Cockatrice/cockatrice/src/game/z_values.h
DawnFire42 bd5cbb89d4
refactor: extract CARD_HEIGHT to shared CardDimensions header (#6668)
* refactor: extract CARD_HEIGHT to shared CardDimensions header

  Move duplicated CARD_WIDTH/CARD_HEIGHT constants to card_dimensions.h.
  Fixed documentation in z_value_layer_manager.h.

* WIDTH_F used directly instead of casting

* Improved consistency and added missing newlines at end of files
2026-03-05 19:13:58 -08:00

83 lines
3 KiB
C++

#ifndef Z_VALUES_H
#define Z_VALUES_H
#include "card_dimensions.h"
#include "z_value_layer_manager.h"
/**
* @file z_values.h
* @ingroup GameGraphics
* @brief Centralized Z-value constants for rendering layer order.
*
* Z-values in Qt determine stacking order. Higher values render on top.
* These constants define the visual layering hierarchy for the game scene.
*
* ## Layer Architecture
*
* See z_value_layer_manager.h for detailed documentation on the three-layer
* architecture (Zone, Card, Overlay) and the rationale for Z-value choices.
*
* ## Quick Reference
*
* | Layer | Z-Value Range | Purpose |
* |----------|------------------|-----------------------------------|
* | Zone | 0.5 - 1.0 | Zone backgrounds, containers |
* | Card | 1.0 - 40,000,000 | Cards on table (position-based) |
* | Overlay | 2,000,000,000+ | UI elements above all cards |
*/
namespace ZValues
{
// Expose base for callers that need it
constexpr qreal OVERLAY_BASE = ZValueLayerManager::OVERLAY_BASE;
// Overlay layer Z-values for items that should appear above normal cards
constexpr qreal HOVERED_CARD = ZValueLayerManager::overlayZValue(1.0);
constexpr qreal ARROWS = ZValueLayerManager::overlayZValue(3.0);
constexpr qreal ZONE_VIEW_WIDGET = ZValueLayerManager::overlayZValue(4.0);
constexpr qreal DRAG_ITEM = ZValueLayerManager::overlayZValue(5.0);
constexpr qreal DRAG_ITEM_CHILD = ZValueLayerManager::overlayZValue(6.0);
constexpr qreal TOP_UI = ZValueLayerManager::overlayZValue(7.0);
/**
* @brief Compute Z-value for child drag items based on hotspot position.
*
* When dragging multiple cards together, each child card needs a unique Z-value
* to prevent Z-fighting (flickering/flashing). The Z-values are derived from
* their position when grabbed to conserve original stacking. The formula encodes
* 2D coordinates into a single value where X has higher weight, ensuring
* deterministic visual stacking.
*
* @param hotSpotX The X coordinate of the grab position
* @param hotSpotY The Y coordinate of the grab position
* @return Unique Z-value for the child drag item
*/
[[nodiscard]] constexpr qreal childDragZValue(qreal hotSpotX, qreal hotSpotY)
{
return DRAG_ITEM_CHILD + hotSpotX * 1000000 + hotSpotY * 1000 + 1000;
}
/**
* @brief Compute Z-value for cards on the table zone based on position.
*
* Cards lower on the table (higher Y) render above cards higher up,
* and cards to the right (higher X) render above cards to the left.
* This creates natural visual stacking for overlapping cards.
*
* @param x The X coordinate of the card position
* @param y The Y coordinate of the card position
* @return Z-value for the card's table position
*/
[[nodiscard]] constexpr qreal tableCardZValue(qreal x, qreal y)
{
return (y + CardDimensions::HEIGHT_F) * 100000.0 + (x + 1) * 100.0;
}
// Card layering (general architecture, not command-zone specific)
constexpr qreal CARD_BASE = 1.0;
constexpr qreal CARD_MAX = ZValueLayerManager::CARD_Z_VALUE_MAX;
} // namespace ZValues
#endif // Z_VALUES_H