Files
dota_factory/src/ui/BuildButtonBar.cpp
Malte Langkabel ab4aef2ad5 ask the icon cache for the inline block icon
The three block-icon call sites each spelled out the same expression that
ItemIconCache::getInlineIcon() now is: the bare icon at the line's text
height, null when the file is missing. They call the helper instead, and
HeaderBar::blockIcon() -- which was that expression and nothing else --
is gone along with its stale "loaded once on first use" comment.

Each site still passes its own widget font, so nothing about the sizing
changes; the rule now lives in one place rather than four.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-12 10:34:20 +02:00

412 lines
17 KiB
C++

#include "BuildButtonBar.h"
#include <string>
#include <QColor>
#include <QFont>
#include <QFontMetrics>
#include <QGuiApplication>
#include <QHBoxLayout>
#include <QIcon>
#include <QPainter>
#include <QPalette>
#include <QPixmap>
#include <QPushButton>
#include <QRect>
#include <QSignalMapper>
#include <QSize>
#include <QString>
#include "BuildingIconCache.h"
#include "BuildingType.h"
#include "BuildingTypeSelectedEvent.h"
#include "DeconstructModeToggleRequestedEvent.h"
#include "DisplayName.h"
#include "EventManager.h"
#include "ExitBuilderModeRequestedEvent.h"
#include "FloatingLayoutInvalidatedEvent.h"
#include "IconCaption.h"
#include "InputMapper.h"
#include "ItemIconCache.h"
#include "Simulation.h"
namespace
{
// Size the SVG chips are drawn at on a button face, in device-independent pixels.
const QSize kIconSize(32, 32);
// Minimum width of a button face. The building-type buttons all come out at this
// width, so the row is uniform; a face whose caption is wider than this — the
// Deconstruct button's name — grows to fit rather than clipping
// (REQ-UI-DECONSTRUCT-BUTTON).
const int kFaceMinWidthPx = 48;
// Gap between the last building button and the Deconstruct button, which toggles
// a mode rather than selecting a building type (REQ-UI-DECONSTRUCT-BUTTON).
const int kDeconstructGapPx = 16;
// Distance from the bar to the bottom edge of the game world view
// (REQ-UI-BUILD-BAR).
const int kBottomMarginPx = 8;
// Gap between the chip icon and the cost line on a button face.
const int kFaceGapPx = 2;
// Normal and grey-background chip pixmaps for one icon name. Empty pixmaps if the
// file cannot be read; the caller then falls back to a name caption
// (REQ-UI-BUILD-ICON).
struct ChipPixmaps { QPixmap normal; QPixmap grey; };
ChipPixmaps loadChipPixmaps(BuildingIconCache& icons, const std::string& iconName)
{
ChipPixmaps result;
result.normal = icons.getChip(iconName, kIconSize.width());
result.grey = icons.getGreyChip(iconName, kIconSize.width());
return result;
}
// One button face: the hotkey badge in the top-left corner, the chip icon centered
// below it, and the caption — the cost, or the Deconstruct name — centered at the
// bottom (REQ-UI-BUILD-COST). The three are composed into a single pixmap because
// a QPushButton holds only one icon.
QPixmap composeButtonFace(const QString& hotkeyLabel, const QPixmap& chip,
const QPixmap& caption, const QFont& badgeFont,
const QColor& badgeColor)
{
const QSize chipSize = getLogicalSize(chip);
const QSize captionSize = getLogicalSize(caption);
// The badge row is kept even for a building type without a hotkey, so buttons
// stay the same height and the row reads as one strip (REQ-UI-BUILD-COST).
const int badgeHeight = QFontMetrics(badgeFont).height();
const int width = qMax(kFaceMinWidthPx, qMax(chipSize.width(), captionSize.width()));
const int height = badgeHeight + chipSize.height() + kFaceGapPx + captionSize.height();
const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0;
QPixmap face(static_cast<int>(width * dpr), static_cast<int>(height * dpr));
face.setDevicePixelRatio(dpr);
face.fill(Qt::transparent);
QPainter painter(&face);
painter.setRenderHint(QPainter::Antialiasing, true);
painter.setRenderHint(QPainter::SmoothPixmapTransform, true);
if (!hotkeyLabel.isEmpty())
{
painter.setFont(badgeFont);
painter.setPen(badgeColor);
painter.drawText(QRect(0, 0, width, badgeHeight),
Qt::AlignLeft | Qt::AlignVCenter, hotkeyLabel);
}
painter.drawPixmap((width - chipSize.width()) / 2, badgeHeight, chip);
painter.drawPixmap((width - captionSize.width()) / 2,
badgeHeight + chipSize.height() + kFaceGapPx, caption);
return face;
}
// A composed button face and the size to show it at; the button needs both, and
// only the composer knows the size it arrived at.
struct ButtonFace { QIcon icon; QSize size; };
// The two-mode face of one build button. The modes differ only in the chip variant
// and the text color, so a disabled (unaffordable) button greys itself when Qt
// swaps the pixmap, with no extra work in updateAffordability()
// (REQ-UI-BUILD-DISABLED).
ButtonFace buildButtonFace(const ChipPixmaps& chip, const QString& hotkeyLabel,
const QString& name, const QString& captionText,
const QPixmap& blockIcon, const QFont& font,
const QPalette& palette)
{
// Full button size and bold: at a smaller size the badge was hard to read and
// its arrow glyph illegible. It stays dimmed in both modes instead, so it
// reads as a reminder without competing with the cost.
QFont badgeFont = font;
badgeFont.setBold(true);
const QColor badgeColor = palette.color(QPalette::Disabled, QPalette::ButtonText);
ButtonFace result;
for (QIcon::Mode mode : { QIcon::Normal, QIcon::Disabled })
{
const bool enabled = (mode == QIcon::Normal);
const QColor textColor = palette.color(
enabled ? QPalette::Active : QPalette::Disabled, QPalette::ButtonText);
const QPixmap& chipPixmap = enabled ? chip.normal : chip.grey;
// A missing "<id>.svg" puts the building name where the chip would be, so
// the button stays identifiable in an icon-only bar (REQ-UI-BUILD-ICON).
const QPixmap middle = chipPixmap.isNull()
? renderCaptionWithIcon(name, QPixmap(), font, textColor)
: chipPixmap;
const QPixmap caption =
renderCaptionWithIcon(captionText, blockIcon, font, textColor);
const QPixmap face =
composeButtonFace(hotkeyLabel, middle, caption, badgeFont, badgeColor);
result.icon.addPixmap(face, mode);
// Both modes compose to the same size; keeping the larger is only a guard
// against a fallback name caption widening one of them.
result.size = result.size.expandedTo(getLogicalSize(face));
}
return result;
}
}
BuildButtonBar::BuildButtonBar(Simulation* sim, const GameConfig* config,
BuildingIconCache* buildingIcons,
ItemIconCache* itemIcons, QWidget* parent)
: QWidget(parent)
, m_sim(sim)
, m_config(config)
, m_buildingIcons(buildingIcons)
, m_itemIcons(itemIcons)
{
// The bar floats over the rendered world rather than sitting in a panel, so it
// brings its own opaque background to stay legible over any world content
// (REQ-UI-BUILD-BAR). Palette colors keep it consistent with the buttons it holds
// and with the selection panel; this is widget chrome, not world rendering, so it is
// deliberately not a visuals.toml color.
setAttribute(Qt::WA_StyledBackground, true);
setStyleSheet(QStringLiteral(
"BuildButtonBar { background-color: palette(window);"
" border: 1px solid palette(mid); border-radius: 4px; }"));
QHBoxLayout* layout = new QHBoxLayout(this);
layout->setSpacing(4);
layout->setContentsMargins(6, 4, 6, 4);
QSignalMapper* mapper = new QSignalMapper(this);
// Block icon shown to the right of each button's cost (REQ-UI-BUILD-COST); null
// when no building_block icon exists, in which case the cost is the bare number.
const QPixmap blockIcon = m_itemIcons->getInlineIcon(kBlockItemId, font());
for (const BuildingDef& def : config->buildings.buildings)
{
if (!def.playerPlaceable)
{
continue;
}
// Tunnel Entry and Tunnel Exit share a single "Tunnel" button; the exit is
// reached through the unified tunnel build mode, not its own button
// (REQ-BLD-TUNNEL-MODE, REQ-UI-BUILD-BAR). Both stay player-placeable so
// blueprints and cost totals still account for exits.
if (def.type == BuildingType::TunnelExit)
{
continue;
}
m_types.push_back(def.type);
m_costs[def.type] = def.cost;
const QString name = (def.type == BuildingType::TunnelEntry)
? tr("Tunnel")
: QString::fromStdString(toDisplayName(def.id));
// Icon file name matches the building id (REQ-UI-BUILD-ICON); Tunnel Entry's
// "tunnel_entry.svg" serves the shared Tunnel button.
const ButtonFace face = buildButtonFace(
loadChipPixmaps(*m_buildingIcons, def.id),
InputMapper::getBuildHotkeyLabel(def.type), name,
QString::number(def.cost), blockIcon, font(), palette());
QPushButton* btn = new QPushButton(this);
btn->setIcon(face.icon);
btn->setIconSize(face.size);
btn->setCheckable(true);
// The button face carries no name (REQ-UI-BUILD-COST), so the tooltip always
// leads with it and adds the config description when there is one
// (REQ-UI-BUILD-TOOLTIP).
btn->setToolTip(def.tooltip
? QStringLiteral("%1\n%2").arg(name, QString::fromStdString(*def.tooltip))
: name);
layout->addWidget(btn);
const int idx = static_cast<int>(m_buttons.size());
m_buttons.push_back(btn);
mapper->setMapping(btn, idx);
connect(btn, &QPushButton::clicked, mapper, qOverload<>(&QSignalMapper::map));
}
connect(mapper, qOverload<int>(&QSignalMapper::mapped), this, &BuildButtonBar::onBuildButton);
// Set apart from the building-type buttons by a gap, because it toggles a mode
// rather than selecting a building type (REQ-UI-DECONSTRUCT-BUTTON). A fixed
// spacer rather than a stretch: the bar is sized to its contents, so there is no
// right edge for a stretch to push against.
layout->addSpacing(kDeconstructGapPx);
// Having no cost, it shows its name where the building buttons show theirs
// (REQ-UI-DECONSTRUCT-BUTTON), and its Q toggle as the badge (REQ-UI-HOTKEYS).
const ButtonFace deconstructFace = buildButtonFace(
loadChipPixmaps(*m_buildingIcons, "deconstruct"),
QStringLiteral("Q"), tr("Deconstruct"), tr("Deconstruct"), QPixmap(),
font(), palette());
m_deconstructButton = new QPushButton(this);
m_deconstructButton->setCheckable(true);
m_deconstructButton->setIcon(deconstructFace.icon);
m_deconstructButton->setIconSize(deconstructFace.size);
// Refund tooltip composed from world.refund_percentage (REQ-UI-DECONSTRUCT-BUTTON,
// REQ-BLD-DECONSTRUCT). A finished building refunds the configured percentage; a
// construction site removed before it is built is refunded in full. When the
// percentage is 100% both cases coincide, so the tooltip is simplified to one case.
const int refundPercentage = m_config->world.refundPercentage;
const QString deconstructTooltip = (refundPercentage >= 100)
? tr("Deconstruct buildings. Refunds %1% of the building block cost.")
.arg(refundPercentage)
: tr("Deconstruct buildings. A finished building refunds %1% of its building "
"block cost once removed; a construction site removed before it is built "
"is refunded in full.")
.arg(refundPercentage);
m_deconstructButton->setToolTip(deconstructTooltip);
layout->addWidget(m_deconstructButton);
connect(m_deconstructButton, &QPushButton::clicked, this, [this]() {
EventManager::getInstance()->sendEventImmediately(
std::make_shared<DeconstructModeToggleRequestedEvent>());
});
updateVisibility();
registerForEvents();
}
BuildButtonBar::~BuildButtonBar()
{
unregisterForEvents();
}
void BuildButtonBar::placeIn(const QRect& viewRect,
const std::vector<QRect>& /*occupiedRects*/)
{
if (viewRect.isNull())
{
return;
}
// The layout drops hidden buttons from its size hint, but only once it has been
// re-run: an unlock changes which buttons are shown, and Qt would not get around to
// it before the bar is measured here.
layout()->activate();
const QSize barSize = sizeHint();
// Centered, except that a bar wider than the view stays flush with its left edge
// rather than hanging off both sides.
const int x = qMax(viewRect.left(),
viewRect.left() + (viewRect.width() - barSize.width()) / 2);
const int y = viewRect.bottom() - kBottomMarginPx - barSize.height() + 1;
setGeometry(QRect(QPoint(x, y), barSize));
}
void BuildButtonBar::clearActiveButton()
{
if (m_activeIndex)
{
m_buttons[*m_activeIndex]->setChecked(false);
}
m_activeIndex.reset();
}
void BuildButtonBar::updateAffordability()
{
const int buildingBlocks = m_sim->getBuildingBlocksStock();
// If the currently selected tool can no longer be afforded, exit builder mode
// before recomputing button states so it does not stay selected. Clearing the
// active index first lets the loop below disable the now-unaffordable button.
if (m_activeIndex)
{
const BuildingType activeType = m_types[*m_activeIndex];
const std::map<BuildingType, int>::const_iterator it = m_costs.find(activeType);
const int cost = (it != m_costs.end()) ? it->second : 0;
if (buildingBlocks < cost)
{
clearActiveButton();
EventManager::getInstance()->sendEventImmediately(
std::make_shared<ExitBuilderModeRequestedEvent>());
}
}
for (std::size_t i = 0; i < m_buttons.size(); ++i)
{
const BuildingType type = m_types[i];
const std::map<BuildingType, int>::const_iterator it = m_costs.find(type);
const int cost = (it != m_costs.end()) ? it->second : 0;
m_buttons[i]->setEnabled(buildingBlocks >= cost || m_activeIndex == i);
}
}
void BuildButtonBar::updateVisibility()
{
// A locked building type's button is hidden until its unlock group is awarded
// (REQ-LOCK-BUILDING). Buttons keep their index so hotkeys/affordability stay
// stable; they simply appear once the type is unlocked.
for (std::size_t i = 0; i < m_buttons.size(); ++i)
{
m_buttons[i]->setVisible(m_sim->isBuildingUnlocked(m_types[i]));
}
// A hidden button leaves the row, so the bar takes up a new width and has to be
// re-centered on it -- and the widgets that keep clear of the bar have to be placed
// against that new rect too, so the whole pass is re-run (REQ-UI-BUILD-BAR).
EventManager::getInstance()->sendEventImmediately(
std::make_shared<FloatingLayoutInvalidatedEvent>());
}
void BuildButtonBar::onBuildButton(int index)
{
if (index < 0 || index >= static_cast<int>(m_buttons.size()))
{
return;
}
const std::size_t idx = static_cast<std::size_t>(index);
if (m_activeIndex == idx)
{
clearActiveButton();
EventManager::getInstance()->sendEventImmediately(
std::make_shared<ExitBuilderModeRequestedEvent>());
return;
}
if (m_activeIndex)
{
m_buttons[*m_activeIndex]->setChecked(false);
}
m_activeIndex = idx;
m_buttons[idx]->setChecked(true);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<BuildingTypeSelectedEvent>(m_types[idx]));
}
void BuildButtonBar::handleEvent(std::shared_ptr<const BuilderModeExitedEvent> /*event*/)
{
clearActiveButton();
}
void BuildButtonBar::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> /*event*/)
{
updateAffordability();
}
void BuildButtonBar::handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> /*event*/)
{
updateVisibility();
updateAffordability();
}
void BuildButtonBar::handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event)
{
m_deconstructButton->setChecked(event->active);
}
void BuildButtonBar::handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event)
{
for (std::size_t i = 0; i < m_types.size(); ++i)
{
if (m_types[i] == event->type)
{
// Equivalent to clicking the build button: a disabled (unaffordable) or
// hidden (locked, REQ-LOCK-BUILDING) button cannot be clicked, so the
// hotkey is likewise inert.
if (m_buttons[i]->isEnabled() && m_buttons[i]->isVisible())
{
onBuildButton(static_cast<int>(i));
}
return;
}
}
}