Move flags/timer out of the header bar into a status bar above the grid

Header bar now holds only Difficulty + Leaderboard. A status bar above the
board shows the flag counter (left), the New Game button (center) and the
timer (right) as LCD-style panels styled with theme-aware CSS.
This commit is contained in:
2026-08-01 16:30:46 +01:00
parent 08ae7cd1ef
commit 9a9d9f3fea
3 changed files with 52 additions and 33 deletions
+1 -1
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@@ -20,7 +20,7 @@ meson compile -C build
- `src/minefield.*` — pure game logic, no GTK: `Minefield` (board state, flag counting, chording), `Cell` bitfield, `GameDifficulty` presets, `GameState` enum.
- `src/board_widget.*``Gtk::DrawingArea`; all rendering is hand-drawn Cairo primitives (draw_cell/draw_digit/draw_flag/draw_bomb), input via `Gtk::GestureClick` + `EventControllerMotion`, confetti particle animation on win (frame-rate independent via `Gdk::FrameClock`).
- `src/window.*``Gtk::ApplicationWindow` with HeaderBar, difficulty popover (radio-style `CheckButton`s), leaderboard popover, timer; owns the `shared_ptr<Minefield>` and swaps it on new game. Keyboard shortcuts via `Gtk::EventControllerKey` (R/Ctrl+N new game, 1-4 difficulties, L leaderboard).
- `src/window.*``Gtk::ApplicationWindow` with HeaderBar (difficulty + leaderboard popovers, radio-style `CheckButton`s) and a status bar above the grid (LCD-style flags/timer panels via the `status-panel` CSS class, New Game button centered); owns the `shared_ptr<Minefield>` and swaps it on new game. Keyboard shortcuts via `Gtk::EventControllerKey` (R/Ctrl+N new game, 1-4 difficulties, L leaderboard). App-wide CSS (popover backgrounds, status bar) lives in a `Gtk::CssProvider` in the constructor.
- `src/leaderboard.*` — persistent best times per difficulty via `Glib::KeyFile` at `~/.config/nomines/leaderboard.ini` (recorded on win, shown in a header-bar popover; falls back to the pre-1.0 `~/.config/minesweeper/` path for migration). NOTE: uses the glibmm 2.80 refcounted `KeyFile::create()` API and gtkmm 4.14 `CheckButton` (a `Widget`+`Actionable`, not a `Button` — use `signal_toggled()` + `get_active()`, and `set_group(CheckButton&)`).
- glibmm 2.80 quirk: `SignalProxy<R(T...)>::connect()` (non-void return signals like `signal_key_pressed`) requires the `after` bool explicitly — `connect(slot, false)`. Void signals default it to true.
- `src/main.cpp` — single `Gtk::Application` (`io.github.bemagri.nomines`); `make_window_and_run<MainWindow>`.
+48 -31
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@@ -21,14 +21,27 @@ MainWindow::MainWindow() {
setup_header_bar();
setup_board();
// Popovers: some GTK themes (and newer GTK versions) leave the popover
// surface transparent unless the content opts in. Guarantee an opaque,
// theme-aware background.
auto popover_css = Gtk::CssProvider::create();
popover_css->load_from_data(
"popover.background > contents { background-color: @theme_bg_color; }");
// App-wide CSS: opaque popovers (some themes/GTK versions leave them
// transparent), plus the status bar above the grid (flags/timer panels).
auto app_css = Gtk::CssProvider::create();
app_css->load_from_data(R"CSS(
popover.background > contents { background-color: @theme_bg_color; }
.status-bar {
padding: 8px 12px;
border-bottom: 1px solid alpha(@theme_fg_color, 0.12);
}
.status-panel {
background-color: alpha(@theme_fg_color, 0.85);
border-radius: 8px;
padding: 4px 14px;
color: @theme_bg_color;
font-family: monospace;
font-weight: bold;
}
)CSS");
Gtk::StyleContext::add_provider_for_display(
get_display(), popover_css, GTK_STYLE_PROVIDER_PRIORITY_APPLICATION);
get_display(), app_css, GTK_STYLE_PROVIDER_PRIORITY_APPLICATION);
// Keyboard shortcuts
auto key_controller = Gtk::EventControllerKey::create();
@@ -81,13 +94,6 @@ MainWindow::~MainWindow() {
void MainWindow::setup_header_bar() {
set_titlebar(header_bar_);
// New Game Button
btn_new_game_.set_label("New Game");
btn_new_game_.signal_clicked().connect([this]() {
start_new_game(current_difficulty_);
});
header_bar_.pack_start(btn_new_game_);
// Difficulty Menu
btn_difficulty_.set_label(Minefield::DifficultyEasy.name);
@@ -138,17 +144,6 @@ void MainWindow::setup_header_bar() {
menu_leaderboard_.add_css_class("menu");
menu_leaderboard_.signal_show().connect(sigc::mem_fun(*this, &MainWindow::refresh_leaderboard));
header_bar_.pack_start(btn_leaderboard_);
// Status Labels
lbl_flags_.set_margin_end(10);
lbl_time_.set_margin_end(10);
// Monospaced and bold so the numbers don't jitter
lbl_flags_.set_markup("<b><tt>Flags: 0</tt></b>");
lbl_time_.set_markup("<b><tt>Time: 00:00</tt></b>");
header_bar_.pack_end(lbl_time_);
header_bar_.pack_end(lbl_flags_);
}
void MainWindow::refresh_leaderboard() {
@@ -172,10 +167,27 @@ void MainWindow::refresh_leaderboard() {
}
void MainWindow::setup_board() {
// Minimum size so the largest board (30x20, Master) fits at the 16px
// cell floor even when tiled very small.
board_widget_.set_size_request(520, 360);
set_child(board_widget_);
vbox_.set_orientation(Gtk::Orientation::VERTICAL);
// Status bar above the grid: flags (left), new game (center), timer (right)
btn_new_game_.set_label("New Game");
btn_new_game_.signal_clicked().connect([this]() {
start_new_game(current_difficulty_);
});
lbl_flags_.set_text("Flags: 0");
lbl_time_.set_text("Time: 00:00");
lbl_flags_.add_css_class("status-panel");
lbl_time_.add_css_class("status-panel");
status_bar_.add_css_class("status-bar");
status_bar_.set_start_widget(lbl_flags_);
status_bar_.set_center_widget(btn_new_game_);
status_bar_.set_end_widget(lbl_time_);
vbox_.append(status_bar_);
vbox_.append(board_widget_);
set_child(vbox_);
board_widget_.signal_state_changed.connect(sigc::mem_fun(*this, &MainWindow::on_game_state_changed));
}
@@ -194,6 +206,11 @@ void MainWindow::start_new_game(const GameDifficulty& difficulty) {
minefield_ = std::make_shared<Minefield>(difficulty.cols, difficulty.rows, difficulty.mines);
board_widget_.set_minefield(minefield_);
// Minimum size: let the window shrink down to what the current board
// needs at the 16px cell floor (30x20 Master requires 520x360, but a
// 9x9 Beginner board fits in ~184px).
board_widget_.set_size_request(difficulty.cols * 16 + 40, difficulty.rows * 16 + 40);
// Size the window to fit the board at a comfortable cell size.
// Ignored once the user has resized the window (or under a tiling WM).
int w = difficulty.cols * 36 + 160;
@@ -211,7 +228,7 @@ void MainWindow::on_game_state_changed() {
if (!minefield_) return;
// Update Flags
lbl_flags_.set_markup("<b><tt>Flags: " + std::to_string(minefield_->remaining_flags()) + "</tt></b>");
lbl_flags_.set_text("Flags: " + std::to_string(minefield_->remaining_flags()));
// Check Game Over
GameState state = minefield_->state();
@@ -236,7 +253,7 @@ bool MainWindow::on_timer_tick() {
auto elapsed = minefield_->get_elapsed_time();
auto secs = std::chrono::duration_cast<std::chrono::seconds>(elapsed).count();
lbl_time_.set_markup("<b><tt>Time: " + format_time(secs) + "</tt></b>");
lbl_time_.set_text("Time: " + format_time(secs));
return true; // Keep calling
}
+3 -1
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@@ -27,7 +27,6 @@ private:
// Widgets
Gtk::HeaderBar header_bar_;
Gtk::Button btn_new_game_;
Gtk::MenuButton btn_difficulty_;
Gtk::Popover menu_difficulty_;
Gtk::Box box_difficulty_; // Content for popover
@@ -37,6 +36,9 @@ private:
Gtk::Popover menu_leaderboard_;
Gtk::Box box_leaderboard_; // Content for popover
Gtk::Box vbox_; // Main vertical container
Gtk::CenterBox status_bar_; // Flags | New Game | Time
Gtk::Button btn_new_game_;
Gtk::Label lbl_time_;
Gtk::Label lbl_flags_;