* [Settings] Add hover zoom/panel triggers, delays, and double-confirm
* [Game] Smooth board hover-zoom with fade helpers
* [Game] Add hover card panel with tabbed actions
* [Game] Wire hover zoom/panel triggers through the scene
* [Game] Repaint cached zones when the hover zoom moves
`TableZone` cuts the hovered card out of its own paint so zone washes,
indicators, dimming and the land divider never draw over the zoom. It is a
`DeviceCoordinateCache` item, so the card changing geometry never dirtied it
and the stale hole stayed transparent, uncovering the black viewport as soon
as the zoom crossed a zone edge.
- Emit `hoverFootprintChanged(old, new)` from `setCardScale()` and once from
`setHovered(false)`.
- Repaint every overlapping `TableZone` on that signal.
- Clip with the card's painted outline instead of its bounding rectangle, and
treat a zoom covering the whole zone as "paint nothing".
* [Interface] Keep the hover panel P/T controls out of the way
The P/T set/inc/dec rows were always visible and sat under the cursor, so
clicking a card to select it could mutate its P/T instead.
- Collapse the controls to a pill on the printed P/T box, anchored on the
drawn artwork so letterboxed and sideways cards stay aligned.
- Open the rows only from the pill and grow them upward, and re-measure the
pill on every value so three-digit P/T does not clip.
- Close the panel when another card is hovered, and repaint the area it
covered so no patch is left behind.
* [Interface] Address hover panel review findings
* [Game] Fix include order flagged by the format gate
The card hover widget header was included before theme_manager.h, which
clang-format rejects; the branch's format CI job failed on it.
* [Interface] Load the hover panel icons through the themed icon engine
The panel still named pre-#7595 assets (arrow_*_green, arrow_right_blue,
cogwheel) and built QIcon snapshots from themePixmap(), so the deleted names
rendered blank and every other glyph froze one palette.
Load every glyph through loadThemedIcon() with the emphasis axis the adoption
plan calls for: the category tabs take the primary level as panel wayfinding,
the action grid the quiet level because its glyphs label the button text.
Semantic tints keep their family and follow the same quiet level; Clone keeps
its sticker treatment.
* [Icons] Add an Informational semantic color family
Face-down play and the exile zone are states that are neither a gain nor a
loss, and the pre-#7595 art painted them blue (arrow_right_blue). #7595 dropped
that hue, and the icon engine has had only Positive and Negative since, so both
states fall back to neutral ink.
Add the family with the same three-level ladder the other semantic roles use:
authored roles per theme, scheme defaults otherwise, an emphasis mapping, the
palette-editor rows and the generator seed. The defaults clear the 4.5:1 label
floor on both schemes and the ladder's saturation ordering; the existing
emphasis, hue and preview tests now cover the new family. Preview sheets that
name roles resolve an unauthored one through the same default the client
paints.
* [Interface] Split the hover panel icons by emphasis and semantics
Category tabs only navigate between pages, so they take the quiet level; the
action grid is the surface the player works in and takes the primary level. Both
stay line glyphs: a filled treatment reads as a second state on every cell.
Hue marks an outcome where the glyph cannot. Play, clone and to hand are
Positive; reduce life and graveyard Negative; play face down and exile
Informational. Direction-only moves (top and bottom of library) stay neutral
because the arrow already carries the meaning.
* [Icons] Add Hidden and Marked semantic color families
Two game concepts had no hue of their own. Hidden information (a face-down
play, peeking at a card face) now has violet, and the marks a player leaves on a
card (annotation, draw arrow) now share amber instead of splitting blue and red
for the same job.
Both families follow the existing three-level ladder: authored roles per theme,
scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator
seeding. The defaults clear the 4.5:1 floor on the representative platform
surfaces and keep the saturation ordering the emphasis tests assert; the hue
tests pin violet's blue-red-green dominance and amber's red-green-blue one, and
every preview sheet now renders the two families.
The hover panel grid preview is added alongside: it renders the real pages
(section headers, two-column cells, glyph over label) so the whole map can be
judged at once instead of glyph by glyph.
* [Icons] Add a Movement semantic color family
A card changing position inside the library is neither a gain, a loss nor
information, so it had no hue. Movement names it with teal and covers the three
library placements (top, bottom, X from top).
It follows the existing ladder: authored roles per theme, scheme defaults
otherwise, an emphasis mapping, palette-editor rows and generator seeding. The
defaults clear the 4.5:1 floor on the representative platform surfaces, keep
strong > base > soft saturation, and keep green > blue > red so teal cannot be
mistaken for the green gain family.
* [Interface] Give every hover panel action a semantic color
The quick actions are the panel's whole point, so a neutral glyph made the
most-used buttons the hardest to scan. Every action now names a game fact with
its hue: gain, loss, information, hidden information, a mark on the card or a
move. The line glyph stays identical, so the colour is the only difference
between neighbours.
The grid is also ordered by family so a row reads as one idea: the two state
toggles, the two gains, the two marks, the two hidden-information actions and
the two losses each share a row. Conditional actions (Peek, Unattach) sit at the
end of their pair, so a missing one leaves a hole at the section edge instead of
splitting a row. In a zone, Play and Play Face Down stay adjacent on purpose:
the same action, one of them hiding information. The move tab leads with the
three library placements (Movement), then the destinations.
actionGridIcon is removed; semanticActionIcon is now the only grid ink. The
preview renders the real pages so the whole map can be judged at once.
* [Icons] Use quiet emphasis for glyphs that label rather than act
The search and info glyphs inside the search fields, and the combo-box
chevron, label or afford an action rather than performing one. At the
default secondary weight they compete with the actual controls next to
them. Paint them at quiet emphasis so they stay legible without claiming
attention.
Sites: deck editor, visual database display, visual deck storage, set
manager, settings search, in-game zone view, and the dropdown chevron.
* [Icons] Restore sticker treatment to the add, remove and delete actions
The pre-#7595 add and delete glyphs were filled shapes with an outline.
After the line migration they read as ordinary toolbar glyphs, losing the
weight their verbs had. Give the add and delete family the sticker
treatment again.
- Deck editor Add card: primary positive sticker. It is the one action
the database panel exists for.
- Visual database Clear filters: negative sticker, matching the delete
family.
- Filter dock Clear all: negative sticker, matching Clear one.
* [Icons] Give sharing and pinning their semantic families
Sharing is an informational act: the app already tints reveal and
make-public with the informational family, so the deck storage share
action, the replay share-code action and the visual deck storage share
button follow it.
The printing-selector pin badge marks a card as pinned. Paint it with the
marked family, the same one used for a mark left on a card, instead of
leaving it neutral.
* [Game] Dismiss the hover panel before opening a modal dialog
The hover panel is a Qt::ToolTip window, i.e. a popup: it is always on
top and holds the input grab. Actions on the panel that open a modal
dialog (Set power/toughness, Set annotation, Set counter value, token
creation) therefore opened the dialog behind the panel, where it could
not be seen or activated.
Hide the panel synchronously and defer the action to the next event-loop
turn, so the popup grab is released before the dialog's event loop
starts. The panel asks the scene to dismiss it through a new
dismissRequested signal, keeping hover timers and the covered-card fade
on the scene's side.
Reported from the P/T overlay SET button; the same path covers the
counter tab and the token tab.
* [Icons] Refine VDE and VDD emphasis and semantics
The visual database filter section and the syntax help are information
aids, so paint them with the informational family at the default
emphasis: the filter section glyph and the search field's help glyph.
The help glyph leaves quiet emphasis because it is a clickable action,
not a field label.
The visual deck editor's display-type toggle is the one control that
changes the whole view, so it takes primary emphasis.
The search glyphs stay quiet; only the help action changes.
* [Icons] Raise the visual database filter controls to primary
The six quick-filter buttons are the controls the filter section exists
for, so paint them at primary emphasis instead of the default weight.
The sort glyph carries the same informational family as the filter
glyph, in both the visual database toolbar label and the visual deck
editor's sort-criteria button.
* [Icons] Keep the display options sort glyph neutral
The sort button beside the display-mode toggle is not part of the
informational family. Only the visual database toolbar's sort glyph
carries informational; the display options button returns to the
default neutral weight.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Protocol] Add shuffle players option and player order command/event
Adds a 'Shuffle players at start' option to game creation plus a local
player id on the game state so clients can reconcile seat changes, and a
SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023)
so the game host can set or randomize the seating order.
Took 6 minutes
* [Server] Shuffle and reorder player seats before a game starts
Auto-shuffles the seats at game start when enabled (now for games with
two or more players instead of three or more) and handles the new
SET_PLAYER_ORDER command so the game host or a moderator can reorder or
randomize the seats before the game starts. Re-seating re-keys the
player ids while keeping the per-user game/seat routing and persistent
player records in sync, then broadcasts the new order to everyone.
* [Client] Add shuffle players option and turn order dialog
Adds the 'Shuffle players at start' checkbox to game creation and a
host-only 'Set turn order...' action that opens a dialog to reorder or
randomize the seats before the game starts. Seating changes are shown in
the game's message log.
* [Client] Move the turn order dialog strings into retranslateUi
Follows the DlgInviteToGame convention so the dialog can be retranslated
instead of freezing its strings at construction time.
* [Server] Keep player ids stable across seat shuffles
* [Client] Lay out table and turn order dialog in seat order
* [Server] Send game-joined player list in seat order
* [Client] Reword the shuffle option to match its behaviour
* [Client] Address the seat-order review comments
- Give the game setup checkboxes a row of their own so they no longer
collide in the create-game dialog
- Rename DlgTurnOrder::randomize() to isRandomizeRequested()
- Document what the ids in GameState::seatOrder mean
- Keep "Set turn order..." in sync with the game: hidden for non-hosts
and once the game has started, re-shown when the game ends or hosting
moves to the local player (new GameState::hostChanged signal)
* [Client] Do not preview a randomized turn order
Randomizing is a request to the server, not a local shuffle. Shuffling the
list locally meant the dialog showed an order the server then discarded, and
let the host re-open it until a favourable order appeared. The dialog now
switches to a mode that says the server will randomize and toggles back to the
manual list on request.
* [Client] Let moderators set the turn order
The server accepts SET_PLAYER_ORDER from the host or a moderator, but the
client hid the action from everyone except the host, making the moderator
branch unreachable. Visibility and the handler now share canSetTurnOrder().
* [Server] Rely on the player order event instead of a full state resend
cmdSetPlayerOrder re-sent the whole game state after reseating, so every
client reloaded its deck view mid-lobby for no reason. The new seating reaches
clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts.
* [Client] Show random turn order in the game selector
The restrictions column listed "open decklists" but not the new seating
option, so a joining player had no way to see that seats will be randomized
each game. Game info already shows the disabled checkbox.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Restore DeckList Serif default and live-update all role readers
* [Fonts] Keep the DeckList fallback on the application font
DeckList is read by the deck editor headers, the filter tree and the deck
view too, not only by the two surfaces that hardcoded Serif. Resolving the
unset role to Serif in appFont() made every user without a fonts.toml see
Serif outside the deck list.
- appFont(DeckList) falls back to the application font again.
- ThemeManager::deckListFont() resolves the role and keeps the Serif
fallback for the two historical sites: the deck view zone headers and
the printed deck list.
- DeckView no longer repaints its viewport on fontsChanged; touching the
scene items already schedules the repaint in every attached view.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move game logic into libcockatrice_game
* [Refactor] Include card_state.h in player_actions.h
* [Game] Inject settings providers into libcockatrice_game, drop Widgets
* [Game] Follow base rename to createCardRequested after rebase
* [Game] Drop unused CardItem forward declaration
* [Game] Fix includes after moving game logic into libcockatrice_game
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move card item creation out of game logic
* [Game] Rename signal to createCardRequested per review
* [Game] Move attachment bookkeeping onto CardState
CardState::setAttachedTo now maintains the attachedCards graph, resets the
grid point and emits the zone events itself, so game logic no longer needs
to reach into the CardItem graphics item. CardItem::setAttachedTo delegates
to the state and keeps only the view teardown (deleteLater).
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Retype card containers and zone logic onto CardState
* [Game] Restore attach bookkeeping via CardItem and repaint on state change
* [Refactor] Give custom zones a hidden graphics owner
Custom PileZoneLogic zones had no CardZone, so moving a card into one
left the CardItem drawn at its old spot. Create a hidden PileZone in
onCustomZoneAdded so cards are reparented and hidden.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [DeckList] Apply include-what-you-use to libcockatrice_deck_list
* [IWYU] Apply include-what-you-use across the tree
Run one whole-tree IWYU pass over the libcockatrice_* libraries, the
Cockatrice client, Oracle, Servatrice and the test suite, so each
translation unit includes what it uses directly and forward-declares
what it does not need.
IWYU only analyses real translation units, never the moc code CMake
generates from Q_OBJECT headers, so it strips includes that moc output
silently relies on. Where a type is passed by value (or nested in a
QList/QMap) in a signal or slot signature, the generated moc code needs
the complete type; those includes are kept with an explanatory
`// IWYU pragma: keep`. The same holds for Q_DECLARE_METATYPE targets
such as QSqlDatabase.
A handful of includes are added by hand where callers brace-initialize a
const-reference parameter, which also requires the complete type.
Applied as a single commit on purpose: stripping includes from the
libcockatrice_* headers is precisely what breaks the client, test and
server translation units, and the fixes for those live in the same
translation units. Splitting by component would therefore leave
intermediate commits that do not compile.
All 426 modified Q_OBJECT/Q_GADGET headers were verified to be
moc-self-contained by compiling each generated moc_*.cpp standalone;
several built only because of moc include ordering in
mocs_compilation.cpp before the keep-includes were added.
* [Tooling] Emit public Qt headers and fix IWYU fallout CI found
Three problems the local build could not see, all because a green local
build only proves the configuration it was run under.
Private Qt headers. IWYU emitted private, lowercase Qt headers, and
qtypes.h does not exist at all before Qt 6.9, so the Debian 12 and
Ubuntu 24.04 jobs on Qt 6.4.2 failed to compile. The generator only
emitted a mapping when the capital header name mirrored the private one
(QAbstractAnimation for qabstractanimation.h), so qtypes.h, which is
wrapped by QtTypes instead, got no mapping and kept the private
spelling. Map it explicitly to <QtTypes>, which is public since Qt 5 and
provides the same typedefs either way, and rewrite the 100 affected
includes.
Do not generalize this to "prefer any Qt* wrapper". The table is
generated from whichever Qt is installed, and the wrappers are not
equally old: QtLogging only appeared in Qt 6.8 and QtMinMax in 6.5, so
that heuristic trades one breakage for another. Every other lowercase
header still in the tree has shipped publicly since Qt 5, so those are
left alone.
Platform-guarded includes. IWYU only sees the preprocessor configuration
it is handed, so it dropped an include that only the macOS branch of
main.cpp needs, and the macOS jobs failed on an undeclared
UrlSchemeEventFilter. Restore the include. Force-compiling every file
that carries a platform guard under Q_OS_MAC, Q_OS_MACOS and __APPLE__
reports nothing else, so the macOS branches are covered rather than
assumed.
shellcheck. Drop a leftover variable and stop assigning the
include-what-you-use lookup, which was only ever an existence check.
* [Tooling] Map Qt 6.5+ split headers to QtGlobal for Qt 6.4 compatibility
IWYU emitted QtTypes, QtPreprocessorSupport, QtVersionChecks, QtAssert,
QtMinMax, QtClassHelperMacros, QtEnvironmentVariables and QtTranslation.
Qt 6.5 split those declarations out of qglobal.h into separate headers, so
neither the Qt* wrapper nor the q*.h private name exists on the oldest Qt we
support (6.4.2), and Debian 12 / Ubuntu 24.04 fail with "No such file or
directory". qtypes.h is worse still: it only appeared in Qt 6.9.
QtGlobal is the one spelling that works across the whole supported range. It
has been public since Qt 5, defines these declarations itself up to Qt 6.4, and
includes the split headers from Qt 6.5 on, so redirect all eight private
headers to it and collapse the affected includes in the tree.
Curated overrides now take precedence over the name-mirroring rule, which
cannot know about Qt version floors because the mapping is generated from
whatever Qt is installed. That rule was mapping qtversionchecks.h to
<QtVersionChecks> even with an override present, because the override was only
consulted as a fallback. A curated key that matches nothing is now a hard
error rather than a silent fallback, and the redirected headers are no longer
advertised as the home of a symbol.
Verified every Qt include in the tree resolves against the real
qt6-base-dev 6.4.2 package: 15 distinct includes, 0 missing.
* [Tooling] Map QOverload to QtGlobal and drop the QMetaMethodArgument include
Two more headers IWYU emitted do not exist on Qt 6.4.2:
QOverload was split out of qglobal.h in Qt 6.5, so on 6.4.2 it is declared in
qglobal.h directly and the standalone header is a hard error. QtGlobal covers
both, so map qoverload.h to it like the other 6.5+ split headers.
QMetaMethodArgument is never referenced anywhere in the tree. It is a bare
forwarder for qobjectdefs.h that our generator advertised as a class symbol,
which is how IWYU came to add the include at all. The symbol mappings are
generated from header names, so they cannot tell a forwarder that happens to be
capitalised from a real class; removing the unused include is the fix, and the
generic case stays a known limitation of the generator.
Extending the audit to every Q* header (an earlier pass only matched headers
starting with "Qt" or lowercase q*.h, so it missed all of them) against the real
qt6-base-dev, qt6-multimedia-dev, qt6-declarative-dev, qt6-svg-dev and
qt6-websockets-dev 6.4.2 packages: 341 distinct Qt includes, 0 missing.
* [Game] Give moc the complete CardItem type in player_actions.h
player_actions.h forward declares CardItem but passes QList<CardItem *> by
value in actPlay/actPlayFacedown/actHide. moc instantiates the metatype for
those parameters, and on Qt 6.4 that expands to sizeof(CardItem), so Ubuntu
24.04 fails with "invalid application of 'sizeof' to incomplete type
'CardItem'". Newer Qt tolerates the incomplete type, which is why only the
6.4.2 jobs failed.
Include the defining header with an IWYU pragma keep, matching how the other
MOC-required includes in this area are handled.
* [Game] Give moc the complete ServerInfo_Card type
player_logic.h, game_scene.h, view_zone.h and view_zone_widget.h forward
declare ServerInfo_Card but pass QList<const ServerInfo_Card *> through signal
and slot signatures. moc instantiates the metatype for those parameters, which
Qt 6.4 expands to sizeof(ServerInfo_Card), so the connect in game_scene.cpp
fails on Debian 12 and Ubuntu 24.04 with "invalid application of 'sizeof' to
incomplete type 'const ServerInfo_Card'". Newer Qt tolerates it, so only the
6.4.2 jobs failed.
Include the generated protobuf header with an IWYU pragma keep, following the
pattern already used for ServerInfo_Player and ServerInfo_User in
game_event_handler.h.
* [Client] Complete the types Qt 6.4 needs for connect and moc
Qt 6.4 expands QMetaType::fromType on the normalised argument list of a
PMF connect and on moc-generated metatypes, which requires sizeof on every
signal and slot parameter. Newer Qt tolerates forward declarations there,
so only the Debian 12 and Ubuntu 24.04 jobs failed, with
"invalid application of 'sizeof' to incomplete type" for QMouseEvent,
QPrinter and GameReplay.
Replace the forward declarations with the real includes:
- QMouseEvent in the nine widget headers that pass it through signals
- QPrinter in abstract_tab_deck_editor.cpp, for the actPrintDeck lambda
- game_replay.pb.h in tab_replays.h. GameReplay is a protobuf message, so
the project's game/replay.h only forward declares it and cannot supply
the complete type.
Found by recompiling all 1918 project TUs against the Debian Qt 6.4.2
headers, which reproduces those two CI jobs locally in one pass.
* [Client] Complete Release and QMenu for Qt 6.4 moc and connect
Continuing the Qt 6.4 complete-type sweep:
- window_main.cpp connects ClientUpdateChecker::finishedCheck to
MainWindow::checkClientUpdatesFinished, whose Release * parameter made
moc 6.4 instantiate the metatype. GameReplay turned out to be a protobuf
message, so Release likewise needed release_channel.h in the three
headers declaring those signals: window_main.h, dlg_update.h and
client_update_checker.h.
- moc 6.4 also needs sizeof(QMenu) for the QList<QMenu *> carried by
TabSupervisor::setMenu and MainWindow::updateTabMenu.
Verified by regenerating moc output with the Debian moc 6.4.2 for all 434
Q_OBJECT/Q_GADGET classes and compiling it, plus recompiling all 1612
source TUs, against the Qt 6.4.2 headers: no remaining failures.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
When a player left, GameScene::removePlayer iterated zoneViews while close()
synchronously removed the current view from that list. A judge with several open
views of the departing player (e.g. library and hand) only had the first one
closed; the remaining views were skipped and left pointing at a player that was
about to be deleted, crashing the client on the next access.
- GameScene::removePlayer: iterate over a copy of zoneViews
- GameScene::toggleZoneView: same fix for the identical iteration bug
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [GameScene] Sever connections properly.
Took 2 minutes
Took 54 minutes
* [GameScene] Sever animated item destroy connections at teardown
Fix crash when a replay's board is closed (GameScene teardown abort).
The old QObject::disconnect(nullptr, nullptr, this, nullptr) is invalid per
Qt docs (the sender must never be nullptr), so it never severed the PMF
destroyed -> GameScene::removeAnimatedItem connections that fire when
QGraphicsScene::~QGraphicsScene -> clear() destroys the remaining items.
Store the QMetaObject::Connection handle for each animated item and
disconnect them all in ~GameScene via the connection-handle overload.
Dedup connections on the connection map rather than animatedItems, since
the animation timer clears animatedItems on completion, which let a
re-registered item (e.g. a life counter flashed repeatedly) accumulate
orphaned duplicate destroyed connections that survived teardown.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Playmats
Took 19 seconds
Took 1 minute
* [Playmats] Add fixed override and configurable fallbacks to settings.
Took 29 minutes
Took 43 seconds
* Add main to test.
Took 1 minute
Took 29 seconds
* Move settings to own group
Took 11 minutes
* Some attempts to refresh macOS compositor
Took 2 minutes
* Try something else
Took 17 minutes
* Don't manipulate live list
Took 11 minutes
* Change things about resolution, address comments.
Took 45 minutes
Took 12 minutes
* Comments.
Took 14 minutes
Took 8 seconds
* Re-order settings menu location
Took 2 minutes
* Rename PlaymatResolution to Info and add enums
Took 8 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add an arrow draw animation setting
- New arrowDrawAnimation cards-display setting, default on
- The arrow draw animation checkbox joins the animation settings group
- Visual Deck Storage selection animation checkbox moves next to the
other animation checkboxes, and the enable/disable-all buttons now
cover it and the arrow animation
Took 2 minutes
Took 21 minutes
Took 7 minutes
Took 11 minutes
Took 20 seconds
* Animate arrows drawing from start to target
- The arrow stroke reveals itself along the arc with an eased timing,
followed by a short light sheen that sweeps down the shaft
- The arrow head pops in once the reveal reaches it, then the whole
arrow fades from its initial glow
- Decay is driven by GameScene's shared animation timer through the
IAnimatedItem interface (QElapsedTimer based), respecting the
arrowDrawAnimation setting
- GameScene adds the arrow item to the scene before starting its
animation so the item is registered against a valid scene
Took 6 minutes
Took 1 minute
* Defer animation start so arrows don't start halfway materialized
Took 13 minutes
* Don't draw tip/shaft outline
Took 12 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Introduce generic IAnimatedItem interface for scene animations
GameScene's shared 10ms animation timer previously only knew about
CardItems (cardsToAnimate). Generalize it so any scene item can tick on
the shared timer instead of owning its own QTimer:
- New IAnimatedItem interface with a single animationEvent() tick.
- GameScene tracks animated items in a QHash keyed by QObject and
auto-unregisters items when they are destroyed, so an item deleted
mid-animation (concede, removePlayer, deleteLater) can never leave a
dangling pointer in the set.
- GameScene::~GameScene disconnects incoming connections before the
animation timer is deleted; all timer stops are null-guarded so
destruction ordering no longer matters.
- AbstractCardItem implements IAnimatedItem with a no-op tick so the
existing tap-animation registration path keeps working; CardItem
overrides it with the real rotate animation.
Took 5 minutes
* Add Enable/Disable all animations buttons to settings
The animation settings group gets two push buttons that toggle every
per-effect animation checkbox at once. The base branch carries the
buttons and the shared slots; per-effect toggles (life counter,
battlefield, arrow draw) are added by the feature branches on top.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Shuffle some settings around
Took 21 minutes
Took 1 hour 25 minutes
* [Settings] Camel case everything
* Revert debug schema change
* Add new classes
* Fix card counters writing to global
* Fix CI tests
* Fix Windows CI
* interface() is a protected keyword for MSVC
Took 5 minutes
Took 5 seconds
* [Settings] Keep menu settings on the appearance settings page
Leave the 'Menu settings' group box on the appearance settings page for
now; relocating it to the user interface settings page will be done in a
separate PR.
Took 6 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Split cache_settings into multiple files
Took 9 minutes
Took 4 minutes
* [Settings] Fwd declare settings classes in cache_settings
Took 15 minutes
* Fix oracle includes.
Took 8 minutes
* Address comments, fix windows CI
Took 8 minutes
* fix copy constructor visibility
Took 3 minutes
* lint
Took 2 minutes
* Fix native format tests.
Took 5 minutes
* Remove test header guard
Took 4 seconds
* Remove tests invalid in CI environ
Took 24 seconds
* Adjust to rebase.
Took 11 minutes
* Change settings file name.
Took 8 minutes
---------
Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game][Player] Pull out graphics_items out of player_logic
Took 25 seconds
Took 9 minutes
* [Game] Move graphics files into game_graphics
Took 1 minute
Took 2 minutes
Took 23 seconds
Took 1 minute
Took 2 seconds
* Include.
Took 4 minutes
Took 3 minutes
Took 4 minutes
Took 1 minute
Took 3 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 09:51:13 +02:00
Renamed from cockatrice/src/game/game_scene.cpp (Browse further)