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
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 104 additions and 49 deletions

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@ -58,23 +58,32 @@ void StackZone::paint(QPainter *painter, const QStyleOptionGraphicsItem * /*opti
painter->fillRect(boundingRect(), brush);
}
void StackZone::handleDropEvent(const QList<CardDragItem *> &dragItems,
CardZone *startZone,
const QPoint & /*dropPoint*/)
void StackZone::handleDropEvent(const QList<CardDragItem *> &dragItems, CardZone *startZone, const QPoint &dropPoint)
{
if (startZone == this)
return;
Command_MoveCard cmd;
cmd.set_start_player_id(startZone->getPlayer()->getId());
cmd.set_start_zone(startZone->getName().toStdString());
cmd.set_target_player_id(player->getId());
cmd.set_target_zone(getName().toStdString());
cmd.set_x(0);
int index;
if (cards.isEmpty()) {
index = 0;
} else {
const int cardCount = cards.size();
index = qRound(divideCardSpaceInZone(dropPoint.y(), cardCount, boundingRect().height(),
cards.at(0)->boundingRect().height(), true));
}
if (startZone == this) {
if (cards.at(index)->getId() == dragItems.at(0)->getId()) {
return;
}
}
cmd.set_x(index);
cmd.set_y(0);
for (int i = 0; i < dragItems.size(); ++i)
cmd.mutable_cards_to_move()->add_card()->set_card_id(dragItems[i]->getId());
for (CardDragItem *item : dragItems) {
cmd.mutable_cards_to_move()->add_card()->set_card_id(item->getId());
}
player->sendGameCommand(cmd);
}
@ -86,28 +95,23 @@ void StackZone::reorganizeCards()
const int cardCount = cards.size();
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);
for (ArrowItem *item : c->getArrowsFrom()) {
for (ArrowItem *item : card->getArrowsFrom()) {
arrowsToUpdate.insert(item);
}
for (ArrowItem *item : c->getArrowsTo()) {
for (ArrowItem *item : card->getArrowsTo()) {
arrowsToUpdate.insert(item);
}
}