mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-11-09 11:33:25 -08:00
1544 lines
53 KiB
C++
1544 lines
53 KiB
C++
#include "game_scene.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 "../interface/widgets/cards/card_hover_widget.h"
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#include "animated_item.h"
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#include "board/abstract_card_item.h"
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#include "board/arrow_item.h"
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#include "board/arrow_registry.h"
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#include "board/card_item.h"
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#include "phases_toolbar.h"
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#include "player/menu/player_menu.h"
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#include "player/player_graphics_item.h"
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#include "player/player_target.h"
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#include "z_values.h"
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#include "zones/card_zone.h"
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#include "zones/select_zone.h"
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#include "zones/table_zone.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 <QBasicTimer>
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#include <QCursor>
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#include <QDebug>
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#include <QEvent>
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#include <QGraphicsItem>
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#include <QGraphicsObject>
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#include <QGraphicsSceneMouseEvent>
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#include <QGraphicsSceneWheelEvent>
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#include <QGraphicsView>
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#include <QListIterator>
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#include <QMenu>
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#include <QMessageLogger>
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#include <QMutableHashIterator>
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#include <QObject>
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#include <QPoint>
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#include <QRectF>
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#include <QScrollBar>
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#include <QSet>
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#include <QSharedPointer>
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#include <QTimer>
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#include <QtGlobal>
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#include <algorithm>
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#include <functional>
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#include <libcockatrice/game/abstract_game.h>
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#include <libcockatrice/game/board/arrow_data.h>
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#include <libcockatrice/game/game_state.h>
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#include <libcockatrice/game/player/player_actions.h>
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#include <libcockatrice/game/player/player_event_handler.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/view_zone_logic.h>
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#include <libcockatrice/settings/cards_display_settings.h>
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#include <libcockatrice/settings/interface_settings.h>
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#include <libcockatrice/utility/zone_names.h>
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#include <numeric>
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#include <qnamespace.h>
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class ArrowTarget;
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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().userInterface(), &InterfaceSettings::minPlayersForMultiColumnLayoutChanged, this,
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&GameScene::rearrange);
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// CardText items (P/T boxes, counters, player names) read the role at
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// paint time and cache their rendering, so touch every item to invalidate
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// the caches and pick up the new family on font changes.
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connect(themeManager, &ThemeManager::fontsChanged, this, [this] {
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for (auto *item : items()) {
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item->update();
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}
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});
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// Card hover popup (cardHoverWidget is created lazily on first show)
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hoverActivateTimer = new QTimer(this);
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hoverActivateTimer->setSingleShot(true);
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hoverActivateTimer->setInterval(500);
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connect(hoverActivateTimer, &QTimer::timeout, this, &GameScene::onHoverActivateTimeout);
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hoverPanelTimer = new QTimer(this);
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hoverPanelTimer->setSingleShot(true);
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hoverPanelTimer->setInterval(200);
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connect(hoverPanelTimer, &QTimer::timeout, this, &GameScene::onHoverPanelTimeout);
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hoverGraceTimer = new QTimer(this);
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hoverGraceTimer->setSingleShot(true);
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hoverGraceTimer->setInterval(200);
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connect(hoverGraceTimer, &QTimer::timeout, this, &GameScene::onHoverGraceTimeout);
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rearrange();
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}
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GameScene::~GameScene()
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{
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// Sever all destroyed->removeAnimatedItem connections before the members below
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// are destroyed: the base QGraphicsScene destructor destroys the remaining items,
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// and their destroyed() signals must not reach slots that reference members that
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// no longer exist. The connection handle overload is used because the string-based
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// disconnect(nullptr, nullptr, this, nullptr) is invalid (the sender must never be
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// nullptr) and would otherwise fail to sever these pointer-to-member connections.
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for (auto it = animationItemConnections.constBegin(); it != animationItemConnections.constEnd(); ++it) {
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QObject::disconnect(*it);
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}
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animationItemConnections.clear();
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delete animationTimer;
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animationTimer = nullptr;
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delete hoverActivateTimer;
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delete hoverPanelTimer;
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delete hoverGraceTimer;
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// Delete all ArrowItems before QGraphicsScene's base destructor runs.
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// QGraphicsScene::~QGraphicsScene() destroys items in arbitrary order.
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// If a PlayerTarget is destroyed before an ArrowItem pointing to it,
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// ArrowItem::onTargetDestroyed fires and emits on the partially-destroyed
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// GameScene, causing a segfault.
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for (auto *item : items()) {
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if (auto *arrow = qgraphicsitem_cast<ArrowItem *>(item)) {
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delete arrow;
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}
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}
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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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QList<CardState *> GameScene::selectedCardStates() const
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{
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QList<CardState *> selectedStates;
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for (auto *card : selectedCards()) {
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selectedStates.append(card->getState());
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}
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return selectedStates;
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}
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QList<CardItem *> GameScene::selectedCards() const
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{
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QList<CardItem *> selectedCards;
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for (auto item : selectedItems()) {
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if (auto card = qgraphicsitem_cast<CardItem *>(item)) {
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selectedCards.append(card);
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}
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}
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return selectedCards;
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}
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/**
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* @brief Selects every card of @p zone for which @p filter holds.
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* @param filter A predicate to filter which cards are selected.
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*/
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static void selectCardsInZone(
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const CardZoneLogic *zone,
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std::function<bool(const CardItem *)> filter = [](const CardItem *) { return true; })
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{
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if (!zone) {
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return;
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}
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for (auto *cardState : zone->getCards()) {
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auto *cardItem = cardState == nullptr ? nullptr : qobject_cast<CardItem *>(cardState->parent());
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if (cardItem && filter(cardItem)) {
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cardItem->setSelected(true);
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}
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}
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}
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void GameScene::selectAllInZone(const CardItem *card)
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{
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if (!card) {
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return;
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}
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selectCardsInZone(card->getZone());
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}
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void GameScene::selectSameRow(const CardItem *card)
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{
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if (!card) {
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return;
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}
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auto isSameRow = [card](const CardItem *cardItem) {
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return qAbs(card->scenePos().y() - cardItem->scenePos().y()) < 50;
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};
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selectCardsInZone(card->getZone(), isSameRow);
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}
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void GameScene::selectSameColumn(const CardItem *card)
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{
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if (!card) {
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return;
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}
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auto isSameColumn = [card](const CardItem *cardItem) { return cardItem->x() == card->x(); };
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selectCardsInZone(card->getZone(), isSameColumn);
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}
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CardItem *GameScene::getActiveCard() const
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{
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return activeCard;
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}
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void GameScene::setActiveCard(CardItem *card)
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{
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activeCard = card;
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}
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void GameScene::onCardSelectionChanged(AbstractCardItem *abstractCard, bool selected)
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{
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CardItem *card = qobject_cast<CardItem *>(abstractCard);
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if (!card || !card->getOwner()) {
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return;
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}
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auto *owner = card->getOwner();
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if (selected) {
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owner->requestCardMenuUpdate(card->getState());
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return;
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}
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if (selectedItems().isEmpty()) {
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setActiveCard(nullptr);
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owner->requestCardMenuUpdate(nullptr);
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}
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}
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void GameScene::onCardRightClicked(AbstractCardItem *abstractCard, QPoint screenPos)
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{
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auto *card = qobject_cast<CardItem *>(abstractCard);
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if (!card) {
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return;
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}
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if (!card->getOwner()) {
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return;
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}
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auto *view = playerViews.value(card->getOwner()->getPlayerInfo()->getId());
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if (!view) {
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return;
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}
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// The zoom and panel triggers are independently bindable: a right-click fires
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// whichever phases listen to it. When the panel is the trigger it carries every
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// action itself, so the context menu stays suppressed; when right-click only zooms,
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// the menu still opens, since nothing else would summon it.
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auto &display = SettingsCache::instance().cardsDisplay();
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const bool zoomFired = display.getHoverZoomTrigger() == CardsDisplaySettings::HoverPanelTriggerRightClick;
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const bool panelFired = display.getHoverPanelTrigger() == CardsDisplaySettings::HoverPanelTriggerRightClick;
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if (zoomFired || panelFired) {
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fireTriggers(card, zoomFired, panelFired);
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if (panelFired) {
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return;
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}
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}
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// Hide the hover popup when the context menu opens
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hideCardHoverPopup();
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setActiveCard(card);
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if (auto *menu = view->getPlayerMenu()->updateCardMenu(card->getState())) {
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menu->popup(screenPos);
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}
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}
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void GameScene::playSelected(AbstractCardItem *card)
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{
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if (!card) {
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return;
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}
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if (!card->getOwner()) {
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return;
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}
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card->getOwner()->getPlayerActions()->actPlay(selectedCardStates());
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}
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void GameScene::playSelectedFaceDown(AbstractCardItem *card)
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{
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if (!card) {
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return;
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}
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if (!card->getOwner()) {
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return;
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}
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card->getOwner()->getPlayerActions()->actPlayFacedown(selectedCardStates());
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}
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void GameScene::hideSelected(AbstractCardItem *card)
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{
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if (!card) {
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return;
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}
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if (!card->getOwner()) {
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return;
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}
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card->getOwner()->getPlayerActions()->actHide(selectedCardStates());
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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(PlayerLogic *player)
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{
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qCInfo(GameScenePlayerAdditionRemovalLog) << "GameScene::addPlayer name=" << player->getPlayerInfo()->getName();
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auto *view = new PlayerGraphicsItem(player);
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playerViews.insert(player->getPlayerInfo()->getId(), view);
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addItem(view);
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connect(view, &PlayerGraphicsItem::sizeChanged, this, &GameScene::rearrange);
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connect(player, &PlayerLogic::concededChanged, this, [this](int id, bool conceded) {
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if (conceded) {
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clearArrowsForPlayer(id);
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}
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rearrange();
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});
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connect(player, &PlayerLogic::requestZoneViewToggle, this, &GameScene::toggleZoneView);
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connect(player, &PlayerLogic::requestRevealedZoneView, this, &GameScene::addRevealedZoneView);
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connect(player, &PlayerLogic::arrowDeleted, this, &GameScene::deleteArrow);
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connect(player, &PlayerLogic::arrowCreateRequested, this, &GameScene::addArrow);
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connect(player, &PlayerLogic::arrowDeleteRequested, this, &GameScene::requestArrowDeletion);
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connect(player, &PlayerLogic::arrowsClearedLocally, this,
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[this, id = player->getPlayerInfo()->getId()]() { clearArrowsForPlayerLocally(id); });
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connect(player->getPlayerEventHandler(), &PlayerEventHandler::cardZoneChanged, this, &GameScene::onCardZoneChanged);
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connect(player->getPlayerEventHandler(), &PlayerEventHandler::cardViewRefreshRequested, this,
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&GameScene::onCardViewRefreshRequested);
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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(PlayerLogic *player)
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{
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qCInfo(GameScenePlayerAdditionRemovalLog) << "GameScene::removePlayer name=" << player->getPlayerInfo()->getName();
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clearArrowsForPlayer(player->getPlayerInfo()->getId());
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// Closing a view removes it from zoneViews synchronously, so iterate over a
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// copy: otherwise a player with several open views (e.g. library and hand)
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// only has the first one closed here and the remaining views are left
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// pointing at a player that is about to be deleted.
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const QList<ZoneViewWidget *> zoneViewCopy = zoneViews;
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for (ZoneViewWidget *zone : zoneViewCopy) {
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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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auto *view = playerViews.take(player->getPlayerInfo()->getId());
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removeItem(view);
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view->deleteLater();
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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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if (rearranging) {
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needsReArrange = true;
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return;
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}
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rearranging = true;
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do {
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needsReArrange = false;
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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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} while (needsReArrange);
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rearranging = false;
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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<PlayerLogic *> GameScene::collectActivePlayers(int &firstPlayerIndex) const
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{
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QList<PlayerLogic *> activePlayers;
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firstPlayerIndex = 0;
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bool firstPlayerFound = false;
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for (auto *pgItem : playerViews.values()) {
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PlayerLogic *p = pgItem->getLogic();
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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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// Lay out the table in seat order rather than id order. Players missing
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// from the tracked order keep id order at the end.
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QList<int> seatOrder;
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for (auto *pgItem : playerViews.values()) {
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if (PlayerLogic *p = pgItem->getLogic()) {
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seatOrder = p->getGame()->getGameState()->getSeatOrder();
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break;
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}
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}
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if (!seatOrder.isEmpty()) {
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std::sort(activePlayers.begin(), activePlayers.end(), [&](PlayerLogic *a, PlayerLogic *b) {
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int indexA = seatOrder.indexOf(a->getPlayerInfo()->getId());
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int indexB = seatOrder.indexOf(b->getPlayerInfo()->getId());
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if (indexA == -1) {
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indexA = seatOrder.size() + a->getPlayerInfo()->getId();
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}
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if (indexB == -1) {
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indexB = seatOrder.size() + b->getPlayerInfo()->getId();
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}
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return indexA < indexB;
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});
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// Recompute the local-player index after sorting.
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firstPlayerIndex = 0;
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for (int i = 0; i < activePlayers.size(); ++i) {
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if (activePlayers[i]->getPlayerInfo()->getLocal()) {
|
|
firstPlayerIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
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<PlayerLogic *> GameScene::rotatePlayers(const QList<PlayerLogic *> &activePlayers, int firstPlayerIndex) const
|
|
{
|
|
QList<PlayerLogic *> 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().userInterface().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<PlayerLogic *> &playersPlaying, int columns)
|
|
{
|
|
playersByColumn.clear();
|
|
|
|
int rows = qCeil((qreal)playersPlaying.size() / columns);
|
|
qreal sceneHeight = 0, sceneWidth = -playerAreaSpacing;
|
|
QList<int> columnWidth;
|
|
|
|
QListIterator<PlayerLogic *> 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) {
|
|
PlayerLogic *player = playersIter.next();
|
|
if (col == 0) {
|
|
playersByColumn[col].prepend(playerViews.value(player->getPlayerInfo()->getId()));
|
|
} else {
|
|
playersByColumn[col].append(playerViews.value(player->getPlayerInfo()->getId()));
|
|
}
|
|
|
|
auto *pgItem = playerViews.value(player->getPlayerInfo()->getId());
|
|
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();
|
|
|
|
// Snapshot the columns: resizing a player's table can synchronously trigger
|
|
// GameScene::rearrange (table width -> sizeChanged -> updateBoundingRect ->
|
|
// sizeChanged -> rearrange), and rearrange rebuilds playersByColumn. Iterating
|
|
// the live container across that re-entrant call would use invalidated iterators.
|
|
const QList<QList<PlayerGraphicsItem *>> columns = playersByColumn;
|
|
|
|
for (int col = 0; col < columns.size(); ++col) {
|
|
for (PlayerGraphicsItem *player : columns[col]) {
|
|
player->processSceneSizeChange(minWidthByColumn[col] + extraWidthPerColumn);
|
|
player->setPos(newx, player->y());
|
|
}
|
|
newx += minWidthByColumn[col] + extraWidthPerColumn;
|
|
}
|
|
}
|
|
|
|
void GameScene::addArrow(QSharedPointer<ArrowData> data)
|
|
{
|
|
auto *startView = playerViews.value(data->startPlayerId);
|
|
auto *targetView = playerViews.value(data->targetPlayerId);
|
|
if (!startView || !targetView) {
|
|
return;
|
|
}
|
|
|
|
PlayerLogic *startLogic = startView->getLogic();
|
|
auto *startZone = startLogic->getZones().value(data->startZone);
|
|
if (!startZone) {
|
|
return;
|
|
}
|
|
|
|
CardState *startCardState = startZone->getCard(data->startCardId);
|
|
if (!startCardState) {
|
|
return;
|
|
}
|
|
CardItem *startCard = qobject_cast<CardItem *>(startCardState->parent());
|
|
if (!startCard) {
|
|
return;
|
|
}
|
|
|
|
ArrowTarget *targetItem = nullptr;
|
|
if (data->isPlayerTargeted()) {
|
|
targetItem = targetView->getPlayerTarget();
|
|
} else {
|
|
auto *zone = targetView->getLogic()->getZones().value(data->targetZone);
|
|
if (zone) {
|
|
CardState *targetCardState = zone->getCard(data->targetCardId);
|
|
targetItem = targetCardState == nullptr ? nullptr : qobject_cast<CardItem *>(targetCardState->parent());
|
|
}
|
|
}
|
|
if (!targetItem) {
|
|
return;
|
|
}
|
|
|
|
auto *arrow = new ArrowItem(data, startCard, targetItem);
|
|
addItem(arrow);
|
|
arrow->startDrawAnimation();
|
|
arrowRegistry.insert(data, arrow);
|
|
connect(arrow, &ArrowItem::requestDeletion, this, &GameScene::requestArrowDeletion);
|
|
}
|
|
|
|
void GameScene::deleteArrow(int playerId, int arrowId)
|
|
{
|
|
if (auto *arrow = arrowRegistry.take(playerId, arrowId)) {
|
|
arrow->delArrow();
|
|
}
|
|
}
|
|
|
|
void GameScene::requestArrowDeletion(int playerId, int arrowId)
|
|
{
|
|
if (arrowRegistry.contains(playerId, arrowId)) {
|
|
emit arrowDeletionRequested(playerId, arrowId);
|
|
}
|
|
}
|
|
void GameScene::onCardZoneChanged(CardState *card, bool sameZone)
|
|
{
|
|
auto *item = qobject_cast<CardItem *>(card->parent());
|
|
if (!item) {
|
|
return;
|
|
}
|
|
QList<ArrowItem *> toDelete;
|
|
for (auto *arrow : arrowRegistry.all()) {
|
|
if (arrow->getStartItem() == item || arrow->getTargetItem() == item) {
|
|
if (sameZone) {
|
|
arrow->updatePath();
|
|
} else {
|
|
toDelete.append(arrow);
|
|
}
|
|
}
|
|
}
|
|
for (auto *arrow : toDelete) {
|
|
deleteArrow(arrow->getCreatorId(), arrow->getId());
|
|
}
|
|
|
|
// The hover panel stays open on a moved card: follow it instead of stranding.
|
|
if (!sameZone && cardHoverWidget && cardHoverWidget->getCardItem() == item) {
|
|
positionCardHoverPopup();
|
|
}
|
|
}
|
|
|
|
void GameScene::onCardViewRefreshRequested(CardState *card, bool zoneChanged, PlayerLogic *newOwner)
|
|
{
|
|
auto *item = qobject_cast<CardItem *>(card->parent());
|
|
if (!item) {
|
|
return;
|
|
}
|
|
if (zoneChanged) {
|
|
item->deleteCardInfoPopup();
|
|
}
|
|
item->deleteDragItem();
|
|
if (zoneChanged) {
|
|
item->setBeingPointedAt(false);
|
|
item->setHoverZoomed(false);
|
|
}
|
|
if (newOwner) {
|
|
item->setOwner(newOwner);
|
|
}
|
|
}
|
|
|
|
void GameScene::clearArrowsForPlayer(int playerId)
|
|
{
|
|
for (int arrowId : arrowRegistry.idsForPlayer(playerId)) {
|
|
emit requestArrowDeletion(playerId, arrowId);
|
|
}
|
|
}
|
|
|
|
void GameScene::clearArrowsForPlayerLocally(int playerId)
|
|
{
|
|
for (int arrowId : arrowRegistry.idsForPlayer(playerId)) {
|
|
if (auto *arrow = arrowRegistry.take(playerId, arrowId)) {
|
|
arrow->delArrow();
|
|
}
|
|
}
|
|
}
|
|
// ---------- Hover Handling ----------
|
|
|
|
CardItem *GameScene::getHoverZoomedCard() const
|
|
{
|
|
return hoverZoomedCard;
|
|
}
|
|
|
|
void GameScene::updateHover(const QPointF &scenePos)
|
|
{
|
|
updateHoveredCard(pickCardAt(scenePos));
|
|
}
|
|
|
|
CardItem *GameScene::pickCardAt(const QPointF &scenePos)
|
|
{
|
|
auto itemList = items(scenePos, Qt::IntersectsItemBoundingRect, Qt::DescendingOrder, getViewTransform());
|
|
CardZone *zone = findTopmostZone(itemList);
|
|
CardItem *topCard = zone ? findTopmostCardInZone(itemList, zone) : nullptr;
|
|
if (!topCard && hoverZoomedCard) {
|
|
const QRectF guard = hoverZoomedCard->sceneBoundingRect().adjusted(-8, -8, 8, 8);
|
|
if (guard.contains(scenePos)) {
|
|
// The zoomed card overflows onto neighboring zones, where naive topmost-zone
|
|
// picking attributes the cursor to the zone underneath. While the cursor is
|
|
// still over the zoomed footprint (with hysteresis for edge jiggle), keep it.
|
|
// A genuinely different topmost card still takes over.
|
|
return hoverZoomedCard;
|
|
}
|
|
}
|
|
return topCard;
|
|
}
|
|
|
|
void GameScene::updateHoveredCard(CardItem *newCard)
|
|
{
|
|
// Safety: if the popup's card was destroyed, hide the popup immediately
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && !cardHoverWidget->hasCard()) {
|
|
hideCardHoverPopup();
|
|
}
|
|
// The hovered card may have been destroyed without ending the hover: its QPointer
|
|
// nulled itself, but the ancestor lift is still outstanding. Restore it now.
|
|
if (!hoverZoomedCard && !hoverLiftedAncestors.isEmpty()) {
|
|
restoreHoverLift();
|
|
}
|
|
|
|
// Hovering alone never starts anything anymore: the trigger (dwell, click, wheel,
|
|
// shortcut) resolves first, then the zoom follows. This keeps the feature calm.
|
|
bool wasHoveringCard = (hoverZoomedCard != nullptr);
|
|
if (hoverZoomedCard && (newCard != hoverZoomedCard)) {
|
|
endHoverZoom(hoverZoomedCard);
|
|
hoverZoomedCard = nullptr;
|
|
}
|
|
|
|
// The hover outline and the card info follow the cursor on contact: only the board
|
|
// zoom and the panel wait for their trigger. A highlight-only card has no zoom to
|
|
// unwind, so it is dropped directly instead of through endCardHover().
|
|
if (hoveredCard && hoveredCard != newCard) {
|
|
hoveredCard->setHovered(false);
|
|
}
|
|
hoveredCard = newCard;
|
|
if (newCard) {
|
|
newCard->setHovered(true);
|
|
}
|
|
|
|
auto &display = SettingsCache::instance().cardsDisplay();
|
|
const int zoomTrigger = display.getHoverZoomTrigger();
|
|
const int panelTrigger = display.getHoverPanelTrigger();
|
|
const bool doubleConfirm = display.getHoverPanelDoubleConfirm() && zoomTrigger == panelTrigger;
|
|
|
|
if (newCard) {
|
|
// Cancel any pending grace timer (mouse is back on a card)
|
|
hoverGracePending = false;
|
|
hoverGraceTimer->stop();
|
|
|
|
if (newCard == hoverZoomedCard) {
|
|
// Steady state: zoom already up. Refresh an open panel, otherwise nothing —
|
|
// in particular this must not re-fire an armed double-confirm.
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && cardHoverWidget->getCardItem() == newCard) {
|
|
cardHoverWidget->refreshDisplay();
|
|
}
|
|
return;
|
|
}
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && !cardHoverWidget->isClosing() &&
|
|
cardHoverWidget->getCardItem() == newCard) {
|
|
// Panel open but zoom dropped (e.g. survived a Leave) — zoom back and refresh.
|
|
beginHoverZoom(newCard);
|
|
hoverZoomedCard = newCard;
|
|
cardHoverWidget->refreshDisplay();
|
|
return;
|
|
}
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && !cardHoverWidget->isClosing()) {
|
|
// A different card is hovered while the panel is up: close the old panel
|
|
// first, then fall through to first contact so the new card follows the
|
|
// normal dwell instead of the old panel trailing the cursor.
|
|
hideCardHoverPopup();
|
|
confirmArmedCard.clear();
|
|
}
|
|
if (zoomTrigger != CardsDisplaySettings::HoverPanelTriggerHover &&
|
|
panelTrigger != CardsDisplaySettings::HoverPanelTriggerHover) {
|
|
// Mouse contact alone drives neither phase in this config.
|
|
return;
|
|
}
|
|
if (doubleConfirm && confirmArmedCard == newCard) {
|
|
// Repeat hover on an armed card: zoom and show at once, no second dwell.
|
|
beginHoverZoom(newCard);
|
|
hoverZoomedCard = newCard;
|
|
confirmArmedCard.clear();
|
|
showCardHoverPopup(newCard);
|
|
return;
|
|
}
|
|
if (newCard != hoverPopupTarget) {
|
|
// First contact (or a new card): dwell, then resolve on timeout.
|
|
hoverPopupTarget = newCard;
|
|
hoverActivateTimer->start(display.getHoverZoomDelayMs());
|
|
}
|
|
} else {
|
|
// No card hovered: drop any pending dwell/panel timers (kills stale shows) and start
|
|
// the grace timer only when the mouse just left a card with the panel open.
|
|
hoverPopupTarget = nullptr;
|
|
hoverPanelTarget = nullptr;
|
|
hoverActivateTimer->stop();
|
|
hoverPanelTimer->stop();
|
|
// Non-hover zoom arms only make sense while approaching the card: leaving
|
|
// re-arms the zoom for the next explicit trigger instead of showing the panel.
|
|
// (Hover-trigger arms survive the leave so re-entering completes the repeat.)
|
|
if (zoomTrigger != CardsDisplaySettings::HoverPanelTriggerHover) {
|
|
confirmArmedCard.clear();
|
|
}
|
|
if (wasHoveringCard && cardHoverWidget && cardHoverWidget->isVisible() &&
|
|
!cardHoverWidget->isMouseOverWidget() && !hoverGracePending) {
|
|
hoverGracePending = true;
|
|
hoverGraceTimer->start();
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameScene::beginHoverZoom(CardItem *card)
|
|
{
|
|
card->setHoverZoomed(true);
|
|
if (auto *zone = SelectZone::findOwningSelectZone(card)) {
|
|
zone->escapeClipForHover(card);
|
|
}
|
|
// Lift the whole ancestor chain above their siblings: the zoomed card overflows its
|
|
// own zone, and Qt orders whole subtrees level by level, so no single z-value wins
|
|
// every comparison on its own. Harmless elsewhere (areas and zones tile without
|
|
// overlapping; arrows, zone views and drag items keep their higher layers).
|
|
// Restore first: if a previous hover never ended (its card was destroyed mid-hover),
|
|
// its chain is still outstanding and must land before a new one is recorded.
|
|
restoreHoverLift();
|
|
QGraphicsItem *ancestor = card->parentItem();
|
|
while (ancestor) {
|
|
// The chain is QGraphicsObject-derived in practice; a plain QGraphicsItem
|
|
// ancestor cannot be guarded, so it keeps its z-value instead of risking an
|
|
// unrestorable lift.
|
|
if (QGraphicsObject *ancestorObject = ancestor->toGraphicsObject()) {
|
|
hoverLiftedAncestors.append({QPointer<QGraphicsObject>(ancestorObject), ancestor->zValue()});
|
|
ancestor->setZValue(ZValues::HOVERED_AREA);
|
|
}
|
|
ancestor = ancestor->parentItem();
|
|
}
|
|
liftOwner = card;
|
|
connect(card, &AbstractCardItem::hoverShrinkFinished, this, &GameScene::onHoverZoomShrinkFinished,
|
|
Qt::UniqueConnection);
|
|
connect(card, &AbstractCardItem::hoverFootprintChanged, this, &GameScene::onHoverZoomFootprintChanged,
|
|
Qt::UniqueConnection);
|
|
}
|
|
|
|
void GameScene::endHoverZoom(CardItem *card)
|
|
{
|
|
// Only the zoom-out starts here: the z-value, the clip escape and the ancestor
|
|
// lift stay put until the shrink finishes (onHoverShrinkFinished), so siblings and
|
|
// the clip container cannot cut through the still-enlarged card.
|
|
card->setHoverZoomed(false);
|
|
}
|
|
|
|
void GameScene::onHoverZoomShrinkFinished(AbstractCardItem *card)
|
|
{
|
|
auto *cardItem = qobject_cast<CardItem *>(card);
|
|
if (!cardItem) {
|
|
return;
|
|
}
|
|
// Per-card and idempotent: always settle, even if a newer hover owns the lift.
|
|
if (auto *zone = SelectZone::findOwningSelectZone(cardItem)) {
|
|
zone->restoreClipAfterHover(cardItem);
|
|
}
|
|
if (liftOwner != cardItem) {
|
|
// A newer hover already owns the lift (or nothing does): leave it alone.
|
|
return;
|
|
}
|
|
restoreHoverLift();
|
|
}
|
|
|
|
void GameScene::onHoverZoomFootprintChanged(const QRectF &oldFootprint, const QRectF &newFootprint)
|
|
{
|
|
const QRectF dirty = oldFootprint.united(newFootprint);
|
|
if (dirty.isEmpty()) {
|
|
return;
|
|
}
|
|
// TableZone cuts the hovered card out of its own paint, but it is cached: the card
|
|
// changing size does not dirty the zone, so the previous hole would stay transparent in
|
|
// the cache — an uncovered black rectangle under the zoom whenever the card grows across
|
|
// a zone boundary. Nudge only the zones the footprint touches; the scene repaint itself
|
|
// is already scheduled by the card.
|
|
const auto overlapping = items(dirty, Qt::IntersectsItemBoundingRect);
|
|
for (QGraphicsItem *item : overlapping) {
|
|
if (auto *zone = qobject_cast<TableZone *>(item->toGraphicsObject())) {
|
|
zone->update();
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameScene::restoreHoverLift()
|
|
{
|
|
for (const auto &[lifted, zValue] : hoverLiftedAncestors) {
|
|
if (lifted) {
|
|
lifted->setZValue(zValue);
|
|
}
|
|
}
|
|
hoverLiftedAncestors.clear();
|
|
liftOwner.clear();
|
|
}
|
|
|
|
// ---------- Card Hover Popup ----------
|
|
|
|
void GameScene::showCardHoverPopup(CardItem *card)
|
|
{
|
|
if (!card || !card->getOwner()) {
|
|
return;
|
|
}
|
|
|
|
PlayerGraphicsItem *playerView = playerViews.value(card->getOwner()->getPlayerInfo()->getId());
|
|
if (!playerView) {
|
|
return;
|
|
}
|
|
|
|
hoverActivateTimer->stop();
|
|
hoverPanelTimer->stop();
|
|
hoverGracePending = false;
|
|
hoverGraceTimer->stop();
|
|
hoverPopupTarget = card;
|
|
hoverPanelTarget = nullptr;
|
|
confirmArmedCard.clear();
|
|
|
|
if (!cardHoverWidget) {
|
|
auto *viewport = views().isEmpty() ? nullptr : views().first()->viewport();
|
|
cardHoverWidget = new CardHoverWidget(viewport);
|
|
connect(cardHoverWidget, &CardHoverWidget::hoverEntered, this, &GameScene::onHoverWidgetEntered);
|
|
connect(cardHoverWidget, &CardHoverWidget::hoverLeft, this, &GameScene::onHoverWidgetLeft);
|
|
connect(cardHoverWidget, &CardHoverWidget::dismissRequested, this, &GameScene::hideCardHoverPopup);
|
|
|
|
// Keep the popup anchored to its card while the view scrolls, zooms, or resizes
|
|
if (!views().isEmpty()) {
|
|
auto *view = views().first();
|
|
connect(view->horizontalScrollBar(), &QScrollBar::valueChanged, this, &GameScene::positionCardHoverPopup);
|
|
connect(view->verticalScrollBar(), &QScrollBar::valueChanged, this, &GameScene::positionCardHoverPopup);
|
|
if (viewport) {
|
|
viewport->installEventFilter(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Crossfade: the opaque panel picture sits exactly over the zoomed card, so fade
|
|
// the board card out underneath it (masks any residual size/corner mismatch) and
|
|
// fade any previously shown card back in.
|
|
CardItem *oldCard = cardHoverWidget->hasCard() ? cardHoverWidget->getCardItem() : nullptr;
|
|
|
|
cardHoverWidget->setCard(card, playerView);
|
|
positionCardHoverPopup();
|
|
cardHoverWidget->showAnimated();
|
|
|
|
if (oldCard && oldCard != card) {
|
|
oldCard->fadeCardIn();
|
|
}
|
|
card->fadeCardOut();
|
|
}
|
|
|
|
void GameScene::hideCardHoverPopup()
|
|
{
|
|
// Hiding is terminal: drop all pending hover timing with it, or a dwell/panel
|
|
// timer that resolves afterwards pops the panel back up (e.g. over the context
|
|
// menu that hideCardHoverPopup was just called for).
|
|
hoverActivateTimer->stop();
|
|
hoverPanelTimer->stop();
|
|
hoverGracePending = false;
|
|
hoverGraceTimer->stop();
|
|
if (cardHoverWidget) {
|
|
// The panel is gone: whatever card it covered must come back.
|
|
if (CardItem *coveredCard = cardHoverWidget->getCardItem()) {
|
|
coveredCard->fadeCardIn();
|
|
}
|
|
if (cardHoverWidget->isVisible()) {
|
|
cardHoverWidget->hideAnimated();
|
|
}
|
|
}
|
|
hoverPopupTarget = nullptr;
|
|
hoverPanelTarget = nullptr;
|
|
}
|
|
|
|
void GameScene::positionCardHoverPopup()
|
|
{
|
|
if (!cardHoverWidget || !cardHoverWidget->hasCard()) {
|
|
return;
|
|
}
|
|
|
|
auto *viewport = views().isEmpty() ? nullptr : views().first()->viewport();
|
|
if (!viewport) {
|
|
return;
|
|
}
|
|
|
|
QRectF sceneRect = cardHoverWidget->getCardItem()->sceneBoundingRect();
|
|
QTransform vpTransform = getViewportTransform();
|
|
cardHoverWidget->positionNextTo(sceneRect, vpTransform, viewport);
|
|
}
|
|
|
|
void GameScene::onHoverActivateTimeout()
|
|
{
|
|
// Dwell resolved: the hover drives whichever phases listen to it. The cursor must
|
|
// still be over the pending card (rect test, not a fresh pick, so pick flakiness
|
|
// cannot veto it); otherwise this was a stale timer.
|
|
CardItem *target = hoverPopupTarget;
|
|
hoverPopupTarget = nullptr;
|
|
if (!target || views().isEmpty()) {
|
|
return;
|
|
}
|
|
auto *view = views().first();
|
|
const QPointF cursorScene = view->mapToScene(view->viewport()->mapFromGlobal(QCursor::pos()));
|
|
if (!target->sceneBoundingRect().contains(cursorScene)) {
|
|
return;
|
|
}
|
|
auto &display = SettingsCache::instance().cardsDisplay();
|
|
const bool zoomPhase = display.getHoverZoomTrigger() == CardsDisplaySettings::HoverPanelTriggerHover;
|
|
const bool panelPhase = display.getHoverPanelTrigger() == CardsDisplaySettings::HoverPanelTriggerHover;
|
|
const bool effectiveDouble =
|
|
display.getHoverPanelDoubleConfirm() && display.getHoverZoomTrigger() == display.getHoverPanelTrigger();
|
|
if (hoverZoomedCard && hoverZoomedCard != target) {
|
|
endHoverZoom(hoverZoomedCard);
|
|
}
|
|
if (zoomPhase) {
|
|
if (hoverZoomedCard != target) {
|
|
beginHoverZoom(target);
|
|
hoverZoomedCard = target;
|
|
}
|
|
if (effectiveDouble) {
|
|
confirmArmedCard = target;
|
|
}
|
|
}
|
|
if (panelPhase && !effectiveDouble) {
|
|
hoverPanelTarget = target;
|
|
hoverPanelTimer->start(display.getHoverPanelDelayMs());
|
|
}
|
|
}
|
|
|
|
void GameScene::onHoverPanelTimeout()
|
|
{
|
|
// Panel delay resolved: show, but only if the target card is still the one under
|
|
// the cursor (same cheap rect check — no dependence on pick stability).
|
|
CardItem *target = hoverPanelTarget;
|
|
hoverPanelTarget = nullptr;
|
|
if (!target || views().isEmpty()) {
|
|
return;
|
|
}
|
|
auto *view = views().first();
|
|
const QPointF cursorScene = view->mapToScene(view->viewport()->mapFromGlobal(QCursor::pos()));
|
|
if (!target->sceneBoundingRect().contains(cursorScene)) {
|
|
return;
|
|
}
|
|
ensureHoverZoomed(target);
|
|
showCardHoverPopup(target);
|
|
}
|
|
|
|
void GameScene::onHoverGraceTimeout()
|
|
{
|
|
hoverGracePending = false;
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && cardHoverWidget->isMouseOverWidget()) {
|
|
return;
|
|
}
|
|
hideCardHoverPopup();
|
|
}
|
|
|
|
void GameScene::summonHoverPanel()
|
|
{
|
|
// Summon for whatever is under the cursor right now; hovering is not required.
|
|
if (views().isEmpty()) {
|
|
return;
|
|
}
|
|
auto *view = views().first();
|
|
const QPointF cursorScene = view->mapToScene(view->viewport()->mapFromGlobal(QCursor::pos()));
|
|
if (CardItem *card = pickCardAt(cursorScene)) {
|
|
auto &display = SettingsCache::instance().cardsDisplay();
|
|
fireTriggers(card, display.getHoverZoomTrigger() == CardsDisplaySettings::HoverPanelTriggerShortcut,
|
|
display.getHoverPanelTrigger() == CardsDisplaySettings::HoverPanelTriggerShortcut);
|
|
}
|
|
}
|
|
|
|
void GameScene::ensureHoverZoomed(CardItem *card)
|
|
{
|
|
if (hoverZoomedCard != card) {
|
|
if (hoverZoomedCard) {
|
|
endHoverZoom(hoverZoomedCard);
|
|
}
|
|
beginHoverZoom(card);
|
|
hoverZoomedCard = card;
|
|
}
|
|
}
|
|
|
|
void GameScene::fireTriggers(CardItem *card, bool zoomFired, bool panelFired)
|
|
{
|
|
if (!card || !card->getOwner()) {
|
|
return;
|
|
}
|
|
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && !cardHoverWidget->isClosing() &&
|
|
cardHoverWidget->getCardItem() == card) {
|
|
cardHoverWidget->refreshDisplay();
|
|
return;
|
|
}
|
|
|
|
// Explicit triggers preempt any pending hover timing.
|
|
hoverPopupTarget = nullptr;
|
|
hoverPanelTarget = nullptr;
|
|
hoverActivateTimer->stop();
|
|
hoverPanelTimer->stop();
|
|
|
|
auto &display = SettingsCache::instance().cardsDisplay();
|
|
const bool effectiveDouble =
|
|
display.getHoverPanelDoubleConfirm() && display.getHoverZoomTrigger() == display.getHoverPanelTrigger();
|
|
|
|
if (zoomFired && panelFired) {
|
|
// Both phases on one action: one-step zooms and shows at once (the crossfade
|
|
// covers it); double-confirm arms on first fire and shows on repeat.
|
|
if (effectiveDouble) {
|
|
if (confirmArmedCard == card) {
|
|
confirmArmedCard.clear();
|
|
ensureHoverZoomed(card);
|
|
showCardHoverPopup(card);
|
|
} else {
|
|
confirmArmedCard = card;
|
|
ensureHoverZoomed(card);
|
|
}
|
|
} else {
|
|
ensureHoverZoomed(card);
|
|
showCardHoverPopup(card);
|
|
}
|
|
return;
|
|
}
|
|
if (zoomFired) {
|
|
ensureHoverZoomed(card);
|
|
}
|
|
if (panelFired) {
|
|
ensureHoverZoomed(card);
|
|
showCardHoverPopup(card);
|
|
}
|
|
}
|
|
|
|
void GameScene::onHoverWidgetEntered()
|
|
{
|
|
hoverGracePending = false;
|
|
hoverGraceTimer->stop();
|
|
}
|
|
|
|
void GameScene::onHoverWidgetLeft()
|
|
{
|
|
if (!hoverZoomedCard && cardHoverWidget && cardHoverWidget->isVisible() && !hoverGracePending) {
|
|
hoverGracePending = true;
|
|
hoverGraceTimer->start();
|
|
}
|
|
}
|
|
|
|
bool GameScene::eventFilter(QObject *watched, QEvent *event)
|
|
{
|
|
if (event->type() == QEvent::Resize) {
|
|
positionCardHoverPopup();
|
|
}
|
|
return QGraphicsScene::eventFilter(watched, event);
|
|
}
|
|
|
|
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(PlayerLogic *player, const QString &zoneName, int numberCards, bool isReversed)
|
|
{
|
|
// Closing a view removes it from zoneViews synchronously, so iterate over a
|
|
// copy to make sure every already-open matching view is closed.
|
|
const QList<ZoneViewWidget *> zoneViewCopy = zoneViews;
|
|
for (auto *view : zoneViewCopy) {
|
|
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 == ZoneNames::GRAVE) {
|
|
item->setPos(360, 100);
|
|
} else if (zoneName == ZoneNames::EXILE) {
|
|
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(PlayerLogic *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();
|
|
}
|
|
}
|
|
|
|
void GameScene::emptyActiveViews()
|
|
{
|
|
for (auto zoneView : zoneViews) {
|
|
auto logic = qobject_cast<ZoneViewZoneLogic *>(zoneView->getZone()->getLogic());
|
|
if (!logic->getRevealZone()) {
|
|
logic->clearCards();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @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());
|
|
} else if (event->type() == QEvent::GraphicsSceneWheel) {
|
|
// Wheel trigger: wheeling over a card fires whichever phases listen to it
|
|
// instead of scrolling. Fully consumed here: forwarding to the base dispatcher
|
|
// as well would double-deliver it to items under the cursor (e.g. zone views,
|
|
// which scroll on wheel). Scrolling up instead reverts an active zoom/panel —
|
|
// backing out of the gesture undoes it; with nothing to revert the event falls
|
|
// through to normal scrolling.
|
|
auto &display = SettingsCache::instance().cardsDisplay();
|
|
const bool zoomFired = display.getHoverZoomTrigger() == CardsDisplaySettings::HoverPanelTriggerWheel;
|
|
const bool panelFired = display.getHoverPanelTrigger() == CardsDisplaySettings::HoverPanelTriggerWheel;
|
|
if (zoomFired || panelFired) {
|
|
auto *wheelEvent = static_cast<QGraphicsSceneWheelEvent *>(event);
|
|
// QGraphicsSceneWheelEvent carries delta()/pixelDelta(), not angleDelta().
|
|
const int wheelUp = !wheelEvent->pixelDelta().isNull()
|
|
? wheelEvent->pixelDelta().y()
|
|
: (wheelEvent->orientation() == Qt::Vertical ? wheelEvent->delta() : 0);
|
|
if (wheelUp > 0) {
|
|
if ((cardHoverWidget && cardHoverWidget->isVisible()) || hoverZoomedCard) {
|
|
hoverPopupTarget = nullptr;
|
|
hoverPanelTarget = nullptr;
|
|
confirmArmedCard.clear();
|
|
hideCardHoverPopup();
|
|
if (hoverZoomedCard) {
|
|
endHoverZoom(hoverZoomedCard);
|
|
hoverZoomedCard = nullptr;
|
|
}
|
|
event->accept();
|
|
return true;
|
|
}
|
|
} else if (CardItem *card = pickCardAt(wheelEvent->scenePos())) {
|
|
fireTriggers(card, zoomFired, panelFired);
|
|
event->accept();
|
|
return true;
|
|
}
|
|
}
|
|
} else if (event->type() == QEvent::Leave) {
|
|
// The hover panel opens directly over the zoomed card under the cursor, which the
|
|
// scene observes as a Leave. The cursor never actually left: if it is over the open
|
|
// panel, keep the hover (dropping it here shrinks the card from under the panel and
|
|
// starves the popup logic, so the menu never shows). A genuine leave of the window
|
|
// misses the panel and still ends the hover as before.
|
|
if (cardHoverWidget && cardHoverWidget->isVisible() && cardHoverWidget->isMouseOverWidget()) {
|
|
return QGraphicsScene::event(event);
|
|
}
|
|
updateHoveredCard(nullptr);
|
|
}
|
|
|
|
return QGraphicsScene::event(event);
|
|
}
|
|
|
|
void GameScene::timerEvent(QTimerEvent * /*event*/)
|
|
{
|
|
QMutableHashIterator<QObject *, IAnimatedItem *> i(animatedItems);
|
|
while (i.hasNext()) {
|
|
i.next();
|
|
if (!i.value()->animationEvent()) {
|
|
i.remove();
|
|
}
|
|
}
|
|
if (animatedItems.isEmpty()) {
|
|
animationTimer->stop();
|
|
}
|
|
}
|
|
|
|
void GameScene::registerAnimationItem(IAnimatedItem *item)
|
|
{
|
|
auto *object = dynamic_cast<QObject *>(item);
|
|
if (!object) {
|
|
return;
|
|
}
|
|
// Guard against duplicate connections using the connection map, not
|
|
// animatedItems: the animation timer removes entries from animatedItems when an
|
|
// animation completes, but the destroyed->removeAnimatedItem connection must
|
|
// persist until the object is destroyed. Relying on animatedItems here would let
|
|
// a re-registered item (e.g. a life counter that flashes repeatedly) accumulate
|
|
// duplicate destroyed connections, the older ones of which would survive teardown.
|
|
if (!animationItemConnections.contains(object)) {
|
|
animationItemConnections.insert(object,
|
|
connect(object, &QObject::destroyed, this, &GameScene::removeAnimatedItem));
|
|
}
|
|
animatedItems.insert(object, item);
|
|
if (animationTimer && !animationTimer->isActive()) {
|
|
animationTimer->start(10, this);
|
|
}
|
|
}
|
|
|
|
void GameScene::unregisterAnimationItem(IAnimatedItem *item)
|
|
{
|
|
animatedItems.remove(dynamic_cast<QObject *>(item));
|
|
if (animationTimer && animatedItems.isEmpty()) {
|
|
animationTimer->stop();
|
|
}
|
|
}
|
|
|
|
void GameScene::removeAnimatedItem(QObject *item)
|
|
{
|
|
animatedItems.remove(item);
|
|
animationItemConnections.remove(item);
|
|
if (animationTimer && animatedItems.isEmpty()) {
|
|
animationTimer->stop();
|
|
}
|
|
}
|
|
|
|
// ---------- Rubber Band ----------
|
|
|
|
void GameScene::startRubberBand(const QPointF &selectionOrigin)
|
|
{
|
|
emit sigStartRubberBand(selectionOrigin);
|
|
}
|
|
|
|
void GameScene::resizeRubberBand(const QPointF &cursorPoint, int selectedCount)
|
|
{
|
|
emit sigResizeRubberBand(cursorPoint, selectedCount);
|
|
}
|
|
|
|
void GameScene::stopRubberBand()
|
|
{
|
|
emit sigStopRubberBand();
|
|
}
|