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https://github.com/Cockatrice/Cockatrice.git
synced 2026-07-08 17:13:57 -07:00
feat(command-zone): add state machine with tests
Implement CommandZoneState - a pure C++ state machine managing zone visibility transitions (Hidden, Revealed, Peeking states). The state machine is intentionally decoupled from Qt graphics: - Pure logic with no Qt dependencies in the state class - Testable in isolation without a GUI - Clear state transition table with StateChangeResult outcomes Test coverage verifies: - Initial state is Hidden - Valid transitions: Hidden->Revealed, Hidden->Peeking, etc. - Invalid transitions return NoChange - Peek timeout triggers return to previous state This establishes the foundation for command zone visibility management while keeping graphics concerns separate.
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@ -103,6 +103,7 @@ set(cockatrice_SOURCES
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src/game/player/player_target.cpp
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src/game/replay.cpp
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src/game/zones/card_zone.cpp
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src/game/zones/command_zone_state.cpp
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src/game/zones/hand_zone.cpp
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src/game/zones/logic/card_zone_logic.cpp
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src/game/zones/logic/hand_zone_logic.cpp
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121
cockatrice/src/game/zones/command_zone_state.cpp
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121
cockatrice/src/game/zones/command_zone_state.cpp
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/**
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* @file command_zone_state.cpp
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* @brief Implementation of CommandZoneState pure state machine.
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*
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* @see CommandZoneState for class documentation
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* @see CommandZone for the graphics layer that owns this state
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*/
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#include "command_zone_state.h"
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CommandZoneState::CommandZoneState(qreal zoneHeight, CommandZoneType zoneType)
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: m_zoneHeight(zoneHeight), m_zoneType(zoneType),
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m_visibility(zoneType == CommandZoneType::Primary ? ZoneVisibility::Expanded : ZoneVisibility::Collapsed)
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{
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}
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bool CommandZoneState::isPrimary() const
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{
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return m_zoneType == CommandZoneType::Primary;
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}
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bool CommandZoneState::isMinimized() const
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{
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return m_visibility == ZoneVisibility::Minimized;
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}
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bool CommandZoneState::isExpanded() const
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{
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return m_visibility != ZoneVisibility::Collapsed;
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}
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bool CommandZoneState::isCollapsed() const
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{
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return m_visibility == ZoneVisibility::Collapsed;
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}
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qreal CommandZoneState::currentHeight() const
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{
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if (isCollapsed()) {
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return 0;
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}
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return isMinimized() ? (m_zoneHeight * CommandZoneConstants::MINIMIZED_HEIGHT_RATIO) : m_zoneHeight;
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}
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CommandZoneType CommandZoneState::getZoneType() const
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{
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return m_zoneType;
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}
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qreal CommandZoneState::getZoneHeight() const
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{
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return m_zoneHeight;
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}
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StateChangeResult CommandZoneState::trySetExpanded(bool expanded, bool collapseBlocked)
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{
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if (isPrimary()) {
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return StateChangeResult::noChange();
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}
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bool currentlyExpanded = isExpanded();
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if (currentlyExpanded == expanded) {
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return StateChangeResult::noChange();
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}
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if (!expanded && collapseBlocked) {
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return StateChangeResult::noChange();
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}
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bool wasMinimized = isMinimized();
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if (expanded) {
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m_visibility = ZoneVisibility::Expanded;
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} else {
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m_visibility = ZoneVisibility::Collapsed;
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}
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return {
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true, // geometryChanged
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true, // shouldEmitExpanded
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wasMinimized && !expanded // shouldEmitMinimized (only if we were minimized and collapsed)
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};
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}
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StateChangeResult CommandZoneState::tryToggleExpanded(bool collapseBlocked)
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{
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if (isPrimary()) {
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return StateChangeResult::noChange();
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}
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if (m_lastToggle.isValid() && m_lastToggle.elapsed() < TOGGLE_DEBOUNCE_MS) {
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return StateChangeResult::noChange();
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}
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if (isExpanded() && collapseBlocked) {
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return StateChangeResult::noChange();
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}
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m_lastToggle.start();
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return trySetExpanded(!isExpanded(), collapseBlocked);
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}
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StateChangeResult CommandZoneState::tryToggleMinimized()
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{
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if (isCollapsed()) {
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return StateChangeResult::noChange();
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}
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m_visibility = isMinimized() ? ZoneVisibility::Expanded : ZoneVisibility::Minimized;
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return {
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true, // geometryChanged
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false, // shouldEmitExpanded (minimized toggle doesn't change expanded state)
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true // shouldEmitMinimized
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};
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}
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void CommandZoneState::resetDebounce()
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{
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m_lastToggle.invalidate();
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}
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128
cockatrice/src/game/zones/command_zone_state.h
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128
cockatrice/src/game/zones/command_zone_state.h
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/**
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* @file command_zone_state.h
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* @ingroup GameGraphicsZones
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* @brief Pure state machine for command zone visibility management.
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*/
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#ifndef COCKATRICE_COMMAND_ZONE_STATE_H
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#define COCKATRICE_COMMAND_ZONE_STATE_H
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#include "command_zone_types.h"
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#include <QElapsedTimer>
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/**
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* @class CommandZoneState
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* @brief Manages visibility state (expanded/minimized/collapsed) for command zones.
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*
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* This class extracts pure state logic from CommandZone for testability.
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* It has no Qt graphics dependencies and can be tested in isolation.
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*
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* The state machine supports three visibility states:
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* - **Expanded**: Full height, cards visible
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* - **Minimized**: 25% height, cards clipped
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* - **Collapsed**: Zero height, only toggle button visible (not valid for Primary)
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*
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* All mutation methods return a StateChangeResult that tells callers what
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* side effects to trigger (geometry changes, signal emissions), following
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* the information hiding principle.
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*
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* @see CommandZone for the graphics layer that owns this state
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* @see CommandZoneLogic for card data management
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* @see StateChangeResult for mutation result semantics
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*/
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class CommandZoneState
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{
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public:
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/**
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* @brief Constructs a CommandZoneState with the given height and type.
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* @param zoneHeight Full height in pixels when expanded
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* @param zoneType Type of command zone (Primary, Partner, Companion, Background)
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*
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* Primary zones start Expanded; all other types start Collapsed.
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*/
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CommandZoneState(qreal zoneHeight, CommandZoneType zoneType);
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// === Query Methods ===
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[[nodiscard]] bool isPrimary() const;
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[[nodiscard]] bool isMinimized() const;
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/**
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* @brief Returns whether the zone is currently expanded (not collapsed).
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*
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* Note: A minimized zone is still considered "expanded" because it has
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* non-zero height. This method returns false only for Collapsed visibility.
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*/
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[[nodiscard]] bool isExpanded() const;
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[[nodiscard]] bool isCollapsed() const;
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/// Returns current visual height: 0 (collapsed), 25% (minimized), or full.
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[[nodiscard]] qreal currentHeight() const;
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/**
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* @brief Returns the zone type.
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* @return The CommandZoneType of this zone
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*/
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[[nodiscard]] CommandZoneType getZoneType() const;
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/**
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* @brief Returns the full (non-minimized) height of the zone.
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* @return Full height in pixels
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*/
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[[nodiscard]] qreal getZoneHeight() const;
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// === Mutation Methods ===
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/**
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* @brief Attempts to set the expanded state of a collapsible zone.
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*
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* No-op for Primary zone. When collapsing, transitions from Expanded/Minimized
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* to Collapsed (emitting minimizedChanged if was minimized). When expanding,
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* transitions to Expanded.
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*
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* @param expanded True to expand, false to collapse
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* @param collapseBlocked True if external conditions prevent collapsing (e.g., cards present)
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* @return StateChangeResult indicating what side effects to trigger
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*/
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StateChangeResult trySetExpanded(bool expanded, bool collapseBlocked = false);
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/**
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* @brief Attempts to toggle the expanded/collapsed state.
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*
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* No-op for Primary zone. Subject to debounce protection (200ms).
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*
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* @param collapseBlocked True if external conditions prevent collapsing
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* @return StateChangeResult indicating what side effects to trigger
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*/
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StateChangeResult tryToggleExpanded(bool collapseBlocked = false);
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/**
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* @brief Attempts to toggle the minimized state.
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*
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* No-op for collapsed zones. Toggles between Expanded and Minimized.
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*
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* @return StateChangeResult indicating what side effects to trigger
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*/
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StateChangeResult tryToggleMinimized();
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// === Test Support ===
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/**
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* @brief Resets the debounce timer to allow immediate toggle.
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*
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* @warning For testing only. Do not call in production code.
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*/
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void resetDebounce();
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private:
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qreal m_zoneHeight; ///< Full height in pixels when expanded
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CommandZoneType m_zoneType; ///< Type of command zone
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ZoneVisibility m_visibility; ///< Current visibility state
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QElapsedTimer m_lastToggle; ///< Debounce timer for toggle operations
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static constexpr qint64 TOGGLE_DEBOUNCE_MS = 200;
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};
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#endif // COCKATRICE_COMMAND_ZONE_STATE_H
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