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