[Move refactor] Reparent orphan classes (#6236)

* Move orphaned classes to their correct parent folders.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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BruebachL 2025-10-09 14:15:19 +02:00 committed by GitHub
parent 1ef07309d6
commit d9c65d4ae0
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143 changed files with 171 additions and 169 deletions

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#include "replay_manager.h"
#include "../../../tabs/tab_game.h"
#include <QHBoxLayout>
#include <QToolButton>
ReplayManager::ReplayManager(TabGame *parent, GameReplay *_replay)
: QWidget(parent), game(parent), replay(_replay), replayPlayButton(nullptr), replayFastForwardButton(nullptr),
aReplaySkipForward(nullptr), aReplaySkipBackward(nullptr), aReplaySkipForwardBig(nullptr),
aReplaySkipBackwardBig(nullptr)
{
if (replay) {
game->getGame()->loadReplay(replay);
// Create list: event number -> time [ms]
// Distribute simultaneous events evenly across 1 second.
unsigned int lastEventTimestamp = 0;
const int eventCount = replay->event_list_size();
for (int i = 0; i < eventCount; ++i) {
int j = i + 1;
while ((j < eventCount) && (replay->event_list(j).seconds_elapsed() == lastEventTimestamp))
++j;
const int numberEventsThisSecond = j - i;
for (int k = 0; k < numberEventsThisSecond; ++k)
replayTimeline.append(replay->event_list(i + k).seconds_elapsed() * 1000 +
(int)((qreal)k / (qreal)numberEventsThisSecond * 1000));
if (j < eventCount)
lastEventTimestamp = replay->event_list(j).seconds_elapsed();
i += numberEventsThisSecond - 1;
}
}
// timeline widget
timelineWidget = new ReplayTimelineWidget;
timelineWidget->setTimeline(replayTimeline);
connect(timelineWidget, &ReplayTimelineWidget::processNextEvent, this, &ReplayManager::replayNextEvent);
connect(timelineWidget, &ReplayTimelineWidget::replayFinished, this, &ReplayManager::replayFinished);
connect(timelineWidget, &ReplayTimelineWidget::rewound, this, &ReplayManager::replayRewind);
// timeline skip shortcuts
aReplaySkipForward = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipForward);
connect(aReplaySkipForward, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(ReplayTimelineWidget::SMALL_SKIP_MS); });
aReplaySkipBackward = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipBackward);
connect(aReplaySkipBackward, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(-ReplayTimelineWidget::SMALL_SKIP_MS); });
aReplaySkipForwardBig = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipForwardBig);
connect(aReplaySkipForwardBig, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(ReplayTimelineWidget::BIG_SKIP_MS); });
aReplaySkipBackwardBig = new QAction(timelineWidget);
timelineWidget->addAction(aReplaySkipBackwardBig);
connect(aReplaySkipBackwardBig, &QAction::triggered, this,
[this] { timelineWidget->skipByAmount(-ReplayTimelineWidget::BIG_SKIP_MS); });
// buttons
replayPlayButton = new QToolButton;
replayPlayButton->setIconSize(QSize(32, 32));
QIcon playButtonIcon = QIcon();
playButtonIcon.addPixmap(QPixmap("theme:replay/start"), QIcon::Normal, QIcon::Off);
playButtonIcon.addPixmap(QPixmap("theme:replay/pause"), QIcon::Normal, QIcon::On);
replayPlayButton->setIcon(playButtonIcon);
replayPlayButton->setCheckable(true);
connect(replayPlayButton, &QToolButton::toggled, this, &ReplayManager::replayPlayButtonToggled);
replayFastForwardButton = new QToolButton;
replayFastForwardButton->setIconSize(QSize(32, 32));
replayFastForwardButton->setIcon(QPixmap("theme:replay/fastforward"));
replayFastForwardButton->setCheckable(true);
connect(replayFastForwardButton, &QToolButton::toggled, this, &ReplayManager::replayFastForwardButtonToggled);
// putting everything together
auto replayControlLayout = new QHBoxLayout;
replayControlLayout->addWidget(timelineWidget, 10);
replayControlLayout->addWidget(replayPlayButton);
replayControlLayout->addWidget(replayFastForwardButton);
setObjectName("replayControlWidget");
setLayout(replayControlLayout);
connect(this, &ReplayManager::requestChatAndPhaseReset, game, &TabGame::resetChatAndPhase);
connect(&SettingsCache::instance().shortcuts(), &ShortcutsSettings::shortCutChanged, this,
&ReplayManager::refreshShortcuts);
refreshShortcuts();
}
void ReplayManager::replayNextEvent(EventProcessingOptions options)
{
game->getGame()->getGameEventHandler()->processGameEventContainer(
replay->event_list(timelineWidget->getCurrentEvent()), nullptr, options);
}
void ReplayManager::replayFinished()
{
replayPlayButton->setChecked(false);
}
void ReplayManager::replayPlayButtonToggled(bool checked)
{
if (checked) { // start replay
timelineWidget->startReplay();
} else { // pause replay
timelineWidget->stopReplay();
}
}
void ReplayManager::replayFastForwardButtonToggled(bool checked)
{
timelineWidget->setTimeScaleFactor(checked ? ReplayTimelineWidget::FAST_FORWARD_SCALE_FACTOR : 1.0);
}
/**
* @brief Handles everything that needs to be reset when doing a replay rewind.
*/
void ReplayManager::replayRewind()
{
emit requestChatAndPhaseReset();
}
void ReplayManager::refreshShortcuts()
{
ShortcutsSettings &shortcuts = SettingsCache::instance().shortcuts();
if (aReplaySkipForward) {
aReplaySkipForward->setShortcuts(shortcuts.getShortcut("Replays/aSkipForward"));
}
if (aReplaySkipBackward) {
aReplaySkipBackward->setShortcuts(shortcuts.getShortcut("Replays/aSkipBackward"));
}
if (aReplaySkipForwardBig) {
aReplaySkipForwardBig->setShortcuts(shortcuts.getShortcut("Replays/aSkipForwardBig"));
}
if (aReplaySkipBackwardBig) {
aReplaySkipBackwardBig->setShortcuts(shortcuts.getShortcut("Replays/aSkipBackwardBig"));
}
if (replayPlayButton) {
replayPlayButton->setShortcut(shortcuts.getSingleShortcut("Replays/playButton"));
}
if (replayFastForwardButton) {
replayFastForwardButton->setShortcut(shortcuts.getSingleShortcut("Replays/fastForwardButton"));
}
}

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/**
* @file replay_manager.h
* @ingroup Core
* @ingroup Replay
* @brief TODO: Document this.
*/
#ifndef REPLAY_MANAGER_H
#define REPLAY_MANAGER_H
#include "replay_timeline_widget.h"
#include <QToolButton>
#include <QWidget>
#include <libcockatrice/protocol/pb/game_replay.pb.h>
class TabGame;
class ReplayManager : public QWidget
{
Q_OBJECT
public:
ReplayManager(TabGame *parent, GameReplay *replay);
TabGame *game;
GameReplay *replay;
signals:
void requestChatAndPhaseReset();
private:
// Replay related members
int currentReplayStep = 0;
QList<int> replayTimeline;
ReplayTimelineWidget *timelineWidget;
QToolButton *replayPlayButton, *replayFastForwardButton;
QAction *aReplaySkipForward, *aReplaySkipBackward, *aReplaySkipForwardBig, *aReplaySkipBackwardBig;
private slots:
void replayNextEvent(EventProcessingOptions options);
void replayFinished();
void replayPlayButtonToggled(bool checked);
void replayFastForwardButtonToggled(bool checked);
void replayRewind();
void refreshShortcuts();
};
#endif // REPLAY_MANAGER_H

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#include "replay_timeline_widget.h"
#include <QPainter>
#include <QPainterPath>
#include <QPalette>
#include <QTimer>
#include <libcockatrice/settings/cache_settings.h>
ReplayTimelineWidget::ReplayTimelineWidget(QWidget *parent)
: QWidget(parent), maxBinValue(1), maxTime(1), timeScaleFactor(1.0), currentVisualTime(0), currentProcessedTime(0),
currentEvent(0)
{
replayTimer = new QTimer(this);
connect(replayTimer, &QTimer::timeout, this, &ReplayTimelineWidget::replayTimerTimeout);
rewindBufferingTimer = new QTimer(this);
rewindBufferingTimer->setSingleShot(true);
connect(rewindBufferingTimer, &QTimer::timeout, this, &ReplayTimelineWidget::processRewind);
}
void ReplayTimelineWidget::setTimeline(const QList<int> &_replayTimeline)
{
replayTimeline = _replayTimeline;
histogram.clear();
int binEndTime = BIN_LENGTH - 1;
int binValue = 0;
for (int i : replayTimeline) {
if (i > binEndTime) {
histogram.append(binValue);
if (binValue > maxBinValue)
maxBinValue = binValue;
while (i > binEndTime + BIN_LENGTH) {
histogram.append(0);
binEndTime += BIN_LENGTH;
}
binValue = 1;
binEndTime += BIN_LENGTH;
} else
++binValue;
}
histogram.append(binValue);
if (!replayTimeline.isEmpty())
maxTime = replayTimeline.last();
update();
}
void ReplayTimelineWidget::paintEvent(QPaintEvent * /* event */)
{
QPainter painter(this);
painter.drawRect(0, 0, width() - 1, height() - 1);
qreal binWidth = (qreal)width() / histogram.size();
QPainterPath path;
path.moveTo(0, height() - 1);
for (int i = 0; i < histogram.size(); ++i)
path.lineTo(qRound(i * binWidth), (height() - 1) * (1.0 - (qreal)histogram[i] / maxBinValue));
path.lineTo(width() - 1, height() - 1);
path.lineTo(0, height() - 1);
painter.fillPath(path, Qt::black);
const QColor barColor = QColor::fromHsv(120, 255, 255, 100);
quint64 w = (quint64)(width() - 1) * (quint64)currentVisualTime / maxTime;
painter.fillRect(0, 0, static_cast<int>(w), height() - 1, barColor);
}
void ReplayTimelineWidget::mousePressEvent(QMouseEvent *event)
{
#if (QT_VERSION >= QT_VERSION_CHECK(6, 0, 0))
int newTime = static_cast<int>((qint64)maxTime * (qint64)event->position().x() / width());
#else
int newTime = static_cast<int>((qint64)maxTime * (qint64)event->x() / width());
#endif
// don't buffer rewinds from clicks, since clicks usually don't happen fast enough to require buffering
skipToTime(newTime, false);
}
void ReplayTimelineWidget::skipToTime(int newTime, bool doRewindBuffering)
{
// check boundary conditions
if (newTime < 0) {
newTime = 0;
}
if (newTime > maxTime) {
newTime = maxTime;
}
newTime -= newTime % TIMER_INTERVAL_MS; // Time should always be a multiple of the interval
const bool isBackwardsSkip = newTime < currentProcessedTime;
currentVisualTime = newTime;
if (isBackwardsSkip) {
handleBackwardsSkip(doRewindBuffering);
} else {
processNewEvents(FORWARD_SKIP);
}
update();
}
/// @param doRewindBuffering When true, if multiple backward skips are made in quick succession, only a single rewind
/// is processed at the end. When false, the backwards skip will always cause an immediate rewind
void ReplayTimelineWidget::handleBackwardsSkip(bool doRewindBuffering)
{
if (doRewindBuffering) {
// We use a one-shot timer to implement the rewind buffering.
// The rewind only happens once the timer runs out.
// If another backwards skip happens, the timer will just get reset instead of rewinding.
rewindBufferingTimer->stop();
rewindBufferingTimer->start(SettingsCache::instance().getRewindBufferingMs());
} else {
// otherwise, process the rewind immediately
processRewind();
}
}
void ReplayTimelineWidget::processRewind()
{
// stop any queued-up rewinds
rewindBufferingTimer->stop();
// process the rewind
currentEvent = 0;
emit rewound();
processNewEvents(BACKWARD_SKIP);
}
QSize ReplayTimelineWidget::sizeHint() const
{
return {-1, 50};
}
QSize ReplayTimelineWidget::minimumSizeHint() const
{
return {400, 50};
}
void ReplayTimelineWidget::replayTimerTimeout()
{
currentVisualTime += TIMER_INTERVAL_MS;
processNewEvents(NORMAL_PLAYBACK);
if (!(currentVisualTime % 1000))
update();
}
/// Processes all unprocessed events up to the current time.
void ReplayTimelineWidget::processNewEvents(PlaybackMode playbackMode)
{
currentProcessedTime = currentVisualTime;
while ((currentEvent < replayTimeline.size()) && (replayTimeline[currentEvent] < currentProcessedTime)) {
EventProcessingOptions options;
// backwards skip => always skip reveal windows
// forwards skip => skip reveal windows that don't happen within a big skip of the target
if (playbackMode == BACKWARD_SKIP || currentProcessedTime - replayTimeline[currentEvent] > BIG_SKIP_MS)
options |= SKIP_REVEAL_WINDOW;
// backwards skip => always skip tap animation
if (playbackMode == BACKWARD_SKIP)
options |= SKIP_TAP_ANIMATION;
emit processNextEvent(options);
++currentEvent;
}
if (currentEvent == replayTimeline.size()) {
emit replayFinished();
replayTimer->stop();
}
}
void ReplayTimelineWidget::setTimeScaleFactor(qreal _timeScaleFactor)
{
timeScaleFactor = _timeScaleFactor;
replayTimer->setInterval(static_cast<int>(TIMER_INTERVAL_MS / timeScaleFactor));
}
void ReplayTimelineWidget::startReplay()
{
replayTimer->start(static_cast<int>(TIMER_INTERVAL_MS / timeScaleFactor));
}
void ReplayTimelineWidget::stopReplay()
{
replayTimer->stop();
}
void ReplayTimelineWidget::skipByAmount(int amount)
{
skipToTime(currentVisualTime + amount, amount < 0);
}

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/**
* @file replay_timeline_widget.h
* @ingroup Replay
* @brief TODO: Document this.
*/
#ifndef REPLAY_TIMELINE_WIDGET
#define REPLAY_TIMELINE_WIDGET
#include "../../../game/player/event_processing_options.h"
#include <QList>
#include <QMouseEvent>
#include <QWidget>
class QPaintEvent;
class QTimer;
class ReplayTimelineWidget : public QWidget
{
Q_OBJECT
signals:
void processNextEvent(EventProcessingOptions options);
void replayFinished();
void rewound();
private:
enum PlaybackMode
{
NORMAL_PLAYBACK,
FORWARD_SKIP,
BACKWARD_SKIP
};
static constexpr int TIMER_INTERVAL_MS = 200;
static constexpr int BIN_LENGTH = 5000;
QTimer *replayTimer;
QTimer *rewindBufferingTimer;
QList<int> replayTimeline;
QList<int> histogram;
int maxBinValue, maxTime;
qreal timeScaleFactor;
int currentVisualTime; // time currently displayed by the timeline
int currentProcessedTime; // time that events are currently processed up to. Could differ from visual time due to
// rewind buffering
int currentEvent;
void skipToTime(int newTime, bool doRewindBuffering);
void handleBackwardsSkip(bool doRewindBuffering);
void processRewind();
void processNewEvents(PlaybackMode playbackMode);
private slots:
void replayTimerTimeout();
public:
static constexpr int SMALL_SKIP_MS = 1000;
static constexpr int BIG_SKIP_MS = 10000;
static constexpr qreal FAST_FORWARD_SCALE_FACTOR = 10.0;
explicit ReplayTimelineWidget(QWidget *parent = nullptr);
void setTimeline(const QList<int> &_replayTimeline);
QSize sizeHint() const override;
QSize minimumSizeHint() const override;
void setTimeScaleFactor(qreal _timeScaleFactor);
int getCurrentEvent() const
{
return currentEvent;
}
public slots:
void startReplay();
void stopReplay();
void skipByAmount(int amount); // use a negative amount to skip backwards
protected:
void paintEvent(QPaintEvent *event) override;
void mousePressEvent(QMouseEvent *event) override;
};
#endif