Cockatrice/cockatrice/src/game/board/counter_state.h
BruebachL 745e94f332
[Replay] Skip damage animations when skipping backward in replays (#7249)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-07 02:26:52 +02:00

64 lines
1.6 KiB
C++

#ifndef COCKATRICE_COUNTER_STATE_H
#define COCKATRICE_COUNTER_STATE_H
#include <QColor>
#include <QObject>
#include <QString>
#include <libcockatrice/protocol/pb/serverinfo_counter.pb.h>
class CounterState : public QObject
{
Q_OBJECT
public:
CounterState(int id, const QString &name, const QColor &color, int radius, int value, QObject *parent = nullptr);
static CounterState *fromProto(const ServerInfo_Counter &counter, QObject *parent = nullptr);
int getId() const
{
return id;
}
QString getName() const
{
return name;
}
QColor getColor() const
{
return color;
}
int getRadius() const
{
return radius;
}
int getValue() const
{
return value;
}
/**
* @brief Set the counter value.
* @param newValue The new value.
* @param skipDamageAnimation When true, valueChanged is emitted with skipDamageAnimation=true, letting views
* suppress damage-related feedback (e.g. battlefield shimmer, life counter flash) for values set during replay
* rewinds.
*/
void setValue(int newValue, bool skipDamageAnimation = false);
signals:
/**
* @brief Emitted whenever the value changes.
* @param oldValue The previous value.
* @param newValue The new value.
* @param skipDamageAnimation True when the change should not trigger damage/life-change feedback in views.
*/
void valueChanged(int oldValue, int newValue, bool skipDamageAnimation);
private:
int id;
QString name;
QColor color;
int radius;
int value;
};
#endif // COCKATRICE_COUNTER_STATE_H