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