Player menu shortcuts were bound as soon as a local player was added in the deck-selection lobby. Defer full activation until GameMetaInfo reports the game has started, and bind only Player/aRollDie while in the lobby. Counters follow the deactivation signal, so they cannot re-enable shortcuts before the game starts.
Limited deck views (view top/bottom N cards, scry, surveil) made it
ambiguous which card was the top or bottom of the library. Label the card
itself with a small in-view marker instead of placing text above or below
the whole zone, which became ambiguous once the grid used several columns
or the window was resized.
The marker stays on the part of its card that the column leaves visible:
for a top view, the right end of the exposed strip of the first card; for
a bottom view, the bottom-left corner of the last, fully visible card.
The view logic now answers whether it is a limited library-end view and
which edge it shows. The graphics zone draws and positions a marker on
the first or last displayed card, and re-translates its tooltip with the
rest of the zone view.
Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
Holding or spamming the draw-arrow shortcut fires the action again
before the previous local arrow has been placed. Every new arrow takes
the mouse grab from the previous one, so the previous arrow never
receives the release that deletes it. If the cursor had passed over a
card meanwhile, the orphan stayed visible on the board.
Track the in-progress arrow on the CardItem that started it and cancel
it, together with any child arrows, before starting a new one. The
attach-arrow shortcut (Ctrl+Alt+A) uses the same path, so it no longer
leaks arrows either.
Fixes#4329.
Co-authored-by: mb <mbaecker@unforce.de>
The "from …" fragments built by getFromStr() carried a leading space so
the sentence templates could concatenate them directly (%2%3). That blank
is invisible on Transifex and most translations dropped it, merging the
card name and the zone phrase in the log (#4943).
Drop the blank from the tr() strings and add the separator in code where
the fragment is built. The space is only prepended when the fragment is
non-empty, so messages that put the zone in the card name instead — "the
top card of their library." — keep their punctuation tight.
The templates stay at %2%3, since %3 is empty on those paths.
Build the card menu's related card actions from complete strings with %1
placeholders instead of appending translated fragments. This also fixes
tr(cond ? "Transform into " : "Attach to "), which lupdate cannot extract:
neither string appears in cockatrice_en@source.ts, so neither was ever
translated.
Give the EDHRec tab title a %1 placeholder so French can render
"EDHRec : %1" instead of concatenating into "EDHRec :CardName".
Keep the colon in tr("Token:") and the leading space in tr(" seconds"),
since that separator is language-specific, and attach //: translator
comments so they are no longer shown out of context on Transifex.
* Parent card menu submenus to the menu that owns them
QMenu::addMenu(QMenu *) does not take ownership of the submenu, and these
submenus were created without a parent. Since CardMenu is rebuilt from
scratch on every right-click, each rebuild leaked the MoveMenu, PtMenu,
card counters and related-cards submenus.
Pass the owning CardMenu as the QWidget parent so Qt's parent-child
mechanism frees them with it.
* Delete the replaced card menu in TabGame to fix menu rebuild leak
PlayerMenu creates a new CardMenu on every right-click and TabGame installs
it with QAction::setMenu(), which does not take ownership, so the previous
menu was never freed. TabGame now deletes the menu it replaces and reuses a
single empty placeholder menu instead of allocating one per update. The
installed menu is also released when the tab is destroyed.
* [Settings] Delete update channels at shutdown
SettingsCache owns the stable and beta update channels as raw pointers, and
each owns a QNetworkAccessManager, so the process leaves QtNetwork objects
alive past QApplication teardown.
Delete them from a QCoreApplication::aboutToQuit handler instead of the
destructor: SettingsCache is a Q_GLOBAL_STATIC, so ~SettingsCache() runs
during static teardown, after QApplication is gone, and destroying the
network managers at that point is the post-application window that ASan
reports. The hook is installed on the first instance() call that has an
application object, since the first access may predate it.
* [Game] Follow the palette in judge message tags
Judge tags hardcoded a black prefix and a `theme:icons/scales` image inside rich
text, where `currentColor` cannot resolve and a palette change leaves the tag
unreadable. Render the scales glyph through the themed icon engine, register it
as a document image resource, and repaint the log when the palette or theme
changes.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Icons] Migrate UI glyphs to palette-token SVGs
Runtime inversion is not a theming system: it rotates hue, breaks duotone art
and mishandles alpha, and a QPixmap snapshot cannot follow a palette change.
Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the
paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor
was duplicated (cogwheel/gear -> settings, scale_balanced -> scales,
update.png -> reload).
Load the glyphs through `loadThemedIcon` so the engine resolves the token from
the palette on every request, and let `themePixmap` use the same resolution for
one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a
QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap.
Content art (mana, counters, countries) keeps its authored colors.
Add a render test covering aspect ratio, palette flips, icon modes and
high-DPI pixmaps.
* [Tests] Keep the icon render test QApplication alive until exit
Creating it as a function-local static tears it down before Qt's library statics
at exit, and libQt6Network then runs QObject destructors against freed memory —
a SEGV the sanitizer leg reports after the tests have already passed. Leak the
application instead, the usual pattern for a test binary.
* [Icons] Render lock and dropdown glyphs through the icon engine
Both generators rendered the sentinel SVG to a fixed height x height pixmap
at DPR 1. The pre-migration path rendered larger and let QIcon scale it, so
on a 2x display the games-list lock (13px) and the banner dropdown arrow
(24px) came back crisp; the new path hands the widget a DPR-1 bitmap that
gets upscaled and blurred.
- The games list asks the themed engine for `icons/lock` directly, so the
item view paints it at the device pixel ratio and the lock also follows
HighlightedText on a selected row.
- The dropdown goes through `loadThemedIcon(...).pixmap(size, dpr)`, which
keeps the glyph's aspect ratio and renders at the requested ratio.
- LockPixmapGenerator has no consumer left, so it and its cache are gone.
---------
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>
* [Fonts] Migrate DeckList and InterfaceDefault surfaces to theme roles
* [Fonts] Drop unused lambda captures in font-refresh handlers
* [Fonts] Fix pixel sizes and game overlay fonts from review
- Set the sizes the stylesheets carried with setPixelSize() rather than
setPointSize(): home buttons (34), banner (24), home group box (20),
the placeholder labels (14), the analytics drag handle (10), the EDHREC
navigation buttons (24), the user info popup (11/14/11/10/11) and the
game overlays (14/16/12). Points at 96 DPI were ~33% larger.
- The drag/total counters and tally columns keep the monospace family the
stylesheets set, so digit widths stop changing as counts tick and
white-space: pre stays aligned.
- applyDeckListFont() drops the cached tally rows before re-measuring, so
previewing a larger DeckList font no longer leaves the tally clipped.
- Tally labels and the constructor/fontsChanged pairs in the shared-deck
preview, quick setup, analytics panel, home box and public decks build
their font once in a local lambda instead of twice.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Migrate CardText surfaces to theme font role
* [Fonts] Keep CardText call sites on the app font and fix px sizes
- CardText's unset fallback is qApp->font() again: only the three counter
painters (paintNumberEllipse, GeneralCounter, PlayerCounter) were Serif
before the role existed, and they now ask for it through
ThemeManager::cardTextFont(). Card names, player names, counters, the
overlay, the Archidekt and EDHREC labels and the completer delegate keep the
app font they used before.
- Use setPixelSize for the EDHREC card name (20px) and commander name (28px)
and details (16px) sizes: the stylesheets said px, and setPointSize made
them about a third larger.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
ZoneViewZone::initializeCards() connected PendingCommand::finished only after ZoneViewZoneLogic::requestZoneDump() had already sent the command. Local games process the dump synchronously, so finished was emitted before the view connected and the library/sideboard view stayed empty.
Split requestZoneDump() into prepareZoneDump() and sendZoneDump(), and connect before sending, matching the TabRoom prepare/send convention.
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>
* [Refactor] Move the remaining zone commands out of game_graphics/zones/
* [Game] Move zone dump request onto ZoneViewZoneLogic per review
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move table row mapping from TableZone into TableZoneLogic
* [Game] Use TableZoneLogic::ROW_COUNT directly per review
* [Format] Match clang-format line breaking in table_zone
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Folds in the closed#7410 (Move AnnotationDialog from game/ logic to
game_graphics/) now that layers 1-2 are closed and this stack bottoms on
master directly:
- Add game_graphics/dialogs/dlg_annotation.{h,cpp} and move the
QInputDialog subclass there; game/ no longer declares any widget type.
- Add game/player/token_info.h and game/player/move_top_cards_until_options.h.
- Move CardMenuActionType to game/player/card_menu_action_type.h.
- Graphics dialog headers include the new game/ headers instead of
defining the structs themselves.
No behavior change.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [QtUtils] Add parent lookup, layout clearing, scroll area and monospace helpers
* [QtUtils] Adopt shared Qt helpers across the client
* [QtUtils] Add layout creation and relayout helpers
* Swap parameter order (spacing before margin) and remove static from relayout()
* [QtUtils] Use relayout() after rebuilding dynamic layouts
* [QtUtils] Use makeLayout() for zero-margin layouts
* Consolidate setSpacing() calls into makeLayout() using new parameter order
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Tell the user when their playmat art is blocked
A server DENY rule silently drops banned playmat art: SetPlaymat fails
with no handler and DeckSelect strips the mat while answering RespOk.
Surface both cases with the same critical message box the banner card
art flow uses. DeckSelect strips are detected by comparing the
requested mat, passed via PendingCommand extraData, against the
server-echoed deck. Notices dedupe per card and reset on success.
* [Client] Gate playmat blocked notice on RespFunctionNotAllowed per review
Only SetPlaymat with RespFunctionNotAllowed signals a card art DENY
rule. Older servers answer RespInvalidCommand and strip the mat from
DeckSelect, so drop the DeckSelect comparison to avoid false
blacklisted popups on pre-playmat servers.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: BruebachL <bruebachl@users.noreply.github.com>
* [Game] Raise rubber band above count label and collapse multi-selection on click
Raise rubber band on start and collapse multi-selection to clicked card when left-clicking an already-selected card with no modifiers.
* [Game] Collapse multi-selection on release instead of press
Collapsing at press time dropped the selection before the drag started,
which broke dragging multiple cards. Keep the selection on press and
collapse it on release when the pointer stayed within the drag
distance.
* [Game] Defer selection collapse until the double-click window passes
A release without drag collapsed the multi-selection immediately, so a
double-click that followed (playSelected acts on scene()->selectedItems())
only ever saw the single clicked card. When the card handles
double-clicks on the selection, arm the collapse on a single-shot timer
for QApplication::doubleClickInterval() instead and cancel it from the
double-click handler; a new press disarms the other cards and a
selection-count guard covers rubber-band/ctrl changes meanwhile.
* [Game] Keep sideboard multi-selection on double-click
DeckViewCard overrides doubleClickActsOnSelection to preserve the
selection, restoring master behavior where double-clicking moves all
selected cards between main and side. DeckView cancels any pending
collapse before reading the selection.
* [Game] Remove duplicated inline selection-collapse declarations
* [Game] Fix DeckView collapse call visibility and multi-selection collapse
Make cancelPendingSelectionCollapse() public so DeckView can call it on
selected DeckViewCards. Always arm the deferred collapse on release
instead of skipping cards whose double-click acts on the selection;
the double-click-interval timer plus the cancel calls in
CardItem::mouseDoubleClickEvent and DeckView::mouseDoubleClickEvent
already preserve the selection for double-clicks.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Use native title bar height for ZoneViewWidget close button
Compute title bar height from style (PM_TitleBarHeight) instead of hardcoded 24.0 to align hit box with native close button.
* [Game] Fix ZoneViewWidget title bar height compile errors
Drop the redundant static on the anonymous namespace helper, stop
redeclaring titleBarHeight's parameter and reuse tbh in the fallback
path, and restore the position clamp that still referenced the removed
kTitleBarHeight constant.
---------
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>
The game log translates its sentences, zone names and counter names, but every
card name was rendered as the raw canonical name straight from the server.
The card board and the card info text already went through
CardLocalization::displayName(), so the log was the odd one out.
cardLink() used one string for both the card:// href and the visible label,
which left no room for a localized label. Split the two: the href keeps the
canonical name because ChatView::mousePressEvent feeds it straight to
showCardInfoPopup for lookup, while the label goes through the display
language. Same split for [card] chat tags in ChatView::appendCardTag.
Sanitize the name while building the link. logUndoDraw already did this by
hand and had drifted into its own non-italic copy of cardLink(); route it back
through the helper.
Add CardLocalization::displayNameFor() for callers that only hold a canonical
name and need no CardInfoPtr of their own.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Add option to use game time in game log timestamps (#2202)
Game log timestamps showed the local clock time, which is meaningless in
a replay or in a log read after the fact — nobody can tell when a play
happened relative to the game.
Add a "Use game time instead of local time in game logs" setting. When
enabled, the message log stamps entries with the elapsed game time
(HH:MM:SS since the game started); regular chat views keep the local
clock.
* [Game] Move formatElapsedTime helper out of public slots (#2202)
The message log needs the HH:MM:SS formatter used by the game timer, but
it lives in GameState's public slots, tying a pure formatting helper to
the signal-slot machinery.
Move formatElapsedTime into a public section of GameState so the log can
call it directly, and add the missing trailing newline to game_state.cpp.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>