Every dialog was an OS window with a dim widget behind it in the game window. That is why a click beside one could not reach it: Qt drops mouse events for a window a modal blocks, so the dim -- a child of the blocked window -- never saw the press. ModalLayer is that dim grown up: still a child of the main window covering its rect, but it now hosts the open modal, places it, and runs its event loop, so it is the widget the clicks beside a modal land on. It keeps a stack, paints one dim however many modals are open, and a hold keeps it up while one modal hands over to the next. ModalDimOverlay and ModalDimScope are gone; ModalLayerHold replaces the scope at the sites that still open a system message box. ModalDialog is what a dialog inherits in place of the window it lost: the panel background, the drawn header with its optional close button, and the dismissal gestures. isDismissible() governs Q and, next, the click outside -- one predicate because both gestures reach the same dialogs. Its default refuses, so a dialog opts in. requestDismiss() is what a gesture asks for, and ShipLayoutDialog overrides it with the one-step ladder its Q handler used to spell out, which is now reached by both. DialogDismiss.h folded into the base. The four dialogs the player meets keep their contents unchanged and lose their title bars: the recipe/schematic selection, blueprint selection, ship layout, and schematic choice dialogs. Placement moved with them -- placeOnSelectionPanel became getSelectionPanelAnchor, and the layer centers on that rectangle in window coordinates, with no global mapping and no frame height to guess at. Two things followed from dropping OS modality: the focus guard that hands focus back to the game world now also asks the layer whether a modal is open, and closeEvent refuses to close the window while one is, since its nested loop runs over widgets the window owns. The escape menu, the game-over and win screens, and the two name dialogs are still system dialogs; they are dimmed by a layer hold until they are converted next. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
#pragma once
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#include <vector>
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#include "ModalDialog.h"
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#include "SchematicChoiceOption.h"
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struct RecipesConfig;
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class BuildingIconCache;
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class ItemIconCache;
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// The drop's choice dialog (REQ-DEF-SCHEMATIC-DROP). Unlike every other dialog it cannot
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// be dismissed: clicking an option is the only way out, so getChosenIndex() always names
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// an option the player picked, and it only ever finishes Accepted. It inherits the base's
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// refusal of Q and of a click outside (ModalDialog::isDismissible) and adds the refusal
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// of Escape below.
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class SchematicChoiceDialog : public ModalDialog
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{
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Q_OBJECT
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public:
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// The icon caches draw the recipe lines of the "Unlocks recipes" list
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// (REQ-DEF-SCHEMATIC-DROP, REQ-UI-ITEM-ICON, REQ-UI-BUILD-ICON). Not owned.
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SchematicChoiceDialog(const std::vector<SchematicChoiceOption>& options,
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const RecipesConfig& recipes, ItemIconCache* itemIcons,
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BuildingIconCache* buildingIcons,
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QWidget* parent = nullptr);
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int getChosenIndex() const;
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public slots:
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// Refuses the dismissal (REQ-DEF-SCHEMATIC-DROP): the drop is a reward the player
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// has earned, and leaving without choosing would either forfeit it or award the
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// option that happens to be first. Escape funnels through QDialog::reject(), so
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// declining it here turns it away without swallowing keys one at a time.
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void reject() override;
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private:
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void onOptionClicked(int index);
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int m_chosenIndex;
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};
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