deselect build tool when it becomes unaffordable and fix stale enabled button
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@@ -1,46 +1,56 @@
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#pragma once
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#include <map>
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#include <optional>
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#include <vector>
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#include <QWidget>
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#include "BuilderModeExitedEvent.h"
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#include "BuildHotkeyPressedEvent.h"
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#include "BuildingBlocksChangedEvent.h"
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#include "BuildingType.h"
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#include "DemolishModeChangedEvent.h"
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#include "EventHandler.h"
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#include "GameConfig.h"
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class QPushButton;
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class Simulation;
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class BuildButtonGrid : public QWidget,
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public CombinedEventHandler<BuilderModeExitedEvent,
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DemolishModeChangedEvent,
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BuildHotkeyPressedEvent>
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BuildHotkeyPressedEvent,
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BuildingBlocksChangedEvent>
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{
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Q_OBJECT
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public:
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BuildButtonGrid(const GameConfig* config, QWidget* parent = nullptr);
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BuildButtonGrid(Simulation* sim, const GameConfig* config, QWidget* parent = nullptr);
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~BuildButtonGrid() override;
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void updateAffordability(int buildingBlocks);
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void clearActiveButton();
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private:
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// Re-evaluates which build buttons are enabled from the current building block
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// stock (read from the simulation). If the currently selected tool can no longer
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// be afforded, it exits builder mode so the button does not stay selected.
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void updateAffordability();
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void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override;
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void handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override;
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void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
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private slots:
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void onBuildButton(int index);
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private:
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Simulation* m_sim;
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const GameConfig* m_config;
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std::vector<BuildingType> m_types;
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std::vector<QPushButton*> m_buttons;
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std::map<BuildingType, int> m_costs;
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int m_activeIndex;
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std::optional<std::size_t> m_activeIndex;
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QPushButton* m_demolishButton;
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};
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