[Game] Generic Animation Interface (#7098)
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* Introduce generic IAnimatedItem interface for scene animations

GameScene's shared 10ms animation timer previously only knew about
CardItems (cardsToAnimate). Generalize it so any scene item can tick on
the shared timer instead of owning its own QTimer:

- New IAnimatedItem interface with a single animationEvent() tick.
- GameScene tracks animated items in a QHash keyed by QObject and
  auto-unregisters items when they are destroyed, so an item deleted
  mid-animation (concede, removePlayer, deleteLater) can never leave a
  dangling pointer in the set.
- GameScene::~GameScene disconnects incoming connections before the
  animation timer is deleted; all timer stops are null-guarded so
  destruction ordering no longer matters.
- AbstractCardItem implements IAnimatedItem with a no-op tick so the
  existing tap-animation registration path keeps working; CardItem
  overrides it with the real rotate animation.

Took 5 minutes

* Add Enable/Disable all animations buttons to settings

The animation settings group gets two push buttons that toggle every
per-effect animation checkbox at once. The base branch carries the
buttons and the shared slots; per-effect toggles (life counter,
battlefield, arrow draw) are added by the feature branches on top.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-08-12 20:36:33 +02:00 committed by GitHub
parent ce2c31424c
commit 48776cfeba
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
8 changed files with 108 additions and 19 deletions

View file

@ -17,7 +17,6 @@
#include <QDebug>
#include <QGraphicsSceneMouseEvent>
#include <QGraphicsView>
#include <QSet>
#include <QtMath>
#include <libcockatrice/settings/interface_settings.h>
#include <libcockatrice/utility/zone_names.h>
@ -45,7 +44,14 @@ GameScene::GameScene(PhasesToolbar *_phasesToolbar, QObject *parent)
GameScene::~GameScene()
{
// Sever all incoming connections (animated item destroy-tracking) before the
// members below are destroyed: the base QGraphicsScene destructor destroys the
// remaining items, and their destroyed() signals must not reach slots that
// reference members that no longer exist.
disconnect(this);
delete animationTimer;
animationTimer = nullptr;
// Delete all ArrowItems before QGraphicsScene's base destructor runs.
// QGraphicsScene::~QGraphicsScene() destroys items in arbitrary order.
@ -736,30 +742,45 @@ bool GameScene::event(QEvent *event)
void GameScene::timerEvent(QTimerEvent * /*event*/)
{
QMutableSetIterator<CardItem *> i(cardsToAnimate);
QMutableHashIterator<QObject *, IAnimatedItem *> i(animatedItems);
while (i.hasNext()) {
i.next();
if (!i.value()->animationEvent()) {
i.remove();
}
}
if (cardsToAnimate.isEmpty()) {
if (animatedItems.isEmpty()) {
animationTimer->stop();
}
}
void GameScene::registerAnimationItem(AbstractCardItem *card)
void GameScene::registerAnimationItem(IAnimatedItem *item)
{
cardsToAnimate.insert(static_cast<CardItem *>(card));
if (!animationTimer->isActive()) {
auto *object = dynamic_cast<QObject *>(item);
if (!object) {
return;
}
if (!animatedItems.contains(object)) {
connect(object, &QObject::destroyed, this, &GameScene::removeAnimatedItem);
}
animatedItems.insert(object, item);
if (animationTimer && !animationTimer->isActive()) {
animationTimer->start(10, this);
}
}
void GameScene::unregisterAnimationItem(AbstractCardItem *card)
void GameScene::unregisterAnimationItem(IAnimatedItem *item)
{
cardsToAnimate.remove(static_cast<CardItem *>(card));
if (cardsToAnimate.isEmpty()) {
animatedItems.remove(dynamic_cast<QObject *>(item));
if (animationTimer && animatedItems.isEmpty()) {
animationTimer->stop();
}
}
void GameScene::removeAnimatedItem(QObject *item)
{
animatedItems.remove(item);
if (animationTimer && animatedItems.isEmpty()) {
animationTimer->stop();
}
}