Four separate caches rasterized the same item SVGs, one of them rebuilt on every recipe-dialog open. MainWindow now owns one cache and hands a non-owning pointer to HeaderBar, BuildButtonGrid, GameWorldView and RecipeSelectionDialog. Co-Authored-By: Claude <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
76 lines
2.9 KiB
C++
76 lines
2.9 KiB
C++
#pragma once
|
|
|
|
#include <map>
|
|
#include <memory>
|
|
#include <optional>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
#include <QWidget>
|
|
|
|
#include "BuilderModeExitedEvent.h"
|
|
#include "BuildHotkeyPressedEvent.h"
|
|
#include "BuildingBlocksChangedEvent.h"
|
|
#include "BuildingType.h"
|
|
#include "DeconstructModeChangedEvent.h"
|
|
#include "EventHandler.h"
|
|
#include "GameConfig.h"
|
|
#include "UnlockedBuildingsChangedEvent.h"
|
|
|
|
class QPushButton;
|
|
class Simulation;
|
|
class ItemIconCache;
|
|
|
|
class BuildButtonGrid : public QWidget,
|
|
public CombinedEventHandler<BuilderModeExitedEvent,
|
|
DeconstructModeChangedEvent,
|
|
BuildHotkeyPressedEvent,
|
|
BuildingBlocksChangedEvent,
|
|
UnlockedBuildingsChangedEvent>
|
|
{
|
|
Q_OBJECT
|
|
|
|
public:
|
|
// iconDir is the directory holding the per-building "<id>.svg" chip icons
|
|
// (REQ-UI-BUILD-GRID), read from disk at runtime like the config files.
|
|
// itemIcons is the window-wide per-item icon cache and supplies the
|
|
// building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Not
|
|
// owned; must outlive this widget.
|
|
BuildButtonGrid(Simulation* sim, const GameConfig* config,
|
|
const std::string& iconDir, ItemIconCache* itemIcons,
|
|
QWidget* parent = nullptr);
|
|
~BuildButtonGrid() override;
|
|
|
|
void clearActiveButton();
|
|
|
|
private:
|
|
// Re-evaluates which build buttons are enabled from the current building block
|
|
// stock (read from the simulation). If the currently selected tool can no longer
|
|
// be afforded, it exits builder mode so the button does not stay selected.
|
|
void updateAffordability();
|
|
|
|
// Re-evaluates which build buttons are visible from the current per-building
|
|
// unlock state (REQ-LOCK-BUILDING); a locked building type's button is hidden.
|
|
void updateVisibility();
|
|
|
|
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;
|
|
void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
|
|
void handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> event) override;
|
|
|
|
private slots:
|
|
void onBuildButton(int index);
|
|
|
|
private:
|
|
Simulation* m_sim;
|
|
const GameConfig* m_config;
|
|
std::string m_iconDir;
|
|
ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow.
|
|
std::vector<BuildingType> m_types;
|
|
std::vector<QPushButton*> m_buttons;
|
|
std::map<BuildingType, int> m_costs;
|
|
std::optional<std::size_t> m_activeIndex;
|
|
QPushButton* m_deconstructButton;
|
|
};
|