Commit graph

4110 commits

Author SHA1 Message Date
Lukas Brübach
8c2bfc46ff [Fonts] Retire max font size setting into theme CardText min/max range
The per-card text size lives in the theme now, so a theme can pick the size
it was designed for instead of every user overriding it globally.

- CardText stores family + max point size; CardTextMinSize stores the
  overlay shrink-to-fit floor (omitted from fonts.toml when 1).
- ThemeManager::cardTextMaxSize()/cardTextMinSize() resolve the range with
  the retired defaults (12 max, 1 min), and cardTextMaxSize() falls back to
  the CardText role size that #7541 made live.
- The overlay widget starts at the explicit size when one is set (deck
  preview), else the theme max, and shrinks down to the theme floor.
- The appearance page's "Maximum font size" spin is gone; the range is
  edited in the theme's font grid, whose min/max spins now keep the saved
  range consistent with each other.
- Migration: appearance/maxFontSize is seeded into every user theme folder
  and into the active theme's folder (created when the theme is a shipped
  one that only exists in the system directory). The retired
  game/maxfontsize -> appearance/maxFontSize mapping stays, so users still
  on global.ini keep their value through the chain.
2026-11-03 00:21:48 +01:00
Lukas Brübach
69f4fb02db [Fonts] Polish font editor accessibility and note text 2026-11-03 00:20:16 +01:00
Lukas Brübach
37b9544ca3 [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.
2026-11-03 00:18:39 +01:00
Lukas Brübach
3daefe074c [Fonts] Restore DeckList Serif default and live-update all role readers 2026-11-03 00:18:39 +01:00
Lukas Brübach
755fa38d96 [Fonts] Fix font preview leaks and reuse default-font loader 2026-11-02 23:59:40 +01:00
Lukas Brübach
71fd913058 [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.
2026-11-02 23:26:45 +01:00
Lukas Brübach
9cb33f8fe4 [Fonts] Drop unused lambda captures in font-refresh handlers 2026-11-02 23:26:37 +01:00
Lukas Brübach
dd15c1a5f9 [Fonts] Migrate DeckList and InterfaceDefault surfaces to theme roles 2026-11-02 23:26:37 +01:00
Lukas Brübach
d4f0b75e87 [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.
2026-11-02 23:24:34 +01:00
Lukas Brübach
6b566af94e [Fonts] Migrate CardText surfaces to theme font role 2026-11-02 23:24:29 +01:00
Lukas Brübach
66405e966b [Fonts] Keep ChatView on the app font and share the report log font
- ChatLog's unset fallback is qApp->font() again: ChatView never set a font
  before the role existed, so an unset role must not switch chat and the game
  log to monospace at the system GeneralFont size.
- Move the monospace fallback the report dialogs used before into
  report_utils::reportLogFont(), which returns the theme's ChatLog role when it
  is set and the old monospace otherwise. tab_report, dlg_my_reports and
  dlg_report_user now share it, so they cannot drift and they honour a themed
  size instead of overriding it.
2026-11-02 23:22:30 +01:00
Lukas Brübach
dfef59ca4e [Fonts] Migrate ChatLog surfaces to theme font role 2026-11-02 23:22:24 +01:00
Lukas Brübach
15655767a8 [Fonts] Make the editor's fallback and Reset preview-independent
- Add ThemeManager::defaultAppFont(), which resolves an unset role against the
  startup font instead of currentFonts, and use it in FontGridWidget::loadFonts
  so the grid never shows the live preview as the theme's default.
- Reload the live theme in PaletteEditorDialog::onReset before re-reading the
  grid, so Reset restores the saved fonts before loadFonts resolves fallbacks.
2026-11-02 23:19:29 +01:00
Lukas Brübach
c78fd1e06c [Fonts] Add per-purpose font section to palette editor 2026-11-02 23:19:29 +01:00
Lukas Brübach
77e9b92c5a [Fonts] Restore the startup font when a config has no InterfaceDefault
- Capture the untouched application font next to the default palette and use
  it in previewFonts' else branch, so a config without InterfaceDefault
  restores the startup font instead of leaving the last preview applied.
- Drop the unpolish/polish loop from previewFonts: QApplication::setFont
  already notifies every widget, and the loop ran on every editor auto-apply.
2026-11-02 23:18:02 +01:00
Lukas Brübach
d854bdfd83 [Fonts] Wire FontConfig into ThemeManager with appFont and preview 2026-11-02 23:18:02 +01:00
Lukas Brübach
3def6b00ef [Fonts] Add AppFont roles and FontConfig fonts.toml round-trip 2026-11-02 23:14:56 +01:00
BruebachL
44d5138181
[VisualDatabase] Keep the card grid scrolling on macOS (#7764)
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* [VisualDatabase] Keep the card grid scrolling on macOS

The view ignored the wheel whenever the vertical scroll bar was not
visible. On macOS, scroll bars are transient: once the fade-out finishes,
QScrollbarStyleAnimation hides the scroll bar widget, so isVisible() then
reports false even though the grid has more rows to scroll. Scrolling was
dead until something else brought the bar back.

Gate on the scroll bar's range instead: it says whether there is anything
to scroll, while visibility is only about presentation. An event with no
range to scroll is still ignored, so an enclosing scroll area can take it.

* Update card_database_visual_view.cpp

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 18:18:19 +01:00
sentry[bot]
9f30892dff
[Client] Fix crash when local game commands are sent after shutdown (#7714)
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* [Client] Fix crash when local game commands are sent after shutdown

* [Network] Fix formatting in local client debug log

* [CI] Keep the vcpkg submodule pointer on the manifest baseline

vcpkg.json asks for builtin-baseline 9eec002 (vcpkg 2026.10.16), but the
submodule gitlink was still at 9e593bb. The runners check submodules out
shallowly, so vcpkg-tool cannot read versions/baseline.json out of the baseline
commit and every vcpkg leg (Windows and all macOS) fails in CMake configure
with:

  failed to `git show` versions/baseline.json

git phrases that as "path ... exists on disk, but not in <sha>" even when the
commit is simply absent from the shallow clone, so it reads like a tooling or
network failure rather than a mismatched pointer. Point the submodule back at
9eec002, and add a cheap job that fails when the gitlink and builtin-baseline
disagree, before the five build legs pay for it.

---------

Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 13:28:23 +01:00
sentry[bot]
8b0c980e85
[Client] Guard dragged card ghost from painting or dropping deleted cards (#7688)
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* [Client] Guard dragged card ghost from painting or dropping deleted cards

* [Game] Revert handling for cards destroyed mid-drag

Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>

* [DeckView] Access pointer through QPointer in DeckViewCardDragItem

---------

Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: zeldazach <7460172+zeldazach@users.noreply.github.com>
2026-11-02 08:39:07 +01:00
BruebachL
a1a8a59f4a
[VisualDatabase] Draw the card grid with a model/view (#7701)
* [VisualDatabase] Draw the card grid with a model/view instead of a widget per card

The visual card database built one CardInfoPictureWithTextOverlayWidget per
card, 100 per page, and tore them down on every search, resize and scroll
page. It also looked each card up again by name from the model row, kept a
shadow QList<ExactCard>, and carried paging state plus a 5 s timer that only
existed to defer the first page.

Replace that with a real view on a flattened model:

- CardDatabaseDisplayModel gains CardInfoRole and cardInfoAt(), so a view can
  get the CardInfoPtr behind a proxy row without a name round trip.
- New CardDatabaseVisualDisplayModel (libcockatrice_models) flattens the
  filtered and sorted proxy into one entry per displayed card picture: the
  preferred printing normally, every printing of the selected sets while set
  filters are active. Proxy changes rebuild it on a 30 ms coalescing timer.
- New CardDatabaseVisualView (QListView IconMode) paints only visible rows
  through the new CardPictureDelegate, keeps the old interaction contract
  (left/right/middle press -> cardClicked, hover -> cardHovered, Ctrl+wheel
  resize, no selection, no focus stealing, scroll to top on a new result) and
  repaints when CardPictureLoader reports an async image.
- CardSizeWidget::enableCtrlScrollResize() also watches scroll-area viewports,
  which is what makes Ctrl+wheel work over a QListView.
- VisualDatabaseDisplayWidget drops the paging, the shadow list, the dead
  members and the 5 s timer.

Behaviour-preserving: no gameplay change, no new user-facing strings.

* [VisualDatabase] Fix the card grid wheel step

QListView hands the delegate's item height to the scroll bar as its single step under ScrollPerPixel, so QAbstractSlider moved wheelScrollLines() whole card rows per notch. Handle the wheel in the view instead: one line is an eighth of the grid cell, so a notch moves about a third of a card row at any card size and still follows the OS line count.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 08:35:58 +01:00
BruebachL
94e6281d87
[Logs] Browse room history without filters with paginated infinite scroll (#7531)
* [Logs] Browse room history without filters with paginated infinite scroll

* [Logs] Continue pagination when switching log tabs

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 07:36:49 +01:00
BruebachL
5134e72eb4
[Settings] Store server profiles with QSettings arrays (#7629)
The server list used hand-numbered saveName%1/server%1 keys and an O(n)
shift loop to delete entries. Store the profiles with beginReadArray and
beginWriteArray instead, and migrate the legacy keys once in the
constructor so existing profiles and saved passwords survive.

SettingsManager::batchWrite no longer disables atomic sync, so a batch is
still written through QSettings' atomic save. Add tests for add, update,
remove, password updates and the legacy migration.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 07:30:29 +01:00
BruebachL
ce543896f5
[Tests] Use QtTest for model contracts and signal spies (#7630)
Qt6::Test was linked into every test but never used. Add a small RAII
QAbstractItemModelTester helper and apply it to the deck list model, the card
database model and display proxy, and the sets model. Add QSignalSpy coverage
for the card-added and download-settings signals, and assert explicitly that a
card row is a leaf with no child columns (the tester does not check that).

The contract checker immediately found four model bugs, fixed here:
- DeckListModel allowed children below non-zero columns.
- CardDatabaseModel reported every card as a child of every card row.
- CardDatabaseModel reported six columns for a valid (leaf) card index.
- CardDatabaseDisplayModel claimed more rows were fetchable while rowCount
  already exposed them all, so fetchMore() inserted duplicates.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 07:27:43 +01:00
BruebachL
50a2ae9cc8
[Server/Client] Enforce and complete the forced password change at login (#7680)
checkUserPassword ignored force_password_change on the challenge-response
path, so a reset password stayed valid. Returning PasswordChangeRequired
was not enough on its own: the session was dropped and the client told the
user to ask the administrator for the temporary password they had just used.

The pending session now keeps its identity without registering a user
session or announcing a join, may only ping and change its password, and
the client completes the change in-session before reconnecting.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-02 07:01:29 +01:00
BruebachL
ff393b8990
[Game] Connect zone dump response before sending the request (#7711)
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>
2026-11-01 12:49:35 +01:00
BruebachL
ae43659b91
[Build] Use versionless Qt CMake commands (#7639)
* [Build] Use versionless Qt CMake commands

Replace the versioned qt6_add_executable, qt6_add_resources, qt6_add_shaders,\nqt6_add_translations and qt6_wrap_cpp calls with their unversioned forms.\nAll five are documented as available at the project's 6.4 minimum and accept\nthe same arguments.\n\nVerification: full client, Oracle, server and test build passed.

* versionless qt_finalize_target and _project

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: tooomm <tooomm@users.noreply.github.com>
2026-10-31 18:53:00 +01:00
BruebachL
345b0e8ba9
[Refactor] Move game logic into libcockatrice_game (#7437)
* [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>
2026-10-31 18:44:15 +01:00
BruebachL
78964779c6
[Refactor] Move card item creation out of game logic (#7436)
* [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>
2026-10-31 18:44:15 +01:00
BruebachL
7ca23430cd
[Refactor] Retype PlayerActions onto CardState (#7435)
* [Refactor] Retype card containers and zone logic onto CardState

* [Refactor] Retype PlayerActions onto CardState

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:14 +01:00
BruebachL
65e9f1b370
[Refactor] Retype card containers and zone logic onto CardState (#7434)
* [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>
2026-10-31 18:44:14 +01:00
BruebachL
5d0d466930
[Refactor] Add card name, printing id, and color to CardState (#7433)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:13 +01:00
BruebachL
edb5caec8a
[Refactor] Hold zone views and card view teardown outside game graphics (#7429)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:13 +01:00
BruebachL
2335e064ac
[Refactor] Move the attachment graph and card view teardown onto CardState (#7428)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:13 +01:00
BruebachL
47c90cda10
[Refactor] Give graphics zones a card item cache and own card placement (#7427)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:12 +01:00
BruebachL
4879ddbd0f
[Refactor] Move card selection actions to GameScene and p/t parsing to CardState (#7426)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:12 +01:00
BruebachL
c9853734ad
[Refactor] Move card identity and card data into CardState (#7425)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:12 +01:00
BruebachL
6f0c5dca12
[Refactor] Move LoadedDeck and DeckFileFormat data types into libcockatrice_deck_list (#7424)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:11 +01:00
BruebachL
85fd052fdb
[Refactor] Move ArrowRegistry out of game/ into game_graphics/board (#7423)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:11 +01:00
BruebachL
3ccd44155d
[Refactor] Build arrow and attach commands in game/ instead of ArrowItem (#7422)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:11 +01:00
BruebachL
77f882ca37
[Refactor] Build deck setup commands in GameEventHandler instead of DeckViewContainer (#7421)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:10 +01:00
BruebachL
674a607960
[Refactor] Build player counter commands in game/ instead of AbstractCounter (#7420)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:10 +01:00
BruebachL
73d5a2a0ab
[Refactor] Emit phase toolbar intent instead of protobuf commands (#7419)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:10 +01:00
BruebachL
095b135640
[Refactor] Move the remaining zone commands out of game_graphics/zones/ (#7418)
* [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>
2026-10-31 18:44:09 +01:00
BruebachL
563833a88a
[Refactor] Build Command_MoveCard in game/ instead of the zone views (#7417)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:09 +01:00
BruebachL
4972ebcb97
[Refactor] Move the active card from AbstractGame into GameScene (#7416)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:08 +01:00
BruebachL
94b91be5a2
[Refactor] Pass the target card into PlayerActions instead of reading activeCard (#7415)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:08 +01:00
BruebachL
93c5d85996
[Refactor] Move attach and arrow previews from game logic into CardMenu (#7414)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:08 +01:00
BruebachL
52c5bd2ea3
[Refactor] Move table row mapping from TableZone into TableZoneLogic (#7413)
* [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>
2026-10-31 18:44:07 +01:00
BruebachL
d30d275296
[Refactor] Move AnnotationDialog and action data types into game/ (#7411)
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>
2026-10-31 18:44:07 +01:00