96 lines
4.0 KiB
C++
96 lines
4.0 KiB
C++
#pragma once
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#include <map>
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#include <memory>
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#include <optional>
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#include <string>
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#include <vector>
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#include <QRect>
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#include <QWidget>
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#include "BuilderModeExitedEvent.h"
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#include "BuildHotkeyPressedEvent.h"
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#include "BuildingBlocksChangedEvent.h"
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#include "BuildingType.h"
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#include "DeconstructModeChangedEvent.h"
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#include "EventHandler.h"
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#include "GameConfig.h"
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#include "UnlockedBuildingsChangedEvent.h"
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class QPushButton;
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class Simulation;
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class BuildingIconCache;
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class ItemIconCache;
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// The build menu: one horizontal row of build buttons floating over the game world
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// view (REQ-UI-BUILD-BAR). The bar is sized to its buttons; its owner hands it the
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// world view's rect through anchorTo() and it centers itself along that rect's
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// bottom edge.
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class BuildButtonBar : public QWidget,
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public CombinedEventHandler<BuilderModeExitedEvent,
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DeconstructModeChangedEvent,
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BuildHotkeyPressedEvent,
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BuildingBlocksChangedEvent,
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UnlockedBuildingsChangedEvent>
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{
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Q_OBJECT
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public:
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// buildingIcons supplies each button's chip icon (REQ-UI-BUILD-ICON) and itemIcons
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// the building_block icon shown in each button's cost (REQ-UI-BUILD-COST). Both are
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// window-wide caches; neither is owned, and both must outlive this widget.
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BuildButtonBar(Simulation* sim, const GameConfig* config,
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BuildingIconCache* buildingIcons, ItemIconCache* itemIcons,
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QWidget* parent = nullptr);
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~BuildButtonBar() override;
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// Centers the bar along the bottom edge of the game world view's rect, given in
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// the bar's parent coordinates (REQ-UI-BUILD-BAR). The rect is remembered, so a
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// re-center later driven by an unlock needs no second call from the owner.
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void anchorTo(const QRect& worldViewRect);
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// Height of the strip the bar occupies along the bottom of the world view: its own
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// height plus the margin below it. The selection panel keeps out of this strip, and
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// the bar never moves for the panel in return (REQ-UI-BUILD-BAR).
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int getStripHeightPx() const;
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void clearActiveButton();
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private:
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// Re-evaluates which build buttons are enabled from the current building block
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// stock (read from the simulation). If the currently selected tool can no longer
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// be afforded, it exits builder mode so the button does not stay selected.
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void updateAffordability();
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// Re-evaluates which build buttons are visible from the current per-building
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// unlock state (REQ-LOCK-BUILDING); a locked building type's button is hidden.
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void updateVisibility();
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// Shrinks the bar to its currently shown buttons and re-centers it in the
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// anchored rect (REQ-UI-BUILD-BAR). Does nothing until anchorTo() supplied that
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// rect, so the construction-time call is harmless.
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void recenter();
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void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override;
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void handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override;
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void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const UnlockedBuildingsChangedEvent> event) override;
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private slots:
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void onBuildButton(int index);
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private:
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Simulation* m_sim;
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const GameConfig* m_config;
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BuildingIconCache* m_buildingIcons; // Not owned; lives in MainWindow.
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ItemIconCache* m_itemIcons; // Not owned; lives in MainWindow.
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std::vector<BuildingType> m_types;
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std::vector<QPushButton*> m_buttons;
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std::map<BuildingType, int> m_costs;
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std::optional<std::size_t> m_activeIndex;
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QPushButton* m_deconstructButton;
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QRect m_viewRect;
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};
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