Cockatrice/cockatrice/src/game_graphics/player/menu/player_menu.h
BruebachL 78964779c6
[Refactor] Move card item creation out of game logic (#7436)
* [Refactor] Move card item creation out of game logic

* [Game] Rename signal to createCardRequested per review

* [Game] Move attachment bookkeeping onto CardState

CardState::setAttachedTo now maintains the attachedCards graph, resets the
grid point and emits the zone events itself, so game logic no longer needs
to reach into the CardItem graphics item. CardItem::setAttachedTo delegates
to the state and keeps only the view teardown (deleteLater).

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:15 +01:00

124 lines
3.2 KiB
C++

/**
* @file player_menu.h
* @ingroup GameMenusPlayers
* @brief Orchestrates lifecycle management for all player-bound UI components.
*/
#ifndef COCKATRICE_PLAYER_MENU_H
#define COCKATRICE_PLAYER_MENU_H
#include "../../../interface/widgets/menus/tearoff_menu.h"
#include <QList>
#include <QObject>
#include <qtmetamacros.h>
#include <utility>
class CardState;
class CardMenu;
class PlayerGraphicsItem;
class AbstractPlayerComponent;
class CustomZoneMenu;
class GraveyardMenu;
class HandMenu;
class LibraryMenu;
class QMenu;
class RfgMenu;
class SayMenu;
class SideboardMenu;
class TallyMenu;
class UtilityMenu;
struct CardRef;
class PlayerMenu : public QObject
{
Q_OBJECT
signals:
void cardMenuUpdated(CardMenu *cardMenu);
void cardInfoRequested(const CardRef &cardRef);
void shortcutsActivated();
void shortcutsDeactivated();
void retranslateRequested();
public slots:
void setMenusForGraphicItems();
QMenu *updateCardMenu(CardState *card);
private slots:
void refreshShortcuts();
public:
explicit PlayerMenu(PlayerGraphicsItem *player);
/** @brief Retranslate all user-visible strings. Called on language change. */
void retranslateUi();
[[nodiscard]] QMenu *getPlayerMenu() const
{
return playerMenu;
}
[[nodiscard]] QMenu *getCountersMenu()
{
return countersMenu;
}
[[nodiscard]] LibraryMenu *getLibraryMenu() const
{
return libraryMenu;
}
[[nodiscard]] UtilityMenu *getUtilityMenu() const
{
return utilityMenu;
}
[[nodiscard]] bool getShortcutsActive() const
{
return shortcutsActive;
}
/** @brief Bind keyboard shortcuts. Called when this player gains focus. */
void setShortcutsActive();
/** @brief Unbind keyboard shortcuts. Called when this player loses focus. */
void setShortcutsInactive();
private:
PlayerGraphicsItem *player;
TearOffMenu *playerMenu;
QMenu *countersMenu;
HandMenu *handMenu;
LibraryMenu *libraryMenu;
SideboardMenu *sideboardMenu;
GraveyardMenu *graveMenu;
RfgMenu *rfgMenu;
UtilityMenu *utilityMenu;
TallyMenu *tallyMenu;
SayMenu *sayMenu;
CustomZoneMenu *customZonesMenu;
/** @brief Drives AbstractPlayerComponent lifecycle delegation. Counters are iterated separately via
* player->getCounters().
*/
QList<AbstractPlayerComponent *> managedComponents;
bool shortcutsActive = false;
/** @brief Creates component, adds it as a submenu of playerMenu, and registers in managedComponents. */
template <typename MenuT, typename... Args> MenuT *addManagedMenu(Args &&...args)
{
auto *menu = new MenuT(std::forward<Args>(args)...);
playerMenu->addMenu(menu);
managedComponents.append(menu);
return menu;
}
/** @brief Creates component and registers in managedComponents, but does NOT add it as a submenu. */
template <typename ComponentT, typename... Args> ComponentT *createManagedComponent(Args &&...args)
{
auto *component = new ComponentT(std::forward<Args>(args)...);
managedComponents.append(component);
return component;
}
};
#endif // COCKATRICE_PLAYER_MENU_H