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
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
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
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