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refactor(z-values): removed redundant inline with contexpr, Updated doc, magic numbers removed from TableZone.
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3 changed files with 36 additions and 11 deletions
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@ -39,17 +39,41 @@ constexpr qreal DRAG_ITEM = ZValueLayerManager::overlayZValue(5.0);
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constexpr qreal DRAG_ITEM_CHILD = ZValueLayerManager::overlayZValue(6.0);
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constexpr qreal TOP_UI = ZValueLayerManager::overlayZValue(7.0);
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/// Compute Z-value for child drag items based on hotspot position.
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/// When dragging multiple cards together, each child card needs a unique Z-value
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/// to prevent Z-fighting (flickering/flashing). The Z-values are derived from
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/// their position when grabbed to conserve original stacking. The formula encodes
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/// 2D coordinates into a single value where X has higher weight, ensuring
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/// deterministic visual stacking.
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/**
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* @brief Compute Z-value for child drag items based on hotspot position.
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*
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* When dragging multiple cards together, each child card needs a unique Z-value
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* to prevent Z-fighting (flickering/flashing). The Z-values are derived from
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* their position when grabbed to conserve original stacking. The formula encodes
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* 2D coordinates into a single value where X has higher weight, ensuring
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* deterministic visual stacking.
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*
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* @param hotSpotX The X coordinate of the grab position
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* @param hotSpotY The Y coordinate of the grab position
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* @return Unique Z-value for the child drag item
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*/
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[[nodiscard]] constexpr qreal childDragZValue(qreal hotSpotX, qreal hotSpotY)
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{
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return DRAG_ITEM_CHILD + hotSpotX * 1000000 + hotSpotY * 1000 + 1000;
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}
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/**
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* @brief Compute Z-value for cards on the table zone based on position.
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*
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* Cards lower on the table (higher Y) render above cards higher up,
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* and cards to the right (higher X) render above cards to the left.
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* This creates natural visual stacking for overlapping cards.
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*
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* @param x The X coordinate of the card position
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* @param y The Y coordinate of the card position
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* @return Z-value for the card's table position
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*/
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[[nodiscard]] constexpr qreal tableCardZValue(qreal x, qreal y)
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{
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constexpr qreal CARD_HEIGHT_FOR_Z = 102.0;
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return (y + CARD_HEIGHT_FOR_Z) * 100000.0 + (x + 1) * 100.0;
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}
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// Card layering (general architecture, not command-zone specific)
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constexpr qreal CARD_BASE = 1.0;
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constexpr qreal CARD_MAX = ZValueLayerManager::CARD_Z_VALUE_MAX;
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