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[Refactor] Move table row mapping from TableZone into TableZoneLogic
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parent
c02576b827
commit
c7605a51e2
5 changed files with 43 additions and 38 deletions
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@ -40,4 +40,23 @@ CardItem *TableZoneLogic::takeCard(int position, int cardId, bool toNewZone)
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emit contentSizeChanged();
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}
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return result;
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}
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}
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int TableZoneLogic::clampValidTableRow(const int row)
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{
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if (row < 0) {
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return 0;
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}
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if (row >= ROW_COUNT) {
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return ROW_COUNT - 1;
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}
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return row;
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}
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int TableZoneLogic::tableRowToGridY(int tableRow)
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{
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if (tableRow > 2) {
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tableRow = 1;
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}
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return clampValidTableRow(2 - tableRow);
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}
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@ -29,6 +29,21 @@ public:
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bool _contentsKnown,
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QObject *parent = nullptr);
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/** @brief Number of rows in the table zone grid (0=creatures, 1=noncreatures, 2=lands). */
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static const int ROW_COUNT = 3;
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/**
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* Clamps a grid row index into [0, ROW_COUNT - 1].
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*/
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static int clampValidTableRow(const int row);
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/**
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* Converts a card's logical table row (0=creatures, 1=noncreatures, 2=lands)
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* to the corresponding grid Y coordinate. Cards with tableRow > 2 (e.g.,
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* instants/sorceries) default to the noncreatures row.
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*/
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static int tableRowToGridY(int tableRow);
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protected:
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void addCardImpl(CardItem *card, int x, int y) override;
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