[Game][Counters] Split counters into AbstractCounter (graphics) and CounterState (logic) (#6917)

* [Counters] Split counters into graphics and logic states

Took 22 minutes

* Don't have widget hold pointer to state -> Copy what we need and subscribe to changes.

Took 12 minutes

Took 5 seconds

* Sync value too.

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-05-21 20:16:28 +02:00 committed by GitHub
parent 0549892092
commit bddf9bd818
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GPG key ID: B5690EEEBB952194
17 changed files with 273 additions and 199 deletions

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@ -6,6 +6,7 @@
#include "../../game_graphics/zones/table_zone.h"
#include "../../interface/widgets/tabs/tab_game.h"
#include "../board/abstract_card_item.h"
#include "../board/counter_general.h"
#include "../hand_counter.h"
PlayerGraphicsItem::PlayerGraphicsItem(PlayerLogic *_player) : player(_player)
@ -18,6 +19,25 @@ PlayerGraphicsItem::PlayerGraphicsItem(PlayerLogic *_player) : player(_player)
connect(player, &PlayerLogic::concededChanged, this, [this](int, bool c) { setVisible(!c); });
connect(player, &PlayerLogic::zoneIdChanged, this, [this](int id) { playerArea->setPlayerZoneId(id); });
connect(player, &PlayerLogic::counterAdded, this, &PlayerGraphicsItem::onCounterAdded);
connect(player, &PlayerLogic::counterRemoved, this, &PlayerGraphicsItem::onCounterRemoved);
connect(player->getPlayerMenu(), &PlayerMenu::shortcutsActivated, this, [this]() {
for (auto *ctr : counterWidgets) {
ctr->setShortcutsActive();
}
});
connect(player->getPlayerMenu(), &PlayerMenu::shortcutsDeactivated, this, [this]() {
for (auto *ctr : counterWidgets) {
ctr->setShortcutsInactive();
}
});
connect(player->getPlayerMenu(), &PlayerMenu::retranslateRequested, this, [this]() {
for (auto *ctr : counterWidgets) {
ctr->retranslateUi();
}
});
playerArea = new PlayerArea(this);
playerTarget = new PlayerTarget(player, playerArea);
@ -43,11 +63,6 @@ void PlayerGraphicsItem::retranslateUi()
while (zoneIterator.hasNext()) {
emit zoneIterator.next().value()->retranslateUi();
}
QMapIterator<int, AbstractCounter *> counterIterator(player->getCounters());
while (counterIterator.hasNext()) {
counterIterator.next().value()->retranslateUi();
}
}
void PlayerGraphicsItem::onPlayerActiveChanged(bool _active)
@ -134,20 +149,48 @@ void PlayerGraphicsItem::setMirrored(bool _mirrored)
}
}
void PlayerGraphicsItem::onCounterAdded(CounterState *state)
{
AbstractCounter *widget;
if (state->getName() == "life") {
widget = playerTarget->addCounter(state);
} else {
widget = new GeneralCounter(state, player, true, this);
}
counterWidgets.insert(state->getId(), widget);
if (player->getPlayerMenu()->getCountersMenu() && widget->getMenu()) {
player->getPlayerMenu()->getCountersMenu()->addMenu(widget->getMenu());
}
if (player->getPlayerMenu()->getShortcutsActive()) {
widget->setShortcutsActive();
}
rearrangeCounters();
}
void PlayerGraphicsItem::onCounterRemoved(int counterId)
{
auto *widget = counterWidgets.take(counterId);
if (!widget) {
return;
}
if (player->getPlayerMenu()->getCountersMenu() && widget->getMenu()) {
player->getPlayerMenu()->getCountersMenu()->removeAction(widget->getMenu()->menuAction());
}
widget->delCounter();
rearrangeCounters();
}
void PlayerGraphicsItem::rearrangeCounters()
{
qreal marginTop = 80;
const qreal padding = 5;
qreal ySize = boundingRect().y() + marginTop;
// Place objects
for (const auto &counter : player->getCounters()) {
AbstractCounter *ctr = counter;
qreal ySize = boundingRect().y() + 80;
constexpr qreal padding = 5;
for (auto *ctr : counterWidgets.values()) {
if (!ctr->getShownInCounterArea()) {
continue;
}
QRectF br = ctr->boundingRect();
ctr->setPos((counterAreaWidth - br.width()) / 2, ySize);
ySize += br.height() + padding;