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dota_factory/src/ui/BuildButtonBar.h

96 lines
4.0 KiB
C++

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