* extract cardMenu from CardItem
* move cardMenu saving to TabGame
* delete TabGame::updateCardMenu
* move checking to updateCardMenu
* unset activeCard when all cards are unselected
Tokens created through Ctrl + T use the pinned printing, if available.
Tokens created through a related card menu use a token from the same set, if available.
Took 2 hours 25 minutes
Took 10 seconds
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add sort hand shortcut
* add function to sort hand by type and name
* rig up the sort hand to the player
* fix sorting param
* use getShortcut instead of getSingleShortcut
* use correct method
* change default sorting
---------
Co-authored-by: Zach H <zahalpern+github@gmail.com>
* Add method to increment all counters on cards on table
* add keyboard shortcut
* register action for menu
* register action for menu
* Change menu text
* Move to Counters submenu
* Change function name
* Change menu, update function to handle selected vs non selected cards
* Use getShortcut instead of getSingleShortcut
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
---------
Co-authored-by: Paul Carroll <paul.x.carroll@questdiagnostics.com>
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
Co-authored-by: Zach H <zahalpern+github@gmail.com>
* feat: Configurable colors for card counter
This patch adds support for:
- User-defined colors for card counters;
- 3 additional types of card counters.
The colors used for counters is stored locally and not shared with other
users. This is intentional as the feature is likely to be used for
improved accessibility.
In order to preserve backwards-compatibility, and because I don't have a
better idea, counters keep their existing color-based names (Red, Green,
Yellow) in menus and in the message log. For consistency, the new
counters also get assigned color-based names (Cyan, Purple, Magenta).
This choice is a compromise, as allowing user-defined names for counters
raises many additional (UI/UX) questions that I don't know how to
answer. A good long-term solution would be to include counter names as
part of a game definition system and hence would be in scope for #1740.
The choice of adding 3 additional types of counters and the Cyan, Purple
and Magenta names are not random. The existing code for determining
counter colors goes: Red, Green, Yellow, Cyan, Purple, Magenta, Black
(unreadable) and thus 6 is the maximum number of counters that existing
versions of Cockatrice are able to support. This way, released clients
get a degraded experience (cannot interact with the new counters,
messages in the server log say "Player X places 1 on Card (now 1)"
without specifying 1 of what), but do see the counters properly.
Fixes#2020
* Do not use %n
* Use SettingsManager
* Use qSin instead of sin
Fix build failures with old GCC.
* Use letters for card counter names
* Place card counter actions in separate menu
* Remove copy-paste error
* include QtMath
* Do not color whole settings page
* derp
---------
Co-authored-by: Zach H <zahalpern+github@gmail.com>
* Remove `isView` flag from CardZone
This flag is used for two purposes:
1. It is used as a check for casting to a zone to a `ZoneViewZone`;
2. Non-view zones are added to the player's zones on construction
This patch removes the `isView` flag and instead:
1. We directly cast zones to `ZoneViewZone` using a dynamic (qobject)
cast and use the result of the cast instead of the `isView` flag to
detect if we are a view zone or not;
2. The player records its own zones when they are created, simplifying
control flow.
* Review
* client: Support arbitrary game zones
Currently, the client ignores cards in unknown zones, as there is an
implicit assumption that the set of zones known by the server and the
client are the same.
This patch makes it so that the client accept "custom zones" from the
server (zones outside the builtin deck, graveyard, exile, sideboard,
table, stack and hand zones) using the information from the
ServerInfo_CardZone. Moving cards from/into these zones happens
through a "View custom zone" action in the Game > Player menu and
properly appears in the chat.
Note that this patch intentionally does not introduce any support for
having the server actually create such zones. Instead, this patch aims
to improve backwards compatibility for when we do get to adding this
capability in the future, by making sure that current clients will be
able to interact with future new zones (even if suboptimally).
* add new fields to proto
* update token dlg
* send facedown in command
* update server to get it to work
* disable certain edits when face down
* update client event processing
* log face-down token creation
* Don't support colors on face-down tokens
The other client doesn't know about the color, so it causes a desync
* Update wording
Co-authored-by: Basile Clement <Elarnon@users.noreply.github.com>
* Allow annotations on face-down tokens
---------
Co-authored-by: Basile Clement <Elarnon@users.noreply.github.com>
* Remove `isView` flag from CardZone
This flag is used for two purposes:
1. It is used as a check for casting to a zone to a `ZoneViewZone`;
2. Non-view zones are added to the player's zones on construction
This patch removes the `isView` flag and instead:
1. We directly cast zones to `ZoneViewZone` using a dynamic (qobject)
cast and use the result of the cast instead of the `isView` flag to
detect if we are a view zone or not;
2. The player records its own zones when they are created, simplifying
control flow.
* Review
* Use enum for ThemeManager brushes
This patch introduces an enum to distinguish the different brushes that
can be set by the theme (hand, stack, etc.) and generic functions taking
the enum rather than having one copy of each function for each brush.
This is preliminary work before merging StackZone and HandZone to
simplify #4974.
* Include <array> header
* Header spacing
* Fix move to top of library shuffling an extra card
* Update cockatrice/src/game/player/player.cpp
---------
Co-authored-by: ebbit1q <ebbit1q@gmail.com>
* move card to play before creating attached token
* leave comment
* hardcode createCard target zone to table
To get attached token from graveyard/exile to work
* Move logging from QDebug to QCDebug and introduce LoggingCategories.
* Lint.
* Unlint like one change.
* Remove .debug category since this is autofilled by Qt and used to differentiate between QCDebug and QCWarning and QCError.
* Uncomment defaults, include main category.
* Make PictureLoader logging a bit more useful.
* Lint...?
* Address comments.
* Clean up some unnecessary classes in logging statements.
* Add a new message format to the logging handler.
* Lint.
* Lint.
* Support Windows in Regex
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: ZeldaZach <zahalpern+github@gmail.com>
* Get cardIds to update properly in bottom view (#5414)
* Get bottom view to update properly when card is inserted into known portion (#5415)
---------
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
* Squashed Commits
Lint things.
Set focus back to deckView after selecting a card to enable keyboard navigation.
Bump scrollbar to top when selecting a new card.
Update card info on hover.
Layout cleanups
Add +- to buttons.
Merge buttons into card picture.
Cleanup size, min 2 cards by default in rows
Support layout settings config and set min to 525 so two cols are visible by default for printings, when opened
Move Printing Selector to before Deck, and visible true
Null safety for setCard.
Turn down the dropshadow a little.
Make PrintingSelector dockable, don't duplicate sets when bumping them to the front of the list.
When swapping cards between mainboard and sideboard, use preferred printing if no uuid is available (i.e. null).
Reorder includes...
Unwonk an include.
Give the card widget a snazzy drop shadow, appease the linter gods.
Handle jumping between segments
Remember scale factor when initializing new widgets.
Cleanup
Select Card works (Not M->SB tho)
Resize word-wrapped label properly.
Fix the layouting, mostly.
remove tx
Build Fix
Squashed Commits
Load and store redirects properly.
Layouting is fun :)
* Group PrintingSelectorCardDisplayWidgets into distinct containers for alignment purposes.
Override resizeEvent() properly.
Word wrap properly.
Keep widget sizes uniform for aesthetic reasons (grid pattern).
Label stuff, center card picture widget, allow cardSizeSlider to scale down.
Replace cards which have no uuid in the decklist when first selecting a printing.
Add buttons for previous and next card in DeckList.
Add a card size slider.
Move sort options initialization to implementation file.
Explicitly nullptr the parent for the PrintingSelector.
Address PR comments (minor cleanups).
Hook up to the rows removed signal to update card counts properly.
Include QDebug.
Add labels to the mainboard/sideboard button boxes.
Implement a search bar.
Expand node recursively when we add a new card.
Only create image widgets for the printing selector if it is visible in order to not slow down image loading.
Minor Tweaks
Invert decklist export logic to write out setName, collectorNumber, providerId value if it is NOT empty.
Linting.
Update CardCounts properly, update PrintingSelector on Database selection.
Initialize sideboard card count label properly.
Split mainboard/sideboard display and increment/decrement buttons.
Add button to sort all sortOptions by ascending or descending order.
Add option to sort by release date in ascending or descending order.
Add PrintingSelector to database view.
Display placeholder image before loading.
Fix deckEditor crash on mainboard/sideboard swap by correcting column index to providerId instead of shortName.
Include currentZoneName, fix the column when updating from DeckView indexChanged to be UUID and not setShortName so cards are properly fetched again.
The most minor linter change you've ever seen.
Null checks are important.
Linter again.
Linter and refactor to providerId.
Sort properly, (We don't need a map, we need a list, a map won't be ordered right [i.e. 1, 10, 11, 2, 3, 4, ..., 9])
Sort alphabetically or by preference.
Hook printingSelector up to the CardInfoFrameWidget.
Allow info from CardFrame to be retrieved, properly initialize PrintingSelector again.
Refactors to reflect CardInfoPicture becoming CardInfoPictureWidget.
Make PrintingSelector re-usable by introducing setCard().
Make PrintingSelector use the CardFrame, not the database index.
Add a new selector widget for printings.
* Support multiple <set> tags per card within the database
This will allow us to show off all different printings for cards that might appear multiple times in a set (alt arts, Secret Lairs, etc.)
* Support Flip Cards with related art
* Minor Cleanup
* Minor Cleanup
* Release Date DESC default
* Load widgets in batches.
* Refactor local batch variables to be class variables/defines.
* Clear timer on updateDisplay.
* Fix Timer & Builds on Qt5
* Not Override
* Yes Override
* Yes Override
* Lint
* Can't override in function definition.
* Resize setName to picture width on initialization.
Also add a new signal to card_info_picture_widget to emit when the scale factor changes.
Hook this up to the setName resizing method to ensure card size updates trigger it appropriately after initialization.
Clean up unused enter and resize methods that just delegated to base-class.
* Add ability to force preferred set art to be loaded for every card.
* Show related cards from printing selector by right-clicking card image.
* fix build
* Fix UST cards
* Inc QDebug
* Fix Qt5 Builds
* Fix Qt5 Builds
* Fix Qt5 Builds
* Fix Qt5 Builds
* Fix Qt5 Builds
* Fix cards being able to jump between side and mainboard
* Don't hide PrintingSelector button widgets if the deck contains a card from the set.
* Update PrintingSelector properly on DeckListModel::dataChanged
* Add option to disable bumping sets to the front of the list if the deck contains cards from the set.
* Linter behave.
* Linter behave.
* Fix mocks.
* Fix cards without providerIds being counted for all cards.
* Flip preference sort so descending means "Most to least preferred".
* Set the index correctly when removing a non-providerId printing for a providerId printing to avoid jumping to the next card.
* Move the "Next/Previous" card buttons to their own widget.
* Move the card size slider to its own widget.
* Lint the makelist.
* Linter
* Crash fix
* Move the sorting options to their own widget.
* Move the search bar to its own widget.
* Minor cleanup
* Minor cleanup
* Minor cleanup
* Only overwrite card in deck if UUID _and_ Number missing
* Adjust font size when adjusting card size.
* Clean up some imports.
* Pivot to a view options toolbar.
* Persist sort options and change default to 'preference'.
* Lint.
* Remember how many cards were originally in deck when replacing with uuid version.
* Relabel buttons for clarity.
* Fix tests.
* Fix tests properly.
* Fix dbconverter mock.
* Try to wrangle font sizes.
* Update mainboard/sideboard labels correctly.
* Initialize button sizes correctly.
* Label texts are supposed to be white.
* Adjust another deckModel->findCard call to include number parameter.
* Style buttons again.
* Negative currentSize means we don't render the widget yet, return a default value.
* Clean up debug statements.
* Boop the mainboard/sideboard label and the cardCount after a little bit of delay to make sure they initialize at the right size.
* Persist card size slider selection in SettingsCache.
* Good Lint Inc.
* updateCardCount to get white color in initializer
* Make the view display options functional.
* Comment ALL the things.
* Lint the things.
* Brief accidentally nuked some constants.
* Proper Qt slot for checkboxes.
* Don't use timers, Qt provides ShowEvent for anything necessary before the widget is shown.
* Cleanup from Reading
* Cleanup Lints
* Minor
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: Zach Halpern <zahalpern+github@gmail.com>
* play action now applies to all selected cards
* check card zone before applying action
* fix bug with wonky play from deck
* refactor
* don't play card if it's already on table
* add new setting
* make actPlay and friends public
* implement thing
* refactor card_item