29 Commits

Author SHA1 Message Date
aeab16757f keep an auto-recipe building's summary between its cycles
A Smelter's recipe summary was dropped whenever it sat between cycles and shown
again when the next one started, as REQ-UI-RECIPE-SUMMARY asked. It is the
widest row of the card and a row of its own height, so the panel changed width
and height every time the building started or stopped -- which is exactly when
its status caption changes, and why the two looked connected.

It now keeps describing the recipe it ran last until another one runs, which
also holds the input chips' per-cycle amounts still instead of letting them
fall back to bare item names each time. A building that has never run a cycle
still has nothing to describe and shows no summary.

A Miner or Assembler never had this: its recipe is player-selected and outlives
the cycle.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-09 14:32:24 +02:00
b97347329f measure the card against every one of its layouts
Changing a label's text posts a LayoutRequest to the widget holding it, and
that event is only delivered when the event loop next runs. The panel measured
its card by invalidating the body's own layout alone, so any layout nested
inside the card -- which is all of them -- still answered with the width of the
text before the change. The panel therefore placed itself against the previous
values and corrected itself on the following refresh, a frame late.

Measured on a BarRow: with the value going idle, 0%, 42%, 100% the panel's
measurement reported 16, 16, 17, 23 where the settled widths were 16, 17, 23,
29 -- one change behind throughout. Re-activating every layout in the card
gives the settled answer without waiting for the event loop.

This is not the size change the player reported, which I could not reproduce
here; it is a second, quieter one found while looking for it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-09 14:16:23 +02:00
352beda47c let the world renderer hold the simulation by const reference
The renderer documented itself as reading the simulation and never writing it,
while holding a mutable reference to it -- because hasAll() forced that on
every caller. With hasAll const the claim and the type can agree, and the const
overloads of getAdmin, forEach and get cover everything the renderer does.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-08 19:42:24 +02:00
256c4b5492 make EntityAdmin::hasAll const
Asking whether an entity has components does not write to the registry, and
entt's all_of is const. Callers that only read were forced to take the admin --
and through it the whole simulation -- by non-const reference to ask; the
selection bounds helpers now say what they mean.

Widening a member to const breaks nothing: every existing caller still binds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-08 19:31:33 +02:00
997cbc65d3 place the selection panel beside what it describes
The panel was anchored to the right edge of the view, which is nowhere near
whatever the player just clicked. It now stands beside the selection: right of
it where it fits, otherwise left, otherwise the roomier side pushed inside the
view -- the one case where it covers part of what it describes.

Nothing told the panel where the selection was. The selection events carry ids
only, and the mode that separates a fresh selection from an expanded one is
consumed inside SelectionController before they are built, so the view now
publishes the selection's screen bounds itself, immediately before selecting and
only when the selection is starting. Freezing that rectangle is what holds the
panel still: it does not chase a scrolling view, a ship flying off, or a
selection being added to. Only the panel's own size still moves it, and even
then it keeps its side and the edge facing the selection.

The rectangles come from what the renderer was already computing for the
selection outlines, now shared rather than duplicated.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-08 19:18:58 +02:00
e66eb7a81f place the floating widgets in one ordered pass
The three widgets over the game world view each cached a rect handed to them by
MainWindow's resize, then re-placed themselves from it. But the build button bar
re-centers on a building unlock and the controls panel re-fits on a 50 ms timer,
neither of which goes through MainWindow, so the rects the others held went
stale -- and each widget re-implemented its own avoidance against them.

They now implement FloatingPanel and are placed in one ordered pass: the bar
takes what it wants, the controls panel steps around the bar, and the selection
panel keeps clear of both. A widget that changed size or visibility publishes
FloatingLayoutInvalidatedEvent instead of moving itself, because what it may
take depends on the widgets placed before it.

The rule they step around each other by is one function in lib, where it can be
tested without a display -- the only way any of this geometry gets automated
cover, screen capture of the world view being blank here.

The selection panel keeps its right edge and its vertical centering, but the
space it centers in is now what its own column has left free rather than the
full-width strip the bar used to reserve. It therefore sits lower than before
where the centered bar does not reach it, and it now clears the controls panel,
which it previously ignored.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-08 19:10:00 +02:00
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
a6152b9998 hold the header's width against a changing status caption
The panel is sized to its card, so anything that changes the card's width drags
the panel with it. The status caption changes as a building works -- "producing"
is shorter than "missing input", which is shorter than "output full" -- and the
panel twitched every time it did. On a Smelter it also changed height, because a
narrower card wraps its item chips differently.

The pill now reserves room for the widest caption it can ever show, so the
header keeps one width whatever the state is. The captions were spelled out in
the switch that chose them, which left no way to ask for the set; they come from
one function now, and the set is what the reservation is built from.

Ship cards do the same with the behaviour names (REQ-UI-SHIP-BEHAVIOR), which
change just as often while a ship fights.

Miner card, sampled every tick for 900 ticks across two different-length
captions: one distinct width, one distinct height. The reservation is what does
it -- the same run without it sits at 138px, with it at 155px, the width of the
longest caption.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-07 22:07:49 +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
44af3184d3 let the selection panel decide its own scroll bar
Selecting a building after a piece of debris left a scroll bar on a card that
had nothing to scroll.

Two faults, both found by driving the panel through the reported sequences and
printing what it measured itself to:

The bar was Qt's decision. Asked for ScrollBarAsNeeded, the scroll area shows a
bar the moment the card is larger than its viewport -- which is true while the
card is being measured, since measuring means giving it a width -- and does not
take it back when the range turns out to be empty. The panel already works out
whether the card fits its band and widens itself for the bar when it does not,
so it now sets the policy itself: AlwaysOn when it decided to scroll, AlwaysOff
when it did not. The previous commit's resize-to-cap made this visible;
removing that alone traded the phantom bar for a real one, because the card's
height depends on the width it is measured at.

The measurement was also a pass short. A card's width follows from the room it
is given and its height from that width, so refit() measures twice: once at the
cap to learn the width the card wants, once at that width for the height. The
whole thing then runs twice, because parts of a freshly built card report an
unstyled size until the style reaches them during the first round -- that gap
was leaving the panel a few pixels short of what the card turned out to need,
which is a scroll bar over a card that looks like it fits.

Measured before and after, HQ card, roomy band:
  before  panel=113x114  card wants 111x121  bar visible, range empty
  after   panel=113x123  card wants 111x121  no bar
And in a 90px band it still scrolls: panel=130x74, range 47, bar shown.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-07 21:13:32 +02:00
6fa3ba7f0c show the selection card before measuring the panel against it
Clicking something sometimes left the panel collapsed to its scroll bar, most
often for field entities.

Same cause as the controls panel's collapse in d7c6734: a widget created under
an already-visible parent starts hidden, and a layout counts a hidden item as
empty. rebuildContent() built the card, added it to the body layout and
measured immediately, so the body reported nothing but its own margins. A width
of nearly zero makes heightForWidth() on the wrapped labels enormous, that
overflows the band, and refit() then caps the height and widens by the scroll
bar -- leaving the panel exactly one scroll bar wide.

It could not recover on the next tick either, because a word-wrapped label's
size hint follows its current width: once narrow, it keeps reporting narrow and
tall. So refit() now measures the body at the width cap rather than at whatever
width the panel currently has, and invalidates the body layout before reading
it -- cards are built and discarded whole, so its cached hint otherwise
describes the card before this one.

Field entities hit it more often because a field selection publishes twice,
actors then debris, so one click rebuilds the card twice.

The same defect existed one level down, where parts are rebuilt while the card
is already visible: ItemChipRow::rebuildChips() and RecipeSummaryRow::rebuild()
now show what they create. Those were measuring the buffer section and the
recipe line as empty on every recipe change.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-07 20:56:18 +02:00
f06d79e60d document the player-input design in architecture.md
The doc's job is the invariants that are easy to break, and this change added
three of them that only existed as comments in the files enforcing them. The
one that matters most is the first: adding a shortcut straight to InputMapper's
switch is the natural next edit, it works, and it silently reintroduces exactly
the drift the action table was built to prevent.

Also records the two distinctions that cost the most to rediscover -- that an
action can be available in a context the panel does not advertise it in, and
that gesture state belongs to the shared mode rather than to an action, because
it decides what other bindings mean.

The ui target's contents were listed without the controls panel too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 20:40:03 +02:00
97c269576e scroll the controls panel's rows instead of clipping them
REQ-UI-CONTROLS-PANEL said the content scrolls once it outgrows the space
available; only the height cap was implemented, so the surplus rows were simply
cut off. Silent row loss is the one failure this panel must not have, and it
was reachable: the Selection context runs to fifteen rows, and a panel that has
also had to rise above the build button bar can be left with less room than
that.

The rows move into a scroll area. The heading stays outside it, so it remains
visible and remains the collapse control whatever the rows are doing.

The size can no longer come from the panel's own layout -- a scroll area's hint
describes a viewport, not its contents -- so the heading and the rows are
measured directly and the chrome added. Verified against a forced rebuild and
an artificially cramped view:

  roomy:    heading 56x13 + rows 124x188 -> 142x223, no scrollbar
  collapsed:                             ->  74x31, same bottom edge
  cramped:  wanted 223, band 124         -> 159x124, +17 for the scrollbar

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 20:39:06 +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
3c4688bdb6 mark the exit row on its chips instead of its label
The label was painted palette(bright-text), which is not a destructive color at
all: Qt has no such role, and bright-text is white by design, meant for text
over dark highlights. On this panel's light chrome it was white on grey.

The chips carry the warning now and the label keeps the ordinary text color, so
the row stays legible whatever the palette and only the binding is marked --
which is what REQ-UI-CONTROLS-CARD asked for in the first place, and what the
mockup shows. The red is a literal because no palette role means it, chosen to
read on a light and a dark background alike, and it is widget chrome, so like
the rest of this stylesheet it is deliberately not a visuals.toml color.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 19:47:56 +02:00
d7c6734a2b show the controls panel's rows before measuring them
A widget created under an already-visible parent starts hidden, and a layout
counts a hidden item as empty -- it adds nothing to the size hint. Nothing
showed the freshly built rows until the event loop next ran, long after the
panel had measured itself, so every rebuild measured an empty card.

That one fact explains both symptoms. Originally refit() read a stale cached
hint, which described the previous context and so drew the card one rebuild
behind. Invalidating that cache to fix it replaced a plausible wrong answer
with the true one for a card whose rows were all still hidden, which is why the
panel then collapsed to its heading on every mode change.

Measured on a forced rebuild, with the rows shown and without:

  shown:   rowItems=10 hidden=0  rowsHint=188  needed=140x221
  hidden:  rowItems=10 hidden=10 rowsHint=6    needed=72x39

39px being heading plus margins -- the collapsed card exactly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 19:36:24 +02:00
1604dc02a2 measure the controls panel against its content, not its old geometry
The previous fix went too far: it activated the panel's own layout before
resizing, which lays the heading and the rows out inside the geometry left over
from the previous context. The panel then took that stale frame as its answer
and collapsed to almost nothing whenever the mode changed.

Only the rows layout is activated now -- that part was right, and is what makes
freshly added rows visible and so measurable. The size comes from
layout()->totalSizeHint(), which says how big the content needs to be without
reference to how big the panel currently is; setGeometry re-runs the outer
layout afterwards on its own.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 19:28:15 +02:00
b346f3dfc1 size the controls panel to the rows it is actually showing
The card was drawn one rebuild behind: selecting something for the first time
sized it for the context before it, and the next selection sized it for that
one. refit() activated the panel's outer layout but never the rows layout
underneath it, so it read a size hint describing rows that were no longer
there, while the freshly added ones were not yet shown and so counted for
nothing. Both layouts are now invalidated and re-run innermost first, and the
rows are polished before being measured -- the badge chips carry border and
padding, which a label reports only once the stylesheet has reached it.

Also drops letter-spacing from the stylesheet. Qt has no such property and
warned once per widget it was applied to, which was most of the console. The
heading and the caption set it on their QFont, where it works.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 19:21:28 +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
fe69921b8e show the available controls in a panel over the world
The panel decides nothing about what the controls are: it asks the same
resolver the key handling and the mouse dispatch ask, and renders each badge
from the binding that resolver matches. A chip cannot claim a key that does
nothing, and a label cannot describe a click that does something else, because
neither is written here.

Display text is the one part that is not shared -- lib/core says what is
available and what triggers it, ControlActionText.cpp says what it is called.
That split is why the table can stay free of UI strings and still be the single
source of the pairing.

It refreshes on a timer rather than by subscribing. Two things that change a
row -- a belt drag starting, the ghost crossing a transfer target -- happen on
mouse movement and publish nothing, and they must still show while the game is
paused, so there is no event and no tick to hang it on. Resolving is comparing
two vectors of enums, and the rebuild is skipped unless they differ.

Left edge, bottom-aligned in the same band the selection panel is confined to,
so it clears the build bar's strip and never meets the panel on the opposite
edge. Clicking the heading collapses it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 17:30:22 +02:00
3e79b09fec resolve mouse gestures through the action table too
The panel has to say what the left button does right now -- "Place" or "Apply
settings", "Select" or "Toggle deconstruct" -- and that answer lived in the
if-chain at the top of mousePressEvent, where the panel could not reach it.
So the chain becomes a switch on the resolved action, and the panel will read
the same resolver. Which branch runs is now decided in one place; what each
branch does is untouched, drag state machines and all.

Right-click gets the clearest win: cancel-the-drag versus leave-the-mode was
two nested conditions inspecting belt state, and is now the two actions the
table already distinguishes for the panel's sake.

Ctrl variants fall back to the plain gesture wherever nothing claims them,
which is what keeps Ctrl+click placing a building in builder mode and Ctrl+drag
deconstructing an area -- the modifier means something only where an action
says it does, rather than every handler re-deciding whether to ignore it.

Behaviour is unchanged. Full suite passes; the app runs clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 17:24:25 +02:00
77bbd58d02 resolve keyboard shortcuts through one action table instead of a switch
The controls panel needs to say what each key does right now, and a panel that
keeps its own list of that is a list that goes stale. So the list moves into
lib/core/ControlAction.h: which actions exist, what each is bound to, and when
each does something. InputMapper stops deciding that and switches on the
resolved action instead, so the panel and the key handling cannot disagree
about what Q means -- there is only one place that says.

The table declares; it never performs. It holds no simulation access, fires no
events, and names nothing: display strings live in the ui target, which formats
the bindings this hands it, so a badge is rendered from the real binding rather
than typed beside it. What an action *does* stays exactly where it was.

ControlContext is the snapshot the rules read, which is what keeps this
testable without a world. Two of its facts come from BlueprintLibrary, which is
built after the world view and so arrives by setter; one comes from the new
hovered-transfer flag on BuildModeController, resolved once on mouse-move
through the same classifier the click and the ghost colour already use.

Behaviour is unchanged, deliberately. Ctrl still separates the chords and every
other modifier is still ignored, so Shift+A pans as before; matching modifiers
exactly would have silently swallowed those presses. Build hotkeys and F3/F4
stay outside the table -- the first are advertised on the build buttons and
already derive their badges from the handler's own table, the second are
development controls the panel must never offer.

The tests are the point of putting this in lib: every row's bindings must
resolve back to that row's action in that same context, which fails the moment
a shown row and its handler part ways.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-07 17:20:44 +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
246cfc3935 give the selection cards their own parts instead of label blobs
The cards were assembled from plain labels carrying whole blocks of text.
Replace those with the widget vocabulary the requirements describe, so a part
means the same thing wherever it appears and a card is a list of parts rather
than a string builder.

The parts, all free of Simulation and GameConfig -- they take prepared values,
and the contents work out what those are:
- StatRow, BarRow, SectionBox: label/value line, captioned fill bar, captioned
  group. The bar is one part for three things: construction progress,
  production progress, and HP.
- ItemChip / ItemChipRow: buffered items as icon, count and sub-line
  (REQ-UI-SINGLE-SELECTION). An input chip carries its per-cycle amount, an
  output chip its count against the buffer capacity. The chips are rebuilt only
  when the set of items changes, so a 30 Hz refresh moves numbers rather than
  widgets.
- RecipeSummaryRow: inputs, arrow, outputs, cycle time (REQ-UI-RECIPE-SUMMARY),
  which is now the panel's only display of the cycle time.
- CountRow, StatusPill, EmptyNote.

Behaviour that changed with them:
- The station card shows damage, range and fire rate as the requirement asks
  (REQ-UI-STATION-STATS-PANEL) rather than the combined DPS it showed before.
- A ship's behaviour moves from a stats row into the card header
  (REQ-UI-SHIP-BEHAVIOR). ShipStatsPanel keeps setBehavior for the balancing
  tool's inspect window, which has no header to put it in.
- A construction site's card shows a progress bar and the "no buffers until
  built" note (REQ-UI-SELECTION-CARD), and now also its recipe summary, since
  that is configuration and a site carries it (REQ-BLD-SITE-CONFIG). Costing a
  shipyard site's schematic needed computeShipyardRequiredMaterials to take a
  stored configuration as well as a live building -- one overload, so the
  module sum still exists once.

ShipStatsPanel is rebuilt on StatRow, BarRow and SectionBox, so the selection
card, the layout dialog's design preview and the balancing tool read alike.
Those three parts are compiled into the balancing target, which does not link
the ui library; keeping them sim-free is what makes that possible, and the
build enforces it.

Build clean, 541 tests pass, app and balancing tool both run with no Qt
warnings. Visual check pending.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-07 12:37:11 +02:00
89e984ec76 split the selection panel into one card per kind of selection
The panel rendered every selection out of a single pool of member widgets,
hidden and shown per branch, so each build path had to remember to hide the
other branches' widgets. That coupling produced the two defects fixed in
668ce0f, and the per-type detail the requirements now ask for would only add
more of it.

The pool is gone. SelectionPanel keeps the category arbitration, the float and
the hide-when-empty behaviour, and hosts exactly one SelectionContent at a
time; SelectionContentFactory picks which one from the selection alone. Each
card is one row of the catalog in REQ-UI-SELECTION-CONTENT and owns only its
own widgets.

The card structure (REQ-UI-SELECTION-CARD) lives in the base class: a header
with an identity symbol, a name and one right slot, then a configuration group
and a runtime group. A construction site keeps its configuration and has its
whole runtime group replaced by the construction progress, decided once there
rather than in every card (REQ-BLD-SITE-CONFIG).

Also implemented here:
- REQ-UI-SELECTION-STATUS: the header status dot, taken from the simulation's
  own getProductionStatus() so the panel and the world's status light cannot
  disagree.
- REQ-UI-SELECTION-AGGREGATE: belt-subsystem tiles and debris-only selections
  collapse into one card with a count instead of a count summary.
- REQ-UI-HQ-PANEL: the HQ shows the global block stock and its HP, neither of
  which is a buffer.
- BuildingIconCache, extracted from BuildButtonBar's file-local chip loading so
  the card headers and the build buttons rasterize the same SVGs once.

FieldSelectionPanel is deleted: ships, stations, debris and the field count
summary are four more cards in the same factory, so the two-panel arbitration
collapses into one decision.

The card parts are still today's labels and buttons; the item chips, bars,
recipe summary and stat rows follow.

Build clean, 541 tests pass, app runs with no Qt warnings. Visual check
pending.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-07 12:18:33 +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
668ce0fcb8 float the selection panel over the game world instead of a side column
Implements REQ-UI-SELECTION-PANEL and the full-width REQ-UI-WORLD-SIZE /
REQ-UI-HEADER: MainWindow drops the 25% side column and its 75/25 math, so
the header bar and world view span the window, and the panel joins the
build button bar as a widget floating over the world.

The panel follows the bar's pattern -- an opaque sibling built after the
world view, so it sits above the vignettes, below the dim overlay, and
swallows the mouse events that would otherwise reach the world. It sizes
itself to its content within a band the window hands it (the world view
less the bar's strip, so the bar never has to move for it), right-aligned
and centered in that band, and scrolls once the content outgrows it. Its
content moved into a scroll area for that; the width is capped at 320 px
because the wrapped labels and the splitter filter lists have no natural
width of their own. With nothing selected the panel now hides entirely
rather than showing an empty box (REQ-UI-EMPTY-SELECTION).

Two defects that content sizing exposed: buildEmpty() left the selected
ids behind when the building vanished under the panel, which would have
held an empty panel on screen, and buildMulti() let a shipyard's layout
preview survive from a previous single selection (REQ-UI-MULTI-SELECTION).

Renames SelectedBuildingPanel to SelectionPanel throughout, matching the
requirements: the panel 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 21:58:36 +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
45 changed files with 1240 additions and 408 deletions

View File

@@ -1,5 +1,5 @@
[world]
height_tiles = 30
height_tiles = 40
refund_percentage = 100
deconstruction_time_seconds = 0.1
starting_building_blocks = 200
@@ -15,7 +15,7 @@ building_blocks_tooltip = "Building blocks are the currency for construction. Sp
artifact_tooltip = "Artifacts are the key to victory. Earn one by choosing the artifact reward when you destroy a set of enemy defence stations. Collect enough of them to win the game."
[regions]
asteroid_width_tiles = 40
asteroid_width_tiles = 60
player_buffer_width_tiles = 20
contest_zone_width_tiles = 60
enemy_buffer_width_tiles = 20

View File

@@ -428,7 +428,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
### Layout
The screen is a single column: a header bar across the top and the game world view filling the whole area below it. There is no side panel. All three permanent UI widgets float over the game world — the build button bar (REQ-UI-BUILD-BAR) at its bottom center, the selection panel (REQ-UI-SELECTION-PANEL) at its right edge, centered vertically within the height left above the build button bar and shown only while something is selected, and the controls panel (REQ-UI-CONTROLS-PANEL) in its bottom-left corner, beside the build button bar and rising above it only when the two would overlap. Blueprints have no permanent screen real estate; they are reached through modal dialogs (REQ-UI-BLUEPRINT-DIALOG):
The screen is a single column: a header bar across the top and the game world view filling the whole area below it. There is no side panel. All three permanent UI widgets float over the game world — the build button bar (REQ-UI-BUILD-BAR) at its bottom center, the selection panel (REQ-UI-SELECTION-PANEL) beside whatever is currently selected, shown only while something is selected and holding its place on the screen until the next selection, and the controls panel (REQ-UI-CONTROLS-PANEL) in its bottom-left corner, beside the build button bar and rising above it only when the two would overlap. Blueprints have no permanent screen real estate; they are reached through modal dialogs (REQ-UI-BLUEPRINT-DIALOG):
```
+-----------------------------------------------------------+
@@ -456,11 +456,14 @@ The screen is a single column: a header bar across the top and the game world vi
- REQ-UI-DECONSTRUCT-BORDER: While deconstruct mode is active (REQ-UI-DECONSTRUCT-BUTTON, REQ-UI-HOTKEYS), a vignette border is drawn around the edges of the game world view to signal the mode, matching the geometry of the paused-state vignette (REQ-UI-PAUSE-BORDER): a 100-pixel thickness (capped at half the smaller viewport dimension on very small views) with the four sides meeting along mitred corner diagonals. It fades in the alpha channel from fully transparent at its inner (center-facing) edge to the deconstruct tint color at the viewport edge. The color — including its alpha, which sets the peak opacity at the viewport edge — is read from `visuals.toml [overlays].deconstruct_tint`, the same deconstruct-mode color used for the hover tint. The border is presentation-only and has no effect on the simulation. If the game is both paused and in deconstruct mode, both vignettes are drawn and compose over each other.
- REQ-UI-EXPAND-BUTTON: The header bar shows an asteroid expansion button captioned `Expand: <x>` followed by the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON) in place of the trailing `Blocks` word, where `<x>` is the current expansion cost computed from `world.toml [expansion].cost_building_blocks_formula` at the current number of purchased expansions (REQ-EXP-COST). When no icon file exists for `building_block`, the caption falls back to the `Expand: <x> Blocks` text. Clicking the button unlocks the next asteroid expansion (REQ-EXP-UNLOCK, REQ-GW-ASTEROID-EXPAND), spending that many building blocks from the global stock. The button is disabled when the player cannot currently afford the cost (consistent with REQ-UI-BUILD-DISABLED). The caption updates as the cost changes with each purchased expansion.
- REQ-UI-WORLD-SIZE: The game world view occupies the full width of the game window and the full height below the header bar. No widget insets it: the build button bar (REQ-UI-BUILD-BAR), the selection panel (REQ-UI-SELECTION-PANEL), and the controls panel (REQ-UI-CONTROLS-PANEL) float over it.
- REQ-UI-SELECTION-PANEL: The **selection panel** (the panel described under Selection Panel, REQ-UI-SINGLE-SELECTION and following) is a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), anchored to the view's right edge with a small margin. It is **sized to its content in both width and height**, so it grows and shrinks as the selection changes, staying right-anchored as its size changes.
The panel's vertical placement and maximum height are defined against an **available band**: the height of the game world view, less the panel's top and bottom margins, less the height of the horizontal strip occupied by the build button bar at the bottom of the view (the bar's height plus its bottom margin, REQ-UI-BUILD-BAR) — the bar's band is subtracted over the full view width, regardless of how wide the bar currently is. The panel is **vertically centered within that available band**, not within the full view height, so it sits slightly above the view's vertical center. Should its content ever be taller than the band, the panel's height is capped at the band height and the content scrolls vertically within it.
- REQ-UI-SELECTION-PANEL: The **selection panel** (the panel described under Selection Panel, REQ-UI-SINGLE-SELECTION and following) is a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), placed **beside the objects it describes** rather than at a fixed corner of the view, so it appears where the player is already looking. It is **sized to its content in both width and height**, so it grows and shrinks as the content changes. It keeps the same small margin from the view's edges that it uses as its gap from the selection.
- **Anchor rectangle.** The panel is placed against the screen rectangle of the selection **at the moment that selection started**: the footprint of the single object selected (a building or construction site, an actor, or a piece of debris), or, when the selection started as a multi-selection (REQ-UI-MULTI-SELECT), the bounding box of all the objects it started with.
- **Side.** The panel goes to the **right** of the anchor rectangle, separated from it by the panel's margin, whenever it fits within the view there. Otherwise it goes to the **left** of the anchor rectangle by that same margin. When it fits on neither side — a bounding box spanning most of the view, or an object too close to an edge — it is placed on whichever side leaves more room and then pushed inside the view. That is the one case in which the panel covers part of the selection.
- **Vertical placement.** The panel's **top edge is aligned with the anchor rectangle's top edge** and it extends downward. Its bottom is limited by the lowest of: the view's bottom edge less the panel's margin; and the top edge, less that margin, of the build button bar (REQ-UI-BUILD-BAR) or the controls panel (REQ-UI-CONTROLS-PANEL) — but each of those two only where the panel's own horizontal extent actually overlaps that widget's current rectangle, so a panel whose column misses them is not shortened by them. Should the panel not fit above that limit, it is shifted up, as far as the view's top margin and no further; if it still does not fit, its height is capped at the space available there and the content scrolls vertically within it.
- **Fixed for the life of the selection.** The anchor rectangle and the side are determined once, when the selection starts, and are not revisited while that selection lasts; the panel's own size is the only thing that may still move it (see **Resizing in place** below). The panel **keeps its place on the screen** when the player scrolls the view (REQ-UI-SCROLL) and when a selected object moves under it (a selected ship flying away), rather than following the object — which may leave it beside nothing, or beside an object that has left the view entirely. It likewise does not move when the selection is **expanded** by adding objects or reduced by removing them (REQ-UI-MULTI-SELECT), nor when a selected object is destroyed or deconstructed. Starting a **new** selection — clicking a different object, or a box drag that replaces the selection — places the panel anew against the new anchor rectangle.
- **Resizing in place.** Only the anchor rectangle and the chosen side are fixed for the life of the selection; the panel's geometry is **re-solved from them** whenever its content size changes (a section appearing or disappearing as the selection's state changes), the view is resized, or the build button bar's or controls panel's rectangle changes. Re-solving keeps the two edges the panel was placed by — its top edge, and the edge facing the anchor rectangle (its left edge when it sits to the right of the selection, its right edge when it sits to the left) — so the panel grows away from the selection rather than over it, and it never switches sides for as long as the selection lasts. What re-solving may change is the vertical result: growth that would take the panel outside the view or into either of those two widgets is resolved as in **Vertical placement** above, by shifting it up and capping its height, and a panel that shrinks again regains the room.
- **Visibility.** The panel is shown only while at least one object is selected. With an empty selection it is not shown at all (REQ-UI-EMPTY-SELECTION), leaving the full game world view visible.
- **Overlay behavior.** As for the build button bar (REQ-UI-BUILD-BAR): the panel occludes the strip of the game world it covers; the world view itself keeps its full extent and the view's scrolling, ghost rendering, and tile geometry are unaffected. It is drawn above the pause and deconstruct vignettes (REQ-UI-PAUSE-BORDER, REQ-UI-DECONSTRUCT-BORDER), which keep their full right-hand band underneath it, and below the modal dim (REQ-UI-MODAL-DIM), which covers the entire game window including the panel. The panel and the build button bar never overlap, because the panel's available band excludes the bar's strip; the bar itself never moves on the panel's account (REQ-UI-BUILD-BAR).
- **Overlay behavior.** As for the build button bar (REQ-UI-BUILD-BAR): the panel occludes the strip of the game world it covers; the world view itself keeps its full extent and the view's scrolling, ghost rendering, and tile geometry are unaffected. It is drawn above the pause and deconstruct vignettes (REQ-UI-PAUSE-BORDER, REQ-UI-DECONSTRUCT-BORDER), which keep their full band underneath it, and below the modal dim (REQ-UI-MODAL-DIM), which covers the entire game window including the panel. The panel never overlaps the build button bar or the controls panel, because it stays above both wherever their rectangles meet its own; neither of them ever moves on the panel's account (REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL).
- **Input.** Mouse events over the panel are consumed by the panel and never reach the game world: hovering it shows no builder-mode ghost at the tile beneath, and clicking it neither places a building nor changes the selection. Right-clicking the panel does not exit builder mode (REQ-BLD-BUILDER-MODE) or cancel a belt drag (REQ-BLD-BELT-DRAG).
- REQ-UI-MODAL-DIM: While a modal dialog, menu, or full-screen state screen is open on top of the game, a transparent black overlay (a dim/scrim) is drawn over the **entire game window** — the header bar, the game world view, and the widgets floating over it (the build button bar, REQ-UI-BUILD-BAR, the selection panel, REQ-UI-SELECTION-PANEL, and the controls panel, REQ-UI-CONTROLS-PANEL) — behind that modal, so the game reads as inactive while the modal holds focus. The overlay is shown for every modal that auto-pauses the simulation — the escape menu (REQ-UI-GAME-MENU), the recipe/schematic selection dialog (REQ-UI-SELECT-BUTTON), the layout configuration dialog (REQ-MOD-UI-DIALOG), the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP), the blueprint save dialog (REQ-UI-BLUEPRINT-CREATE), and the blueprint selection dialog (REQ-UI-BLUEPRINT-DIALOG) — as well as the game-over screen (REQ-HQ-GAME-OVER) and the win screen (REQ-WIN-SCREEN), which end rather than pause the game. When modals are nested (for example the Create Blueprint name dialog (REQ-MOD-UI-BLUEPRINT-CREATE) opened from the layout configuration dialog), only a single dim is shown over the game window; nested modals do not stack additional overlays. The same applies when one modal hands directly off to another — the blueprint save dialog opening the blueprint selection dialog on confirm (REQ-UI-BLUEPRINT-CREATE): the dim persists across the handoff rather than flickering off and back on, and the simulation is not resumed in between. The dim color and opacity are read from `visuals.toml [overlays]` (a semi-transparent black modal-dim color), consistent with the other overlay colors. The overlay is presentation-only and has no effect on the simulation.
@@ -537,7 +540,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- REQ-UI-SELECTION-CARD: **Card structure.** Every panel content is a card with the same three parts, top to bottom:
- **Header** — always shown. It holds the selection's identity symbol on the left — the building's icon glyph (REQ-UI-WORLD-ICON), a ship's schematic color swatch, or the kind symbol of a defence station or piece of debris — the selection's name beside it, and one optional **right slot**. The right slot holds a status indicator (REQ-UI-SELECTION-STATUS), a ship's current behavior (REQ-UI-SHIP-BEHAVIOR), or an object count — never more than one of them; which one applies is stated per content in REQ-UI-SELECTION-CONTENT.
- **Configuration group** — the controls that change how the selected object is set up: the recipe/schematic selection control (REQ-UI-SELECT-BUTTON), a shipyard's layout preview and Configure button (REQ-MOD-UI-PREVIEW), and a splitter's output filters (REQ-BLD-SPLITTER). It is shown identically for an operational building and for a construction site of the same type (REQ-BLD-SITE-CONFIG).
- **Runtime group** — what the object is currently doing: buffer contents, production progress, HP, remaining scrap, and the belt clear action (REQ-UI-BELT-CLEAR). For a **construction site** the entire runtime group is replaced by a captioned `Construction` section: a progress bar filled to the site's construction completion with that completion as an integer percentage beside the caption — the same value the world draws on the footprint (REQ-UI-CONSTRUCTION-PROGRESS) — followed by a note that buffers appear once the building is built, because a site has neither buffers nor a production cycle (REQ-BLD-SITE-CONFIG). The configuration group is unaffected and stays visible on a site.
- **Runtime group** — what the object is currently doing: buffer contents, production progress, HP, remaining scrap, and the belt clear action (REQ-UI-BELT-CLEAR). Where the object has **HP**, its bar is the first thing in this group, above everything else the card shows (REQ-UI-HQ-PANEL, REQ-UI-SHIP-STATS-PANEL, REQ-UI-STATION-STATS-PANEL) — how close the thing is to dying outranks what it is holding. For a **construction site** the entire runtime group is replaced by a captioned `Construction` section: a progress bar filled to the site's construction completion with that completion as an integer percentage beside the caption — the same value the world draws on the footprint (REQ-UI-CONSTRUCTION-PROGRESS) — followed by a note that buffers appear once the building is built, because a site has neither buffers nor a production cycle (REQ-BLD-SITE-CONFIG). That section sits **directly below the header, above the configuration group**, so how far along the site is reads first; the configuration group is otherwise unaffected and stays visible on a site.
A group with nothing to show takes no space, so a content may consist of a header alone. Within a group, related parts form **sections** carrying a short caption above them (e.g. `Layout`, `Input buffers`, `Production`, `Output buffer`); a section and its caption are shown only while that section has content, so e.g. a Miner (which consumes nothing) shows no input buffer section.
- REQ-UI-SELECTION-CONTENT: **Content catalog.** Which content the panel shows follows from the selection alone:
@@ -568,9 +571,13 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- an **input** chip shows the per-cycle amount below the count (the items consumed per run, e.g. `/ 2 per cycle`), or the count alone when the building has no selected recipe or schematic to give one;
- an **output** chip shows the count against the output buffer's capacity as `a / b` (REQ-MAT-OUTPUT-BUFFER), with the item's name below.
Input and output chips form separately captioned sections, each shown only while it holds something (REQ-UI-SELECTION-CARD). For a selected construction site the buffer sections are omitted (REQ-BLD-SITE-CONFIG).
- REQ-UI-RECIPE-SUMMARY: Below the recipe/schematic selection control, a building running a recipe or schematic shows a one-line **recipe summary**: each input item's icon with its per-cycle amount, an arrow, each output item's icon with its per-cycle amount, and the cycle time in seconds. It restates what the building will do without opening the selection dialog, and it is the panel's only display of the cycle time. For a Shipyard the summary is built from the schematic's materials and production time including the placed modules' contributions (REQ-BLD-SHIPYARD, REQ-MOD-STAT-CALC), matching the buffers beneath it. Auto-recipe buildings (Smelter, Reprocessing Plant — REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) have no player-selected recipe and so show no selection control; they show the summary of the recipe currently in production, and none while idle. A building with no recipe or schematic selected shows no summary.
- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the panel's runtime group shows a captioned **production section**: a horizontal progress bar filled to the completion of the active production cycle, with that completion beside the caption as an integer percentage (e.g. `72%`), or the text `idle` in place of the percentage and an empty bar when no production cycle is active. The cycle time is shown in the recipe summary (REQ-UI-RECIPE-SUMMARY) rather than repeated here. When no recipe or schematic is selected, the production section is not shown at all.
Input and output chips form separately captioned sections (REQ-UI-SELECTION-CARD). A section lists a chip for **every item the building's cycle involves**, and for an auto-recipe building every item it handles at all, whether or not the buffer currently holds any: an empty buffer reads `0` rather than its chip disappearing, so the card keeps one shape while the building runs. A section left with no chips at all is not shown. The production section (REQ-UI-PRODUCTION-PROGRESS) sits **between them**, so the card reads in the direction the materials flow: what goes in, what is being made of it, what has come out. For a selected construction site the buffer sections are omitted (REQ-BLD-SITE-CONFIG).
**Only unlocked items are listed.** A building's buffers may carry entries for items the player cannot make yet — an auto-recipe building's buffers are sized over *every* recipe of its type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), including recipes that are still locked. Those entries are left out of both sections, consistent with the rest of the UI hiding what is not unlocked yet (REQ-LOCK-UI-RECIPE, REQ-LOCK-UI-SPLITTER), so a Smelter shows the ores it can actually smelt rather than every ore in the game.
**An idle auto-recipe building still shows what it handles.** Having no selected recipe (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), it would otherwise show empty sections whenever it happens to be between cycles. Its input and output sections instead list the unlocked items of every recipe of its type — the same union its buffers were sized over — with a count and no per-cycle denominator, since no one recipe is in force. While a cycle is running, that cycle's recipe supplies the denominators as for any other building.
- REQ-UI-RECIPE-SUMMARY: Below the recipe/schematic selection control, a building running a recipe or schematic shows a one-line **recipe summary**: each input item's icon with its per-cycle amount, an arrow, each output item's icon with its per-cycle amount, and the cycle time in seconds. It restates what the building will do without opening the selection dialog, and it is the panel's only display of the cycle time. For a Shipyard the summary is built from the schematic's materials and production time including the placed modules' contributions (REQ-BLD-SHIPYARD, REQ-MOD-STAT-CALC), matching the buffers beneath it. Auto-recipe buildings (Smelter, Reprocessing Plant — REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) have no player-selected recipe and so show no selection control; they show the summary of the recipe currently in production and, while between cycles, of the one they ran last. They keep it rather than dropping it, because a summary that came and went with each cycle would resize the card in step with the building's status (REQ-UI-SELECTION-STATUS), which is the one thing the panel must not do while the player is reading it (REQ-UI-SELECTION-PANEL). Such a building shows no summary only until it has run its first cycle. A building with no recipe or schematic selected shows no summary.
- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the panel's runtime group shows a captioned **production section** between the input and output buffer sections (REQ-UI-SINGLE-SELECTION): a horizontal progress bar filled to the completion of the active production cycle, with that completion beside the caption as an integer percentage (e.g. `72%`), or the text `idle` in place of the percentage and an empty bar when no production cycle is active. The cycle time is shown in the recipe summary (REQ-UI-RECIPE-SUMMARY) rather than repeated here. When no recipe or schematic is selected, the production section is not shown at all.
- REQ-UI-MULTI-SELECT: The player selects multiple objects by box-drag or by Ctrl+clicking individual objects to add or remove them from the selection. Multi-select operates within a single category (REQ-UI-SELECTION-CATEGORIES). A box-drag that covers at least one building selects buildings (any field objects within the box are ignored — buildings win); a box-drag that covers no building but does cover ships, defence stations, or debris selects all of those field objects together (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-MULTI-SELECT).
- REQ-UI-MULTI-SELECTION: When multiple buildings are selected and the selection does not aggregate (REQ-UI-SELECTION-AGGREGATE), the panel shows a count summary. Its header names the size of the selection as `<n> buildings` in place of an object name, and carries no symbol and nothing in its right slot. Below it is one row per selected building type — the type's symbol, its name, and the number selected as `x<count>` — one type per row, and no per-building detail. A final row shows the **total building block cost** of the selection, captioned `Total cost` with the value followed by the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON): the sum of each selected building's placement cost (`buildings.toml [[building]].cost`, per REQ-BLD-COST), counting only player-placeable buildings (buildings with a button in the build button bar); non-player-placeable buildings (the HQ and defence stations) are excluded from the total, consistent with the blueprint total (REQ-UI-BLUEPRINT-CARD). Construction sites count at their building type's full placement cost regardless of construction progress.
- REQ-UI-CONFIG-INLINE: Recipe and schematic configuration for a selected building is shown within this panel, in its configuration group (REQ-UI-SELECTION-CARD). Recipe selection (miner, assembler) and schematic selection (shipyard) use the selection button and dialog (REQ-UI-SELECT-BUTTON) rather than an inline control. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic selection button (REQ-MOD-UI-PREVIEW).
@@ -580,7 +587,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- For a **ship schematic** (Shipyard): the ship's `display_name`; the name and quantity of each base required material (`[ship.schematic].materials`, excluding any module contributions); the base production time (`[ship.schematic].production_time_seconds`); and "Produces: 1 <ship display name>".
- REQ-UI-RECIPE-ICON: In the recipe-selection dialog (REQ-UI-SELECT-BUTTON) for a Miner or Assembler, each recipe option button shows the icon of the recipe's produced item **instead of** its name caption (icon-only). The item shown is the recipe's `icon` field if set, otherwise its first output item; the icon is that item's icon per REQ-UI-ITEM-ICON. When the item has no icon file, the button falls back to the recipe/item name caption. The recipe name and details remain available on hover via the selection info tooltip (REQ-UI-SELECT-TOOLTIP). The `(None)` option keeps its text caption. This applies only to recipe options; the Shipyard schematic-selection dialog is unaffected and continues to show ship name captions.
- REQ-UI-BELT-CLEAR: When one or more belt, splitter, tunnel entry, or tunnel exit tiles are selected, the panel's runtime group shows a **"Clear stuck items"** button that removes all items from the selected tiles. Clearing a tunnel entry or exit also discards all items currently in transit through that tunnel (REQ-BLD-TUNNEL-TRANSIT). This can be used to resolve stalled belts, splitters, and tunnels. The button acts on every selected tile, which is why a selection of belts and tunnel ends aggregates into one content rather than a count summary (REQ-UI-SELECTION-AGGREGATE).
- REQ-UI-HQ-PANEL: When the HQ is selected, the panel shows the **global building blocks stock** — the same value as the header bar's stock display (REQ-UI-BLOCKS-ICON), rendered as an item chip (REQ-UI-SINGLE-SELECTION) carrying the `building_block` icon — and the HQ's **HP** as a bar labelled `current / maximum` (REQ-HQ-STATS, REQ-UI-HP-BARS). The HQ has no input or output buffers of its own: building blocks delivered by belt go straight into the global stock (REQ-HQ-BELT-INPUT), and showing that stock on the HQ is what tells the player to route blocks there. The HQ has no configuration group and no status indicator (REQ-UI-SELECTION-STATUS), and it is never a construction site.
- REQ-UI-HQ-PANEL: When the HQ is selected, the panel shows the HQ's **HP** as a bar labelled `current / maximum` (REQ-HQ-STATS, REQ-UI-HP-BARS) and, beneath it, the **global building blocks stock** — the same value as the header bar's stock display (REQ-UI-BLOCKS-ICON), rendered as an item chip (REQ-UI-SINGLE-SELECTION) carrying the `building_block` icon. The HP comes first, as it does on every card that has it (REQ-UI-SELECTION-CARD). The HQ has no input or output buffers of its own: building blocks delivered by belt go straight into the global stock (REQ-HQ-BELT-INPUT), and showing that stock on the HQ is what tells the player to route blocks there. The HQ has no configuration group and no status indicator (REQ-UI-SELECTION-STATUS), and it is never a construction site.
- REQ-UI-ENTITY-CLICK-SELECT: The player can click any ship (player or enemy) or any defence station (player or enemy) in the game world to select it. A plain click on a ship or defence station makes it the sole selection, clearing any previous selection. Ships and defence stations can be multi-selected — by Ctrl+clicking individual actors to add or remove them, or by box-drag (REQ-UI-MULTI-SELECT) — and can be selected together with debris and with one another in a single field selection (REQ-UI-SELECTION-CATEGORIES), freely mixing player and enemy actors. Actors cannot be selected together with buildings: selecting a ship or defence station clears any building selection, and selecting a building clears the actors (buildings win). Clicking a piece of debris adds to or establishes a field selection (REQ-UI-DEBRIS-CLICK-SELECT). Clicking empty world space (no building, ship, defence station, or piece of debris) clears the selection.
- REQ-UI-SHIP-STATS-PANEL: When exactly one ship is selected (REQ-UI-ENTITY-CLICK-SELECT) and no debris is selected, the selection panel shows a **ship stats panel**. (If debris is also selected, the panel shows the compact count summary instead, per REQ-UI-FIELD-MULTI-SELECTION.) The panel structure mirrors REQ-MOD-UI-STATS-PANEL but reflects the ship's actual live state: stats are computed from its installed modules per REQ-MOD-STAT-CALC. Its header (REQ-UI-SELECTION-CARD) carries the schematic's color swatch and display name, with the ship's current behavior in the right slot (REQ-UI-SHIP-BEHAVIOR). The panel always shows all hull stats: HP (current / maximum) as a **bar** with the two values beside its caption, then max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, and max rotation speed as label/value rows. In addition, capability module summaries are shown below the hull stats, each as its own outlined row, conditioned on which module types are installed and using the same aggregation rules as REQ-MOD-UI-STATS-PANEL: weapons (combined DPS, maximum range), salvage (combined collection rate, maximum range), and repair (combined repair rate, maximum range), each appearing only if at least one instance of that module type is installed. While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT).
- REQ-UI-SHIP-BEHAVIOR: The ship stats panel (REQ-UI-SHIP-STATS-PANEL) additionally displays the selected ship's **current behavior** in its header's right slot (REQ-UI-SELECTION-CARD) — a single label naming the top-priority behavior currently governing the ship's navigation, as resolved by the fixed-priority behavior arbitration. Only the winning behavior is named; lower-priority behaviors that are suppressed are not shown, and neither are the salvage/repair cycles that run regardless of the active behavior (REQ-SHP-SALVAGE, REQ-SHP-REPAIR). The label updates live as the ship's behavior changes, and it is always shown (independent of debug draw mode, unlike the threat-cost line of REQ-UI-SHIP-STATS-PANEL). This applies to both player and enemy ships (REQ-UI-ENTITY-CLICK-SELECT); enemy ships only ever show **Engaging** or **Advancing**. The behavior labels (all wrapped in `tr()`) are:
@@ -601,7 +608,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- REQ-UI-BUILD-BAR: All placeable building types are shown as a **single horizontal row** of buttons with no grouping and no wrapping, inside a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), horizontally centered and anchored at the bottom edge with a small margin. Tunnel Entry and Tunnel Exit share a single **Tunnel** button (REQ-BLD-TUNNEL-MODE) rather than one button each. The bar is sized to its buttons and re-centers whenever the set of shown buttons changes (REQ-LOCK-BUILDING) or the view is resized.
- **Overlay behavior.** The bar occludes the strip of the game world it covers; the world view itself keeps its full extent and the view's scrolling, ghost rendering, and tile geometry are unaffected (the world is not inset for the bar). The bar is drawn above the pause and deconstruct vignettes (REQ-UI-PAUSE-BORDER, REQ-UI-DECONSTRUCT-BORDER), which keep their full 100-pixel bottom band underneath it, and below the modal dim (REQ-UI-MODAL-DIM), which covers the entire game window including the bar.
- **No overlap with the selection panel.** The bar and the selection panel (REQ-UI-SELECTION-PANEL) never overlap, and keeping them apart is entirely the panel's job: the bar's position depends only on its own button set and the view size, and it never moves, re-centers, or resizes because the panel appears, disappears, or changes size. The panel instead confines itself to the view height less the bar's strip (REQ-UI-SELECTION-PANEL).
- **No overlap with the selection panel.** The bar and the selection panel (REQ-UI-SELECTION-PANEL) never overlap, and keeping them apart is entirely the panel's job: the bar's position depends only on its own button set and the view size, and it never moves, re-centers, or resizes because the panel appears, disappears, or changes size. The panel instead steps around the bar's current rectangle wherever its own column would meet it (REQ-UI-SELECTION-PANEL).
- **Input.** Mouse events over the bar are consumed by the bar and never reach the game world: hovering it shows no builder-mode ghost at the tile beneath, and clicking it neither places a building nor changes the selection. Right-clicking the bar does not exit builder mode (REQ-BLD-BUILDER-MODE) or cancel a belt drag (REQ-BLD-BELT-DRAG).
- REQ-UI-BUILD-COST: Each button is **icon-only with a cost**, its face composed of three elements: the button's **hotkey badge** in the top-left corner, the building's icon (REQ-UI-BUILD-ICON) centered below it, and the building block cost centered under the icon, shown with the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON) to the right of the number in place of the trailing `Blocks` word, e.g. `2` then a small block icon. The building name is not shown on the button; it is shown in the button's hover tooltip instead (REQ-UI-BUILD-TOOLTIP). When no icon file exists for `building_block`, the cost is shown as the bare number. The Deconstruct button (REQ-UI-DECONSTRUCT-BUTTON) has no cost and shows its name as a text caption in the cost's place.
- **Hotkey badge.** The badge names the build hotkey that activates the button (REQ-UI-HOTKEYS), so the player can learn the shortcuts from the bar itself. It is rendered dimmer than the cost so it reads as secondary, but at the same size and in bold, because a smaller badge is not legible. A plain-digit hotkey is shown as the bare digit (`1`, `2`, `3`); a Shift+digit hotkey is shown with an upwards arrow prefixed and no separator (`↑1``↑6`); the Deconstruct button shows `Q`. A button whose building type has no build hotkey shows no badge and keeps the same face size, so the row stays even.
@@ -614,8 +621,8 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
The controls panel tells the player which controls are available right now. It is context-sensitive: the game is always in exactly one **control context**, derived from the active build mode and the current selection, and the panel shows that context's rows and no others. Its position, size, and overlay behavior are defined in REQ-UI-CONTROLS-PANEL; its structure in REQ-UI-CONTROLS-CARD; and which rows each context shows in REQ-UI-CONTROLS-CONTENT. The panel never defines a binding: every row restates one already defined in REQ-UI-HOTKEYS or in the mouse gestures cited beside it.
- REQ-UI-CONTROLS-PANEL: The **controls panel** is a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), anchored to the view's **bottom-left corner** with a small margin on both edges. It is **sized to its content in both width and height**, growing and shrinking upward from that corner as the context changes. Should its content ever be taller than the view, the panel's height is capped at the view height less its margins and the content scrolls vertically within it. The panel and the selection panel are on opposite sides of the view and never overlap.
- **Stepping around the build button bar.** Unlike the selection panel (REQ-UI-SELECTION-PANEL), the panel does **not** confine itself to the band above the build button bar's strip: the bar is horizontally centered and sized to its buttons (REQ-UI-BUILD-BAR), so it normally leaves this corner free, and the panel shares the view's bottom edge with it. The panel **rises only to avoid an actual overlap**: whenever the panel at the bottom-left corner would intersect the bar's current rectangle, it is moved up so that its bottom edge clears the bar's top by the same margin it keeps from the view's edges, and its height is capped at the space that leaves. Whether it rises therefore depends on how wide the bar and the panel currently are, and it returns to the corner as soon as they no longer meet. The bar never moves on the panel's account (REQ-UI-BUILD-BAR).
- REQ-UI-CONTROLS-PANEL: The **controls panel** is a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), anchored to the view's **bottom-left corner** with a small margin on both edges. It is **sized to its content in both width and height**, growing and shrinking upward from that corner as the context changes. Should its content ever be taller than the view, the panel's height is capped at the view height less its margins and the content scrolls vertically within it. The selection panel is placed beside the current selection (REQ-UI-SELECTION-PANEL) and so can reach this corner; the two never overlap, and keeping them apart is entirely the selection panel's job — this panel's position depends only on its own content, the view size, and the build button bar, and it never moves or resizes because the selection panel appears, disappears, or changes size.
- **Stepping around the build button bar.** Like the selection panel (REQ-UI-SELECTION-PANEL), the panel does **not** confine itself to the band above the build button bar's strip: the bar is horizontally centered and sized to its buttons (REQ-UI-BUILD-BAR), so it normally leaves this corner free, and the panel shares the view's bottom edge with it. The panel **rises only to avoid an actual overlap**: whenever the panel at the bottom-left corner would intersect the bar's current rectangle, it is moved up so that its bottom edge clears the bar's top by the same margin it keeps from the view's edges, and its height is capped at the space that leaves. Whether it rises therefore depends on how wide the bar and the panel currently are, and it returns to the corner as soon as they no longer meet. The bar never moves on the panel's account (REQ-UI-BUILD-BAR).
- **Visibility.** The panel is shown whenever the game is being played. Unlike the selection panel it has no empty state (REQ-UI-EMPTY-SELECTION): every context has rows, so there is never nothing to show.
- **Collapsing.** Clicking anywhere on the panel's header (REQ-UI-CONTROLS-CARD) toggles the panel between **expanded** and **collapsed**. Collapsed, it shows its header alone, keeping the context name visible and the header clickable so the panel can be expanded again; expanded, it shows the header followed by every row of the current context. The panel starts **expanded**. Changing context does not change the collapsed state: a panel collapsed in one context stays collapsed in the next, and its header updates in place. The collapsed state is presentation-only — it is not a player command, never enters the replay stream, and has no effect on the simulation. It persists for as long as the application runs, including across a restart from the escape menu (REQ-UI-GAME-MENU), and is not saved to disk.
- **Overlay behavior.** As for the build button bar and the selection panel (REQ-UI-BUILD-BAR, REQ-UI-SELECTION-PANEL): the panel occludes the strip of the game world it covers; the world view itself keeps its full extent and the view's scrolling, ghost rendering, and tile geometry are unaffected. It is drawn above the pause and deconstruct vignettes (REQ-UI-PAUSE-BORDER, REQ-UI-DECONSTRUCT-BORDER), which keep their full left-hand band underneath it, and below the modal dim (REQ-UI-MODAL-DIM), which covers the entire game window including the panel.

View File

@@ -16,6 +16,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.h
${CMAKE_CURRENT_SOURCE_DIR}/FloatingPanelPlacement.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.h
${CMAKE_CURRENT_SOURCE_DIR}/ControlAction.h
@@ -32,6 +33,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.cpp
${CMAKE_CURRENT_SOURCE_DIR}/FloatingPanelPlacement.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ControlAction.cpp

View File

@@ -28,7 +28,7 @@ public:
void forEach(Func&& f) const;
template <typename... Ts>
bool hasAll(entt::entity entity);
bool hasAll(entt::entity entity) const;
template <typename T>
T& get(entt::entity entity);
@@ -101,7 +101,7 @@ void EntityAdmin::forEach(Func&& f) const
}
template <typename... Ts>
bool EntityAdmin::hasAll(entt::entity entity)
bool EntityAdmin::hasAll(entt::entity entity) const
{
return m_registry.all_of<Ts...>(entity);
}

View File

@@ -0,0 +1,76 @@
#include "FloatingPanelPlacement.h"
#include <algorithm>
int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRects,
int leftPx, int rightPx, int marginPx)
{
int bottomPx = band.bottom();
for (const QRect& occupied : occupiedRects)
{
if (occupied.isEmpty())
{
continue;
}
// Only what is actually in the way counts: a widget entirely to one side of this
// span is not below it, however tall it is.
if (occupied.right() < leftPx || occupied.left() > rightPx)
{
continue;
}
bottomPx = std::min(bottomPx, occupied.top() - marginPx - 1);
}
return bottomPx;
}
PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
int marginPx)
{
// What each side offers: the gap between the anchor and that edge of the band, less
// the margin the panel keeps from the anchor.
const int roomRightPx = band.right() - anchorRect.right() - marginPx;
const int roomLeftPx = anchorRect.left() - band.left() - marginPx;
if (roomRightPx >= widthPx)
{
return PanelSide::Right;
}
if (roomLeftPx >= widthPx)
{
return PanelSide::Left;
}
// Neither side can hold it without covering the selection, so it goes where it
// covers the least of it.
return (roomRightPx >= roomLeftPx) ? PanelSide::Right : PanelSide::Left;
}
QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
QSize wantedSize, const std::vector<QRect>& occupiedRects,
int marginPx)
{
const int widthPx = std::min(wantedSize.width(), band.width());
// Against the anchor on the chosen side, growing away from it: the edge facing the
// selection is the one that stays put as the panel's content resizes.
int leftPx = (side == PanelSide::Right) ? anchorRect.right() + marginPx + 1
: anchorRect.left() - marginPx - widthPx;
// A panel that does not fit there is pushed back inside the view rather than hanging
// off it, which is what puts it over the selection when neither side had room.
leftPx = std::min(leftPx, band.right() - widthPx + 1);
leftPx = std::max(leftPx, band.left());
// Only the widgets its own column meets can shorten it.
const int bottomPx = getAvailableBottomPx(band, occupiedRects, leftPx,
leftPx + widthPx - 1, marginPx);
const int heightPx =
std::min(wantedSize.height(), std::max(0, bottomPx - band.top() + 1));
// Top-aligned with the anchor, then lifted by however much of it hangs below what is
// free. Never above the band: a panel taller than the space left is capped instead,
// and scrolls.
int topPx = std::max(anchorRect.top(), band.top());
topPx = std::min(topPx, bottomPx - heightPx + 1);
topPx = std::max(topPx, band.top());
return QRect(leftPx, topPx, widthPx, heightPx);
}

View File

@@ -0,0 +1,43 @@
#pragma once
#include <vector>
#include <QRect>
#include <QSize>
// Geometry for the widgets floating over the game world view (REQ-UI-WORLD-SIZE). Their
// owner places them in one ordered pass, each into the space the earlier ones left free,
// and these are the rules they place themselves by. Pure geometry -- no widget is
// involved, which is what lets the rules be tested without a display.
// The lowest bottom edge available to a widget occupying the horizontal span
// [leftPx, rightPx] inside band: the band's own bottom, or marginPx above the topmost
// occupied rectangle whose horizontal extent meets that span. A rectangle beside the
// span is not in the way and does not shorten it (REQ-UI-SELECTION-PANEL,
// REQ-UI-CONTROLS-PANEL). The result is inclusive, as QRect::bottom() is.
int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRects,
int leftPx, int rightPx, int marginPx);
// Which side of the selection the panel stands on (REQ-UI-SELECTION-PANEL).
enum class PanelSide
{
Right,
Left
};
// The side a panel widthPx wide takes beside anchorRect: the right of it where it fits
// within band, otherwise the left, and where it fits on neither, whichever side leaves
// more room -- the one case in which the panel ends up over the selection
// (REQ-UI-SELECTION-PANEL). Decided once when the selection starts and kept for as long
// as it lasts, so a card that grows later never flips the panel across the object.
PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
int marginPx);
// Where a panel of wantedSize stands beside anchorRect on the given side: separated from
// it by marginPx and growing away from it, its top edge on the anchor's top edge, pushed
// inside band and above whatever occupies it. The returned height is short of
// wantedSize's when there was not enough room, which is the caller's cue to scroll its
// content (REQ-UI-SELECTION-PANEL).
QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
QSize wantedSize, const std::vector<QRect>& occupiedRects,
int marginPx);

View File

@@ -9,6 +9,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/BossWaveUpdatedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionAnchorChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameResetEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
@@ -43,6 +44,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/BeamFiredEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/DebugDrawToggledEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/CommandRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/FloatingLayoutInvalidatedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/PlayerCommandsAppliedEvent.h
PARENT_SCOPE
)

View File

@@ -0,0 +1,12 @@
#pragma once
#include "Event.h"
// Asks the owner of the widgets floating over the game world view to re-run its placement
// pass (see ui/FloatingPanel.h). Published by a floating widget whose content or
// visibility changed: what space that widget may take depends on the ones placed before
// it, so it cannot re-place itself alone (REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL,
// REQ-UI-SELECTION-PANEL). Carries no payload -- the pass re-reads every widget.
class FloatingLayoutInvalidatedEvent : public Event
{
};

View File

@@ -0,0 +1,25 @@
#pragma once
#include <QRect>
#include "Event.h"
// Where on the screen the selection that is about to be made sits: the bounds of the one
// object selected, or of all of them when the selection starts as a multi-selection
// (REQ-UI-SELECTION-PANEL). The rectangle is in the game world view's own widget
// coordinates.
//
// Published only when a selection *starts* -- a plain click or drag, or an additive one
// onto an empty selection -- and always immediately before the selection itself. Adding
// to a selection publishes nothing, which is what leaves the selection panel where it
// is while the selection grows; and because the rectangle is screen space frozen at that
// moment, scrolling the view or a selected ship flying off does not move the panel
// either.
class SelectionAnchorChangedEvent : public Event
{
public:
explicit SelectionAnchorChangedEvent(QRect rectPx)
: rectPx(rectPx) {}
const QRect rectPx;
};

View File

@@ -14,6 +14,7 @@ add_files(
TunnelCompletionTest.cpp
WorldCoordinatesTest.cpp
WorldCameraTest.cpp
FloatingPanelPlacementTest.cpp
SelectionControllerTest.cpp
BuildModeControllerTest.cpp
ControlActionTest.cpp

View File

@@ -0,0 +1,156 @@
#include "catch.hpp"
#include <vector>
#include <QRect>
#include "FloatingPanelPlacement.h"
// The band every case below places into: 1000x600, so a bottom edge of 599.
static QRect makeBand()
{
return QRect(0, 0, 1000, 600);
}
static const int kMarginPx = 8;
TEST_CASE("With nothing in the way a widget may use the whole band", "[layout]")
{
// REQ-UI-SELECTION-PANEL: the band's own bottom is the limit when no other floating
// widget has been placed yet.
REQUIRE(getAvailableBottomPx(makeBand(), {}, 0, 999, kMarginPx) == 599);
}
TEST_CASE("A widget in the same column pushes the bottom above it", "[layout]")
{
// The build button bar sitting at the bottom center leaves the space above it, less
// the margin kept between the two (REQ-UI-BUILD-BAR).
const std::vector<QRect> occupied = { QRect(400, 520, 200, 72) };
REQUIRE(getAvailableBottomPx(makeBand(), occupied, 350, 650, kMarginPx) == 511);
}
TEST_CASE("A widget beside the column does not shorten it", "[layout]")
{
// The controls panel in the bottom-left corner is not in the way of a panel standing
// at the right edge, however tall it is (REQ-UI-CONTROLS-PANEL).
const std::vector<QRect> occupied = { QRect(0, 100, 200, 499) };
REQUIRE(getAvailableBottomPx(makeBand(), occupied, 700, 999, kMarginPx) == 599);
// Touching columns do count as meeting: the panel starts exactly where the widget
// ends, which is an overlap of one pixel.
REQUIRE(getAvailableBottomPx(makeBand(), occupied, 199, 999, kMarginPx) == 91);
}
TEST_CASE("The topmost widget in the column decides", "[layout]")
{
// Several widgets meet the column: the one that reaches highest is the binding one,
// whatever order they are given in.
const std::vector<QRect> occupied = { QRect(400, 520, 200, 72),
QRect(0, 300, 500, 299),
QRect(900, 560, 100, 40) };
REQUIRE(getAvailableBottomPx(makeBand(), occupied, 450, 550, kMarginPx) == 291);
}
TEST_CASE("An empty rectangle occupies nothing", "[layout]")
{
// A floating widget that is hidden contributes a null rect rather than being left
// out of the pass.
const std::vector<QRect> occupied = { QRect(), QRect(400, 520, 200, 0) };
REQUIRE(getAvailableBottomPx(makeBand(), occupied, 0, 999, kMarginPx) == 599);
}
TEST_CASE("A widget filling the column leaves nothing", "[layout]")
{
// The caller is expected to notice that the space left is not positive rather than
// being handed a floor of its own.
const std::vector<QRect> occupied = { QRect(0, 0, 1000, 600) };
REQUIRE(getAvailableBottomPx(makeBand(), occupied, 0, 999, kMarginPx) == -9);
}
// ---------------------------------------------------------------------------
// Which side of the selection the panel takes
// ---------------------------------------------------------------------------
TEST_CASE("The panel stands to the right of the selection where it fits", "[layout]")
{
// REQ-UI-SELECTION-PANEL: right of the anchor is the first choice.
REQUIRE(chooseSide(makeBand(), QRect(100, 100, 60, 60), 300, kMarginPx)
== PanelSide::Right);
}
TEST_CASE("The panel goes left when the right cannot hold it", "[layout]")
{
// A selection near the right edge leaves 100 px there, not enough for a 300 px
// panel, and the left is wide open.
REQUIRE(chooseSide(makeBand(), QRect(880, 100, 20, 60), 300, kMarginPx)
== PanelSide::Left);
}
TEST_CASE("Fitting on neither side, the panel takes the roomier one", "[layout]")
{
// A bounding box spanning most of the view: 192 px free on the left, 92 on the
// right, and a 300 px panel fits in neither. It covers as little as it can.
REQUIRE(chooseSide(makeBand(), QRect(200, 100, 700, 200), 300, kMarginPx)
== PanelSide::Left);
REQUIRE(chooseSide(makeBand(), QRect(100, 100, 700, 200), 300, kMarginPx)
== PanelSide::Right);
}
// ---------------------------------------------------------------------------
// Where it then stands
// ---------------------------------------------------------------------------
TEST_CASE("The panel sits beside the anchor with its top edges aligned", "[layout]")
{
// REQ-UI-SELECTION-PANEL: separated by the margin, growing away from the selection,
// top edge on the anchor's top edge.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 120, 60, 60),
PanelSide::Right, QSize(300, 200), {},
kMarginPx);
REQUIRE(placed == QRect(168, 120, 300, 200));
const QRect placedLeft = placeBesideAnchor(makeBand(), QRect(500, 120, 60, 60),
PanelSide::Left, QSize(300, 200), {},
kMarginPx);
REQUIRE(placedLeft == QRect(192, 120, 300, 200));
}
TEST_CASE("A panel that would hang below the view is lifted", "[layout]")
{
// Top-aligning with a selection low in the view would put the panel's bottom past
// the band, so it rises until it fits rather than overrunning it.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 500, 60, 60),
PanelSide::Right, QSize(300, 200), {},
kMarginPx);
REQUIRE(placed == QRect(168, 400, 300, 200));
}
TEST_CASE("A panel standing over another widget rises above it", "[layout]")
{
// The controls panel in the bottom-left is in the way of a panel placed to the left
// of a selection: it clears the top of it by the margin (REQ-UI-CONTROLS-PANEL).
const std::vector<QRect> occupied = { QRect(0, 300, 260, 300) };
const QRect placed = placeBesideAnchor(makeBand(), QRect(500, 250, 60, 60),
PanelSide::Left, QSize(300, 200), occupied,
kMarginPx);
REQUIRE(placed == QRect(192, 92, 300, 200));
}
TEST_CASE("A panel taller than the space left is capped", "[layout]")
{
// Capping is the caller's cue to scroll: it asked for 700 and got what there was.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 100, 60, 60),
PanelSide::Right, QSize(300, 700), {},
kMarginPx);
REQUIRE(placed == QRect(168, 0, 300, 600));
}
TEST_CASE("A panel that fits on neither side is pushed inside the view", "[layout]")
{
// The one case where it covers part of the selection (REQ-UI-SELECTION-PANEL): it
// stands as far from the anchor as the band allows, not off the edge of it.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 100, 700, 200),
PanelSide::Right, QSize(300, 200), {},
kMarginPx);
REQUIRE(placed == QRect(700, 100, 300, 200));
}

View File

@@ -24,6 +24,7 @@
#include "DisplayName.h"
#include "EventManager.h"
#include "ExitBuilderModeRequestedEvent.h"
#include "FloatingLayoutInvalidatedEvent.h"
#include "IconCaption.h"
#include "InputMapper.h"
#include "ItemIconCache.h"
@@ -270,15 +271,25 @@ BuildButtonBar::~BuildButtonBar()
unregisterForEvents();
}
void BuildButtonBar::anchorTo(const QRect& worldViewRect)
void BuildButtonBar::placeIn(const QRect& viewRect,
const std::vector<QRect>& /*occupiedRects*/)
{
m_viewRect = worldViewRect;
recenter();
}
if (viewRect.isNull())
{
return;
}
// The layout drops hidden buttons from its size hint, but only once it has been
// re-run: an unlock changes which buttons are shown, and Qt would not get around to
// it before the bar is measured here.
layout()->activate();
int BuildButtonBar::getStripHeightPx() const
{
return height() + kBottomMarginPx;
const QSize barSize = sizeHint();
// Centered, except that a bar wider than the view stays flush with its left edge
// rather than hanging off both sides.
const int x = qMax(viewRect.left(),
viewRect.left() + (viewRect.width() - barSize.width()) / 2);
const int y = viewRect.bottom() - kBottomMarginPx - barSize.height() + 1;
setGeometry(QRect(QPoint(x, y), barSize));
}
void BuildButtonBar::clearActiveButton()
@@ -328,29 +339,11 @@ void BuildButtonBar::updateVisibility()
{
m_buttons[i]->setVisible(m_sim->isBuildingUnlocked(m_types[i]));
}
// A hidden button leaves the row, so the bar has to take up its new width and
// re-center on it (REQ-UI-BUILD-BAR).
recenter();
}
void BuildButtonBar::recenter()
{
if (m_viewRect.isNull())
{
return;
}
// The layout drops hidden buttons from its size hint, but only once it has been
// re-run: updateVisibility() calls this straight after setVisible(), before Qt
// would get around to it on its own.
layout()->activate();
const QSize barSize = sizeHint();
// Centered, except that a bar wider than the view stays flush with its left edge
// rather than hanging off both sides.
const int x = qMax(m_viewRect.left(),
m_viewRect.left() + (m_viewRect.width() - barSize.width()) / 2);
const int y = m_viewRect.bottom() - kBottomMarginPx - barSize.height() + 1;
setGeometry(QRect(QPoint(x, y), barSize));
// A hidden button leaves the row, so the bar takes up a new width and has to be
// re-centered on it -- and the widgets that keep clear of the bar have to be placed
// against that new rect too, so the whole pass is re-run (REQ-UI-BUILD-BAR).
EventManager::getInstance()->sendEventImmediately(
std::make_shared<FloatingLayoutInvalidatedEvent>());
}
void BuildButtonBar::onBuildButton(int index)

View File

@@ -15,6 +15,7 @@
#include "BuildingType.h"
#include "DeconstructModeChangedEvent.h"
#include "EventHandler.h"
#include "FloatingPanel.h"
#include "GameConfig.h"
#include "UnlockedBuildingsChangedEvent.h"
@@ -24,10 +25,12 @@ class BuildingIconCache;
class ItemIconCache;
// The build menu: one horizontal row of build buttons floating over the game world
// view (REQ-UI-BUILD-BAR). The bar is sized to its buttons; its owner hands it the
// world view's rect through anchorTo() and it centers itself along that rect's
// bottom edge.
// view (REQ-UI-BUILD-BAR). The bar is sized to its buttons and centers itself along the
// bottom edge of the rect its owner places it in. It is placed first of the floating
// widgets and so takes the space it wants outright: nothing ever moves it aside, and the
// widgets placed after it keep out of its way instead.
class BuildButtonBar : public QWidget,
public FloatingPanel,
public CombinedEventHandler<BuilderModeExitedEvent,
DeconstructModeChangedEvent,
BuildHotkeyPressedEvent,
@@ -45,15 +48,11 @@ public:
QWidget* parent = nullptr);
~BuildButtonBar() override;
// Centers the bar along the bottom edge of the game world view's rect, given in
// the bar's parent coordinates (REQ-UI-BUILD-BAR). The rect is remembered, so a
// re-center later driven by an unlock needs no second call from the owner.
void anchorTo(const QRect& worldViewRect);
// Height of the strip the bar occupies along the bottom of the world view: its own
// height plus the margin below it. The selection panel keeps out of this strip, and
// the bar never moves for the panel in return (REQ-UI-BUILD-BAR).
int getStripHeightPx() const;
// Centers the bar along the bottom edge of the game world view's rect, given in the
// bar's parent coordinates (REQ-UI-BUILD-BAR). Nothing is occupied yet when the bar
// is placed, so it ignores what it is handed there.
void placeIn(const QRect& viewRect,
const std::vector<QRect>& occupiedRects) override;
void clearActiveButton();
@@ -67,11 +66,6 @@ private:
// unlock state (REQ-LOCK-BUILDING); a locked building type's button is hidden.
void updateVisibility();
// Shrinks the bar to its currently shown buttons and re-centers it in the
// anchored rect (REQ-UI-BUILD-BAR). Does nothing until anchorTo() supplied that
// rect, so the construction-time call is harmless.
void recenter();
void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override;
void handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event) override;
void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override;
@@ -91,5 +85,4 @@ private:
std::map<BuildingType, int> m_costs;
std::optional<std::size_t> m_activeIndex;
QPushButton* m_deconstructButton;
QRect m_viewRect;
};

View File

@@ -12,8 +12,10 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/WorldPrimitives.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
${CMAKE_CURRENT_SOURCE_DIR}/FloatingPanel.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonBar.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionPanel.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionBounds.h
${CMAKE_CURRENT_SOURCE_DIR}/ControlsPanel.h
${CMAKE_CURRENT_SOURCE_DIR}/ControlActionText.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintLibrary.h
@@ -47,6 +49,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonBar.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionPanel.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionBounds.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ControlsPanel.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ControlActionText.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintLibrary.cpp

View File

@@ -11,6 +11,9 @@
#include <QVBoxLayout>
#include "ControlActionText.h"
#include "EventManager.h"
#include "FloatingLayoutInvalidatedEvent.h"
#include "FloatingPanelPlacement.h"
#include "GameWorldView.h"
#include "selection/SelectionNames.h"
@@ -159,11 +162,10 @@ ControlsPanel::ControlsPanel(const GameWorldView* view, QWidget* parent)
refresh();
}
void ControlsPanel::anchorTo(const QRect& worldRect, const QRect& buildBarRect)
void ControlsPanel::invalidateLayout()
{
m_worldRect = worldRect;
m_buildBarRect = buildBarRect;
refit();
EventManager::getInstance()->sendEventImmediately(
std::make_shared<FloatingLayoutInvalidatedEvent>());
}
void ControlsPanel::mousePressEvent(QMouseEvent* event)
@@ -174,7 +176,7 @@ void ControlsPanel::mousePressEvent(QMouseEvent* event)
{
m_collapsed = !m_collapsed;
m_scrollArea->setVisible(!m_collapsed);
refit();
invalidateLayout();
}
event->accept();
}
@@ -241,7 +243,7 @@ void ControlsPanel::rebuild(const ControlContext& context)
}
m_scrollArea->setVisible(!m_collapsed);
refit();
invalidateLayout();
}
QString ControlsPanel::getHeadingText(const ControlContext& context) const
@@ -277,9 +279,9 @@ QString ControlsPanel::getHeadingText(const ControlContext& context) const
return name + QStringLiteral(" ") + kHeadingSeparator + QStringLiteral(" ") + detail;
}
void ControlsPanel::refit()
void ControlsPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& occupiedRects)
{
if (m_worldRect.isNull()) { return; }
if (viewRect.isNull()) { return; }
// Rows are torn down and rebuilt wholesale, and a widget added to a layout is only
// shown once that layout runs -- without this the new rows count for nothing and
@@ -290,7 +292,7 @@ void ControlsPanel::refit()
m_rowsLayout->invalidate();
m_rowsLayout->activate();
const QRect band = m_worldRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
const QRect band = viewRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
if (band.width() <= 0 || band.height() <= 0) { return; }
// Measured from the heading and the rows directly rather than from the panel's own
@@ -315,20 +317,16 @@ void ControlsPanel::refit()
// The bottom-left corner of the view, growing upward as rows are added
// (REQ-UI-CONTROLS-PANEL).
int widthPx = qMin(contentWidthPx + chromePx, band.width());
int heightPx = qMin(wantedHeightPx, band.height());
int topPx = band.bottom() - heightPx + 1;
// The build button bar is centered and sized to its buttons, so it usually leaves
// this corner free and the panel can share the bottom edge with it. Only when the
// two would actually overlap does the panel rise, clearing the bar's top by the
// same margin it keeps from the view's edges (REQ-UI-BUILD-BAR).
const QRect wanted(band.left(), topPx, widthPx, heightPx);
if (!m_buildBarRect.isNull() && wanted.intersects(m_buildBarRect))
{
const int availablePx = m_buildBarRect.top() - kMarginPx - band.top();
heightPx = qMin(heightPx, qMax(0, availablePx));
topPx = m_buildBarRect.top() - kMarginPx - heightPx;
}
// this corner free and the panel can share the bottom edge with it. Only where the
// two would actually meet does the panel rise, clearing the bar's top by the same
// margin it keeps from the view's edges (REQ-UI-BUILD-BAR). The bar is the only
// widget placed before this one, so it is the only rect that can be in the way.
const int bottomPx = getAvailableBottomPx(band, occupiedRects, band.left(),
band.left() + widthPx - 1, kMarginPx);
int heightPx = qMin(wantedHeightPx, qMax(0, bottomPx - band.top() + 1));
int topPx = bottomPx - heightPx + 1;
// Whatever the rows lost to either cap, they scroll for. The scrollbar needs its
// own width, or it would appear over the labels.

View File

@@ -7,6 +7,7 @@
#include <QWidget>
#include "ControlAction.h"
#include "FloatingPanel.h"
class GameWorldView;
class QLabel;
@@ -29,7 +30,7 @@ class QVBoxLayout;
// while the game is paused, so there is no tick to hang it on either. The rebuild is
// skipped unless the resolved content actually differs, which is a vector of enums to
// compare.
class ControlsPanel : public QWidget
class ControlsPanel : public QWidget, public FloatingPanel
{
Q_OBJECT
@@ -42,10 +43,11 @@ public:
// Places the panel in the bottom-left corner of the game world view. It shares the
// bottom edge with the build button bar rather than clearing its strip, the bar
// being centered and sized to its buttons and so usually leaving the left free; it
// rises above the bar only when the two would otherwise overlap. `buildBarRect` is
// the bar's current geometry in the same coordinates, or a null rect when there is
// none to avoid (REQ-UI-CONTROLS-PANEL, REQ-UI-BUILD-BAR).
void anchorTo(const QRect& worldRect, const QRect& buildBarRect);
// rises above the bar only when the two would otherwise overlap
// (REQ-UI-CONTROLS-PANEL, REQ-UI-BUILD-BAR). The bar is the only thing placed before
// it, so it is the only rect it ever has to rise above.
void placeIn(const QRect& viewRect,
const std::vector<QRect>& occupiedRects) override;
protected:
// Clicking the heading collapses and expands the panel (REQ-UI-CONTROLS-PANEL).
@@ -59,8 +61,8 @@ private:
// The heading's "<name> * <detail>" text for the context, detail omitted when the
// context has none.
QString getHeadingText(const ControlContext& context) const;
// Re-fits the panel to its content within the anchored band.
void refit();
// Asks for the placement pass to be re-run, the panel's own size having changed.
void invalidateLayout();
const GameWorldView* m_view;
@@ -82,9 +84,4 @@ private:
// Survives context changes and simulation restarts; presentation only, never a
// command (REQ-UI-CONTROLS-PANEL).
bool m_collapsed = false;
// The world view the panel sits in, and the build button bar it steps around, both
// in the coordinates of its parent. Null until the owner has anchored it.
QRect m_worldRect;
QRect m_buildBarRect;
};

27
src/ui/FloatingPanel.h Normal file
View File

@@ -0,0 +1,27 @@
#pragma once
#include <vector>
#include <QRect>
// A widget floating over the game world view (REQ-UI-WORLD-SIZE). MainWindow places all
// of them in one ordered pass -- build button bar, then controls panel, then selection
// panel -- and each places itself into the space the earlier ones have not taken. The
// order is the priority the requirements state: the bar never moves for anyone
// (REQ-UI-BUILD-BAR), the controls panel steps around the bar (REQ-UI-CONTROLS-PANEL),
// and keeping clear of both is the selection panel's job (REQ-UI-SELECTION-PANEL).
//
// A widget never re-places itself, because what it may take depends on the widgets placed
// before it. It instead publishes FloatingLayoutInvalidatedEvent whenever its content or
// its visibility changed, and the owner re-runs the whole pass.
class FloatingPanel
{
public:
virtual ~FloatingPanel() = default;
// Sets this widget's own geometry within viewRect, keeping clear of occupiedRects --
// the geometry of every floating widget already placed in this pass, in the same
// coordinates. A widget with nothing to show hides itself and takes no space.
virtual void placeIn(const QRect& viewRect,
const std::vector<QRect>& occupiedRects) = 0;
};

View File

@@ -47,6 +47,8 @@
#include "ItemIconCache.h"
#include "PositionComponent.h"
#include "DebrisSystem.h"
#include "SelectionAnchorChangedEvent.h"
#include "SelectionBounds.h"
#include "SelectionChangedEvent.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
@@ -1255,6 +1257,7 @@ bool GameWorldView::selectAtPoint(QPoint tile, QVector2D worldPos, bool additive
if (!buildingHit.has_value()) { buildingHit = siteAtTile(tile); }
if (buildingHit.has_value())
{
publishSelectionAnchor(mode, {*buildingHit}, {}, {});
m_selection.selectBuildings({*buildingHit}, mode);
return true;
}
@@ -1262,6 +1265,7 @@ bool GameWorldView::selectAtPoint(QPoint tile, QVector2D worldPos, bool additive
const entt::entity actorHit = entityAtWorldPos(m_sim->getAdmin(), worldPos);
if (actorHit != entt::null)
{
publishSelectionAnchor(mode, {}, {actorHit}, {});
m_selection.selectFieldObjects({actorHit}, {}, mode);
return true;
}
@@ -1269,6 +1273,7 @@ bool GameWorldView::selectAtPoint(QPoint tile, QVector2D worldPos, bool additive
const entt::entity debrisHit = debrisAtWorldPos(m_sim->getAdmin(), worldPos);
if (debrisHit != entt::null)
{
publishSelectionAnchor(mode, {}, {}, {debrisHit});
m_selection.selectFieldObjects({}, {debrisHit}, mode);
return true;
}
@@ -1289,6 +1294,7 @@ void GameWorldView::selectInBox(bool additive)
buildingsInBox(m_sim->getFactoryState(), m_boxStartTile, m_boxCurrentTile);
if (!boxIds.empty())
{
publishSelectionAnchor(mode, boxIds, {}, {});
m_selection.selectBuildings(boxIds, mode);
return;
}
@@ -1299,6 +1305,7 @@ void GameWorldView::selectInBox(bool additive)
debrisInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
if (!boxActors.empty() || !boxDebris.empty())
{
publishSelectionAnchor(mode, {}, boxActors, boxDebris);
m_selection.selectFieldObjects(boxActors, boxDebris, mode);
return;
}
@@ -1307,6 +1314,35 @@ void GameWorldView::selectInBox(bool additive)
if (!additive) { m_selection.clearAll(); }
}
void GameWorldView::publishSelectionAnchor(SelectionMode mode,
const std::vector<BuildingId>& buildings,
const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris)
{
// An additive gesture onto something already selected is growing that selection, not
// starting one, and the panel stays where it was put (REQ-UI-SELECTION-PANEL).
const bool startsSelection =
(mode == SelectionMode::Replace) || (m_selection.getSelectedBuildings().empty()
&& m_selection.getSelectedActors().empty()
&& m_selection.getSelectedDebris().empty());
if (!startsSelection)
{
return;
}
// Screen space, frozen here: the panel is placed against where the selection is at
// this moment and stays there, however far the view scrolls or the objects move
// afterwards.
const QRect anchorRect = getSelectionWidgetRect(*m_sim, getCoordinates(),
buildings, actors, debris);
if (anchorRect.isNull())
{
return;
}
EventManager::getInstance()->sendEventImmediately(
std::make_shared<SelectionAnchorChangedEvent>(anchorRect));
}
void GameWorldView::mouseMoveEvent(QMouseEvent* event)
{
const WorldCoordinates coordinates = getCoordinates();

View File

@@ -226,6 +226,15 @@ private:
// which is the only case that goes on to start a box drag.
bool selectAtPoint(QPoint tile, QVector2D worldPos, bool additive);
void selectInBox(bool additive);
// Publishes where on the screen the selection about to be made sits, so the
// selection panel can be placed beside it (REQ-UI-SELECTION-PANEL). Called with
// what is about to be selected, immediately before selecting it, and publishes
// nothing unless that selection is starting rather than growing.
void publishSelectionAnchor(
SelectionMode mode,
const std::vector<BuildingId>& buildings,
const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris);
void stepSpeed(int delta);
void placeAtTile(QPoint tile);

View File

@@ -172,19 +172,50 @@ void MainWindow::layoutPanels()
const QRect worldRect(0, headerH, totalW, totalH - headerH);
m_headerBar->setGeometry(0, 0, totalW, headerH);
m_gameWorldView->setGeometry(worldRect);
// Sizes itself to its buttons and centers along the bottom of the world view
// (REQ-UI-BUILD-BAR).
m_buildButtonBar->anchorTo(worldRect);
// The panel confines itself to what the bar leaves free, so the bar never has to
// move for it (REQ-UI-SELECTION-PANEL, REQ-UI-BUILD-BAR).
m_selectionPanel->anchorTo(
worldRect.adjusted(0, 0, 0, -m_buildButtonBar->getStripHeightPx()));
// The opposite corner: bottom-left of the view, sharing the bottom edge with the
// bar rather than clearing its whole strip, and rising only if the two would meet.
// Anchored after the bar so the geometry it steps around is the current one
// (REQ-UI-CONTROLS-PANEL).
m_controlsPanel->anchorTo(worldRect, m_buildButtonBar->geometry());
m_dimOverlay->setGeometry(0, 0, totalW, totalH);
// The floating widgets are placed in one ordered pass, each into the space the
// earlier ones have not taken (FloatingPanel.h). The order is the priority the
// requirements state: the build button bar takes what it wants and never moves for
// anyone (REQ-UI-BUILD-BAR), the controls panel steps around the bar
// (REQ-UI-CONTROLS-PANEL), and the selection panel keeps clear of both
// (REQ-UI-SELECTION-PANEL). A widget with nothing to show hides itself in placeIn()
// and takes no space.
//
// Re-entry is refused rather than queued: setGeometry() on a widget in the pass can
// reach code that asks for another pass, and the one already running is about to
// produce the same answer.
if (m_layingOut)
{
return;
}
m_layingOut = true;
const std::vector<QWidget*> floatingWidgets = {
m_buildButtonBar, m_controlsPanel, m_selectionPanel };
const std::vector<FloatingPanel*> floatingPanels = {
m_buildButtonBar, m_controlsPanel, m_selectionPanel };
std::vector<QRect> occupiedRects;
for (std::size_t i = 0; i < floatingPanels.size(); ++i)
{
floatingPanels[i]->placeIn(worldRect, occupiedRects);
if (floatingWidgets[i]->isVisible())
{
occupiedRects.push_back(floatingWidgets[i]->geometry());
}
}
m_layingOut = false;
}
void MainWindow::handleEvent(
std::shared_ptr<const FloatingLayoutInvalidatedEvent> /*event*/)
{
// One of the floating widgets changed size or visibility. What each of them may take
// depends on the ones placed before it, so the answer is the whole pass rather than
// that one widget re-placing itself.
layoutPanels();
}
void MainWindow::handleEvent(std::shared_ptr<const SchematicChoicesAvailableEvent> event)

View File

@@ -12,6 +12,7 @@
#include "BuildingId.h"
#include "EscapeMenuRequestedEvent.h"
#include "EventHandler.h"
#include "FloatingLayoutInvalidatedEvent.h"
#include "GameConfig.h"
#include "GameOverEvent.h"
#include "LayoutDialogRequestedEvent.h"
@@ -45,7 +46,8 @@ class MainWindow : public QWidget,
LayoutDialogRequestedEvent,
RecipeSelectionRequestedEvent,
BlueprintSaveRequestedEvent,
BlueprintSelectionRequestedEvent>
BlueprintSelectionRequestedEvent,
FloatingLayoutInvalidatedEvent>
{
Q_OBJECT
@@ -67,6 +69,7 @@ private:
void handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const BlueprintSaveRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const BlueprintSelectionRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const FloatingLayoutInvalidatedEvent> event) override;
// Reloads the game config and visuals.toml from disk (REQ-CFG-RELOAD), shared
// by every restart path. On success the reloaded visuals are applied to this
@@ -85,6 +88,8 @@ private:
// both callers already hold theirs, which is what keeps the dim continuous when a
// confirmed save hands straight over to this dialog (REQ-UI-MODAL-DIM).
void showBlueprintSelectionDialog();
// Places the widgets floating over the game world view, in one ordered pass
// (FloatingPanel.h). Runs on a resize and on every FloatingLayoutInvalidatedEvent.
void layoutPanels();
private:
@@ -109,4 +114,8 @@ private:
std::vector<ShipLayoutBlueprint> m_layoutBlueprints;
std::shared_ptr<ParsedReplay> m_replay; // non-null => view-only playback
// Set while the placement pass runs, so a widget placed in it cannot start a second
// pass from inside the first.
bool m_layingOut = false;
};

115
src/ui/SelectionBounds.cpp Normal file
View File

@@ -0,0 +1,115 @@
#include "SelectionBounds.h"
#include "Building.h"
#include "DebrisComponent.h"
#include "EntityAdmin.h"
#include "FactoryQueries.h"
#include "PositionComponent.h"
#include "Simulation.h"
#include "StationBodyComponent.h"
#include "WorldCoordinates.h"
#include "WorldPrimitives.h"
namespace
{
// The widget rectangle of a footprint anchored at a tile, both kinds of body being
// described the same way.
QRectF getFootprintWidgetRect(const WorldCoordinates& coordinates, QPoint anchor,
QSize footprint)
{
const QPointF topLeft = coordinates.tileToWidget(anchor);
return QRectF(topLeft.x(), topLeft.y(),
footprint.width() * static_cast<qreal>(coordinates.getTilePx()),
footprint.height() * static_cast<qreal>(coordinates.getTilePx()));
}
} // namespace
std::optional<QRectF> getBuildingWidgetRect(const FactoryState& state,
const WorldCoordinates& coordinates,
BuildingId id)
{
if (const Building* building = findBuilding(state, id))
{
return getFootprintWidgetRect(coordinates, building->anchor, building->footprint);
}
if (const ConstructionSite* site = findSite(state, id))
{
return getFootprintWidgetRect(coordinates, site->anchor, site->footprint);
}
return std::nullopt;
}
std::optional<QRectF> getActorWidgetRect(const EntityAdmin& admin,
const WorldCoordinates& coordinates,
entt::entity actor)
{
if (!admin.isValid(actor))
{
return std::nullopt;
}
if (admin.hasAll<StationBodyComponent>(actor))
{
const StationBodyComponent& body = admin.get<StationBodyComponent>(actor);
return getFootprintWidgetRect(coordinates, body.anchor, body.footprint);
}
if (admin.hasAll<PositionComponent>(actor))
{
// A ship is a triangle about its center; the square its longest extent fits in
// is what the panel is placed beside.
const QPointF center =
coordinates.worldToWidget(admin.get<PositionComponent>(actor).value);
const qreal extent = static_cast<qreal>(getShipForwardExtentPx(coordinates));
return QRectF(center.x() - extent, center.y() - extent,
2.0 * extent, 2.0 * extent);
}
return std::nullopt;
}
std::optional<QRectF> getDebrisWidgetRect(const EntityAdmin& admin,
const WorldCoordinates& coordinates,
entt::entity debris)
{
if (!admin.isValid(debris) || !admin.hasAll<PositionComponent, DebrisComponent>(debris))
{
return std::nullopt;
}
const QPointF center =
coordinates.worldToWidget(admin.get<PositionComponent>(debris).value);
const qreal radius = static_cast<qreal>(getDebrisRadiusPx(coordinates));
return QRectF(center.x() - radius, center.y() - radius, 2.0 * radius, 2.0 * radius);
}
QRect getSelectionWidgetRect(const Simulation& sim, const WorldCoordinates& coordinates,
const std::vector<BuildingId>& buildings,
const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris)
{
QRectF bounds;
// A null rect unites to nothing of its own, so the first object found sets the box
// and every later one grows it.
auto add = [&bounds](const std::optional<QRectF>& rect)
{
if (rect.has_value())
{
bounds = bounds.isNull() ? *rect : bounds.united(*rect);
}
};
for (BuildingId id : buildings)
{
add(getBuildingWidgetRect(sim.getFactoryState(), coordinates, id));
}
for (entt::entity actor : actors)
{
add(getActorWidgetRect(sim.getAdmin(), coordinates, actor));
}
for (entt::entity piece : debris)
{
add(getDebrisWidgetRect(sim.getAdmin(), coordinates, piece));
}
return bounds.isNull() ? QRect() : bounds.toAlignedRect();
}

48
src/ui/SelectionBounds.h Normal file
View File

@@ -0,0 +1,48 @@
#pragma once
#include <optional>
#include <vector>
#include <QRect>
#include "entt/entity/entity.hpp"
#include "BuildingId.h"
class EntityAdmin;
class Simulation;
class WorldCoordinates;
struct FactoryState;
// Where selectable objects are on the screen. The world renderer draws every selection
// outline from these rectangles, and the selection panel is placed beside the one that
// covers the whole selection (REQ-UI-SELECTION-PANEL).
//
// All of them are in the game world view's own widget coordinates, and all of them are
// only true for the WorldCoordinates they were asked for: the transform is a value built
// per frame or per event, so a rectangle does not survive a scroll or a resize.
// The footprint of a building or of a construction site (REQ-UI-SELECTION-CARD). Null
// when the id names neither, which is what a deconstruction under the caller looks like.
std::optional<QRectF> getBuildingWidgetRect(const FactoryState& state,
const WorldCoordinates& coordinates,
BuildingId id);
// The body of a ship or of a defence station (REQ-UI-ENTITY-CLICK-SELECT): a station's
// footprint, or the square the ship's triangle is drawn in.
std::optional<QRectF> getActorWidgetRect(const EntityAdmin& admin,
const WorldCoordinates& coordinates,
entt::entity actor);
// The circle a piece of debris is drawn as (REQ-UI-DEBRIS-CLICK-SELECT).
std::optional<QRectF> getDebrisWidgetRect(const EntityAdmin& admin,
const WorldCoordinates& coordinates,
entt::entity debris);
// The rectangle covering a whole selection -- one object, or the bounding box of all of
// them (REQ-UI-SELECTION-PANEL). Objects that no longer resolve are skipped; the result
// is null when none of them does.
QRect getSelectionWidgetRect(const Simulation& sim, const WorldCoordinates& coordinates,
const std::vector<BuildingId>& buildings,
const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris);

View File

@@ -1,10 +1,15 @@
#include "SelectionPanel.h"
#include <QLayout>
#include <QList>
#include <QScrollArea>
#include <QScrollBar>
#include <QVBoxLayout>
#include "BuildingIconCache.h"
#include "EventManager.h"
#include "FloatingLayoutInvalidatedEvent.h"
#include "FloatingPanelPlacement.h"
#include "ItemIconCache.h"
#include "Simulation.h"
#include "VisualsConfig.h"
@@ -13,8 +18,8 @@
namespace
{
// Distance kept between the panel and the edges of the band it is anchored to
// (REQ-UI-SELECTION-PANEL).
// Distance kept between the panel and the edges of the game world view, and between it
// and the widgets it steps around (REQ-UI-SELECTION-PANEL).
const int kMarginPx = 8;
// Upper bound on the card width. The panel is content-sized, but several of the cards'
@@ -62,7 +67,13 @@ SelectionPanel::SelectionPanel(Simulation* sim, const GameConfig* config,
m_scrollArea->setFrameShape(QFrame::NoFrame);
m_scrollArea->setWidgetResizable(true);
m_scrollArea->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
m_scrollArea->setVerticalScrollBarPolicy(Qt::ScrollBarAsNeeded);
// The panel works out for itself whether the card fits the band, and sizes itself to
// leave room for the bar when it does not (REQ-UI-SELECTION-PANEL), so refit() sets
// this policy rather than leaving the scroll area to decide. Asked to decide, it
// shows a bar the moment the card is momentarily larger than the viewport -- which
// happens while the card is being measured -- and does not take it back when the
// range turns out to be empty.
m_scrollArea->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
m_scrollArea->viewport()->setAutoFillBackground(false);
m_body->setAutoFillBackground(false);
m_scrollArea->setWidget(m_body);
@@ -88,10 +99,10 @@ SelectionPanel::~SelectionPanel()
unregisterForEvents();
}
void SelectionPanel::anchorTo(const QRect& bandRect)
void SelectionPanel::invalidateLayout()
{
m_bandRect = bandRect;
updateVisibility();
EventManager::getInstance()->sendEventImmediately(
std::make_shared<FloatingLayoutInvalidatedEvent>());
}
void SelectionPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> event)
@@ -107,6 +118,18 @@ void SelectionPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> ev
rebuildContent();
}
void SelectionPanel::handleEvent(
std::shared_ptr<const SelectionAnchorChangedEvent> event)
{
// A new selection is starting. Both the anchor and the side are settled against it
// and then left alone for as long as it lasts (REQ-UI-SELECTION-PANEL); the side is
// only reset here, being resolved on the next placement once the card's width is
// known. The rect arrives in the world view's coordinates and is translated when the
// panel is placed, the two widgets being siblings in the same parent.
m_anchorRect = event->rectPx;
m_side.reset();
}
void SelectionPanel::handleEvent(
std::shared_ptr<const EntitySelectionChangedEvent> event)
{
@@ -172,7 +195,7 @@ void SelectionPanel::refreshContent()
}
m_content->refresh();
updateVisibility();
invalidateLayout();
}
void SelectionPanel::rebuildContent()
@@ -193,34 +216,38 @@ void SelectionPanel::rebuildContent()
if (m_content)
{
m_bodyLayout->addWidget(m_content);
// The show is what makes the card count. A widget created under an
// already-visible parent starts hidden, and a layout treats a hidden item as
// empty -- it adds nothing to the size hint until something shows it, which
// otherwise does not happen until the event loop next runs, long after refit()
// has measured the panel. The panel then fits itself to an empty body and
// collapses to its scroll bar.
m_content->show();
m_content->refresh();
}
updateVisibility();
invalidateLayout();
}
void SelectionPanel::updateVisibility()
void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& occupiedRects)
{
// Nothing selected in either category means no panel at all rather than an empty one
// (REQ-UI-EMPTY-SELECTION), leaving the whole game world view visible. Before the
// owner has anchored the panel there is nowhere to put it either, so it stays hidden
// until then.
const bool shouldShow = (m_content != nullptr) && !m_bandRect.isNull();
setVisible(shouldShow);
if (shouldShow)
// (REQ-UI-EMPTY-SELECTION), leaving the whole game world view visible.
setVisible(m_content != nullptr);
if (m_content == nullptr || viewRect.isNull())
{
refit();
return;
}
}
void SelectionPanel::refit()
{
// The layout drops hidden widgets from its size hint, but only once it has been
// re-run: a card hides and shows its parts as it refreshes, before Qt would get
// around to it on its own.
m_body->layout()->activate();
const QRect band = viewRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
const QRect band =
m_bandRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
// The anchor is published in the world view's coordinates and this panel is placed in
// its parent's; the two widgets are siblings, so the view's own origin is the whole
// difference. Without an anchor the panel falls back to the top-right corner, by
// standing beside a point just outside that corner -- in practice unreachable, every
// non-empty selection following a click or a drag that publishes one.
const QRect anchorRect =
m_anchorRect.isNull() ? QRect(band.right() + kMarginPx + 1, band.top(), 1, 1)
: m_anchorRect.translated(viewRect.topLeft());
// The panel's border is drawn around the scroll area rather than around the card, so
// it is added to whatever the card asks for. Spelled out here instead of read back
@@ -228,40 +255,115 @@ void SelectionPanel::refit()
// style for it before the first show is unreliable.
const int borderPx = 1;
const int maxWidthPx = qMin(kMaxContentWidthPx, band.width() - 2 * borderPx);
const int maxHeightPx = band.height() - 2 * borderPx;
if (maxWidthPx <= 0 || maxHeightPx <= 0)
if (maxWidthPx <= 0 || band.height() <= 2 * borderPx)
{
return;
}
int contentWidthPx = qMin(m_body->sizeHint().width(), maxWidthPx);
// Word-wrapped labels only know their height once the width is fixed; the layout
// reports -1 when nothing in it wraps, in which case the plain hint is exact.
int contentHeightPx = m_body->heightForWidth(contentWidthPx);
if (contentHeightPx < 0)
// What the card asks for at a given width. The width has to be applied before
// asking, because a card's height depends on the room it is given -- and so, once
// laid out, does the width it reports. Measuring at whatever width the panel
// happens to have carries the previous card's shape into this one.
//
// Each measurement re-runs the card's layouts -- every one of them, not just the
// body's own. Changing a label's text posts a LayoutRequest to the widget holding it
// and that event is only delivered when the event loop next runs, so a layout nested
// inside the card still reports the width of the text before the change: measuring
// here and re-measuring on the following refresh then gives two different answers,
// and the panel visibly resizes a frame after its content changed. Re-activating
// them all is what a delivered LayoutRequest would have done.
//
// Cards are built and discarded whole, so this is also what discards the previous
// card's cached hints, and what accounts for the parts a card hides and shows as it
// refreshes. The polish belongs to the same step: a freshly created chip reports an
// unstyled hint until the stylesheet has reached it, and the chips carry border and
// padding that change their size.
auto measureAt = [this](int widthPx) -> QSize
{
contentHeightPx = m_body->sizeHint().height();
m_body->resize(widthPx, m_body->height());
m_body->ensurePolished();
// Deepest first, so no layout is re-activated from children that are themselves
// still stale. findChildren walks parents before children, hence the reverse.
const QList<QLayout*> nested = m_body->findChildren<QLayout*>();
for (QList<QLayout*>::const_reverse_iterator it = nested.rbegin();
it != nested.rend(); ++it)
{
(*it)->invalidate();
(*it)->activate();
}
m_body->layout()->invalidate();
m_body->layout()->activate();
return m_body->sizeHint();
};
// Run twice. Parts of a card report an unstyled size until the style has actually
// reached them, which for a freshly built card happens during the first round of
// measuring; the second round then measures a card that is fully laid out and
// settles on the answer. Without it a card can end up a few pixels short of what it
// turns out to need, and the difference shows as a scroll bar over a card that
// looks like it fits.
for (int pass = 0; pass < 2; ++pass)
{
// First at the cap, the most room the card can ever get, to learn how wide it
// wants to be; then at that width for the height that follows from it.
int contentWidthPx = qMin(measureAt(maxWidthPx).width(), maxWidthPx);
// Which side of the selection the panel takes is settled on the first placement
// after a new anchor and kept for as long as that selection lasts, so a card that
// grows or shrinks never flips the panel across the object it describes
// (REQ-UI-SELECTION-PANEL). This is the first point at which its width is known.
if (!m_side.has_value())
{
m_side = chooseSide(band, anchorRect, contentWidthPx + 2 * borderPx,
kMarginPx);
}
if (contentHeightPx > maxHeightPx)
// How much height there is depends on where the panel ends up standing: of the
// widgets placed before it, only those whose rectangles meet its own column are
// in its way. That column follows from the width just measured, so this cannot be
// settled before it -- and where the scroll bar below widens the panel, the second
// pass settles it again against the wider column. Asking for the whole band's
// height is what makes the answer the most the panel could have there.
const int maxHeightPx =
placeBesideAnchor(band, anchorRect, *m_side,
QSize(contentWidthPx + 2 * borderPx, band.height()),
occupiedRects, kMarginPx).height() - 2 * borderPx;
if (maxHeightPx <= 0)
{
// A card taller than the band is capped there and scrolls
// (REQ-UI-SELECTION-PANEL). The scroll bar is laid out beside the card, so the
// panel widens by its width to keep the card as wide as the height was computed
// for.
contentHeightPx = maxHeightPx;
contentWidthPx = qMin(
contentWidthPx + m_scrollArea->verticalScrollBar()->sizeHint().width(),
maxWidthPx);
return;
}
int contentHeightPx = measureAt(contentWidthPx).height();
// A card taller than the space left is capped there and scrolls
// (REQ-UI-SELECTION-PANEL). The bar is laid out beside the card, so the panel
// widens by its width to leave the card the width its height was measured for --
// and where the cap does not allow that, the card is measured again at what is
// left over.
const bool scrolls = (contentHeightPx > maxHeightPx);
int viewportWidthPx = contentWidthPx;
if (scrolls)
{
const int scrollBarWidthPx =
m_scrollArea->verticalScrollBar()->sizeHint().width();
contentWidthPx = qMin(contentWidthPx + scrollBarWidthPx, maxWidthPx);
contentHeightPx = maxHeightPx;
viewportWidthPx = contentWidthPx - scrollBarWidthPx;
measureAt(viewportWidthPx);
}
m_scrollArea->setVerticalScrollBarPolicy(
scrolls ? Qt::ScrollBarAlwaysOn : Qt::ScrollBarAlwaysOff);
// Left at the size the scroll area is about to give it, so the card is not
// briefly wider than its viewport.
m_body->resize(viewportWidthPx, m_body->sizeHint().height());
const int panelWidthPx = contentWidthPx + 2 * borderPx;
const int panelHeightPx = contentHeightPx + 2 * borderPx;
// Right-aligned in the band and centered on it vertically. The band excludes the
// build button bar's strip, so centering here never puts the panel over the bar
// (REQ-UI-SELECTION-PANEL).
setGeometry(band.right() - panelWidthPx + 1,
band.top() + (band.height() - panelHeightPx) / 2,
panelWidthPx, panelHeightPx);
setGeometry(placeBesideAnchor(band, anchorRect, *m_side,
QSize(panelWidthPx, panelHeightPx),
occupiedRects, kMarginPx));
}
}

View File

@@ -3,11 +3,17 @@
#include <QRect>
#include <QWidget>
#include <optional>
#include <vector>
#include "DebrisSelectionChangedEvent.h"
#include "DebugDrawToggledEvent.h"
#include "EntitySelectionChangedEvent.h"
#include "EventHandler.h"
#include "FloatingPanel.h"
#include "FloatingPanelPlacement.h"
#include "PlayerCommandsAppliedEvent.h"
#include "SelectionAnchorChangedEvent.h"
#include "SelectionChangedEvent.h"
#include "TickAdvancedEvent.h"
#include "selection/SelectionContentFactory.h"
@@ -28,14 +34,16 @@ class QVBoxLayout;
// What each card looks like lives in src/ui/selection/.
//
// The panel floats over the game world view rather than occupying a column of its own
// (REQ-UI-SELECTION-PANEL): it sizes itself to its card, anchors to the right edge of
// the band its owner hands it, and hides itself entirely while nothing is selected
// (REQ-UI-EMPTY-SELECTION).
// (REQ-UI-SELECTION-PANEL): it sizes itself to its card, places itself in what the build
// button bar and the controls panel have left free, and hides itself entirely while
// nothing is selected (REQ-UI-EMPTY-SELECTION).
class SelectionPanel : public QWidget,
public FloatingPanel,
public CombinedEventHandler<TickAdvancedEvent,
PlayerCommandsAppliedEvent,
EntitySelectionChangedEvent,
SelectionChangedEvent,
SelectionAnchorChangedEvent,
DebrisSelectionChangedEvent,
DebugDrawToggledEvent>
{
@@ -49,14 +57,16 @@ public:
BuildingIconCache* buildingIcons, QWidget* parent = nullptr);
~SelectionPanel() override;
// Confines the panel to the given band of the game world view: it right-aligns
// within it and centers vertically in it. The band is the world view less the strip
// the build button bar occupies, so the two never overlap and the bar never has to
// move (REQ-UI-SELECTION-PANEL, REQ-UI-BUILD-BAR).
void anchorTo(const QRect& bandRect);
// Sizes the panel to its card and places it beside the selection it describes, in
// what the widgets placed before it have left free. Keeping clear of them is entirely
// this panel's job; neither of them ever moves for it (REQ-UI-SELECTION-PANEL,
// REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL).
void placeIn(const QRect& viewRect,
const std::vector<QRect>& occupiedRects) override;
private:
void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
void handleEvent(std::shared_ptr<const SelectionAnchorChangedEvent> event) override;
void handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event) override;
void handleEvent(std::shared_ptr<const DebrisSelectionChangedEvent> event) override;
void handleEvent(std::shared_ptr<const TickAdvancedEvent> event) override;
@@ -69,11 +79,9 @@ private:
void refreshContent();
// Replaces the card with the one the current selection calls for.
void rebuildContent();
// Shows the panel while a card exists and hides it otherwise
// (REQ-UI-EMPTY-SELECTION), re-fitting it to the card while it is shown.
void updateVisibility();
// Re-fits the panel to its card within the anchored band.
void refit();
// Asks for the placement pass to be re-run, the card having changed size or the
// panel having gained or lost its reason to be shown at all.
void invalidateLayout();
SelectionContext m_context;
// Read through m_context by the cards that need it, so a toggle reaches the card on
@@ -84,12 +92,18 @@ private:
ContentKey m_contentKey;
SelectionContent* m_content = nullptr;
// The band the panel confines itself to, in the coordinates of its parent; null
// until the owner has anchored it for the first time.
QRect m_bandRect;
// Where the current selection was on the screen when it started, in the game world
// view's coordinates, and which side of it the panel took. Both are frozen for as
// long as the selection lasts: the anchor because the panel does not chase a
// scrolling view or a moving ship, the side because a card that grows must not flip
// the panel across the object (REQ-UI-SELECTION-PANEL). The side is resolved on the
// first placement after a new anchor, being the first point at which the panel's
// width is known.
QRect m_anchorRect;
std::optional<PanelSide> m_side;
// Scrolls the card once it outgrows the band (REQ-UI-SELECTION-PANEL). The card is a
// child of m_body, not of the panel itself.
// Scrolls the card once it outgrows the space the panel has (REQ-UI-SELECTION-PANEL).
// The card is a child of m_body, not of the panel itself.
QScrollArea* m_scrollArea;
QWidget* m_body;
QVBoxLayout* m_bodyLayout;

View File

@@ -35,6 +35,7 @@
#include "ProductionRules.h"
#include "RepairBehavior.h"
#include "SalvageScrapBehavior.h"
#include "SelectionBounds.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "Simulation.h"
@@ -108,7 +109,7 @@ QColor statusLightFill(ProductionStatus status, const StatusLightVisuals& sl)
} // namespace
WorldRenderer::WorldRenderer(Simulation& sim, const VisualsConfig& visuals,
WorldRenderer::WorldRenderer(const Simulation& sim, const VisualsConfig& visuals,
ItemIconCache* itemIcons, const std::string& configDir)
: m_sim(sim)
, m_visuals(visuals)
@@ -451,30 +452,6 @@ void WorldRenderer::drawBuildings(QPainter& painter, const WorldCoordinates& coo
drawSelectionHighlights(painter, coordinates, frame);
}
std::optional<QRectF> WorldRenderer::footprintWidgetRect(
const WorldCoordinates& coordinates, BuildingId id) const
{
std::optional<QPoint> anchor;
std::optional<QSize> footprint;
if (const Building* b = findBuilding(m_sim.getFactoryState(), id))
{
anchor = b->anchor;
footprint = b->footprint;
}
else if (const ConstructionSite* s = findSite(m_sim.getFactoryState(), id))
{
anchor = s->anchor;
footprint = s->footprint;
}
if (!anchor.has_value() || !footprint.has_value()) { return std::nullopt; }
const QPointF tl = coordinates.tileToWidget(*anchor);
return QRectF(tl.x(), tl.y(),
footprint->width() * static_cast<qreal>(coordinates.getTilePx()),
footprint->height() * static_cast<qreal>(coordinates.getTilePx()));
}
void WorldRenderer::drawSelectionHighlights(QPainter& painter, const WorldCoordinates& coordinates,
const WorldRenderFrame& frame)
{
@@ -483,7 +460,8 @@ void WorldRenderer::drawSelectionHighlights(QPainter& painter, const WorldCoordi
for (BuildingId selId : frame.selection.getSelectedBuildings())
{
const std::optional<QRectF> rect = footprintWidgetRect(coordinates, selId);
const std::optional<QRectF> rect =
getBuildingWidgetRect(m_sim.getFactoryState(), coordinates, selId);
if (!rect.has_value()) { continue; }
// Outline sits 1px outside the footprint (into adjacent tiles).
painter.drawRect(rect->adjusted(-1, -1, 1, 1));

View File

@@ -77,7 +77,7 @@ public:
// `itemIcons` is the window-wide per-item icon cache (REQ-UI-ITEM-ICON); not
// owned, must outlive this renderer. `configDir` is used once, to load the
// per-building world icons.
WorldRenderer(Simulation& sim, const VisualsConfig& visuals,
WorldRenderer(const Simulation& sim, const VisualsConfig& visuals,
ItemIconCache* itemIcons, const std::string& configDir);
~WorldRenderer();
@@ -139,16 +139,10 @@ private:
BuildingType type, const QRectF& box,
const QColor& fill) const;
// Widget-space rectangle covering a building or construction site's footprint,
// or nullopt if the id resolves to neither. Used by the selection highlight.
std::optional<QRectF> footprintWidgetRect(const WorldCoordinates& coordinates,
BuildingId id) const;
std::optional<QVector2D> entityPosition(entt::entity entity) const;
// Non-const only because EntityAdmin's component accessors are; the renderer
// reads the simulation and never writes it.
Simulation& m_sim;
// The renderer reads the simulation and never writes it.
const Simulation& m_sim;
const VisualsConfig& m_visuals;
// Per-item icon cache (REQ-UI-ITEM-ICON), shared window-wide and owned by

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@@ -3,6 +3,7 @@
#include "Building.h"
#include "BuildingTarget.h"
#include "GameConfig.h"
#include "ProductionRules.h"
AutoProductionContent::AutoProductionContent(const SelectionContext& context,
const SelectionRequest& request,
@@ -19,13 +20,43 @@ BufferedBuildingContent::CycleInfo AutoProductionContent::getCycleInfo(
// REQ-BLD-REPROCESSING), so its production section is always shown -- but only a
// running cycle names a recipe, so while it is idle there is no cycle to describe.
info.runsProduction = true;
if (!target.building || !target.building->production.has_value())
if (target.building)
{
// What the building handles at all, so its buffers are not blank whenever it
// happens to be between cycles (REQ-UI-SINGLE-SELECTION). This is the same union
// of every recipe of its type that the simulation sized the buffers over, and
// the locked ones among them are dropped when the card lists them.
for (const RecipeDef* recipe :
gatherCandidateRecipes(*getContext().config, *target.building))
{
for (const RecipeIngredient& ingredient : recipe->inputs)
{
info.handledInputs.push_back(ingredient.item);
}
for (const RecipeOutput& output : recipe->outputs)
{
info.handledOutputs.push_back(output.item);
}
}
}
// Which recipe describes the cycle: the one running, or -- between cycles -- the one
// that ran last. Dropping it while idle would take the summary row and the chips'
// per-cycle amounts away and bring them back with every cycle, resizing the card in
// step with the building's status (REQ-UI-RECIPE-SUMMARY). Only a building that has
// never run has nothing to describe.
if (target.building && target.building->production.has_value())
{
m_lastRecipeId = target.building->production->recipeId;
}
if (!target.building || m_lastRecipeId.empty())
{
return info;
}
const RecipeDef* recipe = getContext().config->recipes.findRecipeDef(
target.building->production->recipeId, target.type);
const RecipeDef* recipe =
getContext().config->recipes.findRecipeDef(m_lastRecipeId, target.type);
if (!recipe)
{
return info;

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@@ -1,12 +1,14 @@
#pragma once
#include <string>
#include "BufferedBuildingContent.h"
#include "SelectionContentFactory.h"
// The card for a Smelter or a Reprocessing Plant (REQ-UI-SELECTION-CONTENT). Both
// auto-process whatever they receive and have no player-facing recipe selection
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), so the card has no configuration group at
// all; its cycle is whichever recipe is currently in production.
// all; its cycle is whichever recipe is in production, or the last one that was.
class AutoProductionContent : public BufferedBuildingContent
{
Q_OBJECT
@@ -17,4 +19,11 @@ public:
protected:
CycleInfo getCycleInfo(const BuildingTarget& target) const override;
private:
// The recipe last seen in production, which keeps describing the cycle while the
// building sits between cycles (REQ-UI-RECIPE-SUMMARY). Mutable because it is a
// record of what getCycleInfo() has observed rather than state of its own: the card
// shows the same thing whether or not it has been asked before.
mutable std::string m_lastRecipeId;
};

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@@ -50,9 +50,14 @@ public:
protected:
void paintEvent(QPaintEvent* /*event*/) override
{
// The active group is asked for by name rather than taken from the current one,
// which follows the window's focus: the inactive group's highlight is close
// enough to the card's background that the bar reads as gone whenever the game
// is tabbed away from or a modal dialog holds focus -- exactly when a player
// watching a build finish is most likely to be looking at it.
const QColor fill = m_fillColor.isValid()
? m_fillColor
: palette().color(QPalette::Highlight);
: palette().color(QPalette::Active, QPalette::Highlight);
QColor track = fill;
track.setAlpha(kTrackAlpha);

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@@ -1,103 +0,0 @@
#include "BufferSection.h"
#include <vector>
#include <QVBoxLayout>
#include "Building.h"
#include "DisplayName.h"
#include "ItemChipRow.h"
#include "SectionBox.h"
namespace
{
int findPerCycle(const std::map<std::string, int>& perCycle, const std::string& itemId)
{
const std::map<std::string, int>::const_iterator it = perCycle.find(itemId);
return (it != perCycle.end()) ? it->second : 0;
}
} // namespace
BufferSection::BufferSection(const SelectionContext& context, QWidget* parent)
: QWidget(parent)
{
QVBoxLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(6);
m_inputSection = new SectionBox(tr("Input buffers"), this);
m_inputChips = new ItemChipRow(context.itemIcons, m_inputSection);
m_inputSection->getContentLayout()->addWidget(m_inputChips);
m_outputSection = new SectionBox(tr("Output buffer"), this);
m_outputChips = new ItemChipRow(context.itemIcons, m_outputSection);
m_outputSection->getContentLayout()->addWidget(m_outputChips);
layout->addWidget(m_inputSection);
layout->addWidget(m_outputSection);
}
void BufferSection::setBuffers(const Building& building,
const std::map<std::string, int>& perCycleInputs,
const std::map<std::string, int>& perCycleOutputs)
{
std::vector<ItemChipRow::Entry> inputs;
for (const std::pair<const ItemType, int>& entry : building.inputBuffer.counts)
{
ItemChipRow::Entry chip;
chip.itemId = entry.first.id;
chip.countText = QString::number(entry.second);
const int perCycle = findPerCycle(perCycleInputs, entry.first.id);
if (perCycle > 0)
{
chip.subLine = tr("/ %1 per cycle").arg(perCycle);
}
inputs.push_back(chip);
}
// Output-side items are the buffered ones plus those still emerging onto the output
// belts: an emerging item still belongs to the output buffer (REQ-MAT-OUTPUT-EMERGE),
// so leaving it out would make it vanish from the panel while it animates.
std::map<std::string, int> outputCounts;
for (const Item& item : building.outputBuffer.items)
{
outputCounts[item.type.id]++;
}
for (const std::vector<BeltItemSlot>& lane : building.emergingItems)
{
for (const BeltItemSlot& slot : lane)
{
outputCounts[slot.item.type.id]++;
}
}
// A configured building lists everything its cycle produces, so an output the player
// is waiting for reads as 0 rather than being absent.
for (const std::pair<const std::string, int>& entry : perCycleOutputs)
{
outputCounts.emplace(entry.first, 0);
}
std::vector<ItemChipRow::Entry> outputs;
for (const std::pair<const std::string, int>& entry : outputCounts)
{
ItemChipRow::Entry chip;
chip.itemId = entry.first;
// Counted against the buffer's capacity, which is what production stops at
// (REQ-MAT-OUTPUT-BUFFER).
chip.countText = building.outputBuffer.capacity > 0
? tr("%1 / %2").arg(entry.second).arg(building.outputBuffer.capacity)
: QString::number(entry.second);
chip.subLine = QString::fromStdString(toDisplayName(entry.first));
outputs.push_back(chip);
}
m_inputChips->setEntries(inputs);
m_outputChips->setEntries(outputs);
m_inputSection->setVisible(!inputs.empty());
m_outputSection->setVisible(!outputs.empty());
setVisible(!inputs.empty() || !outputs.empty());
}

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@@ -1,39 +0,0 @@
#pragma once
#include <map>
#include <string>
#include <QWidget>
#include "SelectionContext.h"
struct Building;
class ItemChipRow;
class SectionBox;
// The input and output buffer contents of one building, each a captioned section of item
// chips (REQ-UI-SINGLE-SELECTION).
//
// Counting what is in the buffers is the same for every building type, so it happens
// here; what a cycle consumes and produces is not, so the owning content supplies those
// per-cycle amounts. An item with no entry in the maps is shown without a denominator,
// and a section holding nothing is not shown at all.
class BufferSection : public QWidget
{
Q_OBJECT
public:
explicit BufferSection(const SelectionContext& context, QWidget* parent = nullptr);
// perCycleInputs and perCycleOutputs map an item id to the amount one production
// cycle consumes or produces. Both may be empty, for a building that runs no cycle.
void setBuffers(const Building& building,
const std::map<std::string, int>& perCycleInputs,
const std::map<std::string, int>& perCycleOutputs);
private:
SectionBox* m_inputSection;
ItemChipRow* m_inputChips;
SectionBox* m_outputSection;
ItemChipRow* m_outputChips;
};

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@@ -1,15 +1,17 @@
#include "BufferedBuildingContent.h"
#include <vector>
#include <map>
#include <set>
#include <QVBoxLayout>
#include "Building.h"
#include "BufferSection.h"
#include "BuildingTarget.h"
#include "DisplayName.h"
#include "FactoryQueries.h"
#include "ProductionSection.h"
#include "RecipeSummaryRow.h"
#include "SectionBox.h"
#include "SelectionNames.h"
#include "Simulation.h"
@@ -27,6 +29,33 @@ std::vector<RecipeSummaryRow::Amount> toAmounts(const std::map<std::string, int>
return amounts;
}
// Every item one side of the card should list: what the buffer holds, what a cycle
// moves, and what the building handles at all. A building's buffers can carry items it
// is not currently making anything of, and an auto-recipe building between cycles names
// nothing at all, so the three sources are unioned rather than one being picked.
std::set<std::string> collectItemIds(const std::map<std::string, int>& buffered,
const std::map<std::string, int>& perCycle,
const std::vector<std::string>& handled)
{
std::set<std::string> itemIds;
for (const std::pair<const std::string, int>& entry : buffered)
{
itemIds.insert(entry.first);
}
for (const std::pair<const std::string, int>& entry : perCycle)
{
itemIds.insert(entry.first);
}
itemIds.insert(handled.begin(), handled.end());
return itemIds;
}
int lookUp(const std::map<std::string, int>& map, const std::string& key)
{
const std::map<std::string, int>::const_iterator it = map.find(key);
return (it != map.end()) ? it->second : 0;
}
} // namespace
@@ -40,10 +69,21 @@ BufferedBuildingContent::BufferedBuildingContent(const SelectionContext& context
m_recipeSummary = new RecipeSummaryRow(context.itemIcons, this);
getConfigurationLayout()->addWidget(m_recipeSummary);
m_buffers = new BufferSection(context, this);
m_inputSection = new SectionBox(tr("Input buffers"), this);
m_inputChips = new ItemChipRow(context.itemIcons, m_inputSection);
m_inputSection->getContentLayout()->addWidget(m_inputChips);
m_production = new ProductionSection(this);
getRuntimeLayout()->addWidget(m_buffers);
m_outputSection = new SectionBox(tr("Output buffer"), this);
m_outputChips = new ItemChipRow(context.itemIcons, m_outputSection);
m_outputSection->getContentLayout()->addWidget(m_outputChips);
// In the direction the materials flow: what goes in, what is being made of it, what
// has come out (REQ-UI-SINGLE-SELECTION, REQ-UI-PRODUCTION-PROGRESS).
getRuntimeLayout()->addWidget(m_inputSection);
getRuntimeLayout()->addWidget(m_production);
getRuntimeLayout()->addWidget(m_outputSection);
}
void BufferedBuildingContent::refreshConfiguration()
@@ -77,8 +117,93 @@ void BufferedBuildingContent::refreshRuntime()
setProductionStatusSlot(*target.building);
const CycleInfo cycle = getCycleInfo(target);
m_buffers->setBuffers(*target.building, cycle.perCycleInputs, cycle.perCycleOutputs);
const std::vector<ItemChipRow::Entry> inputs =
buildInputEntries(*target.building, cycle);
const std::vector<ItemChipRow::Entry> outputs =
buildOutputEntries(*target.building, cycle);
m_inputChips->setEntries(inputs);
m_outputChips->setEntries(outputs);
m_inputSection->setVisible(!inputs.empty());
m_outputSection->setVisible(!outputs.empty());
m_production->setProduction(cycle.runsProduction, *target.building,
cycle.durationSeconds,
getContext().sim->getCurrentTick());
}
std::vector<ItemChipRow::Entry> BufferedBuildingContent::buildInputEntries(
const Building& building, const CycleInfo& cycle) const
{
std::map<std::string, int> buffered;
for (const std::pair<const ItemType, int>& entry : building.inputBuffer.counts)
{
buffered[entry.first.id] = entry.second;
}
std::vector<ItemChipRow::Entry> entries;
for (const std::string& itemId :
collectItemIds(buffered, cycle.perCycleInputs, cycle.handledInputs))
{
// An auto-recipe building's buffers are sized over every recipe of its type,
// including recipes still locked, so those entries are left out here
// (REQ-UI-SINGLE-SELECTION, REQ-LOCK-UI-RECIPE).
if (!getContext().sim->isItemUnlocked(itemId)) { continue; }
ItemChipRow::Entry chip;
chip.itemId = itemId;
chip.countText = QString::number(lookUp(buffered, itemId));
const int perCycle = lookUp(cycle.perCycleInputs, itemId);
if (perCycle > 0)
{
chip.subLine = tr("/ %1 per cycle").arg(perCycle);
}
else
{
chip.subLine = QString::fromStdString(toDisplayName(itemId));
}
entries.push_back(chip);
}
return entries;
}
std::vector<ItemChipRow::Entry> BufferedBuildingContent::buildOutputEntries(
const Building& building, const CycleInfo& cycle) const
{
// The buffered items plus those still emerging onto the output belts: an emerging
// item still belongs to the output buffer (REQ-MAT-OUTPUT-EMERGE), so leaving it out
// would make it vanish from the panel while it animates.
std::map<std::string, int> buffered;
for (const Item& item : building.outputBuffer.items)
{
buffered[item.type.id]++;
}
for (const std::vector<BeltItemSlot>& lane : building.emergingItems)
{
for (const BeltItemSlot& slot : lane)
{
buffered[slot.item.type.id]++;
}
}
std::vector<ItemChipRow::Entry> entries;
for (const std::string& itemId :
collectItemIds(buffered, cycle.perCycleOutputs, cycle.handledOutputs))
{
if (!getContext().sim->isItemUnlocked(itemId)) { continue; }
ItemChipRow::Entry chip;
chip.itemId = itemId;
// Counted against the buffer's capacity, which is what production stops at
// (REQ-MAT-OUTPUT-BUFFER).
chip.countText = building.outputBuffer.capacity > 0
? tr("%1 / %2").arg(lookUp(buffered, itemId))
.arg(building.outputBuffer.capacity)
: QString::number(lookUp(buffered, itemId));
chip.subLine = QString::fromStdString(toDisplayName(itemId));
entries.push_back(chip);
}
return entries;
}

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@@ -2,20 +2,23 @@
#include <map>
#include <string>
#include <vector>
#include "BuildingId.h"
#include "ItemChipRow.h"
#include "SelectionContent.h"
struct Building;
struct BuildingTarget;
class BufferSection;
class ProductionSection;
class RecipeSummaryRow;
class SectionBox;
// Shared body of the four cards that show one building with buffers -- the Miner and
// Assembler, the Smelter and Reprocessing Plant, the Shipyard, and the Salvage Bay
// (REQ-UI-SELECTION-CONTENT). All four show the same header identity and status, recipe
// summary, buffer contents and production progress; they differ only in what one
// production cycle costs and how long it takes, which is what the subclass supplies.
// (REQ-UI-SELECTION-CONTENT). All four show the same header status, recipe summary,
// buffer contents and production progress; they differ only in what one production cycle
// costs and how long it takes, which is what the subclass supplies.
//
// This is implementation sharing, not a catalog entry: every concrete subclass is one
// row of the content catalog.
@@ -29,12 +32,21 @@ protected:
{
std::map<std::string, int> perCycleInputs;
std::map<std::string, int> perCycleOutputs;
// Items the card lists whether or not they are currently in the buffers, for a
// building whose recipe is implicit and so has nothing to name while it sits
// between cycles (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They carry no
// per-cycle denominator, since no one recipe is in force.
std::vector<std::string> handledInputs;
std::vector<std::string> handledOutputs;
// False when the building produces nothing at all (the Salvage Bay,
// REQ-BLD-SALVAGE-BAY) or has no recipe or schematic selected yet: the
// production section is then not shown (REQ-UI-PRODUCTION-PROGRESS).
bool runsProduction = false;
// 0 while an auto-recipe building sits between cycles, when no single recipe
// names a cycle time; the progress line then reads "idle".
// 0 only when no recipe describes the cycle at all -- an auto-recipe building
// that has yet to run one (REQ-UI-RECIPE-SUMMARY). The progress line reads
// "idle" whenever no cycle is actually running, whatever this says.
double durationSeconds = 0.0;
};
@@ -55,8 +67,20 @@ private:
void refreshConfiguration() override;
void refreshRuntime() override;
std::vector<ItemChipRow::Entry> buildInputEntries(const Building& building,
const CycleInfo& cycle) const;
std::vector<ItemChipRow::Entry> buildOutputEntries(const Building& building,
const CycleInfo& cycle) const;
BuildingId m_id;
RecipeSummaryRow* m_recipeSummary;
BufferSection* m_buffers;
// Input buffers, production progress, output buffer -- in that order, so the card
// reads the way the materials flow (REQ-UI-SINGLE-SELECTION).
SectionBox* m_inputSection;
ItemChipRow* m_inputChips;
ProductionSection* m_production;
SectionBox* m_outputSection;
ItemChipRow* m_outputChips;
};

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@@ -15,7 +15,6 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ItemChip.h
${CMAKE_CURRENT_SOURCE_DIR}/ItemChipRow.h
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSummaryRow.h
${CMAKE_CURRENT_SOURCE_DIR}/BufferSection.h
${CMAKE_CURRENT_SOURCE_DIR}/ProductionSection.h
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionControl.h
${CMAKE_CURRENT_SOURCE_DIR}/ClearBeltControl.h
@@ -51,7 +50,6 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/ItemChip.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ItemChipRow.cpp
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSummaryRow.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BufferSection.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ProductionSection.cpp
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionControl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ClearBeltControl.cpp

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@@ -20,14 +20,15 @@ HqContent::HqContent(const SelectionContext& context, const SelectionRequest& re
// (REQ-BLD-DECONSTRUCT), so it is never a construction site.
: SelectionContent(context, std::nullopt, parent)
{
m_hpBar = new BarRow(tr("HP"), this);
m_stockSection = new SectionBox(tr("Building blocks"), this);
m_stockChips = new ItemChipRow(context.itemIcons, m_stockSection);
m_stockSection->getContentLayout()->addWidget(m_stockChips);
m_hpBar = new BarRow(tr("HP"), this);
getRuntimeLayout()->addWidget(m_stockSection);
// HP first, as on every card that has it (REQ-UI-SELECTION-CARD, REQ-UI-HQ-PANEL).
getRuntimeLayout()->addWidget(m_hpBar);
getRuntimeLayout()->addWidget(m_stockSection);
setBuildingIdentity(BuildingType::Hq, getBuildingTypeName(BuildingType::Hq));
}

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@@ -73,6 +73,11 @@ void ItemChipRow::rebuildChips(const std::vector<Entry>& entries)
ItemChip* chip = new ItemChip(icon, this);
m_layout->addWidget(chip, static_cast<int>(index) / kChipsPerRow,
static_cast<int>(index) % kChipsPerRow);
// Shown right away, because the panel measures itself as soon as this returns. A
// widget created under an already-visible parent starts hidden, and a layout
// treats a hidden item as empty, so an unshown chip would add nothing to the
// size hint and the panel would be fitted to a buffer section that looks empty.
chip->show();
m_chips.push_back(chip);
}
}

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@@ -13,6 +13,18 @@ namespace
// Size the item icons are drawn at on the summary line, in device-independent pixels.
const int kSummaryIconSizePx = 14;
// Adds a freshly built label to the summary and shows it.
//
// The show is what makes it count: a widget created under an already-visible parent
// starts hidden, and a layout treats a hidden item as empty, so an unshown label would
// add nothing to the size hint the panel measures itself against as soon as this
// returns.
void addAndShow(QHBoxLayout* layout, QLabel* label)
{
layout->addWidget(label);
label->show();
}
} // namespace
@@ -71,14 +83,14 @@ void RecipeSummaryRow::rebuild(const std::vector<Amount>& inputs,
if (!inputs.empty())
{
const QChar rightArrow(0x2192); // U+2192 RIGHTWARDS ARROW
m_layout->addWidget(new QLabel(QString(rightArrow), this));
addAndShow(m_layout, new QLabel(QString(rightArrow), this));
}
addAmounts(outputs);
if (durationSeconds > 0.0)
{
const QChar middleDot(0x00B7); // U+00B7 MIDDLE DOT
m_layout->addWidget(new QLabel(
addAndShow(m_layout, new QLabel(
QStringLiteral("%1 %2").arg(middleDot).arg(
tr("%1 s").arg(durationSeconds, 0, 'f', 1)), this));
}
@@ -96,13 +108,13 @@ void RecipeSummaryRow::addAmounts(const std::vector<Amount>& amounts)
QLabel* iconLabel = new QLabel(this);
iconLabel->setPixmap(
m_itemIcons->getPixmap(entry.itemId, kSummaryIconSizePx));
m_layout->addWidget(iconLabel);
addAndShow(m_layout, iconLabel);
}
else
{
m_layout->addWidget(
addAndShow(m_layout,
new QLabel(QString::fromStdString(entry.itemId), this));
}
m_layout->addWidget(new QLabel(QString::number(entry.amount), this));
addAndShow(m_layout, new QLabel(QString::number(entry.amount), this));
}
}

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@@ -32,6 +32,38 @@ const int kSymbolSizePx = 20;
const int kCardSpacingPx = 6;
const int kHeaderSpacingPx = 6;
// The Salvage Bay has no recipe and no cycle: its two states say whether it is holding
// scrap, not whether it is producing (REQ-BLD-SALVAGE-BAY, REQ-UI-SELECTION-STATUS).
QString getStatusCaption(ProductionStatus status, bool isSalvageBay)
{
switch (status)
{
case ProductionStatus::Unconfigured: return QObject::tr("no recipe");
case ProductionStatus::Producing:
return isSalvageBay ? QObject::tr("holding scrap")
: QObject::tr("producing");
case ProductionStatus::Starved:
return isSalvageBay ? QObject::tr("empty") : QObject::tr("missing input");
case ProductionStatus::Blocked: return QObject::tr("output full");
}
return QString();
}
// Every caption the status slot can end up showing for this building, so the header can
// keep its width as the state changes rather than the panel jumping with it.
QStringList getAllStatusCaptions(bool isSalvageBay)
{
QStringList captions;
for (ProductionStatus status : { ProductionStatus::Unconfigured,
ProductionStatus::Producing,
ProductionStatus::Starved,
ProductionStatus::Blocked })
{
captions << getStatusCaption(status, isSalvageBay);
}
return captions;
}
} // namespace
@@ -96,7 +128,10 @@ SelectionContent::SelectionContent(const SelectionContext& context,
m_constructionSection->getContentLayout()->addWidget(m_constructionBar);
m_constructionSection->getContentLayout()->addWidget(
new EmptyNote(tr("No buffers until built"), m_constructionSection));
cardLayout->addWidget(m_constructionSection);
// Directly below the header rather than where the runtime group sits, so how far
// along the site is reads before what it is configured to become
// (REQ-UI-SELECTION-CARD).
cardLayout->insertWidget(1, m_constructionSection);
setSlot(QColor(), tr("constructing"));
}
@@ -165,25 +200,26 @@ void SelectionContent::setProductionStatusSlot(const Building& building)
return;
}
const StatusLightVisuals& colors = m_context.visuals->statusLight;
// The Salvage Bay has no recipe and no cycle: its two states say whether it is
// holding scrap, not whether it is producing (REQ-BLD-SALVAGE-BAY).
const bool isSalvageBay = (building.type == BuildingType::SalvageBay);
// Room for every caption this building can show, so the panel keeps its width as the
// building's state changes rather than jumping with it.
reserveSlotFor(getAllStatusCaptions(isSalvageBay));
const StatusLightVisuals& colors = m_context.visuals->statusLight;
QColor dotColor;
switch (*status)
{
case ProductionStatus::Unconfigured:
setSlot(colors.grey, tr("no recipe"));
break;
case ProductionStatus::Producing:
setSlot(colors.green, isSalvageBay ? tr("holding scrap") : tr("producing"));
break;
case ProductionStatus::Starved:
setSlot(colors.red, isSalvageBay ? tr("empty") : tr("missing input"));
break;
case ProductionStatus::Blocked:
setSlot(colors.yellow, tr("output full"));
break;
case ProductionStatus::Unconfigured: dotColor = colors.grey; break;
case ProductionStatus::Producing: dotColor = colors.green; break;
case ProductionStatus::Starved: dotColor = colors.red; break;
case ProductionStatus::Blocked: dotColor = colors.yellow; break;
}
setSlot(dotColor, getStatusCaption(*status, isSalvageBay));
}
void SelectionContent::reserveSlotFor(const QStringList& captions)
{
m_statusPill->reserveFor(captions);
}
void SelectionContent::refreshConstruction()

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@@ -5,6 +5,7 @@
#include <QColor>
#include <QPixmap>
#include <QString>
#include <QStringList>
#include <QWidget>
#include "BuildingId.h"
@@ -79,6 +80,11 @@ protected:
void setCountSlot(int count);
void clearSlot();
// Reserves header room for the widest caption the slot will ever show. The panel is
// sized to its card (REQ-UI-SELECTION-PANEL), so without this it changes width every
// time the caption does -- and a card whose chips wrap changes height with it.
void reserveSlotFor(const QStringList& captions);
// Fills the right slot from the building's production status, mapped to the same
// colors and states the world's status light uses (REQ-UI-SELECTION-STATUS). Leaves
// the slot empty for a type that has no status light.

View File

@@ -33,3 +33,16 @@ QString getBehaviorLabel(BehaviorKind kind)
}
return QString();
}
QStringList getAllBehaviorLabels()
{
QStringList labels;
for (BehaviorKind kind : { BehaviorKind::Retreat, BehaviorKind::Attack,
BehaviorKind::SalvageScrap, BehaviorKind::Repair,
BehaviorKind::Rally, BehaviorKind::Standby,
BehaviorKind::Advance })
{
labels << getBehaviorLabel(kind);
}
return labels;
}

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@@ -1,6 +1,7 @@
#pragma once
#include <QString>
#include <QStringList>
#include "BehaviorKind.h"
#include "BuildingType.h"
@@ -13,3 +14,8 @@ QString getBuildingTypeName(BuildingType type);
// Name of the behavior currently governing a ship, for the ship card's header slot
// (REQ-UI-SHIP-BEHAVIOR). Empty when no behavior has won yet, which shows no slot.
QString getBehaviorLabel(BehaviorKind kind);
// Every name getBehaviorLabel can return. A ship's behavior changes as it fights, so the
// header reserves room for the widest of these rather than letting the panel change
// width each time (REQ-UI-SELECTION-PANEL).
QStringList getAllBehaviorLabels();

View File

@@ -21,6 +21,10 @@ ShipContent::ShipContent(const SelectionContext& context,
m_statsPanel = new ShipStatsPanel(context.config, this);
getRuntimeLayout()->addWidget(m_statsPanel);
// A ship's behavior changes as it fights, so the header holds room for the longest
// name rather than the panel resizing under the player each time it does.
reserveSlotFor(getAllBehaviorLabels());
EntityAdmin& admin = context.sim->getAdmin();
if (admin.isValid(m_entity) && admin.hasAll<ShipIdentityComponent>(m_entity))
{

View File

@@ -1,5 +1,6 @@
#include "StatusPill.h"
#include <QFontMetrics>
#include <QGuiApplication>
#include <QHBoxLayout>
#include <QLabel>
@@ -49,6 +50,23 @@ StatusPill::StatusPill(QWidget* parent)
hide();
}
void StatusPill::reserveFor(const QStringList& captions)
{
if (captions == m_reservedFor)
{
return;
}
m_reservedFor = captions;
const QFontMetrics metrics(m_captionLabel->font());
int widestPx = 0;
for (const QString& caption : captions)
{
widestPx = qMax(widestPx, metrics.horizontalAdvance(caption));
}
m_captionLabel->setMinimumWidth(widestPx);
}
void StatusPill::setStatus(const QColor& dotColor, const QColor& outlineColor,
const QString& caption)
{

View File

@@ -2,6 +2,7 @@
#include <QColor>
#include <QString>
#include <QStringList>
#include <QWidget>
class QLabel;
@@ -23,7 +24,16 @@ public:
void setStatus(const QColor& dotColor, const QColor& outlineColor,
const QString& caption);
// Reserves room for the widest of the captions this pill can show, so the header --
// and with it the panel, which is sized to its content (REQ-UI-SELECTION-PANEL) --
// keeps its width as the caption changes. Without it the whole panel jumps every
// time a building's status does, and a card whose chips wrap changes height with it.
void reserveFor(const QStringList& captions);
private:
QLabel* m_dotLabel;
QLabel* m_captionLabel;
// What the width is currently reserved for, so re-reserving the same set on every
// refresh costs nothing.
QStringList m_reservedFor;
};