* Make cards rounded
Magic cards have rounded corners, and playing cards tend to have rounded
corners as well, but Cockatrice currently displays rectangular cards.
This can cause visual glitches when using image scans where the border
does not extend in the corner, and for this reason Cockatrice always
draws a (rectangular) border around the card to try and make it look a
bit better.
In this patch I take a different approach: rather than try to make
rounded pegs, er, cards, go into a square hole, the hole is now rounded.
More precisely, the AbstractCardItem now has a rounded rectangular shape
(with a corner of 5% of the width of the card, identical to that of
modern M:TG physical cards).
As a side effect, the card drawing gets a bit simplified by getting rid
of transformPainter() when drawing the card outline and using the
QPainter::drawPixmap overloads that takes a target QRectF instead. This
means we no longer have to bother about card rotation when painting
since that's taken care of by the Graphics View framework (which
transformPainter() undoes).
* format
* Also give PileZone rounded corners
* Forgot untap status + bits of CardDragItem
* fix deckviewcard calculations
* Rounded CardInfoPicture
* Fix for #4284
-> The menus have the update menu thing emitted when they get triggered.
| -> works surprising well https://youtu.be/KOOmhxvHA2c is a demo on a 10000ish card deck
* changed my comment to make sense
* fix to the issues that @ebbit1q found
what caued them idk
* Revert "fix to the issues that @ebbit1q found"
This reverts commit 20b1ad9f7a675fd3b0d1be7452f71160ce06de71.
* actual fix for the issues @ebbit1q found
* its dirty but works
* fix cards in zoneviews not having a menu
* deleted isempty check as it is updated after the check
* key binds should work now
-> menus updated on zone change/attach/retranslate UI if selected
* clangify
* remove updateCardMenu from carditem entirely
updateCardMenu is done by the player and having it in carditem led to it
often being run multiple times, I've opted to instead run it in the
player and remove the signal entirely
the new logic updates the cardMenu every time a card is set as the
activeCard in the game tab
additionally a cardmenu can change while selected if the selected card:
moves zone, is flipped, or is attached (it receives the unattach action)
this is done in the player instead now, checking if the card is the
activeCard
this however exposes a flaw in the selection management where if you
unselect a card the activeCard is set to nullptr, this was an existing
bug and causes the action on selected cards to suddenly disappear, even
if there are other cards selected!
* revert null test of aCardMenu
Co-authored-by: ebbit1q <ebbit1q@gmail.com>
* main.cpp: removed path checking and db loading
* card database: merge card loading methods into a single one
* settings cache: take care of returning safe paths for decks,
replays, etc..
* main window: if db loading fails (eg. first run), propose to run
oracle
NSIS: propose to run cockatrice instead of oracle
Rework card database loading
* Move carddatabase-related method out of deckeditor tab
* Load cards in another thread and render them progressively
* Optimize database reload after enabled sets change
Fix deck editor column width
* removed the noCard hack.
* getCard() no more creates cards instead of just returning existing
ones
* Fix the “edit tokens” dialog.
* PictureLoader: avoid trying to download twice the same card
* PictureLoader: correct return of card background
* AbstractCardItem: avoid recalculating card color at every paint
Use a different file to save custom tokens
Misc required improvements
* Use nullptr;
* Refactor CardInfoWidget to use CardInfoPicture and CardInfoText
instead of duplicating code;
* Added CardInfo::getColorChar()
* Fixed some potential crashes
* removed dead code related to CardInfoWidget
* Don't require a restart after adding a new custom sets file
* Bump CMake requirements to 3.1
Workaround the two remaining issues, mostly fixing the “load deck”
screen in tab_game:
* Only preload up to the first 300 cards of a deck;
* don’t even bother trying to load card images if they’ll be shown
with width <= 10
Trying a 17k cards deck like the one proposed in #67 is still a no go,
mostly due to the cpu time used to create all the objects. Anyway, i
tested decks up to 8k cards and they works fine now (if you like to
wait while trice is loading them)..
Drop CardInfo’s own pixmap caches; use QPixmapCache instead.
Use QPixmap references instead of pointers.
Being stored in QPixmapCache, all card images are now subjected to
QPixmapCache’s size limit