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[Game/Zones] Simple move refactor to differentiate between logic and graphics for zones (#6903)
* [Game/Zones] Simple move refactor to differentiate between logic and graphics for zones Took 21 minutes * Clean up game/zones/logic folder. Took 6 minutes * Adjust tests. Took 3 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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47 changed files with 107 additions and 107 deletions
317
cockatrice/src/game_graphics/zones/view_zone.cpp
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317
cockatrice/src/game_graphics/zones/view_zone.cpp
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#include "view_zone.h"
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#include "../../game/board/card_drag_item.h"
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#include "../../game/board/card_item.h"
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#include "../../game/player/player.h"
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#include "../../game/player/player_actions.h"
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#include "../../game/zones/view_zone_logic.h"
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#include <QBrush>
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#include <QDebug>
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#include <QGraphicsSceneWheelEvent>
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#include <QPainter>
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#include <QtMath>
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#include <libcockatrice/protocol/pb/command_dump_zone.pb.h>
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#include <libcockatrice/protocol/pb/command_move_card.pb.h>
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#include <libcockatrice/protocol/pb/response_dump_zone.pb.h>
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#include <libcockatrice/protocol/pb/serverinfo_card.pb.h>
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#include <libcockatrice/protocol/pending_command.h>
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/**
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* @param parent the parent QGraphicsWidget containing the reveal zone
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*/
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ZoneViewZone::ZoneViewZone(ZoneViewZoneLogic *_logic, QGraphicsItem *parent)
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: SelectZone(_logic, parent), bRect(QRectF()), minRows(0), groupBy(CardList::NoSort), sortBy(CardList::NoSort)
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{
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if (!(qobject_cast<ZoneViewZoneLogic *>(getLogic())->getRevealZone() &&
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!qobject_cast<ZoneViewZoneLogic *>(getLogic())->getWriteableRevealZone())) {
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qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getViews().append(this);
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}
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connect(_logic, &ZoneViewZoneLogic::closeView, this, &ZoneViewZone::close);
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}
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void ZoneViewZone::addToViews()
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{
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qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getViews().append(this);
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}
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void ZoneViewZone::removeFromViews()
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{
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qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getViews().removeOne(this);
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}
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/**
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* Deletes this ZoneView and removes it from the origZone's views.
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* You should normally call this method instead of deleteLater()
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*/
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void ZoneViewZone::close()
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{
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emit closed();
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if (!(qobject_cast<ZoneViewZoneLogic *>(getLogic())->getRevealZone() &&
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!qobject_cast<ZoneViewZoneLogic *>(getLogic())->getWriteableRevealZone())) {
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qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getViews().removeOne(this);
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}
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deleteLater();
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}
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QRectF ZoneViewZone::boundingRect() const
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{
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return bRect;
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}
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void ZoneViewZone::paint(QPainter *painter, const QStyleOptionGraphicsItem * /*option*/, QWidget * /*widget*/)
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{
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QBrush windowBrush(QColor(240, 240, 240));
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windowBrush.setColor(windowBrush.color().darker(150));
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painter->fillRect(boundingRect(), windowBrush);
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}
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void ZoneViewZone::initializeCards(const QList<const ServerInfo_Card *> &cardList)
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{
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int numberCards = qobject_cast<ZoneViewZoneLogic *>(getLogic())->getNumberCards();
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if (!cardList.isEmpty()) {
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for (int i = 0; i < cardList.size(); ++i) {
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auto card = cardList[i];
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CardRef cardRef = {QString::fromStdString(card->name()), QString::fromStdString(card->provider_id())};
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auto copy = new CardItem(getLogic()->getPlayer(), this, cardRef, card->id());
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copy->setFaceDown(card->face_down());
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getLogic()->addCard(copy, false, i);
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}
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reorganizeCards();
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} else if (!qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->contentsKnown()) {
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Command_DumpZone cmd;
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cmd.set_player_id(getLogic()->getPlayer()->getPlayerInfo()->getId());
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cmd.set_zone_name(getLogic()->getName().toStdString());
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cmd.set_number_cards(numberCards);
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cmd.set_is_reversed(qobject_cast<ZoneViewZoneLogic *>(getLogic())->getIsReversed());
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PendingCommand *pend = getLogic()->getPlayer()->getPlayerActions()->prepareGameCommand(cmd);
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connect(pend, &PendingCommand::finished, this, &ZoneViewZone::zoneDumpReceived);
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getLogic()->getPlayer()->getPlayerActions()->sendGameCommand(pend);
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} else {
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const CardList &c = qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getCards();
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int number = numberCards == -1 ? c.size() : (numberCards < c.size() ? numberCards : c.size());
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for (int i = 0; i < number; i++) {
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CardItem *card = c.at(i);
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auto copy = new CardItem(getLogic()->getPlayer(), this, card->getCardRef(), card->getId());
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copy->setFaceDown(card->getFaceDown());
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getLogic()->addCard(copy, false, i);
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}
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reorganizeCards();
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}
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}
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void ZoneViewZone::zoneDumpReceived(const Response &r)
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{
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const Response_DumpZone &resp = r.GetExtension(Response_DumpZone::ext);
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const int respCardListSize = resp.zone_info().card_list_size();
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for (int i = 0; i < respCardListSize; ++i) {
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const ServerInfo_Card &cardInfo = resp.zone_info().card_list(i);
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auto cardName = QString::fromStdString(cardInfo.name());
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auto cardProviderId = QString::fromStdString(cardInfo.provider_id());
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auto card = new CardItem(getLogic()->getPlayer(), this, {cardName, cardProviderId}, cardInfo.id(), getLogic());
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card->setFaceDown(cardInfo.face_down());
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getLogic()->rawInsertCard(card, i);
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}
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qobject_cast<ZoneViewZoneLogic *>(getLogic())->updateCardIds(ZoneViewZoneLogic::INITIALIZE);
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reorganizeCards();
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// clang-format off
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emit getLogic()->cardCountChanged(); // emit keyword causes spurious spacing around ->
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// clang-format on
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}
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// Because of boundingRect(), this function must not be called before the zone was added to a scene.
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void ZoneViewZone::reorganizeCards()
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{
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// filter cards
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CardList cardsToDisplay = CardList(getLogic()->getCards().getContentsKnown());
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for (auto card : getLogic()->getCards()) {
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if (filterString.check(card->getCard().getCardPtr())) {
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card->show();
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cardsToDisplay.append(card);
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} else {
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card->hide();
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}
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}
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// sort cards
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QList<CardList::SortOption> sortOptions;
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if (groupBy != CardList::NoSort) {
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sortOptions << groupBy;
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}
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if (sortBy != CardList::NoSort) {
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sortOptions << sortBy;
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// implicitly sort by name at the end so that cards with the same name appear together
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if (sortBy != CardList::SortByName) {
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sortOptions << CardList::SortByName;
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}
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// group printings together
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sortOptions << CardList::SortByPrinting;
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}
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cardsToDisplay.sortBy(sortOptions);
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// position cards
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GridSize gridSize;
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if (pileView) {
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gridSize = positionCardsForDisplay(cardsToDisplay, groupBy);
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} else {
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gridSize = positionCardsForDisplay(cardsToDisplay);
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}
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// determine bounding rect
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qreal aleft = 0;
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qreal atop = 0;
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qreal awidth = gridSize.cols * CardDimensions::WIDTH_F + CardDimensions::WIDTH_HALF_F + HORIZONTAL_PADDING;
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qreal aheight = (gridSize.rows * CardDimensions::HEIGHT_F) / 3 + CardDimensions::HEIGHT_F * 1.3;
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optimumRect = QRectF(aleft, atop, awidth, aheight);
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updateGeometry();
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emit optimumRectChanged();
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}
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/**
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* @brief Sets the position of each card to the proper position for the view
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*
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* @param cards The cards to reposition. Will modify the cards in the list.
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* @param pileOption Property used to group cards for the piles. Expects `cards` to be sorted by that property. Pass in
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* NoSort to not make piles.
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*
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* @returns The number of rows and columns to display
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*/
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ZoneViewZone::GridSize ZoneViewZone::positionCardsForDisplay(CardList &cards, CardList::SortOption pileOption)
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{
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int cardCount = cards.size();
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if (pileOption != CardList::NoSort) {
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int row = 0;
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int col = 0;
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int longestRow = 0;
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QString lastColumnProp;
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const auto extractor = CardList::getExtractorFor(pileOption);
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for (int i = 0; i < cardCount; i++) {
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CardItem *c = cards.at(i);
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QString columnProp = extractor(c);
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if (i) { // if not the first card
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if (columnProp == lastColumnProp) {
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row++; // add below current card
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} else { // if no match then move card to next column
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col++;
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row = 0;
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}
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}
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lastColumnProp = columnProp;
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qreal x = col * CardDimensions::WIDTH_F;
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qreal y = row * CardDimensions::HEIGHT_F / 3;
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c->setPos(HORIZONTAL_PADDING + x, VERTICAL_PADDING + y);
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c->setRealZValue(i);
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longestRow = qMax(row, longestRow);
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}
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// +1 because the row/col variables used in the calculations are 0-indexed but
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// GridSize expects the actual row/col count
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return GridSize{longestRow + 1, qMax(col + 1, 3)};
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} else {
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int cols = qBound(1, qFloor(qSqrt((double)cardCount / 2)), 7);
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int rows = qMax(qCeil((double)cardCount / cols), 1);
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if (minRows == 0) {
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minRows = rows;
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} else if (rows < minRows) {
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rows = minRows;
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cols = qCeil((double)cardCount / minRows);
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}
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if (cols < 2) {
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cols = 2;
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}
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qCDebug(ViewZoneLog) << "reorganizeCards: rows=" << rows << "cols=" << cols;
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for (int i = 0; i < cardCount; i++) {
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CardItem *c = cards.at(i);
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qreal x = (i / rows) * CardDimensions::WIDTH_F;
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qreal y = (i % rows) * CardDimensions::HEIGHT_F / 3;
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c->setPos(HORIZONTAL_PADDING + x, VERTICAL_PADDING + y);
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c->setRealZValue(i);
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}
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return GridSize{rows, qMax(cols, 1)};
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}
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}
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void ZoneViewZone::setFilterString(const QString &_filterString)
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{
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filterString = FilterString(_filterString);
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reorganizeCards();
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}
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void ZoneViewZone::setGroupBy(CardList::SortOption _groupBy)
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{
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groupBy = _groupBy;
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reorganizeCards();
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}
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void ZoneViewZone::setSortBy(CardList::SortOption _sortBy)
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{
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sortBy = _sortBy;
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reorganizeCards();
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}
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void ZoneViewZone::setPileView(int _pileView)
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{
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pileView = _pileView;
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reorganizeCards();
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}
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void ZoneViewZone::handleDropEvent(const QList<CardDragItem *> &dragItems,
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CardZoneLogic *startZone,
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const QPoint & /*dropPoint*/)
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{
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Command_MoveCard cmd;
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cmd.set_start_player_id(startZone->getPlayer()->getPlayerInfo()->getId());
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cmd.set_start_zone(startZone->getName().toStdString());
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cmd.set_target_player_id(getLogic()->getPlayer()->getPlayerInfo()->getId());
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cmd.set_target_zone(getLogic()->getName().toStdString());
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cmd.set_x(0);
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cmd.set_y(0);
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cmd.set_is_reversed(qobject_cast<ZoneViewZoneLogic *>(getLogic())->getIsReversed());
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for (int i = 0; i < dragItems.size(); ++i) {
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auto cardToMove = cmd.mutable_cards_to_move()->add_card();
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cardToMove->set_card_id(dragItems[i]->getId());
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if (dragItems[i]->isForceFaceDown()) {
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cardToMove->set_face_down(true);
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}
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}
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getLogic()->getPlayer()->getPlayerActions()->sendGameCommand(cmd);
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}
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void ZoneViewZone::setGeometry(const QRectF &rect)
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{
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prepareGeometryChange();
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setPos(rect.x(), rect.y());
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bRect = QRectF(0, 0, rect.width(), rect.height());
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}
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QSizeF ZoneViewZone::sizeHint(Qt::SizeHint /*which*/, const QSizeF & /*constraint*/) const
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{
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return optimumRect.size();
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}
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void ZoneViewZone::wheelEvent(QGraphicsSceneWheelEvent *event)
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{
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emit wheelEventReceived(event);
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}
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