Commit Graph

22 Commits

Author SHA1 Message Date
fe69921b8e show the available controls in a panel over the world
The panel decides nothing about what the controls are: it asks the same
resolver the key handling and the mouse dispatch ask, and renders each badge
from the binding that resolver matches. A chip cannot claim a key that does
nothing, and a label cannot describe a click that does something else, because
neither is written here.

Display text is the one part that is not shared -- lib/core says what is
available and what triggers it, ControlActionText.cpp says what it is called.
That split is why the table can stay free of UI strings and still be the single
source of the pairing.

It refreshes on a timer rather than by subscribing. Two things that change a
row -- a belt drag starting, the ghost crossing a transfer target -- happen on
mouse movement and publish nothing, and they must still show while the game is
paused, so there is no event and no tick to hang it on. Resolving is comparing
two vectors of enums, and the rebuild is skipped unless they differ.

Left edge, bottom-aligned in the same band the selection panel is confined to,
so it clears the build bar's strip and never meets the panel on the opposite
edge. Clicking the heading collapses it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 17:30:22 +02:00
89e984ec76 split the selection panel into one card per kind of selection
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
2026-08-07 12:18:33 +02:00
668ce0fcb8 float the selection panel over the game world instead of a side column
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
2026-08-06 21:58:36 +02:00
18cfe238f6 move blueprints out of the sidebar into Ctrl+C / Ctrl+V dialogs 2026-08-06 19:03:59 +02:00
c1af58d80c float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons 2026-08-06 08:28:40 +02:00
e5dcb9de5f extract WorldRenderer 2026-08-05 22:14:55 +02:00
3a1951559d share the world shapes both views (game and balancing) draw identically 2026-08-05 22:14:54 +02:00
caa810f66d move pan input into an InputMapper 2026-08-05 22:14:53 +02:00
bd344e4fbe add FieldSelectionPanel for extracting the ships/stations/debris selection 2026-08-04 18:23:28 +02:00
d5ba72d554 add ModalPauseScope for the pause-around-modal idiom 2026-08-03 21:11:52 +02:00
79b79ab7c3 Show building_block icon in header stock, expand button and build costs 2026-07-23 21:13:37 +02:00
f766ae4a86 Allow to draw produced-item icons in recipe dialog and game world 2026-07-23 20:54:04 +02:00
4b149d97a7 dim the game behind dialogs and escape menu 2026-07-13 22:11:21 +02:00
6274b5ce60 List unlocked recipes with tooltips in schematic choice dialog instead of unlocked item names 2026-07-09 20:22:17 +02:00
c7218c7c1e Replace recipe/schematic dropdowns with button and selection dialog 2026-06-22 21:07:36 +02:00
49f7129bd5 schematic selection dialog 2026-06-13 14:19:51 +02:00
37a70ea321 add ship stats panel to ship layout dialog 2026-06-06 22:45:50 +02:00
d08bf5d37b implement ship modules 2026-05-18 08:54:26 +02:00
1e2135dc5b add blueprint tests 2026-04-26 22:19:46 +02:00
71677b806a implement blueprints 2026-04-26 21:57:09 +02:00
94123e93d6 implement ui 2026-04-20 20:33:37 +02:00
f5a999d20a add ui target 2026-04-19 13:40:37 +02:00