Cockatrice/cockatrice/src/game_graphics/log/message_log_widget.h
BruebachL 65e9f1b370
[Refactor] Retype card containers and zone logic onto CardState (#7434)
* [Refactor] Retype card containers and zone logic onto CardState

* [Game] Restore attach bookkeeping via CardItem and repaint on state change

* [Refactor] Give custom zones a hidden graphics owner

Custom PileZoneLogic zones had no CardZone, so moving a card into one
left the CardItem drawn at its old spot. Create a hidden PileZone in
onCustomZoneAdded so cards are reparented and hidden.

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:14 +01:00

122 lines
4.9 KiB
C++

/**
* @file message_log_widget.h
* @ingroup GameWidgets
*/
//! \todo Document this file.
#ifndef MESSAGELOGWIDGET_H
#define MESSAGELOGWIDGET_H
#include "../../interface/widgets/server/chat_view/chat_view.h"
#include <QPair>
#include <QString>
#include <qtmetamacros.h>
#include <sys/types.h>
class CardState;
class AbstractGame;
class CardItem;
class GameEventContext;
class PlayerLogic;
class PlayerEventHandler;
class CardZoneLogic;
class QWidget;
class ServerInfo_User;
class TabSupervisor;
template <typename T> class QList;
class MessageLogWidget : public ChatView
{
Q_OBJECT
private:
enum MessageContext
{
MessageContext_None,
MessageContext_MoveCard,
MessageContext_Mulligan
};
MessageContext currentContext;
QString messagePrefix, messageSuffix;
static QPair<QString, QString> getFromStr(CardZoneLogic *zone, QString cardName, int position, bool ownerChange);
public:
void connectToPlayerEventHandler(PlayerEventHandler *player);
MessageLogWidget(TabSupervisor *_tabSupervisor, AbstractGame *_game, QWidget *parent = nullptr);
public slots:
void containerProcessingDone();
void containerProcessingStarted(const GameEventContext &context);
void logAlwaysRevealTopCard(PlayerLogic *player, CardZoneLogic *zone, bool reveal);
void logAlwaysLookAtTopCard(PlayerLogic *player, CardZoneLogic *zone, bool reveal);
void logAttachCard(PlayerLogic *player, QString cardName, PlayerLogic *targetPlayer, QString targetCardName);
void logConcede(int playerId);
void logUnconcede(int playerId);
void logConnectionStateChanged(PlayerLogic *player, bool connectionState);
void logCreateArrow(PlayerLogic *player,
PlayerLogic *startPlayer,
QString startCard,
PlayerLogic *targetPlayer,
QString targetCard,
bool playerTarget);
void logCreateToken(PlayerLogic *player, QString cardName, QString pt, bool faceDown);
void logDeckSelect(PlayerLogic *player, QString deckHash, int sideboardSize);
void logDestroyCard(PlayerLogic *player, QString cardName);
void logDrawCards(PlayerLogic *player, int number, bool deckIsEmpty);
void logDumpZone(PlayerLogic *player, CardZoneLogic *zone, int numberCards, bool isReversed = false);
void logFlipCard(PlayerLogic *player, QString cardName, bool faceDown);
void logGameClosed();
void logGameStart();
void logGameFlooded();
void logJoin(PlayerLogic *player);
void logJoinSpectator(QString name);
void logKicked();
void logLeave(PlayerLogic *player, QString reason);
void logLeaveSpectator(QString name, QString reason);
void logNotReadyStart(PlayerLogic *player);
void logMoveCard(PlayerLogic *player,
CardState *card,
CardZoneLogic *startZone,
int oldX,
CardZoneLogic *targetZone,
int newX);
void logMulligan(PlayerLogic *player, int number);
void logReplayStarted(int gameId);
void logReadyStart(PlayerLogic *player);
void logRevealCards(PlayerLogic *player,
CardZoneLogic *zone,
int cardId,
QString cardName,
PlayerLogic *otherPlayer,
bool faceDown,
int amount,
bool isLentToAnotherPlayer);
void logReverseTurn(PlayerLogic *player, bool reversed);
void logRollDie(PlayerLogic *player, int sides, const QList<uint> &rolls);
void logSay(PlayerLogic *player, QString message);
void logSetActivePhase(int phase);
void logSetActivePlayer(PlayerLogic *player);
void logSetAnnotation(PlayerLogic *player, CardState *card, QString newAnnotation);
void logSetCardCounter(PlayerLogic *player, QString cardName, int counterId, int value, int oldValue);
void logSetCounter(PlayerLogic *player, QString counterName, int value, int oldValue);
void logSetDoesntUntap(PlayerLogic *player, CardState *card, bool doesntUntap);
void logSetPT(PlayerLogic *player, CardState *card, QString newPT);
void logSetSideboardLock(PlayerLogic *player, bool locked);
void logSetTapped(PlayerLogic *player, CardState *card, bool tapped);
void logShuffle(PlayerLogic *player, CardZoneLogic *zone, int start, int end);
void logSpectatorSay(const ServerInfo_User &spectator, QString message);
void logUnattachCard(PlayerLogic *player, QString cardName);
void logUndoDraw(PlayerLogic *player, QString cardName);
void logUndoDrawFailed(PlayerLogic *player);
void setContextJudgeName(QString player);
void appendHtmlServerMessage(const QString &html,
bool optionalIsBold = false,
QString optionalFontColor = QString()) override;
private:
[[nodiscard]] QString getCurrentTime() const override;
};
#endif