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dota_factory/src/ui/SelectionPanel.h

97 lines
4.2 KiB
C++

#pragma once
#include <QRect>
#include <QWidget>
#include "DebrisSelectionChangedEvent.h"
#include "DebugDrawToggledEvent.h"
#include "EntitySelectionChangedEvent.h"
#include "EventHandler.h"
#include "PlayerCommandsAppliedEvent.h"
#include "SelectionChangedEvent.h"
#include "TickAdvancedEvent.h"
#include "selection/SelectionContentFactory.h"
#include "selection/SelectionContext.h"
struct GameConfig;
struct VisualsConfig;
class BuildingIconCache;
class ItemIconCache;
class SelectionContent;
class Simulation;
class QScrollArea;
class QVBoxLayout;
// Shows the current selection. The panel itself renders nothing: it arbitrates between
// the two selection categories (REQ-UI-SELECTION-CATEGORIES), picks the card that fits
// what is selected (REQ-UI-SELECTION-CONTENT), and hosts exactly one of them at a time.
// 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).
class SelectionPanel : public QWidget,
public CombinedEventHandler<TickAdvancedEvent,
PlayerCommandsAppliedEvent,
EntitySelectionChangedEvent,
SelectionChangedEvent,
DebrisSelectionChangedEvent,
DebugDrawToggledEvent>
{
Q_OBJECT
public:
// visuals, itemIcons and buildingIcons are window-wide rendering resources the cards
// draw from; none is owned and all must outlive this widget.
SelectionPanel(Simulation* sim, const GameConfig* config,
const VisualsConfig* visuals, ItemIconCache* itemIcons,
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);
private:
void handleEvent(std::shared_ptr<const SelectionChangedEvent> 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;
void handleEvent(std::shared_ptr<const PlayerCommandsAppliedEvent> event) override;
void handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event) override;
// Re-reads the live values of the card on screen. When the selection now calls for a
// different card -- a construction site finishing is the case that matters -- it
// rebuilds instead, because a card never changes its own shape.
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();
SelectionContext m_context;
// Read through m_context by the cards that need it, so a toggle reaches the card on
// screen without it having to subscribe to the event itself.
bool m_debugDrawEnabled = false;
SelectionRequest m_request;
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;
// 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.
QScrollArea* m_scrollArea;
QWidget* m_body;
QVBoxLayout* m_bodyLayout;
};