The panel rendered every selection out of a single pool of member widgets,
hidden and shown per branch, so each build path had to remember to hide the
other branches' widgets. That coupling produced the two defects fixed in
668ce0f, and the per-type detail the requirements now ask for would only add
more of it.
The pool is gone. SelectionPanel keeps the category arbitration, the float and
the hide-when-empty behaviour, and hosts exactly one SelectionContent at a
time; SelectionContentFactory picks which one from the selection alone. Each
card is one row of the catalog in REQ-UI-SELECTION-CONTENT and owns only its
own widgets.
The card structure (REQ-UI-SELECTION-CARD) lives in the base class: a header
with an identity symbol, a name and one right slot, then a configuration group
and a runtime group. A construction site keeps its configuration and has its
whole runtime group replaced by the construction progress, decided once there
rather than in every card (REQ-BLD-SITE-CONFIG).
Also implemented here:
- REQ-UI-SELECTION-STATUS: the header status dot, taken from the simulation's
own getProductionStatus() so the panel and the world's status light cannot
disagree.
- REQ-UI-SELECTION-AGGREGATE: belt-subsystem tiles and debris-only selections
collapse into one card with a count instead of a count summary.
- REQ-UI-HQ-PANEL: the HQ shows the global block stock and its HP, neither of
which is a buffer.
- BuildingIconCache, extracted from BuildButtonBar's file-local chip loading so
the card headers and the build buttons rasterize the same SVGs once.
FieldSelectionPanel is deleted: ships, stations, debris and the field count
summary are four more cards in the same factory, so the two-panel arbitration
collapses into one decision.
The card parts are still today's labels and buttons; the item chips, bars,
recipe summary and stat rows follow.
Build clean, 541 tests pass, app runs with no Qt warnings. Visual check
pending.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
Implements REQ-UI-SELECTION-PANEL and the full-width REQ-UI-WORLD-SIZE /
REQ-UI-HEADER: MainWindow drops the 25% side column and its 75/25 math, so
the header bar and world view span the window, and the panel joins the
build button bar as a widget floating over the world.
The panel follows the bar's pattern -- an opaque sibling built after the
world view, so it sits above the vignettes, below the dim overlay, and
swallows the mouse events that would otherwise reach the world. It sizes
itself to its content within a band the window hands it (the world view
less the bar's strip, so the bar never has to move for it), right-aligned
and centered in that band, and scrolls once the content outgrows it. Its
content moved into a scroll area for that; the width is capped at 320 px
because the wrapped labels and the splitter filter lists have no natural
width of their own. With nothing selected the panel now hides entirely
rather than showing an empty box (REQ-UI-EMPTY-SELECTION).
Two defects that content sizing exposed: buildEmpty() left the selected
ids behind when the building vanished under the panel, which would have
held an empty panel on screen, and buildMulti() let a shipyard's layout
preview survive from a previous single selection (REQ-UI-MULTI-SELECTION).
Renames SelectedBuildingPanel to SelectionPanel throughout, matching the
requirements: the panel has long shown ships, stations, and debris too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K