Follows f9c654b, which rekeyed REQ-UI-BLUEPRINT-TEMP: C captures a
temporary blueprint from the selection and enters its placement mode, V
re-enters that mode later without capturing anything, and T is unbound.
The plain keys are now the throwaway counterparts of Ctrl+C / Ctrl+V.
V forces the blueprint to outlive its placement mode, so
BlueprintModeExitedEvent no longer drops it -- it now clears only the
saved-blueprint index. BlueprintLibrary holds the one temporary blueprint
in an optional beside the saved list, which keeps it out of the selection
dialog and out of blueprints.toml by construction.
Restarting must discard it, and nothing announced a restart. GameResetEvent
does, emitted from GameWorldView::resetForNewGame(): the escape menu, game
over and win dialogs only enqueue a ResetCommand, so that is the single
point where a restart has actually been applied. The alternative, calling
into the library from all three dialogs, would triplicate the call and
couple MainWindow to the library's internals.
TemporaryBlueprintRequestedEvent is renamed to
TemporaryBlueprintCaptureRequestedEvent -- with two temp-blueprint requests
the old name no longer says which. Also drops a dead include of it from
GameWorldView, unused since the library was split out of BlueprintPanel.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
Implements the REQ-UI-BUILD-BAR rewrite: the build buttons leave the side
panel column for a widget floating at the bottom center of the game world
view, as one non-wrapping row. BuildButtonGrid is renamed BuildButtonBar and
its QGridLayout becomes a QHBoxLayout; the side panel column is left with two
equal-height panels.
Buttons become icon-only. Each face is composed into a single pixmap per
QIcon mode - hotkey badge in the top-left corner, chip icon centered, cost
and block icon below - because a QPushButton holds only one icon. That
replaces the custom-painted BuildButton and lets Qt grey an unaffordable
button by swapping the pixmap. The building name moves into the tooltip,
which now always leads with it, and a missing chip SVG falls back to the name
in the chip's place.
The badge labels come from InputMapper, searched out of the same table the
key handler uses so a badge cannot claim a key that does nothing. The
Deconstruct button has no cost, so it shows its name there instead, and sits
last behind a gap.
Parenting the bar to MainWindow makes creation order the stacking order: it
lands above the world view and its vignettes and below the modal dim, and Qt
routes mouse events to it rather than the world, which is the whole input
clause of REQ-UI-BUILD-BAR at no cost.
Requirements are amended for the two things the mockup added: the hotkey
badge and the Deconstruct caption.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K