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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.
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7 changed files with 234 additions and 10 deletions
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@ -7,6 +7,7 @@
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#include "../board/card_item.h"
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#include "../player/player.h"
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#include "../player/player_actions.h"
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#include "../z_values.h"
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#include "logic/table_zone_logic.h"
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#include <QGraphicsScene>
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@ -169,7 +170,7 @@ void TableZone::reorganizeCards()
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actualY += 15;
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getLogic()->getCards()[i]->setPos(actualX, actualY);
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getLogic()->getCards()[i]->setRealZValue((actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100);
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getLogic()->getCards()[i]->setRealZValue(ZValues::tableCardZValue(actualX, actualY));
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QListIterator<CardItem *> attachedCardIterator(getLogic()->getCards()[i]->getAttachedCards());
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int j = 0;
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@ -179,7 +180,7 @@ void TableZone::reorganizeCards()
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qreal childX = actualX - j * STACKED_CARD_OFFSET_X;
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qreal childY = y + 5;
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attachedCard->setPos(childX, childY);
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attachedCard->setRealZValue((childY + CARD_HEIGHT) * 100000 + (childX + 1) * 100);
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attachedCard->setRealZValue(ZValues::tableCardZValue(childX, childY));
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}
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}
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