Files
dota_factory/src/ui/SelectionPanel.cpp

427 lines
18 KiB
C++

#include "SelectionPanel.h"
#include <QMouseEvent>
#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"
#include "selection/SelectionContent.h"
namespace
{
// 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'
// widgets have no natural width of their own -- the word-wrapped summary labels grow
// without limit, and a QListWidget asks for 256 px whatever it holds -- so the width is
// capped and the labels wrap at the cap. 320 px is the width the former side panel
// column had at the default window size.
const int kMaxContentWidthPx = 320;
// Padding between the panel's border and the card inside it.
const int kCardMarginPx = 8;
} // namespace
SelectionPanel::SelectionPanel(Simulation* sim, const GameConfig* config,
const VisualsConfig* visuals, ItemIconCache* itemIcons,
BuildingIconCache* buildingIcons, QWidget* parent)
: QWidget(parent)
{
m_context.sim = sim;
m_context.config = config;
m_context.visuals = visuals;
m_context.itemIcons = itemIcons;
m_context.buildingIcons = buildingIcons;
m_context.debugDrawEnabled = &m_debugDrawEnabled;
// The panel floats over the rendered world rather than sitting in a column, so it
// brings its own opaque background to stay legible over any world content
// (REQ-UI-SELECTION-PANEL). Palette colors match the build button bar's chrome; like
// it, 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 itself
// rather than cascading onto its child widgets.
setAttribute(Qt::WA_StyledBackground, true);
setStyleSheet(QStringLiteral(
"SelectionPanel { background-color: palette(window);"
" border: 1px solid palette(mid); border-radius: 4px; }"));
// A card taller than the band scrolls rather than overrunning it
// (REQ-UI-SELECTION-PANEL). The viewport is transparent so the panel's own rounded
// chrome shows through, and horizontal scrolling is off because the width always
// follows the content.
m_body = new QWidget(this);
m_scrollArea = new QScrollArea(this);
m_scrollArea->setFrameShape(QFrame::NoFrame);
m_scrollArea->setWidgetResizable(true);
m_scrollArea->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
// 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);
QVBoxLayout* outerLayout = new QVBoxLayout(this);
outerLayout->setContentsMargins(0, 0, 0, 0);
outerLayout->setSpacing(0);
outerLayout->addWidget(m_scrollArea);
m_bodyLayout = new QVBoxLayout(m_body);
m_bodyLayout->setContentsMargins(kCardMarginPx, kCardMarginPx,
kCardMarginPx, kCardMarginPx);
m_bodyLayout->setSpacing(0);
m_bodyLayout->setAlignment(Qt::AlignTop);
hide();
registerForEvents();
}
SelectionPanel::~SelectionPanel()
{
unregisterForEvents();
}
void SelectionPanel::invalidateLayout()
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<FloatingLayoutInvalidatedEvent>());
}
void SelectionPanel::mousePressEvent(QMouseEvent* event)
{
// Only the card's header moves the panel (REQ-UI-SELECTION-PANEL-DRAG). Presses on
// the header's labels arrive here by ordinary propagation, none of them being a
// widget that accepts mouse events, and carry a position in this panel's coordinates.
if (event->button() == Qt::LeftButton && m_content != nullptr)
{
QWidget* header = m_content->getHeaderWidget();
QRect headerRect(header->mapTo(this, QPoint(0, 0)), header->size());
// A card long enough to scroll can have its header scrolled out of sight; what is
// hidden is not a handle, and the pixels it would claim show other parts of the
// card.
QWidget* viewport = m_scrollArea->viewport();
headerRect &= QRect(viewport->mapTo(this, QPoint(0, 0)), viewport->size());
if (headerRect.contains(event->pos()))
{
m_dragGrabOffsetPx = event->pos();
}
}
// Accepted whether or not it started a drag: no mouse event over the panel reaches
// the game world (REQ-UI-SELECTION-PANEL).
event->accept();
}
void SelectionPanel::mouseMoveEvent(QMouseEvent* event)
{
if (m_dragGrabOffsetPx.has_value() && parentWidget() != nullptr)
{
// Read from the cursor's position on the screen rather than from the panel's own
// coordinates, which move under the cursor as the drag places the panel again.
const QPoint topLeftPx =
parentWidget()->mapFromGlobal(event->globalPos()) - *m_dragGrabOffsetPx;
m_desiredTopLeftPx = topLeftPx - m_viewOriginPx;
// Where the panel actually lands follows from the desired position by the
// ordinary rules, the widgets it steps around included (REQ-UI-SELECTION-PANEL-DRAG).
invalidateLayout();
}
event->accept();
}
void SelectionPanel::mouseReleaseEvent(QMouseEvent* event)
{
// Qt's implicit grab has kept the drag alive while the cursor was outside the panel
// or outside the view; it ends here, wherever the button was let go
// (REQ-UI-SELECTION-PANEL-DRAG). The desired position stays as dropped.
m_dragGrabOffsetPx.reset();
event->accept();
}
void SelectionPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> event)
{
m_request.buildings = event->ids;
if (!m_request.buildings.empty())
{
// A building selection is exclusive: it supersedes any field selection -- actors
// and scrap alike (REQ-UI-SELECTION-CATEGORIES).
m_request.actors.clear();
m_request.debris.clear();
}
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();
// A position the player dragged the panel to belongs to the selection it was set in.
// A new selection places the panel anew against its own anchor
// (REQ-UI-SELECTION-PANEL-DRAG); this event is published only when one starts, and
// not when an existing selection is added to or reduced, which is exactly the scope
// the dragged position keeps.
m_desiredTopLeftPx.reset();
m_dragGrabOffsetPx.reset();
}
void SelectionPanel::handleEvent(
std::shared_ptr<const EntitySelectionChangedEvent> event)
{
m_request.actors = event->entities;
if (!m_request.actors.empty() || !m_request.debris.empty())
{
m_request.buildings.clear();
}
rebuildContent();
}
void SelectionPanel::handleEvent(
std::shared_ptr<const DebrisSelectionChangedEvent> event)
{
// Debris is a field object: it supersedes any building selection but coexists with
// actors (REQ-UI-SELECTION-CATEGORIES).
m_request.debris = event->debris;
if (!m_request.actors.empty() || !m_request.debris.empty())
{
m_request.buildings.clear();
}
rebuildContent();
}
void SelectionPanel::handleEvent(std::shared_ptr<const TickAdvancedEvent> /*event*/)
{
refreshContent();
}
void SelectionPanel::handleEvent(
std::shared_ptr<const PlayerCommandsAppliedEvent> /*event*/)
{
// Player commands (choosing a shipyard schematic, say) are applied by a queued
// drain, not synchronously. When the game is paused no tick advances, so
// TickAdvancedEvent never fires; refreshing here too is what makes the change show
// up without waiting for a tick or a re-selection.
refreshContent();
}
void SelectionPanel::handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event)
{
m_debugDrawEnabled = event->active;
}
void SelectionPanel::refreshContent()
{
if (!m_content)
{
return;
}
// A card never changes its own shape, so when the selection now calls for a
// different one it is replaced rather than refreshed. Only a single selected
// building can reach that state without the selection itself changing -- its
// construction site finishes, or it is deconstructed under the panel. Everything
// else is re-published as a selection change, so re-deriving the key here would walk
// a large multi-selection every tick to learn nothing.
if (m_request.buildings.size() == 1
&& chooseContent(m_request, *m_context.sim) != m_contentKey)
{
rebuildContent();
return;
}
m_content->refresh();
invalidateLayout();
}
void SelectionPanel::rebuildContent()
{
if (m_content)
{
// Retired rather than deleted: a rebuild can be reached from inside one of the
// card's own click handlers -- the recipe control opens a modal dialog and the
// choice comes back as a command -- and control has to be able to return into
// the widget that is going away.
m_content->hide();
m_content->deleteLater();
m_content = nullptr;
}
m_contentKey = chooseContent(m_request, *m_context.sim);
m_content = createContent(m_contentKey, m_request, m_context, m_body);
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();
}
invalidateLayout();
}
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.
setVisible(m_content != nullptr);
if (m_content == nullptr || viewRect.isNull())
{
return;
}
const QRect band = viewRect.adjusted(kMarginPx, kMarginPx, -kMarginPx, -kMarginPx);
// What the view's coordinates and this panel's differ by, kept for the drag gesture,
// which learns of the cursor in the latter and stores its result in the former
// (REQ-UI-SELECTION-PANEL-DRAG).
m_viewOriginPx = viewRect.topLeft();
// 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
// from contentsMargins() because the stylesheet box is what sets it, and asking the
// style for it before the first show is unreliable.
const int borderPx = 1;
const int maxWidthPx = qMin(kMaxContentWidthPx, band.width() - 2 * borderPx);
if (maxWidthPx <= 0 || band.height() <= 2 * borderPx)
{
return;
}
// 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 body layout. Cards are built and discarded whole, so
// its cached hint describes the card before this one until it is invalidated, and
// re-running it is also 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
{
m_body->resize(widthPx, m_body->height());
m_body->ensurePolished();
m_body->layout()->invalidate();
m_body->layout()->activate();
return m_body->sizeHint();
};
// Where a panel of that size stands: beside the selection, or at the position the
// player dragged the panel to, which replaces both the anchor and the side for the
// rest of the selection (REQ-UI-SELECTION-PANEL-DRAG). Either way the result is
// resolved against the view's edges and the widgets placed before this one, so a
// dragged panel steps around them exactly as an anchored one does.
auto solve = [&](QSize wantedSize) -> QRect
{
if (m_desiredTopLeftPx.has_value())
{
return placeAtDesiredTopLeft(band, *m_desiredTopLeftPx + viewRect.topLeft(),
wantedSize, occupiedRects, kMarginPx);
}
return placeBesideAnchor(band, anchorRect, *m_side, wantedSize, occupiedRects,
kMarginPx);
};
// 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);
}
// 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 =
solve(QSize(contentWidthPx + 2 * borderPx, band.height())).height()
- 2 * borderPx;
if (maxHeightPx <= 0)
{
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;
setGeometry(solve(QSize(panelWidthPx, panelHeightPx)));
}
}