Cockatrice/cockatrice/src/game_graphics/board/arrow_item.cpp
BruebachL 404b0cdf28
[Game] Animate Arrows (#7099)
* Add an arrow draw animation setting

- New arrowDrawAnimation cards-display setting, default on
- The arrow draw animation checkbox joins the animation settings group
- Visual Deck Storage selection animation checkbox moves next to the
  other animation checkboxes, and the enable/disable-all buttons now
  cover it and the arrow animation

Took 2 minutes

Took 21 minutes

Took 7 minutes


Took 11 minutes

Took 20 seconds

* Animate arrows drawing from start to target

- The arrow stroke reveals itself along the arc with an eased timing,
  followed by a short light sheen that sweeps down the shaft
- The arrow head pops in once the reveal reaches it, then the whole
  arrow fades from its initial glow
- Decay is driven by GameScene's shared animation timer through the
  IAnimatedItem interface (QElapsedTimer based), respecting the
  arrowDrawAnimation setting
- GameScene adds the arrow item to the scene before starting its
  animation so the item is registered against a valid scene

Took 6 minutes


Took 1 minute

* Defer animation start so arrows don't start halfway materialized

Took 13 minutes

* Don't draw tip/shaft outline

Took 12 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-14 10:44:17 +02:00

551 lines
No EOL
18 KiB
C++

#define _USE_MATH_DEFINES
#include "arrow_item.h"
#include "../../client/settings/cache_settings.h"
#include "../../game/player/player_actions.h"
#include "../../game/player/player_logic.h"
#include "../game_scene.h"
#include "../player/player_target.h"
#include "../z_values.h"
#include "../zones/card_zone.h"
#include "card_item.h"
#include <QDebug>
#include <QElapsedTimer>
#include <QGraphicsScene>
#include <QGraphicsSceneMouseEvent>
#include <QPainter>
#include <QtMath>
#include <libcockatrice/card/card_info.h>
#include <libcockatrice/protocol/pb/command_attach_card.pb.h>
#include <libcockatrice/protocol/pb/command_create_arrow.pb.h>
#include <libcockatrice/protocol/pb/command_delete_arrow.pb.h>
#include <libcockatrice/settings/cards_display_settings.h>
#include <libcockatrice/settings/interface_settings.h>
#include <libcockatrice/utility/color.h>
#include <libcockatrice/utility/zone_names.h>
namespace
{
constexpr qreal kMinStrokeDurationMs = 200.0;
constexpr qreal kMaxStrokeDurationMs = 450.0;
constexpr qreal kMsPerPixel = 0.8;
constexpr qreal kGlowFadeDurationMs = 120.0;
constexpr qreal kSheenHalfWidth = 14.0;
/// @brief Ease-out cubic, for a natural "slow in / slow out" reveal.
qreal easeOutCubic(qreal t)
{
const qreal inverse = 1.0 - t;
return 1.0 - inverse * inverse * inverse;
}
} // namespace
ArrowItem::ArrowItem(QSharedPointer<const ArrowData> _data, ArrowTarget *_startItem, ArrowTarget *_targetItem)
: data(std::move(_data)), startItem(_startItem), targetItem(_targetItem)
{
setZValue(ZValues::ARROWS);
auto doUpdate = [this]() {
if (startItem && targetItem) {
updatePath();
}
};
if (startItem) {
connect(startItem, &ArrowTarget::scenePositionChanged, this, doUpdate);
connect(startItem, &QObject::destroyed, this, &ArrowItem::onTargetDestroyed);
}
if (targetItem) {
connect(targetItem, &ArrowTarget::scenePositionChanged, this, doUpdate);
connect(targetItem, &QObject::destroyed, this, &ArrowItem::onTargetDestroyed);
}
if (startItem && targetItem) {
updatePath();
}
}
ArrowItem::~ArrowItem()
{
if (auto *scene = qobject_cast<GameScene *>(this->scene())) {
scene->unregisterAnimationItem(this);
}
}
void ArrowItem::onTargetDestroyed()
{
emit requestDeletion(data->creatorId, data->id);
}
void ArrowItem::delArrow()
{
if (targetItem) {
targetItem->setBeingPointedAt(false);
}
deleteLater();
}
void ArrowItem::updatePath()
{
if (!targetItem) {
return;
}
QPointF endPoint = targetItem->mapToScene(
QPointF(targetItem->boundingRect().width() / 2, targetItem->boundingRect().height() / 2));
updatePath(endPoint);
}
void ArrowItem::updatePath(const QPointF &endPoint)
{
const double arrowWidth = 15.0;
const double headWidth = 40.0;
const double headLength =
headWidth / qPow(2, 0.5); // aka headWidth / sqrt (2) but this produces a compile error with MSVC++
const double phi = 15;
if (!startItem) {
return;
}
QPointF startPoint =
startItem->mapToScene(QPointF(startItem->boundingRect().width() / 2, startItem->boundingRect().height() / 2));
QLineF line(startPoint, endPoint);
qreal lineLength = line.length();
prepareGeometryChange();
if (lineLength < 30) {
path = QPainterPath();
bodyPath = QPainterPath();
headPath = QPainterPath();
shaftOutlinePath = QPainterPath();
centerLine = QPainterPath();
headBaseFraction = 1.0;
} else {
QPointF c(lineLength / 2, qTan(phi * M_PI / 180) * lineLength);
centerLine = QPainterPath();
centerLine.moveTo(0, 0);
centerLine.quadTo(c, QPointF(lineLength, 0));
headBaseFraction = 1 - headLength / lineLength;
QPointF arrowBodyEndPoint = centerLine.pointAtPercent(headBaseFraction);
QLineF testLine(arrowBodyEndPoint, centerLine.pointAtPercent(headBaseFraction + 0.001));
qreal alpha = testLine.angle() - 90;
QPointF endPoint1 =
arrowBodyEndPoint + arrowWidth / 2 * QPointF(qCos(alpha * M_PI / 180), -qSin(alpha * M_PI / 180));
QPointF endPoint2 =
arrowBodyEndPoint + arrowWidth / 2 * QPointF(-qCos(alpha * M_PI / 180), qSin(alpha * M_PI / 180));
QPointF point1 =
endPoint1 + (headWidth - arrowWidth) / 2 * QPointF(qCos(alpha * M_PI / 180), -qSin(alpha * M_PI / 180));
QPointF point2 =
endPoint2 + (headWidth - arrowWidth) / 2 * QPointF(-qCos(alpha * M_PI / 180), qSin(alpha * M_PI / 180));
QPointF start1 = -arrowWidth / 2 * QPointF(qCos((phi - 90) * M_PI / 180), qSin((phi - 90) * M_PI / 180));
QPointF start2 = arrowWidth / 2 * QPointF(qCos((phi - 90) * M_PI / 180), qSin((phi - 90) * M_PI / 180));
path = QPainterPath(start1);
path.quadTo(c, endPoint1);
path.lineTo(point1);
path.lineTo(QPointF(lineLength, 0));
path.lineTo(point2);
path.lineTo(endPoint2);
path.quadTo(c, start2);
path.lineTo(start1);
bodyPath = QPainterPath(start1);
bodyPath.quadTo(c, endPoint1);
bodyPath.lineTo(endPoint2);
bodyPath.quadTo(c, start2);
bodyPath.lineTo(start1);
headPath = QPainterPath(endPoint1);
headPath.lineTo(point1);
headPath.lineTo(QPointF(lineLength, 0));
headPath.lineTo(point2);
headPath.lineTo(endPoint2);
shaftOutlinePath = QPainterPath(start1);
shaftOutlinePath.quadTo(c, endPoint1);
shaftOutlinePath.moveTo(endPoint2);
shaftOutlinePath.quadTo(c, start2);
shaftOutlinePath.lineTo(start1);
}
setPos(startPoint);
setTransform(QTransform().rotate(-line.angle()));
}
void ArrowItem::startDrawAnimation()
{
if (!SettingsCache::instance().cardsDisplay().getArrowDrawAnimation() || centerLine.isEmpty()) {
return;
}
strokeDurationMs = qBound(kMinStrokeDurationMs, centerLine.length() * kMsPerPixel, kMaxStrokeDurationMs);
glowFadeDurationMs = kGlowFadeDurationMs;
// The clock is started on the first animationEvent() tick so that t=0
// corresponds to the first rendered frame. Starting it here would count
// the time spent before the item's first paint (event-loop delays, bursts
// of arrows created together), making the arrow appear already partway
// drawn when it first shows up.
animationStarted = false;
drawProgress = 0.0;
glowAlpha = 1.0;
update();
if (auto *scene = qobject_cast<GameScene *>(this->scene())) {
scene->registerAnimationItem(this);
}
}
bool ArrowItem::animationEvent()
{
if (!animationStarted) {
animationClock.start();
animationStarted = true;
}
const qint64 elapsed = animationClock.elapsed();
if (elapsed >= strokeDurationMs + glowFadeDurationMs) {
drawProgress = 1.0;
glowAlpha = 0.0;
update();
return false;
}
if (elapsed < strokeDurationMs) {
drawProgress = easeOutCubic(qBound<qreal>(0.0, elapsed / strokeDurationMs, 1.0));
glowAlpha = 1.0;
} else {
drawProgress = 1.0;
glowAlpha = 1.0 - (elapsed - strokeDurationMs) / glowFadeDurationMs;
}
update();
return true;
}
void ArrowItem::paint(QPainter *painter, const QStyleOptionGraphicsItem * /*option*/, QWidget * /*widget*/)
{
QColor paintColor(data->color);
if (fullColor) {
paintColor.setAlpha(200);
} else {
paintColor.setAlpha(150);
}
painter->save();
const QPen outlinePen = painter->pen();
painter->setBrush(paintColor);
const auto drawShaft = [this, painter, &outlinePen, paintColor]() {
painter->setPen(Qt::NoPen);
painter->drawPath(bodyPath);
painter->setPen(outlinePen);
painter->setBrush(Qt::NoBrush);
painter->drawPath(shaftOutlinePath);
painter->setBrush(paintColor);
};
if (drawProgress >= 1.0 || path.isEmpty()) {
painter->drawPath(path);
} else if (drawProgress < headBaseFraction) {
// The reveal edge and the sheen share the same arc-length parameterization,
// so the stroke stays exactly in sync with the trailing sheen.
const qreal revealX = centerLine.pointAtPercent(drawProgress).x();
QPainterPath clip;
clip.addRect(QRectF(-glowExtent, path.boundingRect().top() - glowExtent, revealX + glowExtent,
path.boundingRect().height() + 2 * glowExtent));
painter->setClipPath(clip);
drawShaft();
} else {
// Once the reveal reaches the head base, pop the whole head in with a fade
// instead of slicing the triangle into a growing stub.
drawShaft();
const qreal headFadeIn = (drawProgress - headBaseFraction) / (1.0 - headBaseFraction);
painter->setOpacity(headFadeIn);
painter->setPen(Qt::NoPen);
painter->drawPath(headPath);
painter->setPen(outlinePen);
painter->setBrush(Qt::NoBrush);
painter->drawPath(headPath);
painter->setOpacity(1.0);
painter->setBrush(paintColor);
}
if (glowAlpha > 0.0 && !centerLine.isEmpty()) {
// Sweep a bright band across the arrow. Clipping to the
// silhouette keeps it flat against the shaft so it reads as a light reflection.
const qreal anticipation = qMin<qreal>(1.0, drawProgress / 0.08);
const QPointF sweep = centerLine.pointAtPercent(qMin<qreal>(drawProgress, 1.0));
QLinearGradient sheen(sweep.x() - kSheenHalfWidth, 0.0, sweep.x() + kSheenHalfWidth, 0.0);
sheen.setColorAt(0.0, QColor(paintColor.red(), paintColor.green(), paintColor.blue(), 0));
sheen.setColorAt(0.5, QColor(255, 255, 255, 200));
sheen.setColorAt(1.0, QColor(paintColor.red(), paintColor.green(), paintColor.blue(), 0));
painter->save();
painter->setPen(Qt::NoPen);
painter->setClipPath(path);
painter->setBrush(sheen);
painter->setOpacity(glowAlpha * anticipation);
painter->drawRect(QRectF(sweep.x() - kSheenHalfWidth - glowExtent, path.boundingRect().top() - glowExtent,
(kSheenHalfWidth + glowExtent) * 2.0,
path.boundingRect().height() + glowExtent * 2.0));
painter->restore();
}
painter->restore();
}
void ArrowItem::mousePressEvent(QGraphicsSceneMouseEvent *event)
{
if (!data->isLocalCreator) {
event->ignore();
return;
}
for (auto *item : scene()->items(event->scenePos())) {
if (qgraphicsitem_cast<CardItem *>(item)) {
event->ignore();
return;
}
}
event->accept();
if (event->button() == Qt::RightButton) {
emit requestDeletion(data->creatorId, data->id);
}
}
// ArrowDragItem
ArrowDragItem::ArrowDragItem(PlayerLogic *_owner, ArrowTarget *_startItem, const QColor &_color, int _deleteInPhase)
: ArrowItem(QSharedPointer<ArrowData>::create(ArrowData{.creatorId = _owner->getPlayerInfo()->getId(),
.isLocalCreator = true,
.id = -1,
.color = _color}),
_startItem,
nullptr),
player(_owner), deleteInPhase(_deleteInPhase)
{
}
void ArrowDragItem::addChildArrow(ArrowDragItem *child)
{
childArrows.append(child);
}
void ArrowDragItem::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
if (targetLocked || !startItem) {
return;
}
const QPointF endPos = event->scenePos();
ArrowTarget *cursorItem = nullptr;
qreal cursorItemZ = -1;
for (auto *item : scene()->items(endPos)) {
ArrowTarget *candidate = nullptr;
if (auto *card = qgraphicsitem_cast<CardItem *>(item)) {
candidate = card;
} else if (auto *pt = qgraphicsitem_cast<PlayerTarget *>(item)) {
candidate = pt;
}
if (candidate && candidate->zValue() > cursorItemZ) {
cursorItem = candidate;
cursorItemZ = candidate->zValue();
}
}
if (cursorItem != targetItem) {
if (targetItem) {
disconnect(positionConnection);
targetItem->setBeingPointedAt(false);
}
targetItem = cursorItem;
fullColor = (cursorItem != nullptr);
if (cursorItem && cursorItem != startItem) {
cursorItem->setBeingPointedAt(true);
positionConnection =
connect(cursorItem, &ArrowTarget::scenePositionChanged, this, [this]() { updatePath(); });
}
}
targetItem ? updatePath() : updatePath(endPos);
update();
for (auto *child : childArrows) {
child->mouseMoveEvent(event);
}
}
void ArrowDragItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
{
if (!startItem) {
return;
}
if (targetItem && targetItem != startItem) {
CardItem *startCard = qgraphicsitem_cast<CardItem *>(startItem);
// For now, we can safely assume that the start item is always a card.
// The target item can be a player as well.
if (!startCard) {
delArrow();
return;
}
CardZoneLogic *startZone = startCard->getZone();
Command_CreateArrow cmd;
cmd.mutable_arrow_color()->CopyFrom(convertQColorToColor(data->color));
cmd.set_start_player_id(startZone->getPlayer()->getPlayerInfo()->getId());
cmd.set_start_zone(startZone->getName().toStdString());
cmd.set_start_card_id(startCard->getId());
if (auto *targetCard = qgraphicsitem_cast<CardItem *>(targetItem)) {
CardZoneLogic *targetZone = targetCard->getZone();
cmd.set_target_player_id(targetZone->getPlayer()->getPlayerInfo()->getId());
cmd.set_target_zone(targetZone->getName().toStdString());
cmd.set_target_card_id(targetCard->getId());
} else if (auto *targetPlayer = qgraphicsitem_cast<PlayerTarget *>(targetItem)) {
cmd.set_target_player_id(targetPlayer->getOwner()->getPlayerInfo()->getId());
} else {
delArrow();
return;
}
// if the card is in hand then we will move the card to stack or table as part of drawing the arrow
if (startZone->getName() == ZoneNames::HAND) {
startCard->playCard(false);
CardInfoPtr ci = startCard->getCard().getCardPtr();
bool playToStack = SettingsCache::instance().userInterface().getPlayToStack();
if (ci && ((!playToStack && ci->getUiAttributes().tableRow == 3) ||
(playToStack && ci->getUiAttributes().tableRow != 0 &&
startCard->getZone()->getName() != ZoneNames::STACK))) {
cmd.set_start_zone(ZoneNames::STACK);
} else {
cmd.set_start_zone(playToStack ? ZoneNames::STACK : ZoneNames::TABLE);
}
}
if (deleteInPhase != 0) {
cmd.set_delete_in_phase(deleteInPhase);
}
player->getPlayerActions()->sendGameCommand(cmd);
}
delArrow();
for (auto *child : childArrows) {
child->mouseReleaseEvent(event);
}
}
// ArrowAttachItem
ArrowAttachItem::ArrowAttachItem(ArrowTarget *_startItem)
: ArrowItem(
QSharedPointer<ArrowData>::create(ArrowData{.creatorId = _startItem->getOwner()->getPlayerInfo()->getId(),
.isLocalCreator = true,
.id = -1,
.color = Qt::green}),
_startItem,
nullptr),
player(_startItem->getOwner())
{
}
void ArrowAttachItem::addChildArrow(ArrowAttachItem *child)
{
childArrows.append(child);
}
void ArrowAttachItem::mouseMoveEvent(QGraphicsSceneMouseEvent *event)
{
if (targetLocked || !startItem) {
return;
}
const QPointF endPos = event->scenePos();
ArrowTarget *cursorItem = nullptr;
qreal cursorItemZ = -1;
for (auto *item : scene()->items(endPos)) {
if (auto *card = qgraphicsitem_cast<CardItem *>(item)) {
if (card->zValue() > cursorItemZ) {
cursorItem = card;
cursorItemZ = card->zValue();
}
}
}
if (cursorItem != targetItem) {
if (targetItem) {
disconnect(positionConnection);
targetItem->setBeingPointedAt(false);
}
targetItem = cursorItem;
fullColor = (cursorItem != nullptr);
if (cursorItem && cursorItem != startItem) {
cursorItem->setBeingPointedAt(true);
positionConnection =
connect(cursorItem, &ArrowTarget::scenePositionChanged, this, [this]() { updatePath(); });
}
}
targetItem ? updatePath() : updatePath(endPos);
update();
for (auto *child : childArrows) {
child->mouseMoveEvent(event);
}
}
void ArrowAttachItem::mouseReleaseEvent(QGraphicsSceneMouseEvent *event)
{
if (!startItem) {
return;
}
// Attaching could move startItem under the current cursor position, causing all children to retarget to it right
// before they are processed. Prevent that.
for (auto *child : childArrows) {
child->setTargetLocked(true);
}
if (targetItem && targetItem != startItem) {
auto *startCard = qgraphicsitem_cast<CardItem *>(startItem);
auto *targetCard = qgraphicsitem_cast<CardItem *>(targetItem);
if (startCard && targetCard) {
attachCards(startCard, targetCard);
}
}
delArrow();
for (auto *child : childArrows) {
child->mouseReleaseEvent(event);
}
}
void ArrowAttachItem::attachCards(CardItem *startCard, const CardItem *targetCard)
{
if (targetCard->getAttachedTo() || targetCard->getZone()->getName() != ZoneNames::TABLE) {
return;
}
// move card onto table first if attaching from some other zone
if (startCard->getZone()->getName() != ZoneNames::TABLE) {
player->getPlayerActions()->playCardToTable(startCard, false);
}
Command_AttachCard cmd;
cmd.set_start_zone(ZoneNames::TABLE);
cmd.set_card_id(startCard->getId());
cmd.set_target_player_id(targetCard->getZone()->getPlayer()->getPlayerInfo()->getId());
cmd.set_target_zone(targetCard->getZone()->getName().toStdString());
cmd.set_target_card_id(targetCard->getId());
player->getPlayerActions()->sendGameCommand(cmd);
}