Commit Graph

155 Commits

Author SHA1 Message Date
37899ea964 place the selection panel beside what it describes
The panel was anchored to the view's right edge and centered in the band above
the build button bar. Requiring it beside the selection instead splits its
placement inputs in two: the anchor rectangle and the side are frozen when the
selection starts, so the panel neither chases a scrolling view nor moves as the
selection grows, while its geometry is re-solved from them whenever its own size
changes.

Two neighbouring requirements described the old placement and had to follow:
the build bar's "the panel confines itself to the band above the bar", and the
controls panel's claim that the two panels sit on opposite sides of the view --
a selection in the lower left now puts them in the same corner, and keeping them
apart is the selection panel's job.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-08 14:26:18 +02:00
7d0f3e6daf order the selection card by what the player reads first
Six things the player reported, five of them about where things sit and what is
listed:

- HP goes to the top of the runtime group, above everything else a card shows.
  Only the HQ had it elsewhere; the ship and station cards already led with it.
- A construction site's progress moves out of the runtime group's place and
  directly under the header, so how far along the site is reads before what it
  is configured to become.
- The production bar moves between the input and output buffers, so a producing
  building reads in the direction its materials flow: what goes in, what is
  being made of it, what has come out. BufferSection held both buffer sections
  and so could not be split around it; the two sections and the production
  section are now the card's own, in that order.
- Locked items are left out of the buffers. An auto-recipe building's buffers
  are sized over every recipe of its type, so a Smelter carried an input for
  quartz -- which the player cannot mine yet -- and an output for the silicon it
  would smelt into. Both are dropped now, as everywhere else that hides what is
  not unlocked.
- An idle auto-recipe building lists what it handles rather than nothing. It has
  no selected recipe to name, so a Reprocessing Plant between cycles showed no
  output buffer at all. Its sections now list the unlocked items of every recipe
  of its type -- the union its buffers were sized over -- without a per-cycle
  denominator, since no one recipe is in force.

The sixth was the bars vanishing whenever the window lost focus, to a modal
dialog or to another application. They were filled with the palette's current
highlight, and the palette follows the window's focus: the inactive group's
highlight sits close enough to the card's background to read as gone. They ask
for the active group by name now.

Measured on a freshly built Smelter, which is the case that showed three of
these at once:

  INPUT BUFFERS  0 Copper Ore | 0 Iron Ore | 0 Scrap
  PRODUCTION     idle
  OUTPUT BUFFER  0/2 Copper Ingot | 0/2 Iron Ingot

Quartz and silicon filtered out, production between the buffers, and an idle
building still saying what it handles.

Requirements updated for the ordering, the locked-item rule and the idle
auto-recipe listing (REQ-UI-SELECTION-CARD, REQ-UI-SINGLE-SELECTION,
REQ-UI-PRODUCTION-PROGRESS, REQ-UI-HQ-PANEL).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-07 21:39:39 +02:00
a5c51f08f8 put the controls panel in the corner and let it step around the build bar
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
2026-08-07 20:07:22 +02:00
b634da70fb record that additive selection is offered only once something is selected
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
2026-08-07 19:06:24 +02:00
37d9166348 divide the always-available rows in the General context too
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
2026-08-07 19:06:01 +02:00
02f2314588 specify a context-sensitive controls panel floating over the game world
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
2026-08-07 14:43:46 +02:00
90e40dddbc define the selection panel as a catalog of per-selection contents
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
2026-08-07 09:59:26 +02:00
7ddb4a1bb5 float the selection panel over the game world instead of a side column
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
2026-08-06 21:17:43 +02:00
3b37b0ecf8 target single-building transfers by hovering, not by footprint coincidence 2026-08-06 20:31:51 +02:00
98deab932a let any blueprint transfer configuration, not just single-building ones (if the orientation matches) 2026-08-06 20:29:20 +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
fd6a7c5815 rekey the temporary blueprint to C, add V to re-place it 2026-08-06 19:07:13 +02:00
18cfe238f6 move blueprints out of the sidebar into Ctrl+C / Ctrl+V dialogs 2026-08-06 19:03:59 +02:00
c1af58d80c float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons 2026-08-06 08:28:40 +02:00
79b79ab7c3 Show building_block icon in header stock, expand button and build costs 2026-07-23 21:13:37 +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
11daa61714 Add refund-percentage tooltip to Deconstruct button 2026-07-23 20:46:39 +02:00
60d6767d93 draw building icons in the game world 2026-07-23 20:45:50 +02:00
7c1455b8a0 add icons for build buttons 2026-07-22 21:44:20 +02:00
e20a0bba67 Rename Demolish to Deconstruct 2026-07-22 21:40:42 +02:00
b2ce20e6ad Add deconstruction queue 2026-07-22 21:37:56 +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
a75222f111 Never rotate tunnels in place 2026-07-21 21:14:27 +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
0c4eb480be Update belt drag L-path immediately on rotate 2026-07-21 21:06:54 +02:00
b2c1ea34fd Implement deferred L-shaped belt drag placement 2026-07-21 21:05:31 +02:00
1cbc695bc5 Add building status light 2026-07-20 22:19:58 +02:00
c7ecce6ac4 make empty layout cells pulse while module is selected 2026-07-20 22:15:26 +02:00
be475e2836 allow multi-select for ships/stations, mixable with scrap 2026-07-20 21:03:11 +02:00
1cdafb7bcd draw glyph for output port at the target tile during build mode 2026-07-19 22:30:03 +02:00
f205136e21 show tooltip for artifacts in the header bar 2026-07-19 22:16:04 +02:00
b708e1b29d Add demolish-mode vignette 2026-07-19 21:51:12 +02:00
c76ba07bc7 Correct top game speed step to 10x in requirements 2026-07-19 21:37:47 +02:00
b2e7e4897a Add paused-state vignette border to game world view 2026-07-19 21:34:56 +02:00
9c1e948ab4 show selected ship's current behavior in sidebar panel 2026-07-14 21:19:14 +02:00
486296feee Allow direct output-to-input port coupling between adjacent buildings 2026-07-14 20:23:24 +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
af8a2224c0 fix issue where items were accepted by a belt from opposite travel direction 2026-07-14 20:15:39 +02:00
4b149d97a7 dim the game behind dialogs and escape menu 2026-07-13 22:11:21 +02:00
535d4f8f24 allow to (multi) select scrap 2026-07-13 21:09:01 +02:00
8c4fb78fc9 Allow creating blueprints from construction sites 2026-07-13 20:50:13 +02:00
698dd4d13d auto-open layout dialog on manual schematic change 2026-07-13 20:47:37 +02:00
9d28175b17 Always show shipyard layout preview and Configure button, disabled until schematic selected 2026-07-13 20:45:03 +02:00
69fe607157 Show total building block cost in multi-selection panel (relevant for temporary blueprint) 2026-07-13 20:31:40 +02:00
ad3e73fdd8 Add tooltip for building blocks in header bar 2026-07-12 21:24:11 +02:00