feat(z-values): add centralized Z-value constants infrastructure

Magic numbers scattered across the codebase make Z-value layering
hard to understand and maintain. Centralizing them provides:
- Self-documenting layer hierarchy
- Validation utilities for development
- Single source of truth for Z-value ranges

Two-tier header design:
- z_value_layer_manager.h: Foundation with constants and validation
- z_values.h: User-facing namespace with semantic constants
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DawnFire42 2026-03-02 01:27:23 -05:00
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/**
* @file z_value_layer_manager.h
* @ingroup GameGraphics
* @brief Semantic Z-value layer management for game scene rendering.
*
* This file provides a structured approach to Z-value allocation in the game scene.
* Z-values in Qt determine stacking order - higher values render on top of lower values.
*
* ## Layer Architecture
*
* The game scene is organized into three conceptual layers:
*
* 1. **Zone Layer (0-999)**: Zone backgrounds, containers, and static elements
* - Zone backgrounds (0.5-1.0)
* - Cards within zones (1.0 base + index)
*
* 2. **Card Layer (1-40,000,000)**: Dynamic card rendering on the table zone
* - Cards use formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
* - Maximum card Z-value: ~40,000,000 (with 3 rows, actualY <= ~289)
*
* 3. **Overlay Layer (2,000,000,000+)**: UI elements that must appear above all cards
* - Hovered cards (+1)
* - Arrows (+3)
* - Zone views (+4)
* - Drag items (+5, +6)
* - Top UI elements (+7)
*
* ## Design Rationale
*
* The large gap between card Z-values (max ~40M) and overlay base (2B) provides
* safety margin for future table zone expansions while ensuring overlays always
* render above cards regardless of table position.
*
* ## Usage
*
* Prefer using the semantic constants from ZValues namespace:
* @code
* card->setZValue(ZValues::HOVERED_CARD);
* arrow->setZValue(ZValues::ARROWS);
* @endcode
*
* Use validation functions to verify card Z-values during development:
* @code
* Q_ASSERT(ZValueLayerManager::isValidCardZValue(cardZ));
* @endcode
*/
#ifndef Z_VALUE_LAYER_MANAGER_H
#define Z_VALUE_LAYER_MANAGER_H
#include <QtGlobal>
/**
* @namespace ZValueLayerManager
* @brief Utilities for Z-value validation and layer management.
*/
namespace ZValueLayerManager
{
/**
* @enum Layer
* @brief Semantic layer identifiers for Z-value allocation.
*
* These represent conceptual rendering layers, not actual Z-values.
* Use the corresponding ZValues constants for actual rendering.
*/
enum class Layer
{
/// Zone-level elements like backgrounds and containers
Zone,
/// Cards rendered in zones (uses sequential Z-values)
Card,
/// Temporary UI elements like hovered cards and drag items
Overlay
};
/**
* @brief Maximum Z-value a card can have on the table zone.
*
* Based on table zone formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
* With maximum 3 rows and CARD_HEIGHT ~96, actualY <= ~289.
* Maximum: (289 + 96) * 100000 + 100 * 100 = 38,510,000
*
* We use 40,000,000 as a safe upper bound with margin.
*/
constexpr qreal CARD_Z_VALUE_MAX = 40000000.0;
/**
* @brief Base Z-value for overlay elements.
*
* Must exceed CARD_Z_VALUE_MAX to ensure overlays render above all cards.
* The 50x margin (2B vs 40M) provides safety for future expansion.
*/
constexpr qreal OVERLAY_BASE = 2000000000.0;
/**
* @brief Validates that a Z-value is within the valid card range.
*
* Cards should have Z-values between CARD_BASE (1.0) and CARD_Z_VALUE_MAX.
* Values outside this range may interfere with overlay rendering.
*
* @param zValue The Z-value to validate
* @return true if the Z-value is valid for a card
*/
[[nodiscard]] inline constexpr bool isValidCardZValue(qreal zValue)
{
return zValue >= 1.0 && zValue <= CARD_Z_VALUE_MAX;
}
/**
* @brief Validates that a Z-value is in the overlay layer.
*
* Overlay elements should have Z-values at or above OVERLAY_BASE.
*
* @param zValue The Z-value to validate
* @return true if the Z-value is valid for an overlay element
*/
[[nodiscard]] inline constexpr bool isOverlayZValue(qreal zValue)
{
return zValue >= OVERLAY_BASE;
}
/**
* @brief Returns the Z-value for a specific overlay element.
*
* @param offset Offset from OVERLAY_BASE (0-7 for current elements)
* @return The absolute Z-value for the overlay element
*/
[[nodiscard]] inline constexpr qreal overlayZValue(qreal offset)
{
return OVERLAY_BASE + offset;
}
} // namespace ZValueLayerManager
#endif // Z_VALUE_LAYER_MANAGER_H

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#ifndef Z_VALUES_H
#define Z_VALUES_H
#include "z_value_layer_manager.h"
/**
* @file z_values.h
* @ingroup GameGraphics
* @brief Centralized Z-value constants for rendering layer order.
*
* Z-values in Qt determine stacking order. Higher values render on top.
* These constants define the visual layering hierarchy for the game scene.
*
* ## Layer Architecture
*
* See z_value_layer_manager.h for detailed documentation on the three-layer
* architecture (Zone, Card, Overlay) and the rationale for Z-value choices.
*
* ## Quick Reference
*
* | Layer | Z-Value Range | Purpose |
* |----------|------------------|-----------------------------------|
* | Zone | 0.5 - 1.0 | Zone backgrounds, containers |
* | Card | 1.0 - 40,000,000 | Cards on table (position-based) |
* | Overlay | 2,000,000,000+ | UI elements above all cards |
*/
namespace ZValues
{
// Expose base for callers that need it
constexpr qreal OVERLAY_BASE = ZValueLayerManager::OVERLAY_BASE;
// Overlay layer Z-values for items that should appear above normal cards
constexpr qreal HOVERED_CARD = ZValueLayerManager::overlayZValue(1.0);
constexpr qreal ARROWS = ZValueLayerManager::overlayZValue(3.0);
constexpr qreal ZONE_VIEW_WIDGET = ZValueLayerManager::overlayZValue(4.0);
constexpr qreal DRAG_ITEM = ZValueLayerManager::overlayZValue(5.0);
constexpr qreal DRAG_ITEM_CHILD = ZValueLayerManager::overlayZValue(6.0);
constexpr qreal TOP_UI = ZValueLayerManager::overlayZValue(7.0);
/// Compute Z-value for child drag items based on hotspot position.
/// When dragging multiple cards together, each child card needs a unique Z-value
/// to prevent Z-fighting (flickering/flashing). The Z-values are derived from
/// their position when grabbed to conserve original stacking. The formula encodes
/// 2D coordinates into a single value where X has higher weight, ensuring
/// deterministic visual stacking.
[[nodiscard]] constexpr qreal childDragZValue(qreal hotSpotX, qreal hotSpotY)
{
return DRAG_ITEM_CHILD + hotSpotX * 1000000 + hotSpotY * 1000 + 1000;
}
// Card layering (general architecture, not command-zone specific)
constexpr qreal CARD_BASE = 1.0;
constexpr qreal CARD_MAX = ZValueLayerManager::CARD_Z_VALUE_MAX;
} // namespace ZValues
#endif // Z_VALUES_H