From 6d0a2f0cc03bb60d49e8f8777a78d9d8107bad1e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lukas=20Br=C3=BCbach?= Date: Sun, 11 Oct 2026 17:29:38 +0200 Subject: [PATCH] [Refactor] Give custom zones a hidden graphics owner Custom PileZoneLogic zones had no CardZone, so moving a card into one left the CardItem drawn at its old spot. Create a hidden PileZone in onCustomZoneAdded so cards are reparented and hidden. --- .../player/player_graphics_item.cpp | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/cockatrice/src/game_graphics/player/player_graphics_item.cpp b/cockatrice/src/game_graphics/player/player_graphics_item.cpp index 419816087..14c0dba1c 100644 --- a/cockatrice/src/game_graphics/player/player_graphics_item.cpp +++ b/cockatrice/src/game_graphics/player/player_graphics_item.cpp @@ -177,6 +177,22 @@ void PlayerGraphicsItem::initializeZones() void PlayerGraphicsItem::onCustomZoneAdded(QString customZoneName) { + // Custom zones have no board view, but their cards still need a graphics owner. + // Without one, PileZone::onCardAdded never runs and cards moved from the table + // or hand into a custom zone stay drawn at their old spot. Give them a hidden + // pile zone so added cards are reparented to (0, 0) and hidden. + CardZoneLogic *logic = player->getZone(customZoneName); + if (auto *pileLogic = qobject_cast(logic)) { + auto *hiddenZone = new PileZone(pileLogic, this); + hiddenZone->setVisible(false); + hiddenZone->setPos(0, 0); + zoneGraphicsItems.insert(customZoneName, hiddenZone); + // Hide any cards that arrived before the graphics item existed. + for (CardState *state : pileLogic->getCards()) { + hiddenZone->onCardAdded(state); + } + return; + } zoneGraphicsItems.insert(customZoneName, nullptr); // Custom zone view goes here, if we ever implement it. }