Files
dota_factory/src/ui/ControlsPanel.h

88 lines
3.6 KiB
C++

#pragma once
#include <vector>
#include <QRect>
#include <QString>
#include <QWidget>
#include "ControlAction.h"
#include "FloatingPanel.h"
class GameWorldView;
class QLabel;
class QScrollArea;
class QTimer;
class QVBoxLayout;
// Shows the controls available in the player's current situation
// (REQ-UI-CONTROLS-PANEL). The panel decides nothing: which rows apply is
// ControlAction.h's answer, the same one the key handling and the world view's mouse
// dispatch act on, so what is shown and what happens cannot part company
// (REQ-UI-CONTROLS-ACCURACY).
//
// It floats over the game world at the left edge, bottom-aligned within the band its
// owner hands it, and collapses to its heading when the heading is clicked.
//
// Refreshed on a timer rather than by subscribing to events: two of the things that
// change a row -- a belt drag starting, the ghost moving over a transfer target --
// happen on mouse movement and publish nothing, and they still have to be reflected
// while the game is paused, so there is no tick to hang it on either. The rebuild is
// skipped unless the resolved content actually differs, which is a vector of enums to
// compare.
class ControlsPanel : public QWidget, public FloatingPanel
{
Q_OBJECT
public:
// Neither pointer is owned; both must outlive this widget. The view is the source
// of the control context, being the widget that owns the build mode and the
// selection.
ControlsPanel(const GameWorldView* view, QWidget* parent = nullptr);
// Places the panel in the bottom-left corner of the game world view. It shares the
// bottom edge with the build button bar rather than clearing its strip, the bar
// being centered and sized to its buttons and so usually leaving the left free; it
// rises above the bar only when the two would otherwise overlap
// (REQ-UI-CONTROLS-PANEL, REQ-UI-BUILD-BAR). The bar is the only thing placed before
// it, so it is the only rect it ever has to rise above.
void placeIn(const QRect& viewRect,
const std::vector<QRect>& occupiedRects) override;
protected:
// Clicking the heading collapses and expands the panel (REQ-UI-CONTROLS-PANEL).
void mousePressEvent(QMouseEvent* event) override;
private:
// Re-resolves the context and rebuilds only if the rows or the heading changed.
void refresh();
// Replaces the rows with those of the current context.
void rebuild(const ControlContext& context);
// The heading's "<name> * <detail>" text for the context, detail omitted when the
// context has none.
QString getHeadingText(const ControlContext& context) const;
// Asks for the placement pass to be re-run, the panel's own size having changed.
void invalidateLayout();
const GameWorldView* m_view;
QLabel* m_heading;
// Scrolls the rows once they outgrow the space the panel has (REQ-UI-CONTROLS-PANEL).
// The heading is deliberately outside it, so it stays put and stays clickable.
QScrollArea* m_scrollArea;
QWidget* m_rows;
QVBoxLayout* m_rowsLayout;
QTimer* m_refreshTimer;
// What is currently drawn, so a refresh that resolves to the same thing does
// nothing. The always-available block is kept separately because the divider
// between the two is part of what is drawn.
QString m_shownHeading;
std::vector<ControlAction> m_shownContextActions;
std::vector<ControlAction> m_shownAlwaysActions;
// Survives context changes and simulation restarts; presentation only, never a
// command (REQ-UI-CONTROLS-PANEL).
bool m_collapsed = false;
};