make cards on the stack slightly overlap to stress order (#4930)

* make cards on the stack slightly overlap to stress order

dragging cards to the stack now places the card at the location it is
dropped

* make default play action append to stack

* add vertical overlap to settings and vertical hand

* Update cockatrice/src/dlg_settings.cpp

Co-authored-by: tooomm <tooomm@users.noreply.github.com>

* Fix format

---------

Co-authored-by: tooomm <tooomm@users.noreply.github.com>
Co-authored-by: ZeldaZach <zahalpern+github@gmail.com>
This commit is contained in:
ebbit1q 2023-12-15 20:00:58 +01:00 committed by GitHub
parent 28f80e18a0
commit fa727524dc
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
11 changed files with 104 additions and 49 deletions

View file

@ -114,23 +114,18 @@ void HandZone::reorganizeCards()
}
} else {
qreal totalWidth = boundingRect().width();
qreal totalHeight = boundingRect().height();
qreal cardWidth = cards.at(0)->boundingRect().width();
qreal cardHeight = cards.at(0)->boundingRect().height();
qreal xspace = 5;
qreal x1 = xspace;
qreal x2 = totalWidth - xspace - cardWidth;
for (int i = 0; i < cardCount; i++) {
CardItem *c = cards.at(i);
CardItem *card = cards.at(i);
qreal x = (i % 2) ? x2 : x1;
// If the total height of the cards is smaller than the available height,
// the cards do not need to overlap and are displayed in the center of the area.
if (cardHeight * cardCount > totalHeight)
c->setPos(x, ((qreal)i) * (totalHeight - cardHeight) / (cardCount - 1));
else
c->setPos(x, ((qreal)i) * cardHeight + (totalHeight - cardCount * cardHeight) / 2);
c->setRealZValue(i);
qreal y =
divideCardSpaceInZone(i, cardCount, boundingRect().height(), cards.at(0)->boundingRect().height());
card->setPos(x, y);
card->setRealZValue(i);
}
}
}