#include "hand_zone.h" #include "../../client/settings/cache_settings.h" #include "../../game/board/card_drag_item.h" #include "../../game/board/card_item.h" #include "../../game/player/player.h" #include "../../game/player/player_actions.h" #include "../../interface/theme_manager.h" #include #include HandZone::HandZone(HandZoneLogic *_logic, int _zoneHeight, QGraphicsItem *parent) : SelectZone(_logic, parent), zoneHeight(_zoneHeight) { connect(themeManager, &ThemeManager::themeChanged, this, &HandZone::updateBg); updateBg(); setCacheMode(DeviceCoordinateCache); } void HandZone::updateBg() { update(); } void HandZone::handleDropEvent(const QList &dragItems, CardZoneLogic *startZone, const QPoint &dropPoint) { if (startZone == nullptr || startZone->getPlayer() == nullptr || dragItems.isEmpty()) { return; } QPoint point = dropPoint + scenePos().toPoint(); int x = -1; if (SettingsCache::instance().getHorizontalHand()) { for (x = 0; x < getLogic()->getCards().size(); x++) { if (point.x() < static_cast(getLogic()->getCards().at(x))->scenePos().x()) { break; } } } else { x = calcDropIndexFromY(dropPoint.y()); } Command_MoveCard cmd; cmd.set_start_player_id(startZone->getPlayer()->getPlayerInfo()->getId()); cmd.set_start_zone(startZone->getName().toStdString()); cmd.set_target_player_id(getLogic()->getPlayer()->getPlayerInfo()->getId()); cmd.set_target_zone(getLogic()->getName().toStdString()); cmd.set_x(x); cmd.set_y(-1); for (int i = 0; i < dragItems.size(); ++i) { cmd.mutable_cards_to_move()->add_card()->set_card_id(dragItems[i]->getId()); } getLogic()->getPlayer()->getPlayerActions()->sendGameCommand(cmd); } QRectF HandZone::boundingRect() const { if (SettingsCache::instance().getHorizontalHand()) { return QRectF(0, 0, width, CardDimensions::HEIGHT_F + 10); } else { return QRectF(0, 0, CardDimensions::WIDTH_F * 1.5, zoneHeight); } } void HandZone::paint(QPainter *painter, const QStyleOptionGraphicsItem * /*option*/, QWidget * /*widget*/) { QBrush brush = themeManager->getExtraBgBrush(ThemeManager::Hand, getLogic()->getPlayer()->getZoneId()); painter->fillRect(boundingRect(), brush); } void HandZone::reorganizeCards() { if (!getLogic()->getCards().isEmpty()) { const int cardCount = getLogic()->getCards().size(); if (SettingsCache::instance().getHorizontalHand()) { bool leftJustified = SettingsCache::instance().getLeftJustified(); qreal cardWidth = getLogic()->getCards().at(0)->boundingRect().width(); const int xPadding = leftJustified ? cardWidth * 1.4 : 5; qreal totalWidth = leftJustified ? boundingRect().width() - (1 * xPadding) - 5 : boundingRect().width() - 2 * xPadding; if (cardCount == 1) { CardItem *c = getLogic()->getCards().at(0); qreal xPosition = leftJustified ? xPadding : xPadding + (totalWidth - cardWidth) / 2; c->setPos(xPosition, 5); c->setRealZValue(0); } else { for (int i = 0; i < cardCount; i++) { CardItem *c = getLogic()->getCards().at(i); // If the total width of the cards is smaller than the available width, // the cards do not need to overlap and are displayed in the center of the area. if (cardWidth * cardCount > totalWidth) { c->setPos(xPadding + ((qreal)i) * (totalWidth - cardWidth) / (cardCount - 1), 5); } else { qreal xPosition = leftJustified ? xPadding + ((qreal)i) * cardWidth : xPadding + ((qreal)i) * cardWidth + (totalWidth - cardCount * cardWidth) / 2; c->setPos(xPosition, 5); } c->setRealZValue(i); } } } else { // No clip container: hand cards should always be visible to the player. const auto params = buildStackParams(); layoutCardsVertically(params); } } update(); } void HandZone::sortHand(const QList &options) { if (getLogic()->getCards().isEmpty()) { return; } getLogic()->sortCards(options); reorganizeCards(); } void HandZone::setWidth(qreal _width) { if (SettingsCache::instance().getHorizontalHand()) { prepareGeometryChange(); width = _width; reorganizeCards(); } } void HandZone::updateOrientation() { prepareGeometryChange(); reorganizeCards(); }