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refactor: extract AbstractPlayerComponent interface for polymorphic player component management. (#6696)
Non-QObject polymorphic interface with setShortcutsActive(), setShortcutsInactive(), and retranslateUi(). Uses regular multiple inheritance to avoid diamond inheritance with Qt's MOC. All zone menus, SayMenu, and AbstractCounter implement this interface. PlayerMenu manages them via a managedComponents list with two template helpers (addManagedMenu/registerManagedComponent), replacing individual if-guarded lifecycle calls with a single polymorphic loop. SayMenu now owns its shortcut and translation lifecycle instead of having PlayerMenu manage its title and shortcuts externally. Counters are iterated via Player::getCounters() rather than managedComponents to avoid duplicating the authoritative owner's map.
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13 changed files with 164 additions and 108 deletions
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@ -1,7 +1,7 @@
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/**
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* @file player_menu.h
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* @ingroup GameMenusPlayers
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* @brief TODO: Document this.
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* @brief Orchestrates lifecycle management for all player-bound UI components.
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*/
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#ifndef COCKATRICE_PLAYER_MENU_H
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@ -18,6 +18,7 @@
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#include "sideboard_menu.h"
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#include "utility_menu.h"
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#include <QList>
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#include <QMenu>
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#include <QObject>
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@ -37,6 +38,7 @@ private slots:
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public:
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PlayerMenu(Player *player);
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/// Lifecycle methods: delegate to all managedComponents, plus counters separately via player->getCounters().
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void retranslateUi();
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QMenu *updateCardMenu(const CardItem *card);
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@ -66,7 +68,9 @@ public:
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return shortcutsActive;
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}
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/// Delegates to all managedComponents, plus counters separately.
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void setShortcutsActive();
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/// Delegates to all managedComponents, plus counters separately.
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void setShortcutsInactive();
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private:
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@ -82,9 +86,26 @@ private:
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SayMenu *sayMenu;
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CustomZoneMenu *customZonesMenu;
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bool shortcutsActive;
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/// Drives AbstractPlayerComponent lifecycle delegation. Counters are iterated separately via player->getCounters().
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QList<AbstractPlayerComponent *> managedComponents;
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bool shortcutsActive = false;
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void initSayMenu();
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/// Creates component, adds it as a submenu of playerMenu, and registers in managedComponents.
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template <typename MenuT, typename... Args> MenuT *addManagedMenu(Args &&...args)
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{
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auto *menu = new MenuT(std::forward<Args>(args)...);
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playerMenu->addMenu(menu);
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managedComponents.append(menu);
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return menu;
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}
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/// Creates component and registers in managedComponents, but does NOT add it as a submenu.
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template <typename ComponentT, typename... Args> ComponentT *createManagedComponent(Args &&...args)
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{
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auto *component = new ComponentT(std::forward<Args>(args)...);
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managedComponents.append(component);
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return component;
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}
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};
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#endif // COCKATRICE_PLAYER_MENU_H
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