remove the Shift copy-building-settings gesture
This commit is contained in:
@@ -269,20 +269,6 @@ void GameWorldView::onFrame()
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pruneDespawnedDebris();
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pruneDespawnedActors();
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// Expire copy/paste flashes. Lifetime is wall-clock (the frame delta), so the
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// flash plays for a fixed real duration regardless of game speed, including
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// while the game is paused (REQ-BLD-COPY-CONFIG-FEEDBACK).
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if (!m_copyConfigFlashes.empty())
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{
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std::vector<CopyConfigFlash> live;
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for (CopyConfigFlash flash : m_copyConfigFlashes)
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{
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flash.remainingMs -= elapsed;
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if (flash.remainingMs > 0) { live.push_back(flash); }
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}
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m_copyConfigFlashes = std::move(live);
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}
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// Apply held scroll
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{
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const bool viewMoved =
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@@ -414,9 +400,8 @@ void GameWorldView::paintGL()
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WorldRenderFrame GameWorldView::makeRenderFrame() const
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{
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return WorldRenderFrame{m_selection, m_buildMode, m_activeBeams, m_copiedConfig,
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m_copyConfigFlashes, m_boxSelecting, m_boxStartTile,
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m_boxCurrentTile, m_debugDraw};
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return WorldRenderFrame{m_selection, m_buildMode, m_activeBeams, m_boxSelecting,
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m_boxStartTile, m_boxCurrentTile, m_debugDraw};
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}
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// ---------------------------------------------------------------------------
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@@ -1026,10 +1011,6 @@ void GameWorldView::keyReleaseEvent(QKeyEvent* event)
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return;
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}
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if (m_inputMapper.handleKeyRelease(event)) { return; }
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// Releasing Shift discards the copied building settings (REQ-BLD-COPY-CONFIG).
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// Stays here rather than moving to the input mapper: Shift is the modifier of a
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// mouse gesture, not a keyboard action of its own.
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if (event->key() == Qt::Key_Shift) { m_copiedConfig.reset(); }
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QOpenGLWidget::keyReleaseEvent(event);
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}
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@@ -1061,15 +1042,6 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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{
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m_buildMode.exitCurrentMode();
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}
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else if (event->modifiers() & Qt::ShiftModifier)
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{
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// Shift + right-click copies a building's settings, but only in the
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// default selection mode (REQ-BLD-COPY-CONFIG).
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const QPoint tile = coordinates.widgetToTile(event->pos());
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std::optional<BuildingId> id = buildingAtTile(tile);
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if (!id.has_value()) { id = siteAtTile(tile); }
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if (id.has_value()) { copyConfigFrom(*id); }
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}
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}
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return;
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}
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@@ -1105,20 +1077,6 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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}
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else
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{
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// Shift + left-click applies the copied settings to a same-type building
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// (REQ-BLD-COPY-CONFIG). Consumes the click so it does not change the
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// selection. Only active in the default selection mode.
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if ((event->modifiers() & Qt::ShiftModifier) && m_copiedConfig.has_value())
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{
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std::optional<BuildingId> id = buildingAtTile(tile);
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if (!id.has_value()) { id = siteAtTile(tile); }
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if (id.has_value())
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{
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pasteConfigTo(*id);
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return;
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}
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}
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const bool ctrl = (event->modifiers() & Qt::ControlModifier) != 0;
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// Only a click that hit nothing starts a box drag. Starting one on a hit
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@@ -1375,85 +1333,6 @@ void GameWorldView::rotateGhost(bool clockwise)
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}
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}
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void GameWorldView::copyConfigFrom(BuildingId id)
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{
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const std::optional<BuildingConfig> config = readBuildingConfig(*m_sim, id);
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if (!config.has_value()) { return; }
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// Only cache when there is something to copy: a selected recipe / schematic
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// (Miner, Assembler, Shipyard) or any Splitter (empty filters = accept-all).
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// Building types with no settings (Smelter, Reprocessing Plant, Salvage Bay,
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// belts / tunnels, HQ) leave any existing cache untouched (REQ-BLD-COPY-CONFIG).
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if (!config->recipeId.has_value() && !config->isSplitter) { return; }
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m_copiedConfig = config;
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m_copyConfigFlashes.push_back({ id, kCopyFlashDurationMs });
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}
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void GameWorldView::pasteConfigTo(BuildingId id)
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{
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if (!m_copiedConfig.has_value()) { return; }
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const std::optional<BuildingConfig> target = readBuildingConfig(*m_sim, id);
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if (!target.has_value() || target->type != m_copiedConfig->type) { return; }
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// The paste applies below; flash the target to confirm (REQ-BLD-COPY-CONFIG-FEEDBACK).
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m_copyConfigFlashes.push_back({ id, kCopyFlashDurationMs });
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const BuildingConfig& source = *m_copiedConfig;
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// The cached settings were valid on a same-type source building, so they are
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// valid and available on the target: unlock state is global, so a selected
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// recipe / schematic (REQ-LOCK-UI-RECIPE, REQ-LOCK-UI-SCHEMATIC) and splitter
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// filter item types (REQ-LOCK-UI-SPLITTER) remain unlocked. Applying reuses the
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// same configuration commands as the selected building panel, inheriting their
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// buffer-clearing and mid-cycle-cancel semantics (REQ-MAT-INPUT-BUFFER,
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// REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
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if (source.isSplitter)
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{
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// Operational splitters are configured by tile; sites by BuildingId
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// (mirrors SelectedBuildingPanel::onSplitterFilterChanged).
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if (const Building* building = findBuilding(m_sim->getFactoryState(), id))
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{
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std::shared_ptr<SetSplitterFiltersCommand> command =
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std::make_shared<SetSplitterFiltersCommand>();
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command->tile = building->anchor;
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command->filterA = source.splitterFilterA;
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command->filterB = source.splitterFilterB;
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enqueueCommand(command);
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}
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else
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{
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std::shared_ptr<SetSiteSplitterFiltersCommand> command =
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std::make_shared<SetSiteSplitterFiltersCommand>();
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command->id = id;
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command->filterA = source.splitterFilterA;
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command->filterB = source.splitterFilterB;
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enqueueCommand(command);
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}
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return;
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}
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if (source.recipeId.has_value())
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{
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std::shared_ptr<SetRecipeCommand> command = std::make_shared<SetRecipeCommand>();
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command->id = id;
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command->recipeId = *source.recipeId;
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enqueueCommand(command);
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}
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// For a shipyard the schematic (above) must be applied before its module
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// layout, so both commands drain in order at the next tick boundary.
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if (source.type == BuildingType::Shipyard && source.shipLayout.has_value())
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{
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std::shared_ptr<SetShipLayoutCommand> command =
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std::make_shared<SetShipLayoutCommand>();
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command->id = id;
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command->layout = *source.shipLayout;
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enqueueCommand(command);
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}
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}
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double GameWorldView::getGameSpeed() const
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{
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return m_gameSpeedMultiplier;
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@@ -1484,8 +1363,6 @@ void GameWorldView::resetForNewGame()
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m_activeBeams.clear();
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m_schematicChoiceShown = false;
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m_selection.clearAll();
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m_copiedConfig = std::nullopt;
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m_copyConfigFlashes.clear();
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m_boxSelecting = false;
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m_camera.reset();
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// Drops any key still held across the restart, which also republishes the pan
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@@ -20,7 +20,6 @@
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#include "Blueprint.h"
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#include "BuildModeController.h"
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#include "BuildingConfig.h"
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#include "BlueprintModeExitedEvent.h"
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#include "BlueprintPlacementRequestedEvent.h"
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#include "BuilderModeExitedEvent.h"
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@@ -217,12 +216,6 @@ private:
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// Enqueues placements and rotate-in-place commands for the resolved path.
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void applyBeltDragPath();
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// Copy-settings gesture (REQ-BLD-COPY-CONFIG): Shift+right-click copies a
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// building's configuration into m_copiedConfig; Shift+left-click applies it to
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// another building of the same type via the existing configuration commands.
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void copyConfigFrom(BuildingId id);
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void pasteConfigTo(BuildingId id);
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// Turns the ghost and refreshes everything that depends on its facing: placement
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// validity, the tunnel completion match, and an in-progress belt drag's path.
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// The mode transitions themselves live on m_buildMode.
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@@ -271,17 +264,6 @@ private:
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// and to resolve the tunnel ghost sub-tile (REQ-BLD-TUNNEL-MODE).
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QVector2D m_cursorWorldPos;
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// Temporary cache for the copy-settings gesture (REQ-BLD-COPY-CONFIG); held
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// only while Shift is down and cleared on Shift release.
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std::optional<BuildingConfig> m_copiedConfig;
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// Brief outline flash shown on a building when settings are copied from it or
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// pasted onto it (REQ-BLD-COPY-CONFIG-FEEDBACK). remainingMs counts down in
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// wall-clock time so the flash plays at a fixed length regardless of game speed
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// (and while paused).
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std::vector<CopyConfigFlash> m_copyConfigFlashes;
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static constexpr qint64 kCopyFlashDurationMs = 300;
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bool m_debugDraw;
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// Owns the selection across all three categories and the rules for moving
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@@ -48,7 +48,6 @@ struct OverlayVisuals
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QColor selectionRect;
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QColor tileHighlight;
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QColor selectedOutline;
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QColor copyConfig;
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QColor lockedAsteroid;
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QColor modalDim;
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QColor tunnelPreview; // tunnel connection preview highlight (REQ-BLD-TUNNEL-MODE)
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@@ -224,7 +224,6 @@ VisualsConfig VisualsLoader::load(const std::string& path)
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cfg.overlays.selectionRect = parseColor(requireString(ov, "selection_rect", "overlays"), "overlays.selection_rect");
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cfg.overlays.tileHighlight = parseColor(requireString(ov, "tile_highlight", "overlays"), "overlays.tile_highlight");
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cfg.overlays.selectedOutline = parseColor(requireString(ov, "selected_outline", "overlays"), "overlays.selected_outline");
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cfg.overlays.copyConfig = parseColor(requireString(ov, "copy_config", "overlays"), "overlays.copy_config");
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cfg.overlays.lockedAsteroid = parseColor(requireString(ov, "locked_asteroid", "overlays"), "overlays.locked_asteroid");
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cfg.overlays.modalDim = parseColor(requireString(ov, "modal_dim", "overlays"), "overlays.modal_dim");
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cfg.overlays.tunnelPreview = parseColor(requireString(ov, "tunnel_preview", "overlays"), "overlays.tunnel_preview");
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@@ -129,7 +129,6 @@ void WorldRenderer::render(QPainter& painter, const WorldCoordinates& coordinate
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// into the port and stay visible while crossing directly between two touching
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// buildings (REQ-MAT-OUTPUT-EMERGE, REQ-MAT-INPUT-INTAKE, REQ-MAT-DIRECT-COUPLE).
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drawPortItems(painter, coordinates, frame);
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drawCopyConfigFeedback(painter, coordinates, frame);
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drawStations(painter, coordinates, frame);
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drawBeltItems(painter, coordinates, frame);
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drawDebris(painter, coordinates, frame);
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@@ -505,44 +504,6 @@ void WorldRenderer::drawSelectionHighlights(QPainter& painter, const WorldCoordi
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}
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}
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void WorldRenderer::drawCopyConfigFeedback(QPainter& painter, const WorldCoordinates& coordinates,
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const WorldRenderFrame& frame)
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{
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const QColor color = m_visuals.overlays.copyConfig;
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// Eligible-target tint: while a configuration is cached, every same-type
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// building and site (the source included) is a valid paste target and is
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// washed in the copy-settings color (REQ-BLD-COPY-CONFIG-FEEDBACK).
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if (frame.copiedConfig.has_value())
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{
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painter.setPen(Qt::NoPen);
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painter.setBrush(color);
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const BuildingType type = frame.copiedConfig->type;
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for (const Building& b : getAllBuildings(m_sim.getFactoryState()))
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{
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if (b.type != type) { continue; }
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const std::optional<QRectF> rect = footprintWidgetRect(coordinates, b.id);
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if (rect.has_value()) { painter.drawRect(*rect); }
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}
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for (const ConstructionSite& s : getAllSites(m_sim.getFactoryState()))
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{
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if (s.type != type) { continue; }
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const std::optional<QRectF> rect = footprintWidgetRect(coordinates, s.id);
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if (rect.has_value()) { painter.drawRect(*rect); }
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}
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}
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// Copy / paste flashes: a brief outline in the same color, drawn like the
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// selection outline (REQ-BLD-COPY-CONFIG-FEEDBACK).
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painter.setPen(QPen(color, 2));
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painter.setBrush(Qt::NoBrush);
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for (const CopyConfigFlash& flash : frame.copyConfigFlashes)
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{
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const std::optional<QRectF> rect = footprintWidgetRect(coordinates, flash.id);
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if (rect.has_value()) { painter.drawRect(rect->adjusted(-1, -1, 1, 1)); }
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}
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}
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void WorldRenderer::drawPortItems(QPainter& painter, const WorldCoordinates& coordinates,
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const WorldRenderFrame& /*frame*/)
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{
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@@ -14,7 +14,6 @@
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#include "BeamFiredEvent.h"
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#include "BuildModeController.h"
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#include "BuildingConfig.h"
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#include "BuildingId.h"
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#include "BuildingType.h"
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#include "Rotation.h"
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@@ -36,31 +35,19 @@ struct ActiveBeam
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QVector2D targetOffset;
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};
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// Brief outline flash shown on a building when settings are copied from it or
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// pasted onto it (REQ-BLD-COPY-CONFIG-FEEDBACK). remainingMs counts down in
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// wall-clock time so the flash plays at a fixed length regardless of game speed
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// (and while paused).
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struct CopyConfigFlash
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{
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BuildingId id;
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qint64 remainingMs;
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};
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// Everything the renderer draws that the simulation does not know about: what the
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// player has selected, which build mode is active, and the other transient bits of
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// interaction state the view owns. Assembled fresh each frame and passed by
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// reference, so the renderer holds no copy that could go stale.
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struct WorldRenderFrame
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{
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const SelectionController& selection;
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const BuildModeController& buildMode;
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const std::vector<ActiveBeam>& beams;
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const std::optional<BuildingConfig>& copiedConfig;
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const std::vector<CopyConfigFlash>& copyConfigFlashes;
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bool isBoxSelecting;
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QPoint boxStartTile;
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QPoint boxCurrentTile;
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bool isDebugDrawEnabled;
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const SelectionController& selection;
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const BuildModeController& buildMode;
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const std::vector<ActiveBeam>& beams;
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bool isBoxSelecting;
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QPoint boxStartTile;
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QPoint boxCurrentTile;
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bool isDebugDrawEnabled;
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};
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// Draws the game world: terrain, buildings, items, ships, effects and the build
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@@ -94,8 +81,6 @@ private:
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const WorldRenderFrame& frame);
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void drawSelectionHighlights(QPainter& painter, const WorldCoordinates& coordinates,
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const WorldRenderFrame& frame);
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void drawCopyConfigFeedback(QPainter& painter, const WorldCoordinates& coordinates,
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const WorldRenderFrame& frame);
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void drawPortItems(QPainter& painter, const WorldCoordinates& coordinates,
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const WorldRenderFrame& frame);
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void drawStations(QPainter& painter, const WorldCoordinates& coordinates,
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@@ -145,8 +130,7 @@ private:
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const QColor& fill) const;
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// Widget-space rectangle covering a building or construction site's footprint,
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// or nullopt if the id resolves to neither. Shared by the selection highlight
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// and the copy-settings feedback (REQ-BLD-COPY-CONFIG-FEEDBACK).
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// or nullopt if the id resolves to neither. Used by the selection highlight.
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std::optional<QRectF> footprintWidgetRect(const WorldCoordinates& coordinates,
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BuildingId id) const;
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Reference in New Issue
Block a user