Commit Graph

79 Commits

Author SHA1 Message Date
abe8c8f448 stand the expansion button on the ground it buys
The button leaves the header bar for the world, centered on the columns
the next purchase unlocks and panning with them until it leaves the view.
Those columns now take a lighter tint than the locked ground behind them,
so the boundary between the two says how far one purchase reaches.

Nothing in the code reported a scroll: the camera knew it had moved and
told only the hover. A ViewScrolledEvent says it now, which is what a
widget keeping a place in the world rather than on the screen needs. The
panels want none of it -- they are placed against the screen and stay put
as the world moves under them -- so the button is placed after their pass
and never joins the rectangles they step around.

Its face is two lines, "Expand" over the cost. That makes the cost a
display of its own, so it carries the building-block tooltip the way every
other item value does, on hover alone since the click buys the expansion.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-18 22:55:06 +02:00
b0fa0da813 clear the selection with Q, and drop it on entering a build mode
Implements the requirements committed in 731b887.

Q becomes a three-way branch in the action table, which is the layer that owns
what an input does: ExitMode while a mode is active, the new ClearSelection
while something is selected, EnterDeconstruct otherwise. The three partition
the situations between them, so resolution stays first-match-wins over
available actions and the handler never re-derives the precedence -- which is
why ClearSelection gets its own event rather than joining ModeCancel on Q.

GameWorldView clears the selection at each of the three events that enter a
mode; those are the only ways in, whichever button or key the player used. No
clear is needed where ModeCancel falls through to deconstruct mode: Q resolves
to ClearSelection while anything is selected, so there is nothing left by then.

The Selection context's Q row reads "Clear selection", sits last as the row
that hands the context back does everywhere, and carries the exit badge
styling -- one key that backs out should look the same wherever it appears.
Requirements follow that last point in REQ-UI-CONTROLS-CARD and
REQ-UI-CONTROLS-CONTENT.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 21:49:33 +02:00
b2148f00ac stop hovering when the cursor points at no tile
A cursor resting on a panel or outside the window kept whatever it last
pointed at: the ghost, the tunnel preview, the deconstruct tint all stayed
put, because "not hovering" was not a state the build mode could hold. Make
both ghost tiles optional, clear the hover with them, and re-derive it when
the cursor comes back or a mode is entered.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 15:19:22 +02:00
9490a96e12 let the hover follow a view that scrolls under a still cursor
Only the selection box was refreshed while the camera panned, so the ghost,
its validity, the resolved tunnel end and the deconstruct hover all kept the
tile of the last mouse move. Give the whole hover update one entry point and
run it from the pan step as well, for a cursor that is over the world.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 14:54:34 +02:00
a1c567715e make selection box sub-tile aware 2026-08-14 22:51:05 +02:00
1cf7c264c1 draw selection rect only if mouse has moved 2026-08-14 22:20:35 +02:00
c0b009c548 place the selection panel beside what it describes 2026-08-09 20:36:58 +02:00
980fad272f show the available controls in a panel over the world 2026-08-07 18:48:01 +02:00
1f754de431 resolve keyboard shortcuts through one action table instead of a switch 2026-08-07 18:47:29 +02:00
08d8b0dd90 re-cover copy-settings through single-building blueprints 2026-08-06 19:44:55 +02:00
cd31af2611 remove the Shift copy-building-settings gesture 2026-08-06 19:09:11 +02:00
f39fe9a118 move the debug stats panel out of the renderer 2026-08-05 22:14:55 +02:00
e5dcb9de5f extract WorldRenderer 2026-08-05 22:14:55 +02:00
dc83add5c6 move two placement queries out of the view into PlacementRules 2026-08-05 22:14:54 +02:00
3a1951559d share the world shapes both views (game and balancing) draw identically 2026-08-05 22:14:54 +02:00
26d7448492 extract BuildModeController, fixing a silent blueprint exit 2026-08-05 22:14:54 +02:00
202f583067 extract SelectionController 2026-08-05 22:14:54 +02:00
d5ab44b9bf move the remaining hotkeys into the InputMapper 2026-08-05 22:14:53 +02:00
bb1ffab8fc fix a bug where view continues to pan when window lost focus while panning 2026-08-05 22:14:53 +02:00
caa810f66d move pan input into an InputMapper 2026-08-05 22:14:53 +02:00
f6df95abb2 extract the scroll position into WorldCamera 2026-08-05 22:14:52 +02:00
2af09d9eb1 extract the world<->widget transform into WorldCoordinates 2026-08-05 22:14:52 +02:00
e02e323cb2 share a single ItemIconCache across the UI 2026-08-03 21:08:19 +02:00
932b57720c dedupe tunnel lookup and key tunnel tiles by QPoint 2026-08-03 21:02:06 +02:00
af6828c348 remove duplicate findBuildingDef from GameWorldView 2026-08-03 20:50:03 +02:00
f766ae4a86 Allow to draw produced-item icons in recipe dialog and game world 2026-07-23 20:54:04 +02:00
8b71fe1a03 Rename ship/station scrap drop entities to "debris" 2026-07-23 20:51:05 +02:00
60d6767d93 draw building icons in the game world 2026-07-23 20:45:50 +02:00
e20a0bba67 Rename Demolish to Deconstruct 2026-07-22 21:40:42 +02:00
a9082c57f3 Implement config-driven unlock groups so that multiple things can be unlocked at once (including buildings) 2026-07-22 21:34:59 +02:00
a8a6a04f1e Highlight tunnel connections in green when selected 2026-07-21 21:16:21 +02:00
9b63af6ccb Unify tunnel build mode into a single Tunnel button 2026-07-21 21:12:06 +02:00
4ca5b332cd Snap belt-drag end tile to a building's input edge 2026-07-21 21:09:07 +02:00
b2c1ea34fd Implement deferred L-shaped belt drag placement 2026-07-21 21:05:31 +02:00
be475e2836 allow multi-select for ships/stations, mixable with scrap 2026-07-20 21:03:11 +02:00
9622fa4345 Use std::optional instead of sentinel values for absent data 2026-07-20 20:27:20 +02:00
1cdafb7bcd draw glyph for output port at the target tile during build mode 2026-07-19 22:30:03 +02:00
b708e1b29d Add demolish-mode vignette 2026-07-19 21:51:12 +02:00
b2e7e4897a Add paused-state vignette border to game world view 2026-07-19 21:34:56 +02:00
d412c69f82 Prefix all getters with "get" 2026-07-19 21:17:38 +02:00
c9f14970a1 Animate items entering building input ports 2026-07-14 20:21:25 +02:00
6a8c456aa1 Animate items emerging from building output ports 2026-07-14 20:18:47 +02:00
80a2622267 Redefine camera scroll as view center 2026-07-13 21:31:52 +02:00
535d4f8f24 allow to (multi) select scrap 2026-07-13 21:09:01 +02:00
5f6ecbf6c8 implement visual feedback for copy building settings with shift + click gesture 2026-07-09 21:33:24 +02:00
4986c1bac8 implement copy building settings with shift + click gesture 2026-07-09 20:29:20 +02:00
de1ebb8a5f increase scroll speed across contest zone 2026-07-08 22:25:12 +02:00
24c18f8ac6 render HP bar below the HQ 2026-07-08 21:39:11 +02:00
2cedd5d433 fix issue where building selection outline is hidden by other buildings drawn later 2026-07-08 21:29:44 +02:00
f11db0c072 Add demolish box-drag interaction 2026-07-08 21:04:59 +02:00