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* [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>
148 lines
5 KiB
C++
148 lines
5 KiB
C++
#include "hand_zone.h"
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#include "../../client/settings/cache_settings.h"
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#include "../../interface/theme_manager.h"
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#include "../board/card_drag_item.h"
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#include "../board/card_item.h"
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#include "../card_dimensions.h"
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#include <QBrush>
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#include <QList>
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#include <QPainter>
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#include <QPoint>
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#include <QPointF>
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#include <QRectF>
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#include <QString>
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#include <libcockatrice/game/player/player_actions.h>
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#include <libcockatrice/game/player/player_info.h>
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#include <libcockatrice/game/player/player_logic.h>
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#include <libcockatrice/game/zones/card_zone_logic.h>
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#include <libcockatrice/game/zones/hand_zone_logic.h>
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#include <libcockatrice/settings/interface_settings.h>
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#include <string>
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class QGraphicsItem;
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HandZone::HandZone(HandZoneLogic *_logic, int _zoneHeight, QGraphicsItem *parent)
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: SelectZone(_logic, parent), zoneHeight(_zoneHeight)
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{
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connect(themeManager, &ThemeManager::themeChanged, this, &HandZone::updateBg);
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updateBg();
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setCacheMode(DeviceCoordinateCache);
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}
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void HandZone::updateBg()
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{
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update();
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}
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void HandZone::handleDropEvent(const QList<CardDragItem *> &dragItems,
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CardZoneLogic *startZone,
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const QPoint &dropPoint)
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{
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if (startZone == nullptr || startZone->getPlayer() == nullptr || dragItems.isEmpty()) {
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return;
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}
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QPoint point = dropPoint + scenePos().toPoint();
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int x = -1;
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if (SettingsCache::instance().userInterface().getHorizontalHand()) {
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for (x = 0; x < cardItems().size(); x++) {
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if (point.x() < cardItems().at(x)->scenePos().x()) {
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break;
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}
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}
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} else {
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bool sameZone = startZone == getLogic();
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x = calcDropIndexFromY(dropPoint.y(), !sameZone);
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}
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QList<CardMoveRequest> cards;
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cards.reserve(dragItems.size());
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for (const CardDragItem *item : dragItems) {
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cards.append(CardMoveRequest{item->getId()});
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}
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getLogic()->getPlayer()->getPlayerActions()->moveCards(startZone, getLogic(), x, -1, cards);
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}
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QRectF HandZone::boundingRect() const
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{
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if (SettingsCache::instance().userInterface().getHorizontalHand()) {
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return QRectF(0, 0, width, CardDimensions::HEIGHT_F + 10);
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} else {
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return QRectF(0, 0, CardDimensions::WIDTH_F * 1.5, zoneHeight);
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}
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}
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void HandZone::paint(QPainter *painter, const QStyleOptionGraphicsItem * /*option*/, QWidget * /*widget*/)
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{
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QBrush brush = themeManager->getExtraBgBrush(ThemeManager::Hand, getLogic()->getPlayer()->getZoneId());
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painter->fillRect(boundingRect(), brush);
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}
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void HandZone::reorganizeCards()
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{
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if (!cardItems().isEmpty()) {
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const int cardCount = cardItems().size();
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if (SettingsCache::instance().userInterface().getHorizontalHand()) {
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bool leftJustified = SettingsCache::instance().userInterface().getLeftJustified();
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qreal cardWidth = cardItems().at(0)->boundingRect().width();
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const int xPadding = leftJustified ? cardWidth * 1.4 : 5;
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qreal totalWidth =
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leftJustified ? boundingRect().width() - (1 * xPadding) - 5 : boundingRect().width() - 2 * xPadding;
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if (cardCount == 1) {
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CardItem *c = cardItems().at(0);
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qreal xPosition = leftJustified ? xPadding : xPadding + (totalWidth - cardWidth) / 2;
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c->setPos(xPosition, 5);
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c->setRealZValue(0);
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} else {
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for (int i = 0; i < cardCount; i++) {
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CardItem *c = cardItems().at(i);
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// If the total width of the cards is smaller than the available width,
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// the cards do not need to overlap and are displayed in the center of the area.
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if (cardWidth * cardCount > totalWidth) {
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c->setPos(xPadding + ((qreal)i) * (totalWidth - cardWidth) / (cardCount - 1), 5);
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} else {
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qreal xPosition = leftJustified ? xPadding + ((qreal)i) * cardWidth
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: xPadding + ((qreal)i) * cardWidth +
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(totalWidth - cardCount * cardWidth) / 2;
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c->setPos(xPosition, 5);
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}
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c->setRealZValue(i);
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}
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}
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} else {
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// No clip container: hand cards should always be visible to the player.
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const auto params = buildStackParams();
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layoutCardsVertically(params);
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}
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}
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update();
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}
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void HandZone::sortHand(const QList<CardList::SortOption> &options)
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{
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if (cardItems().isEmpty()) {
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return;
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}
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getLogic()->sortCards(options);
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reorganizeCards();
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}
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void HandZone::setWidth(qreal _width)
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{
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if (SettingsCache::instance().userInterface().getHorizontalHand()) {
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prepareGeometryChange();
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width = _width;
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reorganizeCards();
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}
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}
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void HandZone::updateOrientation()
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{
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prepareGeometryChange();
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reorganizeCards();
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}
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