Files
dota_factory/src/ui/HeaderBar.h
Malte Langkabel abe8c8f448 stand the expansion button on the ground it buys
The button leaves the header bar for the world, centered on the columns
the next purchase unlocks and panning with them until it leaves the view.
Those columns now take a lighter tint than the locked ground behind them,
so the boundary between the two says how far one purchase reaches.

Nothing in the code reported a scroll: the camera knew it had moved and
told only the hover. A ViewScrolledEvent says it now, which is what a
widget keeping a place in the world rather than on the screen needs. The
panels want none of it -- they are placed against the screen and stay put
as the world moves under them -- so the button is placed after their pass
and never joins the rectangles they step around.

Its face is two lines, "Expand" over the cost. That makes the cost a
display of its own, so it carries the building-block tooltip the way every
other item value does, on hover alone since the click buys the expansion.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-18 22:55:06 +02:00

74 lines
2.6 KiB
C++

#pragma once
#include <memory>
#include <string>
#include <vector>
#include <QPixmap>
#include <QWidget>
#include "ArtifactCountChangedEvent.h"
#include "BossWaveUpdatedEvent.h"
#include "BuildingBlocksChangedEvent.h"
#include "EventHandler.h"
#include "GameConfig.h"
#include "GameSpeedChangedEvent.h"
#include "ItemTooltipContext.h"
#include "Tick.h"
#include "TickAdvancedEvent.h"
class QLabel;
class QPushButton;
class ItemIconCache;
class Simulation;
class HeaderBar : public QWidget,
public CombinedEventHandler<TickAdvancedEvent,
BuildingBlocksChangedEvent,
GameSpeedChangedEvent,
BossWaveUpdatedEvent,
ArtifactCountChangedEvent>
{
Q_OBJECT
public:
// The context carries the simulation the bar reads, the config, and the icon caches
// -- the item cache draws the building_block icon in the stock display
// (REQ-UI-BLOCKS-ICON), and the stock display explains that item with the cache's
// help (REQ-UI-ITEM-VALUE-TOOLTIP). Nothing in it is owned; all of it must outlive
// this widget.
explicit HeaderBar(const ItemTooltipContext& context, QWidget* parent = nullptr);
~HeaderBar() override;
private slots:
void onSpeedButton(int index);
private:
void handleEvent(std::shared_ptr<const TickAdvancedEvent> event) override;
void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
void handleEvent(std::shared_ptr<const GameSpeedChangedEvent> event) override;
void handleEvent(std::shared_ptr<const BossWaveUpdatedEvent> event) override;
void handleEvent(std::shared_ptr<const ArtifactCountChangedEvent> event) override;
// Refreshes the building blocks stock display from the simulation:
// `Stock: <n>` with the building_block icon after it, or the
// `Stock: <n> Blocks` text fallback when no icon file exists
// (REQ-UI-BLOCKS-ICON).
void updateBlocksLabel();
QLabel* m_timeLabel;
QLabel* m_blocksLabel;
QLabel* m_artifactsLabel;
QLabel* m_bossWaveLabel;
QLabel* m_nextBossLabel;
std::vector<QPushButton*> m_speedButtons;
// Not owned; all of it lives in MainWindow. The simulation it names is the single
// source of truth for everything the header displays; the change events are only
// refresh signals.
ItemTooltipContext m_context;
static const double kSpeeds[];
static const int kSpeedCount;
};