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[Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem (#6944)
* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem Took 4 minutes Took 48 seconds * Drop early return. Took 1 hour 13 minutes Took 2 minutes Took 1 minute * Delete player view. Took 37 seconds * Restore card counter color in menu. Took 5 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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commit
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28 changed files with 538 additions and 368 deletions
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@ -1,6 +1,7 @@
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#include "tab_game.h"
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#include "../../../client/settings/cache_settings.h"
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#include "../../../game/player/menu/card_menu.h"
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#include "../game/board/arrow_item.h"
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#include "../game/board/card_item.h"
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#include "../game/deckview/deck_view_container.h"
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@ -363,11 +364,10 @@ void TabGame::retranslateUi()
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cardInfoFrameWidget->retranslateUi();
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QMapIterator<int, PlayerLogic *> i(game->getPlayerManager()->getPlayers());
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while (i.hasNext()) {
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i.next().value()->getGraphicsItem()->retranslateUi();
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for (auto playerView : scene->getPlayers().values()) {
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playerView->retranslateUi();
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}
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QMapIterator<int, TabbedDeckViewContainer *> j(deckViewContainers);
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while (j.hasNext()) {
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j.next().value()->playerDeckView->retranslateUi();
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@ -654,8 +654,12 @@ PlayerLogic *TabGame::addPlayer(PlayerLogic *newPlayer)
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scene->addPlayer(newPlayer);
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auto *view = scene->viewForPlayer(newPlayer->getPlayerInfo()->getId());
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connect(newPlayer, &PlayerLogic::newCardAdded, this, &TabGame::newCardAdded);
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connect(newPlayer->getPlayerMenu(), &PlayerMenu::cardMenuUpdated, this, &TabGame::setCardMenu);
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connect(newPlayer, &PlayerLogic::openDeckEditor, this, &TabGame::openDeckEditor);
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connect(view->getPlayerMenu(), &PlayerMenu::cardMenuUpdated, this, &TabGame::setCardMenu);
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connect(view, &PlayerGraphicsItem::cardInfoRequested, this, &TabGame::viewCardInfo);
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messageLog->connectToPlayerEventHandler(newPlayer->getPlayerEventHandler());
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@ -668,7 +672,7 @@ PlayerLogic *TabGame::addPlayer(PlayerLogic *newPlayer)
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addLocalPlayer(newPlayer, newPlayer->getPlayerInfo()->getId());
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}
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gameMenu->insertMenu(playersSeparator, newPlayer->getPlayerMenu()->getPlayerMenu());
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gameMenu->insertMenu(playersSeparator, view->getPlayerMenu()->getPlayerMenu());
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createZoneForPlayer(newPlayer, newPlayer->getPlayerInfo()->getId());
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@ -678,7 +682,7 @@ PlayerLogic *TabGame::addPlayer(PlayerLogic *newPlayer)
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void TabGame::addLocalPlayer(PlayerLogic *newPlayer, int playerId)
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{
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if (game->getGameState()->getClients().size() == 1) {
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newPlayer->getPlayerMenu()->setShortcutsActive();
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scene->viewForPlayer(playerId)->getPlayerMenu()->setShortcutsActive();
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}
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auto *deckView = new TabbedDeckViewContainer(playerId, this);
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@ -698,27 +702,24 @@ void TabGame::addLocalPlayer(PlayerLogic *newPlayer, int playerId)
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void TabGame::processPlayerLeave(PlayerLogic *leavingPlayer)
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{
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QString playerName = "@" + leavingPlayer->getPlayerInfo()->getName();
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removePlayerFromAutoCompleteList(playerName);
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scene->removePlayer(leavingPlayer);
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removePlayerFromAutoCompleteList("@" + leavingPlayer->getPlayerInfo()->getName());
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// When we inserted the playerMenu into the gameMenu earlier, Qt wrapped the playerMenu into a QAction*, which lives
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// independently and does not get cleaned up when the source menu gets destroyed. We have to manually clean here.
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if (leavingPlayer->getPlayerMenu()) {
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QMenu *menu = leavingPlayer->getPlayerMenu()->getPlayerMenu();
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if (menu) {
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// Find and remove the QAction pointing to this menu
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QList<QAction *> actions = gameMenu->actions();
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for (QAction *act : actions) {
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if (act->menu() == menu) {
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gameMenu->removeAction(act);
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delete act; // deletes the QAction wrapper around the submenu
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break;
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}
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auto *view = scene->viewForPlayer(leavingPlayer->getPlayerInfo()->getId());
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if (view) {
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// Find and remove the QAction pointing to this menu
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QMenu *menu = view->getPlayerMenu()->getPlayerMenu();
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for (QAction *act : gameMenu->actions()) {
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if (act->menu() == menu) {
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gameMenu->removeAction(act);
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delete act;
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break;
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}
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}
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}
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scene->removePlayer(leavingPlayer);
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}
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void TabGame::processRemotePlayerDeckSelect(QString deckList, int playerId, QString playerName)
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@ -869,12 +870,12 @@ PlayerLogic *TabGame::setActivePlayer(int id)
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if (i.value() == player) {
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i.value()->setActive(true);
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if (game->getGameState()->getClients().size() > 1) {
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i.value()->getPlayerMenu()->setShortcutsActive();
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scene->viewForPlayer(i.value()->getPlayerInfo()->getId())->getPlayerMenu()->setShortcutsActive();
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}
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} else {
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i.value()->setActive(false);
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if (game->getGameState()->getClients().size() > 1) {
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i.value()->getPlayerMenu()->setShortcutsInactive();
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scene->viewForPlayer(i.value()->getPlayerInfo()->getId())->getPlayerMenu()->setShortcutsInactive();
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}
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}
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}
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@ -890,8 +891,13 @@ void TabGame::setActivePhase(int phase)
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void TabGame::newCardAdded(AbstractCardItem *card)
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{
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connect(card, &AbstractCardItem::rightClicked, scene, &GameScene::onCardRightClicked);
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connect(card, &AbstractCardItem::playSelected, scene, &GameScene::playSelected);
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connect(card, &AbstractCardItem::playSelectedFaceDown, scene, &GameScene::playSelectedFaceDown);
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connect(card, &AbstractCardItem::hideSelected, scene, &GameScene::hideSelected);
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connect(card, &AbstractCardItem::hovered, cardInfoFrameWidget,
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qOverload<AbstractCardItem *>(&CardInfoFrameWidget::setCard));
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connect(card, &AbstractCardItem::selectionChanged, scene, &GameScene::onCardSelectionChanged);
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connect(card, &AbstractCardItem::showCardInfoPopup, this, &TabGame::showCardInfoPopup);
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connect(card, SIGNAL(deleteCardInfoPopup(QString)), this, SLOT(deleteCardInfoPopup(QString)));
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connect(card, &AbstractCardItem::cardShiftClicked, this, &TabGame::linkCardToChat);
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@ -935,7 +941,7 @@ QString TabGame::getTabText() const
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/**
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* @param menu The menu to set. Pass in nullptr to set the menu to empty.
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*/
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void TabGame::setCardMenu(QMenu *menu)
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void TabGame::setCardMenu(CardMenu *menu)
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{
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if (!aCardMenu) {
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return;
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@ -141,7 +141,7 @@ signals:
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private slots:
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void adminLockChanged(bool lock);
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void newCardAdded(AbstractCardItem *card);
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void setCardMenu(QMenu *menu);
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void setCardMenu(CardMenu *menu);
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void actGameInfo();
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void actConcede();
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