Rework card menu handling (#6069)

* extract cardMenu from CardItem

* move cardMenu saving to TabGame

* delete TabGame::updateCardMenu

* move checking to updateCardMenu

* unset activeCard when all cards are unselected
This commit is contained in:
RickyRister 2025-08-15 02:13:28 -03:00 committed by GitHub
parent 1649f30389
commit 03bebbe4c2
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GPG key ID: B5690EEEBB952194
6 changed files with 106 additions and 123 deletions

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@ -449,11 +449,6 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, T
initSayMenu();
}
aCardMenu = new QAction(this);
aCardMenu->setEnabled(false);
playerMenu->addSeparator();
playerMenu->addAction(aCardMenu);
if (local || judge) {
for (auto &playerList : playerLists) {
@ -870,8 +865,6 @@ void Player::retranslateUi()
}
}
aCardMenu->setText(tr("Selec&ted cards"));
if (local) {
sayMenu->setTitle(tr("S&ay"));
}
@ -3904,20 +3897,12 @@ void Player::refreshShortcuts()
}
}
void Player::updateCardMenu(const CardItem *card)
QMenu *Player::createCardMenu(const CardItem *card)
{
// If bad card OR is a spectator (as spectators don't need card menus), return
// only update the menu if the card is actually selected
if (card == nullptr || (game->isSpectator() && !judge) || game->getActiveCard() != card) {
return;
if (card == nullptr) {
return nullptr;
}
QMenu *cardMenu = card->getCardMenu();
QMenu *ptMenu = card->getPTMenu();
QMenu *moveMenu = card->getMoveMenu();
cardMenu->clear();
bool revealedCard = false;
bool writeableCard = getLocalOrJudge();
if (auto *view = qobject_cast<ZoneViewZone *>(card->getZone())) {
@ -3930,6 +3915,8 @@ void Player::updateCardMenu(const CardItem *card)
}
}
QMenu *cardMenu = new QMenu;
if (revealedCard) {
cardMenu->addAction(aHide);
cardMenu->addAction(aClone);
@ -3940,18 +3927,6 @@ void Player::updateCardMenu(const CardItem *card)
} else if (writeableCard) {
bool canModifyCard = judge || card->getOwner() == this;
if (moveMenu->isEmpty() && canModifyCard) {
moveMenu->addAction(aMoveToTopLibrary);
moveMenu->addAction(aMoveToXfromTopOfLibrary);
moveMenu->addAction(aMoveToBottomLibrary);
moveMenu->addSeparator();
moveMenu->addAction(aMoveToHand);
moveMenu->addSeparator();
moveMenu->addAction(aMoveToGraveyard);
moveMenu->addSeparator();
moveMenu->addAction(aMoveToExile);
}
if (card->getZone()) {
if (card->getZone()->getName() == "table") {
// Card is on the battlefield
@ -3967,23 +3942,7 @@ void Player::updateCardMenu(const CardItem *card)
cardMenu->addSeparator();
cardMenu->addAction(aSelectAll);
cardMenu->addAction(aSelectRow);
return;
}
if (ptMenu->isEmpty()) {
ptMenu->addAction(aIncP);
ptMenu->addAction(aDecP);
ptMenu->addAction(aFlowP);
ptMenu->addSeparator();
ptMenu->addAction(aIncT);
ptMenu->addAction(aDecT);
ptMenu->addAction(aFlowT);
ptMenu->addSeparator();
ptMenu->addAction(aIncPT);
ptMenu->addAction(aDecPT);
ptMenu->addSeparator();
ptMenu->addAction(aSetPT);
ptMenu->addAction(aResetPT);
return cardMenu;
}
cardMenu->addAction(aTap);
@ -4003,11 +3962,11 @@ void Player::updateCardMenu(const CardItem *card)
}
cardMenu->addAction(aDrawArrow);
cardMenu->addSeparator();
cardMenu->addMenu(ptMenu);
cardMenu->addMenu(createPtMenu());
cardMenu->addAction(aSetAnnotation);
cardMenu->addSeparator();
cardMenu->addAction(aClone);
cardMenu->addMenu(moveMenu);
cardMenu->addMenu(createMoveMenu());
cardMenu->addSeparator();
cardMenu->addAction(aSelectAll);
cardMenu->addAction(aSelectRow);
@ -4031,7 +3990,7 @@ void Player::updateCardMenu(const CardItem *card)
cardMenu->addAction(aDrawArrow);
cardMenu->addSeparator();
cardMenu->addAction(aClone);
cardMenu->addMenu(moveMenu);
cardMenu->addMenu(createMoveMenu());
cardMenu->addSeparator();
cardMenu->addAction(aSelectAll);
} else {
@ -4052,7 +4011,7 @@ void Player::updateCardMenu(const CardItem *card)
cardMenu->addSeparator();
cardMenu->addAction(aClone);
cardMenu->addMenu(moveMenu);
cardMenu->addMenu(createMoveMenu());
cardMenu->addSeparator();
cardMenu->addAction(aSelectAll);
cardMenu->addAction(aSelectColumn);
@ -4082,7 +4041,7 @@ void Player::updateCardMenu(const CardItem *card)
cardMenu->addSeparator();
cardMenu->addAction(aClone);
cardMenu->addMenu(moveMenu);
cardMenu->addMenu(createMoveMenu());
// actions that are really wonky when done from deck or sideboard
if (card->getZone()->getName() == "hand") {
@ -4103,7 +4062,7 @@ void Player::updateCardMenu(const CardItem *card)
}
}
} else {
cardMenu->addMenu(moveMenu);
cardMenu->addMenu(createMoveMenu());
}
} else {
if (card->getZone() && card->getZone()->getName() != "hand") {
@ -4117,6 +4076,42 @@ void Player::updateCardMenu(const CardItem *card)
cardMenu->addAction(aSelectAll);
}
}
return cardMenu;
}
QMenu *Player::createMoveMenu() const
{
QMenu *moveMenu = new QMenu("Move to");
moveMenu->addAction(aMoveToTopLibrary);
moveMenu->addAction(aMoveToXfromTopOfLibrary);
moveMenu->addAction(aMoveToBottomLibrary);
moveMenu->addSeparator();
moveMenu->addAction(aMoveToHand);
moveMenu->addSeparator();
moveMenu->addAction(aMoveToGraveyard);
moveMenu->addSeparator();
moveMenu->addAction(aMoveToExile);
return moveMenu;
}
QMenu *Player::createPtMenu() const
{
QMenu *ptMenu = new QMenu("Power / toughness");
ptMenu->addAction(aIncP);
ptMenu->addAction(aDecP);
ptMenu->addAction(aFlowP);
ptMenu->addSeparator();
ptMenu->addAction(aIncT);
ptMenu->addAction(aDecT);
ptMenu->addAction(aFlowT);
ptMenu->addSeparator();
ptMenu->addAction(aIncPT);
ptMenu->addAction(aDecPT);
ptMenu->addSeparator();
ptMenu->addAction(aSetPT);
ptMenu->addAction(aResetPT);
return ptMenu;
}
void Player::addRelatedCardView(const CardItem *card, QMenu *cardMenu)
@ -4226,23 +4221,30 @@ void Player::addRelatedCardActions(const CardItem *card, QMenu *cardMenu)
}
}
void Player::setCardMenu(QMenu *menu)
/**
* Creates a card menu from the given card and sets it as the currently active card menu.
* Will first check if the card should have a card menu, and no-ops if not.
*
* @param card The card to create the menu for. Pass nullptr to disable the card menu.
* @return The new card menu, or nullptr if failed.
*/
QMenu *Player::updateCardMenu(const CardItem *card)
{
if (aCardMenu != nullptr) {
aCardMenu->setEnabled(menu != nullptr);
if (menu) {
aCardMenu->setMenu(menu);
}
}
}
QMenu *Player::getCardMenu() const
{
if (aCardMenu != nullptr) {
return aCardMenu->menu();
} else {
if (!card) {
emit cardMenuUpdated(nullptr);
return nullptr;
}
// If is spectator (as spectators don't need card menus), return
// only update the menu if the card is actually selected
if ((game->isSpectator() && !judge) || game->getActiveCard() != card) {
return nullptr;
}
QMenu *menu = createCardMenu(card);
emit cardMenuUpdated(menu);
return menu;
}
QString Player::getName() const