Cockatrice/cockatrice/src/game_graphics/board/abstract_card_item.h
BruebachL b1c8f156dc
[Game] Add hover zoom and a tabbed card panel to the board (#7700)
* [Settings] Add hover zoom/panel triggers, delays, and double-confirm

* [Game] Smooth board hover-zoom with fade helpers

* [Game] Add hover card panel with tabbed actions

* [Game] Wire hover zoom/panel triggers through the scene

* [Game] Repaint cached zones when the hover zoom moves

`TableZone` cuts the hovered card out of its own paint so zone washes,
indicators, dimming and the land divider never draw over the zoom. It is a
`DeviceCoordinateCache` item, so the card changing geometry never dirtied it
and the stale hole stayed transparent, uncovering the black viewport as soon
as the zoom crossed a zone edge.

- Emit `hoverFootprintChanged(old, new)` from `setCardScale()` and once from
  `setHovered(false)`.
- Repaint every overlapping `TableZone` on that signal.
- Clip with the card's painted outline instead of its bounding rectangle, and
  treat a zoom covering the whole zone as "paint nothing".

* [Interface] Keep the hover panel P/T controls out of the way

The P/T set/inc/dec rows were always visible and sat under the cursor, so
clicking a card to select it could mutate its P/T instead.

- Collapse the controls to a pill on the printed P/T box, anchored on the
  drawn artwork so letterboxed and sideways cards stay aligned.
- Open the rows only from the pill and grow them upward, and re-measure the
  pill on every value so three-digit P/T does not clip.
- Close the panel when another card is hovered, and repaint the area it
  covered so no patch is left behind.

* [Interface] Address hover panel review findings

* [Game] Fix include order flagged by the format gate

The card hover widget header was included before theme_manager.h, which
clang-format rejects; the branch's format CI job failed on it.

* [Interface] Load the hover panel icons through the themed icon engine

The panel still named pre-#7595 assets (arrow_*_green, arrow_right_blue,
cogwheel) and built QIcon snapshots from themePixmap(), so the deleted names
rendered blank and every other glyph froze one palette.

Load every glyph through loadThemedIcon() with the emphasis axis the adoption
plan calls for: the category tabs take the primary level as panel wayfinding,
the action grid the quiet level because its glyphs label the button text.
Semantic tints keep their family and follow the same quiet level; Clone keeps
its sticker treatment.

* [Icons] Add an Informational semantic color family

Face-down play and the exile zone are states that are neither a gain nor a
loss, and the pre-#7595 art painted them blue (arrow_right_blue). #7595 dropped
that hue, and the icon engine has had only Positive and Negative since, so both
states fall back to neutral ink.

Add the family with the same three-level ladder the other semantic roles use:
authored roles per theme, scheme defaults otherwise, an emphasis mapping, the
palette-editor rows and the generator seed. The defaults clear the 4.5:1 label
floor on both schemes and the ladder's saturation ordering; the existing
emphasis, hue and preview tests now cover the new family. Preview sheets that
name roles resolve an unauthored one through the same default the client
paints.

* [Interface] Split the hover panel icons by emphasis and semantics

Category tabs only navigate between pages, so they take the quiet level; the
action grid is the surface the player works in and takes the primary level. Both
stay line glyphs: a filled treatment reads as a second state on every cell.

Hue marks an outcome where the glyph cannot. Play, clone and to hand are
Positive; reduce life and graveyard Negative; play face down and exile
Informational. Direction-only moves (top and bottom of library) stay neutral
because the arrow already carries the meaning.

* [Icons] Add Hidden and Marked semantic color families

Two game concepts had no hue of their own. Hidden information (a face-down
play, peeking at a card face) now has violet, and the marks a player leaves on a
card (annotation, draw arrow) now share amber instead of splitting blue and red
for the same job.

Both families follow the existing three-level ladder: authored roles per theme,
scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator
seeding. The defaults clear the 4.5:1 floor on the representative platform
surfaces and keep the saturation ordering the emphasis tests assert; the hue
tests pin violet's blue-red-green dominance and amber's red-green-blue one, and
every preview sheet now renders the two families.

The hover panel grid preview is added alongside: it renders the real pages
(section headers, two-column cells, glyph over label) so the whole map can be
judged at once instead of glyph by glyph.

* [Icons] Add a Movement semantic color family

A card changing position inside the library is neither a gain, a loss nor
information, so it had no hue. Movement names it with teal and covers the three
library placements (top, bottom, X from top).

It follows the existing ladder: authored roles per theme, scheme defaults
otherwise, an emphasis mapping, palette-editor rows and generator seeding. The
defaults clear the 4.5:1 floor on the representative platform surfaces, keep
strong > base > soft saturation, and keep green > blue > red so teal cannot be
mistaken for the green gain family.

* [Interface] Give every hover panel action a semantic color

The quick actions are the panel's whole point, so a neutral glyph made the
most-used buttons the hardest to scan. Every action now names a game fact with
its hue: gain, loss, information, hidden information, a mark on the card or a
move. The line glyph stays identical, so the colour is the only difference
between neighbours.

The grid is also ordered by family so a row reads as one idea: the two state
toggles, the two gains, the two marks, the two hidden-information actions and
the two losses each share a row. Conditional actions (Peek, Unattach) sit at the
end of their pair, so a missing one leaves a hole at the section edge instead of
splitting a row. In a zone, Play and Play Face Down stay adjacent on purpose:
the same action, one of them hiding information. The move tab leads with the
three library placements (Movement), then the destinations.

actionGridIcon is removed; semanticActionIcon is now the only grid ink. The
preview renders the real pages so the whole map can be judged at once.

* [Icons] Use quiet emphasis for glyphs that label rather than act

The search and info glyphs inside the search fields, and the combo-box
chevron, label or afford an action rather than performing one. At the
default secondary weight they compete with the actual controls next to
them. Paint them at quiet emphasis so they stay legible without claiming
attention.

Sites: deck editor, visual database display, visual deck storage, set
manager, settings search, in-game zone view, and the dropdown chevron.

* [Icons] Restore sticker treatment to the add, remove and delete actions

The pre-#7595 add and delete glyphs were filled shapes with an outline.
After the line migration they read as ordinary toolbar glyphs, losing the
weight their verbs had. Give the add and delete family the sticker
treatment again.

- Deck editor Add card: primary positive sticker. It is the one action
  the database panel exists for.
- Visual database Clear filters: negative sticker, matching the delete
  family.
- Filter dock Clear all: negative sticker, matching Clear one.

* [Icons] Give sharing and pinning their semantic families

Sharing is an informational act: the app already tints reveal and
make-public with the informational family, so the deck storage share
action, the replay share-code action and the visual deck storage share
button follow it.

The printing-selector pin badge marks a card as pinned. Paint it with the
marked family, the same one used for a mark left on a card, instead of
leaving it neutral.

* [Game] Dismiss the hover panel before opening a modal dialog

The hover panel is a Qt::ToolTip window, i.e. a popup: it is always on
top and holds the input grab. Actions on the panel that open a modal
dialog (Set power/toughness, Set annotation, Set counter value, token
creation) therefore opened the dialog behind the panel, where it could
not be seen or activated.

Hide the panel synchronously and defer the action to the next event-loop
turn, so the popup grab is released before the dialog's event loop
starts. The panel asks the scene to dismiss it through a new
dismissRequested signal, keeping hover timers and the covered-card fade
on the scene's side.

Reported from the P/T overlay SET button; the same path covers the
counter tab and the token tab.

* [Icons] Refine VDE and VDD emphasis and semantics

The visual database filter section and the syntax help are information
aids, so paint them with the informational family at the default
emphasis: the filter section glyph and the search field's help glyph.
The help glyph leaves quiet emphasis because it is a clickable action,
not a field label.

The visual deck editor's display-type toggle is the one control that
changes the whole view, so it takes primary emphasis.

The search glyphs stay quiet; only the help action changes.

* [Icons] Raise the visual database filter controls to primary

The six quick-filter buttons are the controls the filter section exists
for, so paint them at primary emphasis instead of the default weight.

The sort glyph carries the same informational family as the filter
glyph, in both the visual database toolbar label and the visual deck
editor's sort-criteria button.

* [Icons] Keep the display options sort glyph neutral

The sort button beside the display-mode toggle is not part of the
informational family. Only the visual database toolbar's sort glyph
carries informational; the display options button returns to the
default neutral weight.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 21:51:31 +01:00

209 lines
6.7 KiB
C++

/**
* @file abstract_card_item.h
* @ingroup GameGraphicsCards
* @brief Base class for graphical card items, providing shared rendering, identity, and interaction logic.
*/
#ifndef ABSTRACTCARDITEM_H
#define ABSTRACTCARDITEM_H
#include "../animated_item.h"
#include "arrow_target.h"
#include "graphics_item_type.h"
#include <QColor>
#include <QGraphicsItem>
#include <QSizeF>
#include <QString>
#include <QtGlobal>
#include <libcockatrice/game/board/card_state.h>
#include <qtmetamacros.h>
class PlayerLogic;
class CardInfo;
class QPainter;
class QPoint;
class QPropertyAnimation;
class AbstractCardItem : public ArrowTarget, public IAnimatedItem
{
Q_OBJECT
Q_PROPERTY(qreal cardScale READ getCardScale WRITE setCardScale)
Q_PROPERTY(qreal cardOpacity READ getCardOpacity WRITE setCardOpacity)
protected:
CardState *state;
int tapAngle;
QColor bgColor;
private:
bool isHovered;
bool isHoverHighlighted;
qreal realZValue;
bool pendingSelectionCollapse;
int selectionCollapseGeneration = 0; ///< Guards the deferred collapse timer against stale firings
QPropertyAnimation *hoverZoom = nullptr;
QPropertyAnimation *opacityAnim = nullptr;
private slots:
void pixmapUpdated();
void onCardInfoChanged();
void onCardRefChanged(const CardRef &oldCardRef, const CardRef &newCardRef);
void onTappedChanged(bool newTapped, bool canAnimate);
public slots:
void refreshCardInfo();
signals:
void hovered(AbstractCardItem *card);
void showCardInfoPopup(const QPoint &pos, const CardRef &cardRef);
void deleteCardInfoPopup(QString cardName);
void sigPixmapUpdated();
void cardShiftClicked(QString cardName);
void rightClicked(AbstractCardItem *card, QPoint screenPos);
void playSelected(AbstractCardItem *card);
void playSelectedFaceDown(AbstractCardItem *card);
void hideSelected(AbstractCardItem *card);
void selectionChanged(AbstractCardItem *card, bool selected);
void tappedChanged(bool tapped);
void faceDownChanged(bool faceDown);
/** @brief Emitted when the hover shrink-out animation runs to completion while unhovered. */
void hoverShrinkFinished(AbstractCardItem *card);
/**
* @brief Emitted when the hover zoom changes this card's scene footprint.
*
* Zones (and anything else that dodges the zoomed card) draw from the live footprint at
* paint time but are cached: they need this to invalidate, or a stale hole is left behind.
* Also emitted once when the hover ends, with both rects equal, because the hole
* disappears without the card changing size.
*/
void hoverFootprintChanged(const QRectF &oldFootprint, const QRectF &newFootprint);
public:
enum
{
Type = typeCard
};
int type() const override
{
return Type;
}
explicit AbstractCardItem(QGraphicsItem *parent = nullptr,
const CardRef &cardRef = {},
PlayerLogic *_owner = nullptr,
int _id = -1);
~AbstractCardItem() override;
QRectF boundingRect() const override;
QPainterPath shape() const override;
QSizeF getTranslatedSize(QPainter *painter) const;
void paintPicture(QPainter *painter, const QSizeF &translatedSize, int angle);
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) override;
[[nodiscard]] CardState *getState() const
{
return state;
}
ExactCard getCard() const
{
return state->getCard();
}
const CardInfo &getCardInfo() const;
int getId() const
{
return state->getId();
}
void setId(int _id)
{
state->setId(_id);
}
QString getName() const
{
return state->getCardRef().name;
}
QString getProviderId() const
{
return state->getCardRef().providerId;
}
void setCardRef(const CardRef &_cardRef)
{
state->setCardRef(_cardRef);
}
CardRef getCardRef() const
{
return state->getCardRef();
}
qreal getRealZValue() const
{
return realZValue;
}
void setRealZValue(qreal _zValue);
void setHovered(bool _hovered);
/**
* @brief Shows the hover outline and stacking lift, plus the historical 1.1x hover
* scale whenever no zoom trigger is configured.
*
* The board zoom is trigger-gated; the hover feedback (card info, outline, raised
* stacking) still follows the cursor immediately on contact. With the zoom trigger
* off and the panel not on hover, the old 1.1x enlargement (gated by scaleCards)
* stays in effect so upgrading does not silently drop it.
*/
void setHoverHighlighted(bool highlighted);
qreal getCardScale() const;
void setCardScale(qreal scale);
qreal getCardOpacity() const;
void setCardOpacity(qreal opacity);
/** @brief Fades the card out under the hover panel, or back in when it closes. */
void fadeCardOut();
void fadeCardIn();
bool getIsHovered() const
{
return isHovered;
}
[[nodiscard]] QString getColor() const
{
return state->getColor();
}
void setColor(const QString &_color);
bool getTapped() const
{
return state->getTapped();
}
void setTapped(bool _tapped, bool canAnimate = false)
{
state->setTapped(_tapped, canAnimate);
}
bool getFaceDown() const
{
return state->getFaceDown();
}
void setFaceDown(bool _facedown)
{
state->setFaceDown(_facedown);
}
void processHoverEvent();
/** @brief Drop a pending collapse and disarm any deferred collapse timer. */
void cancelPendingSelectionCollapse();
void deleteCardInfoPopup()
{
emit deleteCardInfoPopup(state->getCardRef().name);
}
/** @brief Default: no per-tick animation. Subclasses override to animate. */
bool animationEvent() override;
protected:
void transformPainter(QPainter *painter, const QSizeF &translatedSize, int angle);
void mousePressEvent(QGraphicsSceneMouseEvent *event) override;
void mouseReleaseEvent(QGraphicsSceneMouseEvent *event) override;
QVariant itemChange(QGraphicsItem::GraphicsItemChange change, const QVariant &value) override;
void cacheBgColor();
/**
* @brief Whether a double-click on this item acts on the whole selection.
*
* When true, a release without drag defers the multi-selection collapse
* until the double-click window passes, so a following double-click still
* sees every selected card. Subclasses that handle double-clicks on the
* selection must return true here and call
* cancelPendingSelectionCollapse() from their double-click handler.
*/
virtual bool doubleClickActsOnSelection() const;
};
#endif