share a single ItemIconCache across the UI

Four separate caches rasterized the same item SVGs, one of them rebuilt on
every recipe-dialog open. MainWindow now owns one cache and hands a
non-owning pointer to HeaderBar, BuildButtonGrid, GameWorldView and
RecipeSelectionDialog.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
This commit is contained in:
2026-08-02 21:00:19 +02:00
parent ebee62166d
commit f678dab387
10 changed files with 46 additions and 43 deletions

View File

@@ -32,11 +32,12 @@ class BuildButtonGrid : public QWidget,
public:
// iconDir is the directory holding the per-building "<id>.svg" chip icons
// (REQ-UI-BUILD-GRID); itemsIconDir holds the per-item icons and supplies the
// building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Both are
// read from disk at runtime, like the config files.
// (REQ-UI-BUILD-GRID), 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, const std::string& itemsIconDir,
const std::string& iconDir, ItemIconCache* itemIcons,
QWidget* parent = nullptr);
~BuildButtonGrid() override;
@@ -65,7 +66,7 @@ private:
Simulation* m_sim;
const GameConfig* m_config;
std::string m_iconDir;
std::unique_ptr<ItemIconCache> m_itemIcons;
ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow.
std::vector<BuildingType> m_types;
std::vector<QPushButton*> m_buttons;
std::map<BuildingType, int> m_costs;