Move some methods.

Took 6 minutes
This commit is contained in:
Lukas Brübach 2025-09-26 21:08:39 +02:00
parent 021faa7b73
commit 3585801150
2 changed files with 227 additions and 235 deletions

View file

@ -129,102 +129,6 @@ void GameScene::rearrange()
processViewSizeChange(viewSize); processViewSizeChange(viewSize);
} }
// ---------- Zone Views ----------
/**
* @brief Toggles a zone view for a player.
* @param player Player owning the zone.
* @param zoneName Name of the zone.
* @param numberCards Number of cards visible in the view.
* @param isReversed Whether the zone view is reversed.
*
* If an identical view exists, it is closed. Otherwise, a new ZoneViewWidget is created
* and positioned based on zone type.
*/
void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numberCards, bool isReversed)
{
for (auto &view : zoneViews) {
ZoneViewZone *temp = view->getZone();
if (temp->getLogic()->getName() == zoneName && temp->getLogic()->getPlayer() == player &&
qobject_cast<ZoneViewZoneLogic *>(temp->getLogic())->getNumberCards() == numberCards) {
view->close();
}
}
ZoneViewWidget *item =
new ZoneViewWidget(player, player->getZones().value(zoneName), numberCards, false, false, {}, isReversed);
zoneViews.append(item);
connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView);
addItem(item);
if (zoneName == "grave")
item->setPos(360, 100);
else if (zoneName == "rfg")
item->setPos(380, 120);
else
item->setPos(340, 80);
}
/**
* @brief Adds a revealed zone view (for shown cards).
* @param player Owning player.
* @param zone Zone logic.
* @param cardList List of cards to show.
* @param withWritePermission Whether edits are allowed.
*/
void GameScene::addRevealedZoneView(Player *player,
CardZoneLogic *zone,
const QList<const ServerInfo_Card *> &cardList,
bool withWritePermission)
{
ZoneViewWidget *item = new ZoneViewWidget(player, zone, -2, true, withWritePermission, cardList);
zoneViews.append(item);
connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView);
addItem(item);
item->setPos(600, 80);
}
/**
* @brief Removes a zone view widget from the scene.
* @param item Zone view to remove.
*/
void GameScene::removeZoneView(ZoneViewWidget *item)
{
zoneViews.removeOne(item);
removeItem(item);
}
/**
* @brief Closes all zone views.
*/
void GameScene::clearViews()
{
while (!zoneViews.isEmpty())
zoneViews.first()->close();
}
/**
* @brief Closes the most recently added zone view.
*/
void GameScene::closeMostRecentZoneView()
{
if (!zoneViews.isEmpty())
zoneViews.last()->close();
}
// ---------- View Transforms ----------
QTransform GameScene::getViewTransform() const
{
return views().at(0)->transform();
}
QTransform GameScene::getViewportTransform() const
{
return views().at(0)->viewportTransform();
}
// ---------- View Size ---------- // ---------- View Size ----------
/** /**
@ -249,70 +153,6 @@ void GameScene::processViewSizeChange(const QSize &newSize)
resizeColumnsAndPlayers(minWidthByColumn, newWidth); resizeColumnsAndPlayers(minWidthByColumn, newWidth);
} }
// ---------- Hover Handling ----------
void GameScene::updateHover(const QPointF &scenePos)
{
auto itemList = items(scenePos, Qt::IntersectsItemBoundingRect, Qt::DescendingOrder, getViewTransform());
CardZone *zone = findTopmostZone(itemList);
CardItem *topCard = zone ? findTopmostCardInZone(itemList, zone) : nullptr;
updateHoveredCard(topCard);
}
// ---------- Event Handling ----------
bool GameScene::event(QEvent *event)
{
if (event->type() == QEvent::GraphicsSceneMouseMove)
updateHover(static_cast<QGraphicsSceneMouseEvent *>(event)->scenePos());
return QGraphicsScene::event(event);
}
void GameScene::timerEvent(QTimerEvent * /*event*/)
{
QMutableSetIterator<CardItem *> i(cardsToAnimate);
while (i.hasNext()) {
i.next();
if (!i.value()->animationEvent())
i.remove();
}
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
void GameScene::registerAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.insert(static_cast<CardItem *>(card));
if (!animationTimer->isActive())
animationTimer->start(10, this);
}
void GameScene::unregisterAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.remove(static_cast<CardItem *>(card));
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
// ---------- Rubber Band ----------
void GameScene::startRubberBand(const QPointF &selectionOrigin)
{
emit sigStartRubberBand(selectionOrigin);
}
void GameScene::resizeRubberBand(const QPointF &cursorPoint)
{
emit sigResizeRubberBand(cursorPoint);
}
void GameScene::stopRubberBand()
{
emit sigStopRubberBand();
}
// ---------- Player Layout Helpers ---------- // ---------- Player Layout Helpers ----------
/** /**
@ -488,6 +328,26 @@ void GameScene::resizeColumnsAndPlayers(const QList<qreal> &minWidthByColumn, qr
} }
} }
// ---------- Hover Handling ----------
void GameScene::updateHover(const QPointF &scenePos)
{
auto itemList = items(scenePos, Qt::IntersectsItemBoundingRect, Qt::DescendingOrder, getViewTransform());
CardZone *zone = findTopmostZone(itemList);
CardItem *topCard = zone ? findTopmostCardInZone(itemList, zone) : nullptr;
updateHoveredCard(topCard);
}
void GameScene::updateHoveredCard(CardItem *newCard)
{
if (hoveredCard && (newCard != hoveredCard))
hoveredCard->setHovered(false);
if (newCard && (newCard != hoveredCard))
newCard->setHovered(true);
hoveredCard = newCard;
}
CardZone *GameScene::findTopmostZone(const QList<QGraphicsItem *> &items) CardZone *GameScene::findTopmostZone(const QList<QGraphicsItem *> &items)
{ {
for (QGraphicsItem *item : items) for (QGraphicsItem *item : items)
@ -520,11 +380,151 @@ CardItem *GameScene::findTopmostCardInZone(const QList<QGraphicsItem *> &items,
return maxZCard; return maxZCard;
} }
void GameScene::updateHoveredCard(CardItem *newCard) // ---------- Zone Views ----------
/**
* @brief Toggles a zone view for a player.
* @param player Player owning the zone.
* @param zoneName Name of the zone.
* @param numberCards Number of cards visible in the view.
* @param isReversed Whether the zone view is reversed.
*
* If an identical view exists, it is closed. Otherwise, a new ZoneViewWidget is created
* and positioned based on zone type.
*/
void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numberCards, bool isReversed)
{ {
if (hoveredCard && (newCard != hoveredCard)) for (auto &view : zoneViews) {
hoveredCard->setHovered(false); ZoneViewZone *temp = view->getZone();
if (newCard && (newCard != hoveredCard)) if (temp->getLogic()->getName() == zoneName && temp->getLogic()->getPlayer() == player &&
newCard->setHovered(true); qobject_cast<ZoneViewZoneLogic *>(temp->getLogic())->getNumberCards() == numberCards) {
hoveredCard = newCard; view->close();
}
}
ZoneViewWidget *item =
new ZoneViewWidget(player, player->getZones().value(zoneName), numberCards, false, false, {}, isReversed);
zoneViews.append(item);
connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView);
addItem(item);
if (zoneName == "grave")
item->setPos(360, 100);
else if (zoneName == "rfg")
item->setPos(380, 120);
else
item->setPos(340, 80);
}
/**
* @brief Adds a revealed zone view (for shown cards).
* @param player Owning player.
* @param zone Zone logic.
* @param cardList List of cards to show.
* @param withWritePermission Whether edits are allowed.
*/
void GameScene::addRevealedZoneView(Player *player,
CardZoneLogic *zone,
const QList<const ServerInfo_Card *> &cardList,
bool withWritePermission)
{
ZoneViewWidget *item = new ZoneViewWidget(player, zone, -2, true, withWritePermission, cardList);
zoneViews.append(item);
connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView);
addItem(item);
item->setPos(600, 80);
}
/**
* @brief Removes a zone view widget from the scene.
* @param item Zone view to remove.
*/
void GameScene::removeZoneView(ZoneViewWidget *item)
{
zoneViews.removeOne(item);
removeItem(item);
}
/**
* @brief Closes all zone views.
*/
void GameScene::clearViews()
{
while (!zoneViews.isEmpty())
zoneViews.first()->close();
}
/**
* @brief Closes the most recently added zone view.
*/
void GameScene::closeMostRecentZoneView()
{
if (!zoneViews.isEmpty())
zoneViews.last()->close();
}
// ---------- View Transforms ----------
QTransform GameScene::getViewTransform() const
{
return views().at(0)->transform();
}
QTransform GameScene::getViewportTransform() const
{
return views().at(0)->viewportTransform();
}
// ---------- Event Handling ----------
bool GameScene::event(QEvent *event)
{
if (event->type() == QEvent::GraphicsSceneMouseMove)
updateHover(static_cast<QGraphicsSceneMouseEvent *>(event)->scenePos());
return QGraphicsScene::event(event);
}
void GameScene::timerEvent(QTimerEvent * /*event*/)
{
QMutableSetIterator<CardItem *> i(cardsToAnimate);
while (i.hasNext()) {
i.next();
if (!i.value()->animationEvent())
i.remove();
}
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
void GameScene::registerAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.insert(static_cast<CardItem *>(card));
if (!animationTimer->isActive())
animationTimer->start(10, this);
}
void GameScene::unregisterAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.remove(static_cast<CardItem *>(card));
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
// ---------- Rubber Band ----------
void GameScene::startRubberBand(const QPointF &selectionOrigin)
{
emit sigStartRubberBand(selectionOrigin);
}
void GameScene::resizeRubberBand(const QPointF &cursorPoint)
{
emit sigResizeRubberBand(cursorPoint);
}
void GameScene::stopRubberBand()
{
emit sigStopRubberBand();
} }

View file

@ -1,11 +1,3 @@
/**
* @file game_scene.h
* @brief Represents the main game scene, managing players, zones, animations, and layout.
*
* The GameScene handles the graphical arrangement of players, cards, and zones.
* It calculates positions based on the number of players, columns, and rotations.
*/
#ifndef GAMESCENE_H #ifndef GAMESCENE_H
#define GAMESCENE_H #define GAMESCENE_H
@ -64,44 +56,58 @@ private:
void updateHover(const QPointF &scenePos); void updateHover(const QPointF &scenePos);
public: public:
/**
* @brief Constructs the GameScene.
* @param _phasesToolbar Toolbar widget for phases.
* @param parent Optional parent QObject.
*/
explicit GameScene(PhasesToolbar *_phasesToolbar, QObject *parent = nullptr); explicit GameScene(PhasesToolbar *_phasesToolbar, QObject *parent = nullptr);
/** Destructor, cleans up timer and zone views. */
~GameScene() override; ~GameScene() override;
/** Updates UI text for all zone views. */ /** Updates UI text for all zone views. */
void retranslateUi(); void retranslateUi();
/** Processes changes in the view size and adjusts layout accordingly. */ /**
void processViewSizeChange(const QSize &newSize); * @brief Adds a player to the scene and stores their graphics item.
* @param player Player to add.
/** Returns the current transform of the main view. */ */
QTransform getViewTransform() const; void addPlayer(Player *player);
/** Returns the viewport transform of the main view. */
QTransform getViewportTransform() const;
/** Starts a selection rubber band. */
void startRubberBand(const QPointF &selectionOrigin);
/** Resizes the rubber band to follow the cursor. */
void resizeRubberBand(const QPointF &cursorPoint);
/** Stops the rubber band selection. */
void stopRubberBand();
/** /**
* @brief Collects active players who have not conceded. * @brief Removes a player from the scene.
* @param firstPlayerIndex Output parameter indicating the first local player index. * @param player Player to remove.
*/
void removePlayer(Player *player);
/**
* @brief Adjusts the global rotation offset for player layout.
* @param rotationAdjustment Number of positions to rotate.
*/
void adjustPlayerRotation(int rotationAdjustment);
/** Recomputes the layout of players and the scene size. */
void rearrange();
/**
* @brief Handles view resize and redistributes player positions.
* @param newSize New view size.
*/
void processViewSizeChange(const QSize &newSize);
/**
* @brief Collects all active (non-conceded) players.
* @param firstPlayerIndex Output index of first local player.
* @return List of active players. * @return List of active players.
*
* This is used to determine player order and layout.
*/ */
QList<Player *> collectActivePlayers(int &firstPlayerIndex) const; QList<Player *> collectActivePlayers(int &firstPlayerIndex) const;
/** /**
* @brief Rotates the list of players based on first player and rotation offset. * @brief Rotates the list of players for layout.
* @param players Original list of players. * @param players Original list of players.
* @param firstPlayerIndex Index of the first local player. * @param firstPlayerIndex Index of first local player.
* @return Rotated list of players. * @return Rotated list.
*/ */
QList<Player *> rotatePlayers(const QList<Player *> &players, int firstPlayerIndex) const; QList<Player *> rotatePlayers(const QList<Player *> &players, int firstPlayerIndex) const;
@ -113,36 +119,31 @@ public:
static int determineColumnCount(int playerCount); static int determineColumnCount(int playerCount);
/** /**
* @brief Computes the total scene size and arranges players. * @brief Computes layout positions and scene size based on players and columns.
* @param playersPlaying List of active players. * @param playersPlaying List of active players.
* @param columns Number of columns to arrange players into. * @param columns Number of columns to split into.
* @return Calculated scene size. * @return Calculated scene size.
*
* This function:
* - Splits players into columns and rows.
* - Calculates maximum column width and scene height.
* - Positions players within columns with spacing.
* - Mirrors player graphics when appropriate.
*/ */
QSizeF computeSceneSizeAndPlayerLayout(const QList<Player *> &playersPlaying, int columns); QSizeF computeSceneSizeAndPlayerLayout(const QList<Player *> &playersPlaying, int columns);
/** Calculates minimum width required for each column based on player minimum widths. */ /**
* @brief Computes the minimum width for each column based on player minimum widths.
* @return List of minimum widths per column.
*/
QList<qreal> calculateMinWidthByColumn() const; QList<qreal> calculateMinWidthByColumn() const;
/** /**
* @brief Calculates the new scene width based on window size and minimum required width. * @brief Calculates new scene width considering window aspect ratio.
* @param newSize New view size. * @param newSize View size.
* @param minWidth Minimum scene width needed to fit all players. * @param minWidth Minimum width needed to fit all players.
* @return New scene width after layout calculations. * @return Scene width respecting window and content.
*/ */
qreal calculateNewSceneWidth(const QSize &newSize, qreal minWidth) const; qreal calculateNewSceneWidth(const QSize &newSize, qreal minWidth) const;
/** /**
* @brief Resizes columns and positions players horizontally within the scene. * @brief Resizes columns and distributes extra width to players.
* @param minWidthByColumn Minimum width of each column. * @param minWidthByColumn Minimum widths per column.
* @param newWidth Total scene width to distribute. * @param newWidth Total scene width.
*
* Extra width is evenly distributed across columns to fill available space.
*/ */
void resizeColumnsAndPlayers(const QList<qreal> &minWidthByColumn, qreal newWidth); void resizeColumnsAndPlayers(const QList<qreal> &minWidthByColumn, qreal newWidth);
@ -156,16 +157,16 @@ public:
void updateHoveredCard(CardItem *newCard); void updateHoveredCard(CardItem *newCard);
/** Registers a card for animation updates. */ /** Registers a card for animation updates. */
void registerAnimationItem(AbstractCardItem *item); void registerAnimationItem(AbstractCardItem *card);
/** Unregisters a card from animation updates. */ /** Unregisters a card from animation updates. */
void unregisterAnimationItem(AbstractCardItem *card); void unregisterAnimationItem(AbstractCardItem *card);
public slots: public slots:
/** Toggles the display of a player's zone view. */ /** Toggles a zone view for a player. */
void toggleZoneView(Player *player, const QString &zoneName, int numberCards, bool isReversed = false); void toggleZoneView(Player *player, const QString &zoneName, int numberCards, bool isReversed = false);
/** Adds a zone view showing revealed cards. */ /** Adds a revealed zone view (for shown cards). */
void addRevealedZoneView(Player *player, void addRevealedZoneView(Player *player,
CardZoneLogic *zone, CardZoneLogic *zone,
const QList<const ServerInfo_Card *> &cardList, const QList<const ServerInfo_Card *> &cardList,
@ -174,27 +175,18 @@ public slots:
/** Removes a zone view widget from the scene. */ /** Removes a zone view widget from the scene. */
void removeZoneView(ZoneViewWidget *item); void removeZoneView(ZoneViewWidget *item);
/** Adds a player to the scene and connects signals for layout updates. */ /** Closes all zone views. */
void addPlayer(Player *player);
/** Removes a player from the scene and updates layout. */
void removePlayer(Player *player);
/** Closes all active zone views. */
void clearViews(); void clearViews();
/** Closes the most recently opened zone view. */ /** Closes the most recently added zone view. */
void closeMostRecentZoneView(); void closeMostRecentZoneView();
/** Adjusts player layout rotation and recomputes positions. */
void adjustPlayerRotation(int rotationAdjustment);
/** Recomputes the scene layout. */
void rearrange();
protected: protected:
bool event(QEvent *event) override; ///< Handles hover updates. /** Handles hover updates. */
void timerEvent(QTimerEvent *event) override; ///< Handles animations. bool event(QEvent *event) override;
/** Handles animation timer updates. */
void timerEvent(QTimerEvent *event) override;
signals: signals:
void sigStartRubberBand(const QPointF &selectionOrigin); void sigStartRubberBand(const QPointF &selectionOrigin);