mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-07-02 11:33:55 -07:00
Refactor/z value constants (#6651)
* feat(z-values): add centralized Z-value constants infrastructure Magic numbers scattered across the codebase make Z-value layering hard to understand and maintain. Centralizing them provides: - Self-documenting layer hierarchy - Validation utilities for development - Single source of truth for Z-value ranges Two-tier header design: - z_value_layer_manager.h: Foundation with constants and validation - z_values.h: User-facing namespace with semantic constants * refactor(z-values): replace magic Z-value numbers with ZValues constants Magic numbers like 2000000007 are impossible to understand without context. Named constants (ZValues::DRAG_ITEM) are self-documenting. This intentionally renumbers overlay Z-values to use a cleaner offset sequence. The relative stacking order is preserved, which is what matters for correct rendering. Each consumer now includes z_values.h and uses semantic constants instead of magic numbers. * refactor(z-values): removed redundant inline with contexpr, Updated doc, magic numbers removed from TableZone.
This commit is contained in:
parent
1bcea27a44
commit
04f06206b7
7 changed files with 234 additions and 10 deletions
136
cockatrice/src/game/z_value_layer_manager.h
Normal file
136
cockatrice/src/game/z_value_layer_manager.h
Normal file
|
|
@ -0,0 +1,136 @@
|
|||
/**
|
||||
* @file z_value_layer_manager.h
|
||||
* @ingroup GameGraphics
|
||||
* @brief Semantic Z-value layer management for game scene rendering.
|
||||
*
|
||||
* This file provides a structured approach to Z-value allocation in the game scene.
|
||||
* Z-values in Qt determine stacking order - higher values render on top of lower values.
|
||||
*
|
||||
* ## Layer Architecture
|
||||
*
|
||||
* The game scene is organized into three conceptual layers:
|
||||
*
|
||||
* 1. **Zone Layer (0-999)**: Zone backgrounds, containers, and static elements
|
||||
* - Zone backgrounds (0.5-1.0)
|
||||
* - Cards within zones (1.0 base + index)
|
||||
*
|
||||
* 2. **Card Layer (1-40,000,000)**: Dynamic card rendering on the table zone
|
||||
* - Cards use formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
|
||||
* - Maximum card Z-value: ~40,000,000 (with 3 rows, actualY <= ~289)
|
||||
*
|
||||
* 3. **Overlay Layer (2,000,000,000+)**: UI elements that must appear above all cards
|
||||
* - Hovered cards (+1)
|
||||
* - Arrows (+3)
|
||||
* - Zone views (+4)
|
||||
* - Drag items (+5, +6)
|
||||
* - Top UI elements (+7)
|
||||
*
|
||||
* ## Design Rationale
|
||||
*
|
||||
* The large gap between card Z-values (max ~40M) and overlay base (2B) provides
|
||||
* safety margin for future table zone expansions while ensuring overlays always
|
||||
* render above cards regardless of table position.
|
||||
*
|
||||
* ## Usage
|
||||
*
|
||||
* Prefer using the semantic constants from ZValues namespace:
|
||||
* @code
|
||||
* card->setZValue(ZValues::HOVERED_CARD);
|
||||
* arrow->setZValue(ZValues::ARROWS);
|
||||
* @endcode
|
||||
*
|
||||
* Use validation functions to verify card Z-values during development:
|
||||
* @code
|
||||
* Q_ASSERT(ZValueLayerManager::isValidCardZValue(cardZ));
|
||||
* @endcode
|
||||
*/
|
||||
|
||||
#ifndef Z_VALUE_LAYER_MANAGER_H
|
||||
#define Z_VALUE_LAYER_MANAGER_H
|
||||
|
||||
#include <QtGlobal>
|
||||
|
||||
/**
|
||||
* @namespace ZValueLayerManager
|
||||
* @brief Utilities for Z-value validation and layer management.
|
||||
*/
|
||||
namespace ZValueLayerManager
|
||||
{
|
||||
|
||||
/**
|
||||
* @enum Layer
|
||||
* @brief Semantic layer identifiers for Z-value allocation.
|
||||
*
|
||||
* These represent conceptual rendering layers, not actual Z-values.
|
||||
* Use the corresponding ZValues constants for actual rendering.
|
||||
*/
|
||||
enum class Layer
|
||||
{
|
||||
/// Zone-level elements like backgrounds and containers
|
||||
Zone,
|
||||
/// Cards rendered in zones (uses sequential Z-values)
|
||||
Card,
|
||||
/// Temporary UI elements like hovered cards and drag items
|
||||
Overlay
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Maximum Z-value a card can have on the table zone.
|
||||
*
|
||||
* Based on table zone formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
|
||||
* With maximum 3 rows and CARD_HEIGHT ~96, actualY <= ~289.
|
||||
* Maximum: (289 + 96) * 100000 + 100 * 100 = 38,510,000
|
||||
*
|
||||
* We use 40,000,000 as a safe upper bound with margin.
|
||||
*/
|
||||
constexpr qreal CARD_Z_VALUE_MAX = 40000000.0;
|
||||
|
||||
/**
|
||||
* @brief Base Z-value for overlay elements.
|
||||
*
|
||||
* Must exceed CARD_Z_VALUE_MAX to ensure overlays render above all cards.
|
||||
* The 50x margin (2B vs 40M) provides safety for future expansion.
|
||||
*/
|
||||
constexpr qreal OVERLAY_BASE = 2000000000.0;
|
||||
|
||||
/**
|
||||
* @brief Validates that a Z-value is within the valid card range.
|
||||
*
|
||||
* Cards should have Z-values between CARD_BASE (1.0) and CARD_Z_VALUE_MAX.
|
||||
* Values outside this range may interfere with overlay rendering.
|
||||
*
|
||||
* @param zValue The Z-value to validate
|
||||
* @return true if the Z-value is valid for a card
|
||||
*/
|
||||
[[nodiscard]] constexpr bool isValidCardZValue(qreal zValue)
|
||||
{
|
||||
return zValue >= 1.0 && zValue <= CARD_Z_VALUE_MAX;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Validates that a Z-value is in the overlay layer.
|
||||
*
|
||||
* Overlay elements should have Z-values at or above OVERLAY_BASE.
|
||||
*
|
||||
* @param zValue The Z-value to validate
|
||||
* @return true if the Z-value is valid for an overlay element
|
||||
*/
|
||||
[[nodiscard]] constexpr bool isOverlayZValue(qreal zValue)
|
||||
{
|
||||
return zValue >= OVERLAY_BASE;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns the Z-value for a specific overlay element.
|
||||
*
|
||||
* @param offset Offset from OVERLAY_BASE (0-7 for current elements)
|
||||
* @return The absolute Z-value for the overlay element
|
||||
*/
|
||||
[[nodiscard]] constexpr qreal overlayZValue(qreal offset)
|
||||
{
|
||||
return OVERLAY_BASE + offset;
|
||||
}
|
||||
|
||||
} // namespace ZValueLayerManager
|
||||
|
||||
#endif // Z_VALUE_LAYER_MANAGER_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue