It was confined to the band above the build button bar's strip, borrowing the
selection panel's rule. That rule exists because the selection panel is
full-height on the right, where the bar's strip is genuinely in the way. This
panel is short and in the corner, and the bar is centered and sized to its
buttons, so the corner is normally free -- reserving the whole strip pushed the
panel up for a collision that was not happening.
It now sits in the bottom-left corner and shares the view's bottom edge with
the bar, rising only when the panel's rectangle would actually intersect the
bar's, in which case it clears the bar's top by the usual margin and caps its
height at what is left. So it moves for a wide bar and a wide panel, and drops
back into the corner as soon as they no longer meet.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
Ctrl+click works with an empty selection -- it picks the object under the
cursor much as a plain click does -- so leaving it out of the General card is
an omission rather than a claim the panel declines to make. The catalog already
implied that by listing it under Selection only; the accuracy rule now says so
outright, alongside the three omissions it already named.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
The General card was the one that ran its context rows and the global ones
together as a flat list. That made it the exception a player has to notice: the
same six rows sit under a caption everywhere else, so leaving them uncaptioned
here asks the reader to work out that they are the same six.
Requirement wording corrected with it -- it claimed the always-available rows
were the General context's entire content, which was never true. General has
Select, Select area and Deconstruct mode of its own above the divider, exactly
like the other contexts.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
Adds REQ-UI-CONTROLS-PANEL/-CARD/-CONTENT/-ACCURACY: a left-anchored panel,
bottom-aligned within the same band the selection panel uses, collapsed and
expanded by clicking its header. Five control contexts derived from the build
mode and the selection, each with its own rows above a shared always-available
block.
The accuracy rule is the load-bearing part: a row must have the effect its
label names, or not be shown -- no greyed rows. That makes four rows
conditional on more than the context (C/Ctrl+C on the selection holding a
placeable building, the belt-drag row on the builder type, the RMB/Q split on a
drag being in progress, and Place vs Apply settings on the hovered ghost
resolving to a configuration transfer), and it makes the context-to-rows
mapping testable against the real bindings.
Also names the panel in the layout diagram, REQ-UI-WORLD-SIZE, and
REQ-UI-MODAL-DIM, and records in REQ-UI-HOTKEYS that the panel and the build
button badges display bindings rather than define them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
The panel's content requirements described one panel that changes shape.
Restate them as one card structure plus a catalog of contents picked by
what is selected, so each selection has a named content and the parts
mean the same thing wherever they appear.
New:
- REQ-UI-SELECTION-CARD: header (symbol, name, one optional right slot),
configuration group, runtime group. A construction site replaces the
whole runtime group with a Construction bar and keeps its configuration
group, per REQ-BLD-SITE-CONFIG.
- REQ-UI-SELECTION-CONTENT: the catalog table.
- REQ-UI-SELECTION-STATUS: the header status dot, derived from
REQ-UI-STATUS-LIGHT's evaluation rather than a second definition.
- REQ-UI-SELECTION-AGGREGATE: a homogeneous multi-selection collapses into
one content with a count, but only where every part aggregates -- belt
subsystem tiles and debris. Splitters mixed with belts and several
production buildings fall back to the count summary.
- REQ-UI-RECIPE-SUMMARY: the inputs -> outputs, duration line, including a
shipyard's module contributions.
- REQ-UI-HQ-PANEL: global block stock plus HP, because blocks bypass the
buffers into the global stock (REQ-HQ-BELT-INPUT).
Rewritten: REQ-UI-SINGLE-SELECTION (item chips; an output chip's
denominator is now the buffer capacity, not the per-cycle amount),
REQ-UI-PRODUCTION-PROGRESS (bar, and no longer the cycle time's home),
REQ-UI-MULTI-SELECTION (count rows and a total cost row), REQ-UI-BELT-CLEAR,
REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL, REQ-UI-SHIP-BEHAVIOR
(moves into the header slot), REQ-UI-FIELD-MULTI-SELECTION and
REQ-UI-DEBRIS-PANEL (debris-only selections now aggregate).
Requirements only; no code changes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
Remove the 25% side panel column: the header bar and game world view now
span the full window width, and the selection panel floats over the world
at its right edge, content-sized and shown only while something is
selected.
REQ-UI-PANEL-COLUMN is replaced by REQ-UI-SELECTION-PANEL, which defines
the panel's geometry, visibility, overlay, and input rules. The panel is
centered within the view height less its margins and the build button
bar's strip, so the bar never has to move out of its way. Rename the
"selected building panel" to "selection panel" throughout, since it 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