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dota_factory/src/lib/eventsystem/event/CMakeLists.txt
Malte Langkabel 94b5d941ba Refresh selected-building panel when paused player commands drain
Option A made the per-tick refresh authoritative for the shipyard layout
preview and Configure Layout button, but that path is driven by
TickAdvancedEvent, which only fires while the game is running. Choosing a
schematic while paused therefore still left the widgets hidden until the
game was unpaused or the building re-selected, because the queued
SetRecipeCommand drains on the next frame but no tick advances.

Emit a new PlayerCommandsAppliedEvent from GameWorldView::onFrame once per
frame when queued commands were drained, and have SelectedBuildingPanel
refresh its selection display in response. This is a presentation-only
notification: it is emitted only on the live path (not during replay
playback), touches neither the command queue nor the simulation, and its
only handler never enqueues commands -- so replay recording and
determinism are unaffected.

Factor the former TickAdvancedEvent handler body into
refreshSelectionDisplay() and call it from both handlers to avoid
duplication.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-08 20:36:41 +02:00

49 lines
1.9 KiB
CMake

SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/TracePrintRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/TickAdvancedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBlocksChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ExpansionCostChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/EntitySelectedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameSpeedChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BossWaveUpdatedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BuilderModeExitedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintModeExitedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/EscapeMenuRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingTypeSelectedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildHotkeyPressedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ExitBuilderModeRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeToggleRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPlacementRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ExitBlueprintModeRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SpeedChangeRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/LayoutDialogRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/InspectWindowClosedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ArenaStartRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ArenaInspectRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BeamFiredEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/DebugDrawToggledEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/CommandRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/PlayerCommandsAppliedEvent.h
PARENT_SCOPE
)
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/TracePrintRequestedEvent.cpp
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
PARENT_SCOPE
)