Cockatrice/cockatrice/src/game/game_scene.cpp
2025-11-08 19:27:37 +01:00

532 lines
16 KiB
C++

#include "game_scene.h"
#include "../client/settings/cache_settings.h"
#include "board/card_item.h"
#include "phases_toolbar.h"
#include "player/player.h"
#include "player/player_graphics_item.h"
#include "zones/view_zone.h"
#include "zones/view_zone_widget.h"
#include <QAction>
#include <QBasicTimer>
#include <QDebug>
#include <QGraphicsSceneMouseEvent>
#include <QGraphicsView>
#include <QSet>
#include <QtMath>
#include <numeric>
/**
* @brief Constructs the GameScene.
* @param _phasesToolbar Toolbar widget for phases.
* @param parent Optional parent QObject.
*
* Initializes the animation timer, adds the phases toolbar to the scene,
* and connects to settings changes for multi-column layout.
* Finally, calls rearrange() to layout players initially.
*/
GameScene::GameScene(PhasesToolbar *_phasesToolbar, QObject *parent)
: QGraphicsScene(parent), phasesToolbar(_phasesToolbar), viewSize(QSize()), playerRotation(0)
{
animationTimer = new QBasicTimer;
addItem(phasesToolbar);
connect(&SettingsCache::instance(), &SettingsCache::minPlayersForMultiColumnLayoutChanged, this,
&GameScene::rearrange);
rearrange();
}
GameScene::~GameScene()
{
delete animationTimer;
// DO NOT call clearViews() here
// clearViews calls close() on the zoneViews, which sends signals; sending signals in destructors leads to segfaults
// deleteLater() deletes the zoneView without allowing it to send signals
for (const auto &zoneView : zoneViews) {
zoneView->deleteLater();
}
}
/**
* @brief Updates localized text in all zone views.
*/
void GameScene::retranslateUi()
{
for (ZoneViewWidget *view : zoneViews)
view->retranslateUi();
}
/**
* @brief Adds a player to the scene and stores their graphics item.
* @param player Player to add.
*
* Connects to the player's sizeChanged signal to recompute layout on resize.
*/
void GameScene::addPlayer(Player *player)
{
qCInfo(GameScenePlayerAdditionRemovalLog) << "GameScene::addPlayer name=" << player->getPlayerInfo()->getName();
players << player->getGraphicsItem();
addItem(player->getGraphicsItem());
connect(player->getGraphicsItem(), &PlayerGraphicsItem::sizeChanged, this, &GameScene::rearrange);
}
/**
* @brief Removes a player from the scene.
* @param player Player to remove.
*
* Closes any zone views associated with the player and recomputes layout.
*/
void GameScene::removePlayer(Player *player)
{
qCInfo(GameScenePlayerAdditionRemovalLog) << "GameScene::removePlayer name=" << player->getPlayerInfo()->getName();
for (ZoneViewWidget *zone : zoneViews) {
if (zone->getPlayer() == player) {
zone->close();
}
}
players.removeOne(player->getGraphicsItem());
removeItem(player->getGraphicsItem());
rearrange();
}
/**
* @brief Adjusts the global rotation offset for player layout.
* @param rotationAdjustment Number of positions to rotate.
*
* Recomputes player layout after applying rotation.
*/
void GameScene::adjustPlayerRotation(int rotationAdjustment)
{
playerRotation += rotationAdjustment;
rearrange();
}
/**
* @brief Recomputes the layout of players and the scene size.
*
* Steps:
* 1. Collect active players who haven't conceded.
* 2. Rotate player list based on first local player and rotation offset.
* 3. Determine number of columns.
* 4. Compute scene size and layout.
* 5. Update toolbar height and scene rectangle.
* 6. Adjust columns and player positions to match view size.
*/
void GameScene::rearrange()
{
int firstPlayerIndex = 0;
auto playersPlaying = collectActivePlayers(firstPlayerIndex);
playersPlaying = rotatePlayers(playersPlaying, firstPlayerIndex);
int columns = determineColumnCount(playersPlaying.size());
QSizeF sceneSize = computeSceneSizeAndPlayerLayout(playersPlaying, columns);
phasesToolbar->setHeight(sceneSize.height());
setSceneRect(0, 0, sceneSize.width(), sceneSize.height());
processViewSizeChange(viewSize);
}
// ---------- View Size ----------
/**
* @brief Handles view resize and redistributes player positions.
* @param newSize New view size.
*
* Steps:
* 1. Compute minimum width per column from player items.
* 2. Determine new scene width respecting aspect ratio.
* 3. Resize columns and reposition players proportionally.
*/
void GameScene::processViewSizeChange(const QSize &newSize)
{
viewSize = newSize;
QList<qreal> minWidthByColumn = calculateMinWidthByColumn();
qreal minWidth = std::accumulate(minWidthByColumn.begin(), minWidthByColumn.end(), phasesToolbar->getWidth());
qreal newWidth = calculateNewSceneWidth(newSize, minWidth);
setSceneRect(0, 0, newWidth, sceneRect().height());
resizeColumnsAndPlayers(minWidthByColumn, newWidth);
}
// ---------- Player Layout Helpers ----------
/**
* @brief Collects all active (non-conceded) players.
* @param firstPlayerIndex Output index of first local player.
* @return List of active players.
*
* Used to determine rotation and layout order.
*/
QList<Player *> GameScene::collectActivePlayers(int &firstPlayerIndex) const
{
QList<Player *> activePlayers;
firstPlayerIndex = 0;
bool firstPlayerFound = false;
for (auto *pgItem : players) {
Player *p = pgItem->getPlayer();
if (p && !p->getConceded()) {
activePlayers.append(p);
if (!firstPlayerFound && p->getPlayerInfo()->getLocal()) {
firstPlayerIndex = activePlayers.size() - 1;
firstPlayerFound = true;
}
}
}
return activePlayers;
}
/**
* @brief Rotates the list of players for layout.
* @param players Original list of players.
* @param firstPlayerIndex Index of first local player.
* @return Rotated list.
*
* Applies rotation offset and ensures the list wraps correctly.
*/
QList<Player *> GameScene::rotatePlayers(const QList<Player *> &activePlayers, int firstPlayerIndex) const
{
QList<Player *> rotated = activePlayers;
if (!rotated.isEmpty()) {
int totalRotation = firstPlayerIndex + playerRotation;
while (totalRotation < 0)
totalRotation += rotated.size();
for (int i = 0; i < totalRotation; ++i)
rotated.append(rotated.takeFirst());
}
return rotated;
}
int GameScene::determineColumnCount(int playerCount)
{
return playerCount < SettingsCache::instance().getMinPlayersForMultiColumnLayout() ? 1 : 2;
}
/**
* @brief Computes layout positions and scene size based on players and columns.
* @param playersPlaying List of active players.
* @param columns Number of columns to split into.
* @return Calculated scene size.
*
* Logic:
* - Determine rows per column (rounding up).
* - Calculate column widths based on widest player item.
* - Accumulate scene width and height.
* - Position players in columns with spacing.
* - Mirror graphics for visual balance.
*/
QSizeF GameScene::computeSceneSizeAndPlayerLayout(const QList<Player *> &playersPlaying, int columns)
{
playersByColumn.clear();
int rows = qCeil((qreal)playersPlaying.size() / columns);
qreal sceneHeight = 0, sceneWidth = -playerAreaSpacing;
QList<int> columnWidth;
QListIterator<Player *> playersIter(playersPlaying);
for (int col = 0; col < columns; ++col) {
playersByColumn.append(QList<PlayerGraphicsItem *>());
columnWidth.append(0);
qreal thisColumnHeight = -playerAreaSpacing;
int rowsInColumn = rows - (playersPlaying.size() % columns) * col; // Adjust rows for uneven columns
for (int j = 0; j < rowsInColumn; ++j) {
Player *player = playersIter.next();
if (col == 0)
playersByColumn[col].prepend(player->getGraphicsItem());
else
playersByColumn[col].append(player->getGraphicsItem());
auto *pgItem = player->getGraphicsItem();
thisColumnHeight += pgItem->boundingRect().height() + playerAreaSpacing;
columnWidth[col] = std::max(columnWidth[col], (int)pgItem->boundingRect().width());
}
sceneHeight = std::max(sceneHeight, thisColumnHeight);
sceneWidth += columnWidth[col] + playerAreaSpacing;
}
qreal phasesWidth = phasesToolbar->getWidth();
sceneWidth += phasesWidth;
// Position players horizontally and vertically
qreal x = phasesWidth;
for (int col = 0; col < columns; ++col) {
qreal y = 0;
for (int row = 0; row < playersByColumn[col].size(); ++row) {
PlayerGraphicsItem *player = playersByColumn[col][row];
player->setPos(x, y);
player->setMirrored(row != rows - 1); // Mirror all except bottom-most
y += player->boundingRect().height() + playerAreaSpacing;
}
x += columnWidth[col] + playerAreaSpacing;
}
return QSizeF(sceneWidth, sceneHeight);
}
/**
* @brief Computes the minimum width for each column based on player minimum widths.
* @return List of minimum widths per column.
*/
QList<qreal> GameScene::calculateMinWidthByColumn() const
{
QList<qreal> minWidthByColumn;
for (const auto &col : playersByColumn) {
qreal maxWidth = 0;
for (PlayerGraphicsItem *player : col)
maxWidth = std::max(maxWidth, player->getMinimumWidth());
minWidthByColumn.append(maxWidth);
}
return minWidthByColumn;
}
/**
* @brief Calculates new scene width considering window aspect ratio.
* @param newSize View size.
* @param minWidth Minimum width needed to fit all players.
* @return Scene width respecting window and content.
*/
qreal GameScene::calculateNewSceneWidth(const QSize &newSize, qreal minWidth) const
{
qreal newRatio = (qreal)newSize.width() / newSize.height();
qreal minRatio = minWidth / sceneRect().height();
if (minRatio > newRatio) {
return minWidth; // Table dominates width
} else {
return newRatio * sceneRect().height(); // Window ratio dominates
}
}
/**
* @brief Resizes columns and distributes extra width to players.
* @param minWidthByColumn Minimum widths per column.
* @param newWidth Total scene width.
*
* Extra width is distributed evenly across columns. Each player item is
* notified to adjust internal layout for the new column width.
*/
void GameScene::resizeColumnsAndPlayers(const QList<qreal> &minWidthByColumn, qreal newWidth)
{
qreal minWidth = std::accumulate(minWidthByColumn.begin(), minWidthByColumn.end(), phasesToolbar->getWidth());
qreal extraWidthPerColumn = (newWidth - minWidth) / playersByColumn.size();
qreal newx = phasesToolbar->getWidth();
for (int col = 0; col < playersByColumn.size(); ++col) {
for (PlayerGraphicsItem *player : playersByColumn[col]) {
player->processSceneSizeChange(minWidthByColumn[col] + extraWidthPerColumn);
player->setPos(newx, player->y());
}
newx += minWidthByColumn[col] + extraWidthPerColumn;
}
}
// ---------- Hover Handling ----------
void GameScene::updateHover(const QPointF &scenePos)
{
auto itemList = items(scenePos, Qt::IntersectsItemBoundingRect, Qt::DescendingOrder, getViewTransform());
CardZone *zone = findTopmostZone(itemList);
CardItem *topCard = zone ? findTopmostCardInZone(itemList, zone) : nullptr;
updateHoveredCard(topCard);
}
void GameScene::updateHoveredCard(CardItem *newCard)
{
if (hoveredCard && (newCard != hoveredCard))
hoveredCard->setHovered(false);
if (newCard && (newCard != hoveredCard))
newCard->setHovered(true);
hoveredCard = newCard;
}
CardZone *GameScene::findTopmostZone(const QList<QGraphicsItem *> &items)
{
for (QGraphicsItem *item : items)
if (auto *zone = qgraphicsitem_cast<CardZone *>(item))
return zone;
return nullptr;
}
CardItem *GameScene::findTopmostCardInZone(const QList<QGraphicsItem *> &items, CardZone *zone)
{
CardItem *maxZCard = nullptr;
qreal maxZ = -1;
for (QGraphicsItem *item : items) {
CardItem *card = qgraphicsitem_cast<CardItem *>(item);
if (!card)
continue;
if (card->getAttachedTo()) {
if (card->getAttachedTo()->getZone() != zone->getLogic())
continue;
} else if (card->getZone() != zone->getLogic())
continue;
if (card->getRealZValue() > maxZ) {
maxZ = card->getRealZValue();
maxZCard = card;
}
}
return maxZCard;
}
// ---------- Zone Views ----------
/**
* @brief Toggles a zone view for a player.
* @param player Player owning the zone.
* @param zoneName Name of the zone.
* @param numberCards Number of cards visible in the view.
* @param isReversed Whether the zone view is reversed.
*
* If an identical view exists, it is closed. Otherwise, a new ZoneViewWidget is created
* and positioned based on zone type.
*/
void GameScene::toggleZoneView(Player *player, const QString &zoneName, int numberCards, bool isReversed)
{
for (auto &view : zoneViews) {
ZoneViewZone *temp = view->getZone();
if (temp->getLogic()->getName() == zoneName && temp->getLogic()->getPlayer() == player &&
qobject_cast<ZoneViewZoneLogic *>(temp->getLogic())->getNumberCards() == numberCards) {
view->close();
}
}
ZoneViewWidget *item =
new ZoneViewWidget(player, player->getZones().value(zoneName), numberCards, false, false, {}, isReversed);
zoneViews.append(item);
connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView);
addItem(item);
if (zoneName == "grave")
item->setPos(360, 100);
else if (zoneName == "rfg")
item->setPos(380, 120);
else
item->setPos(340, 80);
}
/**
* @brief Adds a revealed zone view (for shown cards).
* @param player Owning player.
* @param zone Zone logic.
* @param cardList List of cards to show.
* @param withWritePermission Whether edits are allowed.
*/
void GameScene::addRevealedZoneView(Player *player,
CardZoneLogic *zone,
const QList<const ServerInfo_Card *> &cardList,
bool withWritePermission)
{
ZoneViewWidget *item = new ZoneViewWidget(player, zone, -2, true, withWritePermission, cardList);
zoneViews.append(item);
connect(item, &ZoneViewWidget::closePressed, this, &GameScene::removeZoneView);
addItem(item);
item->setPos(600, 80);
}
/**
* @brief Removes a zone view widget from the scene.
* @param item Zone view to remove.
*/
void GameScene::removeZoneView(ZoneViewWidget *item)
{
zoneViews.removeOne(item);
removeItem(item);
}
/**
* @brief Closes all zone views.
*/
void GameScene::clearViews()
{
while (!zoneViews.isEmpty())
zoneViews.first()->close();
}
/**
* @brief Closes the most recently added zone view.
*/
void GameScene::closeMostRecentZoneView()
{
if (!zoneViews.isEmpty())
zoneViews.last()->close();
}
// ---------- View Transforms ----------
QTransform GameScene::getViewTransform() const
{
return views().at(0)->transform();
}
QTransform GameScene::getViewportTransform() const
{
return views().at(0)->viewportTransform();
}
// ---------- Event Handling ----------
bool GameScene::event(QEvent *event)
{
if (event->type() == QEvent::GraphicsSceneMouseMove)
updateHover(static_cast<QGraphicsSceneMouseEvent *>(event)->scenePos());
return QGraphicsScene::event(event);
}
void GameScene::timerEvent(QTimerEvent * /*event*/)
{
QMutableSetIterator<CardItem *> i(cardsToAnimate);
while (i.hasNext()) {
i.next();
if (!i.value()->animationEvent())
i.remove();
}
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
void GameScene::registerAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.insert(static_cast<CardItem *>(card));
if (!animationTimer->isActive())
animationTimer->start(10, this);
}
void GameScene::unregisterAnimationItem(AbstractCardItem *card)
{
cardsToAnimate.remove(static_cast<CardItem *>(card));
if (cardsToAnimate.isEmpty())
animationTimer->stop();
}
// ---------- Rubber Band ----------
void GameScene::startRubberBand(const QPointF &selectionOrigin)
{
emit sigStartRubberBand(selectionOrigin);
}
void GameScene::resizeRubberBand(const QPointF &cursorPoint)
{
emit sigResizeRubberBand(cursorPoint);
}
void GameScene::stopRubberBand()
{
emit sigStopRubberBand();
}