#include "ControlsPanel.h" #include #include #include #include #include #include #include "ControlActionText.h" #include "GameWorldView.h" #include "selection/SelectionNames.h" namespace { const int kMarginPx = 8; // between the band's edge and the panel const int kCardMarginPx = 8; // inside the panel, around its content const int kRefreshMs = 50; // see the class comment on why this polls // Separates the heading's name from its detail, e.g. "BUILD MODE * Assembler". const QChar kHeadingSeparator(0x00B7); // U+00B7 MIDDLE DOT // One row: the chips for the bindings, then what the action is called. Built as a plain // widget rather than a class of its own -- it holds no state and answers no questions. QWidget* makeRow(ControlAction action, const ControlContext& context, QWidget* parent) { QWidget* row = new QWidget(parent); QHBoxLayout* layout = new QHBoxLayout(row); layout->setContentsMargins(0, 2, 0, 2); layout->setSpacing(4); // Every badge is rendered from the binding the resolver matches, so a chip cannot // claim a key that does nothing (REQ-UI-CONTROLS-ACCURACY). const std::vector bindings = getControlActionBindings(action, context); for (const ControlBinding& binding : bindings) { QLabel* badge = new QLabel(getControlBindingBadge(binding), row); badge->setObjectName(QStringLiteral("controlBadge")); layout->addWidget(badge); } QLabel* label = new QLabel(getControlActionLabel(action, context), row); label->setObjectName(action == ControlAction::ExitMode ? QStringLiteral("controlLabelExit") : QStringLiteral("controlLabel")); layout->addSpacing(4); layout->addWidget(label); layout->addStretch(1); return row; } } // namespace ControlsPanel::ControlsPanel(const GameWorldView* view, QWidget* parent) : QWidget(parent) , m_view(view) { // Floats over the rendered world, so it brings its own background to stay legible // over any world content (REQ-UI-CONTROLS-PANEL). Palette colors match the build // button bar's and the selection panel's chrome; like them this is widget chrome // rather than world rendering, so it is deliberately not a visuals.toml color. The // class scoped selector keeps the border on the panel rather than cascading onto // its children. setAttribute(Qt::WA_StyledBackground, true); setStyleSheet(QStringLiteral( "ControlsPanel { background-color: palette(window);" " border: 1px solid palette(mid); border-radius: 4px; }" "QLabel#controlHeading { font-weight: bold; letter-spacing: 1px;" " color: palette(text); }" "QLabel#controlBadge { border: 1px solid palette(mid); border-radius: 3px;" " padding: 1px 5px; font-family: monospace; color: palette(text); }" "QLabel#controlLabel { color: palette(text); }" // The row that leaves the mode reads differently from the ones that act within // it (REQ-UI-CONTROLS-CARD). "QLabel#controlLabelExit { color: palette(bright-text); }" "QLabel#controlCaption { color: palette(mid); font-size: 10px;" " letter-spacing: 1px; }")); QVBoxLayout* outerLayout = new QVBoxLayout(this); outerLayout->setContentsMargins(kCardMarginPx, kCardMarginPx, kCardMarginPx, kCardMarginPx); outerLayout->setSpacing(4); m_heading = new QLabel(this); m_heading->setObjectName(QStringLiteral("controlHeading")); m_heading->setCursor(Qt::PointingHandCursor); outerLayout->addWidget(m_heading); m_rows = new QWidget(this); m_rowsLayout = new QVBoxLayout(m_rows); m_rowsLayout->setContentsMargins(0, 0, 0, 0); m_rowsLayout->setSpacing(0); outerLayout->addWidget(m_rows); // Polling rather than subscribing; see the class comment. m_refreshTimer = new QTimer(this); connect(m_refreshTimer, &QTimer::timeout, this, &ControlsPanel::refresh); m_refreshTimer->start(kRefreshMs); refresh(); } void ControlsPanel::anchorTo(const QRect& bandRect) { m_bandRect = bandRect; refit(); } void ControlsPanel::mousePressEvent(QMouseEvent* event) { // Only the heading toggles; a click anywhere else is swallowed so it never reaches // the world beneath (REQ-UI-CONTROLS-PANEL). if (m_heading->geometry().contains(event->pos())) { m_collapsed = !m_collapsed; m_rows->setVisible(!m_collapsed); refit(); } event->accept(); } void ControlsPanel::refresh() { if (!m_view) { return; } const ControlContext context = m_view->getControlContext(); const QString heading = getHeadingText(context); const std::vector contextActions = getContextActions(context); const std::vector alwaysActions = getAlwaysAvailableActions(context); if (heading == m_shownHeading && contextActions == m_shownContextActions && alwaysActions == m_shownAlwaysActions) { return; } m_shownHeading = heading; m_shownContextActions = contextActions; m_shownAlwaysActions = alwaysActions; rebuild(context); } void ControlsPanel::rebuild(const ControlContext& context) { m_heading->setText(m_shownHeading); // Rows are rebuilt wholesale rather than reconciled: a context change replaces // nearly all of them, and the panel redraws only when something actually changed. while (QLayoutItem* item = m_rowsLayout->takeAt(0)) { delete item->widget(); delete item; } for (ControlAction action : m_shownContextActions) { m_rowsLayout->addWidget(makeRow(action, context, m_rows)); } // The always-available block sits under a divider in every context, the General one // included, so the card is read the same way wherever the player is // (REQ-UI-CONTROLS-CARD). if (!m_shownAlwaysActions.empty()) { QFrame* divider = new QFrame(m_rows); divider->setFrameShape(QFrame::HLine); divider->setFrameShadow(QFrame::Plain); m_rowsLayout->addSpacing(6); m_rowsLayout->addWidget(divider); QLabel* caption = new QLabel(tr("ALWAYS AVAILABLE"), m_rows); caption->setObjectName(QStringLiteral("controlCaption")); m_rowsLayout->addWidget(caption); } for (ControlAction action : m_shownAlwaysActions) { m_rowsLayout->addWidget(makeRow(action, context, m_rows)); } m_rows->setVisible(!m_collapsed); refit(); } QString ControlsPanel::getHeadingText(const ControlContext& context) const { const ControlContextKind kind = getControlContextKind(context); const QString name = getControlContextName(kind); QString detail; switch (kind) { case ControlContextKind::Build: detail = getBuildingTypeName(context.builderType); break; case ControlContextKind::Blueprint: { // The temporary blueprint is never named (REQ-UI-BLUEPRINT-TEMP), so it is // labelled by what it is rather than left blank. const QString blueprintName = m_view->getActiveBlueprintName(); detail = blueprintName.isEmpty() ? tr("Temporary") : blueprintName; break; } case ControlContextKind::Selection: detail = context.selection == ControlSelection::Buildings ? tr("%n building(s)", "", context.selectionCount) : tr("%n object(s)", "", context.selectionCount); break; case ControlContextKind::General: case ControlContextKind::Deconstruct: break; } if (detail.isEmpty()) { return name; } return name + QStringLiteral(" ") + kHeadingSeparator + QStringLiteral(" ") + detail; } void ControlsPanel::refit() { if (m_bandRect.isNull()) { return; } // The layout drops hidden widgets from its size hint, but only once it has been // re-run: collapsing hides the rows before Qt would get around to it on its own. layout()->activate(); const QRect band = m_bandRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx); if (band.width() <= 0 || band.height() <= 0) { return; } const QSize hint = sizeHint(); const int widthPx = qMin(hint.width(), band.width()); const int heightPx = qMin(hint.height(), band.height()); // Left edge of the band, sitting on its bottom edge, so the panel grows upward as // rows are added (REQ-UI-CONTROLS-PANEL). setGeometry(band.left(), band.bottom() - heightPx + 1, widthPx, heightPx); }