <QColor>
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#include <QFile>
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#include <QFont>
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#include <QFontMetrics>
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#include <QGuiApplication>
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#include <QHBoxLayout>
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#include <QIcon>
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#include <QPainter>
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#include <QPalette>
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#include <QPixmap>
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#include <QPushButton>
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#include <QRect>
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#include <QRegularExpression>
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#include <QSignalMapper>
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#include <QSize>
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#include <QString>
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#include <QSvgRenderer>
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#include "BuildingType.h"
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#include "BuildingTypeSelectedEvent.h"
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#include "DeconstructModeToggleRequestedEvent.h"
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#include "DisplayName.h"
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#include "EventManager.h"
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#include "ExitBuilderModeRequestedEvent.h"
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#include "IconCaption.h"
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#include "InputMapper.h"
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#include "ItemIconCache.h"
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#include "Simulation.h"
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namespace
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{
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// Size the SVG chips are drawn at on a button face, in device-independent pixels.
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const QSize kIconSize(32, 32);
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// Minimum width of a button face. The building-type buttons all come out at this
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// width, so the row is uniform; a face whose caption is wider than this — the
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// Deconstruct button's name — grows to fit rather than clipping
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// (REQ-UI-DECONSTRUCT-BUTTON).
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const int kFaceMinWidthPx = 48;
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// Gap between the last building button and the Deconstruct button, which toggles
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// a mode rather than selecting a building type (REQ-UI-DECONSTRUCT-BUTTON).
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const int kDeconstructGapPx = 16;
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// Distance from the bar to the bottom edge of the game world view
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// (REQ-UI-BUILD-BAR).
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const int kBottomMarginPx = 8;
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// Gap between the chip icon and the cost line on a button face.
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const int kFaceGapPx = 2;
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// Rasterizes a chip SVG straight at its on-screen size times the device pixel
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// ratio, so it stays crisp without a downscale step.
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QPixmap renderChip(const QByteArray& svg)
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{
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const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0;
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QSvgRenderer renderer(svg);
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QPixmap pixmap(static_cast<int>(kIconSize.width() * dpr),
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static_cast<int>(kIconSize.height() * dpr));
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pixmap.setDevicePixelRatio(dpr);
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pixmap.fill(Qt::transparent);
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QPainter painter(&pixmap);
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renderer.render(&painter);
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return pixmap;
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}
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// Normal and grey-background chip pixmaps for a "<id>.svg" file. Empty pixmaps if
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// the file cannot be read; the caller then falls back to a name caption
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// (REQ-UI-BUILD-ICON).
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struct ChipPixmaps { QPixmap normal; QPixmap grey; };
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ChipPixmaps loadChipPixmaps(const QString& path)
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{
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QFile file(path);
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if (!file.open(QIODevice::ReadOnly)) { return {}; }
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const QByteArray svg = file.readAll();
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ChipPixmaps result;
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result.normal = renderChip(svg);
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// Recolor only the chip background: the first "#rrggbb" fill in the file is the
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// rounded background rect; the white glyph uses fill="none" and is left alone.
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QString greyed = QString::fromUtf8(svg);
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static const QRegularExpression fillPattern(QStringLiteral("fill=\"#[0-9a-fA-F]{6}\""));
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const QRegularExpressionMatch match = fillPattern.match(greyed);
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if (match.hasMatch())
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{
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greyed.replace(match.capturedStart(), match.capturedLength(),
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QStringLiteral("fill=\"#5f636e\""));
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}
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result.grey = renderChip(greyed.toUtf8());
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return result;
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}
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// A pixmap's size in device-independent pixels. The pixmaps composed here are
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// rasterized at the device pixel ratio, so their raw size is not their layout size.
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QSize getLogicalSize(const QPixmap& pixmap)
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{
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if (pixmap.isNull()) { return QSize(0, 0); }
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const qreal dpr = pixmap.devicePixelRatio();
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return QSize(static_cast<int>(pixmap.width() / dpr),
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static_cast<int>(pixmap.height() / dpr));
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}
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// One button face: the hotkey badge in the top-left corner, the chip icon centered
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// below it, and the caption — the cost, or the Deconstruct name — centered at the
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// bottom (REQ-UI-BUILD-COST). The three are composed into a single pixmap because
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// a QPushButton holds only one icon.
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QPixmap composeButtonFace(const QString& hotkeyLabel, const QPixmap& chip,
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const QPixmap& caption, const QFont& badgeFont,
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const QColor& badgeColor)
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{
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const QSize chipSize = getLogicalSize(chip);
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const QSize captionSize = getLogicalSize(caption);
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// The badge row is kept even for a building type without a hotkey, so buttons
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// stay the same height and the row reads as one strip (REQ-UI-BUILD-COST).
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const int badgeHeight = QFontMetrics(badgeFont).height();
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const int width = qMax(kFaceMinWidthPx, qMax(chipSize.width(), captionSize.width()));
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const int height = badgeHeight + chipSize.height() + kFaceGapPx + captionSize.height();
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const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0;
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QPixmap face(static_cast<int>(width * dpr), static_cast<int>(height * dpr));
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face.setDevicePixelRatio(dpr);
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face.fill(Qt::transparent);
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QPainter painter(&face);
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painter.setRenderHint(QPainter::Antialiasing, true);
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painter.setRenderHint(QPainter::SmoothPixmapTransform, true);
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if (!hotkeyLabel.isEmpty())
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{
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painter.setFont(badgeFont);
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painter.setPen(badgeColor);
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painter.drawText(QRect(0, 0, width, badgeHeight),
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Qt::AlignLeft | Qt::AlignVCenter, hotkeyLabel);
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}
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painter.drawPixmap((width - chipSize.width()) / 2, badgeHeight, chip);
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painter.drawPixmap((width - captionSize.width()) / 2,
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badgeHeight + chipSize.height() + kFaceGapPx, caption);
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return face;
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}
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// A composed button face and the size to show it at; the button needs both, and
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// only the composer knows the size it arrived at.
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struct ButtonFace { QIcon icon; QSize size; };
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// The two-mode face of one build button. The modes differ only in the chip variant
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// and the text color, so a disabled (unaffordable) button greys itself when Qt
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// swaps the pixmap, with no extra work in updateAffordability()
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// (REQ-UI-BUILD-DISABLED).
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ButtonFace buildButtonFace(const ChipPixmaps& chip, const QString& hotkeyLabel,
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const QString& name, const QString& captionText,
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const QPixmap& blockIcon, const QFont& font,
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const QPalette& palette)
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{
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// Full button size and bold: at a smaller size the badge was hard to read and
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// its arrow glyph illegible. It stays dimmed in both modes instead, so it
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// reads as a reminder without competing with the cost.
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QFont badgeFont = font;
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badgeFont.setBold(true);
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const QColor badgeColor = palette.color(QPalette::Disabled, QPalette::ButtonText);
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ButtonFace result;
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for (QIcon::Mode mode : { QIcon::Normal, QIcon::Disabled })
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{
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const bool enabled = (mode == QIcon::Normal);
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const QColor textColor = palette.color(
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enabled ? QPalette::Active : QPalette::Disabled, QPalette::ButtonText);
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const QPixmap& chipPixmap = enabled ? chip.normal : chip.grey;
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// A missing "<id>.svg" puts the building name where the chip would be, so
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// the button stays identifiable in an icon-only bar (REQ-UI-BUILD-ICON).
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const QPixmap middle = chipPixmap.isNull()
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? renderCaptionWithIcon(name, QPixmap(), font, textColor)
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: chipPixmap;
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const QPixmap caption =
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renderCaptionWithIcon(captionText, blockIcon, font, textColor);
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const QPixmap face =
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composeButtonFace(hotkeyLabel, middle, caption, badgeFont, badgeColor);
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result.icon.addPixmap(face, mode);
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// Both modes compose to the same size; keeping the larger is only a guard
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// against a fallback name caption widening one of them.
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result.size = result.size.expandedTo(getLogicalSize(face));
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}
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return result;
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}
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}
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BuildButtonBar::BuildButtonBar(Simulation* sim, const GameConfig* config,
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const std::string& iconDir,
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ItemIconCache* itemIcons, QWidget* parent)
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: QWidget(parent)
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, m_sim(sim)
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, m_config(config)
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, m_iconDir(iconDir)
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, m_itemIcons(itemIcons)
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{
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// The bar floats over the rendered world rather than sitting in a panel, so it
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// brings its own opaque background to stay legible over any world content
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// (REQ-UI-BUILD-BAR). Palette colors keep it consistent with the buttons it holds
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// and with the side panels; this is widget chrome, not world rendering, so it is
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// deliberately not a visuals.toml color.
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setAttribute(Qt::WA_StyledBackground, true);
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setStyleSheet(QStringLiteral(
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"BuildButtonBar { background-color: palette(window);"
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" border: 1px solid palette(mid); border-radius: 4px; }"));
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QHBoxLayout* layout = new QHBoxLayout(this);
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layout->setSpacing(4);
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layout->setContentsMargins(6, 4, 6, 4);
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QSignalMapper* mapper = new QSignalMapper(this);
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// Block icon shown to the right of each button's cost (REQ-UI-BUILD-COST); null
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// when no building_block icon exists, in which case the cost is the bare number.
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const QPixmap blockIcon = m_itemIcons->hasIcon(kBlockItemId)
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? m_itemIcons->getPixmap(kBlockItemId, QFontMetrics(font()).height())
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: QPixmap();
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for (const BuildingDef& def : config->buildings.buildings)
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{
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if (!def.playerPlaceable)
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{
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continue;
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}
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// Tunnel Entry and Tunnel Exit share a single "Tunnel" button; the exit is
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// reached through the unified tunnel build mode, not its own button
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// (REQ-BLD-TUNNEL-MODE, REQ-UI-BUILD-BAR). Both stay player-placeable so
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// blueprints and cost totals still account for exits.
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if (def.type == BuildingType::TunnelExit)
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{
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continue;
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}
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m_types.push_back(def.type);
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m_costs[def.type] = def.cost;
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const QString name = (def.type == BuildingType::TunnelEntry)
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? tr("Tunnel")
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: QString::fromStdString(toDisplayName(def.id));
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// Icon file name matches the building id (REQ-UI-BUILD-ICON); Tunnel Entry's
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// "tunnel_entry.svg" serves the shared Tunnel button.
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const QString iconPath = QString::fromStdString(m_iconDir) + "/"
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+ QString::fromStdString(def.id) + ".svg";
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const ButtonFace face = buildButtonFace(
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loadChipPixmaps(iconPath), InputMapper::getBuildHotkeyLabel(def.type), name,
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QString::number(def.cost), blockIcon, font(), palette());
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QPushButton* btn = new QPushButton(this);
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btn->setIcon(face.icon);
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btn->setIconSize(face.size);
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btn->setCheckable(true);
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// The button face carries no name (REQ-UI-BUILD-COST), so the tooltip always
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// leads with it and adds the config description when there is one
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// (REQ-UI-BUILD-TOOLTIP).
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btn->setToolTip(def.tooltip
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? QStringLiteral("%1\n%2").arg(name, QString::fromStdString(*def.tooltip))
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: name);
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layout->addWidget(btn);
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const int idx = static_cast<int>(m_buttons.size());
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m_buttons.push_back(btn);
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mapper->setMapping(btn, idx);
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connect(btn, &QPushButton::clicked, mapper, qOverload<>(&QSignalMapper::map));
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}
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connect(mapper, qOverload<int>(&QSignalMapper::mapped), this, &BuildButtonBar::onBuildButton);
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// Set apart from the building-type buttons by a gap, because it toggles a mode
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// rather than selecting a building type (REQ-UI-DECONSTRUCT-BUTTON). A fixed
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// spacer rather than a stretch: the bar is sized to its contents, so there is no
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// right edge for a stretch to push against.
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layout->addSpacing(kDeconstructGapPx);
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// Having no cost, it shows its name where the building buttons show theirs
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// (REQ-UI-DECONSTRUCT-BUTTON), and its Q toggle as the badge (REQ-UI-HOTKEYS).
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const ButtonFace deconstructFace = buildButtonFace(
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loadChipPixmaps(QString::fromStdString(m_iconDir) + "/deconstruct.svg"),
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QStringLiteral("Q"), tr("Deconstruct"), tr("Deconstruct"), QPixmap(),
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font(), palette());
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m_deconstructButton = new QPushButton(this);
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m_deconstructButton->setCheckable(true);
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m_deconstructButton->setIcon(deconstructFace.icon);
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m_deconstructButton->setIconSize(deconstructFace.size);
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// Refund tooltip composed from world.refund_percentage (REQ-UI-DECONSTRUCT-BUTTON,
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// REQ-BLD-DECONSTRUCT). A finished building refunds the configured percentage; a
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// construction site removed before it is built is refunded in full. When the
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// percentage is 100% both cases coincide, so the tooltip is simplified to one case.
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const int refundPercentage = m_config->world.refundPercentage;
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const QString deconstructTooltip = (refundPercentage >= 100)
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? tr("Deconstruct buildings. Refunds %1% of the building block cost.")
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.arg(refundPercentage)
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: tr("Deconstruct buildings. A finished building refunds %1% of its building "
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"block cost once removed; a construction site removed before it is built "
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"is refunded in full.")
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.arg(refundPercentage);
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m_deconstructButton->setToolTip(deconstructTooltip);
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layout->addWidget(m_deconstructButton);
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connect(m_deconstructButton, &QPushButton::clicked, this, [this]() {
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<DeconstructModeToggleRequestedEvent>());
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});
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updateVisibility();
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registerForEvents();
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}
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BuildButtonBar::~BuildButtonBar()
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{
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unregisterForEvents();
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}
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void BuildButtonBar::anchorTo(const QRect& worldViewRect)
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{
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m_viewRect = worldViewRect;
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recenter();
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}
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void BuildButtonBar::clearActiveButton()
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{
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if (m_activeIndex)
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{
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m_buttons[*m_activeIndex]->setChecked(false);
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}
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m_activeIndex.reset();
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}
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void BuildButtonBar::updateAffordability()
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{
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const int buildingBlocks = m_sim->getBuildingBlocksStock();
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// If the currently selected tool can no longer be afforded, exit builder mode
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// before recomputing button states so it does not stay selected. Clearing the
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// active index first lets the loop below disable the now-unaffordable button.
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if (m_activeIndex)
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{
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const BuildingType activeType = m_types[*m_activeIndex];
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const std::map<BuildingType, int>::const_iterator it = m_costs.find(activeType);
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const int cost = (it != m_costs.end()) ? it->second : 0;
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if (buildingBlocks < cost)
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{
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clearActiveButton();
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<ExitBuilderModeRequestedEvent>());
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}
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}
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for (std::size_t i = 0; i < m_buttons.size(); ++i)
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{
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const BuildingType type = m_types[i];
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const std::map<BuildingType, int>::const_iterator it = m_costs.find(type);
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const int cost = (it != m_costs.end()) ? it->second : 0;
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m_buttons[i]->setEnabled(buildingBlocks >= cost || m_activeIndex == i);
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}
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}
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void BuildButtonBar::updateVisibility()
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{
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// A locked building type's button is hidden until its unlock group is awarded
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// (REQ-LOCK-BUILDING). Buttons keep their index so hotkeys/affordability stay
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// stable; they simply appear once the type is unlocked.
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for (std::size_t i = 0; i < m_buttons.size(); ++i)
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{
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m_buttons[i]->setVisible(m_sim->isBuildingUnlocked(m_types[i]));
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}
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// A hidden button leaves the row, so the bar has to take up its new width and
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// re-center on it (REQ-UI-BUILD-BAR).
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recenter();
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}
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void BuildButtonBar::recenter()
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{
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if (m_viewRect.isNull())
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{
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return;
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}
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// The layout drops hidden buttons from its size hint, but only once it has been
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// re-run: updateVisibility() calls this straight after setVisible(), before Qt
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// would get around to it on its own.
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layout()->activate();
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const QSize barSize = sizeHint();
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// Centered, except that a bar wider than the view stays flush with its left edge
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// rather than hanging off both sides.
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const int x = qMax(m_viewRect.left(),
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m_viewRect.left() + (m_viewRect.width() - barSize.width()) / 2);
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const int y = m_viewRect.bottom() - kBottomMarginPx - barSize.height() + 1;
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setGeometry(QRect(QPoint(x, y), barSize));
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}
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void BuildButtonBar::onBuildButton(int index)
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{
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if (index < 0 || index >= static_cast<int>(m_buttons.size()))
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{
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return;
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}
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const std::size_t idx = static_cast<std::size_t>(index);
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if (m_activeIndex == idx)
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{
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clearActiveButton();
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<ExitBuilderModeRequestedEvent>());
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return;
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}
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if (m_activeIndex)
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{
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m_buttons[*m_activeIndex]->setChecked(false);
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}
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m_activeIndex = idx;
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m_buttons[idx]->setChecked(true);
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BuildingTypeSelectedEvent>(m_types[idx]));
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}
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void BuildButtonBar::handleEvent(std::shared_ptr<const BuilderModeExitedEvent> /*event*/)
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{
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clearActiveButton();
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}
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void BuildButtonBar::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> /*event*/)
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{
|
||||
updateAffordability();
|
||||
}
|
||||
|
||||
void BuildButtonBar::handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> /*event*/)
|
||||
{
|
||||
updateVisibility();
|
||||
updateAffordability();
|
||||
}
|
||||
|
||||
void BuildButtonBar::handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event)
|
||||
{
|
||||
m_deconstructButton->setChecked(event->active);
|
||||
}
|
||||
|
||||
void BuildButtonBar::handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event)
|
||||
{
|
||||
for (std::size_t i = 0; i < m_types.size(); ++i)
|
||||
{
|
||||
if (m_types[i] == event->type)
|
||||
{
|
||||
// Equivalent to clicking the build button: a disabled (unaffordable) or
|
||||
// hidden (locked, REQ-LOCK-BUILDING) button cannot be clicked, so the
|
||||
// hotkey is likewise inert.
|
||||
if (m_buttons[i]->isEnabled() && m_buttons[i]->isVisible())
|
||||
{
|
||||
onBuildButton(static_cast<int>(i));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <QRect>
|
||||
#include <QWidget>
|
||||
|
||||
#include "BuilderModeExitedEvent.h"
|
||||
@@ -21,25 +22,34 @@ class QPushButton;
|
||||
class Simulation;
|
||||
class ItemIconCache;
|
||||
|
||||
class BuildButtonGrid : public QWidget,
|
||||
public CombinedEventHandler<BuilderModeExitedEvent,
|
||||
DeconstructModeChangedEvent,
|
||||
BuildHotkeyPressedEvent,
|
||||
BuildingBlocksChangedEvent,
|
||||
UnlockedBuildingsChangedEvent>
|
||||
// The build menu: one horizontal row of build buttons floating over the game world
|
||||
// view (REQ-UI-BUILD-BAR). The bar is sized to its buttons; its owner hands it the
|
||||
// world view's rect through anchorTo() and it centers itself along that rect's
|
||||
// bottom edge.
|
||||
class BuildButtonBar : public QWidget,
|
||||
public CombinedEventHandler<BuilderModeExitedEvent,
|
||||
DeconstructModeChangedEvent,
|
||||
BuildHotkeyPressedEvent,
|
||||
BuildingBlocksChangedEvent,
|
||||
UnlockedBuildingsChangedEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
// iconDir is the directory holding the per-building "<id>.svg" chip icons
|
||||
// (REQ-UI-BUILD-GRID), read from disk at runtime like the config files.
|
||||
// (REQ-UI-BUILD-ICON), read from disk at runtime like the config files.
|
||||
// itemIcons is the window-wide per-item icon cache and supplies the
|
||||
// building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Not
|
||||
// owned; must outlive this widget.
|
||||
BuildButtonGrid(Simulation* sim, const GameConfig* config,
|
||||
const std::string& iconDir, ItemIconCache* itemIcons,
|
||||
QWidget* parent = nullptr);
|
||||
~BuildButtonGrid() override;
|
||||
BuildButtonBar(Simulation* sim, const GameConfig* config,
|
||||
const std::string& iconDir, ItemIconCache* itemIcons,
|
||||
QWidget* parent = nullptr);
|
||||
~BuildButtonBar() override;
|
||||
|
||||
// Centers the bar along the bottom edge of the game world view's rect, given in
|
||||
// the bar's parent coordinates (REQ-UI-BUILD-BAR). The rect is remembered, so a
|
||||
// re-center later driven by an unlock needs no second call from the owner.
|
||||
void anchorTo(const QRect& worldViewRect);
|
||||
|
||||
void clearActiveButton();
|
||||
|
||||
@@ -53,6 +63,11 @@ private:
|
||||
// unlock state (REQ-LOCK-BUILDING); a locked building type's button is hidden.
|
||||
void updateVisibility();
|
||||
|
||||
// Shrinks the bar to its currently shown buttons and re-centers it in the
|
||||
// anchored rect (REQ-UI-BUILD-BAR). Does nothing until anchorTo() supplied that
|
||||
// rect, so the construction-time call is harmless.
|
||||
void recenter();
|
||||
|
||||
void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override;
|
||||
@@ -72,4 +87,5 @@ private:
|
||||
std::map<BuildingType, int> m_costs;
|
||||
std::optional<std::size_t> m_activeIndex;
|
||||
QPushButton* m_deconstructButton;
|
||||
QRect m_viewRect;
|
||||
};
|
||||
@@ -1,419 +0,0 @@
|
||||
#include "BuildButtonGrid.h"
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <QByteArray>
|
||||
#include <QColor>
|
||||
#include <QFile>
|
||||
#include <QFontMetrics>
|
||||
#include <QGridLayout>
|
||||
#include <QIcon>
|
||||
#include <QPainter>
|
||||
#include <QPaintEvent>
|
||||
#include <QPalette>
|
||||
#include <QPixmap>
|
||||
#include <QPushButton>
|
||||
#include <QRect>
|
||||
#include <QRegularExpression>
|
||||
#include <QSignalMapper>
|
||||
#include <QSize>
|
||||
#include <QString>
|
||||
#include <QSvgRenderer>
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "BuildingTypeSelectedEvent.h"
|
||||
#include "DeconstructModeToggleRequestedEvent.h"
|
||||
#include "DisplayName.h"
|
||||
#include "EventManager.h"
|
||||
#include "ExitBuilderModeRequestedEvent.h"
|
||||
#include "ItemIconCache.h"
|
||||
#include "Simulation.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// Pixel size the SVG chips are rasterized at; downscaled to the button icon size.
|
||||
const int kIconRenderSize = 64;
|
||||
const QSize kIconSize(28, 28);
|
||||
|
||||
QPixmap renderChip(const QByteArray& svg)
|
||||
{
|
||||
QSvgRenderer renderer(svg);
|
||||
QPixmap pixmap(kIconRenderSize, kIconRenderSize);
|
||||
pixmap.fill(Qt::transparent);
|
||||
QPainter painter(&pixmap);
|
||||
renderer.render(&painter);
|
||||
return pixmap;
|
||||
}
|
||||
|
||||
// Builds a build-button icon from a "<id>.svg" chip file. The returned QIcon also
|
||||
// carries a Disabled-mode pixmap whose chip background is recolored grey, so an
|
||||
// unaffordable (disabled) button shows the grey variant automatically
|
||||
// (REQ-UI-BUILD-DISABLED) without any extra work in updateAffordability().
|
||||
QIcon loadBuildingIcon(const QString& path)
|
||||
{
|
||||
QFile file(path);
|
||||
if (!file.open(QIODevice::ReadOnly))
|
||||
{
|
||||
return QIcon();
|
||||
}
|
||||
const QByteArray svg = file.readAll();
|
||||
|
||||
QIcon icon;
|
||||
icon.addPixmap(renderChip(svg), QIcon::Normal);
|
||||
|
||||
// Recolor only the chip background: the first "#rrggbb" fill in the file is the
|
||||
// rounded background rect; the white glyph uses fill="none" and is left alone.
|
||||
QString greyed = QString::fromUtf8(svg);
|
||||
static const QRegularExpression fillPattern(QStringLiteral("fill=\"#[0-9a-fA-F]{6}\""));
|
||||
const QRegularExpressionMatch match = fillPattern.match(greyed);
|
||||
if (match.hasMatch())
|
||||
{
|
||||
greyed.replace(match.capturedStart(), match.capturedLength(),
|
||||
QStringLiteral("fill=\"#5f636e\""));
|
||||
}
|
||||
icon.addPixmap(renderChip(greyed.toUtf8()), QIcon::Disabled);
|
||||
return icon;
|
||||
}
|
||||
|
||||
// Normal and grey-background chip pixmaps for a "<id>.svg" file, using the same
|
||||
// recolor rule as loadBuildingIcon. Empty pixmaps if the file cannot be read.
|
||||
struct ChipPixmaps { QPixmap normal; QPixmap grey; };
|
||||
ChipPixmaps loadChipPixmaps(const QString& path)
|
||||
{
|
||||
QFile file(path);
|
||||
if (!file.open(QIODevice::ReadOnly)) { return {}; }
|
||||
const QByteArray svg = file.readAll();
|
||||
|
||||
ChipPixmaps result;
|
||||
result.normal = renderChip(svg);
|
||||
QString greyed = QString::fromUtf8(svg);
|
||||
static const QRegularExpression fillPattern(QStringLiteral("fill=\"#[0-9a-fA-F]{6}\""));
|
||||
const QRegularExpressionMatch match = fillPattern.match(greyed);
|
||||
if (match.hasMatch())
|
||||
{
|
||||
greyed.replace(match.capturedStart(), match.capturedLength(),
|
||||
QStringLiteral("fill=\"#5f636e\""));
|
||||
}
|
||||
result.grey = renderChip(greyed.toUtf8());
|
||||
return result;
|
||||
}
|
||||
|
||||
// A build button that paints its own face — chip icon at the left, the building
|
||||
// name above the cost, and the building_block item icon after the cost number in
|
||||
// place of the "Blocks" word (REQ-UI-BUILD-COST, REQ-UI-BUILD-ICON). Custom paint
|
||||
// (rather than the native icon+text) is needed because a QPushButton holds only
|
||||
// one icon; this stays adaptive to the button width and greys itself when the
|
||||
// button is disabled/unaffordable (REQ-UI-BUILD-DISABLED).
|
||||
class BuildButton : public QPushButton
|
||||
{
|
||||
public:
|
||||
BuildButton(const ChipPixmaps& chip, const QString& name,
|
||||
const QString& costText, const QPixmap& blockIcon, QWidget* parent)
|
||||
: QPushButton(parent)
|
||||
, m_chip(chip)
|
||||
, m_name(name)
|
||||
, m_costText(costText)
|
||||
, m_blockIcon(blockIcon)
|
||||
{
|
||||
}
|
||||
|
||||
protected:
|
||||
void paintEvent(QPaintEvent* event) override
|
||||
{
|
||||
QPushButton::paintEvent(event); // frame, checked/hover state
|
||||
|
||||
QPainter painter(this);
|
||||
painter.setRenderHint(QPainter::Antialiasing, true);
|
||||
painter.setRenderHint(QPainter::SmoothPixmapTransform, true);
|
||||
|
||||
const bool on = isEnabled();
|
||||
const QRect area = rect().adjusted(6, 4, -6, -4);
|
||||
const int chipSize = kIconSize.width();
|
||||
const QPixmap& chip = on ? m_chip.normal : m_chip.grey;
|
||||
if (!chip.isNull())
|
||||
{
|
||||
painter.drawPixmap(
|
||||
QRect(area.x(), area.y() + (area.height() - chipSize) / 2,
|
||||
chipSize, chipSize), chip);
|
||||
}
|
||||
|
||||
const QRect textArea(area.x() + chipSize + 6, area.y(),
|
||||
area.width() - chipSize - 6, area.height());
|
||||
const QFontMetrics metrics(font());
|
||||
const int lineHeight = metrics.height();
|
||||
painter.setFont(font());
|
||||
painter.setPen(palette().color(on ? QPalette::Active : QPalette::Disabled,
|
||||
QPalette::ButtonText));
|
||||
|
||||
// Name fills everything above the bottom cost line (word-wrapped).
|
||||
painter.drawText(
|
||||
QRect(textArea.x(), textArea.y(),
|
||||
textArea.width(), textArea.height() - lineHeight),
|
||||
Qt::AlignLeft | Qt::AlignVCenter | Qt::TextWordWrap, m_name);
|
||||
|
||||
// Cost line: "<n>" then the block icon (or "<n> Blocks" when no icon).
|
||||
const int costY = textArea.bottom() - lineHeight + 1;
|
||||
if (m_blockIcon.isNull())
|
||||
{
|
||||
painter.drawText(
|
||||
QRect(textArea.x(), costY, textArea.width(), lineHeight),
|
||||
Qt::AlignLeft | Qt::AlignVCenter,
|
||||
QObject::tr("%1 Blocks").arg(m_costText));
|
||||
return;
|
||||
}
|
||||
const int costWidth = metrics.horizontalAdvance(m_costText);
|
||||
painter.drawText(QRect(textArea.x(), costY, costWidth, lineHeight),
|
||||
Qt::AlignLeft | Qt::AlignVCenter, m_costText);
|
||||
const qreal iconDpr = m_blockIcon.devicePixelRatio();
|
||||
const int iconW = static_cast<int>(m_blockIcon.width() / iconDpr);
|
||||
const int iconH = static_cast<int>(m_blockIcon.height() / iconDpr);
|
||||
if (!on) { painter.setOpacity(0.45); }
|
||||
painter.drawPixmap(
|
||||
QRect(textArea.x() + costWidth + 4, costY + (lineHeight - iconH) / 2,
|
||||
iconW, iconH), m_blockIcon);
|
||||
}
|
||||
|
||||
private:
|
||||
ChipPixmaps m_chip;
|
||||
QString m_name;
|
||||
QString m_costText;
|
||||
QPixmap m_blockIcon;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
BuildButtonGrid::BuildButtonGrid(Simulation* sim, const GameConfig* config,
|
||||
const std::string& iconDir,
|
||||
ItemIconCache* itemIcons, QWidget* parent)
|
||||
: QWidget(parent)
|
||||
, m_sim(sim)
|
||||
, m_config(config)
|
||||
, m_iconDir(iconDir)
|
||||
, m_itemIcons(itemIcons)
|
||||
{
|
||||
QGridLayout* layout = new QGridLayout(this);
|
||||
layout->setSpacing(4);
|
||||
layout->setContentsMargins(4, 4, 4, 4);
|
||||
|
||||
QSignalMapper* mapper = new QSignalMapper(this);
|
||||
int col = 0;
|
||||
int row = 0;
|
||||
const int kCols = 3;
|
||||
|
||||
// Block icon shown in each button's cost line (REQ-UI-BUILD-COST); null when no
|
||||
// building_block icon exists, in which case buttons fall back to text costs.
|
||||
const bool hasBlockIcon = m_itemIcons->hasIcon("building_block");
|
||||
const QPixmap blockIcon = hasBlockIcon
|
||||
? m_itemIcons->getPixmap("building_block", QFontMetrics(font()).height())
|
||||
: QPixmap();
|
||||
|
||||
for (const BuildingDef& def : config->buildings.buildings)
|
||||
{
|
||||
if (!def.playerPlaceable)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Tunnel Entry and Tunnel Exit share a single "Tunnel" button; the exit is
|
||||
// reached through the unified tunnel build mode, not its own button
|
||||
// (REQ-BLD-TUNNEL-MODE, REQ-UI-BUILD-GRID). Both stay player-placeable so
|
||||
// blueprints and cost totals still account for exits.
|
||||
if (def.type == BuildingType::TunnelExit)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
m_types.push_back(def.type);
|
||||
m_costs[def.type] = def.cost;
|
||||
|
||||
const QString name = (def.type == BuildingType::TunnelEntry)
|
||||
? tr("Tunnel")
|
||||
: QString::fromStdString(toDisplayName(def.id));
|
||||
// Icon file name matches the building id (REQ-UI-BUILD-GRID); Tunnel Entry's
|
||||
// "tunnel_entry.svg" serves the shared Tunnel button.
|
||||
const QString iconPath = QString::fromStdString(m_iconDir) + "/"
|
||||
+ QString::fromStdString(def.id) + ".svg";
|
||||
|
||||
QPushButton* btn = nullptr;
|
||||
if (hasBlockIcon)
|
||||
{
|
||||
// Custom-painted button showing the cost with the block icon in place of
|
||||
// the "Blocks" word (REQ-UI-BUILD-COST).
|
||||
btn = new BuildButton(loadChipPixmaps(iconPath), name,
|
||||
QString::number(def.cost), blockIcon, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: native chip icon + text cost when no block icon exists.
|
||||
btn = new QPushButton(name + "\n" + tr("%1 Blocks").arg(def.cost), this);
|
||||
btn->setIcon(loadBuildingIcon(iconPath));
|
||||
btn->setIconSize(kIconSize);
|
||||
}
|
||||
btn->setCheckable(true);
|
||||
btn->setFixedHeight(48);
|
||||
if (def.tooltip)
|
||||
{
|
||||
btn->setToolTip(QString::fromStdString(*def.tooltip));
|
||||
}
|
||||
layout->addWidget(btn, row, col);
|
||||
|
||||
const int idx = static_cast<int>(m_buttons.size());
|
||||
m_buttons.push_back(btn);
|
||||
mapper->setMapping(btn, idx);
|
||||
connect(btn, &QPushButton::clicked, mapper, qOverload<>(&QSignalMapper::map));
|
||||
|
||||
++col;
|
||||
if (col >= kCols)
|
||||
{
|
||||
col = 0;
|
||||
++row;
|
||||
}
|
||||
}
|
||||
connect(mapper, qOverload<int>(&QSignalMapper::mapped), this, &BuildButtonGrid::onBuildButton);
|
||||
|
||||
m_deconstructButton = new QPushButton(tr("Deconstruct"), this);
|
||||
m_deconstructButton->setCheckable(true);
|
||||
m_deconstructButton->setFixedHeight(48);
|
||||
m_deconstructButton->setIcon(loadBuildingIcon(
|
||||
QString::fromStdString(m_iconDir) + "/deconstruct.svg"));
|
||||
m_deconstructButton->setIconSize(kIconSize);
|
||||
// Refund tooltip composed from world.refund_percentage (REQ-UI-DECONSTRUCT-BUTTON,
|
||||
// REQ-BLD-DECONSTRUCT). A finished building refunds the configured percentage; a
|
||||
// construction site removed before it is built is refunded in full. When the
|
||||
// percentage is 100% both cases coincide, so the tooltip is simplified to one case.
|
||||
const int refundPercentage = m_config->world.refundPercentage;
|
||||
const QString deconstructTooltip = (refundPercentage >= 100)
|
||||
? tr("Deconstruct buildings. Refunds %1% of the building block cost.")
|
||||
.arg(refundPercentage)
|
||||
: tr("Deconstruct buildings. A finished building refunds %1% of its building "
|
||||
"block cost once removed; a construction site removed before it is built "
|
||||
"is refunded in full.")
|
||||
.arg(refundPercentage);
|
||||
m_deconstructButton->setToolTip(deconstructTooltip);
|
||||
layout->addWidget(m_deconstructButton, row, col);
|
||||
connect(m_deconstructButton, &QPushButton::clicked, this, [this]() {
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<DeconstructModeToggleRequestedEvent>());
|
||||
});
|
||||
|
||||
updateVisibility();
|
||||
registerForEvents();
|
||||
}
|
||||
|
||||
BuildButtonGrid::~BuildButtonGrid()
|
||||
{
|
||||
unregisterForEvents();
|
||||
}
|
||||
|
||||
void BuildButtonGrid::updateAffordability()
|
||||
{
|
||||
const int buildingBlocks = m_sim->getBuildingBlocksStock();
|
||||
|
||||
// If the currently selected tool can no longer be afforded, exit builder mode
|
||||
// before recomputing button states so it does not stay selected. Clearing the
|
||||
// active index first lets the loop below disable the now-unaffordable button.
|
||||
if (m_activeIndex)
|
||||
{
|
||||
const BuildingType activeType = m_types[*m_activeIndex];
|
||||
const std::map<BuildingType, int>::const_iterator it = m_costs.find(activeType);
|
||||
const int cost = (it != m_costs.end()) ? it->second : 0;
|
||||
if (buildingBlocks < cost)
|
||||
{
|
||||
clearActiveButton();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ExitBuilderModeRequestedEvent>());
|
||||
}
|
||||
}
|
||||
|
||||
for (std::size_t i = 0; i < m_buttons.size(); ++i)
|
||||
{
|
||||
const BuildingType type = m_types[i];
|
||||
const std::map<BuildingType, int>::const_iterator it = m_costs.find(type);
|
||||
const int cost = (it != m_costs.end()) ? it->second : 0;
|
||||
m_buttons[i]->setEnabled(buildingBlocks >= cost || m_activeIndex == i);
|
||||
}
|
||||
}
|
||||
|
||||
void BuildButtonGrid::updateVisibility()
|
||||
{
|
||||
// A locked building type's button is hidden until its unlock group is awarded
|
||||
// (REQ-LOCK-BUILDING). Buttons keep their index so hotkeys/affordability stay
|
||||
// stable; they simply appear once the type is unlocked.
|
||||
for (std::size_t i = 0; i < m_buttons.size(); ++i)
|
||||
{
|
||||
m_buttons[i]->setVisible(m_sim->isBuildingUnlocked(m_types[i]));
|
||||
}
|
||||
}
|
||||
|
||||
void BuildButtonGrid::clearActiveButton()
|
||||
{
|
||||
if (m_activeIndex)
|
||||
{
|
||||
m_buttons[*m_activeIndex]->setChecked(false);
|
||||
}
|
||||
m_activeIndex.reset();
|
||||
}
|
||||
|
||||
void BuildButtonGrid::onBuildButton(int index)
|
||||
{
|
||||
if (index < 0 || index >= static_cast<int>(m_buttons.size()))
|
||||
{
|
||||
return;
|
||||
}
|
||||
const std::size_t idx = static_cast<std::size_t>(index);
|
||||
|
||||
if (m_activeIndex == idx)
|
||||
{
|
||||
clearActiveButton();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ExitBuilderModeRequestedEvent>());
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_activeIndex)
|
||||
{
|
||||
m_buttons[*m_activeIndex]->setChecked(false);
|
||||
}
|
||||
|
||||
m_activeIndex = idx;
|
||||
m_buttons[idx]->setChecked(true);
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<BuildingTypeSelectedEvent>(m_types[idx]));
|
||||
}
|
||||
|
||||
void BuildButtonGrid::handleEvent(std::shared_ptr<const BuilderModeExitedEvent> /*event*/)
|
||||
{
|
||||
clearActiveButton();
|
||||
}
|
||||
|
||||
void BuildButtonGrid::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> /*event*/)
|
||||
{
|
||||
updateAffordability();
|
||||
}
|
||||
|
||||
void BuildButtonGrid::handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> /*event*/)
|
||||
{
|
||||
updateVisibility();
|
||||
updateAffordability();
|
||||
}
|
||||
|
||||
void BuildButtonGrid::handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event)
|
||||
{
|
||||
m_deconstructButton->setChecked(event->active);
|
||||
}
|
||||
|
||||
void BuildButtonGrid::handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event)
|
||||
{
|
||||
for (std::size_t i = 0; i < m_types.size(); ++i)
|
||||
{
|
||||
if (m_types[i] == event->type)
|
||||
{
|
||||
// Equivalent to clicking the build button: a disabled (unaffordable) or
|
||||
// hidden (locked, REQ-LOCK-BUILDING) button cannot be clicked, so the
|
||||
// hotkey is likewise inert.
|
||||
if (m_buttons[i]->isEnabled() && m_buttons[i]->isVisible())
|
||||
{
|
||||
onBuildButton(static_cast<int>(i));
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldPrimitives.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldRenderer.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonBar.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPanel.h
|
||||
@@ -35,7 +35,7 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldPrimitives.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WorldRenderer.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonBar.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPanel.cpp
|
||||
|
||||
@@ -332,7 +332,7 @@ void GameWorldView::onFrame()
|
||||
}
|
||||
|
||||
// Unlocked building set changes only after a drop is applied or on Restart
|
||||
// (REQ-LOCK-BUILDING); the build grid rebuilds its visible buttons.
|
||||
// (REQ-LOCK-BUILDING); the build bar rebuilds its visible buttons.
|
||||
int newUnlockedBuildingCount = 0;
|
||||
for (const BuildingDef& def : m_sim->getConfig().buildings.buildings)
|
||||
{
|
||||
|
||||
@@ -21,13 +21,6 @@
|
||||
#include "SpeedChangeRequestedEvent.h"
|
||||
#include "Tick.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// Item id of the building blocks resource, whose icon stands in for the "Blocks"
|
||||
// word in the header stock and expand button (REQ-UI-BLOCKS-ICON).
|
||||
const char* const kBlockItemId = "building_block";
|
||||
}
|
||||
|
||||
const double HeaderBar::kSpeeds[] = { 0.0, 0.5, 1.0, 2.0, 10.0 };
|
||||
const int HeaderBar::kSpeedCount = 5;
|
||||
|
||||
|
||||
@@ -14,3 +14,9 @@
|
||||
// theme-correct; the result is devicePixelRatio-aware so text and icon stay crisp.
|
||||
QPixmap renderCaptionWithIcon(const QString& text, const QPixmap& icon,
|
||||
const QFont& font, const QColor& textColor);
|
||||
|
||||
// Item id of the building blocks resource, whose icon stands in for the "Blocks"
|
||||
// word wherever a cost or stock is captioned (REQ-UI-BLOCKS-ICON, REQ-UI-BUILD-COST,
|
||||
// REQ-UI-EXPAND-BUTTON). It lives next to the caption helper because every caller of
|
||||
// one is a caller of the other.
|
||||
const char* const kBlockItemId = "building_block";
|
||||
|
||||
@@ -51,6 +51,29 @@ std::optional<BuildingType> buildHotkeyType(int digit, bool shiftHeld)
|
||||
|
||||
} // namespace
|
||||
|
||||
QString InputMapper::getBuildHotkeyLabel(BuildingType type)
|
||||
{
|
||||
// Searched out of the binding table above rather than spelled out a second time,
|
||||
// so a badge can never claim a key the handler does not act on. The shift glyph
|
||||
// is written as a code point because the sources are not guaranteed to be read
|
||||
// as UTF-8 by every compiler this builds with. A plain stroke arrow rather than
|
||||
// U+21E7 UPWARDS WHITE ARROW: the standard UI fonts do not all carry the outlined
|
||||
// shift glyph, and the substitute they fall back to is unreadable at badge size.
|
||||
const QChar shiftGlyph(0x2191); // U+2191 UPWARDS ARROW
|
||||
for (int digit = 1; digit <= 9; ++digit)
|
||||
{
|
||||
if (buildHotkeyType(digit, false) == type)
|
||||
{
|
||||
return QString::number(digit);
|
||||
}
|
||||
if (buildHotkeyType(digit, true) == type)
|
||||
{
|
||||
return shiftGlyph + QString::number(digit);
|
||||
}
|
||||
}
|
||||
return QString();
|
||||
}
|
||||
|
||||
bool InputMapper::handleKeyPress(QKeyEvent* event)
|
||||
{
|
||||
// Auto-repeat says nothing new about which keys are down, and a held action is
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <QString>
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "WorldCamera.h"
|
||||
|
||||
class QKeyEvent;
|
||||
@@ -24,6 +27,12 @@ class QKeyEvent;
|
||||
class InputMapper
|
||||
{
|
||||
public:
|
||||
// The build hotkey that selects the given building type, spelled for display on
|
||||
// its build button's badge (REQ-UI-BUILD-COST): "1" for a plain digit, "⇧1" for
|
||||
// a Shift+digit, and an empty string for a building type with no build hotkey.
|
||||
// Lives here so the badge and the key handling read the same binding table.
|
||||
static QString getBuildHotkeyLabel(BuildingType type);
|
||||
|
||||
// Both return true when the key was consumed; the caller passes anything else
|
||||
// on to its base class so unrelated shortcuts keep working.
|
||||
bool handleKeyPress(QKeyEvent* event);
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "BlueprintPanel.h"
|
||||
#include "BuildButtonGrid.h"
|
||||
#include "BuildButtonBar.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "Command.h"
|
||||
#include "CommandRequestedEvent.h"
|
||||
@@ -58,36 +58,43 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir,
|
||||
m_gameWorldView = new GameWorldView(sim, &sim->getConfig(), &m_visuals, m_configDir,
|
||||
m_itemIcons.get(), m_replay.get(), this);
|
||||
|
||||
m_sidePanel = new QWidget(this);
|
||||
QVBoxLayout* sideLayout = new QVBoxLayout(m_sidePanel);
|
||||
sideLayout->setContentsMargins(1, 1, 1, 1);
|
||||
sideLayout->setSpacing(1);
|
||||
|
||||
// Building icons live alongside the config (a sibling of the config dir), read
|
||||
// from disk at runtime the same way visuals.toml is.
|
||||
const std::string iconDir = QDir::cleanPath(
|
||||
QString::fromStdString(m_configDir) + "/../icons/buildings").toStdString();
|
||||
|
||||
// Floats over the game world rather than living in the side panel column
|
||||
// (REQ-UI-BUILD-BAR). Creation order is the stacking order for siblings, so
|
||||
// building it after the world view puts it above the world and its vignettes,
|
||||
// and before the dim overlay keeps modals dimming it too (REQ-UI-MODAL-DIM).
|
||||
// Its geometry comes from layoutPanels().
|
||||
m_buildButtonBar = new BuildButtonBar(sim, &sim->getConfig(), iconDir,
|
||||
m_itemIcons.get(), this);
|
||||
|
||||
m_sidePanel = new QWidget(this);
|
||||
QVBoxLayout* sideLayout = new QVBoxLayout(m_sidePanel);
|
||||
sideLayout->setContentsMargins(1, 1, 1, 1);
|
||||
sideLayout->setSpacing(1);
|
||||
|
||||
m_selectedBuildingPanel = new SelectedBuildingPanel(sim, &sim->getConfig(), m_sidePanel);
|
||||
m_buildButtonGrid = new BuildButtonGrid(sim, &sim->getConfig(), iconDir, m_itemIcons.get(), m_sidePanel);
|
||||
m_blueprintPanel = new BlueprintPanel(sim, &sim->getConfig(), m_sidePanel);
|
||||
|
||||
// Equal stretch gives the two panels half the column height each
|
||||
// (REQ-UI-PANEL-COLUMN).
|
||||
sideLayout->addWidget(m_selectedBuildingPanel, 1);
|
||||
sideLayout->addWidget(m_buildButtonGrid, 1);
|
||||
sideLayout->addWidget(m_blueprintPanel, 1);
|
||||
|
||||
// Draw a thin border around each of the three side-panel sections. The class
|
||||
// Draw a thin border around each of the two side-panel sections. The class
|
||||
// scoped selectors keep the border on the panels themselves rather than
|
||||
// cascading onto their child widgets; WA_StyledBackground lets the plain
|
||||
// QWidget subclasses honor the stylesheet box (border/background).
|
||||
for (QWidget* panel : { static_cast<QWidget*>(m_selectedBuildingPanel),
|
||||
static_cast<QWidget*>(m_buildButtonGrid),
|
||||
static_cast<QWidget*>(m_blueprintPanel) })
|
||||
{
|
||||
panel->setAttribute(Qt::WA_StyledBackground, true);
|
||||
}
|
||||
m_sidePanel->setStyleSheet(QStringLiteral(
|
||||
"SelectedBuildingPanel, BuildButtonGrid, BlueprintPanel {"
|
||||
"SelectedBuildingPanel, BlueprintPanel {"
|
||||
" border: 1px solid palette(mid); }"));
|
||||
|
||||
// Created last so it stacks above the other children; covers the whole window and
|
||||
@@ -164,6 +171,9 @@ void MainWindow::layoutPanels()
|
||||
m_headerBar->setGeometry(0, 0, mainW, headerH);
|
||||
m_gameWorldView->setGeometry(0, headerH, mainW, totalH - headerH);
|
||||
m_sidePanel->setGeometry(mainW, 0, sideW, totalH);
|
||||
// Sizes itself to its buttons and centers along the bottom of the world view
|
||||
// (REQ-UI-BUILD-BAR).
|
||||
m_buildButtonBar->anchorTo(QRect(0, headerH, mainW, totalH - headerH));
|
||||
m_dimOverlay->setGeometry(0, 0, totalW, totalH);
|
||||
}
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ class Simulation;
|
||||
class GameWorldView;
|
||||
class HeaderBar;
|
||||
class SelectedBuildingPanel;
|
||||
class BuildButtonGrid;
|
||||
class BuildButtonBar;
|
||||
class BlueprintPanel;
|
||||
class ItemIconCache;
|
||||
class QCloseEvent;
|
||||
@@ -78,12 +78,12 @@ private:
|
||||
VisualsConfig m_visuals;
|
||||
Simulation* m_sim;
|
||||
// One per-item icon cache for the whole window (REQ-UI-ITEM-ICON): the header,
|
||||
// build grid, world view, and recipe dialog all rasterize the same SVGs.
|
||||
// build bar, world view, and recipe dialog all rasterize the same SVGs.
|
||||
std::unique_ptr<ItemIconCache> m_itemIcons;
|
||||
GameWorldView* m_gameWorldView;
|
||||
HeaderBar* m_headerBar;
|
||||
SelectedBuildingPanel* m_selectedBuildingPanel;
|
||||
BuildButtonGrid* m_buildButtonGrid;
|
||||
BuildButtonBar* m_buildButtonBar;
|
||||
BlueprintPanel* m_blueprintPanel;
|
||||
QWidget* m_sidePanel;
|
||||
ModalDimOverlay* m_dimOverlay = nullptr;
|
||||
|
||||
Reference in New Issue
Block a user