Commit Graph

7 Commits

Author SHA1 Message Date
44ec3c51f1 explain an item wherever the UI names one
Every display naming an item now shows that item's production tooltip, not
only the selection panel's chips: the header block stock, the total cost of
a building multi-selection, the remaining scrap of a debris selection, the
icons of every recipe summary, and a blueprint card's cost.

ItemTooltip moves out of the selection panel and takes an
ItemTooltipContext of its own -- an item is named all over the UI, and the
panel's context carries visuals and a debug flag no tooltip reads. A
recipe line wraps each icon with its amount so the pair can be pointed at
as one statement, and attaches tooltips only where asked: a module button
and the item tooltip itself draw the same line and stay silent.

Hover only wherever the display sits on something the player clicks, whose
click is not free to explain. Note that a recipe line on an option button
can no longer be transparent to the mouse -- Qt never looks inside a
transparent widget for the cursor -- so it relies on press propagation to
keep picking the option.

The header block stock loses world.building_blocks_tooltip, showing what
every other block icon shows instead. The Expand button keeps no tooltip:
its cost is painted into its face with nowhere to hang one, and the button
is due to be removed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-18 21:41:34 +02:00
099d614395 show a tooltip on click, and keep it up until the pointer leaves
One tooltip mechanism for the whole UI: a Tooltip popup plus a
TooltipTrigger event filter, replacing every setToolTip call. Qt's own
tooltip cannot do what REQ-UI-TOOLTIP-TRIGGER and REQ-UI-TOOLTIP-DISMISS
ask for -- it times out, hides on the first mouse move, cannot be hovered
and cannot be brought up by a click.

A tooltip now appears the moment an element with no click action of its
own is clicked, and it is placed with its top-left corner on the pointer,
so the pointer can move onto the tooltip and hold it open. The pointer is
polled while a tooltip is up rather than tracked through enter and leave
events, whose order depends on which widget the pointer crosses first.

The item chip's children become transparent to the mouse. They were
taking the chip's enter and leave events, so its tooltip only ever
appeared when the pointer rested on the chip's padding.

The modal header's close button loses its "Close" tooltip: a close button
in a header says that by being one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-18 14:52:02 +02:00
f03003194f host the modals in the window instead of in windows of their own
Every dialog was an OS window with a dim widget behind it in the game
window. That is why a click beside one could not reach it: Qt drops mouse
events for a window a modal blocks, so the dim -- a child of the blocked
window -- never saw the press.

ModalLayer is that dim grown up: still a child of the main window covering
its rect, but it now hosts the open modal, places it, and runs its event
loop, so it is the widget the clicks beside a modal land on. It keeps a
stack, paints one dim however many modals are open, and a hold keeps it up
while one modal hands over to the next. ModalDimOverlay and ModalDimScope
are gone; ModalLayerHold replaces the scope at the sites that still open a
system message box.

ModalDialog is what a dialog inherits in place of the window it lost: the
panel background, the drawn header with its optional close button, and the
dismissal gestures. isDismissible() governs Q and, next, the click outside
-- one predicate because both gestures reach the same dialogs. Its default
refuses, so a dialog opts in. requestDismiss() is what a gesture asks for,
and ShipLayoutDialog overrides it with the one-step ladder its Q handler
used to spell out, which is now reached by both. DialogDismiss.h folded into
the base.

The four dialogs the player meets keep their contents unchanged and lose
their title bars: the recipe/schematic selection, blueprint selection, ship
layout, and schematic choice dialogs. Placement moved with them --
placeOnSelectionPanel became getSelectionPanelAnchor, and the layer centers
on that rectangle in window coordinates, with no global mapping and no
frame height to guess at.

Two things followed from dropping OS modality: the focus guard that hands
focus back to the game world now also asks the layer whether a modal is
open, and closeEvent refuses to close the window while one is, since its
nested loop runs over widgets the window owns.

The escape menu, the game-over and win screens, and the two name dialogs are
still system dialogs; they are dimmed by a layer hold until they are
converted next.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-18 12:07:25 +02:00
5968e5f40a dismiss a dialog with Q, and refuse to dismiss the drop dialog
Three dialogs take Q as a second way out beside Escape: the recipe/schematic
selection dialog and the blueprint selection dialog close outright, and the
layout configuration dialog steps out one level per press -- the module being
placed, then remove mode, then the session. Both of those mode exits now go
through the handler the Remove button uses, extracted from a lambda into
onRemoveButtonClicked(), so the key and the button cannot leave different
state behind.

The schematic choice dialog goes the other way and declines reject(). It had
no close button but Escape still closed it, and the caller then applied
choiceIndex 0 -- awarding whichever option happened to be first. Refusing
reject() covers Escape, Alt+F4, and the window manager together, since all
three funnel through it. It is also the only dialog whose dismissal would
strand state: the poll that opened it does not reopen it while the choices
stay pending, so a drop dismissed is a drop lost.

The key itself is spelled once in DialogDismiss.h rather than in three key
handlers. It stays out of the ControlAction table on purpose: that table
answers what an input does in the player's current situation, and a dialog
has none -- it holds focus and takes the key whatever the world is doing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 22:31:59 +02:00
b6b6acb99c ask the icon cache for the inline block icon 2026-08-12 21:22:40 +02:00
603f8063e9 float the selection panel over the game world instead of a side column 2026-08-06 22:06:42 +02:00
18cfe238f6 move blueprints out of the sidebar into Ctrl+C / Ctrl+V dialogs 2026-08-06 19:03:59 +02:00