Refactor/z value constants (#6651)

* feat(z-values): add centralized Z-value constants infrastructure

Magic numbers scattered across the codebase make Z-value layering
hard to understand and maintain. Centralizing them provides:
- Self-documenting layer hierarchy
- Validation utilities for development
- Single source of truth for Z-value ranges

Two-tier header design:
- z_value_layer_manager.h: Foundation with constants and validation
- z_values.h: User-facing namespace with semantic constants

* refactor(z-values): replace magic Z-value numbers with ZValues constants

Magic numbers like 2000000007 are impossible to understand without
context. Named constants (ZValues::DRAG_ITEM) are self-documenting.

This intentionally renumbers overlay Z-values to use a cleaner offset
sequence. The relative stacking order is preserved, which is what
matters for correct rendering.

Each consumer now includes z_values.h and uses semantic constants
instead of magic numbers.

* refactor(z-values): removed redundant inline with contexpr, Updated doc, magic numbers removed from TableZone.
This commit is contained in:
DawnFire42 2026-03-05 14:47:14 -05:00 committed by GitHub
parent 1bcea27a44
commit 04f06206b7
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7 changed files with 234 additions and 10 deletions

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@ -1,6 +1,7 @@
#include "abstract_card_drag_item.h"
#include "../../client/settings/cache_settings.h"
#include "../z_values.h"
#include <QCursor>
#include <QDebug>
@ -18,13 +19,13 @@ AbstractCardDragItem::AbstractCardDragItem(AbstractCardItem *_item,
{
if (parentDrag) {
parentDrag->addChildDrag(this);
setZValue(2000000007 + hotSpot.x() * 1000000 + hotSpot.y() * 1000 + 1000);
setZValue(ZValues::childDragZValue(hotSpot.x(), hotSpot.y()));
connect(parentDrag, &QObject::destroyed, this, &AbstractCardDragItem::deleteLater);
} else {
hotSpot = QPointF{qBound(0.0, hotSpot.x(), static_cast<qreal>(CARD_WIDTH - 1)),
qBound(0.0, hotSpot.y(), static_cast<qreal>(CARD_HEIGHT - 1))};
setCursor(Qt::ClosedHandCursor);
setZValue(2000000007);
setZValue(ZValues::DRAG_ITEM);
}
if (item->getTapped())
setTransform(QTransform()

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@ -3,6 +3,7 @@
#include "../../client/settings/cache_settings.h"
#include "../../interface/card_picture_loader/card_picture_loader.h"
#include "../game_scene.h"
#include "../z_values.h"
#include <QCursor>
#include <QGraphicsScene>
@ -215,7 +216,7 @@ void AbstractCardItem::setHovered(bool _hovered)
if (_hovered)
processHoverEvent();
isHovered = _hovered;
setZValue(_hovered ? 2000000004 : realZValue);
setZValue(_hovered ? ZValues::HOVERED_CARD : realZValue);
setScale(_hovered && SettingsCache::instance().getScaleCards() ? 1.1 : 1);
setTransformOriginPoint(_hovered ? CARD_WIDTH / 2 : 0, _hovered ? CARD_HEIGHT / 2 : 0);
update();

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@ -5,6 +5,7 @@
#include "../player/player.h"
#include "../player/player_actions.h"
#include "../player/player_target.h"
#include "../z_values.h"
#include "../zones/card_zone.h"
#include "card_item.h"
@ -23,7 +24,7 @@ ArrowItem::ArrowItem(Player *_player, int _id, ArrowTarget *_startItem, ArrowTar
: QGraphicsItem(), player(_player), id(_id), startItem(_startItem), targetItem(_targetItem), targetLocked(false),
color(_color), fullColor(true)
{
setZValue(2000000005);
setZValue(ZValues::ARROWS);
if (startItem)
startItem->addArrowFrom(this);

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@ -0,0 +1,136 @@
/**
* @file z_value_layer_manager.h
* @ingroup GameGraphics
* @brief Semantic Z-value layer management for game scene rendering.
*
* This file provides a structured approach to Z-value allocation in the game scene.
* Z-values in Qt determine stacking order - higher values render on top of lower values.
*
* ## Layer Architecture
*
* The game scene is organized into three conceptual layers:
*
* 1. **Zone Layer (0-999)**: Zone backgrounds, containers, and static elements
* - Zone backgrounds (0.5-1.0)
* - Cards within zones (1.0 base + index)
*
* 2. **Card Layer (1-40,000,000)**: Dynamic card rendering on the table zone
* - Cards use formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
* - Maximum card Z-value: ~40,000,000 (with 3 rows, actualY <= ~289)
*
* 3. **Overlay Layer (2,000,000,000+)**: UI elements that must appear above all cards
* - Hovered cards (+1)
* - Arrows (+3)
* - Zone views (+4)
* - Drag items (+5, +6)
* - Top UI elements (+7)
*
* ## Design Rationale
*
* The large gap between card Z-values (max ~40M) and overlay base (2B) provides
* safety margin for future table zone expansions while ensuring overlays always
* render above cards regardless of table position.
*
* ## Usage
*
* Prefer using the semantic constants from ZValues namespace:
* @code
* card->setZValue(ZValues::HOVERED_CARD);
* arrow->setZValue(ZValues::ARROWS);
* @endcode
*
* Use validation functions to verify card Z-values during development:
* @code
* Q_ASSERT(ZValueLayerManager::isValidCardZValue(cardZ));
* @endcode
*/
#ifndef Z_VALUE_LAYER_MANAGER_H
#define Z_VALUE_LAYER_MANAGER_H
#include <QtGlobal>
/**
* @namespace ZValueLayerManager
* @brief Utilities for Z-value validation and layer management.
*/
namespace ZValueLayerManager
{
/**
* @enum Layer
* @brief Semantic layer identifiers for Z-value allocation.
*
* These represent conceptual rendering layers, not actual Z-values.
* Use the corresponding ZValues constants for actual rendering.
*/
enum class Layer
{
/// Zone-level elements like backgrounds and containers
Zone,
/// Cards rendered in zones (uses sequential Z-values)
Card,
/// Temporary UI elements like hovered cards and drag items
Overlay
};
/**
* @brief Maximum Z-value a card can have on the table zone.
*
* Based on table zone formula: (actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100
* With maximum 3 rows and CARD_HEIGHT ~96, actualY <= ~289.
* Maximum: (289 + 96) * 100000 + 100 * 100 = 38,510,000
*
* We use 40,000,000 as a safe upper bound with margin.
*/
constexpr qreal CARD_Z_VALUE_MAX = 40000000.0;
/**
* @brief Base Z-value for overlay elements.
*
* Must exceed CARD_Z_VALUE_MAX to ensure overlays render above all cards.
* The 50x margin (2B vs 40M) provides safety for future expansion.
*/
constexpr qreal OVERLAY_BASE = 2000000000.0;
/**
* @brief Validates that a Z-value is within the valid card range.
*
* Cards should have Z-values between CARD_BASE (1.0) and CARD_Z_VALUE_MAX.
* Values outside this range may interfere with overlay rendering.
*
* @param zValue The Z-value to validate
* @return true if the Z-value is valid for a card
*/
[[nodiscard]] constexpr bool isValidCardZValue(qreal zValue)
{
return zValue >= 1.0 && zValue <= CARD_Z_VALUE_MAX;
}
/**
* @brief Validates that a Z-value is in the overlay layer.
*
* Overlay elements should have Z-values at or above OVERLAY_BASE.
*
* @param zValue The Z-value to validate
* @return true if the Z-value is valid for an overlay element
*/
[[nodiscard]] constexpr bool isOverlayZValue(qreal zValue)
{
return zValue >= OVERLAY_BASE;
}
/**
* @brief Returns the Z-value for a specific overlay element.
*
* @param offset Offset from OVERLAY_BASE (0-7 for current elements)
* @return The absolute Z-value for the overlay element
*/
[[nodiscard]] constexpr qreal overlayZValue(qreal offset)
{
return OVERLAY_BASE + offset;
}
} // namespace ZValueLayerManager
#endif // Z_VALUE_LAYER_MANAGER_H

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@ -0,0 +1,83 @@
#ifndef Z_VALUES_H
#define Z_VALUES_H
#include "z_value_layer_manager.h"
/**
* @file z_values.h
* @ingroup GameGraphics
* @brief Centralized Z-value constants for rendering layer order.
*
* Z-values in Qt determine stacking order. Higher values render on top.
* These constants define the visual layering hierarchy for the game scene.
*
* ## Layer Architecture
*
* See z_value_layer_manager.h for detailed documentation on the three-layer
* architecture (Zone, Card, Overlay) and the rationale for Z-value choices.
*
* ## Quick Reference
*
* | Layer | Z-Value Range | Purpose |
* |----------|------------------|-----------------------------------|
* | Zone | 0.5 - 1.0 | Zone backgrounds, containers |
* | Card | 1.0 - 40,000,000 | Cards on table (position-based) |
* | Overlay | 2,000,000,000+ | UI elements above all cards |
*/
namespace ZValues
{
// Expose base for callers that need it
constexpr qreal OVERLAY_BASE = ZValueLayerManager::OVERLAY_BASE;
// Overlay layer Z-values for items that should appear above normal cards
constexpr qreal HOVERED_CARD = ZValueLayerManager::overlayZValue(1.0);
constexpr qreal ARROWS = ZValueLayerManager::overlayZValue(3.0);
constexpr qreal ZONE_VIEW_WIDGET = ZValueLayerManager::overlayZValue(4.0);
constexpr qreal DRAG_ITEM = ZValueLayerManager::overlayZValue(5.0);
constexpr qreal DRAG_ITEM_CHILD = ZValueLayerManager::overlayZValue(6.0);
constexpr qreal TOP_UI = ZValueLayerManager::overlayZValue(7.0);
/**
* @brief Compute Z-value for child drag items based on hotspot position.
*
* When dragging multiple cards together, each child card needs a unique Z-value
* to prevent Z-fighting (flickering/flashing). The Z-values are derived from
* their position when grabbed to conserve original stacking. The formula encodes
* 2D coordinates into a single value where X has higher weight, ensuring
* deterministic visual stacking.
*
* @param hotSpotX The X coordinate of the grab position
* @param hotSpotY The Y coordinate of the grab position
* @return Unique Z-value for the child drag item
*/
[[nodiscard]] constexpr qreal childDragZValue(qreal hotSpotX, qreal hotSpotY)
{
return DRAG_ITEM_CHILD + hotSpotX * 1000000 + hotSpotY * 1000 + 1000;
}
/**
* @brief Compute Z-value for cards on the table zone based on position.
*
* Cards lower on the table (higher Y) render above cards higher up,
* and cards to the right (higher X) render above cards to the left.
* This creates natural visual stacking for overlapping cards.
*
* @param x The X coordinate of the card position
* @param y The Y coordinate of the card position
* @return Z-value for the card's table position
*/
[[nodiscard]] constexpr qreal tableCardZValue(qreal x, qreal y)
{
constexpr qreal CARD_HEIGHT_FOR_Z = 102.0;
return (y + CARD_HEIGHT_FOR_Z) * 100000.0 + (x + 1) * 100.0;
}
// Card layering (general architecture, not command-zone specific)
constexpr qreal CARD_BASE = 1.0;
constexpr qreal CARD_MAX = ZValueLayerManager::CARD_Z_VALUE_MAX;
} // namespace ZValues
#endif // Z_VALUES_H

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@ -7,6 +7,7 @@
#include "../board/card_item.h"
#include "../player/player.h"
#include "../player/player_actions.h"
#include "../z_values.h"
#include "logic/table_zone_logic.h"
#include <QGraphicsScene>
@ -169,7 +170,7 @@ void TableZone::reorganizeCards()
actualY += 15;
getLogic()->getCards()[i]->setPos(actualX, actualY);
getLogic()->getCards()[i]->setRealZValue((actualY + CARD_HEIGHT) * 100000 + (actualX + 1) * 100);
getLogic()->getCards()[i]->setRealZValue(ZValues::tableCardZValue(actualX, actualY));
QListIterator<CardItem *> attachedCardIterator(getLogic()->getCards()[i]->getAttachedCards());
int j = 0;
@ -179,7 +180,7 @@ void TableZone::reorganizeCards()
qreal childX = actualX - j * STACKED_CARD_OFFSET_X;
qreal childY = y + 5;
attachedCard->setPos(childX, childY);
attachedCard->setRealZValue((childY + CARD_HEIGHT) * 100000 + (childX + 1) * 100);
attachedCard->setRealZValue(ZValues::tableCardZValue(childX, childY));
}
}

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@ -7,6 +7,7 @@
#include "../game_scene.h"
#include "../player/player.h"
#include "../player/player_actions.h"
#include "../z_values.h"
#include "view_zone.h"
#include <QCheckBox>
@ -47,7 +48,7 @@ ZoneViewWidget::ZoneViewWidget(Player *_player,
{
setAcceptHoverEvents(true);
setAttribute(Qt::WA_DeleteOnClose);
setZValue(2000000006);
setZValue(ZValues::ZONE_VIEW_WIDGET);
setFlag(ItemIgnoresTransformations);
QGraphicsLinearLayout *vbox = new QGraphicsLinearLayout(Qt::Vertical);
@ -71,7 +72,7 @@ ZoneViewWidget::ZoneViewWidget(Player *_player,
QGraphicsProxyWidget *searchEditProxy = new QGraphicsProxyWidget;
searchEditProxy->setWidget(&searchEdit);
searchEditProxy->setZValue(2000000007);
searchEditProxy->setZValue(ZValues::DRAG_ITEM);
vbox->addItem(searchEditProxy);
// top row
@ -80,13 +81,13 @@ ZoneViewWidget::ZoneViewWidget(Player *_player,
// groupBy options
QGraphicsProxyWidget *groupBySelectorProxy = new QGraphicsProxyWidget;
groupBySelectorProxy->setWidget(&groupBySelector);
groupBySelectorProxy->setZValue(2000000008);
groupBySelectorProxy->setZValue(ZValues::TOP_UI);
hTopRow->addItem(groupBySelectorProxy);
// sortBy options
QGraphicsProxyWidget *sortBySelectorProxy = new QGraphicsProxyWidget;
sortBySelectorProxy->setWidget(&sortBySelector);
sortBySelectorProxy->setZValue(2000000007);
sortBySelectorProxy->setZValue(ZValues::DRAG_ITEM);
hTopRow->addItem(sortBySelectorProxy);
vbox->addItem(hTopRow);