Cockatrice/cockatrice/src/game_graphics/zones/table_zone.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

254 lines
6.5 KiB
C++

/**
* @file table_zone.h
* @ingroup GameGraphicsZones
*/
//! \todo Document this file.
#ifndef TABLEZONE_H
#define TABLEZONE_H
#include "../animated_item.h"
#include "../card_dimensions.h"
#include "select_zone.h"
#include <QElapsedTimer>
#include <QMap>
#include <QPixmap>
#include <QPoint>
#include <QPointF>
#include <QtGlobal>
#include <libcockatrice/game/zones/table_zone_logic.h>
#include <optional>
#include <qtmetamacros.h>
class CardDragItem;
class CardItem;
class CardZoneLogic;
class QColor;
class QGraphicsItem;
class QPainter;
class QPainterPath;
template <typename T> class QList;
/**
* @brief TableZone is the grid based rect where CardItems may be placed.
*
* It is the main play zone and can be customized with background images.
*/
//! \todo Refactor methods to make more readable, extract logic to private methods (especially reorganizeCards()).
class TableZone : public SelectZone, public IAnimatedItem
{
Q_OBJECT
signals:
void sizeChanged();
private:
/*
Margins between table edges and cards, paddings between cards
*/
static const int MARGIN_LEFT = 20;
static const int MARGIN_RIGHT = 15;
static const int MARGIN_TOP = 10;
static const int MARGIN_BOTTOM = 30;
static const int PADDING_X = 35;
static const int PADDING_Y = 30;
/*
Minimum width of the table zone including margins.
*/
static const int MIN_WIDTH = MARGIN_LEFT + (5 * CardDimensions::WIDTH) + MARGIN_RIGHT;
/*
Offset sizes when cards are stacked on each other in the grid
*/
static const int STACKED_CARD_OFFSET_X = CardDimensions::WIDTH / 3;
static const int STACKED_CARD_OFFSET_Y = PADDING_Y / 3;
/*
Width of the box line drawn in the margin around the active player's area
*/
static const int BOX_LINE_WIDTH = 10;
/*
Default inactive mask and border gradient
*/
static const QColor BACKGROUND_COLOR;
static const QColor FADE_MASK;
static const QColor GRADIENT_COLOR;
static const QColor GRADIENT_COLORLESS;
/*
Size and shape variables
*/
int width;
int height;
int currentMinimumWidth;
/*
Internal cache for widths of stacks of cards by row and column.
*/
QMap<int, int> cardStackWidth;
/*
Holds any custom background image for the TableZone
*/
QPixmap backgroundPixelMap;
/*
If this TableZone is currently active
*/
bool active = false;
bool mirrored = false;
bool playmatActive = false;
[[nodiscard]] bool isInverted() const;
private slots:
/**
Loads in any found custom background and updates
*/
void updateBg();
public slots:
void onPlaymatChanged(bool active);
public slots:
/**
Reorganizes CardItems in the TableZone
*/
void reorganizeCards() override;
void setMirrored(bool isMirrored);
public:
/**
Constructs TableZone.
@param _p the Player
@param parent defaults to null
*/
explicit TableZone(TableZoneLogic *_logic, bool mirrored, QGraphicsItem *parent = nullptr);
/**
@return a QRectF of the TableZone bounding box.
*/
[[nodiscard]] QRectF boundingRect() const override;
/**
Render the TableZone
@param painter
@param option
*/
void paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) override;
/**
Flashes the table surface after a player loses life.
Wired up through the life counter so the battlefield glows when life drops.
*/
void triggerDamageShimmer();
/** @brief Decays the damage shimmer by one timer tick. */
bool animationEvent() override;
/**
Toggles the selected items as tapped.
*/
void toggleTapped();
/**
See HandleDropEventByGrid
*/
void
handleDropEvent(const QList<CardDragItem *> &dragItems, CardZoneLogic *startZone, const QPoint &dropPoint) override;
/**
Handles the placement of cards
*/
void
handleDropEventByGrid(const QList<CardDragItem *> &dragItems, CardZoneLogic *startZone, const QPoint &gridPoint);
/**
@return CardItem from grid location
*/
[[nodiscard]] CardItem *getCardFromGrid(const QPoint &gridPoint) const;
/**
@return CardItem from coordinate location
*/
[[nodiscard]] CardItem *getCardFromCoords(const QPointF &point) const;
QPointF closestGridPoint(const QPointF &point) override;
/**
Resizes the TableZone in case CardItems are within or
outside of the TableZone constraints.
*/
void resizeToContents();
[[nodiscard]] int getMinimumWidth() const
{
return currentMinimumWidth;
}
void setWidth(qreal _width)
{
// The width is stored as an int; truncate to match the previous implicit conversion.
const int newWidth = static_cast<int>(_width);
if (width == newWidth) {
return;
}
prepareGeometryChange();
width = newWidth;
// The parent player item's boundingRect (which clips the playmat painting) is
// derived from this zone's size. Without this signal the playmat is cut off at
// the stale boundingRect edge whenever the scene is resized wider.
emit sizeChanged();
}
[[nodiscard]] qreal getWidth() const
{
return width;
}
void setActive(bool _active)
{
active = _active;
update();
}
private:
static constexpr qreal shimmerDurationMs = 450.0;
QElapsedTimer shimmerClock;
qreal damageShimmerAlpha = 0.0;
void paintZoneOutline(QPainter *painter);
void paintLandDivider(QPainter *painter);
/**
* @brief This zone's paint area minus the hovered card's painted outline, in zone coordinates.
*
* @c std::nullopt when no card is hovered or it does not overlap this zone; an *empty* path when
* the hovered card covers this zone entirely, in which case nothing of the zone is visible.
*/
[[nodiscard]] std::optional<QPainterPath> hoveredCardHole() const;
/*
Calculates card stack widths so mapping functions work properly
*/
void computeCardStackWidths();
/*
Mapping functions for points to/from gridpoints.
*/
[[nodiscard]] QPointF mapFromGrid(QPoint gridPoint) const;
[[nodiscard]] QPoint mapToGrid(const QPointF &mapPoint) const;
/*
Helper function to create a single key from a card stack location.
*/
[[nodiscard]] int getCardStackMapKey(int x, int y) const
{
return x + (y * 1000);
}
};
#endif