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Fix Command Zone graphics/logic layers separation
1. CommandZoneMenu: Changed to take PlayerGraphicsItem* instead of
PlayerLogic*, accessing logic via player->getLogic()
2. Removed getCounterWidget() from PlayerLogic;
method already exists correctly in PlayerGraphicsItem
3. PlayerMenu: CommandZoneMenu, fixed signal
connection to use player->getLogic() for commandZoneSupportChanged
4. AbstractCounter: Connects to CounterState::activeChanged signal,
removing direct graphics calls from PlayerEventHandler
5. CommandZone: Explicit tax counter registration via registerTaxCounter()
with auto-cleanup, replacing childItems()/dynamic_cast iteration
Also fixed PlayerActions to query CounterState instead of AbstractCounter
for proper layer separation.
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11 changed files with 55 additions and 56 deletions
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@ -285,13 +285,6 @@ void PlayerEventHandler::eventSetCounterActive(const Event_SetCounterActive &eve
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return;
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}
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state->setActive(event.active());
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// TODO: The counters data should emit this and the widget hook up to it. Don't reach into graphics like this.
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/*AbstractCounter *widget = player->getGraphicsItem()->getCounterWidget(event.counter_id());
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if (widget) {
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widget->setActive(event.active());
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emit player->rearrangeCounters();
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}*/
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}
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void PlayerEventHandler::eventDelCounter(const Event_DelCounter &event)
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