float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons

This commit is contained in:
2026-08-06 08:28:40 +02:00
parent f39fe9a118
commit c1af58d80c
14 changed files with 575 additions and 477 deletions

91
src/ui/BuildButtonBar.h Normal file
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#pragma once
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <vector>
#include <QRect>
#include <QWidget>
#include "BuilderModeExitedEvent.h"
#include "BuildHotkeyPressedEvent.h"
#include "BuildingBlocksChangedEvent.h"
#include "BuildingType.h"
#include "DeconstructModeChangedEvent.h"
#include "EventHandler.h"
#include "GameConfig.h"
#include "UnlockedBuildingsChangedEvent.h"
class QPushButton;
class Simulation;
class ItemIconCache;
// 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-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.
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();
private:
// Re-evaluates which build buttons are enabled from the current building block
// stock (read from the simulation). If the currently selected tool can no longer
// be afforded, it exits builder mode so the button does not stay selected.
void updateAffordability();
// Re-evaluates which build buttons are visible from the current per-building
// 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;
void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
void handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> event) override;
private slots:
void onBuildButton(int index);
private:
Simulation* m_sim;
const GameConfig* m_config;
std::string m_iconDir;
ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow.
std::vector<BuildingType> m_types;
std::vector<QPushButton*> m_buttons;
std::map<BuildingType, int> m_costs;
std::optional<std::size_t> m_activeIndex;
QPushButton* m_deconstructButton;
QRect m_viewRect;
};