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